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# PHYMOUTH-THEME-LE
C3SL - Centro de Computacao Cientifica e Software Livre
Bruno Cesar Ribas
Carlos Carvalho
Cleide Luzia Bonfim Possamai
Daniel Weingaertner
Danilo Kiyoshi Simizu Yorinori
Diego Giovane Pasqualin
Edson Ramiro Lucas Filho
Eduardo Cunha de Almeida
Erik Alexandre Pucci
Fabiano Silva
Jorge Augusto Meira
Josiney de Souza
Juliana Bueno
Lucio Foltran da Silva
Luis Carlos Erpen de Bona
Marcos Castilho
Pedro Eugenio Rocha
Renan Franca De Miranda
Ricardo Tavares De Oliveira
Rubens Massayuki Suguimoto
Thiago Henrique Dos Santos Picharski
Tiago Rodrigo Kepe
Vinicius Kwiecien Ruoso
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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How to Apply These Terms to Your New Programs
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<one line to give the program's name and a brief idea of what it does.>
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Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
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This is free software, and you are welcome to redistribute it
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The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
1.1.0
#!/bin/bash
# gerar.sh
# Copyright (c) 2006 by Bruno Ribas <ribas@ufpr.br>
DIRTMP=$(mktemp -d)
VERSAO=$(cat VERSAO)
#arrumar versao
#$1 tipo de incremento
MAJOR=$(echo $VERSAO| cut -d'.' -f1)
MINOR=$(echo $VERSAO| cut -d'.' -f2)
REVISION=$(echo $VERSAO| cut -d'.' -f3)
case $1 in
Minor)
((MINOR++))
REVISION=0
;;
Major)
((MAJOR++))
MINOR=0
REVISION=0
;;
help)
echo "Uso: $0 Major|Minor|Revision"
echo ' Major - Altera versao Major'
echo ' Minor - Altera versao Minor'
exit
;;
*)
((REVISION++))
;;
esac
VERSAO="${MAJOR}.${MINOR}.${REVISION}"
echo "$VERSAO" > VERSAO
#Compila a documentacao do pacote no diretorio doc/
#cd doc/
#hevea -text *.tex
#hevea -text *.tex
#cd ../
cp -r pacote $DIRTMP
#Copia a documentacao compilada para dentro do pacote.
#cp doc/*.txt $DIRTMP/pacote/usr/share/doc/prd-*
cd $DIRTMP
find . -name ".svn" -exec rm -rf {} \; &>/dev/null
sed -i -e "s/Version:/Version: $VERSAO/" pacote/DEBIAN/control
fakeroot dpkg -b pacote .
cd -
cp $DIRTMP/*deb .
rm -rf $DIRTMP
# vim:tabstop=4:shiftwidth=4:encoding=iso-8859-1
Package: plymouth-theme-le
Section: main
Priority: important
Version:
Maintainer: LE Maintainer <le-maintainer@c3sl.ufpr.br>
Architecture: i386
Depends: plymouth, plymouth-label
Description: Provides a plymouth theme to Linux Educacional distribution
#!/bin/sh -e
case "$1" in
configure)
update-alternatives \
--install /lib/plymouth/themes/default.plymouth default.plymouth \
/lib/plymouth/themes/le/le.plymouth 1000
if which update-initramfs >/dev/null 2>&1; then
update-initramfs -u
fi
;;
abort-upgrade|abort-deconfigure|abort-remove)
;;
*)
echo "$0 called with unknown argument \`$1'" 1>&2
exit 1
;;
esac
exit 0
#!/bin/sh -e
case "$1" in
remove)
update-alternatives \
--remove default.plymouth /lib/plymouth/themes/le/le.plymouth
rmdir /lib/plymouth/themes || :
rmdir /lib/plymouth || :
if which update-initramfs >/dev/null 2>&1; then
update-initramfs -u
fi
;;
purge)
;;
upgrade|failed-upgrade|disappear)
;;
abort-install|abort-upgrade)
;;
*)
echo "$0 called with unknown argument \`$1'" 1>&2
exit 1
;;
esac
exit 0
[Plymouth Theme]
Name=Linux Educacional
Description=This theme is to be used on Linux Educacional
ModuleName=script
[script]
ImageDir=/lib/plymouth/themes/le
ScriptFile=/lib/plymouth/themes/le/le.script
# 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 = logo.y + logo.height + (progress_indicator.bullet_height * 7 ); # + logo_spacing;
text_height = first_line_height * 7.5;
min_height = Window.GetHeight();
if (y + text_height > min_height)
y = min_height - text_height;
if (y < progress_indicator.y + progress_indicator.height)
return progress_indicator.y + progress_indicator.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
bits_per_pixel = Window.GetBitsPerPixel ();
if (bits_per_pixel == 4) {
logo_filename = "logo.png";
progress_dot_off_filename = "progress_dot_off16.png";
progress_dot_on_filename = "progress_dot_on.png";
password_field_filename = "password_field16.png";
} else {
logo_filename = "logo.png";
progress_dot_off_filename = "progress_dot_off.png";
progress_dot_on_filename = "progress_dot_on.png";
password_field_filename = "password_field.png";
}
logo.image = Image (logo_filename);
logo.sprite = Sprite ();
logo.sprite.SetImage (logo.image);
logo.width = logo.image.GetWidth ();
logo.height = logo.image.GetHeight ();
logo.x = Window.GetX () + Window.GetWidth () / 2 - logo.width / 2;
logo.y = Window.GetY () + Window.GetHeight () / 2 - logo.height;
logo.z = 1000;
logo.sprite.SetX (logo.x);
logo.sprite.SetY (logo.y);
logo.sprite.SetZ (logo.z);
logo.sprite.SetOpacity (1);
# Spacing below the logo - in pixels
logo_spacing = logo.height * 4;
message_notification[0].image = ImageToTintedText ("");
message_notification[1].image = ImageToTintedText ("");
fsck_notification.image = ImageToActionText ("");
status = "normal";
progress_indicator.bullet_off = Image (progress_dot_off_filename);
progress_indicator.bullet_on = Image (progress_dot_on_filename);
progress_indicator.bullet_width = progress_indicator.bullet_off.GetWidth ();
progress_indicator.bullet_height = progress_indicator.bullet_off.GetHeight ();
progress_indicator.bullet_hspacing = progress_indicator.bullet_width * 1.1;
progress_indicator.width = progress_indicator.bullet_width * 5;
progress_indicator.height = progress_indicator.bullet_height;
progress_indicator.y = logo.y + logo.height + (logo.height/4);
progress_indicator.x = Window.GetX () + Window.GetWidth () / 2 - progress_indicator.width / 2; # logo.x + 26;
# 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
fun draw_logo () {
logo.sprite.SetX (logo.x);
logo.sprite.SetY (logo.y);
logo.sprite.SetZ (logo.z);
logo.sprite.SetOpacity (1);
}
#-----------------------------------------Progress Indicator--------------------------
fun set_progress_indicator () {
# Here we assume that we can store half bullets on each half of the screen
# together with some spacing
local.x = progress_indicator.x;
for (index = 0; index <= 4; index++) {
# Set the "off" bullets
progress_indicator.bullets_off[index].sprite = Sprite (progress_indicator.bullet_off);
progress_indicator.bullets_off[index].sprite.SetPosition (local.x, progress_indicator.y, 1000);
progress_indicator.bullets_off[index].x = local.x;
progress_indicator.bullets_off[index].y = progress_indicator.y;
progress_indicator.bullets_off[index].sprite.SetOpacity (1);
#local.debug_medium_string = "Progress indicator " + index + ": x = " + progress_indicator.bullets_off[index].x +
# ", y = " + progress_indicator.bullets_off[index].y + ", logo width = " + logo.width +
# ", logo height = " + logo.height + " " + screen_width + " " + screen_height;
#
#(index % 2) && DebugMedium (local.debug_medium_string) || DebugBottom (local.debug_medium_string);
# Set the "on" bullets on top of the "off" bullets and make them transparent
progress_indicator.bullets_on[index].sprite = Sprite (progress_indicator.bullet_on);
progress_indicator.bullets_on[index].x = progress_indicator.bullets_off[index].x;
progress_indicator.bullets_on[index].y = progress_indicator.bullets_off[index].y;
progress_indicator.bullets_on[index].sprite.SetPosition (progress_indicator.bullets_on[index].x, progress_indicator.bullets_on[index].y, 10000);
progress_indicator.bullets_on[index].sprite.SetOpacity (0);
local.x += progress_indicator.bullet_hspacing;
}
#local.debug_string = "Progress indicator: x1 = " + progress_indicator.x + ", x2 = " + local.x + ", y = " + progress_indicator.y +
# ", x logo = " + logo.x + ", y logo = " + logo.y + ", indicator width = " + progress_indicator.width;
#Debug(progress_indicator.bullets_off[0].x);
}
# 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) {
local.x = bullets_on[bullet_number].x;
local.y = bullets_on[bullet_number].y;
local.z = bullets_on[bullet_number].z;
# Hide the bullets which are off
bullets_off[bullet_number].sprite.SetOpacity (0);
# Show the bullets which are on
bullets_on[bullet_number].sprite.SetPosition (local.x, local.y, local.z);
bullets_on[bullet_number].sprite.SetOpacity (opacity);
# Bump the number of times we have switched on bullets
global.times_bullets_switched++;
}
fun switch_off_bullets () {
# Debug("Switching off progress indicator");
set_progress_indicator ();
global.times_bullets_switched = 0;
global.on_off = 1;
}
# This is something that we can call when we exit
fun switch_on_bullets () {
# Debug("Switching off progress indicator");
if (!global.progress_indicator.bullets_on) set_progress_indicator ();
local = global.progress_indicator;
for (index = 0; bullets_on[index]; index++) {
switch_on_bullet (bullets_off, bullets_on, index, 1.0);
}
}
# Implement in boot progress callback
fun animate_progress_indicator (progress, time) {
if (global.progress_time == NULL) {
global.progress_time = progress; #time;
switch_off_bullets ();
}
# Debug ("progress = " + progress + ", time = " + time + " times switched = " + global.times_bullets_switched + " on_off " + global.on_off);
# if (global.times_bullets_switched == NULL)
# global.times_bullets_switched = 5;
# if (global.on_off == NULL)
# global.on_off = 0;
if ((progress - global.progress_time) >= 1.0) {
global.progress_time = progress;
if (global.times_bullets_switched == 5) {
# Change which bullets are switched on
# and which ones are switched off
global.on_off = !global.on_off;
global.times_bullets_switched = 0;
}
if (global.on_off) {
switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on,
global.times_bullets_switched, 1.0);
}
else {
switch_on_bullet (progress_indicator.bullets_on, progress_indicator.bullets_off,
global.times_bullets_switched, 1.0);
}
}
# Start setting bullets to "on" with translucency
# for (index = 0; index <= 5; index++) {
# opacity = 0.0;
# while (opacity <= 1.0) {
# switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on,
# index, opacity);
# opacity += 0.1;
# }
# }
}
#-----------------------------------------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;
# 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)) / (bullet_width / 2 ) );
#Debug ("spaces = " + spaces + ", bullets = " + bullets);
bullets_area.width = margin + spaces * (bullet_width / 2);
bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2;
#DebugBottom ("pwd_entry x = " + 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 < bullets; index++){
if (!password_dialogue.bullets[index]) {
password_dialogue.bullets[index].sprite = Sprite ();
password_dialogue.bullets[index].sprite.SetImage (password_dialogue.bullet_image);
password_dialogue.bullets[index].x = bullets_area.x + # password_dialogue.entry.x + margin +
index * bullet_width / 2;
password_dialogue.bullets[index].sprite.SetX (password_dialogue.bullets[index].x);
password_dialogue.bullets[index].y = bullet_y;
password_dialogue.bullets[index].sprite.SetY (password_dialogue.bullets[index].y);
password_dialogue.bullets[index].z = password_dialogue.entry.z + 1;
password_dialogue.bullets[index].sprite.SetZ (password_dialogue.bullets[index].z);
}
password_dialogue.bullets[index].sprite.SetOpacity (0);
if (index < bullets) {
password_dialogue.bullets[index].sprite.SetOpacity (1);
}
}
}
Plymouth.SetDisplayPasswordFunction (display_password_callback);
Plymouth.SetMessageFunction (message_callback);
Plymouth.SetBootProgressFunction (animate_progress_indicator);
# Plymouth.SetBootProgressFunction: the callback function is called with two numbers, the progress (between 0 and 1) and the time spent booting so far
# Plymouth.SetRootMountedFunction: the callback function is called when a new root is mounted
# Plymouth.SetKeyboardInputFunction: the callback function is called with a string containing a new character entered on the keyboard
#----------------------------------------- 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 -----------------------
#
# TODO: Implement this if needed
#
# The callback function is called when the display should display a question dialogue.
# First arg is prompt string, the second is the entry contents.
#fun display_question_callback (prompt_string, entry_contents)
#{
# time++;
#}
#
#Plymouth.SetDisplayQuestionFunction (display_question_callback);
#-----------------------------------------Refresh stuff --------------------------------
#
# Calling Plymouth.SetRefreshFunction with a function will set that function to be
# called up to 50 times every second, e.g.
#
# NOTE: if a refresh function is not set, Plymouth doesn't seem to be able to update
# the screen correctly
#
fun refresh_callback ()
{
draw_logo ();
}
Plymouth.SetRefreshFunction (refresh_callback);
#-----------------------------------------Display Normal stuff -----------------------
#
# The callback function is called when the display should return to normal
fun display_normal_callback ()
{
global.status = "normal";
if (global.password_dialogue) {
password_dialogue_opacity (0);
global.password_dialogue = NULL;
if (message_notification[2].sprite) hide_message(2);
prompt_active = 0;
}
if (message_notification[1].sprite) show_message (1);
}
Plymouth.SetDisplayNormalFunction (display_normal_callback);
#----------------------------------------- Quit --------------------------------
# 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 ()
{
logo.sprite.SetOpacity (1);
switch_on_bullets ();
}
Plymouth.SetQuitFunction(quit_callback);
plymouth-theme-le/pacote/lib/plymouth/themes/le/logo.png

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plymouth-theme-le/pacote/lib/plymouth/themes/le/password_field.png

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plymouth-theme-le/pacote/lib/plymouth/themes/le/password_field16.png

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plymouth-theme-le/pacote/lib/plymouth/themes/le/progress_dot_off.png

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plymouth-theme-le/pacote/lib/plymouth/themes/le/progress_dot_off16.png

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plymouth-theme-le/pacote/lib/plymouth/themes/le/progress_dot_on16.png

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C3SL - Centro de Computacao Cientifica e Software Livre
Adriano da Luz
Bruno Cesar Ribas
Carlos Carvalho
Cleide Luzia Bonfim Possamai
Danilo Kiyoshi Simizu Yorinori
Diego Giovane Pasqualin
Eduardo Todt
Erik Alexandre Pucci
Felipe Cys Laskoski
Guilherme Zasyeki Machado
Josiney de Souza
Juliana Bueno
Klismann Smoger Mottin
Laura Sanchez Garcia
Luis Carlos Erpen de Bona
Marcela Saragioto
Marcos Castilho
Pedro Eugenio Rocha
Renan Franca De Miranda
Ricardo Tavares De Oliveira
Rubens Massayuki Suguimoto
Thiago Henrique Dos Santos Picharski
Tiago Rodrigo Kepe
Victor Tarabola Cortiano
Vinicius Kwiecien Ruoso
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
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those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
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