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View Full Version : [ubuntu] 11.04 I don't have an xsplash folder, do I create one?



Tallguitarguy
October 29th, 2011, 02:13 AM
I would like to either change the boot splash screen to a premade one, or create one. Anyway, looking it up I found a few places which said I need to put the images into the folder /usr/share/images/xsplash. That folder doesn't exist, and I doubt that by creating one, it will suddenly show in the boot splash screen. Any suggestions?

MAFoElffen
October 29th, 2011, 02:47 AM
I would like to either change the boot splash screen to a premade one, or create one. Anyway, looking it up I found a few places which said I need to put the images into the folder /usr/share/images/xsplash. That folder doesn't exist, and I doubt that by creating one, it will suddenly show in the boot splash screen. Any suggestions?
Your instructions seem a bit dated. Xplash was replaced by Plymouth since Ubuntu 10.04. You didn't say, but I'm assumig since you can't find an Usplash directory, that you are running newer.

The deault directory for the themes scripts since then has been /lib/plymouth/themes.

The themes are usually branched off under that in subdirectories where there is a copy of the theme script and all the images for the theme. The default-plymouth script as installed points to ../ubuntu-logo.

I think with the old directions you have, looking at the files in your /lib/plymouth/themes/ubuntu-logo, you could probably figure it out...

But if you need help, I could wite an updated tutorial on creating your own. Of course, if you look for "plymouth theme packages" just for something different, there are a lot already out there that you would only just install and it would do everything for you...

Hakunka-Matata
October 29th, 2011, 02:49 AM
Maybe what you're looking for:

https://help.ubuntu.com/community/Grub2#GRUB_2_Splash_Images

MAFoElffen
October 29th, 2011, 03:00 AM
Maybe what you're looking for:

https://help.ubuntu.com/community/Grub2#GRUB_2_Splash_Images
That link was for Grub splashes. Xsplash was the predessor to plymouth and plymouth replaced it in 10.04. The plymouth theme includes the default logo (ubuntu-logo and the five white/red dots), and the logon screen... also affected is the background color and any text...editing the theme profile file, you can change pointers to where images are located and to the theme script file to use....and in that theme script file you can either change everything or mess everything up.

For example the default ubuntu-logo.script is going to look to most as an overwhelmimg managery...


# ubuntu-logo.script - boot splash plugin
#
# 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>
#

# 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 --> 0.17, 0.00, 0.12
#
Window.SetBackgroundTopColor (0.17, 0.00, 0.12); # Nice colour on top of the screen fading to
Window.SetBackgroundBottomColor (0.17, 0.00, 0.12); # an equally nice colour on the bottom

bits_per_pixel = Window.GetBitsPerPixel ();
if (bits_per_pixel == 4) {
logo_filename = "ubuntu_logo16.png";
progress_dot_off_filename = "progress_dot_off16.png";
progress_dot_on_filename = "progress_dot_on16.png";
password_field_filename = "password_field16.png";
} else {
logo_filename = "ubuntu_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);
But if you copy the whole subdirectory /lib/plymouth/themes/ubuntu-logo/ to /lib/plymouth/themes/my_custom/ to make a duplicate that you can customise. > Copy in your image file > rename ubuntu-logo.script to my-theme.script > open that file > search for the string


logo_filename = "ubuntu_logo.png";
And change it to the name of your image. % lines above that isthe filename for a 16bit version of your splash image. Change that filename to your 16bit picture file. .. save and exit. > rename the ubutu-logo.plymouth file to my-theme.plymouth > Open that file and set the pointers of the image directory to this new /lib/plymouth/themes/my-theme/ directory. Set the script pointer to the /lib/plymouth/themes/my_custom/my-theme.script file. > Save and exit.

Then drop back down to the theme subdirectory > copy the /lib/plymouth/themes/my_cutom/my-theme.plymouth file over/replacing the default-plymouth file... Then update the boot image to include your changes.


sudo update-initramfs -u
Thats the basic instructions for how I do it. There are some other tools that save some work on picking colors, placing objects on the 2 screen panels and switching between different themes... But if I want to add my "own image"... (Usually someone's company logo, a satirical distro logo or a personal pic)

EDIT-- There is a package that automates all that in a GUI based tool called "Plymouth Manager." I haven't used it... It's not in the Ubuntu repo's. It is a project at launchpad and is available here:
https://launchpad.net/plymouth-manager/+download

Tallguitarguy
October 29th, 2011, 08:27 AM
Thank you MAFoElffen (http://ubuntuforums.org/member.php?u=1044547) for the launchpad link, and for clarifying that xsplash is outdated. And thank you Hanunka-Matata for the link, it looks like it will be helpful.