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https://github.com/basecamp/omarchy.git
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Adjust progress bar and prevent flash
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@ -9,6 +9,56 @@ logo.sprite.SetX (Window.GetX() + Window.GetWidth() / 2 - logo.image.GetWidth()
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logo.sprite.SetY (Window.GetY() + Window.GetHeight() / 2 - logo.image.GetHeight() / 2);
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logo.sprite.SetY (Window.GetY() + Window.GetHeight() / 2 - logo.image.GetHeight() / 2);
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logo.sprite.SetOpacity (1);
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logo.sprite.SetOpacity (1);
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# Use these to adjust the progress bar timing
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global.fake_progress_limit = 0.8; # 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
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# Progress bar animation variables
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global.fake_progress = 0.0;
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global.real_progress = 0.0;
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global.fake_progress_active = 0; # 0 / 1 boolean
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global.animation_frame = 0;
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global.fake_progress_start_time = 0; # Track when fake progress started
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global.password_shown = 0; # Track if password dialog has been shown
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fun refresh_callback ()
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{
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global.animation_frame++;
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# Animate fake progress to limit over time with easing
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if (global.fake_progress_active == 1)
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{
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# Calculate elapsed time since start
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elapsed_time = global.animation_frame / 50.0; # Convert frames to seconds (50 FPS)
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# Calculate linear progress ratio (0 to 1) based on time
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time_ratio = elapsed_time / global.fake_progress_duration;
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if (time_ratio > 1.0)
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time_ratio = 1.0;
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# Apply easing curve: ease-out quadratic
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# Formula: 1 - (1 - x)^2
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eased_ratio = 1 - ((1 - time_ratio) * (1 - time_ratio));
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# Calculate fake progress based on eased ratio
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global.fake_progress = eased_ratio * global.fake_progress_limit;
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# Update progress bar with fake progress
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update_progress_bar(global.fake_progress);
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}
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}
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fun update_progress_bar(progress)
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{
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width = Math.Int(progress_bar.original_image.GetWidth() * progress);
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if (width < 1) width = 1; # Ensure minimum width of 1 pixel
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progress_bar.image = progress_bar.original_image.Scale(width, progress_bar.original_image.GetHeight());
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progress_bar.sprite.SetImage(progress_bar.image);
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}
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Plymouth.SetRefreshFunction (refresh_callback);
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#----------------------------------------- Dialogue --------------------------------
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#----------------------------------------- Dialogue --------------------------------
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@ -34,19 +84,47 @@ bullet.sprites = [];
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fun display_normal_callback ()
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fun display_normal_callback ()
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{
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{
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# Hide dialog
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# Hide dialog
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lock.sprite.SetOpacity(0);
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lock.sprite.SetOpacity(0);
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entry.sprite.SetOpacity(0);
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entry.sprite.SetOpacity(0);
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for (index = 0; bullet.sprites[index]; index++)
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for (index = 0; bullet.sprites[index]; index++)
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bullet.sprites[index].SetOpacity(0);
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bullet.sprites[index].SetOpacity(0);
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# Get current mode
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mode = Plymouth.GetMode();
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# Only require password_shown check for boot and resume modes
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show_progress = 0;
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if ((mode == "boot" || mode == "resume") && global.password_shown == 1)
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show_progress = 1;
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else if (mode != "boot" && mode != "resume")
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show_progress = 1;
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if (show_progress == 1)
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{
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# Show progress
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# Show progress
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progress_box.sprite.SetOpacity(1);
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progress_box.sprite.SetOpacity(1);
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progress_bar.sprite.SetOpacity(1);
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progress_bar.sprite.SetOpacity(1);
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# Reset and start fake progress animation
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global.fake_progress = 0.0;
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global.real_progress = 0.0;
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global.fake_progress_active = 1;
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global.animation_frame = 0; # Reset timer
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# Reset progress bar to empty
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update_progress_bar(0.0);
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}
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}
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}
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fun display_password_callback (prompt, bullets)
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fun display_password_callback (prompt, bullets)
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{
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{
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global.password_shown = 1; # Mark that password dialog has been shown
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# Stop fake progress animation
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global.fake_progress_active = 0;
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# Hide progress
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# Hide progress
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progress_box.sprite.SetOpacity(0);
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progress_box.sprite.SetOpacity(0);
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progress_bar.sprite.SetOpacity(0);
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progress_bar.sprite.SetOpacity(0);
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@ -65,7 +143,7 @@ fun display_password_callback (prompt, bullets)
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if (!bullet.sprites[index])
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if (!bullet.sprites[index])
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{
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{
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bullet.sprites[index] = Sprite(bullet.image);
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bullet.sprites[index] = Sprite(bullet.image);
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bullet.x = entry.x + 10 + index * (bullet.image.GetWidth() + 5);
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bullet.x = entry.x + 20 + index * (bullet.image.GetWidth() + 5);
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bullet.y = entry.y + entry.image.GetHeight() / 2 - bullet.image.GetHeight() / 2;
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bullet.y = entry.y + entry.image.GetHeight() / 2 - bullet.image.GetHeight() / 2;
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bullet.sprites[index].SetPosition(bullet.x, bullet.y, 10002);
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bullet.sprites[index].SetPosition(bullet.x, bullet.y, 10002);
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}
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}
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@ -88,6 +166,7 @@ progress_box.sprite.SetOpacity(0);
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progress_bar.original_image = Image("progress_bar.png");
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progress_bar.original_image = Image("progress_bar.png");
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progress_bar.sprite = Sprite();
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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.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.y = progress_box.y + (progress_box.image.GetHeight() - progress_bar.original_image.GetHeight()) / 2;
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@ -96,10 +175,13 @@ progress_bar.sprite.SetOpacity(0);
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fun progress_callback (duration, progress)
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fun progress_callback (duration, progress)
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{
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{
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if (progress_bar.image.GetWidth () != Math.Int (progress_bar.original_image.GetWidth () * progress))
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global.real_progress = progress;
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# If real progress is above limit, stop fake progress and use real progress
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if (progress > global.fake_progress_limit)
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{
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{
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progress_bar.image = progress_bar.original_image.Scale(progress_bar.original_image.GetWidth() * progress, progress_bar.original_image.GetHeight());
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global.fake_progress_active = 0;
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progress_bar.sprite.SetImage (progress_bar.image);
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update_progress_bar(progress);
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}
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}
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}
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}
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