2026-09-02 21:48:52 +02:00
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# ceratopsian.script - boot splash using script plugin
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#
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# Copyright (C) 2009 Canonical Ltd.
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# Copyright © 2010-2021 Aurélien Couderc <coucouf@debian.org>
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# Copyright © 2014-2022 Juliette Taka <juliette.belin@logilab.fr>
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2, or (at your option)
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# any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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# 02111-1307, USA.
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#
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# Written by: Alberto Milone <alberto.milone@canonical.com>
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#
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# Based on the example provided with the "script plugin" written by:
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# Charlie Brej <cbrej@cs.man.ac.uk>
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#
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#------------------------------- Constants -----------------------------------------
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NB_ANIM_STEPS = 360;
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NB_REFRESHS_BETWEEN_ANIMS = 1;
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#------------------------------- Globals -------------------------------------------
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# are we currently prompting for a password?
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prompt_active = 0;
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# Globals to share progress time / percent with intersted functions
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progress_time = 0;
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progress_pct = 0;
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# Variables for glow rotation animation
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anim_start_time = NULL;
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anim_status = "stopped";
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refresh_iter = 0;
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anim_iter = 0;
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#-----------------------------Text-image functions----------------------------
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# Set the text colour in (rgb / 256)
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text_colour.red = 1.0;
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text_colour.green = 1.0;
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text_colour.blue = 1.0;
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# Tinted text #988592
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tinted_text_colour.red = 1.0;
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tinted_text_colour.green = 1.0;
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tinted_text_colour.blue = 1.0;
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# Action Text - #ffffff - RGB 255 255 255
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action_text_colour.red = 1.0;
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action_text_colour.green = 1.0;
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action_text_colour.blue = 1.0;
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# Orange - #ff4012 - RGB 255 64 18
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debugsprite = Sprite();
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debugsprite_bottom = Sprite();
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debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1);
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debugsprite_medium = Sprite();
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debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 100), 1);
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# General purpose function to create text
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fun WriteText (text, colour) {
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image = Image.Text (text, colour.red, colour.green, colour.blue);
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return image;
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}
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fun ImageFromText (text) {
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image = WriteText (text, text_colour);
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return image;
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}
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fun ImageFromTintedText (text) {
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image = WriteText (text, tinted_text_colour);
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return image;
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}
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fun ImageFromActionText (text) {
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image = WriteText (text, action_text_colour);
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return image;
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}
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fun Debug(text) {
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debugsprite.SetImage(ImageFromText (text));
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}
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fun DebugBottom(text) {
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debugsprite_bottom.SetImage(ImageFromText (text));
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}
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fun DebugMedium(text) {
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debugsprite_medium.SetImage(ImageFromText (text));
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}
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#Debug("Window.GetHeight(0) = " + Window.GetHeight(0));
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fun TextYOffset() {
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local.y;
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local.text_height;
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local.min_height;
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# Put the 1st line below the logo + some spacing
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# TODO position from lower edge
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#y = logo_sprite.GetY() + logo.GetHeight();
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# Put the first line at the midpoint
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y = 0.5*Window.GetHeight();
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#Debug("y = " + y);
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text_height = first_line_height * 7.5;
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# subtract Window.GetY() to show info also at smallest of dual srceens
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min_height = window_max.height - 2 * first_line_height - Window.GetY();
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#Debug("text_height=" + text_height + "; min_height=" + min_height);
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if (y + text_height > min_height)
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y = min_height - text_height;
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return y;
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}
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#----------------------------- Screen/window setup ---------------------------
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# Compute screen/image ratio and scale the background accordingly
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window_max.width = Window.GetWidth();
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window_max.height = Window.GetHeight();
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screen_ratio = window_max.width / window_max.height;
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small_dimension = Math.Min(window_max.width, window_max.height);
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#Debug("Window.GetX():" + Window.GetX() + ", Window.GetY():" + Window.GetY());
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#Debug("Window is [" + window_max.width + ";" + window_max.height + "], ratio=" + screen_ratio);
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#---------------------------- Frills ---------------------------------
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2026-09-04 22:12:26 +02:00
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fun calcfmt(logo_base) {
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2026-09-02 21:48:52 +02:00
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x0 = Window.GetWidth();
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y0 = Window.GetHeight();
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xlogo = logo_base.GetWidth();
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ylogo = logo_base.GetHeight();
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coef = 0.6;
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logoscale = 0.1;
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if (xlogo<logoscale*x0) {
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dim.logo.xsize = xlogo;
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dim.logo.ysize = ylogo;
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}
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else {
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dim.logo.xsize = logoscale*x0;
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dim.logo.ysize = (logoscale*x0/xlogo)*ylogo;
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}
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2026-09-04 22:12:26 +02:00
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2026-09-02 21:48:52 +02:00
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dim.logo.x = 0.01*x0;
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dim.logo.y = 0.99*y0 - dim.logo.ysize;
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return dim;
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}
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logo = Image("logo.png");
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2026-09-04 22:12:26 +02:00
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logodim = calcfmt(logo);
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logo = logo.Scale(logodim.logo.xsize,logodim.logo.ysize);
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2026-09-02 21:48:52 +02:00
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logo_sprite = Sprite(logo);
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2026-09-04 22:12:26 +02:00
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logo_sprite.SetPosition(logodim.logo.x,logodim.logo.y,-4);
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2026-09-02 21:48:52 +02:00
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#------------------------------String functions-------------------------------
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# This is the equivalent for strstr()
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fun StringString(string, substring) {
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start = 0;
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while (String(string).CharAt (start)) {
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walk = 0;
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while (String(substring).CharAt (walk) == String(string).CharAt (start + walk) ) {
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walk++;
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if (!String(substring).CharAt (walk)) return start;
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}
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start++;
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}
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return NULL;
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}
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fun StringLength (string) {
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index = 0;
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while (String(string).CharAt(index)) index++;
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return index;
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}
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fun StringCopy (source, beginning, end) {
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local.destination = "";
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for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) {
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local.destination += String(source).CharAt(index);
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}
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return local.destination;
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}
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fun StringReplace (source, pattern, replacement) {
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local.found = StringString(source, pattern);
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if (local.found == NULL)
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return source;
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local.new_string = StringCopy (source, 0, local.found - 1) +
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replacement +
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StringCopy (source, local.found + StringLength(pattern), NULL);
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return local.new_string;
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}
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# it makes sense to use it only for
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# numbers up to 100
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fun StringToInteger (str) {
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int = -1;
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for (i=0; i<=100; i++) {
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if (i+"" == str) {
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int = i;
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break;
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}
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}
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return int;
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}
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#-----------------------------------------------------------------------------
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# Top background colour -> RGB/256
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# #263a47 --> 0.1484, 0.2266, 0.2773
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# Bottom background colour
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# #263a47 --> 0.1484, 0.2266, 0.2773
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2026-09-04 22:12:26 +02:00
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fun calchorse(horse_base) {
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x0 = Window.GetWidth();
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y0 = Window.GetHeight();
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xhorse = horse_base.GetWidth();
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yhorse = horse_base.GetHeight();
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dim.horse.xsize = x0;
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dim.horse.ysize = y0;
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return dim;
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}
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horse = Image("falbella.png");
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Window.SetBackgroundTopColor (0.0, 1.0, 1.0); # Nice colour on top of the screen fading to
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Window.SetBackgroundBottomColor (1.0, 1.0, 0.0); # an equally nice colour on the bottom
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2026-09-02 21:48:52 +02:00
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bits_per_pixel = Window.GetBitsPerPixel ();
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2026-09-04 22:12:26 +02:00
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password_dot_filename = "password_dot.png";
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password_field_filename = "password_field.png";
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2026-09-02 21:48:52 +02:00
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message_notification[0].image = ImageFromTintedText ("");
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message_notification[1].image = ImageFromTintedText ("");
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status = "normal";
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# use a fixed string with ascending and descending stems to calibrate the
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# bounding box for the first message, so the messages below don't move up
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# and down according to *their* height.
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first_line_height = ImageFromTintedText ("AfpqtM").GetHeight();
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# if the user has a 640x480 or 800x600 display, we can't quite fit everything
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# (including passphrase prompts) with the target spacing, so scoot the text up
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# a bit if needed.
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top_of_the_text = TextYOffset();
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2026-09-04 22:12:26 +02:00
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horse_dim = calchorse(horse);
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horse = horse.Scale(Window.GetWidth(), Window.GetHeight());
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horse_sprite = Sprite(horse);
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SetPosition(horse_sprite, 0, 0, 0);
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2026-09-02 21:48:52 +02:00
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#-------------------------------Progress Indicator-----------------------------
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# Implement in boot progress callback
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fun animate_progress_indicator (time, progress) {
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2026-09-04 22:12:26 +02:00
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# progress_time = time;
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# progress_pct = progress;
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2026-09-02 21:48:52 +02:00
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#Debug ("mode = " + Plymouth.GetMode() + ", progress_time = " + progress_time + ", progress_pct = " + progress_pct);
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}
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#-----------------------------------------Message stuff --------------------------------
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#
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# Set up a message label
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#
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# NOTE: this is called when doing something like 'plymouth message "hello world"'
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#
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fun setup_message (message_text, x, y, z, index) {
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#DebugMedium("Message setup: " + message_text);
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global.message_notification[index].image = (index) && ImageFromActionText (message_text) || ImageFromTintedText (message_text);
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# Set up the text message, if any
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message_notification[index].x = x;
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message_notification[index].y = y;
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message_notification[index].z = z;
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message_notification[index].sprite = Sprite ();
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message_notification[index].sprite.SetImage (message_notification[index].image);
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message_notification[index].sprite.SetX (message_notification[index].x);
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message_notification[index].sprite.SetY (message_notification[index].y);
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message_notification[index].sprite.SetZ (message_notification[index].z);
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}
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fun show_message (index) {
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if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(1);
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}
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fun hide_message (index) {
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if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(0);
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}
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# the callback function is called when new message should be displayed.
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# First arg is message to display.
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fun message_callback (message)
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{
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# Debug("Message callback");
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is_fake = 0;
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if (!message || (message == "")) is_fake = 1;
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local.substring = "keys:";
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# Look for the "keys:" prefix
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local.keys = StringString(message, local.substring);
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local.is_action_line = (keys != NULL);
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#Debug("keys " + local.keys + " substring length = " + StringLength(local.substring));
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# Get the message without the "keys:" prefix
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if (keys != NULL)
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message = StringCopy (message, keys + StringLength(local.substring), NULL);
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# Get the message without the "fsckd-cancel-msg" prefix as we don't support i18n
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substring = "fsckd-cancel-msg:";
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keys = StringString(message, substring);
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if (keys != NULL)
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message = StringCopy(message, keys + StringLength(substring), NULL);
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local.label.is_fake = is_fake;
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label = get_message_label(message, is_fake, is_action_line);
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label.z = 10000;
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setup_message (message, label.x, label.y, label.z, is_action_line);
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if (prompt_active && local.is_action_line)
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hide_message (is_action_line);
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else
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show_message (is_action_line);
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}
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#-----------------------------------------Display Password stuff -----------------------
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#
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fun password_dialogue_setup (message_label) {
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#Debug("Password dialog setup");
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local.entry;
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local.bullet_image;
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bullet_image = Image (password_dot_filename);
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entry.image = Image (password_field_filename);
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# Hide the normal labels
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prompt_active = 1;
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if (message_notification[1].sprite) hide_message (1);
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# Set the prompt label
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label = get_message_label(message_label, 0, 1);
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label.z = 10000;
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setup_message (message_label, label.x, label.y, label.z, 2);
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show_message (2);
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# Set up the text entry which contains the bullets
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entry.sprite = Sprite ();
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entry.sprite.SetImage (entry.image);
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# Centre the box horizontally
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entry.x = Window.GetX () + Window.GetWidth () / 2 - entry.image.GetWidth () / 2;
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# Put the entry below the second label.
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entry.y = message_notification[2].y + label.height * 1.5;
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#DebugMedium("entry x = " + entry.x + ", y = " + entry.y);
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entry.z = 10000;
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entry.sprite.SetX (entry.x);
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entry.sprite.SetY (entry.y);
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entry.sprite.SetZ (entry.z);
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global.password_dialogue = local;
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}
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fun password_dialogue_opacity (opacity) {
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#Debug("Setting password dialog opacity to " + opacity);
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global.password_dialogue.opacity = opacity;
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local = global.password_dialogue;
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# You can make the box translucent with a float
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# entry.sprite.SetOpacity (0.3);
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entry.sprite.SetOpacity (opacity);
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label.sprite.SetOpacity (opacity);
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if (bullets) {
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for (index = 0; bullets[index]; index++) {
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bullets[index].sprite.SetOpacity (opacity);
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}
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}
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}
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# The callback function is called when the display should display a password dialogue.
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# First arg is prompt string, the second is the number of bullets.
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fun display_password_callback (prompt, bullets) {
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#Debug("Password dialog setup");
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global.status = "password";
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if (!global.password_dialogue) password_dialogue_setup(prompt);
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password_dialogue_opacity (1);
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bullet_width = password_dialogue.bullet_image.GetWidth();
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bullet_y = password_dialogue.entry.y +
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password_dialogue.entry.image.GetHeight () / 2 -
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password_dialogue.bullet_image.GetHeight () / 2;
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margin = bullet_width;
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spaces = Math.Int( (password_dialogue.entry.image.GetWidth () - (margin * 2)) / (bullet_width / 2 ) );
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#DebugMedium ("spaces = " + spaces + ", bullets = " + bullets);
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bullets_area.width = margin + spaces * (bullet_width / 2);
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bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2;
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#DebugBottom ("pwd_entry (x,y) = " + password_dialogue.entry.x + "," + password_dialogue.entry.y
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# + "), bullets_area.x = " + bullets_area.x + ", bullets_area.width = " + bullets_area.width);
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if (bullets > spaces)
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bullets = spaces;
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for (index = 0; password_dialogue.bullets[index] || index < bullets; index++){
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if (!password_dialogue.bullets[index]) {
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password_dialogue.bullets[index].sprite = Sprite ();
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password_dialogue.bullets[index].sprite.SetImage (password_dialogue.bullet_image);
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password_dialogue.bullets[index].x = bullets_area.x + # password_dialogue.entry.x + margin +
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index * bullet_width / 2;
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password_dialogue.bullets[index].sprite.SetX (password_dialogue.bullets[index].x);
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password_dialogue.bullets[index].y = bullet_y;
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password_dialogue.bullets[index].sprite.SetY (password_dialogue.bullets[index].y);
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password_dialogue.bullets[index].z = password_dialogue.entry.z + 1;
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password_dialogue.bullets[index].sprite.SetZ (password_dialogue.bullets[index].z);
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}
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password_dialogue.bullets[index].sprite.SetOpacity (0);
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if (index < bullets) {
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password_dialogue.bullets[index].sprite.SetOpacity (1);
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}
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}
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}
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Plymouth.SetDisplayPasswordFunction (display_password_callback);
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Plymouth.SetMessageFunction (message_callback);
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Plymouth.SetBootProgressFunction (animate_progress_indicator);
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# Plymouth.SetBootProgressFunction: the callback function is called with two numbers, the progress (between 0 and 1) and the time spent booting so far
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# Plymouth.SetRootMountedFunction: the callback function is called when a new root is mounted
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# Plymouth.SetKeyboardInputFunction: the callback function is called with a string containing a new character entered on the keyboard
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|
#-----------------------------------------Update Status stuff --------------------------
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#
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# The update_status_callback is what we can use to pass plymouth whatever we want so
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# as to make use of features which are available only in this program (as opposed to
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# being available for any theme for the script plugin).
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#
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# Example:
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#
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# Thanks to the current implementation, some scripts can call "plymouth --update=fsck:sda1:40"
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# and this program will know that 1) we're performing and fsck check, 2) we're checking sda1,
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# 3) the program should set the label progress to 40%
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#
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# Other features can be easily added by parsing the string that we pass plymouth with "--update"
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#
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fun update_status_callback (status) {
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# Debug(status);
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if (!status) return;
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string_it = 0;
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|
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update_strings[string_it] = "";
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for (i=0; (String(status).CharAt(i) != ""); i++) {
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local.temp_char = String(status).CharAt(i);
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if (temp_char != ":")
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update_strings[string_it] += temp_char;
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else
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|
|
update_strings[++string_it] = "";
|
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|
|
}
|
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|
|
# my_string = update_strings[0] + " " + update_strings[1] + " " + update_strings[2];
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|
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# Debug(my_string);
|
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|
|
}
|
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|
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Plymouth.SetUpdateStatusFunction (update_status_callback);
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|
|
#-----------------------------------------Display Question stuff -----------------------
|
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|
|
#
|
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|
|
|
# TODO: Implement this if needed
|
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|
|
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#
|
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|
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# The callback function is called when the display should display a question dialogue.
|
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|
|
# First arg is prompt string, the second is the entry contents.
|
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|
|
#fun display_question_callback (prompt_string, entry_contents)
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|
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#{
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|
|
|
# time++;
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|
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#}
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|
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#
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|
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#Plymouth.SetDisplayQuestionFunction (display_question_callback);
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|
|
#fun rotate_img(source_img, current_step, nb_steps) {
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|
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# angle = Math.Sin(current_step / nb_steps * Math.Pi / 2) * 2 * Math.Pi;
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|
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# #debug_sin = Math.Sin(current_step / nb_steps * Math.Pi / 2);
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|
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# #DebugMedium("Sin = " + debug_sin);
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# rotated_img = source_img.Rotate(angle);
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# return rotated_img;
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|
|
#}
|
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|
|
|
2026-09-04 22:12:26 +02:00
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|
fun update_horse () {
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# if (global.anim_iter > NB_ANIM_STEPS) {
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|
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# global.anim_iter = 0;
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|
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# }
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|
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# #DebugMedium("iter = " + global.anim_iter);
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|
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# #glow_opacity = 0.6 + 0.3 * Math.Cos(global.anim_iter / NB_ANIM_STEPS * 2 * Math.Pi);
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|
|
# #Debug("glow_opacity = " + glow_opacity);
|
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|
|
# if (global.anim_start_time != global.progress_time && global.anim_status != "running") {
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|
|
|
# global.anim_start_time = global.progress_time;
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|
|
# global.anim_iter = 0;
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|
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# global.anim_status = "running";
|
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|
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# }
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|
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#
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|
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# if (global.anim_status == "running") {
|
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|
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# global.glow_sprite.SetOpacity(glow_opacity);
|
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|
|
|
# global.anim_iter++;
|
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|
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#
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|
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# if (global.anim_iter >= NB_ANIM_STEPS) {
|
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|
|
|
# global.anim_status = "stopped";
|
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|
|
# }
|
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|
|
# }
|
2026-09-02 21:48:52 +02:00
|
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}
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|
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|
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|
|
#-----------------------------------------Refresh stuff --------------------------------
|
|
|
|
|
#
|
|
|
|
|
# Calling Plymouth.SetRefreshFunction with a function will set that function to be
|
|
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|
|
# called up to 50 times every second, e.g.
|
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|
|
#
|
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|
|
|
# NOTE: if a refresh function is not set, Plymouth doesn't seem to be able to update
|
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|
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# the screen correctly
|
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|
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#
|
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|
|
|
fun refresh_callback ()
|
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|
|
{
|
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|
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global.refresh_iter++;
|
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|
|
if (global.refresh_iter == NB_REFRESHS_BETWEEN_ANIMS) {
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|
|
|
global.refresh_iter = 0;
|
2026-09-04 22:12:26 +02:00
|
|
|
update_horse();
|
2026-09-02 21:48:52 +02:00
|
|
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}
|
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|
|
#DebugBottom ("refresh_iter=" + refresh_iter + "; anim_status=" + anim_status + "; anim_start_time=" + anim_start_time + "; anim_iter=" + anim_iter);
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|
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}
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|
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Plymouth.SetRefreshFunction (refresh_callback);
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|
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#-----------------------------------------Display Normal stuff -----------------------
|
|
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|
|
#
|
|
|
|
|
# The callback function is called when the display should return to normal
|
|
|
|
|
fun display_normal_callback ()
|
|
|
|
|
{
|
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|
|
|
global.status = "normal";
|
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|
|
|
if (global.password_dialogue) {
|
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|
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password_dialogue_opacity (0);
|
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|
|
global.password_dialogue = NULL;
|
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|
|
if (message_notification[2].sprite) hide_message(2);
|
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|
|
prompt_active = 0;
|
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|
|
}
|
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|
|
|
|
|
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|
|
if (message_notification[1].sprite) {
|
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|
|
show_message (1);
|
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|
|
}
|
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|
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}
|
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|
|
Plymouth.SetDisplayNormalFunction (display_normal_callback);
|
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|
|
#----------------------------------------- Quit --------------------------------
|
|
|
|
|
|
|
|
|
|
fun quit_callback ()
|
|
|
|
|
{
|
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|
|
}
|
|
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|
|
|
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|
|
Plymouth.SetQuitFunction(quit_callback);
|