mirror of https://github.com/mpv-player/mpv
908 lines
38 KiB
ReStructuredText
908 lines
38 KiB
ReStructuredText
LUA SCRIPTING
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=============
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mpv can load Lua scripts. (See `Script location`_.)
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mpv provides the built-in module ``mp``, which contains functions to send
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commands to the mpv core and to retrieve information about playback state, user
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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_change(name, value)
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if value == true then
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mp.set_property("fullscreen", "no")
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end
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end
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mp.observe_property("pause", "bool", on_pause_change)
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Script location
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---------------
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Scripts can be passed to the ``--script`` option, and are automatically loaded
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from the ``scripts`` subdirectory of the mpv configuration directory (usually
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``~/.config/mpv/scripts/``).
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A script can be a single file. The file extension is used to select the
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scripting backend to use for it. For Lua, it is ``.lua``. If the extension is
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not recognized, an error is printed. (If an error happens, the extension is
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either mistyped, or the backend was not compiled into your mpv binary.)
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mpv internally loads the script's name by stripping the ``.lua`` extension and
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replacing all nonalphanumeric characters with ``_``. E.g., ``my-tools.lua``
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becomes ``my_tools``. If there are several scripts with the same name, it is
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made unique by appending a number. This is the name returned by
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``mp.get_script_name()``.
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Entries with ``.disable`` extension are always ignored.
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If a script is a directory (either if a directory is passed to ``--script``,
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or any sub-directories in the script directory, such as for example
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``~/.config/mpv/scripts/something/``), then the directory represents a single
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script. The player will try to load a file named ``main.x``, where ``x`` is
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replaced with the file extension. For example, if ``main.lua`` exists, it is
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loaded with the Lua scripting backend.
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You must not put any other files or directories that start with ``main.`` into
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the script's top level directory. If the script directory contains for example
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both ``main.lua`` and ``main.js``, only one of them will be loaded (and which
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one depends on mpv internals that may change any time). Likewise, if there is
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for example ``main.foo``, your script will break as soon as mpv adds a backend
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that uses the ``.foo`` file extension.
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mpv also appends the top level directory of the script to the start of Lua's
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package path so you can import scripts from there too. Be aware that this will
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shadow Lua libraries that use the same package path. (Single file scripts do not
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include mpv specific directory the Lua package path. This was silently changed
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in mpv 0.32.0.)
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Using a script directory is the recommended way to package a script that
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consists of multiple source files, or requires other files (you can use
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``mp.get_script_directory()`` to get the location and e.g. load data files).
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Making a script a git repository, basically a repository which contains a
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``main.lua``` file in the root directory, makes scripts easily updateable
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(without the dangers of auto-updates). Another suggestion is to use git
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submodules to share common files or libraries.
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Details on the script initialization and lifecycle
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--------------------------------------------------
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Your script will be loaded by the player at program start from the ``scripts``
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configuration subdirectory, or from a path specified with the ``--script``
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option. Some scripts are loaded internally (like ``--osc``). Each script runs in
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its own thread. Your script is first run "as is", and once that is done, the event loop
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is entered. This event loop will dispatch events received by mpv and call your
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own event handlers which you have registered with ``mp.register_event``, or
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timers added with ``mp.add_timeout`` or similar. Note that since the
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script starts execution concurrently with player initialization, some properties
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may not be populated with meaningful values until the relevant subsystems have
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initialized.
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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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but it won't terminate 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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Since mpv 0.6.0, the player will wait until the script is fully loaded before
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continuing normal operation. The player considers a script as fully loaded as
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soon as it starts waiting for mpv events (or it exits). In practice this means
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the player will more or less hang until the script returns from the main chunk
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(and ``mp_event_loop`` is called), or the script calls ``mp_event_loop`` or
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``mp.dispatch_events`` directly. This is done to make it possible for a script
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to fully setup event handlers etc. before playback actually starts. In older
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mpv versions, this happened asynchronously. With mpv 0.29.0, this changes
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slightly, and it merely waits for scripts to be loaded in this manner before
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starting playback as part of the player initialization phase. Scripts run though
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initialization in parallel. This might change again.
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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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By default, this will show something on the OSD (depending on the command),
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as if it was used in ``input.conf``. See `Input Command Prefixes`_ how
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to influence OSD usage per command.
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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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Note that properties are *not* expanded. You can use either ``mp.command``,
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the ``expand-properties`` prefix, or the ``mp.get_property`` family of
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functions.
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Unlike ``mp.command``, this will not use OSD by default either (except
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for some OSD-specific commands).
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``mp.command_native(table [,def])``
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Similar to ``mp.commandv``, but pass the argument list as table. This has
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the advantage that in at least some cases, arguments can be passed as
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native types. It also allows you to use named argument.
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If the table is an array, each array item is like an argument in
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``mp.commandv()`` (but can be a native type instead of a string).
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If the table contains string keys, it's interpreted as command with named
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arguments. This requires at least an entry with the key ``name`` to be
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present, which must be a string, and contains the command name. The special
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entry ``_flags`` is optional, and if present, must be an array of
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`Input Command Prefixes`_ to apply. All other entries are interpreted as
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arguments.
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Returns a result table on success (usually empty), or ``def, error`` on
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error. ``def`` is the second parameter provided to the function, and is
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nil if it's missing.
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``mp.command_native_async(table [,fn])``
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Like ``mp.command_native()``, but the command is ran asynchronously (as far
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as possible), and upon completion, fn is called. fn has three arguments:
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``fn(success, result, error)``:
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``success``
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Always a Boolean and is true if the command was successful,
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otherwise false.
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``result``
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The result value (can be nil) in case of success, nil otherwise (as
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returned by ``mp.command_native()``).
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``error``
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The error string in case of an error, nil otherwise.
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Returns a table with undefined contents, which can be used as argument for
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``mp.abort_async_command``.
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If starting the command failed for some reason, ``nil, error`` is returned,
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and ``fn`` is called indicating failure, using the same error value.
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``fn`` is always called asynchronously, even if the command failed to start.
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``mp.abort_async_command(t)``
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Abort a ``mp.command_native_async`` call. The argument is the return value
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of that command (which starts asynchronous execution of the command).
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Whether this works and how long it takes depends on the command and the
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situation. The abort call itself is asynchronous. Does not return anything.
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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 cannot 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 [,flags]])``
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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``). If the key is empty or ``nil``, no physical key is
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registered, but the user still can create own bindings (see below).
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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 remapped 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. (Omitting works as follows: either pass ``nil`` for ``name``,
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or pass the ``fn`` argument in place of the name. The latter is not
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recommended and is handled for compatibility only.)
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The last argument is used for optional flags. This is a table, which can
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have the following entries:
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``repeatable``
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If set to ``true``, enables key repeat for this specific binding.
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``complex``
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If set to ``true``, then ``fn`` is called on both key up and down
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events (as well as key repeat, if enabled), with the first
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argument being a table. This table has the following entries (and
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may contain undocumented ones):
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``event``
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Set to one of the strings ``down``, ``repeat``, ``up`` or
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``press`` (the latter if key up/down can't be tracked).
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``is_mouse``
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Boolean Whether the event was caused by a mouse button.
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``key_name``
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The name of they key that triggered this, or ``nil`` if
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invoked artificially. If the key name is unknown, it's an
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empty string.
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``key_text``
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Text if triggered by a text key, otherwise ``nil``. See
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description of ``script-binding`` command for details (this
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field is equivalent to the 5th argument).
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Internally, key bindings are dispatched via the ``script-message-to`` or
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``script-binding`` input commands 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 their input.conf to remap the command to the ``y`` key:
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::
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y script-binding 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 remaps 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-binding 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 their
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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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If a property is unavailable, or on error, the value argument to ``fn`` is
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``nil``. (The ``observe_property()`` call always succeeds, even if a
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property does not exist.)
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In some cases the function is not called even if the property changes.
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This depends on the property, and it's a valid feature request to ask for
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better update handling of a specific 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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You always get an initial change notification. This is meant to initialize
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the user's state to the current value of the property.
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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
|
|
with ``add_timeout()``), this starts the timer from the beginning,
|
|
using the initially configured timeout.
|
|
|
|
``is_enabled()``
|
|
Whether the timer is currently enabled or was previously disabled
|
|
(e.g. by ``stop()`` or ``kill()``).
|
|
|
|
``timeout`` (RW)
|
|
This field contains the current timeout period. This value is not
|
|
updated as time progresses. It's only used to calculate when the
|
|
timer should fire next when the timer expires.
|
|
|
|
If you write this, you can call ``t:kill() ; t:resume()`` to reset
|
|
the current timeout to the new one. (``t:stop()`` won't use the
|
|
new timeout.)
|
|
|
|
``oneshot`` (RW)
|
|
Whether the timer is periodic (``false``) or fires just once
|
|
(``true``). This value is used when the timer expires (but before
|
|
the timer callback function fn is run).
|
|
|
|
Note that these are methods, and you have to call them using ``:`` instead
|
|
of ``.`` (Refer to https://www.lua.org/manual/5.2/manual.html#3.4.9 .)
|
|
|
|
Example:
|
|
|
|
::
|
|
|
|
seconds = 0
|
|
timer = mp.add_periodic_timer(1, function()
|
|
print("called every second")
|
|
# stop it after 10 seconds
|
|
seconds = seconds + 1
|
|
if seconds >= 10 then
|
|
timer:kill()
|
|
end
|
|
end)
|
|
|
|
|
|
``mp.get_opt(key)``
|
|
Return a setting from the ``--script-opts`` option. It's up to the user and
|
|
the script how this mechanism is used. Currently, all scripts can access
|
|
this equally, so you should be careful about collisions.
|
|
|
|
``mp.get_script_name()``
|
|
Return the name of the current script. The name is usually made of the
|
|
filename of the script, with directory and file extension removed. If
|
|
there are several scripts which would have the same name, it's made unique
|
|
by appending a number. Any nonalphanumeric characters are replaced with ``_``.
|
|
|
|
.. admonition:: Example
|
|
|
|
The script ``/path/to/foo-script.lua`` becomes ``foo_script``.
|
|
|
|
``mp.get_script_directory()``
|
|
Return the directory if this is a script packaged as directory (see
|
|
`Script location`_ for a description). Return nothing if this is a single
|
|
file script.
|
|
|
|
``mp.osd_message(text [,duration])``
|
|
Show an OSD message on the screen. ``duration`` is in seconds, and is
|
|
optional (uses ``--osd-duration`` by default).
|
|
|
|
Advanced mp functions
|
|
---------------------
|
|
|
|
These also live in the ``mp`` module, but are documented separately as they
|
|
are useful only in special situations.
|
|
|
|
``mp.get_wakeup_pipe()``
|
|
Calls ``mpv_get_wakeup_pipe()`` and returns the read end of the wakeup
|
|
pipe. This is deprecated, but still works. (See ``client.h`` for details.)
|
|
|
|
``mp.get_next_timeout()``
|
|
Return the relative time in seconds when the next timer (``mp.add_timeout``
|
|
and similar) expires. If there is no timer, return ``nil``.
|
|
|
|
``mp.dispatch_events([allow_wait])``
|
|
This can be used to run custom event loops. If you want to have direct
|
|
control what the Lua script does (instead of being called by the default
|
|
event loop), you can set the global variable ``mp_event_loop`` to your
|
|
own function running the event loop. From your event loop, you should call
|
|
``mp.dispatch_events()`` to dequeue and dispatch mpv events.
|
|
|
|
If the ``allow_wait`` parameter is set to ``true``, the function will block
|
|
until the next event is received or the next timer expires. Otherwise (and
|
|
this is the default behavior), it returns as soon as the event loop is
|
|
emptied. It's strongly recommended to use ``mp.get_next_timeout()`` and
|
|
``mp.get_wakeup_pipe()`` if you're interested in properly working
|
|
notification of new events and working timers.
|
|
|
|
``mp.register_idle(fn)``
|
|
Register an event loop idle handler. Idle handlers are called before the
|
|
script goes to sleep after handling all new events. This can be used for
|
|
example to delay processing of property change events: if you're observing
|
|
multiple properties at once, you might not want to act on each property
|
|
change, but only when all change notifications have been received.
|
|
|
|
``mp.unregister_idle(fn)``
|
|
Undo ``mp.register_idle(fn)``. This removes all idle handlers that
|
|
are equal to the ``fn`` parameter. This uses normal Lua ``==`` comparison,
|
|
so be careful when dealing with closures.
|
|
|
|
``mp.enable_messages(level)``
|
|
Set the minimum log level of which mpv message output to receive. These
|
|
messages are normally printed to the terminal. By calling this function,
|
|
you can set the minimum log level of messages which should be received with
|
|
the ``log-message`` event. See the description of this event for details.
|
|
The level is a string, see ``msg.log`` for allowed log levels.
|
|
|
|
``mp.register_script_message(name, fn)``
|
|
This is a helper to dispatch ``script-message`` or ``script-message-to``
|
|
invocations to Lua functions. ``fn`` is called if ``script-message`` or
|
|
``script-message-to`` (with this script as destination) is run
|
|
with ``name`` as first parameter. The other parameters are passed to ``fn``.
|
|
If a message with the given name is already registered, it's overwritten.
|
|
|
|
Used by ``mp.add_key_binding``, so be careful about name collisions.
|
|
|
|
``mp.unregister_script_message(name)``
|
|
Undo a previous registration with ``mp.register_script_message``. Does
|
|
nothing if the ``name`` wasn't registered.
|
|
|
|
``mp.create_osd_overlay(format)``
|
|
Create an OSD overlay. This is a very thin wrapper around the ``osd-overlay``
|
|
command. The function returns a table, which mostly contains fields that
|
|
will be passed to ``osd-overlay``. The ``format`` parameter is used to
|
|
initialize the ``format`` field. The ``data`` field contains the text to
|
|
be used as overlay. For details, see the ``osd-overlay`` command.
|
|
|
|
In addition, it provides the following methods:
|
|
|
|
``update()``
|
|
Commit the OSD overlay to the screen, or in other words, run the
|
|
``osd-overlay`` command with the current fields of the overlay table.
|
|
Returns the result of the ``osd-overlay`` command itself.
|
|
|
|
``remove()``
|
|
Remove the overlay from the screen. A ``update()`` call will add it
|
|
again.
|
|
|
|
Example:
|
|
|
|
::
|
|
|
|
ov = mp.create_osd_overlay("ass-events")
|
|
ov.data = "{\\an5}{\\b1}hello world!"
|
|
ov:update()
|
|
|
|
The advantage of using this wrapper (as opposed to running ``osd-overlay``
|
|
directly) is that the ``id`` field is allocated automatically.
|
|
|
|
``mp.get_osd_size()``
|
|
Returns a tuple of ``osd_width, osd_height, osd_par``. The first two give
|
|
the size of the OSD in pixels (for video outputs like ``--vo=xv``, this may
|
|
be "scaled" pixels). The third is the display pixel aspect ratio.
|
|
|
|
May return invalid/nonsense values if OSD is not initialized yet.
|
|
|
|
mp.msg functions
|
|
----------------
|
|
|
|
This module allows outputting messages to the terminal, and can be loaded
|
|
with ``require 'mp.msg'``.
|
|
|
|
``msg.log(level, ...)``
|
|
The level parameter is the message priority. It's a string and one of
|
|
``fatal``, ``error``, ``warn``, ``info``, ``v``, ``debug``, ``trace``. The
|
|
user's settings will determine which of these messages will be
|
|
visible. Normally, all messages are visible, except ``v``, ``debug`` and
|
|
``trace``.
|
|
|
|
The parameters after that are all converted to strings. Spaces are inserted
|
|
to separate multiple parameters.
|
|
|
|
You don't need to add newlines.
|
|
|
|
``msg.fatal(...)``, ``msg.error(...)``, ``msg.warn(...)``, ``msg.info(...)``, ``msg.verbose(...)``, ``msg.debug(...)``, ``msg.trace(...)``
|
|
All of these are shortcuts and equivalent to the corresponding
|
|
``msg.log(level, ...)`` call.
|
|
|
|
mp.options functions
|
|
--------------------
|
|
|
|
mpv comes with a built-in module to manage options from config-files and the
|
|
command-line. All you have to do is to supply a table with default options to
|
|
the read_options function. The function will overwrite the default values
|
|
with values found in the config-file and the command-line (in that order).
|
|
|
|
``options.read_options(table [, identifier [, on_update]])``
|
|
A ``table`` with key-value pairs. The type of the default values is
|
|
important for converting the values read from the config file or
|
|
command-line back. Do not use ``nil`` as a default value!
|
|
|
|
The ``identifier`` is used to identify the config-file and the command-line
|
|
options. These needs to unique to avoid collisions with other scripts.
|
|
Defaults to ``mp.get_script_name()`` if the parameter is ``nil`` or missing.
|
|
|
|
The ``on_update`` parameter enables run-time updates of all matching option
|
|
values via the ``script-opts`` option/property. If any of the matching
|
|
options changes, the values in the ``table`` (which was originally passed to
|
|
the function) are changed, and ``on_update(list)`` is called. ``list`` is
|
|
a table where each updated option has a ``list[option_name] = true`` entry.
|
|
There is no initial ``on_update()`` call. This never re-reads the config file.
|
|
``script-opts`` is always applied on the original config file, ignoring
|
|
previous ``script-opts`` values (for example, if an option is removed from
|
|
``script-opts`` at runtime, the option will have the value in the config
|
|
file). ``table`` entries are only written for option values whose values
|
|
effectively change (this is important if the script changes ``table``
|
|
entries independently).
|
|
|
|
|
|
Example implementation::
|
|
|
|
require 'mp.options'
|
|
local options = {
|
|
optionA = "defaultvalueA",
|
|
optionB = -0.5,
|
|
optionC = true,
|
|
}
|
|
read_options(options, "myscript")
|
|
print(options.optionA)
|
|
|
|
|
|
The config file will be stored in ``script-opts/identifier.conf`` in mpv's user
|
|
folder. Comment lines can be started with # and stray spaces are not removed.
|
|
Boolean values will be represented with yes/no.
|
|
|
|
Example config::
|
|
|
|
# comment
|
|
optionA=Hello World
|
|
optionB=9999
|
|
optionC=no
|
|
|
|
|
|
Command-line options are read from the ``--script-opts`` parameter. To avoid
|
|
collisions, all keys have to be prefixed with ``identifier-``.
|
|
|
|
Example command-line::
|
|
|
|
--script-opts=myscript-optionA=TEST,myscript-optionB=0,myscript-optionC=yes
|
|
|
|
|
|
mp.utils functions
|
|
------------------
|
|
|
|
This built-in module provides generic helper functions for Lua, and have
|
|
strictly speaking nothing to do with mpv or video/audio playback. They are
|
|
provided for convenience. Most compensate for Lua's scarce standard library.
|
|
|
|
Be warned that any of these functions might disappear any time. They are not
|
|
strictly part of the guaranteed API.
|
|
|
|
``utils.getcwd()``
|
|
Returns the directory that mpv was launched from. On error, ``nil, error``
|
|
is returned.
|
|
|
|
``utils.readdir(path [, filter])``
|
|
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.file_info(path)``
|
|
Stats the given path for information and returns a table with the
|
|
following entries:
|
|
|
|
``mode``
|
|
protection bits (on Windows, always 755 (octal) for directories
|
|
and 644 (octal) for files)
|
|
``size``
|
|
size in bytes
|
|
``atime``
|
|
time of last access
|
|
``mtime``
|
|
time of last modification
|
|
``ctime``
|
|
time of last metadata change
|
|
``is_file``
|
|
Whether ``path`` is a regular file (boolean)
|
|
``is_dir``
|
|
Whether ``path`` is a directory (boolean)
|
|
|
|
``mode`` and ``size`` are integers.
|
|
Timestamps (``atime``, ``mtime`` and ``ctime``) are integer seconds since
|
|
the Unix epoch (Unix time).
|
|
The booleans ``is_file`` and ``is_dir`` are provided as a convenience;
|
|
they can be and are derived from ``mode``.
|
|
|
|
On error (e.g. path does not exist), ``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.
|
|
|
|
``utils.subprocess(t)``
|
|
Runs an external process and waits until it exits. Returns process status
|
|
and the captured output. This is a legacy wrapper around calling the
|
|
``subprocess`` command with ``mp.command_native``. It does the following
|
|
things:
|
|
|
|
- copy the table ``t``
|
|
- rename ``cancellable`` field to ``playback_only``
|
|
- rename ``max_size`` to ``capture_size``
|
|
- set ``capture_stdout`` field to ``true`` if unset
|
|
- set ``name`` field to ``subprocess``
|
|
- call ``mp.command_native(copied_t)``
|
|
- if the command failed, create a dummy result table
|
|
- copy ``error_string`` to ``error`` field if the string is non-empty
|
|
- return the result table
|
|
|
|
It is recommended to use ``mp.command_native`` or ``mp.command_native_async``
|
|
directly, instead of calling this legacy wrapper. It is for compatibility
|
|
only.
|
|
|
|
See the ``subprocess`` documentation for semantics and further parameters.
|
|
|
|
``utils.subprocess_detached(t)``
|
|
Runs an external process and detaches it from mpv's control.
|
|
|
|
The parameter ``t`` is a table. The function reads the following entries:
|
|
|
|
``args``
|
|
Array of strings of the same semantics as the ``args`` used in the
|
|
``subprocess`` function.
|
|
|
|
The function returns ``nil``.
|
|
|
|
This is a legacy wrapper around calling the ``run`` command with
|
|
``mp.commandv`` and other functions.
|
|
|
|
``utils.getpid()``
|
|
Returns the process ID of the running mpv process. This can be used to identify
|
|
the calling mpv when launching (detached) subprocesses.
|
|
|
|
``utils.get_env_list()``
|
|
Returns the C environment as a list of strings. (Do not confuse this with
|
|
the Lua "environment", which is an unrelated concept.)
|
|
|
|
``utils.parse_json(str [, trail])``
|
|
Parses the given string argument as JSON, and returns it as a Lua table. On
|
|
error, returns ``nil, error``. (Currently, ``error`` is just a string
|
|
reading ``error``, because there is no fine-grained error reporting of any
|
|
kind.)
|
|
|
|
The returned value uses similar conventions as ``mp.get_property_native()``
|
|
to distinguish empty objects and arrays.
|
|
|
|
If the ``trail`` parameter is ``true`` (or any value equal to ``true``),
|
|
then trailing non-whitespace text is tolerated by the function, and the
|
|
trailing text is returned as 3rd return value. (The 3rd return value is
|
|
always there, but with ``trail`` set, no error is raised.)
|
|
|
|
``utils.format_json(v)``
|
|
Format the given Lua table (or value) as a JSON string and return it. On
|
|
error, returns ``nil, error``. (Errors usually only happen on value types
|
|
incompatible with JSON.)
|
|
|
|
The argument value uses similar conventions as ``mp.set_property_native()``
|
|
to distinguish empty objects and arrays.
|
|
|
|
``utils.to_string(v)``
|
|
Turn the given value into a string. Formats tables and their contents. This
|
|
doesn't do anything special; it is only needed because Lua is terrible.
|
|
|
|
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("file-loaded", my_fn)
|
|
|
|
For the existing event types, see `List of events`_.
|
|
|
|
Extras
|
|
------
|
|
|
|
This documents experimental features, or features that are "too special" to
|
|
guarantee a stable interface.
|
|
|
|
``mp.add_hook(type, priority, fn)``
|
|
Add a hook callback for ``type`` (a string identifying a certain kind of
|
|
hook). These hooks allow the player to call script functions and wait for
|
|
their result (normally, the Lua scripting interface is asynchronous from
|
|
the point of view of the player core). ``priority`` is an arbitrary integer
|
|
that allows ordering among hooks of the same kind. Using the value 50 is
|
|
recommended as neutral default value.
|
|
|
|
``fn(hook)`` is the function that will be called during execution of the
|
|
hook. The parameter passed to it (``hook``) is a Lua object that can control
|
|
further aspects about the currently invoked hook. It provides the following
|
|
methods:
|
|
|
|
``defer()``
|
|
Returning from the hook function should not automatically continue
|
|
the hook. Instead, the API user wants to call ``hook:cont()`` on its
|
|
own at a later point in time (before or after the function has
|
|
returned).
|
|
|
|
``cont()``
|
|
Continue the hook. Doesn't need to be called unless ``defer()`` was
|
|
called.
|
|
|
|
See `Hooks`_ for currently existing hooks and what they do - only the hook
|
|
list is interesting; handling hook execution is done by the Lua script
|
|
function automatically.
|