Files
omarchy/default/plymouth/omarchy.script
T
David Heinemeier HanssonandClaude Fable 5.1 1b001a69d3 Re-center the Plymouth prompt when a display appears late (#11641)
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>
2026-09-13 00:56:44 -07:00

263 lines
8.1 KiB
Plaintext

# 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.SetOpacity(1);
# Use these to adjust the progress bar timing
global.fake_progress_limit = 0.7; # 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.animation_frame = 0;
global.fake_progress = 0.0;
global.real_progress = 0.0;
global.fake_progress_active = 0;
global.fake_progress_start_time = 0.0; # Track when fake progress started
global.password_shown = 0; # Track if password dialog has been shown
global.max_progress = 0.0; # Track the maximum progress reached to prevent backwards movement
# Window size the sprites were last laid out for
global.layout_width = 0;
global.layout_height = 0;
fun refresh_callback() {
# Displays can show up after this script ran, e.g. a Thunderbolt monitor
# whose DisplayPort tunnel comes up after plymouthd started. The window
# grows to the largest display, so re-center everything when it changes.
if (Window.GetWidth() != global.layout_width || Window.GetHeight() != global.layout_height) {
layout();
}
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) {
# Only update if progress is moving forward
if (progress > global.max_progress) {
global.max_progress = 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_active = 1;
# Reset fake progress
global.animation_frame = 0;
global.max_progress = 0.0;
global.fake_progress = 0.0;
global.fake_progress_start_time = 0.0;
}
fun stop_fake_progress() {
global.fake_progress_active = 0;
}
#----------------------------------------- Dialogue --------------------------------
lock.image = Image("lock.png");
entry.image = Image("entry.png");
bullet.image = Image("bullet.png");
entry.sprite = Sprite(entry.image);
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.width = 84 * (lock.height / 96);
lock.sprite = Sprite(lock.image.Scale(lock.width, lock.height));
lock.sprite.SetOpacity(0);
# Bullet array
bullet.sprites = [];
fun position_bullet(index) {
bullet.sprites[index].SetPosition(entry.x + 20 + index * (7 + 5), entry.y + entry.image.GetHeight() / 2 - 3.5, 10002);
}
fun display_normal_callback() {
hide_password_dialog();
# Get current mode
mode = Plymouth.GetMode();
# Only show progress bar for boot and resume modes
if ((mode == "boot" || mode == "resume") && global.password_shown == 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 when password dialog appears
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 (max 21)
max_bullets = 21;
bullets_to_show = bullets;
if (bullets_to_show > max_bullets) {
bullets_to_show = max_bullets;
}
for (index = 0; index < bullets_to_show; index++) {
if (!bullet.sprites[index]) {
# Scale bullet image to 7x7 pixels
bullet.sprites[index] = Sprite(bullet.image.Scale(7, 7));
position_bullet(index);
}
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.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.sprite.SetOpacity(0);
fun progress_callback(duration, progress) {
# Track when fake progress starts
# Needed because duration and progress freeze during drive decryption
if (global.fake_progress_start_time == 0.0) {
global.fake_progress_start_time = duration;
}
global.real_progress = progress;
# Use real progress once its unfrozen and exceeds fake progress
if (duration > global.fake_progress_start_time && progress > global.fake_progress) {
stop_fake_progress();
update_progress_bar(progress);
}
}
Plymouth.SetBootProgressFunction(progress_callback);
#----------------------------------------- Layout --------------------------------
# Center the logo, dialogue and progress bar for the current window size
fun layout() {
global.layout_width = Window.GetWidth();
global.layout_height = Window.GetHeight();
logo.sprite.SetX(global.layout_width / 2 - logo.image.GetWidth() / 2);
logo.sprite.SetY(global.layout_height / 2 - logo.image.GetHeight() / 2);
entry.x = global.layout_width / 2 - entry.image.GetWidth() / 2;
entry.y = logo.sprite.GetY() + logo.image.GetHeight() + 40;
entry.sprite.SetPosition(entry.x, entry.y, 10001);
lock.x = entry.x - lock.width - 15;
lock.y = entry.y + entry.image.GetHeight() / 2 - lock.height / 2;
lock.sprite.SetPosition(lock.x, lock.y, 10001);
for (index = 0; bullet.sprites[index]; index++) {
position_bullet(index);
}
progress_box.x = global.layout_width / 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_bar.x = global.layout_width / 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);
}
layout();
#----------------------------------------- Message --------------------------------
message_sprite = Sprite();
message_sprite.SetPosition(10, 10, 10000);
fun display_message_callback(text) {
message = Image.Text(text, 1, 1, 1);
message_sprite.SetImage(message);
message_sprite.SetOpacity(1);
}
fun hide_message_callback(text) {
message_sprite.SetOpacity(0);
}
Plymouth.SetDisplayMessageFunction(display_message_callback);
Plymouth.SetHideMessageFunction(hide_message_callback);