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/*
    Copyright (C) 2012-2013 Harald Sitter <apachelogger@ubuntu.com>
    Copyright (C) 2009 Canonical Ltd.

    This program is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2, or (at your option)
    any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
    02111-1307, USA.

    Written by: Alberto Milone <alberto.milone@canonical.com>

    Based on the example provided with the "script plugin" written by:
                Charlie Brej   <cbrej@cs.man.ac.uk>
*/

/**
 * 16bit debug override. Comment out to see what everything looks like on a 16bit
 * framebuffer/output.
 */
// Window.GetBitsPerPixel = fun() { return 4; };

// -------------------------------- Assets ---------------------------------- //

global.assets = [];
if (Window.GetBitsPerPixel() == 4) {
    assets.dot           = "images/16bit/dot.png";
    assets.logo          = "images/16bit/logo.png";
    assets.text_input    = "images/16bit/text-input.png";

    assets.progress_rect = "images/16bit/progress-rect.png";
} else {
    assets.dot           = "images/dot.png";
    assets.logo          = "images/logo.png";
    assets.text_input    = "images/text-input.png";

    assets.glow          = "images/logo-glow.png";
}

// ------------------------------- Classes ---------------------------------- //

/**
 * class SpriteImage : Sprite {
 *     Image image,   # Image instance created by and for the Sprite
 *     int width,     # Image width
 *     int height,    # Image height
 *  };
 */

/**
 * General purpose sprite-image combination.
 * The type itself is a Sprite that has an image property through which the image
 * powering the sprite may be accessed.
 * Members of the sprite are only updated on initial creation, any future changes
 * to the actually used image need to be reflected manually
 */
SpriteImage = fun(asset) {
    local.sprite = Sprite();
    sprite.image = Image(asset);
    sprite.width = sprite.image.GetWidth();
    sprite.height = sprite.image.GetHeight();
    sprite.SetImage(sprite.image);
    return sprite | global.SpriteImage;
} | Sprite;


// -------------------------------- Colors ---------------------------------- //
/**
 * General purpuse Color container to hold red, green, blue as any value
 * (real advisable).
 */
Color = fun(red, green, blue) {
    local.color = [];
    color.red = red;
    color.green = green;
    color.blue = blue;
    return color | global.Color;
} | [];

global.palette = [];
palette.background.top = Color(0.0, 0.0, 0.0);
palette.background.bottom = palette.background.top;
palette.text.normal = Color(1, 1, 1);
palette.text.tinted = Color(1, 1, 1);
palette.text.action = Color(1, 1, 1);

/**
 * Helper overload to apply background colors from global.palette to the Window
 */
Window.ApplyBackgroundColors = fun() {
    Window.SetBackgroundTopColor(palette.background.top.red,
                                 palette.background.top.green,
                                 palette.background.top.blue);
    Window.SetBackgroundBottomColor(palette.background.bottom.red,
                                    palette.background.bottom.green,
                                    palette.background.bottom.blue);
};

// --------------------------------- Debug ---------------------------------- //
debugsprite = Sprite();
debugsprite_bottom = Sprite();
debugsprite_medium = Sprite();

// are we currently prompting for a password?
prompt_active = 0;

/**
 * General purpose function to create an image from a string.
 * \param text the string to print
 * \param color the color the string should use in the image
 * \returns Image containg the text
 */
fun WriteText(text, color) {
    return Image.Text(text, color.red, color.green, color.blue);
}

/** Create regular text image. \see WriteText */
fun ImageToText (text) {
    return WriteText(text, palette.text.normal);
}

String.ToImage = fun() {
    return WriteText(this, palette.text.normal);
};

/** Create tinted text image. \see WriteText */
fun ImageToTintedText (text) {
    return WriteText(text, palette.text.tinted);
}

/** Create action text image. \see WriteText */
fun ImageToActionText (text) {
    return WriteText(text, palette.text.action);
}

fun Debug(text) {
    debugsprite.SetImage(ImageToText (text));
    debugsprite.SetPosition(0, 0, 1);
}

fun DebugBottom(text) {
    debugsprite_bottom.SetImage(ImageToText(text));
    debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1);
}

fun DebugMedium(text) {
    debugsprite_medium.SetImage(ImageToText (text));
    debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 60), 1);
}

fun TextYOffset() {
    local.y;
    local.text_height;
    local.min_height;
    
    # Put the 1st line below the logo + some spacing 
    y = logo.y + logo.height; # + logo_spacing;
    
    text_height = first_line_height * 7.5;

    // FIXME: why minimum?
    local.min_height = Window.GetHeight();
    
    if (y + text_height > min_height)
        y = min_height - text_height;
    else {
        y = y + ((min_height - y - text_height) /2);
    }

    if (y < logo.text.GetY() + logo.text.height + first_line_height/2)
        y = logo.text.GetY() + logo.text.height + first_line_height/2;

    return y;
}

Window.GetMaxWidth = fun() {
    width = 0;
    for (i = 0; Window.GetWidth(i); i++) {
        width = Math.Max(width, Window.GetWidth(i));
    }
    return width;
};

Window.GetMaxHeight = fun() {
    height = 0;
    for (i = 0; Window.GetHeight(i); i++) {
        height = Math.Max(height, Window.GetHeight(i));
    }
    return height;
};

// --------------------------------- String --------------------------------- //
# This is the equivalent for strstr()
fun StringString(string, substring) {
    start = 0;
    while (String(string).CharAt (start)) {
        walk = 0;
        while (String(substring).CharAt (walk) == String(string).CharAt (start + walk) ) {
            walk++;
            if (!String(substring).CharAt (walk)) return start;
        }
        start++;
    }

    return NULL;
}

fun StringLength (string) {
    index = 0;
    while (String(string).CharAt(index))
        index++;
    return index;
}

// String.Length = fun(string) {
//     index = 0;
//     while (String(string).CharAt(index))
//         index++;
//     return index;
// };

fun StringCopy (source, beginning, end) {
    local.destination = "";
    for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) {
        local.destination += String(source).CharAt(index);
    }
    
    return local.destination;
}

fun StringReplace (source, pattern, replacement) {
    local.found = StringString(source, pattern);
    if (local.found == NULL) {
        return source;
    }

    local.new_string = StringCopy (source, 0, local.found - 1) +
                       replacement +
                       StringCopy (source, local.found + StringLength(pattern), NULL);

    return local.new_string;
}

# it makes sense to use it only for
# numbers up to 100
fun StringToInteger (str) {
    int = -1;
    for (i=0; i<=100; i++) {
        if (i+"" == str) {
            int = i;
            break;
        }
    }
    return int;
}

// ------------------------------ Background -------------------------------- //
Window.ApplyBackgroundColors();

// --------------------------------- Logo ----------------------------------- //

Logo = fun() {
    local.logo = SpriteImage(assets.logo);
    logo.x = Window.GetX() + Window.GetWidth() / 2 - logo.width / 2;
    logo.y = Window.GetY() + Window.GetHeight() / 2 - logo.height / 2;
    logo.z = 1000;
    logo.SetPosition(logo.x, logo.y, logo.z);

    if (Window.GetBitsPerPixel() == 4) {
        logo.progress = [];
        logo.progress.width = 153 - 6; // 153 is the fixed width of the 'Kubuntu' text.
        logo.progress.x = logo.x + 2; // 2px left margin.
        logo.progress.y = logo.y + logo.height + 4; // 4px top margin.
        logo.progress.z = logo.z + 1; // Lays on top of the logo background.
        for (i = 0; i <= logo.progress.width; ++i) {
            logo.progress[i] = SpriteImage(assets.progress_rect);
            logo.progress[i].SetPosition(logo.progress.x + (logo.progress[i].width * (i+1)),
                                         logo.progress.y,
                                         logo.progress.z);
            logo.progress[i].SetOpacity(0);
            logo.progress.count = i+1;
        }
        logo.progress.head = 0;
        logo.progress.end  = 0;
    } else {
        logo.glow = SpriteImage(assets.glow);
        logo.glow.SetOpacity(0);
        logo.glow.x = Window.GetX() + Window.GetWidth() / 2 - logo.glow.width / 2;
        logo.glow.y = Window.GetY() + Window.GetHeight() / 2 - logo.glow.height / 2;
        logo.glow.z = logo.z - 1;
        logo.glow.SetPosition(logo.glow.x, logo.glow.y, logo.glow.z);
    }

    return logo | global.Logo;
} | SpriteImage;

logo = Logo();

message_notification[0].image = ImageToTintedText ("");
message_notification[1].image = ImageToTintedText ("");
fsck_notification.image = ImageToActionText ("");

status = "normal";

// use a fixed string with ascending and descending stems to calibrate the
// bounding box for the first message, so the messages below don't move up
// and down according to *their* height.
first_line_height = ImageToTintedText ("AfpqtM").GetHeight();

// if the user has a 640x480 or 800x600 display, we can't quite fit everything
// (including passphrase prompts) with the target spacing, so scoot the text up
// a bit if needed.
top_of_the_text = TextYOffset();

// ------------------------------- Animation -------------------------------- //

/**
 * struct Animation {
 *     m_target,   # animation target
 *     m_running,  # whether active or not
 *     m_duration, # duration of the animation
 *     m_start,    # discrete boot time when the animation started
 *     m_end,      # discrete boot time when the animation is supposed to end
 *     m_reverse   # bool can be used to decide whether to apply or deapply a change
 *  };
 */

/** ctor */
Animation = fun(target) {
    anim = [] | global.Animation;
    anim.m_target = target;
    anim.m_running = 0;
    anim.m_duration = 2.5;
    anim.m_start = 0;
    anim.m_end = 0;
    anim.m_reverse = 0;
    return anim;
} | [];

/**
 * Starts animation.
 * \param time start time
 */
Animation.Start = fun(time) {
    m_running = 1;
    m_start = time;
    m_end = time + m_duration;
};

/**
 * Reverses the animation. If the animation was in regular progression it's
 * m_reverse member will we changed to true, otherwise it will change to false.
 * \see UpdateOpacity
 */
Animation.Revert = fun(time) {
    m_reverse = !m_reverse;
    Start(time);
};

/**
 * \returns whether the animation is running in reverse mode (used to decrease opacity)
 */
Animation.IsReverse = fun() {
    return m_reverse;
};

/**
 * \returns whether the animcation is running
 */
Animation.IsRunning = fun() {
    return m_running;
};

/**
 * Increase target opacity.
 * The more time has passed between start end now the higher the opacity.
 * \param time current time (used to calculate progress)
 */
Animation.IncreaseOpacity = fun(time) {
    local.passed = time - m_start;
    local.progress = passed / m_duration;
    m_target.SetOpacity(progress);
};

/**
 * Decrease target opacity.
 * The more time has passed between start end now the lower the opacity.
 * \param time current time (used to calculate progress)
 */
Animation.DecreaseOpacity = fun(time) {
    local.passed = time - m_start;
    local.progress = passed / m_duration;
    m_target.SetOpacity(1.0 - progress);
};

/**
 * Increases or decreases opacity depending on reverseness.
 */
Animation.UpdateOpacity = fun(time) {
    if (m_reverse)
        DecreaseOpacity(time);
    else
        IncreaseOpacity(time);
};

if (Window.GetBitsPerPixel() != 4)
    global.animation = Animation(logo.glow);

// ----------------------------- Boot Progress ------------------------------ //

/**
 * Implement boot progress callback
 * \param time time elapsed since boot start (real, seconds)
 * \param progress boot progress in % (real 0.0 to 1.0)
 */
fun boot_progress_cb(time, progress) {
    // TODO: it would be nice to have both logics contained in an animation such
    // that we do not need to have this if here...
    if (Window.GetBitsPerPixel() == 4) {
        if (logo.progress.head >= (logo.progress.count - 1)) {
            ++logo.progress.end;
            logo.progress[logo.progress.end].SetOpacity(0);
            if (logo.progress.end >= (logo.progress.count - 1)) {
                logo.progress.head = 0;
                logo.progress.end  = 0;
            }
        } else {
            ++logo.progress.head;
            logo.progress[logo.progress.head].SetOpacity(1);
        }
    } else {
        if (!global.animation.IsRunning())
            global.animation.Start(time);

        if (global.animation.IsRunning()) {
            if (global.animation.m_end <= time) {
                global.animation.Revert(time);
            } else {
                global.animation.UpdateOpacity(time);
            }
        }
    }
}
Plymouth.SetBootProgressFunction (boot_progress_cb);

#-----------------------------------------Label utility functions---------------------

# label should be either a string or NULL
# Images for n lines will be created and returned as items of the
# message_label array
#
fun get_message_label (label, is_fake, is_action_line) {
    # Debug("Get Label position");
    local.message_label;
    
    if (is_fake)
        # Create a fake label so as to get the y coordinate of
        # a standard-length label.
        local.message_image = ImageToTintedText ("This is a fake message");
    else
        local.message_image = (is_action_line) && ImageToActionText (label) || ImageToTintedText (label);

    message_label.width = message_image.GetWidth ();
    message_label.height = message_image.GetHeight ();

    # Center the line horizontally
    message_label.x = Window.GetX () + Window.GetWidth () / 2 - message_label.width / 2;

    message_label.y = top_of_the_text + first_line_height/2;

    # Put the 2nd line below the fsck line
    if (is_action_line) {
        local.fsck_label.y = message_label.y + (first_line_height + first_line_height / 2);
        message_label.y = local.fsck_label.y + (first_line_height * 2);
    }

    # Debug("action label x = " + message_label.x + " y = " + message_label.y );

#    message_debug = "msg_x = " + message_label.x + " msg_y = " + message_label.y +
#                    "msg_width = " + message_label.width + " msg_height = " +
#                    message_label.height + " message = " + label;
#    Debug(message_debug);
    
    return message_label;

}

# Create an fsck label and/or get its position
fun get_fsck_label (label, is_fake) {
    # Debug("Get Label position");
    local.fsck_label = global.progress_label;
    
    if (is_fake)
        fsck_label.image = ImageToTintedText ("This is a fake message");
    else
        fsck_label.image = ImageToTintedText (label);
    
    fsck_label.width = fsck_label.image.GetWidth ();
    fsck_label.height = fsck_label.image.GetHeight ();
    
    # Centre the label horizontally
    fsck_label.x = Window.GetX () + Window.GetWidth () / 2 - fsck_label.width / 2;
    
    local.first_label = get_message_label (label, 1, 0);
    
    # Place the label below the 1st message line
    fsck_label.y = local.first_label.y + local.first_label.height + first_line_height / 2;
    
#    message_debug = "msg_x = " + fsck_label.x + " msg_y = " + fsck_label.y +
#                    "msg_width = " + fsck_label.width + " msg_height = " +
#                    fsck_label.height + " message = " + label;
#    Debug(message_debug);
    
    return fsck_label;
}

#-----------------------------------------Message stuff --------------------------------
#

# Set up a message label
#
# NOTE: this is called when doing something like 'plymouth message "hello world"'
#
fun setup_message (message_text, x, y, z, index) {
    # Debug("Message setup");
    global.message_notification[index].image = (index) && ImageToActionText (message_text) || ImageToTintedText (message_text);

    # Set up the text message, if any
    message_notification[index].x = x;
    message_notification[index].y = y;
    message_notification[index].z = z;
    
    message_notification[index].sprite = Sprite ();
    message_notification[index].sprite.SetImage (message_notification[index].image);
    message_notification[index].sprite.SetX (message_notification[index].x);
    message_notification[index].sprite.SetY (message_notification[index].y);
    message_notification[index].sprite.SetZ (message_notification[index].z);

}

fun show_message (index) {
    if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(1);
}

fun hide_message (index) {
    if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(0);
}




# the callback function is called when new message should be displayed.
# First arg is message to display.
fun message_callback (message)
{
    # Debug("Message callback");
    is_fake = 0;
    if (!message || (message == "")) is_fake = 1;
    
    local.substring = "keys:";
    
    # Look for the "keys:" prefix
    local.keys = StringString(message, local.substring);
    
    local.is_action_line = (keys != NULL);
    #Debug("keys " + local.keys + " substring length = " + StringLength(local.substring);

    # Get the message without the "keys:" prefix
    if (keys != NULL)
        message = StringCopy (message, keys + StringLength(local.substring), NULL);

    local.label.is_fake = is_fake;
    label = get_message_label(message, is_fake, is_action_line);
    label.z = 10000;
    
    setup_message (message, label.x, label.y, label.z, is_action_line);
    if (prompt_active && local.is_action_line)
        hide_message (is_action_line);
    else
        show_message (is_action_line);
}
Plymouth.SetMessageFunction (message_callback);


#-----------------------------------------Display Password stuff -----------------------
#

fun password_dialog_setup (message_label) {
    # Debug("Password dialog setup");
    
    local.entry;
    local.bullet_image;
    
    bullet_image = Image (assets.dot);
    entry.image = Image (assets.text_input);
    
    # Hide the normal labels
    prompt_active = 1;
    if (message_notification[1].sprite) hide_message (1);

    # Set the prompt label
    label = get_message_label(message_label, 0, 1);
    label.z = 10000;

    setup_message (message_label, label.x, label.y, label.z, 2);
    show_message (2);

    # Set up the text entry which contains the bullets
    entry.sprite = Sprite ();
    entry.sprite.SetImage (entry.image);
    
    # Centre the box horizontally
    entry.x = Window.GetX () + Window.GetWidth () / 2 - entry.image.GetWidth () / 2;

    # Put the entry below the second label.
    entry.y = message_notification[2].y + label.height;

    #Debug ("entry x = " + entry.x + ", y = " + entry.y);
    entry.z = 10000;
    entry.sprite.SetX (entry.x);
    entry.sprite.SetY (entry.y);
    entry.sprite.SetZ (entry.z);

    global.password_dialog = local;
}

fun password_dialog_opacity (opacity) {
    # Debug("Password dialog opacity");
    global.password_dialog.opacity = opacity;
    local = global.password_dialog;

    # You can make the box translucent with a float
    # entry.sprite.SetOpacity (0.3);
    entry.sprite.SetOpacity (opacity);
    label.sprite.SetOpacity (opacity);
    
    if (bullets) {
        for (index = 0; bullets[index]; index++) {
            bullets[index].sprite.SetOpacity (opacity);
        }
    }
}


# The callback function is called when the display should display a password dialog.
# First arg is prompt string, the second is the number of bullets.
fun display_password_callback (prompt, bullets) {
    # Debug("Password dialog setup");

    global.status = "password";
    if (!global.password_dialog)
        password_dialog_setup(prompt);
    password_dialog_opacity (1);
    bullet_width = password_dialog.bullet_image.GetWidth();
    bullet_y = password_dialog.entry.y +
               password_dialog.entry.image.GetHeight () / 2 -
               password_dialog.bullet_image.GetHeight () / 2;
    margin = bullet_width;
    spaces = Math.Int((password_dialog.entry.image.GetWidth () - (margin * 2)) / bullet_width);
    bullets_area.width = (margin * 2) + (spaces * bullet_width);
//     Debug ("dialog width =" + password_dialog.entry.image.GetWidth () + " , bullets area width = " + bullets_area.width + ", spaces = " + spaces + ", bullets = " + bullets);
    bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2;
//     DebugBottom ("bullet_width = " + bullet_width + " , pwd_entry x = " + password_dialog.entry.x + ", bullets_area.x = " + bullets_area.x + ", bullets_area.width = " + bullets_area.width);
    if (bullets > spaces)
        bullets = spaces;
    for (index = 0; password_dialog.bullets[index] || index < bullets; index++){
        if (!password_dialog.bullets[index]) {
            password_dialog.bullets[index].sprite = Sprite();
            password_dialog.bullets[index].sprite.SetImage (password_dialog.bullet_image);
            password_dialog.bullets[index].x = bullets_area.x + margin + index * bullet_width;
            password_dialog.bullets[index].sprite.SetX (password_dialog.bullets[index].x);
            password_dialog.bullets[index].y = bullet_y;
            password_dialog.bullets[index].sprite.SetY (password_dialog.bullets[index].y);
            password_dialog.bullets[index].z = password_dialog.entry.z + 1;
            password_dialog.bullets[index].sprite.SetZ (password_dialog.bullets[index].z);
        }

        password_dialog.bullets[index].sprite.SetOpacity (0);

        if (index < bullets) {
            password_dialog.bullets[index].sprite.SetOpacity (1);
        }
    }
}
Plymouth.SetDisplayPasswordFunction(display_password_callback); 

#----------------------------------------- FSCK Counter --------------------------------

# Initialise the counter
fun init_fsck_count () {
    # The number of fsck checks in this cycle
    global.counter.total = 0;
    # The number of fsck checks already performed + the current one
    global.counter.current = 1;
    # The previous fsck
    global.counter.last = 0;
}

# Increase the total counter
fun increase_fsck_count () {
    global.counter.total++;
}

fun increase_current_fsck_count () {
    global.counter.last = global.counter.current++;
}

# Clear the counter
fun clear_fsck_count () {
    global.counter = NULL;
    init_fsck_count ();
}

#----------------------------------------- Progress Label ------------------------------


# Change the opacity level of a progress label
#
# opacity = 1 -> show
# opacity = 0 -> hide
# opacity = 0.3 (or any other float) -> translucent
#
fun set_progress_label_opacity (opacity) {
    # the label
    progress_label.sprite.SetOpacity (opacity);
    
    # Make the slot available again when hiding the bar
    # So that another bar can take its place
    if (opacity == 0) {
        progress_label.is_available = 1;
        progress_label.device = "";
    }
}

# Set up a new Progress Bar
#
# TODO: Make it possible to reuse (rather than recreate) a bar
#       if .is_available = 1. Ideally this would just reset the
#       label, the associated
#       device and the image size of the sprite.

fun init_progress_label (device, status_string) {
    # Make the slot unavailable
    global.progress_label.is_available = 0;
    progress_label.progress = 0;
    progress_label.device = device;
    progress_label.status_string = status_string;
}

# See if the progress label is keeping track of the fsck
# of "device"
#
fun device_has_progress_label (device) {
    #DebugBottom ("label device = " + progress_label.device + " checking device " + device);
    return (progress_label.device == device);
}

# Update the Progress bar which corresponds to index
#
fun update_progress_label (progress) {
    # If progress is NULL then we just refresh the label.
    # This happens when only counter.total has changed.
    if (progress != NULL) {
        progress_label.progress = progress;
    
        #Debug("device " + progress_label.device + " progress " + progress);
    
        # If progress >= 100% hide the label and make it available again
        if (progress >= 100) {
            set_progress_label_opacity (0);
        
            # See if we any other fsck check is complete
            # and, if so, hide the progress bars and the labels
            on_fsck_completed ();
        
            return 0;
        }
    }    
    # Update progress label here
    #
    # FIXME: the queue logic from this theme should really be moved into mountall
    # instead of using string replacement to deal with localised strings.
    label = StringReplace (progress_label.status_string[0], "%1$d", global.counter.current);
    label = StringReplace (label, "%2$d",  global.counter.total);
    label = StringReplace (label, "%3$d",  progress_label.progress);
    label = StringReplace (label, "%%",  "%");

    progress_label = get_fsck_label (label, 0);
    #progress_label.progress = progress;

    progress_label.sprite = Sprite (progress_label.image);
    
    # Set up the bar
    progress_label.sprite.SetPosition(progress_label.x, progress_label.y, 1);

    set_progress_label_opacity (1);

}

# Refresh the label so as to update counters
fun refresh_progress_label () {
    update_progress_label (NULL);
}

#----------------------------------------- FSCK Queue ----------------------------------

# Initialise the fsck queue
fun init_queue () {
    global.fsck_queue[0].device;
    global.fsck_queue[0].progress;
    global.fsck_queue.counter = 0;
    global.fsck_queue.biggest_item = 0;    
}

fun clear_queue () {
    global.fsck_queue = NULL;
    init_queue ();
}

# Return either the device index in the queue or -1
fun queue_look_up_by_device (device) {
    for (i=0; i <= fsck_queue.biggest_item; i++) {
        if ((fsck_queue[i]) && (fsck_queue[i].device == device))
            return i;
    }
    return -1;
}

# Keep track of an fsck process in the queue
fun add_fsck_to_queue (device, progress) {
    # Look for an empty slot in the queue
    for (i=0; global.fsck_queue[i].device; i++) {
        continue;
    }
    local.index = i;
    
    # Set device and progress
    global.fsck_queue[local.index].device = device;
    global.fsck_queue[local.index].progress = progress;
    
    # Increase the queue counter
    global.fsck_queue.counter++;
    
    # Update the max index of the array for iterations
    if (local.index > global.fsck_queue.biggest_item)
        global.fsck_queue.biggest_item = local.index;
    
    #DebugMedium ("Adding " + device + " at " + local.index);
}

fun is_queue_empty () {
    return (fsck_queue.counter == 0);
}

fun is_progress_label_available () {
    return (progress_label.is_available == 1);
}


# This should cover the case in which the fsck checks in
# the queue are completed before the ones showed in the
# progress label
fun on_queued_fsck_completed () {
    if (!is_queue_empty ())
        return;
    
    # Hide the extra label, if any
    #if (progress_bar.extra_label.sprite)
    #    progress_bar.extra_label.sprite.SetOpacity(0);
}

fun remove_fsck_from_queue (index) {
    # Free memory which was previously allocated for
    # device and progress
    global.fsck_queue[index].device = NULL;
    global.fsck_queue[index].progress = NULL;

    # Decrease the queue counter
    global.fsck_queue.counter--;
    
    # See if there are other processes in the queue
    # if not, clear the extra_label
    on_queued_fsck_completed ();
}

fun on_fsck_completed () {
    # We have moved on to tracking the next fsck
    increase_current_fsck_count ();

    if (!is_progress_label_available ())
        return;
    
    if (!is_queue_empty ())
        return;
    
    # Hide the progress label
    if (progress_label.sprite)
        progress_label.sprite.SetOpacity (0);
    
    # Clear the queue
    clear_queue ();

    # Clear the fsck counter
    clear_fsck_count ();
}

# Update an fsck process that we keep track of in the queue
fun update_progress_in_queue (index, device, progress) {
    # If the fsck is complete, remove it from the queue
    if (progress >= 100) {
        remove_fsck_from_queue (index);
        on_queued_fsck_completed ();
        return;
    }
    
    global.fsck_queue[index].device = device;
    global.fsck_queue[index].progress = progress;
    
}

# TODO: Move it to some function
# Create an empty queue
#init_queue ();


#----------------------------------------- FSCK Functions ------------------------------


# Either add a new bar for fsck checks or update an existing bar
#
# NOTE: no more than "progress_bar.max_number" bars are allowed
#
fun fsck_check (device, progress, status_string) {

    # The 1st time this will take place
    if (!global.progress_label) {
        # Increase the fsck counter
        increase_fsck_count ();

        # Set up a new label for the check
        init_progress_label (device, status_string);
        update_progress_label (progress);

        return;
    }

    
    if (device_has_progress_label (device)) {
        # Update the progress of the existing label
        update_progress_label (progress);
    }
    else {
        # See if there's already a slot in the queue for the device
        local.queue_device_index = queue_look_up_by_device(device);

        # See if the progress_label is available
        if (progress_label.is_available) {
            
#            local.my_string = "available index " + local.available_index + " progress_bar counter is " + progress_bar.counter;
#            Debug(local.my_string);
            
                
            # If the fsck check for the device was in the queue, then
            # remove it from the queue
            if (local.queue_device_index >= 0) {
                remove_fsck_from_queue (index);
            }
            else {
                # Increase the fsck counter
                increase_fsck_count ();
            }
            
#            local.my_string += local.message;
            #Debug("setting new label for device " + device + " progress " + progress);

            # Set up a new label for the check
            init_progress_label (device, status_string);
            update_progress_label (progress);
            
        }
        # If the progress_label is not available
        else {
            
            # If the fsck check for the device is already in the queue
            # just update its progress in the queue
            if (local.queue_device_index >= 0) {
                #DebugMedium("Updating queue at " + local.queue_device_index + " for device " + device);
                update_progress_in_queue (local.queue_device_index, device, progress);
            }
            # Otherwise add the check to the queue
            else {
                #DebugMedium("Adding device " + device + " to queue at " + local.queue_device_index);
                add_fsck_to_queue (device, progress);

                # Increase the fsck counter
                increase_fsck_count ();

                refresh_progress_label ();
            }
            
        }
    }
    
#    if (!is_queue_empty ()) {
#        DebugBottom("Extra label for "+ device);
    #}
#    else {
#        DebugBottom("No extra label for " + device + ". 1st Device in the queue "+ fsck_queue[0].device + " counter = " + global.fsck_queue.counter);
#    }
}


#-----------------------------------------Update Status stuff --------------------------
#
# The update_status_callback is what we can use to pass plymouth whatever we want so
# as to make use of features which are available only in this program (as opposed to
# being available for any theme for the script plugin).
#
# Example:
#
#   Thanks to the current implementation, some scripts can call "plymouth --update=fsck:sda1:40"
#   and this program will know that 1) we're performing and fsck check, 2) we're checking sda1,
#   3) the program should set the label progress to 40%
#
# Other features can be easily added by parsing the string that we pass plymouth with "--update"
#
fun update_status_callback (status) {
#    Debug(status);
    if (!status) return;
    
    string_it = 0;
    update_strings[string_it] = "";
    
    for (i=0; (String(status).CharAt(i) != ""); i++) {
        local.temp_char = String(status).CharAt(i);
        if (temp_char != ":")
            update_strings[string_it] += temp_char;
        else
            update_strings[++string_it] = "";
    }
    
#    my_string = update_strings[0] + " " + update_strings[1] + " " + update_strings[2];
#    Debug(my_string);
    # Let's assume that we're dealing with these strings fsck:sda1:40
    if ((string_it >= 2) && (update_strings[0] == "fsck")) {
        
        device = update_strings[1];
        progress = update_strings[2];
        status_string[0] = update_strings[3]; # "Checking disk %1$d of %2$d (%3$d %% complete)"
        if (!status_string[0])
            status_string[0] = "Checking disk %1$d of %2$d (%3$d %% complete)";
        
        if ((device != "") && (progress != "")) {
            progress = StringToInteger (progress);
        
            # Make sure that the fsck_queue is initialised
            if (!global.fsck_queue)
                init_queue ();

            # Make sure that the fsck counter is initialised
            if (!global.counter)
                init_fsck_count ();

#            if (!global.progress_bar.extra_label.sprite)
#                create_extra_fsck_label ();
            
            # Keep track of the fsck check
            fsck_check (device, progress, status_string);
        }
        
    }
}
Plymouth.SetUpdateStatusFunction (update_status_callback); 

/**
 * Calling Plymouth.SetRefreshFunction with a function will set that function to be
 * called up to 50 times every second, e.g.
 *
 * NOTE: if a refresh function is not set, Plymouth doesn't seem to be able to update
 *      the screen correctly
 */
fun refresh_callback() {
}
Plymouth.SetRefreshFunction(refresh_callback);

/**
 * The callback function is called when the display should return to normal
 */
fun display_normal_callback() {
    global.status = "normal";
    if (global.password_dialog) {
        password_dialog_opacity (0);
        global.password_dialog = NULL;
        if (message_notification[2].sprite) hide_message(2);
        prompt_active = 0;
    }

    if (message_notification[1].sprite)
        show_message (1);
}
Plymouth.SetDisplayNormalFunction (display_normal_callback);

/**
 * Show the logo and make the progress indicator look full when on exit
 */
fun quit_callback() {
}
Plymouth.SetQuitFunction(quit_callback);

// kate: space-indent on; indent-width 4; mixedindent off; indent-mode cstyle; hl JavaScript;