mirror of
https://github.com/mpv-player/mpv
synced 2025-01-01 20:32:13 +00:00
1513493560
Lua doesn't distinguish between arrays and maps on the language level; there are just tables. Use metatables to mark these tables with their actual types. In particular, it allows distinguishing empty arrays from empty tables.
291 lines
7.9 KiB
Lua
291 lines
7.9 KiB
Lua
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/lua-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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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_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}
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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, 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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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, 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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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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-- "Newer" and more convenient API
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local key_bindings = {}
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local command_id = 1
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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 = "builtin"
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else
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section = "input_forced_" .. mp.script_name
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flags = "default"
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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.key .. " script_message " .. mp.script_name
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.. " " .. v.name .. "\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)
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end
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end
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local function add_binding(attrs, key, name, fn)
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if (type(name) ~= "string") and (not fn) then
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fn = name
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name = "command" .. tostring(command_id)
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command_id = command_id + 1
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end
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attrs.key = key
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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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if fn then
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mp.register_script_command(name, fn)
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end
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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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update_key_bindings()
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mp.unregister_script_command(name)
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end
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local timers = {}
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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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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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local commands = {}
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function mp.register_script_command(name, fn)
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commands[name] = fn
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end
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function mp.unregister_script_command(name)
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commands[name] = nil
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end
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local function command_dispatch(ev)
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if #ev.args > 0 then
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local handler = commands[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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-- 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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-- 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.register_event("client-message", command_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 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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end
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end
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return {}
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