# 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); # Use these to adjust the progress bar timing global.fake_progress_limit = 0.8; # Target percentage for fake progress (0.0 to 1.0) 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); } } Plymouth.SetRefreshFunction (refresh_callback); #----------------------------------------- Helper Functions -------------------------------- 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); } 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); } 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; } #----------------------------------------- Dialogue -------------------------------- # Dialog elements - create once, reuse lock.image = Image("lock.png"); entry.image = Image("entry.png"); bullet.image = Image("bullet.png"); 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); lock.sprite = Sprite(lock.image); lock.x = entry.x - lock.image.GetWidth() - 10; lock.y = entry.y + entry.image.GetHeight()/2 - lock.image.GetHeight()/2; lock.sprite.SetPosition(lock.x, lock.y, 10001); lock.sprite.SetOpacity(0); # Bullet array bullet.sprites = []; fun display_normal_callback () { hide_password_dialog(); # Get current mode mode = Plymouth.GetMode(); # Only require password_shown check for boot and resume modes show_progress = 0; if ((mode == "boot" || mode == "resume") && global.password_shown == 1) show_progress = 1; else if (mode != "boot" && mode != "resume") show_progress = 1; if (show_progress == 1) { show_progress_bar(); start_fake_progress(); } } fun display_password_callback (prompt, bullets) { global.password_shown = 1; # Mark that password dialog has been shown stop_fake_progress(); hide_progress_bar(); show_password_dialog(); # Clear all bullets first for (index = 0; bullet.sprites[index]; index++) bullet.sprites[index].SetOpacity(0); # Create and show bullets for current password for (index = 0; index < bullets; index++) { if (!bullet.sprites[index]) { bullet.sprites[index] = Sprite(bullet.image); bullet.x = entry.x + 20 + index * (bullet.image.GetWidth() + 5); bullet.y = entry.y + entry.image.GetHeight() / 2 - bullet.image.GetHeight() / 2; bullet.sprites[index].SetPosition(bullet.x, bullet.y, 10002); } bullet.sprites[index].SetOpacity(1); } } 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; progress_box.y = entry.y + entry.image.GetHeight() / 2 - progress_box.image.GetHeight() / 2; 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(); progress_bar.image = progress_bar.original_image.Scale(1, progress_bar.original_image.GetHeight()); progress_bar.x = Window.GetX() + Window.GetWidth() / 2 - progress_bar.original_image.GetWidth() / 2; progress_bar.y = progress_box.y + (progress_box.image.GetHeight() - progress_bar.original_image.GetHeight()) / 2; progress_bar.sprite.SetPosition(progress_bar.x, progress_bar.y, 1); progress_bar.sprite.SetOpacity(0); fun progress_callback (duration, progress) { global.real_progress = progress; # If real progress is above limit, stop fake progress and use real progress if (progress > global.fake_progress_limit) { stop_fake_progress(); update_progress_bar(progress); } } 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);