diff -Nru ubuntukylin-theme-1.5.3/debian/changelog ubuntukylin-theme-1.5.4/debian/changelog --- ubuntukylin-theme-1.5.3/debian/changelog 2016-04-08 07:34:18.000000000 +0000 +++ ubuntukylin-theme-1.5.4/debian/changelog 2016-04-19 07:34:17.000000000 +0000 @@ -1,3 +1,10 @@ +ubuntukylin-theme (1.5.4) xenial; urgency=medium + + * fix the directory structure of plymouth-theme(LP:#1571283) + * and fix the problem that plymouth can't display meassage(LP:#1571284) + + -- zhangchao Sun, 17 Apr 2016 13:52:45 +0800 + ubuntukylin-theme (1.5.3) xenial; urgency=medium * remove bluetoon and nm-wired larger icons to solve ubiquity display problem (LP: #1561416) diff -Nru ubuntukylin-theme-1.5.3/debian/ubuntukylin-theme.install ubuntukylin-theme-1.5.4/debian/ubuntukylin-theme.install --- ubuntukylin-theme-1.5.3/debian/ubuntukylin-theme.install 2016-03-21 20:33:39.000000000 +0000 +++ ubuntukylin-theme-1.5.4/debian/ubuntukylin-theme.install 2016-04-19 07:34:17.000000000 +0000 @@ -1,7 +1,7 @@ debian/25_ubuntukylin-theme.gschema.override /usr/share/glib-2.0/schemas debian/chinese /usr/share/initramfs-tools/hooks/ -lib/plymouth/themes/ubuntukylin-logo/ -lib/plymouth/themes/ubuntukylin-text/ +usr/share/plymouth/themes/ubuntukylin-logo/ +usr/share/plymouth/themes/ubuntukylin-text/ ubuntukylin-grub-theme/ubuntu_kylin_grub_bg.tga /boot/grub/ ubuntukylin-icon-theme usr/share/icons/ ubuntukylin-theme usr/share/themes/ diff -Nru ubuntukylin-theme-1.5.3/debian/ubuntukylin-theme.postinst ubuntukylin-theme-1.5.4/debian/ubuntukylin-theme.postinst --- ubuntukylin-theme-1.5.3/debian/ubuntukylin-theme.postinst 2016-03-21 20:33:39.000000000 +0000 +++ ubuntukylin-theme-1.5.4/debian/ubuntukylin-theme.postinst 2016-04-19 07:34:17.000000000 +0000 @@ -19,12 +19,12 @@ case "$1" in configure) update-alternatives \ - --install /lib/plymouth/themes/default.plymouth default.plymouth \ - /lib/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.plymouth 150 + --install /usr/share/plymouth/themes/default.plymouth default.plymouth \ + /usr/share/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.plymouth 150 update-alternatives \ - --install /lib/plymouth/themes/text.plymouth text.plymouth \ - /lib/plymouth/themes/ubuntukylin-text/ubuntukylin-text.plymouth 150 + --install /usr/share/plymouth/themes/text.plymouth text.plymouth \ + /usr/share/plymouth/themes/ubuntukylin-text/ubuntukylin-text.plymouth 150 if [ -e /boot/grub/grub.cfg ]; then # Will break Live CD generation, LP #1228462 diff -Nru ubuntukylin-theme-1.5.3/debian/ubuntukylin-theme.prerm ubuntukylin-theme-1.5.4/debian/ubuntukylin-theme.prerm --- ubuntukylin-theme-1.5.3/debian/ubuntukylin-theme.prerm 2016-03-21 20:33:39.000000000 +0000 +++ ubuntukylin-theme-1.5.4/debian/ubuntukylin-theme.prerm 2016-04-19 07:34:17.000000000 +0000 @@ -30,10 +30,10 @@ case "$1" in remove) update-alternatives \ - --remove default.plymouth /lib/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.plymouth + --remove default.plymouth /usr/share/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.plymouth update-alternatives \ - --remove text.plymouth /lib/plymouth/themes/ubuntukylin-text/ubuntukylin-text.plymouth + --remove text.plymouth /usr/share/plymouth/themes/ubuntukylin-text/ubuntukylin-text.plymouth ;; purge) Binary files /tmp/tmp5JeOXT/72PTir5CBE/ubuntukylin-theme-1.5.3/lib/plymouth/themes/ubuntukylin-logo/19.png and /tmp/tmp5JeOXT/DqIgWn1K7C/ubuntukylin-theme-1.5.4/lib/plymouth/themes/ubuntukylin-logo/19.png differ Binary files /tmp/tmp5JeOXT/72PTir5CBE/ubuntukylin-theme-1.5.3/lib/plymouth/themes/ubuntukylin-logo/20.png and /tmp/tmp5JeOXT/DqIgWn1K7C/ubuntukylin-theme-1.5.4/lib/plymouth/themes/ubuntukylin-logo/20.png differ Binary files /tmp/tmp5JeOXT/72PTir5CBE/ubuntukylin-theme-1.5.3/lib/plymouth/themes/ubuntukylin-logo/21.png and /tmp/tmp5JeOXT/DqIgWn1K7C/ubuntukylin-theme-1.5.4/lib/plymouth/themes/ubuntukylin-logo/21.png differ Binary files 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/tmp/tmp5JeOXT/DqIgWn1K7C/ubuntukylin-theme-1.5.4/lib/plymouth/themes/ubuntukylin-logo/password_field.png differ Binary files /tmp/tmp5JeOXT/72PTir5CBE/ubuntukylin-theme-1.5.3/lib/plymouth/themes/ubuntukylin-logo/progress_dot_off.png and /tmp/tmp5JeOXT/DqIgWn1K7C/ubuntukylin-theme-1.5.4/lib/plymouth/themes/ubuntukylin-logo/progress_dot_off.png differ diff -Nru ubuntukylin-theme-1.5.3/lib/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.plymouth ubuntukylin-theme-1.5.4/lib/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.plymouth --- ubuntukylin-theme-1.5.3/lib/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.plymouth 2016-03-21 20:33:39.000000000 +0000 +++ ubuntukylin-theme-1.5.4/lib/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.plymouth 1970-01-01 00:00:00.000000000 +0000 @@ -1,8 +0,0 @@ -[Plymouth Theme] -Name=My Theme -Description=This theme is a template to build on -ModuleName=script - -[script] -ImageDir=/lib/plymouth/themes/ubuntukylin-logo -ScriptFile=/lib/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.script diff -Nru ubuntukylin-theme-1.5.3/lib/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.script ubuntukylin-theme-1.5.4/lib/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.script --- ubuntukylin-theme-1.5.3/lib/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.script 2016-03-21 20:33:39.000000000 +0000 +++ ubuntukylin-theme-1.5.4/lib/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.script 1970-01-01 00:00:00.000000000 +0000 @@ -1,1049 +0,0 @@ -/* - * Copyright (C) 2014 National University of Defense Technology(NUDT) & Kylin Ltd. - * - * Authors: - * Zhang Chao zhangchao@ubuntukylin.com - * - * 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; version 3. - * - * 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, see . - * - * Based on the example provided with the "ubuntu-logo.script" written by: - * Alberto Milone - */ - - -Window.SetBackgroundTopColor (0, 0, 0); -Window.SetBackgroundBottomColor (0, 0, 0); -// -i =19; -kylin[i].image = Image(i + ".png"); -kylin[i].sprite = Sprite(kylin[i].image); -kylin[i].sprite.SetX(Window.GetX() + Window.GetWidth()/2 - kylin[i].image.GetWidth()/2); -kylin[i].sprite.SetY(Window.GetY() + Window.GetHeight()/2 - kylin[i].image.GetHeight()/2); -kylin[i].sprite.SetOpacity(0.0); -text.image = Image("uk.png"); -text.sprite = Sprite(text.image); -text.sprite.SetOpacity (0.0); -text.sprite.SetX(Window.GetX() + Window.GetWidth()/2 - text.image.GetWidth()/2); -text.sprite.SetY(Window.GetY() + Window.GetHeight()/2 - text.image.GetHeight()/2); -text.sprite.SetZ(20); -x = 0; -lasti = 0; -c = 0; -text.flag=0; - - -# 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 = 0.59; -tinted_text_colour.green = 0.52; -tinted_text_colour.blue = 0.57; - -# 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_medium = Sprite(); - -# are we currently prompting for a password? -prompt_active = 0; - -# General purpose function to create text -fun WriteText (text, colour) { - image = Image.Text (text, colour.red, colour.green, colour.blue); - return image; -} - -fun ImageToText (text) { - image = WriteText (text, text_colour); - return image; -} - -fun ImageToTintedText (text) { - image = WriteText (text, tinted_text_colour); - return image; -} - -fun ImageToActionText (text) { - image = WriteText (text, action_text_colour); - return image; -} - -fun Debug(text) { - debugsprite.SetImage(ImageToText (text)); -} - -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 = text_sprite.GetY() + resized_text_image.GetHeight() ; - text_height = first_line_height * 7.5; -#DebugBottom(resized_text_image.GetHeight()); - min_height = Window.GetHeight(); - if (y + text_height > min_height) - y = min_height - text_height; - - return y; -} - -#------------------------------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; -} - -#----------------------------------------------------------------------------- -# Previous background colour -# #300a24 --> 0.19, 0.04, 0.14 -# New background colour -# #2c001e --> 0.16, 0.00, 0.12 -# -#Window.SetBackgroundTopColor (0.16, 0.00, 0.12); # Nice colour on top of the screen fading to -#Window.SetBackgroundBottomColor (0.16, 0.00, 0.12); # an equally nice colour on the bottom - -password_field_filename = "password_field.png"; -question_field_filename = "password_field.png"; -progress_dot_off_filename = "progress_dot_off.png"; - -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(); - -#-----------------------------------------Logo functions------------------------------ - -# Call this when updating the screen - - -#-----------------------------------------Progress Indicator-------------------------- -fun set_progress_indicator () { - - -} - - -# We have 2 bullets, one on top of the other: -# The white one is on top of the red one and the former should -# slowly fade so as to get a nice transition effect. -fun switch_on_bullet (bullets_off, bullets_on, bullet_number, opacity) { - -} - -fun switch_off_bullets () { - -} - -# This is something that we can call when we exit -fun switch_on_bullets () { - -} - - -# Implement in boot progress callback -fun animate_progress_indicator (progress, time) { - -} - - -#-----------------------------------------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 =100; - message_label.y = top_of_the_text; - - # 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 + (local.first_label.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); - - 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 (progress_dot_off_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; - - #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_dialogue = local; -} - -fun password_dialogue_opacity (opacity) { - # Debug("Password dialog 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) ) / ( 2 * bullet_width / 3 ) ); - #Debug ("spaces = " + spaces + ", bullets = " + bullets); - bullets_area.width = margin + spaces * ( 2 * bullet_width / 3); - bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2; - #DebugBottom ("pwd_entry x = " + password_dialogue.entry.x + ", 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 < spaces ; 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 * ( 2 * bullet_width / 3 ) ; - 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 + 100 - index; - 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); - -#----------------------------------------- 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); - } - - } - -} -Plymouth.SetUpdateStatusFunction (update_status_callback); - -#-----------------------------------------Display Question stuff ----------------------- - -fun question_dialogue_setup (message_label, text_image) { - #Debug("Question dialog setup"); - - local.field; - local.content; - local.margin; - - field.image = Image (question_field_filename); - content = Sprite (); - bullet_image = Image (progress_dot_off_filename); - margin = bullet_image.GetWidth() / 2; - - # 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 field which contains the contents - field.sprite = Sprite (); - field.sprite.SetImage (field.image); - - # Centre the box horizontally - field.x = Window.GetX () + Window.GetWidth () / 2 - field.image.GetWidth () / 2; - content_x = field.x + margin; - - # Put the field below the second label. - field.y = message_notification[2].y + label.height; - content_y = field.y + field.image.GetHeight () / 2 - text_image.GetHeight () / 2; - - #Debug ("field x = " + field.x + ", y = " + field.y); - field.z = 10000; - field.sprite.SetX (field.x); - field.sprite.SetY (field.y); - field.sprite.SetZ (field.z); - - #Debug ("content_x = " + content_x + " content_y = " + content_y); - content_z = field.z + 1; - content.SetPosition (content_x, content_y, content_z); - - global.question_dialogue = local; -} - -# The callback function is called when the display should display a question dialogue. -# First arg is prompt string, the second is the field contents. -fun display_question_callback (prompt, contents) { - global.status = "question"; - #Debug ("Reply: " + contents); - - textImage = ImageToText(contents); - if (!global.question_dialogue) { - question_dialogue_setup(prompt, textImage); - } - - margin = global.question_dialogue.margin; - fieldWidth = global.question_dialogue.field.image.GetWidth (); - for (i = 0; ( (textImage.GetWidth () + 2 * margin ) > fieldWidth ); i++) { - textImage = ImageToText(StringCopy (contents, i, StringLength (contents))); - } - - global.question_dialogue.content.SetImage (textImage); -} - - -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 () -{ - if(c == 0) - { - i = 19 + x; - }else{ - i = 19 + Math.Int(x/4); - } - - if(text.flag==0) - { - text.sprite.SetOpacity (x/50); - if(x==50) - { - text.flag=1; - } - } - - if(i != lasti) - { - if(c == 0) - { - kylin[i].sprite.SetX(Window.GetX() + Window.GetWidth()/2 - kylin[i].image.GetWidth()/2); - kylin[i].sprite.SetY(Window.GetY() + Window.GetHeight()/2 - kylin[i].image.GetHeight()/2); - kylin[i].sprite.SetZ(10); - kylin[i+1].image = Image(i+1 + ".png"); - if(i != 97) - { - kylin[i+1].sprite = Sprite(kylin[i+1].image); - kylin[i+1].sprite.SetOpacity(0.0); - }else{ - x=x*4; - } - } - if(i==97 ) - { - c++; - } - if(i==18) - { - c++; - i++; - } - - kylin[lasti].sprite.SetOpacity(0.0); - kylin[i].sprite.SetOpacity(1.0); - lasti = i; - - } - if(c % 2 == 0) - { - x++; - }else{ - x--; - } -} - -Plymouth.SetRefreshFunction (refresh_callback); - - -#-----------------------------------------Display Normal stuff ----------------------- -# -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 (global.question_dialogue) { - question_dialogue_opacity (0); - global.question_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 -------------------------------- - -# TODO: Maybe we should also hide any other dialog -# Show the logo and make the progress indicator look full when on exit -fun quit_callback () -{ - -} - -Plymouth.SetQuitFunction(quit_callback); - Binary files /tmp/tmp5JeOXT/72PTir5CBE/ubuntukylin-theme-1.5.3/lib/plymouth/themes/ubuntukylin-logo/uk.png and /tmp/tmp5JeOXT/DqIgWn1K7C/ubuntukylin-theme-1.5.4/lib/plymouth/themes/ubuntukylin-logo/uk.png differ diff -Nru ubuntukylin-theme-1.5.3/lib/plymouth/themes/ubuntukylin-text/ubuntukylin-text.plymouth ubuntukylin-theme-1.5.4/lib/plymouth/themes/ubuntukylin-text/ubuntukylin-text.plymouth --- ubuntukylin-theme-1.5.3/lib/plymouth/themes/ubuntukylin-text/ubuntukylin-text.plymouth 2016-03-21 20:33:39.000000000 +0000 +++ ubuntukylin-theme-1.5.4/lib/plymouth/themes/ubuntukylin-text/ubuntukylin-text.plymouth 1970-01-01 00:00:00.000000000 +0000 @@ -1,11 +0,0 @@ -[Plymouth Theme] -Name=UbuntuKylin Text -Description=Text mode theme based on UbuntuKylin-logo theme -ModuleName=ubuntu-text - -[ubuntu-text] -title=Ubuntu Kylin 16.04 -black=0x412612 -white=0xffffff -brown=0xD69869 -blue=0x00182C Binary files 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ubuntukylin-theme-1.5.3/usr/share/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.plymouth 1970-01-01 00:00:00.000000000 +0000 +++ ubuntukylin-theme-1.5.4/usr/share/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.plymouth 2016-04-19 07:34:17.000000000 +0000 @@ -0,0 +1,8 @@ +[Plymouth Theme] +Name=My Theme +Description=This theme is a template to build on +ModuleName=script + +[script] +ImageDir=/usr/share/plymouth/themes/ubuntukylin-logo +ScriptFile=/usr/share/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.script diff -Nru ubuntukylin-theme-1.5.3/usr/share/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.script ubuntukylin-theme-1.5.4/usr/share/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.script --- ubuntukylin-theme-1.5.3/usr/share/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.script 1970-01-01 00:00:00.000000000 +0000 +++ ubuntukylin-theme-1.5.4/usr/share/plymouth/themes/ubuntukylin-logo/ubuntukylin-logo.script 2016-04-19 07:34:17.000000000 +0000 @@ -0,0 +1,1049 @@ +/* + * Copyright (C) 2014 National University of Defense Technology(NUDT) & Kylin Ltd. + * + * Authors: + * Zhang Chao zhangchao@ubuntukylin.com + * + * 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; version 3. + * + * 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, see . + * + * Based on the example provided with the "ubuntu-logo.script" written by: + * Alberto Milone + */ + + +Window.SetBackgroundTopColor (0, 0, 0); +Window.SetBackgroundBottomColor (0, 0, 0); +// +i =19; +kylin[i].image = Image(i + ".png"); +kylin[i].sprite = Sprite(kylin[i].image); +kylin[i].sprite.SetX(Window.GetX() + Window.GetWidth()/2 - kylin[i].image.GetWidth()/2); +kylin[i].sprite.SetY(Window.GetY() + Window.GetHeight()/2 - kylin[i].image.GetHeight()/2); +kylin[i].sprite.SetOpacity(0.0); +text.image = Image("uk.png"); +text.sprite = Sprite(text.image); +text.sprite.SetOpacity (0.0); +text.sprite.SetX(Window.GetX() + Window.GetWidth()/2 - text.image.GetWidth()/2); +text.sprite.SetY(Window.GetY() + Window.GetHeight()/2 - text.image.GetHeight()/2); +text.sprite.SetZ(20); +x = 0; +lasti = 0; +c = 0; +text.flag=0; + + +# 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 = 0.59; +tinted_text_colour.green = 0.52; +tinted_text_colour.blue = 0.57; + +# 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_medium = Sprite(); + +# are we currently prompting for a password? +prompt_active = 0; + +# General purpose function to create text +fun WriteText (text, colour) { + image = Image.Text (text, colour.red, colour.green, colour.blue); + return image; +} + +fun ImageToText (text) { + image = WriteText (text, text_colour); + return image; +} + +fun ImageToTintedText (text) { + image = WriteText (text, tinted_text_colour); + return image; +} + +fun ImageToActionText (text) { + image = WriteText (text, action_text_colour); + return image; +} + +fun Debug(text) { + debugsprite.SetImage(ImageToText (text)); +} + +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 = text.sprite.GetY() + text.image.GetHeight()* 3 ; + text_height = first_line_height * 7.5; +#DebugBottom(resized_text_image.GetHeight()); + min_height = Window.GetHeight(); + if (y + text_height > min_height) + y = min_height - text_height; + + return y; +} + +#------------------------------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; +} + +#----------------------------------------------------------------------------- +# Previous background colour +# #300a24 --> 0.19, 0.04, 0.14 +# New background colour +# #2c001e --> 0.16, 0.00, 0.12 +# +#Window.SetBackgroundTopColor (0.16, 0.00, 0.12); # Nice colour on top of the screen fading to +#Window.SetBackgroundBottomColor (0.16, 0.00, 0.12); # an equally nice colour on the bottom + +password_field_filename = "password_field.png"; +question_field_filename = "password_field.png"; +progress_dot_off_filename = "progress_dot_off.png"; + +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(); + +#-----------------------------------------Logo functions------------------------------ + +# Call this when updating the screen + + +#-----------------------------------------Progress Indicator-------------------------- +fun set_progress_indicator () { + + +} + + +# We have 2 bullets, one on top of the other: +# The white one is on top of the red one and the former should +# slowly fade so as to get a nice transition effect. +fun switch_on_bullet (bullets_off, bullets_on, bullet_number, opacity) { + +} + +fun switch_off_bullets () { + +} + +# This is something that we can call when we exit +fun switch_on_bullets () { + +} + + +# Implement in boot progress callback +fun animate_progress_indicator (progress, time) { + +} + + +#-----------------------------------------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 =100; + message_label.y = top_of_the_text; + + # 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 + (local.first_label.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); + + 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 (progress_dot_off_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; + + #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_dialogue = local; +} + +fun password_dialogue_opacity (opacity) { + # Debug("Password dialog 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) ) / ( 2 * bullet_width / 3 ) ); + #Debug ("spaces = " + spaces + ", bullets = " + bullets); + bullets_area.width = margin + spaces * ( 2 * bullet_width / 3); + bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2; + #DebugBottom ("pwd_entry x = " + password_dialogue.entry.x + ", 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 < spaces ; 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 * ( 2 * bullet_width / 3 ) ; + 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 + 100 - index; + 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); + +#----------------------------------------- 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, 10000); + + 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); + } + + } + +} +Plymouth.SetUpdateStatusFunction (update_status_callback); + +#-----------------------------------------Display Question stuff ----------------------- + +fun question_dialogue_setup (message_label, text_image) { + #Debug("Question dialog setup"); + + local.field; + local.content; + local.margin; + + field.image = Image (question_field_filename); + content = Sprite (); + bullet_image = Image (progress_dot_off_filename); + margin = bullet_image.GetWidth() / 2; + + # 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 field which contains the contents + field.sprite = Sprite (); + field.sprite.SetImage (field.image); + + # Centre the box horizontally + field.x = Window.GetX () + Window.GetWidth () / 2 - field.image.GetWidth () / 2; + content_x = field.x + margin; + + # Put the field below the second label. + field.y = message_notification[2].y + label.height; + content_y = field.y + field.image.GetHeight () / 2 - text_image.GetHeight () / 2; + + #Debug ("field x = " + field.x + ", y = " + field.y); + field.z = 10000; + field.sprite.SetX (field.x); + field.sprite.SetY (field.y); + field.sprite.SetZ (field.z); + + #Debug ("content_x = " + content_x + " content_y = " + content_y); + content_z = field.z + 1; + content.SetPosition (content_x, content_y, content_z); + + global.question_dialogue = local; +} + +# The callback function is called when the display should display a question dialogue. +# First arg is prompt string, the second is the field contents. +fun display_question_callback (prompt, contents) { + global.status = "question"; + #Debug ("Reply: " + contents); + + textImage = ImageToText(contents); + if (!global.question_dialogue) { + question_dialogue_setup(prompt, textImage); + } + + margin = global.question_dialogue.margin; + fieldWidth = global.question_dialogue.field.image.GetWidth (); + for (i = 0; ( (textImage.GetWidth () + 2 * margin ) > fieldWidth ); i++) { + textImage = ImageToText(StringCopy (contents, i, StringLength (contents))); + } + + global.question_dialogue.content.SetImage (textImage); +} + + +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 () +{ + if(c == 0) + { + i = 19 + x; + }else{ + i = 19 + Math.Int(x/4); + } + + if(text.flag==0) + { + text.sprite.SetOpacity (x/50); + if(x==50) + { + text.flag=1; + } + } + + if(i != lasti) + { + if(c == 0) + { + kylin[i].sprite.SetX(Window.GetX() + Window.GetWidth()/2 - kylin[i].image.GetWidth()/2); + kylin[i].sprite.SetY(Window.GetY() + Window.GetHeight()/2 - kylin[i].image.GetHeight()/2); + kylin[i].sprite.SetZ(10); + kylin[i+1].image = Image(i+1 + ".png"); + if(i != 97) + { + kylin[i+1].sprite = Sprite(kylin[i+1].image); + kylin[i+1].sprite.SetOpacity(0.0); + }else{ + x=x*4; + } + } + if(i==97 ) + { + c++; + } + if(i==18) + { + c++; + i++; + } + + kylin[lasti].sprite.SetOpacity(0.0); + kylin[i].sprite.SetOpacity(1.0); + lasti = i; + + } + if(c % 2 == 0) + { + x++; + }else{ + x--; + } +} + +Plymouth.SetRefreshFunction (refresh_callback); + + +#-----------------------------------------Display Normal stuff ----------------------- +# +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 (global.question_dialogue) { + question_dialogue_opacity (0); + global.question_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 -------------------------------- + +# TODO: Maybe we should also hide any other dialog +# Show the logo and make the progress indicator look full when on exit +fun quit_callback () +{ + +} + +Plymouth.SetQuitFunction(quit_callback); + Binary files /tmp/tmp5JeOXT/72PTir5CBE/ubuntukylin-theme-1.5.3/usr/share/plymouth/themes/ubuntukylin-logo/uk.png and /tmp/tmp5JeOXT/DqIgWn1K7C/ubuntukylin-theme-1.5.4/usr/share/plymouth/themes/ubuntukylin-logo/uk.png differ diff -Nru ubuntukylin-theme-1.5.3/usr/share/plymouth/themes/ubuntukylin-text/ubuntukylin-text.plymouth ubuntukylin-theme-1.5.4/usr/share/plymouth/themes/ubuntukylin-text/ubuntukylin-text.plymouth --- ubuntukylin-theme-1.5.3/usr/share/plymouth/themes/ubuntukylin-text/ubuntukylin-text.plymouth 1970-01-01 00:00:00.000000000 +0000 +++ ubuntukylin-theme-1.5.4/usr/share/plymouth/themes/ubuntukylin-text/ubuntukylin-text.plymouth 2016-04-19 07:34:17.000000000 +0000 @@ -0,0 +1,11 @@ +[Plymouth Theme] +Name=UbuntuKylin Text +Description=Text mode theme based on UbuntuKylin-logo theme +ModuleName=ubuntu-text + +[ubuntu-text] +title=Ubuntu Kylin 16.04 +black=0x412612 +white=0xffffff +brown=0xD69869 +blue=0x00182C