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# lubuntu-logo.script - boot splash plugin
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# based on ubuntu-logo.script
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# Copyright (C) 2009 Canonical Ltd.
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2, or (at your option)
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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# Written by: Alberto Milone <alberto.milone@canonical.com>
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# Based on the example provided with the "script plugin" written by:
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# Charlie Brej <cbrej@cs.man.ac.uk>
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# Set the text colour in rgb
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text_colour.red = 255;
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text_colour.green = 255;
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text_colour.blue = 255;
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debugsprite = Sprite();
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debugsprite_bottom = Sprite();
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debugsprite_medium = Sprite();
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fun ImageToText (text) {
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image = Image.Text (text, text_colour.red, text_colour.green, text_colour.blue);
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debugsprite.SetImage(ImageToText (text));
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fun DebugBottom(text) {
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debugsprite_bottom.SetImage(ImageToText (text));
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debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1);
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fun DebugMedium(text) {
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debugsprite_medium.SetImage(ImageToText (text));
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debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 60), 1);
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Window.SetBackgroundTopColor (0, 0, 0); # Nice blue on top of the screen fading to
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Window.SetBackgroundBottomColor (0, 0, 0); # an equally nice brown on the bottom
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screen_width = Window.GetWidth ();
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screen_height = Window.GetHeight ();
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wallpaper_image = Image ("wall_blue_2560x1600.png");
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resized_wallpaper_image = wallpaper_image.Scale (screen_width, screen_height);
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wallpaper_sprite = Sprite (resized_wallpaper_image);
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wallpaper_sprite.SetZ (-10000);
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logo.image = Image ("lubuntu-logo.png");
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logo.sprite = Sprite ();
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logo.sprite.SetImage (logo.image);
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logo.width = logo.image.GetWidth ();
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logo.height = logo.image.GetHeight ();
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logo.x = Window.GetWidth (0) / 2 - logo.width / 2;
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logo.y = Window.GetHeight (0) / 2 - logo.height / 2;
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logo.sprite.SetX (logo.x);
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# label_area_y = logo_area_y + (*label_height * 2) + 60;
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logo.sprite.SetY (logo.y);
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logo.sprite.SetY (logo.z);
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logo.sprite.SetOpacity (1);
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# Spacing below the logo - in pixels
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message_notification.image = ImageToText ("");
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#-----------------------------------------Label utility functions---------------------
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fun get_label_position (label, is_fake) {
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# Debug("Get Label position");
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screen_width = Window.GetWidth (0);
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screen_height = Window.GetHeight (0);
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# Create a fake label so as to get the y coordinate of
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# a standard-lenght label.
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# This is useful when prompting without providing a
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local.message_image = ImageToText ("This is a fake message");
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message_label.width = message_image.GetWidth ();
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message_label.height = message_image.GetHeight ();
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local.message_image = ImageToText (label);
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message_label.width = message_image.GetWidth ();
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message_label.height = message_image.GetHeight ();
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# Centre the label horizontally
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message_label.x = (screen_width / 2) - (message_label.width / 2);
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# Place the label below the logo
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message_label.y = logo.y + logo.height + logo_spacing; # message_label.height / 2;
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# message_debug = "msg_x = " + message_label.x + " msg_y = " + message_label.y +
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# "msg_width = " + message_label.width + " msg_height = " +
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# message_label.height + " message = " + label;
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# Debug(message_debug);
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return message_label;
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#-----------------------------------------Display Password stuff -----------------------
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fun password_dialogue_setup(message_label) {
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# Debug("Password dialog setup");
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bullet_image = Image ("bullet.png");
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box.image = Image ("box.png");
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entry.image = Image ("entry.png");
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lock.image = Image ("lock.png");
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if (!message_label) is_fake = 1;
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local.label = get_label_position(message_label, is_fake);
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label.is_fake = is_fake;
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# Make sure that the prompt label is placed below the message label
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# NOTE: here we assume that all labels have the same height.
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label.y += label.height;
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# Set up the text message, if any
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label.image = ImageToText (message_label);
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label.sprite = Sprite ();
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label.sprite.SetImage (label.image);
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label.sprite.SetX (label.x);
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label.sprite.SetY (label.y);
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label.sprite.SetZ (label.z);
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# Set up the box area which contains the text entry and the lock icon
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box.sprite = Sprite ();
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box.sprite.SetImage (box.image);
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# Centre the box horizontally
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box.x = Window.GetWidth (0) / 2 - box.image.GetWidth () / 2;
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# Put the box below the label. Leave the space for 2 labels.
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box.y = label.y + label.height * 2;
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box.sprite.SetX (box.x);
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box.sprite.SetY (box.y);
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box.sprite.SetZ (box.z);
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# Set up the lock icon
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lock.sprite = Sprite ();
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lock.sprite.SetImage (lock.image);
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lock.x = (Window.GetWidth (0) / 2) - ((lock.image.GetWidth () + entry.image.GetWidth ()) / 2);
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lock.y = box.y + (box.image.GetHeight () / 2) - (lock.image.GetHeight () / 2);
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lock.sprite.SetX (lock.x);
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lock.sprite.SetY (lock.y);
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lock.sprite.SetZ (lock.z);
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# Set up the text entry
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entry.sprite = Sprite ();
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entry.sprite.SetImage (entry.image);
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# FIXME: Maybe we should add some horizontal space between the icon and the entry?
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entry.x = lock.x + lock.image.GetWidth ();
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entry.y = box.y + (box.image.GetHeight () / 2) - (entry.image.GetHeight () / 2);
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entry.sprite.SetX (entry.x);
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entry.sprite.SetY (entry.y);
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entry.sprite.SetZ (entry.z);
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global.password_dialogue = local;
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fun password_dialogue_opacity (opacity) {
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# Debug("Password dialog opacity");
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global.password_dialogue.opacity = opacity;
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local = global.password_dialogue;
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# You can make the box translucent with a float
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# box.sprite.SetOpacity (0.3);
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box.sprite.SetOpacity (opacity);
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lock.sprite.SetOpacity (opacity);
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entry.sprite.SetOpacity (opacity);
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if (!label.is_fake) label.sprite.SetOpacity (opacity);
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for (index = 0; bullet[index]; index++) {
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bullet[index].sprite.SetOpacity (opacity);
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# The callback function is called when the display should display a password dialogue.
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# First arg is prompt string, the second is the number of bullets.
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fun display_password_callback (prompt, bullets) {
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# Debug("Password dialog setup");
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global.status = "password";
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if (!global.password_dialogue) password_dialogue_setup(prompt);
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password_dialogue_opacity (1);
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for (index = 0; password_dialogue.bullet[index] || index < bullets; index++){
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if (!password_dialogue.bullet[index]) {
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password_dialogue.bullet[index].sprite = Sprite ();
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password_dialogue.bullet[index].sprite.SetImage (password_dialogue.bullet_image);
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password_dialogue.bullet[index].x = password_dialogue.entry.x +
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index * password_dialogue.bullet_image.GetWidth ();
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password_dialogue.bullet[index].sprite.SetX (password_dialogue.bullet[index].x);
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password_dialogue.bullet[index].y = password_dialogue.entry.y +
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password_dialogue.entry.image.GetHeight () / 2 -
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password_dialogue.bullet_image.GetHeight () / 2;
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password_dialogue.bullet[index].sprite.SetY (password_dialogue.bullet[index].y);
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password_dialogue.bullet[index].z = password_dialogue.entry.z + 1;
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password_dialogue.bullet[index].sprite.SetZ (password_dialogue.bullet[index].z);
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password_dialogue.bullet[index].sprite.SetOpacity (0);
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if (index < bullets) {
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password_dialogue.bullet[index].sprite.SetOpacity (1);
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Plymouth.SetDisplayPasswordFunction (display_password_callback);
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#-----------------------------------------Message stuff --------------------------------
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# Set up a message label
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# NOTE: this is called when doing something like 'plymouth message "hello world"'
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fun setup_message (message_text, x, y, z) {
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# Debug("Message setup");
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message_notification.image = ImageToText (message_text);
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# Set up the text message, if any
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message_notification.x = x;
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message_notification.y = y;
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message_notification.z = z;
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message_notification.sprite = Sprite ();
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message_notification.sprite.SetImage (message_notification.image);
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message_notification.sprite.SetX (message_notification.x);
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message_notification.sprite.SetY (message_notification.y);
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message_notification.sprite.SetZ (message_notification.z);
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fun show_message () {
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if (global.message_notification.sprite) global.message_notification.sprite.SetOpacity(1);
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fun hide_message () {
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if (global.message_notification.sprite) global.message_notification.sprite.SetOpacity(0);
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# the callback function is called when new message should be displayed.
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# First arg is message to display.
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fun message_callback (message)
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# Debug("Message callback");
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if (!message || (message == "")) is_fake = 1;
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local.label.is_fake = is_fake;
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label = get_label_position(message, is_fake);
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setup_message (message, label.x, label.y, label.z);
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Plymouth.SetMessageFunction (message_callback);
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# Plymouth.SetBootProgressFunction: the callback function is called with two numbers, the progress (between 0 and 1) and the time spent booting so far
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# Plymouth.SetRootMountedFunction: the callback function is called when a new root is mounted
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# Plymouth.SetKeyboardInputFunction: the callback function is called with a string containing a new character entered on the keyboard
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#----------------------------------------- FSCK Queue ----------------------------------
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# Initialise the fsck queue
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global.fsck_queue[0].device;
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global.fsck_queue[0].progress;
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global.fsck_queue.counter = 0;
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global.fsck_queue.biggest_item = 0;
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global.fsck_queue = NULL;
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# Return either the device index in the queue or -1
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fun queue_look_up_by_device (device) {
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for (i=0; i <= fsck_queue.biggest_item; i++) {
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if ((fsck_queue[i]) && (fsck_queue[i].device == device))
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# Keep track of an fsck process in the queue
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fun add_fsck_to_queue (device, progress) {
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# Look for an empty slot in the queue
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for (i=0; global.fsck_queue[i].device; i++) {
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# Set device and progress
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global.fsck_queue[local.index].device = device;
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global.fsck_queue[local.index].progress = progress;
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# Increase the queue counter
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global.fsck_queue.counter++;
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# Update the max index of the array for iterations
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if (local.index > global.fsck_queue.biggest_item)
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global.fsck_queue.biggest_item = local.index;
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# DebugMedium ("Adding " + device + " at " + local.index);
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# This should cover the case in which the fsck checks in
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# the queue are completed before the ones showed in the
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fun on_queued_fsck_completed () {
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if (!is_queue_empty ())
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# Hide the extra label, if any
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if (progress_bar.extra_label.sprite)
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progress_bar.extra_label.sprite.SetOpacity(0);
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fun remove_fsck_from_queue (index) {
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# Free memory which was previously allocated for
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# device and progress
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global.fsck_queue[index].device = NULL;
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global.fsck_queue[index].progress = NULL;
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# Decrease the queue counter
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global.fsck_queue.counter--;
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# See if there are other processes in the queue
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# if not, clear the extra_label
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on_queued_fsck_completed ();
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fun is_queue_empty () {
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return (fsck_queue.counter == 0);
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fun on_fsck_completed () {
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if (!are_bars_empty ())
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if (!is_queue_empty ())
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# Hide all progress bars
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for (index=0; index < progress_bar.max_number; index++) {
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set_bar_opacity (index, 0);
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# Make sure that the bar counter is 0
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progress_bar.counter = 0;
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# Hide the extra label, if any
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if (progress_bar.extra_label.sprite)
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progress_bar.extra_label.sprite.SetOpacity(0);
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# Update an fsck process that we keep track of in the queue
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fun update_progress_in_queue (index, device, progress) {
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# If the fsck is complete, remove it from the queue
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if (progress >= 100) {
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remove_fsck_from_queue (index);
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on_queued_fsck_completed ();
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global.fsck_queue[index].device = device;
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global.fsck_queue[index].progress = progress;
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# Create an empty queue
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#----------------------------------------- Progress Bar --------------------------------
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progress_box.image = Image ("progress_box.png");
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#progress_box.height = progress_box.image.GetHeight ();
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progress_bar.original_image = Image ("progress_bar.png");
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#progress_bar.original_height = progress_bar.original_image.GetHeight ();
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progress_bar.counter = 0;
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progress_bar.global_counter = 0;
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progress_bar.max_number = 3;
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progress_bar.extra_label.message;
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# Prepare empty progress bars
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for (i=0; i < progress_bar.max_number ; i++) {
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progress_bar[i].is_available = 1;
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progress_bar[i].progress = 0;
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# See if all progress bars are empty
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fun are_bars_empty () {
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for (i=0; i < progress_bar.max_number ; i++) {
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if (progress_bar[i].is_available == 0)
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# Change the opacity level of a progress bar and of its label
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# opacity = 1 -> show
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# opacity = 0 -> hide
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# opacity = 0.3 (or any other float) -> translucent
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fun set_bar_opacity (index, opacity) {
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if (!progress_bar[index].label.is_fake)
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progress_bar[index].label.sprite.SetOpacity(opacity);
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progress_bar[index].sprite.SetOpacity(opacity);
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progress_bar[index].box.sprite.SetOpacity(opacity);
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# Make the slot available again when hiding the bar
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# So that another bar can take its place
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progress_bar[index].is_available = 1;
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progress_bar[index].device = "";
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progress_bar.counter--;
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# Set up a new Progress Bar
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# TODO: Make it possible to reuse (rather than recreate) a bar
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# if .is_available = 1. Ideally this would just reset the
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# label, the associated
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# device and the image size of the sprite.
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fun setup_progress_bar (message, index, device) {
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# Make the slot unavailable
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progress_bar[index].is_available = 0;
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progress_bar.counter++;
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progress_bar[index].device = device;
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progress_bar[index].image = progress_bar.original_image;
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progress_bar[index].sprite = Sprite();
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progress_bar[index].sprite.SetImage(progress_bar[index].image);
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if (!message || (message == "")) is_fake = 1;
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local.label.is_fake = is_fake;
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label = get_label_position(message, is_fake);
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# Put the label of the "nth" bar below the bar of the "nth - 1" bar
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label.y = progress_bar[index - 1].y + progress_bar.original_image.GetHeight() + progress_bar[index - 1].label.height;
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# Leave some space so that a message can be shown above the label
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# For example if we wanted to show "Press Q to stop the disk checks"
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label.y = label.y + label.height + label.height / 2; # Maybe we should add more space
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progress_bar[index].x = Window.GetWidth (0) / 2 - progress_bar.original_image.GetWidth () / 2;
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progress_bar[index].y = label.y + label.height + label.height / 3;
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progress_bar[index].sprite.SetPosition(progress_bar[index].x, progress_bar[index].y, 1);
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# Set up the message label, if any
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progress_bar[index].label = label;
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if (!progress_bar[index].label.is_fake) {
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local.label_image = ImageToText (message);
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progress_bar[index].label.sprite = Sprite ();
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progress_bar[index].label.sprite.SetImage(local.label_image);
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progress_bar[index].label.sprite.SetPosition(progress_bar[index].label.x, progress_bar[index].label.y, 1);
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# Set up the Box which contains the bar
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progress_bar[index].box.sprite = Sprite(progress_box.image);
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progress_bar[index].x = Window.GetWidth (0) / 2 - progress_box.image.GetWidth () / 2;
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progress_bar[index].y = progress_bar[index].y + (progress_bar.original_image.GetHeight () / 2) - (progress_box.image.GetHeight () / 2) ;
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progress_bar[index].box.sprite.SetPosition(progress_bar[index].x, progress_bar[index].y, 0);
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# Get the index of the progress bar which keeps track of the fsck
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fun get_progress_bar_index_from_device (device) {
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local.device_index = -1;
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for (index=0; index < progress_bar.max_number; index++) {
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if (progress_bar[index].device == device) {
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local.device_index = index;
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# See if a progress bar slot is available and return its index
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fun get_available_progress_bar_index () {
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local.available_index = -1;
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for (index=0; index < progress_bar.max_number; index++) {
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if (progress_bar[index].is_available) {
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local.available_index = index;
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return local.available_index;
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# Update the Progress bar which corresponds to index
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fun update_progress_bar_by_index (index, progress) {
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progress_bar[index].progress = progress;
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# If progress >= 100% hide the bar and make it available again
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if (progress >= 100) {
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set_bar_opacity (index, 0);
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# See if we any other fsck check is complete
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# and, if so, hide the progress bars and the labels
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on_fsck_completed ();
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# progress_new = progress + 1;
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# multiplied = progress_bar.original_image.GetWidth () * progress;
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# cur_bar_width = progress_bar[index].image.GetWidth ();
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# my_string = "progress+1 = " + progress_new + " original * progress = " + multiplied + " current bar width = " + cur_bar_width;
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if (progress_bar[index].image.GetWidth () != Math.Int (progress_bar.original_image.GetWidth () / 100 * progress)) {
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progress_bar[index].image = progress_bar.original_image.Scale(progress_bar.original_image.GetWidth(progress_bar.original_image)
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/ 100 * progress, progress_bar.original_image.GetHeight());
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progress_bar[index].sprite.SetImage (progress_bar[index].image);
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progress_bar[index].sprite.SetPosition(progress_bar[index].x, progress_bar[index].y, 1000);
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#-----------------------------------------Fsck stuff -----------------------------
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# Create a label which tells users that other fsck checks are running in the
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# NOTE: the bar is hidden by default. You can make it visible with SetOpacity(1)
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fun create_extra_fsck_label () {
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message = "Further disk checks are taking place in the background. Please wait...";
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progress_bar.extra_label = get_label_position(message, 0);
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# Put the label of below the last bar
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progress_bar.extra_label.y = progress_bar[progress_bar.max_number - 1].y +
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progress_bar.original_image.GetHeight() +
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progress_bar[progress_bar.max_number - 1].label.height;
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progress_bar.extra_label.z = 10000;
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# Set up the message label
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progress_bar.extra_label_image = ImageToText (message);
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progress_bar.extra_label.sprite = Sprite ();
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progress_bar.extra_label.sprite.SetImage(progress_bar.extra_label_image);
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progress_bar.extra_label.sprite.SetPosition(progress_bar.extra_label.x,
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progress_bar.extra_label.y,
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progress_bar.extra_label.z);
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# Keep the bar hidden by default
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progress_bar.extra_label.sprite.SetOpacity(0);
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# Either add a new bar for fsck checks or update an existing bar
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# NOTE: no more than "progress_bar.max_number" bars are allowed
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fun fsck_check (device, progress) {
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# See if we already have a bar for the device check
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local.device_index = get_progress_bar_index_from_device (device);
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if (device_index >= 0) {
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# Debug("Update the progress of the existing bar");
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# Update the progress of the existing bar
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update_progress_bar_by_index (device_index, progress);
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# See if there's already a slot in the queue for the device
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local.queue_device_index = queue_look_up_by_device(device);
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# See if there is an available slot
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# NOTE: we don't allow more than "progress_bar.max_number" bars
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if (progress_bar.counter < progress_bar.max_number) {
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# Get the index for the 1st available slot
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local.available_index = get_available_progress_bar_index ();
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# local.my_string = "available index " + local.available_index + " progress_bar counter is " + progress_bar.counter;
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# Debug(local.my_string);
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if (local.available_index >= 0) {
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# If the fsck check for the device was in the queue, then
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# remove it from the queue
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if (local.queue_device_index >= 0)
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remove_fsck_from_queue (index);
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# Set up a new label for the check
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local.message = "Routine check of drive " + device;
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# local.my_string += local.message;
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# Debug(local.my_string);
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# Set up a new bar for the check
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setup_progress_bar (message, local.available_index, device);
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update_progress_bar_by_index (local.available_index, progress);
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# If there's no available progress bar slot
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# If the fsck check for the device is already in the queue
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# just update its progress in the queue
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if (local.queue_device_index >= 0) {
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# DebugMedium("Updating queue at " + local.queue_device_index + " for device " + device);
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update_progress_in_queue (local.queue_device_index, device, progress);
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# Otherwise add the check to the queue
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# DebugMedium("Adding device " + device + " to queue at " + local.queue_device_index);
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add_fsck_to_queue (device, progress);
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if (!is_queue_empty ()) {
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# DebugBottom("Extra label for "+ device);
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# Create a label which tells users that other fsck checks are running in the
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create_extra_fsck_label ();
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# Make the label visible
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progress_bar.extra_label.sprite.SetOpacity(1);
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# DebugBottom("No extra label for " + device + ". 1st Device in the queue "+ fsck_queue[0].device + " counter = " + global.fsck_queue.counter);
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# A temporary replacement for atoi()
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# it makes sense to use it only for
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fun string_to_integer (str) {
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for (i=0; i<=100; i++) {
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#-----------------------------------------Update Status stuff --------------------------
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# The update_status_callback is what we can use to pass plymouth whatever we want so
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# as to make use of features which are available only in this program (as opposed to
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# being available for any theme for the script plugin).
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# Thanks to the current implementation, some scripts can call "plymouth --update=fsck:sda1:40"
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# and this program will know that 1) we're performing and fsck check, 2) we're checking sda1,
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# 3) the program should set the bar progress to 40%
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# Other features can be easily added by parsing the string that we pass plymouth with "--update"
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fun update_status_callback (status) {
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update_strings[string_it] = "";
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for (i=0; (String(status).CharAt(i) != ""); i++) {
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local.temp_char = String(status).CharAt(i);
757
if (temp_char != ":")
758
update_strings[string_it] += temp_char;
760
update_strings[++string_it] = "";
763
# my_string = update_strings[0] + " " + update_strings[1] + " " + update_strings[2];
765
# Let's assume that we're dealing with these strings fsck:sda1:40
766
if ((string_it == 2) && (update_strings[0] == "fsck")) {
768
device = update_strings[1];
769
progress = update_strings[2];
771
if ((device != "") && (progress != "")) {
772
progress = string_to_integer (progress);
774
# Make sure that the fsck_queue is initialised
775
if (!global.fsck_queue)
778
if (!global.progress_bar.extra_label.sprite)
779
create_extra_fsck_label ();
781
# Keep track of the fsck check
782
fsck_check (device, progress);
788
Plymouth.SetUpdateStatusFunction (update_status_callback);
792
#-----------------------------------------Display Question stuff -----------------------
794
# TODO: Implement this if needed
796
# The callback function is called when the display should display a question dialogue.
797
# First arg is prompt string, the second is the entry contents.
798
#fun display_question_callback (prompt_string, entry_contents)
803
#Plymouth.SetDisplayQuestionFunction (display_question_callback);
805
#-----------------------------------------Refresh stuff --------------------------------
807
# Calling Plymouth.SetRefreshFunction with a function will set that function to be
808
# called up to 50 times every second, e.g.
810
# NOTE: if a refresh function is not set, Plymouth doesn't seem to be able to update
811
# the screen correctly
813
fun refresh_callback ()
815
logo.sprite.SetX (logo.x);
816
logo.sprite.SetY (logo.y);
817
logo.sprite.SetZ (logo.z);
818
logo.sprite.SetOpacity (1);
820
Plymouth.SetRefreshFunction (refresh_callback);
823
#-----------------------------------------Display Normal stuff -----------------------
825
# The callback function is called when the display should return to normal
826
fun display_normal_callback ()
828
global.status = "normal";
829
if (global.password_dialogue) password_dialogue_opacity (0);
831
if (message_notification.sprite) hide_message ();
834
Plymouth.SetDisplayNormalFunction (display_normal_callback);
837
#----------------------------------------- Quit --------------------------------
841
logo.sprite.SetOpacity (1);
844
Plymouth.SetQuitFunction(quit_callback);