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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.
40 lines
791 B
C
40 lines
791 B
C
#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "config.h"
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#include "mpv_talloc.h"
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#include "osd_state.h"
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void osd_init_backend(struct osd_state *osd)
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{
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}
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void osd_destroy_backend(struct osd_state *osd)
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{
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}
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void osd_get_function_sym(char *buffer, size_t buffer_size, int osd_function)
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{
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}
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void osd_object_get_bitmaps(struct osd_state *osd, struct osd_object *obj,
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int format, struct sub_bitmaps *out_imgs)
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{
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*out_imgs = (struct sub_bitmaps) {0};
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}
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void osd_set_external(struct osd_state *osd, struct osd_external_ass *ov)
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{
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}
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void osd_set_external_remove_owner(struct osd_state *osd, void *owner)
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{
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}
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void osd_get_text_size(struct osd_state *osd, int *out_screen_h, int *out_font_h)
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{
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*out_screen_h = 0;
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*out_font_h = 0;
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}
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