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180 lines
7.1 KiB
ReStructuredText
LUA SCRIPTING
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=============
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mpv can load Lua scripts. These scripts can be used to control mpv in a similar
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way to slave mode. mpv provides the builtin module ``mp`` (can be loaded
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with ``require 'mp'``), which provides functions to send commands to the
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mpv core and to retrieve information about playback state, user settings,
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file information, and so on.
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.. admonition:: Warning
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Lua scripting is work in progress, and it's in a very early stage. When
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writing scripts, rely only on the features and functions documented here.
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Everything else is subject to change.
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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 if you pass it to
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the ``--lua`` option. Each script runs in its own thread. Your script is
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first run "as is", and once that is done, the event loop is entered. This
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event loop will dispatch events received by mpv and call your own event
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handlers which you have registered with ``mp.register_event``, or timers
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added with ``mp.add_timeout`` or similar. When the player quits, all scripts
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will be asked to terminate.
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This happens via a ``shutdown`` event, which by default will make the event
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loop return. If your script got into an endless loop, mpv will probably behave
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fine during playback, but it won't terminate when quitting because it's waiting
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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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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 command the given command. This is similar to the commands used in
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input.conf. See `List of Input Commands`_.
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Returns true on success, or ``nil, error`` on error.
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``mp.get_property(name)``
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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 ``${=name}``
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(see `Property Expansion`_).
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Returns the string on success, or ``nil, error`` on error.
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``mp.get_property_osd(name)``
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Similar to ``mp.get_property``, but return the property value formatted for
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OSD. This is the same string as printed with ``${name}`` when used in
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input.conf.
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Returns the string on success, or ``"", error`` on error.
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Unlike ``get_property()``, assigning the return value to a variable will
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always result in a string.
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``mp.set_property(name, value)``
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Set the given property to the given value. See ``mp.get_property`` and
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`Properties`_ for more information about properties.
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Returns true on success, or ``nil, error`` on error.
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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.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 is a Lua function value.
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Returns true if such an event exists, false otherwise.
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====================== =====================================================
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Name Comment
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====================== =====================================================
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``shutdown``
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``log-message`` for ``mp.enable_messages`` (undocumented)
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``get-property-reply`` (undocumented)
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``set-property-reply`` (undocumented)
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``command-reply`` (undocumented)
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``start-file`` happens right before a new file is loaded
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``end-file`` happens after a file was unloaded
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``playback-start`` happens atfer a file was loaded and begins playback
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``tracks-changed`` list of tracks was updated
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``track-switched`` a video/audio/sub track was switched
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``idle`` idle mode is entered (no file is loaded, ``--idle``)
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``pause`` player was paused
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``unpause`` player was unpaused
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``tick`` called after a video frame was displayed
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====================== =====================================================
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Example:
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::
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function my_fn()
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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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``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 the value returned by ``mp.add_timeout``
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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.
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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.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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