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Also move Lua scripts to share subfolder
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129 changed files with 2 additions and 2 deletions
260
share/scripts/_pong.lua
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260
share/scripts/_pong.lua
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ardour {
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["type"] = "dsp",
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name = "a-Pong",
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category = "Toy",
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license = "MIT",
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author = "Ardour Lua Task Force",
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description = [[A console classic for your console]]
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}
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-- return possible i/o configurations
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function dsp_ioconfig ()
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-- -1, -1 = any number of channels as long as input and output count matches
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return { [1] = { audio_in = -1, audio_out = -1}, }
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end
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-- control port(s)
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function dsp_params ()
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return
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{
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{ ["type"] = "input", name = "Bar", min = 0, max = 1, default = 0.5 },
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{ ["type"] = "input", name = "Reset", min = 0, max = 1, default = 0, toggled = true },
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{ ["type"] = "input", name = "Difficulty", min = 1, max = 10, default = 3},
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}
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end
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-- Game State (for this instance)
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-- NOTE: these variables are for the DSP part (not shared with the GUI instance)
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local sample_rate -- sample-rate
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local fps -- audio samples per game-step
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local game_time -- counts up to fps
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local game_score
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local ball_x, ball_y -- ball position [0..1]
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local dx, dy -- current ball speed
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local lost_sound -- audio-sample counter for game-over [0..3*fps]
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local ping_sound -- audio-sample counter for ping-sound [0..fps]
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local ping_phase -- ping note phase-difference per sample
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local ping_pitch
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function dsp_init (rate)
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-- allocate a "shared memory" area to transfer state to the GUI
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self:shmem ():allocate (3)
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self:shmem ():clear ()
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-- initialize some variables
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sample_rate = rate
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fps = rate / 25
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ping_pitch = 752 / rate
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ball_x = 0.5
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ball_y = 0
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dx = 0.00367
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dy = 0.01063
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game_score = 0
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game_time = fps -- start the ball immediately (notify GUI)
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ping_sound = fps -- set to end of synth cycle
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lost_sound = 3 * fps
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end
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function queue_beep ()
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-- queue 'ping' sound (unless one is already playing to prevent clicks)
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if (ping_sound >= fps) then
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-- major scale, 2 octaves
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local scale = { 0, 2, 4, 5, 7, 9, 11, 12, 14, 16, 17, 19, 21, 23, 24 }
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local midi_note = 60 + scale[1 + math.floor (math.random () * 14)]
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ping_pitch = (440 / 32) * 2^((midi_note - 10.0) / 12.0) / sample_rate
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ping_sound = 0
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ping_phase = 0
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end
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end
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-- callback: process "n_samples" of audio
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-- ins, outs are http://manual.ardour.org/lua-scripting/class_reference/#C:FloatArray
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-- pointers to the audio buffers
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function dsp_run (ins, outs, n_samples)
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local ctrl = CtrlPorts:array () -- get control port array (read/write)
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local changed = false -- flag to notify GUI on every game-step
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game_time = game_time + n_samples
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-- reset (allow to write automation from a given start-point)
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-- ctrl[2] corresponds to the "Reset" input control
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if ctrl[2] > 0 then
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game_time = 0
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ball_x = 0.5
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ball_y = 0
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dx = 0.00367
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dy = 0.01063
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game_score = 0
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end
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-- simple game engine
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while game_time > fps and ctrl[2] <= 0 do
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changed = true
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game_time = game_time - fps
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-- move the ball
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ball_x = ball_x + dx * ctrl[3]
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ball_y = ball_y + dy * ctrl[3]
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-- reflect left/right
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if ball_x >= 1 or ball_x <= 0 then
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dx = -dx
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queue_beep ()
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end
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-- single player (reflect top) -- TODO "stereo" version, 2 ctrls :)
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if ball_y <= 0 then
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dy = - dy y = 0
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queue_beep ()
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end
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-- keep the ball in the field at all times
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if ball_x >= 1 then ball_x = 1 end
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if ball_x <= 0 then ball_x = 0 end
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-- bottom edge
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if ball_y > 1 then
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local bar = ctrl[1] -- get bar position
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if math.abs (bar - ball_x) < 0.1 then
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-- reflect the ball
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dy = - dy
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ball_y = 1.0
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dx = dx - 0.04 * (bar - ball_x)
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-- make sure it's moving (not stuck on borders)
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if math.abs (dx) < 0.0001 then dx = 0.0001 end
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game_score = game_score + 1
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queue_beep ()
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else
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-- game over, reset game
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lost_sound = 0 -- re-start noise
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ball_y = 0
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game_score = 0
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dx = 0.00367
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end
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end
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end
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-- forward audio if processing is not in-place
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for c = 1,#outs do
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-- check if output and input buffers for this channel are identical
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-- http://manual.ardour.org/lua-scripting/class_reference/#C:FloatArray
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if ins[c] ~= outs[c] then
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-- fast (accelerated) copy
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-- http://manual.ardour.org/lua-scripting/class_reference/#ARDOUR:DSP
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ARDOUR.DSP.copy_vector (outs[c], ins[c], n_samples)
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end
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end
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-- simple synth -- TODO Optimize
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if ping_sound < fps then
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-- cache audio data buffers for direct access, later
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local abufs = {}
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for c = 1,#outs do
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abufs[c] = outs[c]:array()
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end
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-- simple sine synth with a sine-envelope
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for s = 1, n_samples do
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ping_sound = ping_sound + 1
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ping_phase = ping_phase + ping_pitch
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local snd = 0.7 * math.sin(6.283185307 * ping_phase) * math.sin (3.141592 * ping_sound / fps)
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-- add synthesized sound to all channels
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for c = 1,#outs do
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abufs[c][s] = abufs[c][s] + snd
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end
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-- break out of the loop when the sound finished
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if ping_sound >= fps then goto ping_end end
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end
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::ping_end::
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end
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if lost_sound < 3 * fps then
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local abufs = {}
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for c = 1,#outs do
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abufs[c] = outs[c]:array()
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end
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for s = 1, n_samples do
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lost_sound = lost_sound + 1
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-- -12dBFS white noise
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local snd = 0.5 * (math.random () - 0.5)
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for c = 1,#outs do
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abufs[c][s] = abufs[c][s] + snd
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end
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if lost_sound >= 3 * fps then goto noise_end end
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end
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::noise_end::
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end
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if changed then
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-- notify the GUI
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local shmem = self:shmem () -- get the shared memory region
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local state = shmem:to_float (0):array () -- "cast" into lua-table
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-- update data..
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state[1] = ball_x
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state[2] = ball_y
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state[3] = game_score
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-- ..and wake up the UI
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self:queue_draw ()
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end
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end
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-------------------------------------------------------------------------------
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--- inline display
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local txt = nil -- cache font description (in GUI context)
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function render_inline (ctx, w, max_h)
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local ctrl = CtrlPorts:array () -- control port array
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local shmem = self:shmem () -- shared memory region (game state from DSP)
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local state = shmem:to_float (0):array () -- cast to lua-table
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if (w > max_h) then
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h = max_h
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else
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h = w
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end
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-- prepare text rendering
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if not txt then
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-- allocate PangoLayout and set font
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--http://manual.ardour.org/lua-scripting/class_reference/#Cairo:PangoLayout
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txt = Cairo.PangoLayout (ctx, "Mono 10px")
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end
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-- ctx is-a http://manual.ardour.org/lua-scripting/class_reference/#Cairo:Context
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-- 2D vector graphics http://cairographics.org/
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-- clear background
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ctx:rectangle (0, 0, w, h)
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ctx:set_source_rgba (.2, .2, .2, 1.0)
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ctx:fill ()
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-- print the current score
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if (state[3] > 0) then
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txt:set_text (string.format ("%.0f", state[3]));
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local tw, th = txt:get_pixel_size ()
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ctx:set_source_rgba (1, 1, 1, 1.0)
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ctx:move_to (w - tw - 3, 3)
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txt:show_in_cairo_context (ctx)
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end
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-- prepare line and dot rendering
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ctx:set_line_cap (Cairo.LineCap.Round)
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ctx:set_line_width (3.0)
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ctx:set_source_rgba (.8, .8, .8, 1.0)
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-- display bar
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local bar_width = w * .1
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local bar_space = w - bar_width
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ctx:move_to (bar_space * ctrl[1], h - 3)
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ctx:rel_line_to (bar_width, 0)
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ctx:stroke ()
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-- display ball
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ctx:move_to (1 + state[1] * (w - 3), state[2] * (h - 5))
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ctx:close_path ()
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ctx:stroke ()
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return {w, h}
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end
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