mirror of https://github.com/mpv-player/mpv
546 lines
14 KiB
Lua
546 lines
14 KiB
Lua
-- Compatibility shim for lua 5.2/5.3
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unpack = unpack or table.unpack
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-- these are used internally by lua.c
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mp.UNKNOWN_TYPE.info = "this value is inserted if the C type is not supported"
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mp.UNKNOWN_TYPE.type = "UNKNOWN_TYPE"
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mp.ARRAY.info = "native array"
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mp.ARRAY.type = "ARRAY"
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mp.MAP.info = "native map"
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mp.MAP.type = "MAP"
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function mp.get_script_name()
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return mp.script_name
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end
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function mp.get_opt(key, def)
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local opts = mp.get_property_native("options/script-opts")
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local val = opts[key]
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if val == nil then
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val = def
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end
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return val
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end
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-- For dispatching script_binding. This is sent as:
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-- script_message_to $script_name $binding_name $keystate
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-- The array is indexed by $binding_name, and has functions like this as value:
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-- fn($binding_name, $keystate)
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local dispatch_key_bindings = {}
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local message_id = 0
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local function reserve_binding()
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message_id = message_id + 1
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return "__keybinding" .. tostring(message_id)
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end
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local function dispatch_key_binding(name, state)
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local fn = dispatch_key_bindings[name]
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if fn then
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fn(name, state)
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end
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end
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-- "Old", deprecated API
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-- each script has its own section, so that they don't conflict
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local default_section = "input_dispatch_" .. mp.script_name
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-- Set the list of key bindings. These will override the user's bindings, so
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-- you should use this sparingly.
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-- A call to this function will remove all bindings previously set with this
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-- function. For example, set_key_bindings({}) would remove all script defined
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-- key bindings.
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-- Note: the bindings are not active by default. Use enable_key_bindings().
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--
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-- list is an array of key bindings, where each entry is an array as follow:
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-- {key, callback_press, callback_down, callback_up}
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-- key is the key string as used in input.conf, like "ctrl+a"
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--
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-- callback can be a string too, in which case the following will be added like
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-- an input.conf line: key .. " " .. callback
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-- (And callback_down is ignored.)
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function mp.set_key_bindings(list, section, flags)
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local cfg = ""
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for i = 1, #list do
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local entry = list[i]
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local key = entry[1]
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local cb = entry[2]
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local cb_down = entry[3]
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local cb_up = entry[4]
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if type(cb) ~= "string" then
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local mangle = reserve_binding()
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dispatch_key_bindings[mangle] = function(name, state)
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local event = state:sub(1, 1)
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local is_mouse = state:sub(2, 2) == "m"
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local def = (is_mouse and "u") or "d"
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if event == "r" then
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return
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end
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if event == "p" and cb then
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cb()
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elseif event == "d" and cb_down then
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cb_down()
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elseif event == "u" and cb_up then
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cb_up()
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elseif event == def and cb then
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cb()
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end
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end
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cfg = cfg .. key .. " script_binding " ..
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mp.script_name .. "/" .. mangle .. "\n"
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else
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cfg = cfg .. key .. " " .. cb .. "\n"
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end
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end
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mp.input_define_section(section or default_section, cfg, flags)
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end
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function mp.enable_key_bindings(section, flags)
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mp.input_enable_section(section or default_section, flags)
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end
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function mp.disable_key_bindings(section)
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mp.input_disable_section(section or default_section)
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end
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function mp.set_mouse_area(x0, y0, x1, y1, section)
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mp.input_set_section_mouse_area(section or default_section, x0, y0, x1, y1)
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end
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-- "Newer" and more convenient API
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local key_bindings = {}
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local function update_key_bindings()
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for i = 1, 2 do
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local section, flags
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local def = i == 1
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if def then
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section = "input_" .. mp.script_name
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flags = "default"
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else
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section = "input_forced_" .. mp.script_name
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flags = "force"
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end
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local cfg = ""
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for k, v in pairs(key_bindings) do
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if v.forced ~= def then
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cfg = cfg .. v.bind .. "\n"
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end
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end
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mp.input_define_section(section, cfg, flags)
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-- TODO: remove the section if the script is stopped
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mp.input_enable_section(section, "allow-hide-cursor|allow-vo-dragging")
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end
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end
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local function add_binding(attrs, key, name, fn, rp)
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rp = rp or ""
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if (type(name) ~= "string") and (not fn) then
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fn = name
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name = reserve_binding()
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end
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local bind = key
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local repeatable = rp == "repeatable" or rp["repeatable"]
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if rp["forced"] then
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attrs.forced = true
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end
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local key_cb, msg_cb
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if not fn then
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fn = function() end
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end
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if rp["complex"] then
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local key_states = {
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["u"] = "up",
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["d"] = "down",
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["r"] = "repeat",
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["p"] = "press",
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}
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key_cb = function(name, state)
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fn({
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event = key_states[state:sub(1, 1)] or "unknown",
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is_mouse = state:sub(2, 2) == "m"
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})
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end
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msg_cb = function()
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fn({event = "press", is_mouse = false})
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end
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else
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key_cb = function(name, state)
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-- Emulate the same semantics as input.c uses for most bindings:
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-- For keyboard, "down" runs the command, "up" does nothing;
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-- for mouse, "down" does nothing, "up" runs the command.
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-- Also, key repeat triggers the binding again.
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local event = state:sub(1, 1)
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local is_mouse = state:sub(2, 2) == "m"
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if event == "r" and not repeatable then
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return
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end
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if is_mouse and (event == "u" or event == "p") then
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fn()
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elseif (not is_mouse) and (event == "d" or event == "r" or event == "p") then
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fn()
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end
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end
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msg_cb = fn
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end
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attrs.bind = bind .. " script_binding " .. mp.script_name .. "/" .. name
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attrs.name = name
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key_bindings[name] = attrs
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update_key_bindings()
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dispatch_key_bindings[name] = key_cb
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mp.register_script_message(name, msg_cb)
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end
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function mp.add_key_binding(...)
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add_binding({forced=false}, ...)
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end
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function mp.add_forced_key_binding(...)
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add_binding({forced=true}, ...)
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end
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function mp.remove_key_binding(name)
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key_bindings[name] = nil
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dispatch_key_bindings[name] = nil
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update_key_bindings()
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mp.unregister_script_message(name)
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end
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local timers = {}
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local timer_mt = {}
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timer_mt.__index = timer_mt
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function mp.add_timeout(seconds, cb)
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local t = mp.add_periodic_timer(seconds, cb)
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t.oneshot = true
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return t
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end
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function mp.add_periodic_timer(seconds, cb)
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local t = {
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timeout = seconds,
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cb = cb,
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oneshot = false,
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}
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setmetatable(t, timer_mt)
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t:resume()
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return t
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end
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function timer_mt.stop(t)
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if timers[t] then
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timers[t] = nil
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t.next_deadline = t.next_deadline - mp.get_time()
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end
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end
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function timer_mt.kill(t)
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timers[t] = nil
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t.next_deadline = nil
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end
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mp.cancel_timer = timer_mt.kill
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function timer_mt.resume(t)
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if not timers[t] then
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local timeout = t.next_deadline
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if timeout == nil then
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timeout = t.timeout
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end
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t.next_deadline = mp.get_time() + timeout
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timers[t] = t
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end
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end
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-- Return the timer that expires next.
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local function get_next_timer()
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local best = nil
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for t, _ in pairs(timers) do
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if (best == nil) or (t.next_deadline < best.next_deadline) then
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best = t
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end
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end
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return best
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end
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function mp.get_next_timeout()
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local timer = get_next_timer()
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if not timer then
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return
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end
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local now = mp.get_time()
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return timer.next_deadline - now
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end
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-- Run timers that have met their deadline.
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-- Return: next absolute time a timer expires as number, or nil if no timers
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local function process_timers()
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while true do
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local timer = get_next_timer()
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if not timer then
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return
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end
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local now = mp.get_time()
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local wait = timer.next_deadline - now
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if wait > 0 then
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return wait
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else
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if timer.oneshot then
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timer:kill()
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else
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timer.next_deadline = now + timer.timeout
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end
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timer.cb()
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end
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end
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end
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local messages = {}
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function mp.register_script_message(name, fn)
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messages[name] = fn
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end
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function mp.unregister_script_message(name)
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messages[name] = nil
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end
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local function message_dispatch(ev)
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if #ev.args > 0 then
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local handler = messages[ev.args[1]]
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if handler then
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handler(unpack(ev.args, 2))
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end
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end
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end
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local property_id = 0
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local properties = {}
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function mp.observe_property(name, t, cb)
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local id = property_id + 1
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property_id = id
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properties[id] = cb
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mp.raw_observe_property(id, name, t)
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end
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function mp.unobserve_property(cb)
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for prop_id, prop_cb in pairs(properties) do
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if cb == prop_cb then
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properties[prop_id] = nil
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end
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end
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end
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local function property_change(ev)
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local prop = properties[ev.id]
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if prop then
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prop(ev.name, ev.data)
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end
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end
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-- used by default event loop (mp_event_loop()) to decide when to quit
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mp.keep_running = true
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local event_handlers = {}
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function mp.register_event(name, cb)
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local list = event_handlers[name]
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if not list then
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list = {}
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event_handlers[name] = list
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end
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list[#list + 1] = cb
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return mp.request_event(name, true)
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end
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function mp.unregister_event(cb)
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for name, sub in pairs(event_handlers) do
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local found = false
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for i, e in ipairs(sub) do
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if e == cb then
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found = true
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break
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end
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end
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if found then
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-- create a new array, just in case this function was called
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-- from an event handler
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local new = {}
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for i = 1, #sub do
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if sub[i] ~= cb then
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new[#new + 1] = sub[i]
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end
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end
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event_handlers[name] = new
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if #new == 0 then
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mp.request_event(name, false)
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end
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end
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end
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end
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-- default handlers
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mp.register_event("shutdown", function() mp.keep_running = false end)
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mp.register_event("client-message", message_dispatch)
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mp.register_event("property-change", property_change)
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-- sent by "script_binding"
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mp.register_script_message("key-binding", dispatch_key_binding)
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mp.msg = {
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log = mp.log,
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fatal = function(...) return mp.log("fatal", ...) end,
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error = function(...) return mp.log("error", ...) end,
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warn = function(...) return mp.log("warn", ...) end,
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info = function(...) return mp.log("info", ...) end,
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verbose = function(...) return mp.log("v", ...) end,
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debug = function(...) return mp.log("debug", ...) end,
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}
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_G.print = mp.msg.info
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package.loaded["mp"] = mp
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package.loaded["mp.msg"] = mp.msg
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_G.mp_event_loop = function()
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mp.dispatch_events(true)
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end
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local function call_event_handlers(e)
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local handlers = event_handlers[e.event]
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if handlers then
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for _, handler in ipairs(handlers) do
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handler(e)
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end
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end
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end
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mp.use_suspend = true
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function mp.dispatch_events(allow_wait)
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local more_events = true
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if mp.use_suspend then
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mp.suspend()
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end
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while mp.keep_running do
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local wait = process_timers()
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if wait == nil then
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wait = 1e20 -- infinity for all practical purposes
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end
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if more_events or wait < 0 then
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wait = 0
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end
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-- Resume playloop - important especially if an error happened while
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-- suspended, and the error was handled, but no resume was done.
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if wait > 0 then
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mp.resume_all()
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if allow_wait ~= true then
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return
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end
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end
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local e = mp.wait_event(wait)
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-- Empty the event queue while suspended; otherwise, each
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-- event will keep us waiting until the core suspends again.
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if mp.use_suspend then
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mp.suspend()
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end
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more_events = (e.event ~= "none")
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if more_events then
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call_event_handlers(e)
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end
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end
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end
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-- additional helpers
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function mp.osd_message(text, duration)
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if not duration then
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duration = "-1"
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else
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duration = tostring(math.floor(duration * 1000))
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end
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mp.commandv("show_text", text, duration)
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end
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local hook_table = {}
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local hook_registered = false
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local function hook_run(id, cont)
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local fn = hook_table[tonumber(id)]
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if fn then
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fn()
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end
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mp.commandv("hook_ack", cont)
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end
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function mp.add_hook(name, pri, cb)
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if not hook_registered then
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mp.register_script_message("hook_run", hook_run)
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hook_registered = true
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end
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local id = #hook_table + 1
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hook_table[id] = cb
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mp.commandv("hook_add", name, id, pri)
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end
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local mp_utils = package.loaded["mp.utils"]
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function mp_utils.format_table(t, set)
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if not set then
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set = { [t] = true }
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end
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local res = "{"
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-- pretty expensive but simple way to distinguish array and map parts of t
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local keys = {}
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local vals = {}
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local arr = 0
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for i = 1, #t do
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if t[i] == nil then
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break
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end
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keys[i] = i
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vals[i] = t[i]
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arr = i
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end
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for k, v in pairs(t) do
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if not (type(k) == "number" and k >= 1 and k <= arr and keys[k]) then
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keys[#keys + 1] = k
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vals[#keys] = v
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end
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end
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for i = 1, #keys do
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if #res > 1 then
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res = res .. ", "
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end
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if i > arr then
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res = res .. mp_utils.to_string(keys[i], set) .. " = "
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end
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res = res .. mp_utils.to_string(vals[i], set)
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end
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res = res .. "}"
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return res
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end
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function mp_utils.to_string(v, set)
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if type(v) == "string" then
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return "\"" .. v .. "\""
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elseif type(v) == "table" then
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if set then
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if set[v] then
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return "[cycle]"
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end
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set[v] = true
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end
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return mp_utils.format_table(v, set)
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else
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return tostring(v)
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end
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end
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return {}
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