The theme laid out the logo, password entry and progress bar once, when the script first ran. Plymouth sizes its window to the largest display present, so a monitor that comes up after plymouthd starts (a Thunderbolt display whose DisplayPort tunnel is established about a second after the kernel's display driver loads, a dock, an MST hub) got the prompt drawn at the internal panel's coordinates: off-center on the external display and partly off-screen on the panel. With the lid closed the passphrase box was effectively invisible. Move the layout into a function and re-run it from the refresh callback whenever Window.GetWidth/GetHeight change, which is how Plymouth's script plugin exposes a display being added or removed. Existing bullets are repositioned too. Co-authored-by: Claude Fable 5.1 <noreply@anthropic.com>
263 lines
8.1 KiB
Plaintext
263 lines
8.1 KiB
Plaintext
# Omarchy Plymouth Theme Script
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Window.SetBackgroundTopColor(0.101, 0.105, 0.149);
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Window.SetBackgroundBottomColor(0.101, 0.105, 0.149);
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logo.image = Image("logo.png");
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logo.sprite = Sprite(logo.image);
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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 = 0.7; # 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
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# Progress bar animation variables
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global.animation_frame = 0;
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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;
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global.fake_progress_start_time = 0.0; # Track when fake progress started
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global.password_shown = 0; # Track if password dialog has been shown
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global.max_progress = 0.0; # Track the maximum progress reached to prevent backwards movement
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# Window size the sprites were last laid out for
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global.layout_width = 0;
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global.layout_height = 0;
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fun refresh_callback() {
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# Displays can show up after this script ran, e.g. a Thunderbolt monitor
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# whose DisplayPort tunnel comes up after plymouthd started. The window
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# grows to the largest display, so re-center everything when it changes.
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if (Window.GetWidth() != global.layout_width || Window.GetHeight() != global.layout_height) {
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layout();
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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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# 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) 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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Plymouth.SetRefreshFunction(refresh_callback);
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#----------------------------------------- Helper Functions --------------------------------
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fun update_progress_bar(progress) {
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# Only update if progress is moving forward
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if (progress > global.max_progress) {
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global.max_progress = progress;
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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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}
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fun show_progress_bar() {
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progress_box.sprite.SetOpacity(1);
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progress_bar.sprite.SetOpacity(1);
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}
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fun hide_progress_bar() {
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progress_box.sprite.SetOpacity(0);
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progress_bar.sprite.SetOpacity(0);
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}
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fun show_password_dialog() {
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lock.sprite.SetOpacity(1);
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entry.sprite.SetOpacity(1);
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}
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fun hide_password_dialog() {
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lock.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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bullet.sprites[index].SetOpacity(0);
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}
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}
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fun start_fake_progress() {
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global.fake_progress_active = 1;
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# Reset fake progress
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global.animation_frame = 0;
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global.max_progress = 0.0;
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global.fake_progress = 0.0;
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global.fake_progress_start_time = 0.0;
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}
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fun stop_fake_progress() {
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global.fake_progress_active = 0;
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}
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#----------------------------------------- Dialogue --------------------------------
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lock.image = Image("lock.png");
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entry.image = Image("entry.png");
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bullet.image = Image("bullet.png");
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entry.sprite = Sprite(entry.image);
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entry.sprite.SetOpacity(0);
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# Scale lock to be slightly shorter than entry field height
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# Original lock is 84x96, entry height determines scale
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lock.height = entry.image.GetHeight() * 0.8;
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lock.width = 84 * (lock.height / 96);
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lock.sprite = Sprite(lock.image.Scale(lock.width, lock.height));
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lock.sprite.SetOpacity(0);
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# Bullet array
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bullet.sprites = [];
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fun position_bullet(index) {
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bullet.sprites[index].SetPosition(entry.x + 20 + index * (7 + 5), entry.y + entry.image.GetHeight() / 2 - 3.5, 10002);
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}
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fun display_normal_callback() {
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hide_password_dialog();
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# Get current mode
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mode = Plymouth.GetMode();
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# 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();
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start_fake_progress();
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}
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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 when password dialog appears
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stop_fake_progress();
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hide_progress_bar();
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show_password_dialog();
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# Clear all bullets first
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for (index = 0; bullet.sprites[index]; index++) {
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bullet.sprites[index].SetOpacity(0);
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}
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# Create and show bullets for current password (max 21)
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max_bullets = 21;
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bullets_to_show = bullets;
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if (bullets_to_show > max_bullets) {
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bullets_to_show = max_bullets;
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}
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for (index = 0; index < bullets_to_show; index++) {
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if (!bullet.sprites[index]) {
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# Scale bullet image to 7x7 pixels
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bullet.sprites[index] = Sprite(bullet.image.Scale(7, 7));
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position_bullet(index);
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}
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bullet.sprites[index].SetOpacity(1);
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}
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}
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Plymouth.SetDisplayNormalFunction(display_normal_callback);
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Plymouth.SetDisplayPasswordFunction(display_password_callback);
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#----------------------------------------- Progress Bar --------------------------------
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progress_box.image = Image("progress_box.png");
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progress_box.sprite = Sprite(progress_box.image);
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progress_box.sprite.SetOpacity(0);
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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.image = progress_bar.original_image.Scale(1, progress_bar.original_image.GetHeight());
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progress_bar.sprite.SetOpacity(0);
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fun progress_callback(duration, progress) {
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# Track when fake progress starts
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# Needed because duration and progress freeze during drive decryption
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if (global.fake_progress_start_time == 0.0) {
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global.fake_progress_start_time = duration;
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}
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global.real_progress = progress;
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# Use real progress once its unfrozen and exceeds fake progress
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if (duration > global.fake_progress_start_time && progress > global.fake_progress) {
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stop_fake_progress();
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update_progress_bar(progress);
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}
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}
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Plymouth.SetBootProgressFunction(progress_callback);
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#----------------------------------------- Layout --------------------------------
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# Center the logo, dialogue and progress bar for the current window size
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fun layout() {
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global.layout_width = Window.GetWidth();
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global.layout_height = Window.GetHeight();
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logo.sprite.SetX(global.layout_width / 2 - logo.image.GetWidth() / 2);
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logo.sprite.SetY(global.layout_height / 2 - logo.image.GetHeight() / 2);
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entry.x = global.layout_width / 2 - entry.image.GetWidth() / 2;
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entry.y = logo.sprite.GetY() + logo.image.GetHeight() + 40;
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entry.sprite.SetPosition(entry.x, entry.y, 10001);
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lock.x = entry.x - lock.width - 15;
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lock.y = entry.y + entry.image.GetHeight() / 2 - lock.height / 2;
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lock.sprite.SetPosition(lock.x, lock.y, 10001);
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for (index = 0; bullet.sprites[index]; index++) {
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position_bullet(index);
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}
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progress_box.x = global.layout_width / 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);
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progress_bar.x = global.layout_width / 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);
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}
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layout();
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#----------------------------------------- Message --------------------------------
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message_sprite = Sprite();
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message_sprite.SetPosition(10, 10, 10000);
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fun display_message_callback(text) {
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message = Image.Text(text, 1, 1, 1);
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message_sprite.SetImage(message);
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message_sprite.SetOpacity(1);
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}
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fun hide_message_callback(text) {
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message_sprite.SetOpacity(0);
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}
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Plymouth.SetDisplayMessageFunction(display_message_callback);
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Plymouth.SetHideMessageFunction(hide_message_callback);
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