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nidas_boot.lua
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-- This file *would* be stored in /lib/core/boot.lua
-- How you get it there is up to you
-- NOTE: If using this, you must remove the relevant lines that display the logo in /home/configuration/menu.lua
-- called from /init.lua
local raw_loadfile = ...
_G._OSVERSION = "OpenOS 1.7.5"
-- luacheck: globals component computer unicode _OSVERSION
local component = component
local computer = computer
local unicode = unicode
-- Runlevel information.
_G.runlevel = "S"
local shutdown = computer.shutdown
computer.runlevel = function()
return _G.runlevel
end
computer.shutdown = function(reboot)
_G.runlevel = reboot and 6 or 0
if os.sleep then
computer.pushSignal("shutdown")
os.sleep(0.1) -- Allow shutdown processing.
end
shutdown(reboot)
end
local w, h
local screen = component.list("screen", true)()
local gpu = screen and component.list("gpu", true)()
if gpu then
gpu = component.proxy(gpu)
if not gpu.getScreen() then
gpu.bind(screen)
end
_G.boot_screen = gpu.getScreen()
w, h = gpu.maxResolution()
w = 80 < w and 80 or w
h = 20 < h and 20 or h
gpu.setResolution(w, h)
gpu.setBackground(0x000000)
gpu.setForeground(0xFFFFFF)
gpu.fill(1, 1, w, h, " ")
end
-- Report boot progress if possible.
local uptime = computer.uptime
-- we actually want to ref the original pullSignal here because /lib/event intercepts it later
-- because of that, we must re-pushSignal when we use this, else things break badly
local pull = computer.pullSignal
local last_sleep = uptime()
local function status(msg)
-- boot can be slow in some environments, protect from timeouts
if uptime() - last_sleep > 1 then
local signal = table.pack(pull(0))
-- there might not be any signal
if signal.n > 0 then
-- push the signal back in queue for the system to use it
computer.pushSignal(table.unpack(signal, 1, signal.n))
end
last_sleep = uptime()
end
end
status("Booting " .. _OSVERSION .. "...")
-- Custom low-level dofile implementation reading from our ROM.
local function dofile(file)
status("> " .. file)
local program, reason = raw_loadfile(file)
if program then
local result = table.pack(pcall(program))
if result[1] then
return table.unpack(result, 2, result.n)
else
error(result[2])
end
else
error(reason)
end
end
status("Initializing package management...")
-- Load file system related libraries we need to load other stuff moree
-- comfortably. This is basically wrapper stuff for the file streams
-- provided by the filesystem components.
local package = dofile("/lib/package.lua")
do
-- Unclutter global namespace now that we have the package module and a filesystem
_G.component = nil
_G.computer = nil
_G.process = nil
_G.unicode = nil
-- Inject the package modules into the global namespace, as in Lua.
_G.package = package
-- Initialize the package module with some of our own APIs.
package.loaded.component = component
package.loaded.computer = computer
package.loaded.unicode = unicode
package.loaded.buffer = dofile("/lib/buffer.lua")
package.loaded.filesystem = dofile("/lib/filesystem.lua")
-- Inject the io modules
_G.io = dofile("/lib/io.lua")
end
status("Initializing file system...")
-- Mount the ROM and temporary file systems to allow working on the file
-- system module from this point on.
require("filesystem").mount(computer.getBootAddress(), "/")
status("Running boot scripts...")
-- Run library startup scripts. These mostly initialize event handlers.
local function rom_invoke(method, ...)
return component.invoke(computer.getBootAddress(), method, ...)
end
local scripts = {}
for _, file in ipairs(rom_invoke("list", "boot")) do
local path = "boot/" .. file
if not rom_invoke("isDirectory", path) then
table.insert(scripts, path)
end
end
local function screen_divideHex(hex, divisor)
local r = ((hex >> 16) & 0xFF)
local g = ((hex >> 8) & 0xFF)
local b = ((hex) & 0xFF)
return ((math.ceil(divisor * r)) << 16) + ((math.ceil(divisor * g)) << 8) + (divisor * b)
end
local function graphics_text(x, y, text, color)
color = color or 0xFFFFFF
if y % 2 == 0 then
error("Y must be odd.")
else
local screenY = math.ceil(y / 2)
gpu.setForeground(color)
gpu.set(x, screenY, text)
end
end
local function pixel(x, y, color)
local screenY = math.ceil(y / 2)
gpu.setForeground(color)
if y % 2 == 1 then --Upper half of pixel
gpu.set(x, screenY, "▀")
else --Lower half of pixel
gpu.set(x, screenY, "▄")
end
end
local function graphics_rectangle(x, y, width, height, color)
local hLeft = height
if x > 0 and y > 0 then
if y % 2 == 0 then
for i = x, x + width - 1 do
pixel(i, y, color)
end
hLeft = hLeft - 1
end
gpu.setForeground(color)
if hLeft % 2 == 1 then
gpu.fill(x, math.ceil(y / 2) + (height - hLeft), width, (hLeft - 1) / 2, "█")
for j = x, x + width - 1 do
pixel(j, y + height - 1, color)
end
else
gpu.fill(x, math.ceil(y / 2) + (height - hLeft), width, hLeft / 2, "█")
end
end
end
local function graphics_outline(x, y, lines, color)
color = color or 0xFFFFFF
for i = 0, #lines - 1 do
graphics_text(x, y + i * 2, lines[i + 1], color)
end
end
local function gui_logo(x, y, version, border, primary, accent)
local bColor = border
local pColor = primary
local aColor = accent
local logo1 = {
"█◣ █ ◢ ███◣ ◢█◣ ◢███◣",
"█◥◣ █ █ █ ◥◣ ◢◤ ◥◣ █ ",
"█ ◥◣█ █ █ █ █ █ █ ",
"█ ◥█ █ █ █ █▃▃▃█ ◥███◣",
"█ █ █ █ █ █ █ █",
"█ █ █ █ ◢◤ █ █ █",
"█ █ ◤ ███◤ █ █ ◢███◤"
}
local logo2 = {
" ◢█◣ ",
"◢◤ ◥◣",
"█ █",
"█▃▃▃█",
"█ █",
"█ █",
"█ █"
}
graphics_text(x + 1, y + 3, "◢", bColor)
graphics_text(x + 1, y + 14, "◥", bColor)
graphics_rectangle(x + 1, y + 5, 1, 12, bColor)
graphics_rectangle(x + 2, y + 14, 27, 1, bColor)
graphics_outline(x + 3, y + 1, logo1, pColor)
graphics_outline(x + 19, y + 1, logo2, aColor)
graphics_text(x + 27, y + 3, "Ver", aColor)
graphics_text(x + 27, y + 5, version, aColor)
end
local x, y = gpu.getResolution()
if y % 2 == 0 then
y = y - 1
end
local steps = (#scripts + 1)
table.sort(scripts)
for i = 2, (#scripts + 1) do
gui_logo(
x / 2 - 15,
y / 2 + 1,
dofile("/home/NIDAS/nidas_version.lua"),
screen_divideHex(0x181828, (i / (steps)) ^ 2),
screen_divideHex(0x00A6FF, (i / (steps + 0)) ^ 2),
screen_divideHex(0xFF00FF, (i / (steps + 0)) ^ 2)
)
gpu.setForeground(0xFFFFFF)
dofile(scripts[i - 1])
end
status("Initializing components...")
for c, t in component.list() do
computer.pushSignal("component_added", c, t)
end
status("Initializing system...")
computer.pushSignal("init") -- so libs know components are initialized.
require("event").pull(1, "init") -- Allow init processing.
_G.runlevel = 1