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omarchy/default/plymouth/omarchy.script

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# Omarchy Plymouth Theme Script
Window.SetBackgroundTopColor(0.101, 0.105, 0.149);
Window.SetBackgroundBottomColor(0.101, 0.105, 0.149);
logo.image = Image("logo.png");
logo.sprite = Sprite(logo.image);
logo.sprite.SetX (Window.GetX() + Window.GetWidth() / 2 - logo.image.GetWidth() / 2);
logo.sprite.SetY (Window.GetY() + Window.GetHeight() / 2 - logo.image.GetHeight() / 2);
logo.sprite.SetOpacity (1);
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# Use these to adjust the progress bar timing
global.fake_progress_limit = 0.7; # Target percentage for fake progress (0.0 to 1.0)
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global.fake_progress_duration = 15.0; # Duration in seconds to reach limit
# Progress bar animation variables
global.fake_progress = 0.0;
global.real_progress = 0.0;
global.fake_progress_active = 0; # 0 / 1 boolean
global.animation_frame = 0;
global.fake_progress_start_time = 0; # Track when fake progress started
global.password_shown = 0; # Track if password dialog has been shown
fun refresh_callback ()
{
global.animation_frame++;
# Animate fake progress to limit over time with easing
if (global.fake_progress_active == 1)
{
# Calculate elapsed time since start
elapsed_time = global.animation_frame / 50.0; # Convert frames to seconds (50 FPS)
# Calculate linear progress ratio (0 to 1) based on time
time_ratio = elapsed_time / global.fake_progress_duration;
if (time_ratio > 1.0)
time_ratio = 1.0;
# Apply easing curve: ease-out quadratic
# Formula: 1 - (1 - x)^2
eased_ratio = 1 - ((1 - time_ratio) * (1 - time_ratio));
# Calculate fake progress based on eased ratio
global.fake_progress = eased_ratio * global.fake_progress_limit;
# Update progress bar with fake progress
update_progress_bar(global.fake_progress);
}
}
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Plymouth.SetRefreshFunction (refresh_callback);
#----------------------------------------- Helper Functions --------------------------------
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fun update_progress_bar(progress)
{
width = Math.Int(progress_bar.original_image.GetWidth() * progress);
if (width < 1) width = 1; # Ensure minimum width of 1 pixel
progress_bar.image = progress_bar.original_image.Scale(width, progress_bar.original_image.GetHeight());
progress_bar.sprite.SetImage(progress_bar.image);
}
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fun show_progress_bar()
{
progress_box.sprite.SetOpacity(1);
progress_bar.sprite.SetOpacity(1);
}
fun hide_progress_bar()
{
progress_box.sprite.SetOpacity(0);
progress_bar.sprite.SetOpacity(0);
}
fun show_password_dialog()
{
lock.sprite.SetOpacity(1);
entry.sprite.SetOpacity(1);
}
fun hide_password_dialog()
{
lock.sprite.SetOpacity(0);
entry.sprite.SetOpacity(0);
for (index = 0; bullet.sprites[index]; index++)
bullet.sprites[index].SetOpacity(0);
}
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fun start_fake_progress()
{
global.fake_progress = 0.0;
global.real_progress = 0.0;
global.fake_progress_active = 1;
global.animation_frame = 0;
update_progress_bar(0.0);
}
fun stop_fake_progress()
{
global.fake_progress_active = 0;
}
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#----------------------------------------- Dialogue --------------------------------
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lock.image = Image("lock.png");
entry.image = Image("entry.png");
bullet.image = Image("bullet.png");
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entry.sprite = Sprite(entry.image);
entry.x = Window.GetX() + Window.GetWidth()/2 - entry.image.GetWidth() / 2;
entry.y = logo.sprite.GetY() + logo.image.GetHeight() + 40;
entry.sprite.SetPosition(entry.x, entry.y, 10001);
entry.sprite.SetOpacity(0);
# Scale lock to be slightly shorter than entry field height
# Original lock is 84x96, entry height determines scale
lock_height = entry.image.GetHeight() * 0.8;
lock_scale = lock_height / 96;
lock_width = 84 * lock_scale;
scaled_lock = lock.image.Scale(lock_width, lock_height);
lock.sprite = Sprite(scaled_lock);
lock.x = entry.x - lock_width - 15;
lock.y = entry.y + entry.image.GetHeight()/2 - lock_height/2;
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lock.sprite.SetPosition(lock.x, lock.y, 10001);
lock.sprite.SetOpacity(0);
# Bullet array
bullet.sprites = [];
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fun display_normal_callback ()
{
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hide_password_dialog();
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# Get current mode
mode = Plymouth.GetMode();
# Only show progress bar for boot and resume modes
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if ((mode == "boot" || mode == "resume") && global.password_shown == 1)
{
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show_progress_bar();
start_fake_progress();
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}
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}
fun display_password_callback (prompt, bullets)
{
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global.password_shown = 1; # Mark that password dialog has been shown
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stop_fake_progress();
hide_progress_bar();
show_password_dialog();
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# Clear all bullets first
for (index = 0; bullet.sprites[index]; index++)
bullet.sprites[index].SetOpacity(0);
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# Create and show bullets for current password
for (index = 0; index < bullets; index++)
{
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if (!bullet.sprites[index])
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{
# Scale bullet image to 7x7 pixels
scaled_bullet = bullet.image.Scale(7, 7);
bullet.sprites[index] = Sprite(scaled_bullet);
bullet.x = entry.x + 20 + index * (7 + 5);
bullet.y = entry.y + entry.image.GetHeight() / 2 - 3.5;
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bullet.sprites[index].SetPosition(bullet.x, bullet.y, 10002);
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}
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bullet.sprites[index].SetOpacity(1);
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}
}
Plymouth.SetDisplayNormalFunction(display_normal_callback);
Plymouth.SetDisplayPasswordFunction(display_password_callback);
#----------------------------------------- Progress Bar --------------------------------
progress_box.image = Image("progress_box.png");
progress_box.sprite = Sprite(progress_box.image);
progress_box.x = Window.GetX() + Window.GetWidth() / 2 - progress_box.image.GetWidth() / 2;
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progress_box.y = entry.y + entry.image.GetHeight() / 2 - progress_box.image.GetHeight() / 2;
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progress_box.sprite.SetPosition(progress_box.x, progress_box.y, 0);
progress_box.sprite.SetOpacity(0);
progress_bar.original_image = Image("progress_bar.png");
progress_bar.sprite = Sprite();
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progress_bar.image = progress_bar.original_image.Scale(1, progress_bar.original_image.GetHeight());
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progress_bar.x = Window.GetX() + Window.GetWidth() / 2 - progress_bar.original_image.GetWidth() / 2;
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progress_bar.y = progress_box.y + (progress_box.image.GetHeight() - progress_bar.original_image.GetHeight()) / 2;
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progress_bar.sprite.SetPosition(progress_bar.x, progress_bar.y, 1);
progress_bar.sprite.SetOpacity(0);
fun progress_callback (duration, progress)
{
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global.real_progress = progress;
# If real progress is above limit, stop fake progress and use real progress
if (progress > global.fake_progress_limit)
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{
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stop_fake_progress();
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update_progress_bar(progress);
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}
}
Plymouth.SetBootProgressFunction(progress_callback);
#----------------------------------------- Quit --------------------------------
fun quit_callback ()
{
logo.sprite.SetOpacity (1);
}
Plymouth.SetQuitFunction(quit_callback);
#----------------------------------------- Message --------------------------------
message_sprite = Sprite();
message_sprite.SetPosition(10, 10, 10000);
fun display_message_callback (text)
{
my_image = Image.Text(text, 1, 1, 1);
message_sprite.SetImage(my_image);
}
fun hide_message_callback (text)
{
message_sprite.SetOpacity(0);
}
Plymouth.SetDisplayMessageFunction (display_message_callback);
Plymouth.SetHideMessageFunction (hide_message_callback);