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Commit Graph

106 Commits

Author SHA1 Message Date
nanahi
eeb8e6e451 defaults.lua: handle canceled key bindings
There is a subtle behavior difference for built-in/input.conf key bindings
and key bindings registered by scripts: when a key binding is canceled
(e.g. a mouse button is bound to a command, is pressed down, and then
another key is pressed which is bound to another command), the command is
not invoked if the binding is built-in/input.conf, but is invoked if it's
registered by scripts, because it's handled with a different mechanism,
which gives no way for scripts to detect this.

Fix this by using the newly available canceled flag to detect this.
If a key binding is canceled, the callback is now not invoked unless
the key binding is registered with the complex option. In this situation,
the callback is invoked with the canceled state available so that scripts
can detect and handle this situation.
2024-06-06 23:38:39 +03:00
Guido Cella
367a6b561a console.lua: close when pressing enter with input.select
When you select an item, due to the submit handler being called
asynchronously, the default item list is redrawn before the console
closes, which is jarring. Fix this by always closing the console as soon
as enter is pressed, as keeping it open is unlikely to be useful with a
fuzzy selector (unlike with input.get() where it can be used e.g. to
implement a Lua REPL). If desired we can later add a close_on_submit
flag defaulting to true.

Also fix a crash when pressing enter without any match.
2024-05-12 23:13:48 +02:00
Guido Cella
2354d876da scripting: add mp.input.select()
This allows scripts to make the user choose from a list of entries by
typing part of their text and/or by navigating them with keybindings,
like dmenu or fzf.

Closes #13964.
2024-05-07 22:34:22 +02:00
gaesa
d8f4749c34 DOCS/lua: clarify repeatable and complex for add_key_binding
The current documentation lacks clarity regarding the interaction
between the `repeatable` and `complex` options. Through an analysis
of the source code (`player/lua/defaults.lua` and
`player/js/defaults.js`), it was observed that the `repeatable` option
is only meaningful when the `complex` option is not enabled.
Additionally, the `complex` option in the existing documentation is
confusing, actually `fn` can be called on key repeat when `complex` is
`true` and `repeatable` is not `true`.

To address these issues, the documentation for the `repeatable` option
was updated to specify that it only applies when the `complex` option is
not set to `true`. Furthermore, the description of the `complex` and
`event` were revised to acknowledge the occurrence of key repeat events.
2024-02-15 16:43:46 +00:00
Guido Cella
de0849404b scripting: don't observe properties with type nil
mp.observe_property('foo', nil, ...) calls the handler at least 2 times
on each playlist change even when the property doesn't change. This is
dangerous because if you haven't read observe_property's documentation
in a long time this is easy to forget, and you can end up using it for
handlers that are computationally expensive or that cause unintended
side effects.

Therefore, this commit discourages its use more explicitly in the
documentation, and replaces its usages in scripts.

For console.lua, observing focused with type nil leads to calling
mp.osd_message('') when changing file while playing in the terminal with
the console disabled. I don't notice issues from this, but it's safer to
avoid it.

For playlist and track-list this doesn't really matter since they
trigger multiple changes on each new file anyway, but changing it can
avoid encouraging people to imitate the code.

One usage of none in stats.lua is kept because according to b9084dfd47
it is a hack to replicate the deprecated tick event.
2024-01-20 16:09:34 +00:00
Guido Cella
dfecc9f083 console.lua: style log lines in the terminal
When running the console in the terminal, style log lines with the same
escape sequences as msg.c.

mp.input can also specify terminal escape sequences, e.g. a script to
select a playlist entry can invert the color of the selection.

Also add a missing newline to help's error message.
2024-01-14 23:26:07 +01:00
Guido Cella
871f7a152a scripting: add mp.input
This lets scripts get textual input from the user using console.lua.
2024-01-13 02:53:08 +00:00
Mike Will
5ac37500c5 defaults.lua: add a disabled parameter to timer constructors
Added to the functions `mp.add_timeout` and `mp.add_periodic_timer`.

If the `disabled` argument is set to `true` or a truthy value, the
timer will wait to be manually started with a call to its `resume()`
method.
2023-10-11 21:04:13 +00:00
Guido Cella
2016e902e1 DOCS/lua: update read_options example
This still shows the old way of calling read_options even though it was
deprecated 8 years in ago 327b091909.
2023-10-10 18:38:15 +00:00
Christoph Heinrich
e9690727a0 DOCS/lua: remove superfluous parameter
This seems to have been a leftover from copying the entry below it.
2023-09-30 15:17:10 +00:00
Guido Cella
be92223157 DOCS/lua.rst: fix typo 2023-09-09 09:09:52 -04:00
Ameer Taweel
892ca9f5d9 DOCS/lua: fix typo 2023-03-21 15:49:42 +02:00
Avi Halachmi (:avih)
86093fcae7 lua/js: remove user-data helpers
This reverts:
  3fb4140c lua/defaults: add user_data helpers
  68a20e7a javascript/defaults: add user_data helpers
  00510379 lua/js: fix user_data_del util function

As well as the lua/js parts of:
  3ec2a098 docs: document new user-data property

user-data and its sub-properties can be set/get/observed/deleted
via the standard properties interface, so there's no need for
additional helpers specific to user-data, which only added maintenance
burden.
2023-01-29 01:52:31 +02:00
rcombs
0f3a041796 doc: correct spelling of user-data/user_data JS/lua helpers 2023-01-28 14:55:24 -06:00
rcombs
3ec2a0988a docs: document new user-data property 2023-01-28 14:37:24 -06:00
rcombs
51c6784df7 lua: add mp.del_property() 2023-01-28 14:20:20 -06:00
CogentRedTester
099ae86717 lua: command_native_async: always callback a-sync
Previously if the raw command_native_async returned an error then the
callback function was run directly. This meant that script writers
potentially had to account for both synchronous and asynchronous logic
in the callback, which can happen even with seemingly 'safe' commands
if the mpv event queue is full.

This was at odds with the Javascript implementation of
the function, which always runs the callback asynchronously.

Now the mp.add_timeout function is used to run the callback
asynchronously on error, replicating the Javascript implementation.

This provides consistency for developers in how the callback is handled
in Lua, and increases consistency between the Lua and Javascript APIs.
2022-06-22 14:44:12 +03:00
sfan5
dfcd561ba9 lua: remove mp.suspend, resume and resume_all
These functions were deprecated in v0.21.0 and no-ops
since v0.23.0. The matching client API functions were
removed in the previous commit.
2021-12-15 12:29:10 +01:00
a1346054
88460b6f86 DOCS: fix spelling 2021-08-24 20:44:52 +03:00
LaserEyess
9aa5cd6f45 DOCS: convert 3rd party http links to https
Discovered with:

find . -type f \( -name '*.md' -o -name '*.rst' \)  -exec grep -n 'http://' {} +

All real, i.e. non-example, links found were moved to https. There are
some dead links and websites with no https available which were not
converted.
2021-08-17 13:42:21 +00:00
Avi Halachmi (:avih)
b6aedaa726 DOCS/lua.rst: fix docs for utils.file_info
The ctime member on Windows uses FILE_BASIC_INFO.ChangeTime, which is
pretty much the same as st_ctime on POSIX.

See https://devblogs.microsoft.com/oldnewthing/20100709-00/?p=13463 :

  ... The Last­Write­Time covers writes to the file’s data stream
  (which you accomplish via the Write­File function). On the other
  hand, the Change­Time also includes changes to the file metadata,
  such as changing its file attributes ...

Fixes #8801
2021-05-03 13:25:21 +03:00
Dudemanguy
7df9ebda6c DOCS: clarify how client/script names work
This isn't really clearly stated anywhere and could understandably lead
to some confusion.
2021-04-29 15:56:11 -05:00
wm4
d0ab562b1f lua: make hook processing more flexible
This can now opt to not continue a hook after the hook callback returns.
This makes it easier for scripts, and may make it unnecessary to run
reentrant event loops etc. for scripts that want to wait before
continuing while still running the event loop.
2020-08-05 23:19:41 +02:00
wm4
0e7f53a5bc lua: add mp.get_env_list() function
Because Lua is too stupid to provide this directly, and I sort of need
it.
2020-07-20 21:02:17 +02:00
Emanuele Torre
cae2ffb6eb documentation: fix some ReST syntax mistakes in lua.rst 2020-05-01 20:48:51 +02:00
wm4
218d6643e9 client API, lua, ipc: unify event struct return
Both Lua and the JSON IPC code need to convert the mpv_event struct (and
everything it points to) to Lua tables or JSON.

I was getting sick of having to make the same changes to Lua and IPC. Do
what has been done everywhere else, and let the core handle this by
going through mpv_node (which is supposed to serve both Lua tables and
JSON, and potentially other scripting language backends). Expose it as
new libmpv API function.

The new API is still a bit "rough" and support for other event types
might be added in the future.

This silently adds support for the playlist_entry_id fields to both Lua
and JSON IPC.

There is a small API change for Lua; I don't think this matters, so I
didn't care about compatibility. The new code in client.c is mashed up
from the Lua and the IPC code. The manpage additions are moved from the
Lua docs, and made slightly more "general".

Some danger for unintended regressions both in Lua and IPC. Also damn
these node functions suck, expect crashes due to UB.

Not sure why this became more code instead of less compared to before
(according to the diff stat), even though some code duplication across
Lua and IPC was removed. Software development sucks.
2020-03-21 19:33:48 +01:00
wm4
7f1bd0f30b manpage: explicitly mention "tick" event as deprecated
Just. Don't. Use. It.
2020-03-07 12:47:46 +01:00
wm4
7a76b577d8 command: extend osd-overlay command with bounds reporting
This is more or less a minimal hack to make _some_ text measurement
functionality available to scripts. Since libass does not support such a
thing, this simply uses the bounding box of the rendered text.

This is far from ideal. Problems include:
- using a bitmap bounding box
- additional memory waste and/or flushing caches
- dependency on window size
- odd small deviations with different window sizes (run osd-test.lua and
  resize the window after each timer update; the bounding boxes aren't
  adjusted in an overly useful way)
- inability to query the size _after_ actual rendering

But I guess it's a start. Since I'm aware that it's crap, add a threat
to the manpage that this may be changed/removed again. For now, I'm
interested whether anyone will have use for it in its current form, as
it's an often requested feature.
2020-03-06 18:20:11 +01:00
wm4
249bb091d4 manpage: improve command_native_async description 2020-02-16 23:03:14 +01:00
wm4
2160306b31 manpage: fix a case of broken indentation
This renders incorrectly in the html output. I suspect you need one more
level here. Increase the indentation level. No other changes, other than
re-breaking some lines.
2020-02-15 20:01:20 +01:00
wm4
65cd9efa85 lua: add mp.get_script_directory() function
And add some clarifications/suggestions to the manpage.
2020-02-04 20:40:16 +01:00
wm4
b86bfc907f lua: set package path if loaded from a script directory
And document the shit.

This uses code from commit bc1c024ae0.
2020-02-01 18:43:27 +01:00
wm4
0728726251 client API, lua: add new API for setting OSD overlays
Lua scripting has an undocumented mp.set_osd_ass() function, which is
used by osc.lua and console.lua. Apparently, 3rd party scripts also use
this. It's probably time to make this a public API.

The Lua implementation just bypassed the libmpv API. To make it usable
by any type of client, turn it into a command, "osd-overlay".

There's already a "overlay-add". Ignore it (although the manpage admits
guiltiness). I don't really want to deal with that old command. Its main
problem is that it uses global IDs, while I'd like to avoid that scripts
mess with each others overlays (whether that is accidentally or
intentionally). Maybe "overlay-add" can eventually be merged into
"osd-overlay", but I'm too lazy to do that now.

Scripting now uses the commands. There is a helper to manage OSD
overlays. The helper is very "thin"; I only want to force script authors
to use the ID allocation, which may help with putting multiple scripts
into a single .lua file without causing conflicts (basically, avoiding
singletons within a script's environment). The old set_osd_ass() is
emulated with the new API.

The JS scripting wrapper also provides a set_osd_ass() function, which
calls internal mpv API. Comment that part (to keep it compiling), but
I'm leaving it to @avih to finish the change.
2019-12-23 11:44:24 +01:00
wm4
00af718a9e lua: change runtime option change behavior
As described in the manpage changes. This makes more sense than the
previous approach, where options could "unexpectedly" stick. Although
this is still a somewhat arbitrary policy (ask many people and you'd get
a number of different expectations on what should happen), I think that
it reflects what mpv's builtin stuff does.

All the copying is annoying, but let's just hope nobody is stupid enough
to change these properties per video frame or something equally
ridiculous.
2019-12-22 12:30:53 +01:00
wm4
478a321dcc lua: add a helper for runtime script option changes
A script can use this to easily get runtime updates. (Even if
script-opts is sort of clunky.)
2019-12-20 14:21:16 +01:00
wm4
b054abe7fc manpage: lua: mention what happens on unavailable properties
Kind of as big one if the user unexpectedly gets nil instead of a value.
2019-12-19 11:19:15 +01:00
wm4
311cc5b611 lua: make add_key_binding() rotate optional arguments correctly
add_key_binding() makes the name argument optional (in weird Lua
fashion), which did not work if there were additional arguments. So
there is no way to avoid specifying a name while passing a rp argument.
Fix this, declare this way of skipping the argument as deprecated, and
allow passing name=nil as the preferred way to skip the name argument.
2019-11-23 14:40:00 +01:00
wm4
21f2468d67 input: add text produced by key to script key events
Particularly for "any_unicode" mappings, so they don't have to
special-case keys like '#' and ' ', which are normally mapped to
symbolic names for input.conf reasons. (Though admittedly, this is a
pretty minor thing, since API users could map these manually.)
2019-11-22 01:15:08 +01:00
wm4
eab5457e47 manpage: correct "complex" key binding description
The key is never nil if it's invoked through the normal input path. The
key name could be "" if mp_cmd.key_name==NULL. This should not happen,
but there's no strong guarantee in input.c that it cannot happen, so
whatever.
2019-11-22 01:15:08 +01:00
wm4
a394d9e3ae manpage: improve "complex" key binding list of table entries 2019-11-22 01:15:08 +01:00
wm4
b08c8f50b5 lua: report key name for "complex" key bindings
This might make certain use cases less of a mess.
2019-11-19 23:11:05 +01:00
wm4
0a30a4a432 DOCS: explicitly mention that property observing has an initial event
This is definitely intended from the start, and it's generally useful,
but for some reason it wasn't actually documented.
2019-10-08 21:11:55 +02:00
wm4
e49cec5832 manpage: clarify some details about async. commands and "subprocess"
There's potential confusion about how long a process started with the
"subprocess" command is allowed to live. Add some more explanations
regarding "subprocess" specifics (such as the playback_only field), and
things that apply to asynchronous commands in general.

Partially for #7025.
2019-10-04 16:18:10 +02:00
wm4
ba31c15c72 manpage: fix minor typo 2019-09-19 20:37:05 +02:00
wm4
dbe831bd02 lua: expose mpv_abort_async_command()
Also somewhat cleans up mp.command_native_async() error handling.
2018-05-24 19:56:34 +02:00
wm4
7f91e2684e lua: reimplement mp.subprocess_detached() by invoking the "run" command
The "run" command is old. I'm not sure why the separate Lua
implementation was added. But maybe it as because the "run" command used
to be limited to a small number of arguments. This limit has been
removed a while ago. In any case, the old implementation is not needed
anymore.
2018-05-24 19:56:34 +02:00
wm4
548ef07864 lua: reimplement mp.subprocess() by invoking the new subprocess command
We keep mp.subprocess() with roughly the same semantics for
compatibility with scripts (including the internal ytdl script).

Seems to work with rhe ytdl wrapper. Not tested further.
2018-05-24 19:56:34 +02:00
wm4
1aae88b487 input: add glue code for named arguments
Named arguments should make it easier to have long time compatibility,
even if command arguments get added or removed. They're also much nicer
for commands with a large number of arguments, especially if many
arguments are optional.

As of this commit, this can not be used, because there is no command yet
which supports them. See the following commit.
2018-05-24 19:56:34 +02:00
wm4
159379980e lua: expose async commands
Might be useful for some.
2018-05-24 19:56:34 +02:00
wm4
11c573fda0 scripting: change when/how player waits for scripts being loaded
Fundamentally, scripts are loaded asynchronously, but as a feature,
there was code to wait until a script is loaded (for a certain arbitrary
definition of "loaded"). This was done in scripting.c with the
wait_loaded() function.

This called mp_idle(), and since there are commands to load/unload
scripts, it meant the player core loop could be entered recursively. I
think this is a major complication and has some problems. For example,
if you had a script that does 'os.execute("sleep inf")', then every time
you ran a command to load an instance of the script would add a new
stack frame of mp_idle(). This would lead to some sort of reentrancy
horror that is hard to debug. Also misc/dispatch.c contains a somewhat
tricky mess to support such recursive invocations. There were also some
bugs due to this and due to unforeseen interactions with other messes.

This scripting stuff was the only thing making use of that reentrancy,
and future commands that have "logical" waiting for something should be
implemented differently. So get rid of it.

Change the code to wait only in the player initialization phase: the
only place where it really has to wait is before playback is started,
because scripts might want to set options or hooks that interact with
playback initialization. Unloading of builtin scripts (can happen with
e.g. "set osc no") is left asynchronous; the unloading wasn't too robust
anyway, and this change won't make a difference if someone is trying to
break it intentionally. Note that this is not in mp_initialize(),
because mpv_initialize() uses this by locking the core, which would have
the same problem.

In the future, commands which logically wait should use different
mechanisms. Originally I thought the current approach (that is removed
with this commit) should be used, but it's too much of a mess and can't
even be used in some cases. Examples are:
- "loadfile" should be made blocking (needs to run the normal player
  code and manually unblock the thread issuing the command)
- "add-sub" should not freeze the player until the URL is opened (needs
  to run opening on a separate thread)
Possibly the current scripting behavior could be restored once new
mechanisms exist, and if it turns out that anyone needs it.

With this commit there should be no further instances of recursive
playloop invocations (other than the case in the following commit),
since all mp_idle()/mp_wait_events() calls are done strictly from the
main thread (and not commands/properties or libmpv client API that
"lock" the main thread).
2018-04-18 01:17:41 +03:00