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634 lines
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ReStructuredText
634 lines
25 KiB
ReStructuredText
LUA SCRIPTING
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=============
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mpv can load Lua scripts. Scripts in ``~/.mpv/lua/`` will be loaded on program
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start, or if passed to ``--lua``. mpv provides the builtin module ``mp``, which
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provides functions to send commands to the mpv core and to retrieve information
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about playback state, user settings, file information, and so on.
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These scripts can be used to control mpv in a similar way to slave mode.
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Technically, the Lua code uses the client API internally.
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Example
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-------
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A script which leaves fullscreen mode when the player is paused:
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::
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function on_pause()
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mp.set_property("fullscreen", "no")
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end
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mp.register_event("pause", on_pause)
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This script provides a pretty weird feature, but Lua scripting was made to
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allow users implement features which are not going to be added to the mpv core.
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Mode of operation
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-----------------
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Your script will be loaded by the player at program start from ``~/.mpv/lua/``,
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or ``--lua``, or in some cases, internally (like ``--osc``). Each script runs
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in its own thread. Your script is first run "as is", and once that is done,
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the event loop is entered. This event loop will dispatch events received by mpv
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and call your own event handlers which you have registered with
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``mp.register_event``, or timers added with ``mp.add_timeout`` or similar.
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When the player quits, all scripts will be asked to terminate. This happens via
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a ``shutdown`` event, which by default will make the event loop return. If your
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script got into an endless loop, mpv will probably behave fine during playback
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(unless the player is suspended, see ``mp.suspend``), but it won't terminate
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when quitting, because it's waiting on your script.
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Internally, the C code will call the Lua function ``mp_event_loop`` after
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loading a Lua script. This function is normally defined by the default prelude
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loaded before your script (see ``player/lua/defaults.lua`` in the mpv sources).
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The event loop will wait for events and dispatch events registered with
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``mp.register_event``. It will also handle timers added with ``mp.add_timeout``
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and similar (by waiting with a timeout).
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mp functions
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------------
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The ``mp`` module is preloaded, although it can be loaded manually with
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``require 'mp'``. It provides the core client API.
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``mp.command(string)``
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Run the given command. This is similar to the commands used in input.conf.
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See `List of Input Commands`_.
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Returns ``true`` on success, or ``nil, error`` on error.
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``mp.commandv(arg1, arg2, ...)``
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Similar to ``mp.command``, but pass each command argument as separate
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parameter. This has the advantage that you don't have to care about
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quoting and escaping in some cases.
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Example:
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::
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mp.command("loadfile " .. filename .. " append")
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mp.commandv("loadfile", filename, "append")
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These two commands are equivalent, except that the first version breaks
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if the filename contains spaces or certain special characters.
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``mp.get_property(name [,def])``
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Return the value of the given property as string. These are the same
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properties as used in input.conf. See `Properties`_ for a list of
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properties. The returned string is formatted similar to ``${=name}``
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(see `Property Expansion`_).
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Returns the string on success, or ``def, error`` on error. ``def`` is the
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second parameter provided to the function, and is nil if it's missing.
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``mp.get_property_osd(name [,def])``
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Similar to ``mp.get_property``, but return the property value formatted for
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OSD. This is the same string as printed with ``${name}`` when used in
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input.conf.
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Returns the string on success, or ``def, error`` on error. ``def`` is the
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second parameter provided to the function, and is an empty string if it's
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missing. Unlike ``get_property()``, assigning the return value to a variable
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will always result in a string.
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``mp.get_property_bool(name [,def])``
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Similar to ``mp.get_property``, but return the property value as boolean.
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Returns a boolean on success, or ``def, error`` on error.
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``mp.get_property_number(name [,def])``
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Similar to ``mp.get_property``, but return the property value as number.
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Note that while Lua does not distinguish between integers and floats,
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mpv internals do. This function simply request a double float from mpv,
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and mpv will usually convert integer property values to float.
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Returns a number on success, or ``def, error`` on error.
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``mp.get_property_native(name [,def])``
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Similar to ``mp.get_property``, but return the property value using the best
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Lua type for the property. Most time, this will return a string, boolean,
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or number. Some properties (for example ``chapter-list``) are returned as
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tables.
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Returns a value on success, or ``def, error`` on error. Note that ``nil``
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might be a possible, valid value too in some corner cases.
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``mp.set_property(name, value)``
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Set the given property to the given string value. See ``mp.get_property``
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and `Properties`_ for more information about properties.
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Returns true on success, or ``nil, error`` on error.
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``mp.set_property_bool(name, value)``
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Similar to ``mp.set_property``, but set the given property to the given
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boolean value.
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``mp.set_property_number(name, value)``
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Similar to ``mp.set_property``, but set the given property to the given
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numeric value.
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Note that while Lua does not distinguish between integers and floats,
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mpv internals do. This function will test whether the number can be
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represented as integer, and if so, it will pass an integer value to mpv,
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otherwise a double float.
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``mp.set_property_native(name, value)``
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Similar to ``mp.set_property``, but set the given property using its native
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type.
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Since there are several data types which can not represented natively in
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Lua, this might not always work as expected. For example, while the Lua
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wrapper can do some guesswork to decide whether a Lua table is an array
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or a map, this would fail with empty tables. Also, there are not many
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properties for which it makes sense to use this, instead of
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``set_property``, ``set_property_bool``, ``set_property_number``.
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For these reasons, this function should probably be avoided for now, except
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for properties that use tables natively.
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``mp.get_time()``
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Return the current mpv internal time in seconds as a number. This is
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basically the system time, with an arbitrary offset.
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``mp.add_key_binding(key, name|fn [,fn])``
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Register callback to be run on a key binding. The binding will be mapped to
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the given ``key``, which is a string describing the physical key. This uses
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the same key names as in input.conf, and also allows combinations
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(e.g. ``ctrl+a``).
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After calling this function, key presses will cause the function ``fn`` to
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be called (unless the user overmapped the key with another binding).
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The ``name`` argument should be a short symbolic string. It allows the user
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to remap the key binding via input.conf using the ``script_message``
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command, and the name of the key binding (see below for
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an example). The name should be unique across other bindings in the same
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script - if not, the previous binding with the same name will be
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overwritten. You can omit the name, in which case a random name is generated
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internally.
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Internally, key bindings are dispatched via the ``script_message_to`` input
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command and ``mp.register_script_message``.
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Trying to map multiple commands to a key will essentially prefer a random
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binding, while the other bindings are not called. It is guaranteed that
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user defined bindings in the central input.conf are preferred over bindings
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added with this function (but see ``mp.add_forced_key_binding``).
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Example:
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::
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function something_handler()
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print("the key was pressed")
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end
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mp.add_key_binding("x", "something", something_handler)
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This will print the message ``the key was pressed`` when ``x`` was pressed.
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The user can remap these key bindings. Then the user has to put the
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following into his input.conf to remap the command to the ``y`` key:
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::
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y script_message something
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This will print the message when the key ``y`` is pressed. (``x`` will
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still work, unless the user overmaps it.)
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You can also explicitly send a message to a named script only. Assume the
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above script was using the filename ``fooscript.lua``:
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::
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y script_message_to fooscript something
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``mp.add_forced_key_binding(...)``
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This works almost the same as ``mp.add_key_binding``, but registers the
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key binding in a way that will overwrite the user's custom bindings in his
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input.conf. (``mp.add_key_binding`` overwrites default key bindings only,
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but not those by the user's input.conf.)
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``mp.remove_key_binding(name)``
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Remove a key binding added with ``mp.add_key_binding`` or
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``mp.add_forced_key_binding``. Use the same name as you used when adding
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the bindings. It's not possible to remove bindings for which you omitted
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the name.
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``mp.register_event(name, fn)``
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Call a specific function when an event happens. The event name is a string,
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and the function fn is a Lua function value.
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Some events have associated data. This is put into a Lua table and passed
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as argument to fn. The Lua table by default contains a ``name`` field,
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which is a string containing the event name. If the event has an error
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associated, the ``error`` field is set to a string describing the error,
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on success it's not set.
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If multiple functions are registered for the same event, they are run in
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registration order, which the first registered function running before all
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the other ones.
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Returns true if such an event exists, false otherwise.
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See `Events`_ and `List of events`_ for details.
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``mp.unregister_event(fn)``
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Undo ``mp.register_event(..., fn)``. This removes all event handlers that
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are equal to the ``fn`` parameter. This uses normal Lua ``==`` comparison,
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so be careful when dealing with closures.
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``mp.observe_property(name, type, fn)``
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Watch a property for changes. If the property ``name`` is changed, then
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the function ``fn(name)`` will be called. ``type`` can be ``nil``, or be
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set to one of ``none``, ``native``, ``bool``, ``string``, or ``number``.
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``none`` is the same as ``nil``. For all other values, the new value of
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the property will be passed as second argument to ``fn``, using
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``mp.get_property_<type>`` to retrieve it. This means if ``type`` is for
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example ``string``, ``fn`` is roughly called as in
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``fn(name, mp.get_property_string(name))``.
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If possible, change events are coalesced. If a property is changed a bunch
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of times in a row, only the last change triggers the change function. (The
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exact behavior depends on timing and other things.)
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In some cases the function is not called even if the property changes.
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Whether this can happen depends on the property.
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If the ``type`` is ``none`` or ``nil``, sporadic property change events are
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possible. This means the change function ``fn`` can be called even if the
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property doesn't actually change.
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``mp.unobserve_property(fn)``
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Undo ``mp.observe_property(..., fn)``. This removes all property handlers
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that are equal to the ``fn`` parameter. This uses normal Lua ``==``
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comparison, so be careful when dealing with closures.
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``mp.add_timeout(seconds, fn)``
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Call the given function fn when the given number of seconds has elapsed.
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Note that the number of seconds can be fractional. For now, the timer's
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resolution may be as low as 50 ms, although this will be improved in the
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future.
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This is a one-shot timer: it will be removed when it's fired.
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Returns a timer object. See ``mp.add_periodic_timer`` for details.
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``mp.add_periodic_timer(seconds, fn)``
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Call the given function periodically. This is like ``mp.add_timeout``, but
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the timer is re-added after the function fn is run.
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Returns a timer object. The timer object provides the following methods:
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``stop()``
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Disable the timer. Does nothing if the timer is already disabled.
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This will remember the current elapsed time when stopping, so that
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``resume()`` essentially unpauses the timer.
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``kill()``
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Disable the timer. Resets the elapsed time. ``resume()`` will
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restart the timer.
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``resume()``
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Restart the timer. If the timer was disabled with ``stop()``, this
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will resume at the time it was stopped. If the timer was disabled
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with ``kill()``, or if it's a previously fired one-shot timer (added
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with ``add_timeout()``), this starts the timer from the beginning,
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using the initially configured timeout.
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``mp.get_opt(key)``
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Return a setting from the ``--lua-opts`` option. It's up to the user and
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the script how this mechanism is used. Currently, all scripts can access
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this equally, so you should be careful about collisions.
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``mp.get_script_name()``
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Return the name of the current script. The name is usually made of the
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filename of the script, with directory and file extension removed. If
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there are several script which would have the same name, it's made unique
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by appending a number.
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.. admonition:: Example
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The script ``/path/to/fooscript.lua`` becomes ``fooscript``.
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``mp.osd_message(text [,duration])``
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Show an OSD message on the screen. ``duration`` is in seconds, and is
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optional (uses ``--osd-duration`` by default).
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Advanced mp functions
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---------------------
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These also live in the ``mp`` module, but are documented separately as they
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are useful only in special situations.
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``mp.suspend()``
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Suspend the mpv main loop. There is a long-winded explanation of this in
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the C API function ``mpv_suspend()``. In short, this prevents the player
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from displaying the next video frame, so that you don't get blocked when
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trying to access the player.
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This is automatically called by the event handler.
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``mp.resume()``
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Undo one ``mp.suspend()`` call. ``mp.suspend()`` increments an internal
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counter, and ``mp.resume()`` decrements it. When 0 is reached, the player
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is actually resumed.
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``mp.resume_all()``
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This resets the internal suspend counter and resumes the player. (It's
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like calling ``mp.resume()`` until the player is actually resumed.)
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You might want to call this if you're about to do something that takes a
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long time, but doesn't really need access to the player (like a network
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operation). Note that you still can access the player at any time.
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``mp.get_wakeup_pipe()``
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Calls ``mpv_get_wakeup_pipe()`` and returns the read end of the wakeup
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pipe. (See ``client.h`` for details.)
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``mp.get_next_timeout()``
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Return the relative time in seconds when the next timer (``mp.add_timeout``
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and similar) expires. If there is no timer, return ``nil``.
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``mp.dispatch_events([allow_wait])``
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This can be used to run custom event loops. If you want to have direct
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control what the Lua script does (instead of being called by the default
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event loop), you can set the global variable ``mp_event_loop`` to your
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own function running the event loop. From your event loop, you should call
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``mp.dispatch_events()`` to unqueue and dispatch mpv events.
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If the ``allow_wait`` parameter is set to ``true``, the function will block
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until the next event is received or the next timer expires. Otherwise (and
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this is the default behavior), it returns as soon as the event loop is
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emptied. It's strongly recommended to use ``mp.get_next_timeout()`` and
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``mp.get_wakeup_pipe()`` if you're interested in properly working
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notification of new events and working timers.
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This function calls ``mp.suspend()`` and ``mp.resume_all()`` on its own.
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``mp.enable_messages(level)``
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Set the minimum log level of which mpv message output to receive. These
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messages are normally printed to the terminal. By calling this function,
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you can set the minimum log level of messages which should be received with
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the ``log-message`` event. See the description of this event for details.
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The level is a string, see ``msg.log`` for allowed log levels.
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``mp.register_script_message(name, fn)``
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This is a helper to dispatch ``script_message`` or ``script_message_to``
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invocations to Lua functions. ``fn`` is called if ``script_message`` or
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``script_message_to`` (with this script as destination) is run
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with ``name`` as first parameter. The other parameters are passed to ``fn``.
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If a message with the given name is already registered, it's overwritten.
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Used by ``mp.add_key_binding``, so be careful about name collisions.
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``mp.unregister_script_message(name)``
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Undo a previous registration with ``mp.register_script_message``. Does
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nothing if the ``name`` wasn't registered.
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mp.msg functions
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----------------
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This module allows outputting messages to the terminal, and can be loaded
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with ``require 'mp.msg'``.
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``msg.log(level, ...)``
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The level parameter is the message priority. It's a string and one of
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``fatal``, ``error``, ``warn``, ``info``, ``v``, ``debug``. The user's
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settings will determine which of these messages will be visible. Normally,
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all messages are visible, except ``v`` and ``debug``.
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The parameters after that are all converted to strings. Spaces are inserted
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to separate multiple parameters.
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You don't need to add newlines.
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``msg.fatal(...)``, ``msg.error(...)``, ``msg.warn(...)``, ``msg.info(...)``, ``msg.verbose(...)``, ``msg.debug(...)``
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All of these are shortcuts and equivalent to the corresponding
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``msg.log(level, ...)`` call.
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mp.options functions
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--------------------
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mpv comes with a built-in module to manage options from config-files and the
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command-line. All you have to do is to supply a table with default options to
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the read_options function. The function will overwrite the default values
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with values found in the config-file and the command-line (in that order).
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``options.read_options(table [, identifier])``
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A ``table`` with key-value pairs. The type of the default values is
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important for converting the values read from the config file or
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command-line back. Do not use ``nil`` as a default value!
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The ``identifier`` is used to identify the config-file and the command-line
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options. These needs to unique to avoid collisions with other scripts.
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Defaults to ``mp.get_script_name()``.
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Example implementation::
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require 'mp.options'
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local options = {
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optionA = "defaultvalueA",
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optionB = -0.5,
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optionC = true,
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}
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options.read_options(options, "myscript")
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print(option.optionA)
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The config file will be stored in ``lua-settings/identifier.conf`` in mpv's user
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folder. Comment lines can be started with # and stray spaces are not removed.
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Boolean values will be represented with yes/no.
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Example config::
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# comment
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optionA=Hello World
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optionB=9999
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optionC=no
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Command-line options are read from the ``--lua-opts`` parameter. To avoid
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collisions, all keys have to be prefixed with ``identifier-``.
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Example command-line::
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--lua-opts=myscript-optionA=TEST:myscript-optionB=0:myscript-optionC=yes
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mp.utils options
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----------------
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This built-in module provides generic helper functions for Lua, and have
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strictly speaking nothing to do with mpv or video/audio playback. They are
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provided for convenience. Most compensate for Lua's scarce standard library.
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``utils.readdir(path [, filter])``
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Enumerate all entries at the given path on the filesystem, and return them
|
|
as array. Each entry is a directory entry (without the path).
|
|
The list is unsorted (in whatever order the operating system returns it).
|
|
|
|
If the ``filter`` argument is given, it must be one of the following
|
|
strings:
|
|
|
|
``files``
|
|
List regular files only. This excludes directories, special files
|
|
(like UNIX device files or FIFOs), and dead symlinks. It includes
|
|
UNIX symlinks to regular files.
|
|
|
|
``dirs``
|
|
List directories only, or symlinks to directories. ``.`` and ``..``
|
|
are not included.
|
|
|
|
``normal``
|
|
Include the results of both ``files`` and ``dirs``. (This is the
|
|
default.)
|
|
|
|
``all``
|
|
List all entries, even device files, dead symlinks, FIFOs, and the
|
|
``.`` and ``..`` entries.
|
|
|
|
On error, ``nil, error`` is returned.
|
|
|
|
``utils.split_path(path)``
|
|
Split a path into directory component and filename component, and return
|
|
them. The first return value is always the directory. The second return
|
|
value is the trailing part of the path, the directory entry.
|
|
|
|
``utils.join_path(p1, p2)``
|
|
Return the concatenation of the 2 paths. Tries to be clever. For example,
|
|
if ```p2`` is an absolute path, p2 is returned without change.
|
|
|
|
Events
|
|
------
|
|
|
|
Events are notifications from player core to scripts. You can register an
|
|
event handler with ``mp.register_event``.
|
|
|
|
Note that all scripts (and other parts of the player) receive events equally,
|
|
and there's no such thing as blocking other scripts from receiving events.
|
|
|
|
Example:
|
|
|
|
::
|
|
|
|
function my_fn(event)
|
|
print("start of playback!")
|
|
end
|
|
|
|
mp.register_event("playback-start", my_fn)
|
|
|
|
|
|
|
|
List of events
|
|
--------------
|
|
|
|
``start-file``
|
|
Happens right before a new file is loaded. When you receive this, the
|
|
player is loading the file (or possibly already done with it).
|
|
|
|
``end-file``
|
|
Happens after a file was unloaded. Typically, the player will load the
|
|
next file right away, or quit if this was the last file.
|
|
|
|
``file-loaded``
|
|
Happens after a file was loaded and begins playback.
|
|
|
|
``seek``
|
|
Happens on seeking (including ordered chapter segment changes).
|
|
|
|
``playback-restart``
|
|
Start of playback after seek or after file was loaded.
|
|
|
|
``tracks-changed``
|
|
The list of video/audio/sub tracks was updated. (This happens on playback
|
|
start, and very rarely during playback.)
|
|
|
|
``track-switched``
|
|
A video/audio/subtitle track was switched on or off. This usually happens
|
|
when the user (or a script) changes the subtitle track and so on.
|
|
|
|
``idle``
|
|
Idle mode is entered. This happens when playback ended, and the player was
|
|
started with ``--idle`` or ``--force-window``. This mode is implicitly ended
|
|
when the ``start-file`` or ``shutdown`` events happen.
|
|
|
|
``pause``
|
|
Playback was paused. This also happens when for example the player is
|
|
paused on low network cache. Then the event type indicates the pause state
|
|
(like the property "pause" as opposed to the "core-idle" property), and you
|
|
might receive multiple ``pause`` events in a row.
|
|
|
|
``unpause``
|
|
Playback was unpaused. See above for details.
|
|
|
|
``tick``
|
|
Called after a video frame was displayed. This is a hack, and you should
|
|
avoid using it. Use timers instead and maybe watch pausing/unpausing events
|
|
to avoid wasting CPU when the player is paused.
|
|
|
|
``shutdown``
|
|
Sent when the player quits, and the script should terminate. Normally
|
|
handled automatically. See `Mode of operation`_.
|
|
|
|
``log-message``
|
|
Receives messages enabled with ``mp.enable_messages``. The message data
|
|
is contained in the table passed as first parameter to the event handler.
|
|
The table contains, in addition to the default event fields, the following
|
|
fields:
|
|
|
|
``prefix``
|
|
The module prefix, identifies the sender of the message. This is what
|
|
the terminal player puts in front of the message text when using the
|
|
``--v`` option, and is also what is used for ``--msg-level``.
|
|
|
|
``level``
|
|
The log level as string. See ``msg.log`` for possible log level names.
|
|
Note that later versions of mpv might add new levels or remove
|
|
(undocumented) existing ones.
|
|
|
|
``text``
|
|
The log message. Note that this is the direct output of a printf()
|
|
style output API. The text will contain embedded newlines, and it's
|
|
possible that a single message contains multiple lines, or that a
|
|
message contains a partial line.
|
|
|
|
It's safe to display messages only if they end with a newline character,
|
|
and to buffer them otherwise.
|
|
|
|
Keep in mind that these messages are meant to be hints for humans. You
|
|
should not parse them, and prefix/level/text of messages might change
|
|
any time.
|
|
|
|
``get-property-reply``
|
|
Undocumented (not useful for Lua scripts).
|
|
|
|
``set-property-reply``
|
|
Undocumented (not useful for Lua scripts).
|
|
|
|
``command-reply``
|
|
Undocumented (not useful for Lua scripts).
|
|
|
|
``script-input-dispatch``
|
|
Undocumented (used internally).
|
|
|
|
``client-message``
|
|
Undocumented (used internally).
|
|
|
|
``video-reconfig``
|
|
Happens on video output or filter reconfig.
|
|
|
|
``audio-reconfig``
|
|
Happens on audio output or filter reconfig.
|
|
|
|
``metadata-update``
|
|
Metadata (like file tags) was updated.
|
|
|
|
``chapter-change``
|
|
The current chapter possibly changed.
|