mirror of https://github.com/mpv-player/mpv
775 lines
31 KiB
ReStructuredText
775 lines
31 KiB
ReStructuredText
LUA SCRIPTING
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=============
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mpv can load Lua scripts. Scripts passed to the ``--script`` option, or found in
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the ``scripts`` subdirectory of the mpv configuration directory (usually
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``~/.config/mpv/scripts/``) will be loaded on program start. mpv also appends the
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``scripts`` subdirectory to the end of Lua's path so you can import scripts from
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there too. Since it's added to the end, don't name scripts you want to import
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the same as Lua libraries because they will be overshadowed by them.
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mpv provides the built-in module ``mp``, which contains functions to send
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commands to the mpv core and to retrieve information about playback state, user
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settings, file information, and so on.
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These scripts can be used to control mpv in a similar way to slave mode.
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Technically, the Lua code uses the client API internally.
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Example
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-------
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A script which leaves fullscreen mode when the player is paused:
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::
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function on_pause_change(name, value)
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if value == true then
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mp.set_property("fullscreen", "no")
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end
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end
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mp.observe_property("pause", "bool", on_pause_change)
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Details on the script initialization and lifecycle
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--------------------------------------------------
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Your script will be loaded by the player at program start from the ``scripts``
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configuration subdirectory, or from a path specified with the ``--script``
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option. Some scripts are loaded internally (like ``--osc``). Each script runs in
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its own thread. Your script is first run "as is", and once that is done, the event loop
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is entered. This event loop will dispatch events received by mpv and call your
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own event handlers which you have registered with ``mp.register_event``, or
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timers added with ``mp.add_timeout`` or similar.
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When the player quits, all scripts will be asked to terminate. This happens via
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a ``shutdown`` event, which by default will make the event loop return. If your
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script got into an endless loop, mpv will probably behave fine during playback
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(unless the player is suspended, see ``mp.suspend``), but it won't terminate
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when quitting, because it's waiting on your script.
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Internally, the C code will call the Lua function ``mp_event_loop`` after
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loading a Lua script. This function is normally defined by the default prelude
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loaded before your script (see ``player/lua/defaults.lua`` in the mpv sources).
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The event loop will wait for events and dispatch events registered with
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``mp.register_event``. It will also handle timers added with ``mp.add_timeout``
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and similar (by waiting with a timeout).
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Since mpv 0.6.0, the player will wait until the script is fully loaded before
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continuing normal operation. The player considers a script as fully loaded as
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soon as it starts waiting for mpv events (or it exits). In practice this means
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the player will more or less hang until the script returns from the main chunk
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(and ``mp_event_loop`` is called), or the script calls ``mp_event_loop`` or
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``mp.dispatch_events`` directly. This is done to make it possible for a script
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to fully setup event handlers etc. before playback actually starts. In older
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mpv versions, this happened asynchronously.
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mp functions
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------------
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The ``mp`` module is preloaded, although it can be loaded manually with
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``require 'mp'``. It provides the core client API.
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``mp.command(string)``
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Run the given command. This is similar to the commands used in input.conf.
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See `List of Input Commands`_.
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Returns ``true`` on success, or ``nil, error`` on error.
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``mp.commandv(arg1, arg2, ...)``
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Similar to ``mp.command``, but pass each command argument as separate
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parameter. This has the advantage that you don't have to care about
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quoting and escaping in some cases.
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Example:
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::
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mp.command("loadfile " .. filename .. " append")
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mp.commandv("loadfile", filename, "append")
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These two commands are equivalent, except that the first version breaks
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if the filename contains spaces or certain special characters.
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Note that properties are *not* expanded. You can use either ``mp.command``,
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the ``expand-properties`` prefix, or the ``mp.get_property`` family of
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functions.
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``mp.command_native(table [,def])``
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Similar to ``mp.commandv``, but pass the argument list as table. This has
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the advantage that in at least some cases, arguments can be passed as
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native types.
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Returns a result table on success (usually empty), or ``def, error`` on
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error. ``def`` is the second parameter provided to the function, and is
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nil if it's missing.
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``mp.get_property(name [,def])``
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Return the value of the given property as string. These are the same
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properties as used in input.conf. See `Properties`_ for a list of
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properties. The returned string is formatted similar to ``${=name}``
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(see `Property Expansion`_).
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Returns the string on success, or ``def, error`` on error. ``def`` is the
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second parameter provided to the function, and is nil if it's missing.
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``mp.get_property_osd(name [,def])``
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Similar to ``mp.get_property``, but return the property value formatted for
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OSD. This is the same string as printed with ``${name}`` when used in
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input.conf.
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Returns the string on success, or ``def, error`` on error. ``def`` is the
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second parameter provided to the function, and is an empty string if it's
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missing. Unlike ``get_property()``, assigning the return value to a variable
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will always result in a string.
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``mp.get_property_bool(name [,def])``
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Similar to ``mp.get_property``, but return the property value as Boolean.
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Returns a Boolean on success, or ``def, error`` on error.
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``mp.get_property_number(name [,def])``
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Similar to ``mp.get_property``, but return the property value as number.
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Note that while Lua does not distinguish between integers and floats,
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mpv internals do. This function simply request a double float from mpv,
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and mpv will usually convert integer property values to float.
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Returns a number on success, or ``def, error`` on error.
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``mp.get_property_native(name [,def])``
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Similar to ``mp.get_property``, but return the property value using the best
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Lua type for the property. Most time, this will return a string, Boolean,
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or number. Some properties (for example ``chapter-list``) are returned as
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tables.
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Returns a value on success, or ``def, error`` on error. Note that ``nil``
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might be a possible, valid value too in some corner cases.
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``mp.set_property(name, value)``
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Set the given property to the given string value. See ``mp.get_property``
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and `Properties`_ for more information about properties.
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Returns true on success, or ``nil, error`` on error.
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``mp.set_property_bool(name, value)``
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Similar to ``mp.set_property``, but set the given property to the given
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Boolean value.
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``mp.set_property_number(name, value)``
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Similar to ``mp.set_property``, but set the given property to the given
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numeric value.
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Note that while Lua does not distinguish between integers and floats,
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mpv internals do. This function will test whether the number can be
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represented as integer, and if so, it will pass an integer value to mpv,
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otherwise a double float.
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``mp.set_property_native(name, value)``
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Similar to ``mp.set_property``, but set the given property using its native
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type.
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Since there are several data types which can not represented natively in
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Lua, this might not always work as expected. For example, while the Lua
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wrapper can do some guesswork to decide whether a Lua table is an array
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or a map, this would fail with empty tables. Also, there are not many
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properties for which it makes sense to use this, instead of
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``set_property``, ``set_property_bool``, ``set_property_number``.
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For these reasons, this function should probably be avoided for now, except
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for properties that use tables natively.
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``mp.get_time()``
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Return the current mpv internal time in seconds as a number. This is
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basically the system time, with an arbitrary offset.
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``mp.add_key_binding(key, name|fn [,fn [,flags]])``
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Register callback to be run on a key binding. The binding will be mapped to
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the given ``key``, which is a string describing the physical key. This uses
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the same key names as in input.conf, and also allows combinations
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(e.g. ``ctrl+a``).
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After calling this function, key presses will cause the function ``fn`` to
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be called (unless the user remapped the key with another binding).
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The ``name`` argument should be a short symbolic string. It allows the user
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to remap the key binding via input.conf using the ``script_message``
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command, and the name of the key binding (see below for
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an example). The name should be unique across other bindings in the same
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script - if not, the previous binding with the same name will be
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overwritten. You can omit the name, in which case a random name is generated
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internally.
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The last argument is used for optional flags. This is a table, which can
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have the following entries:
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``repeatable``
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If set to ``true``, enables key repeat for this specific binding.
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``complex``
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If set to ``true``, then ``fn`` is called on both key up and down
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events (as well as key repeat, if enabled), with the first
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argument being a table. This table has an ``event`` entry, which
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is set to one of the strings ``down``, ``repeat``, ``up`` or
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``press`` (the latter if key up/down can't be tracked). It further
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has an ``is_mouse`` entry, which tells whether the event was caused
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by a mouse button.
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Internally, key bindings are dispatched via the ``script_message_to`` or
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``script_binding`` input commands and ``mp.register_script_message``.
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Trying to map multiple commands to a key will essentially prefer a random
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binding, while the other bindings are not called. It is guaranteed that
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user defined bindings in the central input.conf are preferred over bindings
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added with this function (but see ``mp.add_forced_key_binding``).
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Example:
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::
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function something_handler()
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print("the key was pressed")
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end
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mp.add_key_binding("x", "something", something_handler)
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This will print the message ``the key was pressed`` when ``x`` was pressed.
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The user can remap these key bindings. Then the user has to put the
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following into his input.conf to remap the command to the ``y`` key:
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::
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y script_binding something
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This will print the message when the key ``y`` is pressed. (``x`` will
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still work, unless the user remaps it.)
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You can also explicitly send a message to a named script only. Assume the
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above script was using the filename ``fooscript.lua``:
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::
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y script_binding fooscript.something
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``mp.add_forced_key_binding(...)``
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This works almost the same as ``mp.add_key_binding``, but registers the
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key binding in a way that will overwrite the user's custom bindings in his
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input.conf. (``mp.add_key_binding`` overwrites default key bindings only,
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but not those by the user's input.conf.)
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``mp.remove_key_binding(name)``
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Remove a key binding added with ``mp.add_key_binding`` or
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``mp.add_forced_key_binding``. Use the same name as you used when adding
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the bindings. It's not possible to remove bindings for which you omitted
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the name.
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``mp.register_event(name, fn)``
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Call a specific function when an event happens. The event name is a string,
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and the function fn is a Lua function value.
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Some events have associated data. This is put into a Lua table and passed
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as argument to fn. The Lua table by default contains a ``name`` field,
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which is a string containing the event name. If the event has an error
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associated, the ``error`` field is set to a string describing the error,
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on success it's not set.
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If multiple functions are registered for the same event, they are run in
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registration order, which the first registered function running before all
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the other ones.
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Returns true if such an event exists, false otherwise.
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See `Events`_ and `List of events`_ for details.
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``mp.unregister_event(fn)``
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Undo ``mp.register_event(..., fn)``. This removes all event handlers that
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are equal to the ``fn`` parameter. This uses normal Lua ``==`` comparison,
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so be careful when dealing with closures.
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``mp.observe_property(name, type, fn)``
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Watch a property for changes. If the property ``name`` is changed, then
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the function ``fn(name)`` will be called. ``type`` can be ``nil``, or be
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set to one of ``none``, ``native``, ``bool``, ``string``, or ``number``.
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``none`` is the same as ``nil``. For all other values, the new value of
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the property will be passed as second argument to ``fn``, using
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``mp.get_property_<type>`` to retrieve it. This means if ``type`` is for
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example ``string``, ``fn`` is roughly called as in
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``fn(name, mp.get_property_string(name))``.
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If possible, change events are coalesced. If a property is changed a bunch
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of times in a row, only the last change triggers the change function. (The
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exact behavior depends on timing and other things.)
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In some cases the function is not called even if the property changes.
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Whether this can happen depends on the property.
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If the ``type`` is ``none`` or ``nil``, sporadic property change events are
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possible. This means the change function ``fn`` can be called even if the
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property doesn't actually change.
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``mp.unobserve_property(fn)``
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Undo ``mp.observe_property(..., fn)``. This removes all property handlers
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that are equal to the ``fn`` parameter. This uses normal Lua ``==``
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comparison, so be careful when dealing with closures.
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``mp.add_timeout(seconds, fn)``
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Call the given function fn when the given number of seconds has elapsed.
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Note that the number of seconds can be fractional. For now, the timer's
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resolution may be as low as 50 ms, although this will be improved in the
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future.
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This is a one-shot timer: it will be removed when it's fired.
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Returns a timer object. See ``mp.add_periodic_timer`` for details.
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``mp.add_periodic_timer(seconds, fn)``
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Call the given function periodically. This is like ``mp.add_timeout``, but
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the timer is re-added after the function fn is run.
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Returns a timer object. The timer object provides the following methods:
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``stop()``
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Disable the timer. Does nothing if the timer is already disabled.
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This will remember the current elapsed time when stopping, so that
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``resume()`` essentially unpauses the timer.
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``kill()``
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Disable the timer. Resets the elapsed time. ``resume()`` will
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restart the timer.
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``resume()``
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Restart the timer. If the timer was disabled with ``stop()``, this
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will resume at the time it was stopped. If the timer was disabled
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with ``kill()``, or if it's a previously fired one-shot timer (added
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with ``add_timeout()``), this starts the timer from the beginning,
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using the initially configured timeout.
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``timeout`` (RW)
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This field contains the current timeout period. This value is not
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updated as time progresses. It's only used to calculate when the
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timer should fire next when the timer expires.
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If you write this, you can call ``t:kill() ; t:resume()`` to reset
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the current timeout to the new one. (``t:stop()`` won't use the
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new timeout.)
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``oneshot`` (RW)
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Whether the timer is periodic (``false``) or fires just once
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(``true``). This value is used when the timer expires (but before
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the timer callback function fn is run).
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Note that these are method, and you have to call them using ``:`` instead
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of ``.`` (Refer to http://www.lua.org/manual/5.2/manual.html#3.4.9 .)
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Example:
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::
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seconds = 0
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timer = mp.add_periodic_timer(1, function()
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print("called every second")
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# stop it after 10 seconds
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seconds = seconds + 1
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if seconds >= 10 then
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timer:kill()
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end
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end)
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``mp.get_opt(key)``
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Return a setting from the ``--script-opts`` option. It's up to the user and
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the script how this mechanism is used. Currently, all scripts can access
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this equally, so you should be careful about collisions.
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``mp.get_script_name()``
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Return the name of the current script. The name is usually made of the
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filename of the script, with directory and file extension removed. If
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there are several script which would have the same name, it's made unique
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by appending a number.
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.. admonition:: Example
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The script ``/path/to/fooscript.lua`` becomes ``fooscript``.
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``mp.osd_message(text [,duration])``
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Show an OSD message on the screen. ``duration`` is in seconds, and is
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optional (uses ``--osd-duration`` by default).
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Advanced mp functions
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---------------------
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These also live in the ``mp`` module, but are documented separately as they
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are useful only in special situations.
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``mp.suspend()``
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Suspend the mpv main loop. There is a long-winded explanation of this in
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the C API function ``mpv_suspend()``. In short, this prevents the player
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from displaying the next video frame, so that you don't get blocked when
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trying to access the player.
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This is automatically called by the event handler.
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``mp.resume()``
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Undo one ``mp.suspend()`` call. ``mp.suspend()`` increments an internal
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counter, and ``mp.resume()`` decrements it. When 0 is reached, the player
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is actually resumed.
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``mp.resume_all()``
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This resets the internal suspend counter and resumes the player. (It's
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like calling ``mp.resume()`` until the player is actually resumed.)
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You might want to call this if you're about to do something that takes a
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long time, but doesn't really need access to the player (like a network
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operation). Note that you still can access the player at any time.
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``mp.get_wakeup_pipe()``
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Calls ``mpv_get_wakeup_pipe()`` and returns the read end of the wakeup
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pipe. (See ``client.h`` for details.)
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``mp.get_next_timeout()``
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Return the relative time in seconds when the next timer (``mp.add_timeout``
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and similar) expires. If there is no timer, return ``nil``.
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``mp.dispatch_events([allow_wait])``
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This can be used to run custom event loops. If you want to have direct
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control what the Lua script does (instead of being called by the default
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event loop), you can set the global variable ``mp_event_loop`` to your
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own function running the event loop. From your event loop, you should call
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``mp.dispatch_events()`` to dequeue and dispatch mpv events.
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If the ``allow_wait`` parameter is set to ``true``, the function will block
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until the next event is received or the next timer expires. Otherwise (and
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this is the default behavior), it returns as soon as the event loop is
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emptied. It's strongly recommended to use ``mp.get_next_timeout()`` and
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``mp.get_wakeup_pipe()`` if you're interested in properly working
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notification of new events and working timers.
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This function calls ``mp.suspend()`` and ``mp.resume_all()`` on its own.
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``mp.enable_messages(level)``
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Set the minimum log level of which mpv message output to receive. These
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messages are normally printed to the terminal. By calling this function,
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you can set the minimum log level of messages which should be received with
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the ``log-message`` event. See the description of this event for details.
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The level is a string, see ``msg.log`` for allowed log levels.
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``mp.register_script_message(name, fn)``
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This is a helper to dispatch ``script_message`` or ``script_message_to``
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invocations to Lua functions. ``fn`` is called if ``script_message`` or
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``script_message_to`` (with this script as destination) is run
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with ``name`` as first parameter. The other parameters are passed to ``fn``.
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If a message with the given name is already registered, it's overwritten.
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Used by ``mp.add_key_binding``, so be careful about name collisions.
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``mp.unregister_script_message(name)``
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Undo a previous registration with ``mp.register_script_message``. Does
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nothing if the ``name`` wasn't registered.
|
|
|
|
mp.msg functions
|
|
----------------
|
|
|
|
This module allows outputting messages to the terminal, and can be loaded
|
|
with ``require 'mp.msg'``.
|
|
|
|
``msg.log(level, ...)``
|
|
The level parameter is the message priority. It's a string and one of
|
|
``fatal``, ``error``, ``warn``, ``info``, ``v``, ``debug``. The user's
|
|
settings will determine which of these messages will be visible. Normally,
|
|
all messages are visible, except ``v`` and ``debug``.
|
|
|
|
The parameters after that are all converted to strings. Spaces are inserted
|
|
to separate multiple parameters.
|
|
|
|
You don't need to add newlines.
|
|
|
|
``msg.fatal(...)``, ``msg.error(...)``, ``msg.warn(...)``, ``msg.info(...)``, ``msg.verbose(...)``, ``msg.debug(...)``
|
|
All of these are shortcuts and equivalent to the corresponding
|
|
``msg.log(level, ...)`` call.
|
|
|
|
mp.options functions
|
|
--------------------
|
|
|
|
mpv comes with a built-in module to manage options from config-files and the
|
|
command-line. All you have to do is to supply a table with default options to
|
|
the read_options function. The function will overwrite the default values
|
|
with values found in the config-file and the command-line (in that order).
|
|
|
|
``options.read_options(table [, identifier])``
|
|
A ``table`` with key-value pairs. The type of the default values is
|
|
important for converting the values read from the config file or
|
|
command-line back. Do not use ``nil`` as a default value!
|
|
|
|
The ``identifier`` is used to identify the config-file and the command-line
|
|
options. These needs to unique to avoid collisions with other scripts.
|
|
Defaults to ``mp.get_script_name()``.
|
|
|
|
|
|
Example implementation::
|
|
|
|
require 'mp.options'
|
|
local options = {
|
|
optionA = "defaultvalueA",
|
|
optionB = -0.5,
|
|
optionC = true,
|
|
}
|
|
read_options(options, "myscript")
|
|
print(option.optionA)
|
|
|
|
|
|
The config file will be stored in ``lua-settings/identifier.conf`` in mpv's user
|
|
folder. Comment lines can be started with # and stray spaces are not removed.
|
|
Boolean values will be represented with yes/no.
|
|
|
|
Example config::
|
|
|
|
# comment
|
|
optionA=Hello World
|
|
optionB=9999
|
|
optionC=no
|
|
|
|
|
|
Command-line options are read from the ``--script-opts`` parameter. To avoid
|
|
collisions, all keys have to be prefixed with ``identifier-``.
|
|
|
|
Example command-line::
|
|
|
|
--script-opts=myscript-optionA=TEST,myscript-optionB=0,myscript-optionC=yes
|
|
|
|
|
|
mp.utils options
|
|
----------------
|
|
|
|
This built-in module provides generic helper functions for Lua, and have
|
|
strictly speaking nothing to do with mpv or video/audio playback. They are
|
|
provided for convenience. Most compensate for Lua's scarce standard library.
|
|
|
|
Be warned that any of these functions might disappear any time. They are not
|
|
strictly part of the guaranteed API.
|
|
|
|
``utils.getcwd()``
|
|
Returns the directory that mpv was launched from. On error, ``nil, error``
|
|
is returned.
|
|
|
|
``utils.readdir(path [, filter])``
|
|
Enumerate all entries at the given path on the filesystem, and return them
|
|
as array. Each entry is a directory entry (without the path).
|
|
The list is unsorted (in whatever order the operating system returns it).
|
|
|
|
If the ``filter`` argument is given, it must be one of the following
|
|
strings:
|
|
|
|
``files``
|
|
List regular files only. This excludes directories, special files
|
|
(like UNIX device files or FIFOs), and dead symlinks. It includes
|
|
UNIX symlinks to regular files.
|
|
|
|
``dirs``
|
|
List directories only, or symlinks to directories. ``.`` and ``..``
|
|
are not included.
|
|
|
|
``normal``
|
|
Include the results of both ``files`` and ``dirs``. (This is the
|
|
default.)
|
|
|
|
``all``
|
|
List all entries, even device files, dead symlinks, FIFOs, and the
|
|
``.`` and ``..`` entries.
|
|
|
|
On error, ``nil, error`` is returned.
|
|
|
|
``utils.split_path(path)``
|
|
Split a path into directory component and filename component, and return
|
|
them. The first return value is always the directory. The second return
|
|
value is the trailing part of the path, the directory entry.
|
|
|
|
``utils.join_path(p1, p2)``
|
|
Return the concatenation of the 2 paths. Tries to be clever. For example,
|
|
if ```p2`` is an absolute path, p2 is returned without change.
|
|
|
|
``utils.subprocess(t)``
|
|
Runs an external process and waits until it exits. Returns process status
|
|
and the captured output.
|
|
|
|
The parameter ``t`` is a table. The function reads the following entries:
|
|
|
|
``args``
|
|
Array of strings. The first array entry is the executable. This
|
|
can be either an absolute path, or a filename with no path
|
|
components, in which case the ``PATH`` environment variable is
|
|
used to resolve the executable. The other array elements are
|
|
passed as command line arguments.
|
|
|
|
``cancellable``
|
|
Optional. If set to ``true`` (default), then if the user stops
|
|
playback or goes to the next file while the process is running,
|
|
the process will be killed.
|
|
|
|
``max_size``
|
|
Optional. The maximum size in bytes of the data that can be captured
|
|
from stdout. (Default: 16 MB.)
|
|
|
|
The function returns a table as result with the following entries:
|
|
|
|
``status``
|
|
The raw exit status of the process. It will be negative on error.
|
|
|
|
``stdout``
|
|
Captured output stream as string, limited to ``max_size``.
|
|
|
|
``error``
|
|
``nil`` on success. The string ``killed`` if the process was
|
|
terminated in an unusual way. The string ``init`` if the process
|
|
could not be started.
|
|
|
|
On Windows, ``killed`` is only returned when the process has been
|
|
killed by mpv as a result of ``cancellable`` being set to ``true``.
|
|
|
|
In all cases, ``mp.resume_all()`` is implicitly called.
|
|
|
|
``utils.parse_json(str [, trail])``
|
|
Parses the given string argument as JSON, and returns it as a Lua table. On
|
|
error, returns ``nil, error``. (Currently, ``error`` is just a string
|
|
reading ``error``, because there is no fine-grained error reporting of any
|
|
kind.)
|
|
|
|
The returned value uses similar conventions as ``mp.get_property_native()``
|
|
to distinguish empty objects and arrays.
|
|
|
|
If the ``trail`` parameter is ``true`` (or any value equal to ``true``),
|
|
then trailing non-whitespace text is tolerated by the function, and the
|
|
trailing text is returned as 3rd return value. (The 3rd return value is
|
|
always there, but with ``trail`` set, no error is raised.)
|
|
|
|
``utils.format_json(v)``
|
|
Format the given Lua table (or value) as a JSON string and return it. On
|
|
error, returns ``nil, error``. (Errors usually only happen on value types
|
|
incompatible with JSON.)
|
|
|
|
The argument value uses similar conventions as ``mp.set_property_native()``
|
|
to distinguish empty objects and arrays.
|
|
|
|
``utils.to_string(v)``
|
|
Turn the given value into a string. Formats tables and their contents. This
|
|
doesn't do anything special; it is only needed because Lua is terrible.
|
|
|
|
Events
|
|
------
|
|
|
|
Events are notifications from player core to scripts. You can register an
|
|
event handler with ``mp.register_event``.
|
|
|
|
Note that all scripts (and other parts of the player) receive events equally,
|
|
and there's no such thing as blocking other scripts from receiving events.
|
|
|
|
Example:
|
|
|
|
::
|
|
|
|
function my_fn(event)
|
|
print("start of playback!")
|
|
end
|
|
|
|
mp.register_event("file-loaded", my_fn)
|
|
|
|
|
|
|
|
List of events
|
|
--------------
|
|
|
|
``start-file``
|
|
Happens right before a new file is loaded. When you receive this, the
|
|
player is loading the file (or possibly already done with it).
|
|
|
|
``end-file``
|
|
Happens after a file was unloaded. Typically, the player will load the
|
|
next file right away, or quit if this was the last file.
|
|
|
|
``file-loaded``
|
|
Happens after a file was loaded and begins playback.
|
|
|
|
``seek``
|
|
Happens on seeking. (This might include cases when the player seeks
|
|
internally, even without user interaction. This includes e.g. segment
|
|
changes when playing ordered chapters Matroska files.)
|
|
|
|
``playback-restart``
|
|
Start of playback after seek or after file was loaded.
|
|
|
|
``idle``
|
|
Idle mode is entered. This happens when playback ended, and the player was
|
|
started with ``--idle`` or ``--force-window``. This mode is implicitly ended
|
|
when the ``start-file`` or ``shutdown`` events happen.
|
|
|
|
``tick``
|
|
Called after a video frame was displayed. This is a hack, and you should
|
|
avoid using it. Use timers instead and maybe watch pausing/unpausing events
|
|
to avoid wasting CPU when the player is paused.
|
|
|
|
``shutdown``
|
|
Sent when the player quits, and the script should terminate. Normally
|
|
handled automatically. See `Details on the script initialization and lifecycle`_.
|
|
|
|
``log-message``
|
|
Receives messages enabled with ``mp.enable_messages``. The message data
|
|
is contained in the table passed as first parameter to the event handler.
|
|
The table contains, in addition to the default event fields, the following
|
|
fields:
|
|
|
|
``prefix``
|
|
The module prefix, identifies the sender of the message. This is what
|
|
the terminal player puts in front of the message text when using the
|
|
``--v`` option, and is also what is used for ``--msg-level``.
|
|
|
|
``level``
|
|
The log level as string. See ``msg.log`` for possible log level names.
|
|
Note that later versions of mpv might add new levels or remove
|
|
(undocumented) existing ones.
|
|
|
|
``text``
|
|
The log message. The text will end with a newline character. Sometimes
|
|
it can contain multiple lines.
|
|
|
|
Keep in mind that these messages are meant to be hints for humans. You
|
|
should not parse them, and prefix/level/text of messages might change
|
|
any time.
|
|
|
|
``get-property-reply``
|
|
Undocumented (not useful for Lua scripts).
|
|
|
|
``set-property-reply``
|
|
Undocumented (not useful for Lua scripts).
|
|
|
|
``command-reply``
|
|
Undocumented (not useful for Lua scripts).
|
|
|
|
``client-message``
|
|
Undocumented (used internally).
|
|
|
|
``video-reconfig``
|
|
Happens on video output or filter reconfig.
|
|
|
|
``audio-reconfig``
|
|
Happens on audio output or filter reconfig.
|
|
|
|
The following events also happen, but are deprecated: ``tracks-changed``,
|
|
``track-switched``, ``pause``, ``unpause``, ``metadata-update``,
|
|
``chapter-change``. Use ``mp.observe_property()`` instead.
|
|
|
|
Extras
|
|
------
|
|
|
|
This documents experimental features, or features that are "too special" to
|
|
guarantee a stable interface.
|
|
|
|
``mp.add_hook(type, priority, fn)``
|
|
Add a hook callback for ``type`` (a string identifying a certain kind of
|
|
hook). These hooks allow the player to call script functions and wait for
|
|
their result (normally, the Lua scripting interface is asynchronous from
|
|
the point of view of the player core). ``priority`` is an arbitrary integer
|
|
that allows ordering among hooks of the same kind. Using the value 50 is
|
|
recommended as neutral default value. ``fn`` is the function that will be
|
|
called during execution of the hook.
|
|
|
|
See `Hooks`_ for currently existing hooks and what they do - only the hook
|
|
list is interesting; handling hook execution is done by the Lua script
|
|
function automatically.
|