first working version
|
After Width: | Height: | Size: 18 KiB |
@@ -0,0 +1,8 @@
|
||||
[Plymouth Theme]
|
||||
Name=HfG OS Falbella Theme
|
||||
Description=HfG OS Falbella Theme by hfg_of
|
||||
ModuleName=script
|
||||
|
||||
[script]
|
||||
ImageDir=/usr/share/plymouth/themes/falbella
|
||||
ScriptFile=/usr/share/plymouth/themes/falbella/falbella.script
|
||||
|
After Width: | Height: | Size: 78 KiB |
@@ -0,0 +1,604 @@
|
||||
# ceratopsian.script - boot splash using script plugin
|
||||
#
|
||||
# Copyright (C) 2009 Canonical Ltd.
|
||||
# Copyright © 2010-2021 Aurélien Couderc <coucouf@debian.org>
|
||||
# Copyright © 2014-2022 Juliette Taka <juliette.belin@logilab.fr>
|
||||
#
|
||||
# This program is free software; you can redistribute it and/or modify
|
||||
# it under the terms of the GNU General Public License as published by
|
||||
# the Free Software Foundation; either version 2, or (at your option)
|
||||
# any later version.
|
||||
#
|
||||
# This program is distributed in the hope that it will be useful,
|
||||
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
# GNU General Public License for more details.
|
||||
#
|
||||
# You should have received a copy of the GNU General Public License
|
||||
# along with this program; if not, write to the Free Software
|
||||
# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
|
||||
# 02111-1307, USA.
|
||||
#
|
||||
# Written by: Alberto Milone <alberto.milone@canonical.com>
|
||||
#
|
||||
# Based on the example provided with the "script plugin" written by:
|
||||
# Charlie Brej <cbrej@cs.man.ac.uk>
|
||||
#
|
||||
|
||||
|
||||
#------------------------------- Constants -----------------------------------------
|
||||
NB_ANIM_STEPS = 360;
|
||||
NB_REFRESHS_BETWEEN_ANIMS = 1;
|
||||
|
||||
|
||||
|
||||
#------------------------------- Globals -------------------------------------------
|
||||
# are we currently prompting for a password?
|
||||
prompt_active = 0;
|
||||
|
||||
# Globals to share progress time / percent with intersted functions
|
||||
progress_time = 0;
|
||||
progress_pct = 0;
|
||||
|
||||
# Variables for glow rotation animation
|
||||
anim_start_time = NULL;
|
||||
anim_status = "stopped";
|
||||
refresh_iter = 0;
|
||||
anim_iter = 0;
|
||||
|
||||
#-----------------------------Text-image functions----------------------------
|
||||
|
||||
# Set the text colour in (rgb / 256)
|
||||
text_colour.red = 1.0;
|
||||
text_colour.green = 1.0;
|
||||
text_colour.blue = 1.0;
|
||||
|
||||
# Tinted text #988592
|
||||
tinted_text_colour.red = 1.0;
|
||||
tinted_text_colour.green = 1.0;
|
||||
tinted_text_colour.blue = 1.0;
|
||||
|
||||
# Action Text - #ffffff - RGB 255 255 255
|
||||
action_text_colour.red = 1.0;
|
||||
action_text_colour.green = 1.0;
|
||||
action_text_colour.blue = 1.0;
|
||||
|
||||
# Orange - #ff4012 - RGB 255 64 18
|
||||
debugsprite = Sprite();
|
||||
debugsprite_bottom = Sprite();
|
||||
debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1);
|
||||
debugsprite_medium = Sprite();
|
||||
debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 100), 1);
|
||||
|
||||
# General purpose function to create text
|
||||
fun WriteText (text, colour) {
|
||||
image = Image.Text (text, colour.red, colour.green, colour.blue);
|
||||
return image;
|
||||
}
|
||||
|
||||
fun ImageFromText (text) {
|
||||
image = WriteText (text, text_colour);
|
||||
return image;
|
||||
}
|
||||
|
||||
fun ImageFromTintedText (text) {
|
||||
image = WriteText (text, tinted_text_colour);
|
||||
return image;
|
||||
}
|
||||
|
||||
fun ImageFromActionText (text) {
|
||||
image = WriteText (text, action_text_colour);
|
||||
return image;
|
||||
}
|
||||
|
||||
fun Debug(text) {
|
||||
debugsprite.SetImage(ImageFromText (text));
|
||||
}
|
||||
|
||||
fun DebugBottom(text) {
|
||||
debugsprite_bottom.SetImage(ImageFromText (text));
|
||||
}
|
||||
|
||||
fun DebugMedium(text) {
|
||||
debugsprite_medium.SetImage(ImageFromText (text));
|
||||
}
|
||||
|
||||
#Debug("Window.GetHeight(0) = " + Window.GetHeight(0));
|
||||
fun TextYOffset() {
|
||||
local.y;
|
||||
local.text_height;
|
||||
local.min_height;
|
||||
|
||||
# Put the 1st line below the logo + some spacing
|
||||
# TODO position from lower edge
|
||||
#y = logo_sprite.GetY() + logo.GetHeight();
|
||||
# Put the first line at the midpoint
|
||||
y = 0.5*Window.GetHeight();
|
||||
#Debug("y = " + y);
|
||||
|
||||
text_height = first_line_height * 7.5;
|
||||
# subtract Window.GetY() to show info also at smallest of dual srceens
|
||||
min_height = window_max.height - 2 * first_line_height - Window.GetY();
|
||||
#Debug("text_height=" + text_height + "; min_height=" + min_height);
|
||||
|
||||
if (y + text_height > min_height)
|
||||
y = min_height - text_height;
|
||||
|
||||
return y;
|
||||
}
|
||||
|
||||
|
||||
#----------------------------- Screen/window setup ---------------------------
|
||||
# Compute screen/image ratio and scale the background accordingly
|
||||
window_max.width = Window.GetWidth();
|
||||
window_max.height = Window.GetHeight();
|
||||
screen_ratio = window_max.width / window_max.height;
|
||||
small_dimension = Math.Min(window_max.width, window_max.height);
|
||||
#Debug("Window.GetX():" + Window.GetX() + ", Window.GetY():" + Window.GetY());
|
||||
#Debug("Window is [" + window_max.width + ";" + window_max.height + "], ratio=" + screen_ratio);
|
||||
|
||||
|
||||
|
||||
#---------------------------- Frills ---------------------------------
|
||||
|
||||
fun calcfmt(logo_base) {
|
||||
x0 = Window.GetWidth();
|
||||
y0 = Window.GetHeight();
|
||||
xlogo = logo_base.GetWidth();
|
||||
ylogo = logo_base.GetHeight();
|
||||
|
||||
coef = 0.6;
|
||||
|
||||
logoscale = 0.1;
|
||||
if (xlogo<logoscale*x0) {
|
||||
dim.logo.xsize = xlogo;
|
||||
dim.logo.ysize = ylogo;
|
||||
}
|
||||
else {
|
||||
dim.logo.xsize = logoscale*x0;
|
||||
dim.logo.ysize = (logoscale*x0/xlogo)*ylogo;
|
||||
}
|
||||
|
||||
dim.logo.x = 0.01*x0;
|
||||
dim.logo.y = 0.99*y0 - dim.logo.ysize;
|
||||
|
||||
return dim;
|
||||
}
|
||||
|
||||
|
||||
logo = Image("logo.png");
|
||||
|
||||
logodim = calcfmt(logo);
|
||||
logo = logo.Scale(logodim.logo.xsize,logodim.logo.ysize);
|
||||
logo_sprite = Sprite(logo);
|
||||
logo_sprite.SetPosition(logodim.logo.x,logodim.logo.y,-4);
|
||||
|
||||
|
||||
#------------------------------String functions-------------------------------
|
||||
|
||||
# This is the equivalent for strstr()
|
||||
fun StringString(string, substring) {
|
||||
start = 0;
|
||||
while (String(string).CharAt (start)) {
|
||||
walk = 0;
|
||||
while (String(substring).CharAt (walk) == String(string).CharAt (start + walk) ) {
|
||||
walk++;
|
||||
if (!String(substring).CharAt (walk)) return start;
|
||||
}
|
||||
start++;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
fun StringLength (string) {
|
||||
index = 0;
|
||||
while (String(string).CharAt(index)) index++;
|
||||
return index;
|
||||
}
|
||||
|
||||
fun StringCopy (source, beginning, end) {
|
||||
local.destination = "";
|
||||
for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) {
|
||||
local.destination += String(source).CharAt(index);
|
||||
}
|
||||
|
||||
return local.destination;
|
||||
}
|
||||
|
||||
fun StringReplace (source, pattern, replacement) {
|
||||
local.found = StringString(source, pattern);
|
||||
if (local.found == NULL)
|
||||
return source;
|
||||
|
||||
local.new_string = StringCopy (source, 0, local.found - 1) +
|
||||
replacement +
|
||||
StringCopy (source, local.found + StringLength(pattern), NULL);
|
||||
|
||||
return local.new_string;
|
||||
}
|
||||
|
||||
# it makes sense to use it only for
|
||||
# numbers up to 100
|
||||
fun StringToInteger (str) {
|
||||
int = -1;
|
||||
for (i=0; i<=100; i++) {
|
||||
if (i+"" == str) {
|
||||
int = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return int;
|
||||
}
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# Top background colour -> RGB/256
|
||||
# #263a47 --> 0.1484, 0.2266, 0.2773
|
||||
# Bottom background colour
|
||||
# #263a47 --> 0.1484, 0.2266, 0.2773
|
||||
|
||||
fun calchorse(horse_base) {
|
||||
x0 = Window.GetWidth();
|
||||
y0 = Window.GetHeight();
|
||||
xhorse = horse_base.GetWidth();
|
||||
yhorse = horse_base.GetHeight();
|
||||
|
||||
dim.horse.xsize = x0;
|
||||
dim.horse.ysize = y0;
|
||||
|
||||
return dim;
|
||||
}
|
||||
|
||||
horse = Image("falbella.png");
|
||||
|
||||
Window.SetBackgroundTopColor (0.0, 1.0, 1.0); # Nice colour on top of the screen fading to
|
||||
Window.SetBackgroundBottomColor (1.0, 1.0, 0.0); # an equally nice colour on the bottom
|
||||
|
||||
bits_per_pixel = Window.GetBitsPerPixel ();
|
||||
password_dot_filename = "password_dot.png";
|
||||
password_field_filename = "password_field.png";
|
||||
|
||||
message_notification[0].image = ImageFromTintedText ("");
|
||||
message_notification[1].image = ImageFromTintedText ("");
|
||||
|
||||
status = "normal";
|
||||
|
||||
# use a fixed string with ascending and descending stems to calibrate the
|
||||
# bounding box for the first message, so the messages below don't move up
|
||||
# and down according to *their* height.
|
||||
first_line_height = ImageFromTintedText ("AfpqtM").GetHeight();
|
||||
|
||||
# if the user has a 640x480 or 800x600 display, we can't quite fit everything
|
||||
# (including passphrase prompts) with the target spacing, so scoot the text up
|
||||
# a bit if needed.
|
||||
top_of_the_text = TextYOffset();
|
||||
|
||||
horse_dim = calchorse(horse);
|
||||
horse = horse.Scale(Window.GetWidth(), Window.GetHeight());
|
||||
horse_sprite = Sprite(horse);
|
||||
|
||||
SetPosition(horse_sprite, 0, 0, 0);
|
||||
|
||||
#-------------------------------Progress Indicator-----------------------------
|
||||
# Implement in boot progress callback
|
||||
fun animate_progress_indicator (time, progress) {
|
||||
# progress_time = time;
|
||||
# progress_pct = progress;
|
||||
|
||||
#Debug ("mode = " + Plymouth.GetMode() + ", progress_time = " + progress_time + ", progress_pct = " + progress_pct);
|
||||
}
|
||||
|
||||
#-----------------------------------------Message stuff --------------------------------
|
||||
#
|
||||
|
||||
# Set up a message label
|
||||
#
|
||||
# NOTE: this is called when doing something like 'plymouth message "hello world"'
|
||||
#
|
||||
fun setup_message (message_text, x, y, z, index) {
|
||||
#DebugMedium("Message setup: " + message_text);
|
||||
global.message_notification[index].image = (index) && ImageFromActionText (message_text) || ImageFromTintedText (message_text);
|
||||
|
||||
# Set up the text message, if any
|
||||
message_notification[index].x = x;
|
||||
message_notification[index].y = y;
|
||||
message_notification[index].z = z;
|
||||
|
||||
message_notification[index].sprite = Sprite ();
|
||||
message_notification[index].sprite.SetImage (message_notification[index].image);
|
||||
message_notification[index].sprite.SetX (message_notification[index].x);
|
||||
message_notification[index].sprite.SetY (message_notification[index].y);
|
||||
message_notification[index].sprite.SetZ (message_notification[index].z);
|
||||
|
||||
}
|
||||
|
||||
fun show_message (index) {
|
||||
if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(1);
|
||||
}
|
||||
|
||||
fun hide_message (index) {
|
||||
if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
# the callback function is called when new message should be displayed.
|
||||
# First arg is message to display.
|
||||
fun message_callback (message)
|
||||
{
|
||||
# Debug("Message callback");
|
||||
is_fake = 0;
|
||||
if (!message || (message == "")) is_fake = 1;
|
||||
|
||||
local.substring = "keys:";
|
||||
|
||||
# Look for the "keys:" prefix
|
||||
local.keys = StringString(message, local.substring);
|
||||
|
||||
local.is_action_line = (keys != NULL);
|
||||
#Debug("keys " + local.keys + " substring length = " + StringLength(local.substring));
|
||||
|
||||
# Get the message without the "keys:" prefix
|
||||
if (keys != NULL)
|
||||
message = StringCopy (message, keys + StringLength(local.substring), NULL);
|
||||
|
||||
# Get the message without the "fsckd-cancel-msg" prefix as we don't support i18n
|
||||
substring = "fsckd-cancel-msg:";
|
||||
keys = StringString(message, substring);
|
||||
if (keys != NULL)
|
||||
message = StringCopy(message, keys + StringLength(substring), NULL);
|
||||
|
||||
local.label.is_fake = is_fake;
|
||||
label = get_message_label(message, is_fake, is_action_line);
|
||||
label.z = 10000;
|
||||
|
||||
setup_message (message, label.x, label.y, label.z, is_action_line);
|
||||
if (prompt_active && local.is_action_line)
|
||||
hide_message (is_action_line);
|
||||
else
|
||||
show_message (is_action_line);
|
||||
|
||||
}
|
||||
|
||||
|
||||
#-----------------------------------------Display Password stuff -----------------------
|
||||
#
|
||||
|
||||
fun password_dialogue_setup (message_label) {
|
||||
#Debug("Password dialog setup");
|
||||
|
||||
local.entry;
|
||||
local.bullet_image;
|
||||
|
||||
bullet_image = Image (password_dot_filename);
|
||||
entry.image = Image (password_field_filename);
|
||||
|
||||
# Hide the normal labels
|
||||
prompt_active = 1;
|
||||
if (message_notification[1].sprite) hide_message (1);
|
||||
|
||||
# Set the prompt label
|
||||
label = get_message_label(message_label, 0, 1);
|
||||
label.z = 10000;
|
||||
|
||||
setup_message (message_label, label.x, label.y, label.z, 2);
|
||||
show_message (2);
|
||||
|
||||
# Set up the text entry which contains the bullets
|
||||
entry.sprite = Sprite ();
|
||||
entry.sprite.SetImage (entry.image);
|
||||
|
||||
# Centre the box horizontally
|
||||
entry.x = Window.GetX () + Window.GetWidth () / 2 - entry.image.GetWidth () / 2;
|
||||
|
||||
# Put the entry below the second label.
|
||||
entry.y = message_notification[2].y + label.height * 1.5;
|
||||
|
||||
#DebugMedium("entry x = " + entry.x + ", y = " + entry.y);
|
||||
entry.z = 10000;
|
||||
entry.sprite.SetX (entry.x);
|
||||
entry.sprite.SetY (entry.y);
|
||||
entry.sprite.SetZ (entry.z);
|
||||
|
||||
global.password_dialogue = local;
|
||||
}
|
||||
|
||||
fun password_dialogue_opacity (opacity) {
|
||||
#Debug("Setting password dialog opacity to " + opacity);
|
||||
global.password_dialogue.opacity = opacity;
|
||||
local = global.password_dialogue;
|
||||
|
||||
# You can make the box translucent with a float
|
||||
# entry.sprite.SetOpacity (0.3);
|
||||
entry.sprite.SetOpacity (opacity);
|
||||
label.sprite.SetOpacity (opacity);
|
||||
|
||||
if (bullets) {
|
||||
for (index = 0; bullets[index]; index++) {
|
||||
bullets[index].sprite.SetOpacity (opacity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
# The callback function is called when the display should display a password dialogue.
|
||||
# First arg is prompt string, the second is the number of bullets.
|
||||
fun display_password_callback (prompt, bullets) {
|
||||
#Debug("Password dialog setup");
|
||||
|
||||
global.status = "password";
|
||||
if (!global.password_dialogue) password_dialogue_setup(prompt);
|
||||
password_dialogue_opacity (1);
|
||||
bullet_width = password_dialogue.bullet_image.GetWidth();
|
||||
bullet_y = password_dialogue.entry.y +
|
||||
password_dialogue.entry.image.GetHeight () / 2 -
|
||||
password_dialogue.bullet_image.GetHeight () / 2;
|
||||
margin = bullet_width;
|
||||
spaces = Math.Int( (password_dialogue.entry.image.GetWidth () - (margin * 2)) / (bullet_width / 2 ) );
|
||||
#DebugMedium ("spaces = " + spaces + ", bullets = " + bullets);
|
||||
bullets_area.width = margin + spaces * (bullet_width / 2);
|
||||
bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2;
|
||||
#DebugBottom ("pwd_entry (x,y) = " + password_dialogue.entry.x + "," + password_dialogue.entry.y
|
||||
# + "), bullets_area.x = " + bullets_area.x + ", bullets_area.width = " + bullets_area.width);
|
||||
if (bullets > spaces)
|
||||
bullets = spaces;
|
||||
for (index = 0; password_dialogue.bullets[index] || index < bullets; index++){
|
||||
if (!password_dialogue.bullets[index]) {
|
||||
password_dialogue.bullets[index].sprite = Sprite ();
|
||||
password_dialogue.bullets[index].sprite.SetImage (password_dialogue.bullet_image);
|
||||
password_dialogue.bullets[index].x = bullets_area.x + # password_dialogue.entry.x + margin +
|
||||
index * bullet_width / 2;
|
||||
password_dialogue.bullets[index].sprite.SetX (password_dialogue.bullets[index].x);
|
||||
password_dialogue.bullets[index].y = bullet_y;
|
||||
password_dialogue.bullets[index].sprite.SetY (password_dialogue.bullets[index].y);
|
||||
password_dialogue.bullets[index].z = password_dialogue.entry.z + 1;
|
||||
password_dialogue.bullets[index].sprite.SetZ (password_dialogue.bullets[index].z);
|
||||
}
|
||||
|
||||
password_dialogue.bullets[index].sprite.SetOpacity (0);
|
||||
|
||||
if (index < bullets) {
|
||||
password_dialogue.bullets[index].sprite.SetOpacity (1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Plymouth.SetDisplayPasswordFunction (display_password_callback);
|
||||
|
||||
Plymouth.SetMessageFunction (message_callback);
|
||||
|
||||
Plymouth.SetBootProgressFunction (animate_progress_indicator);
|
||||
|
||||
# Plymouth.SetBootProgressFunction: the callback function is called with two numbers, the progress (between 0 and 1) and the time spent booting so far
|
||||
# Plymouth.SetRootMountedFunction: the callback function is called when a new root is mounted
|
||||
# Plymouth.SetKeyboardInputFunction: the callback function is called with a string containing a new character entered on the keyboard
|
||||
|
||||
#-----------------------------------------Update Status stuff --------------------------
|
||||
#
|
||||
# The update_status_callback is what we can use to pass plymouth whatever we want so
|
||||
# as to make use of features which are available only in this program (as opposed to
|
||||
# being available for any theme for the script plugin).
|
||||
#
|
||||
# Example:
|
||||
#
|
||||
# Thanks to the current implementation, some scripts can call "plymouth --update=fsck:sda1:40"
|
||||
# and this program will know that 1) we're performing and fsck check, 2) we're checking sda1,
|
||||
# 3) the program should set the label progress to 40%
|
||||
#
|
||||
# Other features can be easily added by parsing the string that we pass plymouth with "--update"
|
||||
#
|
||||
fun update_status_callback (status) {
|
||||
# Debug(status);
|
||||
if (!status) return;
|
||||
|
||||
string_it = 0;
|
||||
update_strings[string_it] = "";
|
||||
|
||||
for (i=0; (String(status).CharAt(i) != ""); i++) {
|
||||
local.temp_char = String(status).CharAt(i);
|
||||
if (temp_char != ":")
|
||||
update_strings[string_it] += temp_char;
|
||||
else
|
||||
update_strings[++string_it] = "";
|
||||
}
|
||||
|
||||
# my_string = update_strings[0] + " " + update_strings[1] + " " + update_strings[2];
|
||||
# Debug(my_string);
|
||||
}
|
||||
Plymouth.SetUpdateStatusFunction (update_status_callback);
|
||||
|
||||
#-----------------------------------------Display Question stuff -----------------------
|
||||
#
|
||||
# TODO: Implement this if needed
|
||||
#
|
||||
# The callback function is called when the display should display a question dialogue.
|
||||
# First arg is prompt string, the second is the entry contents.
|
||||
#fun display_question_callback (prompt_string, entry_contents)
|
||||
#{
|
||||
# time++;
|
||||
#}
|
||||
#
|
||||
#Plymouth.SetDisplayQuestionFunction (display_question_callback);
|
||||
|
||||
#fun rotate_img(source_img, current_step, nb_steps) {
|
||||
# angle = Math.Sin(current_step / nb_steps * Math.Pi / 2) * 2 * Math.Pi;
|
||||
# #debug_sin = Math.Sin(current_step / nb_steps * Math.Pi / 2);
|
||||
# #DebugMedium("Sin = " + debug_sin);
|
||||
# rotated_img = source_img.Rotate(angle);
|
||||
# return rotated_img;
|
||||
#}
|
||||
|
||||
fun update_horse () {
|
||||
# if (global.anim_iter > NB_ANIM_STEPS) {
|
||||
# global.anim_iter = 0;
|
||||
# }
|
||||
# #DebugMedium("iter = " + global.anim_iter);
|
||||
# #glow_opacity = 0.6 + 0.3 * Math.Cos(global.anim_iter / NB_ANIM_STEPS * 2 * Math.Pi);
|
||||
# #Debug("glow_opacity = " + glow_opacity);
|
||||
# if (global.anim_start_time != global.progress_time && global.anim_status != "running") {
|
||||
# global.anim_start_time = global.progress_time;
|
||||
# global.anim_iter = 0;
|
||||
# global.anim_status = "running";
|
||||
# }
|
||||
#
|
||||
# if (global.anim_status == "running") {
|
||||
# global.glow_sprite.SetOpacity(glow_opacity);
|
||||
# global.anim_iter++;
|
||||
#
|
||||
# if (global.anim_iter >= NB_ANIM_STEPS) {
|
||||
# global.anim_status = "stopped";
|
||||
# }
|
||||
# }
|
||||
}
|
||||
|
||||
|
||||
#-----------------------------------------Refresh stuff --------------------------------
|
||||
#
|
||||
# Calling Plymouth.SetRefreshFunction with a function will set that function to be
|
||||
# called up to 50 times every second, e.g.
|
||||
#
|
||||
# NOTE: if a refresh function is not set, Plymouth doesn't seem to be able to update
|
||||
# the screen correctly
|
||||
#
|
||||
fun refresh_callback ()
|
||||
{
|
||||
global.refresh_iter++;
|
||||
if (global.refresh_iter == NB_REFRESHS_BETWEEN_ANIMS) {
|
||||
global.refresh_iter = 0;
|
||||
update_horse();
|
||||
}
|
||||
#DebugBottom ("refresh_iter=" + refresh_iter + "; anim_status=" + anim_status + "; anim_start_time=" + anim_start_time + "; anim_iter=" + anim_iter);
|
||||
}
|
||||
Plymouth.SetRefreshFunction (refresh_callback);
|
||||
|
||||
|
||||
#-----------------------------------------Display Normal stuff -----------------------
|
||||
#
|
||||
# The callback function is called when the display should return to normal
|
||||
fun display_normal_callback ()
|
||||
{
|
||||
global.status = "normal";
|
||||
if (global.password_dialogue) {
|
||||
password_dialogue_opacity (0);
|
||||
global.password_dialogue = NULL;
|
||||
if (message_notification[2].sprite) hide_message(2);
|
||||
prompt_active = 0;
|
||||
}
|
||||
|
||||
if (message_notification[1].sprite) {
|
||||
show_message (1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Plymouth.SetDisplayNormalFunction (display_normal_callback);
|
||||
|
||||
|
||||
#----------------------------------------- Quit --------------------------------
|
||||
|
||||
fun quit_callback ()
|
||||
{
|
||||
}
|
||||
|
||||
Plymouth.SetQuitFunction(quit_callback);
|
||||
|
After Width: | Height: | Size: 25 KiB |
|
After Width: | Height: | Size: 1.1 KiB |
|
After Width: | Height: | Size: 827 B |
|
After Width: | Height: | Size: 364 B |
|
After Width: | Height: | Size: 365 B |