commit b75f122c30977879b8de240a41cfc46d1a822cc6 Author: asmeron Date: Fri Oct 10 16:01:29 2025 +0600 WIP: Add COSAfrica theme diff --git a/cosafrica-logo-hideonce/cosafrica-logo-hideonce.plymouth b/cosafrica-logo-hideonce/cosafrica-logo-hideonce.plymouth new file mode 100644 index 0000000..bfe6727 --- /dev/null +++ b/cosafrica-logo-hideonce/cosafrica-logo-hideonce.plymouth @@ -0,0 +1,13 @@ +[Plymouth Theme] +Name=COSAfrica logo hideonce +Description=COSAfrica plymouth theme by UBTeam. +ModuleName=two-step + +[two-step] +ImageDir=/usr/share/plymouth/themes/cosafrica-logo-hideonce/images +HorizontalAlignment=.5 +VerticalAlignment=.5 +Transition=none +TransitionDuration=0.0 +BackgroundStartColor=0x000000 +BackgroundEndColor=0x000000 diff --git a/cosafrica-logo-hideonce/images/box.png b/cosafrica-logo-hideonce/images/box.png new file mode 100644 index 0000000..54876e6 Binary files /dev/null and b/cosafrica-logo-hideonce/images/box.png differ diff --git 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Those images should not contain +alpha channels and use solid color throughout (no gradients etc.). + +In the script itself we use a solid color background, the images should use +matching colors when needing to avoid alpha. + +Usually the workflow is to take the regular version and replace the alpha, +then possibly also overly colorful elements, save it and convert to 16 colors. +Most of the time you can use drop shadows, but all in all no more than 16 +colors can be used, so you will have to make sure the clipped version's drop +is still appearing as expected. + +To convert to <= 16 color version use (< when fewer colors found) + for foo in *; do pngtopnm $foo | pnmquant 16 | pnmtopng > 16.png; mv 16.png $foo; done + +You may want to check that the output makes sense. diff --git a/cosafrica-logo-pulse/cosafrica-logo-pulse.grub b/cosafrica-logo-pulse/cosafrica-logo-pulse.grub new file mode 100644 index 0000000..3f98125 --- /dev/null +++ b/cosafrica-logo-pulse/cosafrica-logo-pulse.grub @@ -0,0 +1,7 @@ +#set_background_image "images/tile.png"; + +set menu_color_normal=white/black +set menu_color_highlight=black/light-gray +if background_color 0,0,0; then + clear +fi diff --git a/cosafrica-logo-pulse/cosafrica-logo-pulse.plymouth b/cosafrica-logo-pulse/cosafrica-logo-pulse.plymouth new file mode 100644 index 0000000..a461e66 --- /dev/null +++ b/cosafrica-logo-pulse/cosafrica-logo-pulse.plymouth @@ -0,0 +1,8 @@ +[Plymouth Theme] +Name=COSAfrica logo pulse +Description=A COSAfrica theme that features a blank background with a logo. +ModuleName=script + +[script] +ImageDir=/usr/share/plymouth/themes/cosafrica-logo-pulse +ScriptFile=/usr/share/plymouth/themes/cosafrica-logo-pulse/cosafrica-logo-pulse.script diff --git a/cosafrica-logo-pulse/cosafrica-logo-pulse.script b/cosafrica-logo-pulse/cosafrica-logo-pulse.script new file mode 100644 index 0000000..52c13f1 --- /dev/null +++ b/cosafrica-logo-pulse/cosafrica-logo-pulse.script @@ -0,0 +1,1118 @@ +/** + * 16bit debug override. Comment out to see what everything looks like on a 16bit + * framebuffer/output. + */ +// Window.GetBitsPerPixel = fun() { return 4; }; + +// -------------------------------- Assets ---------------------------------- // + +global.assets = []; +if (Window.GetBitsPerPixel() == 4) { + assets.dot = "images/16bit/dot.png"; + assets.logo = "images/16bit/logo.png"; + assets.text_input = "images/16bit/text-input.png"; + + assets.progress_rect = "images/16bit/progress-rect.png"; +} else { + assets.dot = "images/dot.png"; + assets.logo = "images/logo.png"; + assets.text_input = "images/text-input.png"; + + assets.glow = "images/logo-glow.png"; +} + +// ------------------------------- Classes ---------------------------------- // + +/** + * class SpriteImage : Sprite { + * Image image, # Image instance created by and for the Sprite + * int width, # Image width + * int height, # Image height + * }; + */ + +/** + * General purpose sprite-image combination. + * The type itself is a Sprite that has an image property through which the image + * powering the sprite may be accessed. + * Members of the sprite are only updated on initial creation, any future changes + * to the actually used image need to be reflected manually + */ +SpriteImage = fun(asset) { + local.sprite = Sprite(); + sprite.image = Image(asset); + sprite.width = sprite.image.GetWidth(); + sprite.height = sprite.image.GetHeight(); + sprite.SetImage(sprite.image); + return sprite | global.SpriteImage; +} | Sprite; + + +// -------------------------------- Colors ---------------------------------- // +/** + * General purpuse Color container to hold red, green, blue as any value + * (real advisable). + */ +Color = fun(red, green, blue) { + local.color = []; + color.red = red; + color.green = green; + color.blue = blue; + return color | global.Color; +} | []; + +global.palette = []; +palette.background.top = Color(0.0, 0.0, 0.0); +palette.background.bottom = palette.background.top; +palette.text.normal = Color(1, 1, 1); +palette.text.tinted = Color(1, 1, 1); +palette.text.action = Color(1, 1, 1); + +/** + * Helper overload to apply background colors from global.palette to the Window + */ +Window.ApplyBackgroundColors = fun() { + Window.SetBackgroundTopColor(palette.background.top.red, + palette.background.top.green, + palette.background.top.blue); + Window.SetBackgroundBottomColor(palette.background.bottom.red, + palette.background.bottom.green, + palette.background.bottom.blue); +}; + +// --------------------------------- Debug ---------------------------------- // +debugsprite = Sprite(); +debugsprite_bottom = Sprite(); +debugsprite_medium = Sprite(); + +// are we currently prompting for a password? +prompt_active = 0; + +/** + * General purpose function to create an image from a string. + * \param text the string to print + * \param color the color the string should use in the image + * \returns Image containg the text + */ +fun WriteText(text, color) { + return Image.Text(text, color.red, color.green, color.blue); +} + +/** Create regular text image. \see WriteText */ +fun ImageToText (text) { + return WriteText(text, palette.text.normal); +} + +String.ToImage = fun() { + return WriteText(this, palette.text.normal); +}; + +/** Create tinted text image. \see WriteText */ +fun ImageToTintedText (text) { + return WriteText(text, palette.text.tinted); +} + +/** Create action text image. \see WriteText */ +fun ImageToActionText (text) { + return WriteText(text, palette.text.action); +} + +fun Debug(text) { + debugsprite.SetImage(ImageToText (text)); + debugsprite.SetPosition(0, 0, 1); +} + +fun DebugBottom(text) { + debugsprite_bottom.SetImage(ImageToText(text)); + debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1); +} + +fun DebugMedium(text) { + debugsprite_medium.SetImage(ImageToText (text)); + debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 60), 1); +} + +fun TextYOffset() { + local.y; + local.text_height; + local.min_height; + + # Put the 1st line below the logo + some spacing + y = logo.y + logo.height; # + logo_spacing; + + text_height = first_line_height * 7.5; + + // FIXME: why minimum? + local.min_height = Window.GetHeight(); + + if (y + text_height > min_height) + y = min_height - text_height; + else { + y = y + ((min_height - y - text_height) /2); + } + + if (y < logo.text.GetY() + logo.text.height + first_line_height/2) + y = logo.text.GetY() + logo.text.height + first_line_height/2; + + return y; +} + +Window.GetMaxWidth = fun() { + width = 0; + for (i = 0; Window.GetWidth(i); i++) { + width = Math.Max(width, Window.GetWidth(i)); + } + return width; +}; + +Window.GetMaxHeight = fun() { + height = 0; + for (i = 0; Window.GetHeight(i); i++) { + height = Math.Max(height, Window.GetHeight(i)); + } + return height; +}; + +// --------------------------------- String --------------------------------- // +# 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; +} + +// String.Length = fun(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; +} + +// ------------------------------ Background -------------------------------- // +Window.ApplyBackgroundColors(); + +// --------------------------------- Logo ----------------------------------- // + +Logo = fun() { + local.logo = SpriteImage(assets.logo); + logo.x = Window.GetX() + Window.GetWidth() / 2 - logo.width / 2; + logo.y = Window.GetY() + Window.GetHeight() / 2 - logo.height / 2; + logo.z = 1000; + logo.SetPosition(logo.x, logo.y, logo.z); + + if (Window.GetBitsPerPixel() == 4) { + logo.progress = []; + logo.progress.width = 153 - 6; // 153 is the fixed width of the Logo. + logo.progress.x = logo.x + 2; // 2px left margin. + logo.progress.y = logo.y + logo.height + 4; // 4px top margin. + logo.progress.z = logo.z + 1; // Lays on top of the logo background. + for (i = 0; i <= logo.progress.width; ++i) { + logo.progress[i] = SpriteImage(assets.progress_rect); + logo.progress[i].SetPosition(logo.progress.x + (logo.progress[i].width * (i+1)), + logo.progress.y, + logo.progress.z); + logo.progress[i].SetOpacity(0); + logo.progress.count = i+1; + } + logo.progress.head = 0; + logo.progress.end = 0; + } else { + logo.glow = SpriteImage(assets.glow); + logo.glow.SetOpacity(0); + logo.glow.x = Window.GetX() + Window.GetWidth() / 2 - logo.glow.width / 2; + logo.glow.y = Window.GetY() + Window.GetHeight() / 2 - logo.glow.height / 2; + logo.glow.z = logo.z - 1; + logo.glow.SetPosition(logo.glow.x, logo.glow.y, logo.glow.z); + } + + return logo | global.Logo; +} | SpriteImage; + +logo = Logo(); + +message_notification[0].image = ImageToTintedText (""); +message_notification[1].image = ImageToTintedText (""); +fsck_notification.image = ImageToActionText (""); + +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 = ImageToTintedText ("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(); + +// ------------------------------- Animation -------------------------------- // + +/** + * struct Animation { + * m_target, # animation target + * m_running, # whether active or not + * m_duration, # duration of the animation + * m_start, # discrete boot time when the animation started + * m_end, # discrete boot time when the animation is supposed to end + * m_reverse # bool can be used to decide whether to apply or deapply a change + * }; + */ + +/** ctor */ +Animation = fun(target) { + anim = [] | global.Animation; + anim.m_target = target; + anim.m_running = 0; + anim.m_duration = 1.5; + anim.m_start = 0; + anim.m_end = 0; + anim.m_reverse = 0; + return anim; +} | []; + +/** + * Starts animation. + * \param time start time + */ +Animation.Start = fun(time) { + m_running = 1; + m_start = time; + m_end = time + m_duration; +}; + +/** + * Reverses the animation. If the animation was in regular progression it's + * m_reverse member will we changed to true, otherwise it will change to false. + * \see UpdateOpacity + */ +Animation.Revert = fun(time) { + m_reverse = !m_reverse; + Start(time); +}; + +/** + * \returns whether the animation is running in reverse mode (used to decrease opacity) + */ +Animation.IsReverse = fun() { + return m_reverse; +}; + +/** + * \returns whether the animcation is running + */ +Animation.IsRunning = fun() { + return m_running; +}; + +/** + * Increase target opacity. + * The more time has passed between start end now the higher the opacity. + * \param time current time (used to calculate progress) + */ +Animation.IncreaseOpacity = fun(time) { + local.passed = time - m_start; + local.progress = passed / m_duration; + m_target.SetOpacity(progress); +}; + +/** + * Decrease target opacity. + * The more time has passed between start end now the lower the opacity. + * \param time current time (used to calculate progress) + */ +Animation.DecreaseOpacity = fun(time) { + local.passed = time - m_start; + local.progress = passed / m_duration; + m_target.SetOpacity(1.0 - progress); +}; + +/** + * Increases or decreases opacity depending on reverseness. + */ +Animation.UpdateOpacity = fun(time) { + if (m_reverse) + DecreaseOpacity(time); + else + IncreaseOpacity(time); +}; + +if (Window.GetBitsPerPixel() != 4) + global.animation = Animation(logo.glow); + +// ----------------------------- Boot Progress ------------------------------ // + +/** + * Implement boot progress callback + * \param time time elapsed since boot start (real, seconds) + * \param progress boot progress in % (real 0.0 to 1.0) + */ +fun boot_progress_cb(time, progress) { + // TODO: it would be nice to have both logics contained in an animation such + // that we do not need to have this if here... + if (Window.GetBitsPerPixel() == 4) { + if (logo.progress.head >= (logo.progress.count - 1)) { + ++logo.progress.end; + logo.progress[logo.progress.end].SetOpacity(0); + if (logo.progress.end >= (logo.progress.count - 1)) { + logo.progress.head = 0; + logo.progress.end = 0; + } + } else { + ++logo.progress.head; + logo.progress[logo.progress.head].SetOpacity(1); + } + } else { + if (!global.animation.IsRunning()) + global.animation.Start(time); + + if (global.animation.IsRunning()) { + if (global.animation.m_end <= time) { + global.animation.Revert(time); + } else { + global.animation.UpdateOpacity(time); + } + } + } +} +Plymouth.SetBootProgressFunction (boot_progress_cb); + +#-----------------------------------------Label utility functions--------------------- + +# label should be either a string or NULL +# Images for n lines will be created and returned as items of the +# message_label array +# +fun get_message_label (label, is_fake, is_action_line) { + # Debug("Get Label position"); + local.message_label; + + if (is_fake) + # Create a fake label so as to get the y coordinate of + # a standard-length label. + local.message_image = ImageToTintedText ("This is a fake message"); + else + local.message_image = (is_action_line) && ImageToActionText (label) || ImageToTintedText (label); + + message_label.width = message_image.GetWidth (); + message_label.height = message_image.GetHeight (); + + # Center the line horizontally + message_label.x = Window.GetX () + Window.GetWidth () / 2 - message_label.width / 2; + + message_label.y = top_of_the_text + first_line_height/2; + + # Put the 2nd line below the fsck line + if (is_action_line) { + local.fsck_label.y = message_label.y + (first_line_height + first_line_height / 2); + message_label.y = local.fsck_label.y + (first_line_height * 2); + } + + # Debug("action label x = " + message_label.x + " y = " + message_label.y ); + +# message_debug = "msg_x = " + message_label.x + " msg_y = " + message_label.y + +# "msg_width = " + message_label.width + " msg_height = " + +# message_label.height + " message = " + label; +# Debug(message_debug); + + return message_label; + +} + +# Create an fsck label and/or get its position +fun get_fsck_label (label, is_fake) { + # Debug("Get Label position"); + local.fsck_label = global.progress_label; + + if (is_fake) + fsck_label.image = ImageToTintedText ("This is a fake message"); + else + fsck_label.image = ImageToTintedText (label); + + fsck_label.width = fsck_label.image.GetWidth (); + fsck_label.height = fsck_label.image.GetHeight (); + + # Centre the label horizontally + fsck_label.x = Window.GetX () + Window.GetWidth () / 2 - fsck_label.width / 2; + + local.first_label = get_message_label (label, 1, 0); + + # Place the label below the 1st message line + fsck_label.y = local.first_label.y + local.first_label.height + first_line_height / 2; + +# message_debug = "msg_x = " + fsck_label.x + " msg_y = " + fsck_label.y + +# "msg_width = " + fsck_label.width + " msg_height = " + +# fsck_label.height + " message = " + label; +# Debug(message_debug); + + return fsck_label; +} + +#-----------------------------------------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) { + # Debug("Message setup"); + global.message_notification[index].image = (index) && ImageToActionText (message_text) || ImageToTintedText (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); +} +Plymouth.SetMessageFunction (message_callback); + + +#-----------------------------------------Display Password stuff ----------------------- +# + +fun password_dialog_setup (message_label) { + # Debug("Password dialog setup"); + + local.entry; + local.bullet_image; + + bullet_image = Image (assets.dot); + entry.image = Image (assets.text_input); + + # 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; + + #Debug ("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_dialog = local; +} + +fun password_dialog_opacity (opacity) { + # Debug("Password dialog opacity"); + global.password_dialog.opacity = opacity; + local = global.password_dialog; + + # 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 dialog. +# 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_dialog) + password_dialog_setup(prompt); + password_dialog_opacity (1); + bullet_width = password_dialog.bullet_image.GetWidth(); + bullet_y = password_dialog.entry.y + + password_dialog.entry.image.GetHeight () / 2 - + password_dialog.bullet_image.GetHeight () / 2; + margin = bullet_width; + spaces = Math.Int((password_dialog.entry.image.GetWidth () - (margin * 2)) / bullet_width); + bullets_area.width = (margin * 2) + (spaces * bullet_width); +// Debug ("dialog width =" + password_dialog.entry.image.GetWidth () + " , bullets area width = " + bullets_area.width + ", spaces = " + spaces + ", bullets = " + bullets); + bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2; +// DebugBottom ("bullet_width = " + bullet_width + " , pwd_entry x = " + password_dialog.entry.x + ", bullets_area.x = " + bullets_area.x + ", bullets_area.width = " + bullets_area.width); + if (bullets > spaces) + bullets = spaces; + for (index = 0; password_dialog.bullets[index] || index < bullets; index++){ + if (!password_dialog.bullets[index]) { + password_dialog.bullets[index].sprite = Sprite(); + password_dialog.bullets[index].sprite.SetImage (password_dialog.bullet_image); + password_dialog.bullets[index].x = bullets_area.x + margin + index * bullet_width; + password_dialog.bullets[index].sprite.SetX (password_dialog.bullets[index].x); + password_dialog.bullets[index].y = bullet_y; + password_dialog.bullets[index].sprite.SetY (password_dialog.bullets[index].y); + password_dialog.bullets[index].z = password_dialog.entry.z + 1; + password_dialog.bullets[index].sprite.SetZ (password_dialog.bullets[index].z); + } + + password_dialog.bullets[index].sprite.SetOpacity (0); + + if (index < bullets) { + password_dialog.bullets[index].sprite.SetOpacity (1); + } + } +} +Plymouth.SetDisplayPasswordFunction(display_password_callback); + +#----------------------------------------- FSCK Counter -------------------------------- + +# Initialise the counter +fun init_fsck_count () { + # The number of fsck checks in this cycle + global.counter.total = 0; + # The number of fsck checks already performed + the current one + global.counter.current = 1; + # The previous fsck + global.counter.last = 0; +} + +# Increase the total counter +fun increase_fsck_count () { + global.counter.total++; +} + +fun increase_current_fsck_count () { + global.counter.last = global.counter.current++; +} + +# Clear the counter +fun clear_fsck_count () { + global.counter = NULL; + init_fsck_count (); +} + +#----------------------------------------- Progress Label ------------------------------ + + +# Change the opacity level of a progress label +# +# opacity = 1 -> show +# opacity = 0 -> hide +# opacity = 0.3 (or any other float) -> translucent +# +fun set_progress_label_opacity (opacity) { + # the label + progress_label.sprite.SetOpacity (opacity); + + # Make the slot available again when hiding the bar + # So that another bar can take its place + if (opacity == 0) { + progress_label.is_available = 1; + progress_label.device = ""; + } +} + +# Set up a new Progress Bar +# +# TODO: Make it possible to reuse (rather than recreate) a bar +# if .is_available = 1. Ideally this would just reset the +# label, the associated +# device and the image size of the sprite. + +fun init_progress_label (device, status_string) { + # Make the slot unavailable + global.progress_label.is_available = 0; + progress_label.progress = 0; + progress_label.device = device; + progress_label.status_string = status_string; +} + +# See if the progress label is keeping track of the fsck +# of "device" +# +fun device_has_progress_label (device) { + #DebugBottom ("label device = " + progress_label.device + " checking device " + device); + return (progress_label.device == device); +} + +# Update the Progress bar which corresponds to index +# +fun update_progress_label (progress) { + # If progress is NULL then we just refresh the label. + # This happens when only counter.total has changed. + if (progress != NULL) { + progress_label.progress = progress; + + #Debug("device " + progress_label.device + " progress " + progress); + + # If progress >= 100% hide the label and make it available again + if (progress >= 100) { + set_progress_label_opacity (0); + + # See if we any other fsck check is complete + # and, if so, hide the progress bars and the labels + on_fsck_completed (); + + return 0; + } + } + # Update progress label here + # + # FIXME: the queue logic from this theme should really be moved into mountall + # instead of using string replacement to deal with localised strings. + label = StringReplace (progress_label.status_string[0], "%1$d", global.counter.current); + label = StringReplace (label, "%2$d", global.counter.total); + label = StringReplace (label, "%3$d", progress_label.progress); + label = StringReplace (label, "%%", "%"); + + progress_label = get_fsck_label (label, 0); + #progress_label.progress = progress; + + progress_label.sprite = Sprite (progress_label.image); + + # Set up the bar + progress_label.sprite.SetPosition(progress_label.x, progress_label.y, 1); + + set_progress_label_opacity (1); + +} + +# Refresh the label so as to update counters +fun refresh_progress_label () { + update_progress_label (NULL); +} + +#----------------------------------------- FSCK Queue ---------------------------------- + +# Initialise the fsck queue +fun init_queue () { + global.fsck_queue[0].device; + global.fsck_queue[0].progress; + global.fsck_queue.counter = 0; + global.fsck_queue.biggest_item = 0; +} + +fun clear_queue () { + global.fsck_queue = NULL; + init_queue (); +} + +# Return either the device index in the queue or -1 +fun queue_look_up_by_device (device) { + for (i=0; i <= fsck_queue.biggest_item; i++) { + if ((fsck_queue[i]) && (fsck_queue[i].device == device)) + return i; + } + return -1; +} + +# Keep track of an fsck process in the queue +fun add_fsck_to_queue (device, progress) { + # Look for an empty slot in the queue + for (i=0; global.fsck_queue[i].device; i++) { + continue; + } + local.index = i; + + # Set device and progress + global.fsck_queue[local.index].device = device; + global.fsck_queue[local.index].progress = progress; + + # Increase the queue counter + global.fsck_queue.counter++; + + # Update the max index of the array for iterations + if (local.index > global.fsck_queue.biggest_item) + global.fsck_queue.biggest_item = local.index; + + #DebugMedium ("Adding " + device + " at " + local.index); +} + +fun is_queue_empty () { + return (fsck_queue.counter == 0); +} + +fun is_progress_label_available () { + return (progress_label.is_available == 1); +} + + +# This should cover the case in which the fsck checks in +# the queue are completed before the ones showed in the +# progress label +fun on_queued_fsck_completed () { + if (!is_queue_empty ()) + return; + + # Hide the extra label, if any + #if (progress_bar.extra_label.sprite) + # progress_bar.extra_label.sprite.SetOpacity(0); +} + +fun remove_fsck_from_queue (index) { + # Free memory which was previously allocated for + # device and progress + global.fsck_queue[index].device = NULL; + global.fsck_queue[index].progress = NULL; + + # Decrease the queue counter + global.fsck_queue.counter--; + + # See if there are other processes in the queue + # if not, clear the extra_label + on_queued_fsck_completed (); +} + +fun on_fsck_completed () { + # We have moved on to tracking the next fsck + increase_current_fsck_count (); + + if (!is_progress_label_available ()) + return; + + if (!is_queue_empty ()) + return; + + # Hide the progress label + if (progress_label.sprite) + progress_label.sprite.SetOpacity (0); + + # Clear the queue + clear_queue (); + + # Clear the fsck counter + clear_fsck_count (); +} + +# Update an fsck process that we keep track of in the queue +fun update_progress_in_queue (index, device, progress) { + # If the fsck is complete, remove it from the queue + if (progress >= 100) { + remove_fsck_from_queue (index); + on_queued_fsck_completed (); + return; + } + + global.fsck_queue[index].device = device; + global.fsck_queue[index].progress = progress; + +} + +# TODO: Move it to some function +# Create an empty queue +#init_queue (); + + +#----------------------------------------- FSCK Functions ------------------------------ + + +# Either add a new bar for fsck checks or update an existing bar +# +# NOTE: no more than "progress_bar.max_number" bars are allowed +# +fun fsck_check (device, progress, status_string) { + + # The 1st time this will take place + if (!global.progress_label) { + # Increase the fsck counter + increase_fsck_count (); + + # Set up a new label for the check + init_progress_label (device, status_string); + update_progress_label (progress); + + return; + } + + + if (device_has_progress_label (device)) { + # Update the progress of the existing label + update_progress_label (progress); + } + else { + # See if there's already a slot in the queue for the device + local.queue_device_index = queue_look_up_by_device(device); + + # See if the progress_label is available + if (progress_label.is_available) { + +# local.my_string = "available index " + local.available_index + " progress_bar counter is " + progress_bar.counter; +# Debug(local.my_string); + + + # If the fsck check for the device was in the queue, then + # remove it from the queue + if (local.queue_device_index >= 0) { + remove_fsck_from_queue (index); + } + else { + # Increase the fsck counter + increase_fsck_count (); + } + +# local.my_string += local.message; + #Debug("setting new label for device " + device + " progress " + progress); + + # Set up a new label for the check + init_progress_label (device, status_string); + update_progress_label (progress); + + } + # If the progress_label is not available + else { + + # If the fsck check for the device is already in the queue + # just update its progress in the queue + if (local.queue_device_index >= 0) { + #DebugMedium("Updating queue at " + local.queue_device_index + " for device " + device); + update_progress_in_queue (local.queue_device_index, device, progress); + } + # Otherwise add the check to the queue + else { + #DebugMedium("Adding device " + device + " to queue at " + local.queue_device_index); + add_fsck_to_queue (device, progress); + + # Increase the fsck counter + increase_fsck_count (); + + refresh_progress_label (); + } + + } + } + +# if (!is_queue_empty ()) { +# DebugBottom("Extra label for "+ device); + #} +# else { +# DebugBottom("No extra label for " + device + ". 1st Device in the queue "+ fsck_queue[0].device + " counter = " + global.fsck_queue.counter); +# } +} + + +#-----------------------------------------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); + # Let's assume that we're dealing with these strings fsck:sda1:40 + if ((string_it >= 2) && (update_strings[0] == "fsck")) { + + device = update_strings[1]; + progress = update_strings[2]; + status_string[0] = update_strings[3]; # "Checking disk %1$d of %2$d (%3$d %% complete)" + if (!status_string[0]) + status_string[0] = "Checking disk %1$d of %2$d (%3$d %% complete)"; + + if ((device != "") && (progress != "")) { + progress = StringToInteger (progress); + + # Make sure that the fsck_queue is initialised + if (!global.fsck_queue) + init_queue (); + + # Make sure that the fsck counter is initialised + if (!global.counter) + init_fsck_count (); + +# if (!global.progress_bar.extra_label.sprite) +# create_extra_fsck_label (); + + # Keep track of the fsck check + fsck_check (device, progress, status_string); + } + + } + + # systemd-fsckd pass fsckd::: + if (update_strings[0] == "fsckd") { + number_devices = StringToInteger(update_strings[1]); + + if (number_devices > 0) { + label = update_strings[3]; + + progress_label = get_fsck_label (label, 0); + progress_label.sprite = Sprite (progress_label.image); + progress_label.sprite.SetPosition(progress_label.x, progress_label.y, 1); + progress_label.sprite.SetOpacity (1); + } else { + if (progress_label.sprite) + progress_label.sprite.SetOpacity (0); + } + } + +} +Plymouth.SetUpdateStatusFunction (update_status_callback); + +/** + * 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() { +} +Plymouth.SetRefreshFunction(refresh_callback); + +/** + * The callback function is called when the display should return to normal + */ +fun display_normal_callback() { + global.status = "normal"; + if (global.password_dialog) { + password_dialog_opacity (0); + global.password_dialog = 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); + +/** + * Show the logo and make the progress indicator look full when on exit + */ +fun quit_callback() { +} +Plymouth.SetQuitFunction(quit_callback); + +// kate: space-indent on; indent-width 4; mixedindent off; indent-mode cstyle; hl JavaScript; diff --git a/cosafrica-logo-pulse/images/16bit/dot.png b/cosafrica-logo-pulse/images/16bit/dot.png new file mode 100644 index 0000000..0b0a702 Binary files /dev/null and b/cosafrica-logo-pulse/images/16bit/dot.png differ diff --git a/cosafrica-logo-pulse/images/16bit/logo.png b/cosafrica-logo-pulse/images/16bit/logo.png new file mode 100644 index 0000000..7b61f6b Binary files /dev/null and b/cosafrica-logo-pulse/images/16bit/logo.png differ diff --git a/cosafrica-logo-pulse/images/16bit/progress-rect.png b/cosafrica-logo-pulse/images/16bit/progress-rect.png new file mode 100644 index 0000000..8c67dd7 Binary files /dev/null and b/cosafrica-logo-pulse/images/16bit/progress-rect.png differ diff --git a/cosafrica-logo-pulse/images/16bit/text-input.png b/cosafrica-logo-pulse/images/16bit/text-input.png new file mode 100644 index 0000000..ff3ce4d Binary files /dev/null and b/cosafrica-logo-pulse/images/16bit/text-input.png differ diff --git a/cosafrica-logo-pulse/images/dot.png b/cosafrica-logo-pulse/images/dot.png new file mode 100644 index 0000000..86b7f04 Binary files /dev/null and b/cosafrica-logo-pulse/images/dot.png differ diff --git a/cosafrica-logo-pulse/images/logo-glow.png b/cosafrica-logo-pulse/images/logo-glow.png new file mode 100644 index 0000000..28a3b85 Binary files /dev/null and b/cosafrica-logo-pulse/images/logo-glow.png differ diff --git a/cosafrica-logo-pulse/images/logo.png b/cosafrica-logo-pulse/images/logo.png new file mode 100644 index 0000000..4a675e3 Binary files /dev/null and b/cosafrica-logo-pulse/images/logo.png differ diff --git a/cosafrica-logo-pulse/images/text-input.png b/cosafrica-logo-pulse/images/text-input.png new file mode 100644 index 0000000..bb0f007 Binary files /dev/null and b/cosafrica-logo-pulse/images/text-input.png differ diff --git a/cosafrica-logo-round/cosafrica-logo-round.plymouth b/cosafrica-logo-round/cosafrica-logo-round.plymouth new file mode 100644 index 0000000..c9086ee --- /dev/null +++ b/cosafrica-logo-round/cosafrica-logo-round.plymouth @@ -0,0 +1,8 @@ +[Plymouth Theme] +Name=COSAfrica logo round +Description=A COSAfrica theme that features a background with a logo. +ModuleName=script + +[script] +ImageDir=/usr/share/plymouth/themes/cosafrica-logo-round +ScriptFile=/usr/share/plymouth/themes/cosafrica-logo-round/cosafrica-logo-round.script diff --git a/cosafrica-logo-round/cosafrica-logo-round.script b/cosafrica-logo-round/cosafrica-logo-round.script new file mode 100644 index 0000000..7c907d6 --- /dev/null +++ b/cosafrica-logo-round/cosafrica-logo-round.script @@ -0,0 +1,490 @@ + /* + * Related to the screen */ + +screen_width = Window.GetWidth(); +screen_height = Window.GetHeight(); +screen_x = Window.GetX(); +screen_y = Window.GetY(); + +/**/ + +/* + * Images, check bits per pixel + * and load images accordingly */ + +background_image = Image("images/wallpaper.png"); +passw_dialog_input_image = Image("images/passw-dialog.png"); +bullet_image = Image("images/test.png"); + +bpp = Window.GetBitsPerPixel(); + +if (bpp == 4) { + + logotype_image = Image("images/16bit/logo_16bit.png"); + progress_meter_image = Image("images/16bit/progress-meter_16bit.png"); + progress_fade_image = Image("images/16bit/progress-fade_16bit.png"); + fsck_progress_meter_image = Image("images/16bit/progress-meter_16bit.png"); + fsck_progress_fade_image = Image("images/16bit/fsck-fade_16bit.png"); + +} +else { + + logotype_image = Image("images/logo.png"); + progress_meter_image = Image("images/progress-meter.png"); + progress_fade_image = Image("images/progress-fade.png"); + fsck_progress_meter_image = Image("images/progress-meter.png"); + fsck_progress_fade_image = Image("images/fsck-fade.png"); + +} + +/**/ + +/* + * Sprites */ + +ratio = screen_height / screen_width; +background_ratio = background_image.GetHeight() / background_image.GetWidth(); +factor = 0; + +if (ratio > background_ratio) { + + factor = screen_height / background_image.GetHeight(); + +} +else { + + factor = screen_width / background_image.GetWidth(); + +} + +scaled = background_image.Scale(background_image.GetWidth() * factor, background_image.GetHeight() * factor); +background_sprite = Sprite(scaled); +background_sprite.SetX(screen_x + screen_width / 2 - scaled.GetWidth() / 2); +background_sprite.SetY(screen_y + screen_height / 2 - scaled.GetHeight() / 2); + +logotype_sprite = Sprite(logotype_image); + +fsck_progress_meter_sprite = Sprite(fsck_progress_meter_image); +fsck_progress_fade_sprite = Sprite(fsck_progress_fade_image.Scale(1, fsck_progress_fade_image.GetHeight())); + +passw_dialog_input_sprite = Sprite(passw_dialog_input_image); +passw_lbl_sprite = Sprite(); + +msg_label_sprite = Sprite(); + +/**/ + +/* + * Misc */ + +counter = 0; + +fade_pos_x = (screen_width / 2) - (progress_meter_image.GetWidth() / 2); +fade_dir = 0; /* 0 = right, 1 = left */ + +fsck_running = 0; +fsck_dev_array; +fsck_dev_counter = 0; +fsck_fade_in_counter = 0; +fsck_done_fading = 0; + +stars_array; +stars_n = 0; + +//full_msg = ""; +msgs_line = [NULL,NULL,NULL,NULL,NULL]; + +/**/ + +/* + * Debug related */ + +debug = 0; +debug_sprite = Sprite(); + +fun debugOutput(str) { + + /* + * This will print to the top left corner */ + debug_sprite.SetImage(Image.Text(str)); + +} + +/**/ + +/* + * Setup the graphics properties */ +logotype_sprite.SetPosition(screen_x + (screen_width / 2) - (logotype_image.GetWidth() / 2), screen_y + (screen_height / 2) - (logotype_image.GetHeight() / 2)); +fsck_progress_meter_sprite.SetPosition(screen_x + (screen_width / 2) - (progress_meter_image.GetWidth() / 2), screen_y + (screen_height / 2) + (logotype_image.GetHeight() / 2) + 25); +fsck_progress_fade_sprite.SetPosition(screen_x + (screen_width / 2) - (progress_meter_image.GetWidth() / 2), screen_y + (screen_height / 2) + (logotype_image.GetHeight() / 2) + 25); +fsck_progress_meter_sprite.SetOpacity(0); +fsck_progress_fade_sprite.SetOpacity(0); +passw_dialog_input_sprite.SetPosition(screen_x + (screen_width / 2) - (passw_dialog_input_image.GetWidth() / 2), screen_y + (screen_height / 2) + (logotype_image.GetHeight() / 2) + 70); +passw_dialog_input_sprite.SetOpacity(0); +passw_lbl_sprite.SetOpacity(0); + +spin = 0; + +/* + * this function only goes up to 100 + * because thats all thats needed for + * the progress meter bar */ +fun atoi(str) { + + int = -1; + + for (i = 0; i <= 100; i++) { + + if (i + "" == str) { + + int = i; + + break; + + } + + } + + return int; + +} + +/* + * This handler will/can be invoked + * 50 times per second. + * + * According to the previous author of the + * splash script, without this callback + * the screen is not updated correctly */ +spinner_sprite; +spinner; + +fun refreshHandler() { + + if (spin < 3.14 * 2) { + + spin = spin + 0.1; + + } + else { + + spin = 0; + + } + + /* if fsck is running or the password is prompted, hide the spinner */ + if (fsck_running == 1 || passw_dialog_input_sprite.GetOpacity() == 1) { + + spinner_sprite.SetOpacity(0); + + } else { + + spinner = Image("images/spinner.png"); + spinner = spinner.Rotate(spin); + spinner_sprite = Sprite(spinner); + spinner_sprite.SetPosition(screen_x + (screen_width / 2) - (spinner.GetWidth() / 2), screen_y + (screen_height / 2) - (spinner.GetHeight() / 2) + 80); + + } + + if (fade_dir == 0) { + + counter++; + + if (counter >= 200) { + + fade_dir = 1; + + } + + } + else { + + counter--; + + if (counter <= 0) { + + fade_dir = 0; + + } + + } + + if ((fsck_running == 1) && (fsck_done_fading == 0)) { + + + fsck_progress_meter_sprite.SetOpacity(fsck_fade_in_counter); + fsck_progress_fade_sprite.SetOpacity(fsck_fade_in_counter); + + if (fsck_fade_in_counter < 1) { + + fsck_fade_in_counter+= 0.025; + + } + else { + + fsck_done_fading = 1; + + } + + } + +} + +Plymouth.SetRefreshFunction (refreshHandler); + +/**/ + +/* + * This function will display the password related information + * when being prompt with entering a password */ +fun showPasswordHandler(prompt, stars) { + + if (passw_dialog_input_sprite.GetOpacity() == 0 && passw_lbl_sprite.GetOpacity() == 0) { + + passw_dialog_input_sprite.SetOpacity(1); + passw_lbl_sprite.SetOpacity(1); + + } + + tmp_prompt_image = Image.Text(prompt, 1, 1, 1); + + passw_lbl_sprite.SetImage(tmp_prompt_image); + passw_lbl_sprite.SetPosition(screen_x + (screen_width / 2) - (tmp_prompt_image.GetWidth() / 2), screen_y + (screen_height / 2) + (logotype_image.GetHeight() / 2) + 50); + + for(i = 0; i < stars_n; i++) { + + stars_array[i] = NULL; + + } + + stars_n = 0; + + for(i = 0; (i < stars) && (i < 15); i++) { + + stars_array[i] = Sprite(bullet_image); + stars_array[i].SetPosition(screen_x + (((screen_width / 2) - (passw_dialog_input_image.GetWidth() / 2)) + (18 * i)) + 2, screen_y + (screen_height / 2) + (logotype_image.GetHeight() / 2) + 75); + stars_n++; + + } + +} + +Plymouth.SetDisplayPasswordFunction(showPasswordHandler); + +/**/ + +fun displayNormalHandler() { + + /* + * Hide the password dialog and the bullets */ + + if (passw_dialog_input_sprite.GetOpacity() == 1) { + + passw_dialog_input_sprite.SetOpacity(0); + + } + + if (passw_lbl_sprite.GetOpacity() == 1) { + + passw_lbl_sprite.SetOpacity(0); + + } + + for(i = 0; i < stars_n; i++) { + + stars_array[i] = NULL; + + } + +} + +Plymouth.SetDisplayNormalFunction(displayNormalHandler); + +fun strlen(string) { + + i = 0; + + while (String(string).CharAt(i)) { + + i++; + + } + + return i; + +} + +/* + * This function will display the most current message */ +fun messageHandler(msg) { + + if ((msg == "") || !msg) { + + return 0; + + } + + if (msg.SubString(0, 5) == "keys:") { + + msg = msg.SubString(5, strlen(msg)); + + } + + # Get the message without the "fsckd-cancel-msg" prefix as we don't support i18n + if (msg.SubString(0, 17) == "fsckd-cancel-msg:") + msg = msg.SubString(17, strlen(msg)); + + //full_msg += msg + " "; + for(i = 4; i > 0; i--) { + + msgs_line[i] = msgs_line[i - 1]; + + } + + msgs_line[0] = Sprite(Image.Text(msg, 1, 1, 1)); + + dist = 1; + + for(i = 0; i < 5; i++) { + + if (msgs_line[i] != NULL) { + + msgs_line[i].SetPosition(screen_x + (screen_width / 2) - (msgs_line[i].GetImage().GetWidth() / 2), screen_y + (screen_height - msgs_line[i].GetImage().GetHeight()) - 20*dist); + dist++; + + } + + } + +} + +Plymouth.SetMessageFunction(messageHandler); + +/**/ + +/* + * Handles the updates passed to the plymouth daemon + * for example the FSCK data */ +fun statusHandler(status) { + + tmp_char; + status_array[0] = ""; + elem_count = 0; + + for (i = 0; String(status).CharAt(i) != ""; i++) { + + tmp_char = String(status).CharAt(i); + + if (tmp_char != ":") { + + status_array[elem_count] += tmp_char; + + } + else { + + elem_count++; + status_array[elem_count] = ""; + + } + + } + + if (status_array[0] == "fsck") { + + already_added = 0; + + if (fsck_running == 0) { + + /* + * use the dedicated message handler for this + * since there is no messages about fsck checks + * currently... */ + messageHandler("Routine disk drive check."); + + fsck_running = 1; + + } + + for(i = 0; i < fsck_dev_counter; i++) { + + /* + * check if the device already exist and update + * the progress only in that case */ + if (fsck_dev_array[i][0] == status_array[1]) { + + fsck_dev_array[i][1] = status_array[2]; /* progress */ + already_added = 1; + + } + + } + + /* + * if the device is not added, then add it */ + if (already_added == 0) { + + fsck_dev_array[fsck_dev_counter][0] = status_array[1]; /* device */ + fsck_dev_array[fsck_dev_counter][1] = status_array[2]; /* progress */ + fsck_dev_counter++; + + } + + /* + * update the progress */ + + total = 0; + + for(i = 0; i < fsck_dev_counter; i++) { + + total += atoi(fsck_dev_array[i][1]); + + } + + if (fsck_dev_counter > 0) { + + /* + * display the total percentage */ + fsck_progress_fade_sprite.SetImage(fsck_progress_fade_image.Scale((fsck_progress_meter_image.GetWidth() / 100) * (total / fsck_dev_counter), fsck_progress_fade_image.GetHeight())); + + } + + /**/ + + /* + * if the total progress is at maximum, + * make the progress meter go away, + * we might want to fade this out... */ + if (total == (100 * fsck_dev_counter)) { + + fsck_progress_meter_sprite.SetOpacity(0); + fsck_progress_fade_sprite.SetOpacity(0); + + } + + } + + # systemd-fsckd pass fsckd::: + if (status_array[0] == "fsckd") { + fsck_running = 1; + + # remove ",x" as we only care about integers + progress_str = status_array[2]; + progress = atoi(progress_str.SubString(0, strlen(progress_str) - 2)); + + fsck_progress_fade_sprite.SetImage(fsck_progress_fade_image.Scale((fsck_progress_meter_image.GetWidth() / 100) * progress, fsck_progress_fade_image.GetHeight())); + + /* + * if the total progress is at maximum, + * make the progress meter go away, + * we might want to fade this out... */ + if (progress == 100) { + fsck_progress_meter_sprite.SetOpacity(0); + fsck_progress_fade_sprite.SetOpacity(0); + } + } + +} + +Plymouth.SetUpdateStatusFunction(statusHandler); + +/**/ diff --git a/cosafrica-logo-round/images/16bit/fsck-fade_16bit.png b/cosafrica-logo-round/images/16bit/fsck-fade_16bit.png new file mode 100644 index 0000000..3ada9e0 Binary files /dev/null and b/cosafrica-logo-round/images/16bit/fsck-fade_16bit.png differ diff --git a/cosafrica-logo-round/images/16bit/logo_16bit.png b/cosafrica-logo-round/images/16bit/logo_16bit.png new file mode 100644 index 0000000..a4a515c Binary files /dev/null and b/cosafrica-logo-round/images/16bit/logo_16bit.png differ diff --git a/cosafrica-logo-round/images/16bit/progress-fade_16bit.png b/cosafrica-logo-round/images/16bit/progress-fade_16bit.png new file mode 100644 index 0000000..878aec6 Binary files /dev/null and b/cosafrica-logo-round/images/16bit/progress-fade_16bit.png differ diff --git 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/dev/null +++ b/cosafrica-progressbar/cosafrica-progressbar.script @@ -0,0 +1,165 @@ +# ---------------------[ Plymouth Bar]------------------------------------------ + +logo.image = Image("logo.png"); +Window.SetBackgroundTopColor(0, 0, 0); +Window.SetBackgroundBottomColor(0, 0, 0); + +if (Plymouth.GetMode () == "shutdown") +logo.image = Image("logo.png"); +logo.sprite = Sprite(logo.image); +logo.sprite.SetX (Window.GetX() + Window.GetWidth() / 2 - logo.image.GetWidth() / 2); +logo.sprite.SetY (Window.GetY() + Window.GetHeight() / 2 - logo.image.GetHeight() / 2); +logo.sprite.SetOpacity (1); + +#----------------------------------------- Dialogue ---------------------------- + +status = "normal"; + +fun dialog_setup() + { + local.box; + local.lock; + local.entry; + + box.image = Image("box.png"); + lock.image = Image("lock.png"); + entry.image = Image("entry.png"); + + box.sprite = Sprite(box.image); + box.x = Window.GetX() + Window.GetWidth() / 2 - box.image.GetWidth ()/2; + box.y = Window.GetY() + Window.GetHeight() / 2 - box.image.GetHeight()/2; + box.z = 10000; + box.sprite.SetPosition(box.x, box.y, box.z); + + lock.sprite = Sprite(lock.image); + lock.x = box.x + box.image.GetWidth()/2 - (lock.image.GetWidth() + entry.image.GetWidth()) / 2; + lock.y = box.y + box.image.GetHeight()/2 - lock.image.GetHeight()/2; + lock.z = box.z + 1; + lock.sprite.SetPosition(lock.x, lock.y, lock.z); + + entry.sprite = Sprite(entry.image); + entry.x = lock.x + lock.image.GetWidth(); + entry.y = box.y + box.image.GetHeight()/2 - entry.image.GetHeight()/2; + entry.z = box.z + 1; + entry.sprite.SetPosition(entry.x, entry.y, entry.z); + + global.dialog.box = box; + global.dialog.lock = lock; + global.dialog.entry = entry; + global.dialog.bullet_image = Image("bullet.png"); + dialog_opacity (1); + } + +fun dialog_opacity(opacity) + { + dialog.box.sprite.SetOpacity (opacity); + dialog.lock.sprite.SetOpacity (opacity); + dialog.entry.sprite.SetOpacity (opacity); + for (index = 0; dialog.bullet[index]; index++) + { + dialog.bullet[index].sprite.SetOpacity(opacity); + } + } + +fun display_normal_callback () + { + global.status = "normal"; + if (global.dialog) + dialog_opacity (0); + } + +fun display_password_callback (prompt, bullets) + { + global.status = "password"; + if (!global.dialog) + dialog_setup(); + else + dialog_opacity(1); + for (index = 0; dialog.bullet[index] || index < bullets; index++) + { + if (!dialog.bullet[index]) + { + dialog.bullet[index].sprite = Sprite(dialog.bullet_image); + dialog.bullet[index].x = dialog.entry.x + index * dialog.bullet_image.GetWidth(); + dialog.bullet[index].y = dialog.entry.y + dialog.entry.image.GetHeight() / 2 - dialog.bullet_image.GetHeight() / 2; + dialog.bullet[index].z = dialog.entry.z + 1; + dialog.bullet[index].sprite.SetPosition(dialog.bullet[index].x, dialog.bullet[index].y, dialog.bullet[index].z); + } + if (index < bullets) + dialog.bullet[index].sprite.SetOpacity(1); + else + dialog.bullet[index].sprite.SetOpacity(0); + } + } + +Plymouth.SetDisplayNormalFunction(display_normal_callback); +Plymouth.SetDisplayPasswordFunction(display_password_callback); + +#----------------------------------------- Progress Bar ------------------------ + +if (Plymouth.GetMode () == "boot") +{ + progress_box.image = Image("progress_box.png"); + progress_box.sprite = Sprite(progress_box.image); + + progress_box.x = Window.GetX() + Window.GetWidth() / 2 - progress_box.image.GetWidth() / 2; + #change here + progress_box.y = Window.GetY() + Window.GetHeight() * 0.60 - progress_box.image.GetHeight() / 2; + progress_box.sprite.SetPosition(progress_box.x, progress_box.y, 0); + + progress_bar.original_image = Image("progress_bar.png"); + progress_bar.sprite = Sprite(); + + progress_bar.x = Window.GetX() + Window.GetWidth() / 2 - progress_bar.original_image.GetWidth() / 2; + #change here + progress_bar.y = Window.GetY() + Window.GetHeight() / 2 * 1.2 - progress_box.image.GetHeight() / 2 + (progress_box.image.GetHeight() - progress_bar.original_image.GetHeight()) / 2; + progress_bar.sprite.SetPosition(progress_bar.x, progress_bar.y, 1); + + fun progress_callback (duration, progress) + { + if (progress_bar.image.GetWidth () != Math.Int (progress_bar.original_image.GetWidth () * progress)) + { + progress_bar.image = progress_bar.original_image.Scale(progress_bar.original_image.GetWidth(progress_bar.original_image) * progress, progress_bar.original_image.GetHeight()); + progress_bar.sprite.SetImage (progress_bar.image); + } + } + + Plymouth.SetBootProgressFunction(progress_callback); +} + +#----------------------------------------- Quit -------------------------------- + +fun quit_callback () +{ + logo.sprite.SetOpacity (1); +} + +Plymouth.SetQuitFunction(quit_callback); + +#----------------------------------------- Message ----------------------------- + +message_sprites = []; +message_sprite_count = 0; +message_sprite_y = 10; + +fun display_message_callback (text) +{ + my_image = Image.Text(text, 1, 1, 1); + message_sprites[message_sprite_count] = Sprite(my_image); + message_sprites[message_sprite_count].SetPosition(10, message_sprite_y, 10000); + message_sprites[message_sprite_count].text = text; + message_sprite_count++; + message_sprite_y += my_image.GetHeight(); +} + +fun hide_message_callback (text) +{ + for (i = 0; i < message_sprite_count; i++) + { + if (message_sprites[i].text == text) + message_sprites[i] = NULL; + } +} + +Plymouth.SetDisplayMessageFunction (display_message_callback); +Plymouth.SetHideMessageFunction (hide_message_callback); diff --git a/cosafrica-progressbar/images/box.png b/cosafrica-progressbar/images/box.png new file mode 100644 index 0000000..713b63c Binary files /dev/null and b/cosafrica-progressbar/images/box.png differ diff --git a/cosafrica-progressbar/images/bullet.png b/cosafrica-progressbar/images/bullet.png new file mode 100644 index 0000000..2202446 Binary files /dev/null and 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