# ceratopsian.script - boot splash using script plugin # # Copyright (C) 2009 Canonical Ltd. # Copyright © 2010-2021 Aurélien Couderc # Copyright © 2014-2022 Juliette Taka # # 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 # # Based on the example provided with the "script plugin" written by: # Charlie Brej # #------------------------------- Constants ----------------------------------------- NB_ANIM_STEPS = 4; NB_REFRESHS_BETWEEN_ANIMS = 10; #------------------------------- 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 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); animation_first_frame = 0; animation_last_frame = 3; animation_current_frame = 0; for (frame = animation_first_frame; frame <= animation_last_frame; frame++) { animation_images[frame] = Image("frame_" + frame + ".png"); } # 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 animation_last_frame) { animation_current_frame = animation_first_frame; } animation_sprite.SetImage(animation_images[animation_current_frame]); } #-------------------------------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); #-----------------------------------------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);