Update Plymouth theme to enable smoother progress bar (#3661)

* Update Plymouth theme to enable smoother progress bar

* Fix migration

---------

Co-authored-by: David Heinemeier Hansson <david@hey.com>
This commit is contained in:
Mitch Lombardi
2026-05-03 17:03:30 +02:00
committed by GitHub
co-authored by David Heinemeier Hansson
parent e8b1b4649f
commit a700806f91
3 changed files with 139 additions and 159 deletions
+1 -1
View File
@@ -3,7 +3,7 @@
# omarchy:summary=Overwrite the user config for the Plymouth drive decryption and boot sequence with the Omarchy default and rebuild it. # omarchy:summary=Overwrite the user config for the Plymouth drive decryption and boot sequence with the Omarchy default and rebuild it.
# omarchy:requires-sudo=true # omarchy:requires-sudo=true
sudo cp ~/.local/share/omarchy/default/plymouth/* /usr/share/plymouth/themes/omarchy/ sudo cp -r ~/.local/share/omarchy/default/plymouth/* /usr/share/plymouth/themes/omarchy/
sudo plymouth-set-default-theme omarchy sudo plymouth-set-default-theme omarchy
if command -v limine-mkinitcpio &>/dev/null; then if command -v limine-mkinitcpio &>/dev/null; then
+48 -70
View File
@@ -14,28 +14,25 @@ global.fake_progress_limit = 0.7; # Target percentage for fake progress (0.0 to
global.fake_progress_duration = 15.0; # Duration in seconds to reach limit global.fake_progress_duration = 15.0; # Duration in seconds to reach limit
# Progress bar animation variables # Progress bar animation variables
global.animation_frame = 0;
global.fake_progress = 0.0; global.fake_progress = 0.0;
global.real_progress = 0.0; global.real_progress = 0.0;
global.fake_progress_active = 0; # 0 / 1 boolean global.fake_progress_active = 0;
global.animation_frame = 0; global.fake_progress_start_time = 0.0; # Track when fake progress started
global.fake_progress_start_time = 0; # Track when fake progress started
global.password_shown = 0; # Track if password dialog has been shown 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 global.max_progress = 0.0; # Track the maximum progress reached to prevent backwards movement
fun refresh_callback () fun refresh_callback() {
{
global.animation_frame++; global.animation_frame++;
# Animate fake progress to limit over time with easing # Animate fake progress to limit over time with easing
if (global.fake_progress_active == 1) if (global.fake_progress_active == 1) {
{
# Calculate elapsed time since start # Calculate elapsed time since start
elapsed_time = global.animation_frame / 50.0; # Convert frames to seconds (50 FPS) elapsed_time = global.animation_frame / 50.0; # Convert frames to seconds (50 FPS)
# Calculate linear progress ratio (0 to 1) based on time # Calculate linear progress ratio (0 to 1) based on time
time_ratio = elapsed_time / global.fake_progress_duration; time_ratio = elapsed_time / global.fake_progress_duration;
if (time_ratio > 1.0) if (time_ratio > 1.0) time_ratio = 1.0;
time_ratio = 1.0;
# Apply easing curve: ease-out quadratic # Apply easing curve: ease-out quadratic
# Formula: 1 - (1 - x)^2 # Formula: 1 - (1 - x)^2
@@ -49,17 +46,15 @@ fun refresh_callback ()
} }
} }
Plymouth.SetRefreshFunction(refresh_callback); Plymouth.SetRefreshFunction(refresh_callback);
#----------------------------------------- Helper Functions -------------------------------- #----------------------------------------- Helper Functions --------------------------------
fun update_progress_bar(progress) fun update_progress_bar(progress) {
{
# Only update if progress is moving forward # Only update if progress is moving forward
if (progress > global.max_progress) if (progress > global.max_progress) {
{
global.max_progress = progress; global.max_progress = progress;
width = Math.Int(progress_bar.original_image.GetWidth() * progress); width = Math.Int(progress_bar.original_image.GetWidth() * progress);
if (width < 1) width = 1; # Ensure minimum width of 1 pixel if (width < 1) width = 1; # Ensure minimum width of 1 pixel
@@ -68,47 +63,41 @@ fun update_progress_bar(progress)
} }
} }
fun show_progress_bar() fun show_progress_bar() {
{
progress_box.sprite.SetOpacity(1); progress_box.sprite.SetOpacity(1);
progress_bar.sprite.SetOpacity(1); progress_bar.sprite.SetOpacity(1);
} }
fun hide_progress_bar() fun hide_progress_bar() {
{
progress_box.sprite.SetOpacity(0); progress_box.sprite.SetOpacity(0);
progress_bar.sprite.SetOpacity(0); progress_bar.sprite.SetOpacity(0);
} }
fun show_password_dialog() fun show_password_dialog() {
{
lock.sprite.SetOpacity(1); lock.sprite.SetOpacity(1);
entry.sprite.SetOpacity(1); entry.sprite.SetOpacity(1);
} }
fun hide_password_dialog() fun hide_password_dialog() {
{
lock.sprite.SetOpacity(0); lock.sprite.SetOpacity(0);
entry.sprite.SetOpacity(0); entry.sprite.SetOpacity(0);
for (index = 0; bullet.sprites[index]; index++)
for (index = 0; bullet.sprites[index]; index++) {
bullet.sprites[index].SetOpacity(0); bullet.sprites[index].SetOpacity(0);
} }
fun start_fake_progress()
{
# Don't reset if we already have progress
if (global.max_progress == 0.0)
{
global.fake_progress = 0.0;
global.real_progress = 0.0;
update_progress_bar(0.0);
} }
fun start_fake_progress() {
global.fake_progress_active = 1; global.fake_progress_active = 1;
# Reset fake progress
global.animation_frame = 0; 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() fun stop_fake_progress() {
{
global.fake_progress_active = 0; global.fake_progress_active = 0;
} }
@@ -140,47 +129,41 @@ lock.sprite.SetOpacity(0);
# Bullet array # Bullet array
bullet.sprites = []; bullet.sprites = [];
fun display_normal_callback () fun display_normal_callback() {
{
hide_password_dialog(); hide_password_dialog();
# Get current mode # Get current mode
mode = Plymouth.GetMode(); mode = Plymouth.GetMode();
# Only show progress bar for boot and resume modes # Only show progress bar for boot and resume modes
if ((mode == "boot" || mode == "resume") && global.password_shown == 1) if ((mode == "boot" || mode == "resume") && global.password_shown == 1) {
{
show_progress_bar(); show_progress_bar();
start_fake_progress(); start_fake_progress();
} }
} }
fun display_password_callback (prompt, bullets) fun display_password_callback(prompt, bullets) {
{
global.password_shown = 1; # Mark that password dialog has been shown global.password_shown = 1; # Mark that password dialog has been shown
# Reset progress when password dialog appears # Stop fake progress when password dialog appears
stop_fake_progress(); stop_fake_progress();
hide_progress_bar(); hide_progress_bar();
global.max_progress = 0.0;
global.fake_progress = 0.0;
global.real_progress = 0.0;
show_password_dialog(); show_password_dialog();
# Clear all bullets first # Clear all bullets first
for (index = 0; bullet.sprites[index]; index++) for (index = 0; bullet.sprites[index]; index++) {
bullet.sprites[index].SetOpacity(0); bullet.sprites[index].SetOpacity(0);
}
# Create and show bullets for current password (max 21) # Create and show bullets for current password (max 21)
max_bullets = 21; max_bullets = 21;
bullets_to_show = bullets; bullets_to_show = bullets;
if (bullets_to_show > max_bullets) if (bullets_to_show > max_bullets) {
bullets_to_show = max_bullets; bullets_to_show = max_bullets;
}
for (index = 0; index < bullets_to_show; index++) for (index = 0; index < bullets_to_show; index++) {
{ if (!bullet.sprites[index]) {
if (!bullet.sprites[index])
{
# Scale bullet image to 7x7 pixels # Scale bullet image to 7x7 pixels
scaled_bullet = bullet.image.Scale(7, 7); scaled_bullet = bullet.image.Scale(7, 7);
bullet.sprites[index] = Sprite(scaled_bullet); bullet.sprites[index] = Sprite(scaled_bullet);
@@ -188,6 +171,7 @@ fun display_password_callback (prompt, bullets)
bullet.y = entry.y + entry.image.GetHeight() / 2 - 3.5; bullet.y = entry.y + entry.image.GetHeight() / 2 - 3.5;
bullet.sprites[index].SetPosition(bullet.x, bullet.y, 10002); bullet.sprites[index].SetPosition(bullet.x, bullet.y, 10002);
} }
bullet.sprites[index].SetOpacity(1); bullet.sprites[index].SetOpacity(1);
} }
} }
@@ -214,13 +198,17 @@ progress_bar.y = progress_box.y + (progress_box.image.GetHeight() - progress_bar
progress_bar.sprite.SetPosition(progress_bar.x, progress_bar.y, 1); progress_bar.sprite.SetPosition(progress_bar.x, progress_bar.y, 1);
progress_bar.sprite.SetOpacity(0); progress_bar.sprite.SetOpacity(0);
fun progress_callback (duration, progress) 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; global.real_progress = progress;
# If real progress is above limit, stop fake progress and use real progress # Use real progress once its unfrozen and exceeds fake progress
if (progress > global.fake_progress_limit) if (duration > global.fake_progress_start_time && progress > global.fake_progress) {
{
stop_fake_progress(); stop_fake_progress();
update_progress_bar(progress); update_progress_bar(progress);
} }
@@ -228,28 +216,18 @@ fun progress_callback (duration, progress)
Plymouth.SetBootProgressFunction(progress_callback); Plymouth.SetBootProgressFunction(progress_callback);
#----------------------------------------- Quit --------------------------------
fun quit_callback ()
{
logo.sprite.SetOpacity (1);
}
Plymouth.SetQuitFunction(quit_callback);
#----------------------------------------- Message -------------------------------- #----------------------------------------- Message --------------------------------
message_sprite = Sprite(); message_sprite = Sprite();
message_sprite.SetPosition(10, 10, 10000); message_sprite.SetPosition(10, 10, 10000);
fun display_message_callback (text) fun display_message_callback(text) {
{ message = Image.Text(text, 1, 1, 1);
my_image = Image.Text(text, 1, 1, 1); message_sprite.SetImage(message);
message_sprite.SetImage(my_image); message_sprite.SetOpacity(1);
} }
fun hide_message_callback (text) fun hide_message_callback(text) {
{
message_sprite.SetOpacity(0); message_sprite.SetOpacity(0);
} }
+2
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@@ -0,0 +1,2 @@
echo "Update Plymouth theme for a smoother progress bar animation"
omarchy-refresh-plymouth