mirror of https://github.com/mpv-player/mpv
192 lines
5.7 KiB
Lua
192 lines
5.7 KiB
Lua
function mp.get_script_name()
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return mp.script_name
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end
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local callbacks = {}
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-- each script has its own section, so that they don't conflict
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local default_section = "input_" .. 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}
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-- {key, callback, callback_down}
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-- key is the key string as used in input.conf, like "ctrl+a"
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-- callback is a Lua function that is called when the key binding is used.
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-- callback_down can be given too, and is called when a mouse button is pressed
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-- if the key is a mouse button. (The normal callback will be for mouse button
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-- down.)
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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)
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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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if type(cb) == "function" then
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callbacks[#callbacks + 1] = {press=cb, before_press=cb_down}
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cfg = cfg .. key .. " script_dispatch " .. mp.script_name
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.. " " .. #callbacks .. "\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)
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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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local function script_dispatch(event)
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local cb = callbacks[event.arg0]
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if cb then
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if event.type == "press" and cb.press then
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cb.press()
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elseif event.type == "keyup_follows" and cb.before_press then
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cb.before_press()
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end
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end
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end
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local timers = {}
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-- Install a one-shot timer. Once the given amount of seconds has passed from
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-- now, the callback will be called as cb(), and the timer is removed.
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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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-- Install a periodic timer. It works like add_timeout(), but after cb() is
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-- called, the timer is re-added.
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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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next_deadline = mp.get_timer() + seconds,
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}
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timers[t] = t
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return t
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end
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function mp.cancel_timer(t)
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if t then
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timers[t] = nil
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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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-- 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 wait = timer.next_deadline - mp.get_timer()
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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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timers[timer] = nil
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end
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timer.cb()
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if not timer.oneshot then
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timer.next_deadline = mp.get_timer() + timer.timeout
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end
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end
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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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event_handlers[name] = cb
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return mp.request_event(name, true)
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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("script-input-dispatch", script_dispatch)
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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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local more_events = true
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mp.suspend()
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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 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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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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mp.suspend()
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more_events = (e.event ~= "none")
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if more_events then
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local handler = event_handlers[e.event]
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if handler then
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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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end
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return {}
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