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https://github.com/mpv-player/mpv
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467 lines
18 KiB
ReStructuredText
467 lines
18 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.
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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, the script name, 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`` input
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command and ``mp.register_script_command``.
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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. Assume the above script was using
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the filename ``fooscript.lua``, then the user has to put the following
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into his input.conf to remap the command to the ``y`` key:
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::
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y script_message lua/fooscript 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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``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.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. As of now, the timer
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precision may be as worse as 50 ms, though. (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 handle. See ``mp.cancel_timer``.
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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 handle. See ``mp.cancel_timer``.
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``mp.cancel_timer(t)``
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Terminate the given timer. t is a timer handle (value returned by
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``mp.add_timeout`` or ``mp.add_periodic_timer``).
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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, and
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prefixed with ``lua/``. If there are several script which would have the
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same name, it's made unique by appending a number.
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.. admonition:: Example
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The script ``/path/to/fooscript.lua`` becomes ``lua/fooscript``.
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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.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_command(name, fn)``
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This is a helper to dispatch ``script_message`` invocations to Lua
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functions. ``fn`` is called if ``script_message`` is called on this script
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with ``name`` as first parameter. The other parameters are passed to ``fn``.
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If a command 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_command(name)``
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Undo a previous registration with ``mp.register_script_command``. 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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Events
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------
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Events are notifications from player core to scripts. You can register an
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event handler with ``mp.register_event``.
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Note that all scripts (and other parts of the player) receive events equally,
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and there's no such thing as blocking other scripts from receiving events.
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Example:
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::
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function my_fn(event)
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print("start of playback!")
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end
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mp.register_event("playback-start", my_fn)
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List of events
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--------------
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``start-file``
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Happens right before a new file is loaded. When you receive this, the
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player is loading the file (or possibly already done with it).
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``end-file``
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Happens after a file was unloaded. Typically, the player will load the
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next file right away, or quit if this was the last file.
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``file-loaded``
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Happens after a file was loaded and begins playback.
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``seek``
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Happens on seeking (including ordered chapter segment changes).
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``playback-restart``
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Start of playback after seek or after file was loaded.
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``tracks-changed``
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The list of video/audio/sub tracks was updated. (This happens on playback
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start, and very rarely during playback.)
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``track-switched``
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A video/audio/subtitle track was switched on or off. This usually happens
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when the user (or a script) changes the subtitle track and so on.
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``idle``
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Idle mode is entered. This happens when playback ended, and the player was
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started with ``--idle`` or ``--force-window``. This mode is implicitly ended
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when the ``start-file`` or ``shutdown`` events happen.
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``pause``
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Playback was paused.
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Has the following event fields:
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``real_paused``
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Current playback pause state as boolean.
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``user_paused``
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User requested pause state.
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``by_command``
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If the action was triggered by an input command (or via an user key
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binding). It's false if it was an automatic action.
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``by_cache``
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If the action was triggered by a low (or recovering) cache state.
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``by_keep_open``
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If the pausing was triggered because the end of playback was reached,
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and the "keep-open" option is enabled, 0 otherwise.
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``unpause``
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Playback was unpaused.
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``tick``
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Called after a video frame was displayed. This is a hack, and you should
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avoid using it. Use timers instead and maybe watch pausing/unpausing events
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to avoid wasting CPU when the player is paused.
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``shutdown``
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Sent when the player quits, and the script should terminate. Normally
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handled automatically. See `Mode of operation`_.
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``log-message``
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Receives messages enabled with ``mp.enable_messages``. The message data
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is contained in the table passed as first parameter to the event handler.
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The table contains, in addition to the default event fields, the following
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fields:
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``prefix``
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The module prefix, identifies the sender of the message. This is what
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the terminal player puts in front of the message text when using the
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``--v`` option, and is also what is used for ``--msglevel``.
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``level``
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The log level as string. See ``msg.log`` for possible log level names.
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Note that later versions of mpv might add new levels or remove
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(undocumented) existing ones.
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``text``
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The log message. Note that this is the direct output of a printf()
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style output API. The text will contain embedded newlines, and it's
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possible that a single message contains multiple lines, or that a
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message contains a partial line.
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It's safe to display messages only if they end with a newline character,
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and to buffer them otherwise.
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Keep in mind that these messages are meant to be hints for humans. You
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should not parse them, and prefix/level/text of messages might change
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any time.
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``get-property-reply``
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Undocumented (not useful for Lua scripts).
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``set-property-reply``
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Undocumented (not useful for Lua scripts).
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``command-reply``
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Undocumented (not useful for Lua scripts).
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``script-input-dispatch``
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Undocumented (used internally).
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``client-message``
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Undocumented (used internally).
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``video-reconfig``
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Happens on video output or filter reconfig.
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``audio-reconfig``
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Happens on audio output or filter reconfig.
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``metadata-update``
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Metadata (like file tags) was updated.
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