plymouth/themes/script/script.script
Charlie Brej bb4ed684b8 [script] Add support for 'for'
Matches the use in C as "for (first, condition, last)" where first is executed
once, last is executed at the end of each iteration (even when continue is
executed) and condition is tested at the start of every cycle.
2009-07-24 09:30:17 -04:00

136 lines
4.3 KiB
Text

logo.image = ImageNew("special://logo");
logo.sprite = SpriteNew();
SpriteSetImage(logo.sprite, logo.image);
index = 0;
while (1){
index_string = "" + index;
if (index < 10) index_string = "0" + index_string;
frame_image[index] = ImageNew("../spinfinity/throbber-" + index_string + ".png");
if (!frame_image[index]) break;
index++;
}
frame_count = index + 1;
frame_index = 0;
throbber_sprite = SpriteNew();
fun refresh (){
if (status == "normal"){
frame_index = (frame_index + 20/50) % frame_count;
int_frame_index = MathInt(frame_index);
SpriteSetImage (throbber_sprite, frame_image[int_frame_index]);
SpriteSetX (throbber_sprite, 400 - ImageGetWidth(frame_image[int_frame_index]) / 2);
SpriteSetY (throbber_sprite, 300);
SpriteSetOpacity (throbber_sprite, 1);
SpriteSetX (logo.sprite, 400 - ImageGetWidth(logo.image) / 2);
SpriteSetY (logo.sprite, 300 - ImageGetHeight(logo.image));
SpriteSetOpacity (logo.sprite, 1);
}
else{
SpriteSetOpacity (throbber_sprite, 0);
SpriteSetX (logo.sprite, 0);
SpriteSetY (logo.sprite, 0);
}
}
refresh (); # do one at the start
PlymouthSetRefreshFunction (refresh);
#-----------------------------------------Dialogue stuff --------------------------------
status = "normal";
fun dialogue_setup(){
local.box;
local.lock;
local.entry;
local.bullet_image;
box.image = ImageNew("box.png");
lock.image = ImageNew("lock.png");
entry.image = ImageNew("entry.png");
bullet_image = ImageNew("bullet.png");
box.sprite = SpriteNew();
SpriteSetImage(box.sprite, box.image);
box.x = 400 - ImageGetWidth (box.image)/2;
box.y = 300 - ImageGetHeight(box.image)/2;
box.z = 10000;
SpriteSetPosition(box.sprite, box.x, box.y, box.z);
lock.sprite = SpriteNew();
SpriteSetImage(lock.sprite, lock.image);
lock.x = box.x + ImageGetWidth(box.image)/2 - (ImageGetWidth(lock.image) + ImageGetWidth(entry.image)) / 2;
lock.y = box.y + ImageGetHeight(box.image)/2 - ImageGetHeight(lock.image)/2;
lock.z = box.z + 1;
SpriteSetPosition(lock.sprite, lock.x, lock.y, lock.z);
entry.sprite = SpriteNew();
SpriteSetImage(entry.sprite, entry.image);
entry.x = lock.x + ImageGetWidth(lock.image);
entry.y = box.y + ImageGetHeight(box.image)/2 - ImageGetHeight(entry.image)/2;
entry.z = box.z + 1;
SpriteSetPosition(entry.sprite, entry.x, entry.y, entry.z);
global.dialogue = local;
}
fun dialogue_opacity(opacity){
global.dialogue.opacity = opacity;
local = global.dialogue;
SpriteSetOpacity (box.sprite, opacity);
SpriteSetOpacity (lock.sprite, opacity);
SpriteSetOpacity (entry.sprite, opacity);
index = 0;
for (index = 0; bullet[index]; index++){
SpriteSetOpacity(bullet[index].sprite, opacity);
}
}
fun display_normal (){
global.status = "normal";
if (!global.dialogue) return;
dialogue_setup();
dialogue_opacity (0);
}
PlymouthSetDisplayNormalFunction(display_normal);
fun display_password (prompt, bullets){
global.status = "password";
if (!global.dialogue) dialogue_setup();
dialogue_opacity (1);
for (index = 0; dialogue.bullet[index] || index < bullets; index++){
if (!dialogue.bullet[index]){
dialogue.bullet[index].sprite = SpriteNew();
SpriteSetImage(dialogue.bullet[index].sprite, dialogue.bullet_image);
dialogue.bullet[index].x = dialogue.entry.x + index * ImageGetWidth(dialogue.bullet_image);
SpriteSetX(dialogue.bullet[index].sprite, dialogue.bullet[index].x);
dialogue.bullet[index].y = dialogue.entry.y + ImageGetHeight(dialogue.entry.image)/2 - ImageGetHeight(dialogue.bullet_image)/2;
SpriteSetY(dialogue.bullet[index].sprite, dialogue.bullet[index].y);
dialogue.bullet[index].z = dialogue.entry.z + 1;
SpriteSetZ(dialogue.bullet[index].sprite, dialogue.bullet[index].z);
}
SpriteSetOpacity(dialogue.bullet[index].sprite, 0);
if (index < bullets){
SpriteSetOpacity(dialogue.bullet[index].sprite, 1);
}
}
}
PlymouthSetDisplayPasswordFunction(display_password);