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* global: add client API pointer to library handlewm42016-01-151-0/+1
| | | | | | | Makes the next commit simpler. It's probably a bad idea to add more fields to the global state, but on the other hand the client API state is pretty much per-instance anyway. It also will help with things like the proposed libmpv custom stream API.
* vo_opengl_cb: don't render OSD while VO is not createdwm42015-03-231-1/+0
| | | | | | | | | | | Unlike other VOs, this rendered OSD even while no VO was created (because the renderer lives as long as the API user wants). Change this, and refactor the code so that the OSD object is accessible only while the VO is created. (There is a short time where the OSD can still be accessed even after VO destruction - this is not a race condition, though it's inelegant and unfortunately unavoidable.)
* vo_opengl_cb: simplify API uninitializationwm42014-12-311-1/+3
| | | | | | | | | | | Until now, calling mpv_opengl_cb_uninit_gl() at a "bad moment" could make the whole thing to explode. The API user was asked to avoid such situations by calling it only in "good moments". But this was probably a bit too subtle and could easily be overlooked. Integrate the approach the qml example uses directly into the implementation. If the OpenGL context is to be unitialized, forcefully disable video, and block until this is done.
* client API: be more lenient about mpv_suspend/resume mismatcheswm42014-12-151-0/+2
| | | | | | | | | | | | Before this commit, this was defined to trigger undefined behavior. This was nice because it required less code; but on the other hand, Lua as well as IPC support had to check these things manually. Do it directly in the API to avoid code duplication, and to make the API more robust. (The total code size still grows, though...) Since all of the failure cases were originally meant to ruin things forever, there is no way to return error codes. So just print the errors.
* client API: expose OpenGL rendererwm42014-12-091-0/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This adds API to libmpv that lets host applications use the mpv opengl renderer. This is a more flexible (and possibly more portable) option to foreign window embedding (via --wid). This assumes that methods like context sharing and multithreaded OpenGL rendering are infeasible, and that a way is needed to integrate it with an application that uses a single thread to render everything. Add an example that does this with QtQuick/qml. The example is relatively lazy, but still shows how relatively simple the integration is. The FBO indirection could probably be avoided, but would require more work (and would probably lead to worse QtQuick integration, because it would have to ignore transformations like rotation). Because this makes mpv directly use the host application's OpenGL context, there is no platform specific code involved in mpv, except for hw decoding interop. main.qml is derived from some Qt example. The following things are still missing: - a way to do better video timing - expose GL renderer options, allow changing them at runtime - support for color equalizer controls - support for screenshots
* input, lua: redo input handlingwm42014-11-231-0/+2
| | | | | Much of it is the same, but now there's the possibility to distinguish key down/up events in the Lua API.
* client API: restrict client nameswm42014-11-231-0/+3
| | | | | | Use a fixed size array for the client name, which also limits the client name in size. Sanitize the client name string, and replace characters that are not in [A-Za-z0-9] with '_'.
* command: finish hook execution if client failswm42014-10-241-0/+1
| | | | | Translation: if the (to be added) youtube-dl Lua script crashes, don't wait forever when opening something.
* lua: strictly free memory on errorswm42014-10-191-0/+4
| | | | | | | Thanks to the recently introduced mp_lua_PITA(), this is "simple" now. It fixes leaks on Lua errors. The hack to avoid stack overflows manually isn't needed anymore, and the Lua error handler will take care of this.
* lua: synchronously wait until scripts are loadedwm42014-09-061-0/+1
| | | | | | | | | | | | | | | | | This makes the player wait until each script is loaded. Do this to give the script a chance to setup all its event handlers. It might also be useful to allow a script to change options that matter for playback. While waiting for a script to be loaded, the player actually accepts input. This is needed because the scripts can execute player commands anyway while they are being "loaded". The player won't react to most commands though: it can't quit or navigate the playlist in this state. For deciding whether a script is finally loaded, we use a cheap hack: if mpv_wait_event() is called, it's considered loaded. Let's hope this is good enough. I think it's better than introducing explicit API for this. Although I'm sure this will turn out as too simplistic some time in the future, the same would probably happen with a more explicit API.
* player: update cache state only if requestedwm42014-08-281-0/+1
| | | | | | | | | Add a mechanism to the client API code, which allows the player core to query whether a client API event is needed at all. Use it for the cache update. In this case, this is probably a pure microoptimization; but the mechanism will be useful for other things too.
* client API: minor optimizations for property notificationwm42014-08-021-1/+1
| | | | | | | | | | | | | | | | | | | | | Internally, there are two mechanisms which can trigger property notification as used with "observed" properties in the client API. The first mechanism associates events with a group of properties that are potentially changed by a certain event. mp_event_property_change[] declares these associations, and maps each event to a set of strings. When an event happens, the set of strings is matched against the list of observed properties of each client. Make this more efficient by comparing bitsets of events instead. This way, only a bit-wise "and" is needed for each observed property. Even better, we can completely skip clients which have no observed properties that match. The second mechanism just updates individual properties explicitly by name. Optimize this by using the property index instead. It would be nice if we could reuse the first mechanism for the second one, but there are too many properties to fit into a 64 bit mask. (Though the limit on 64 events might get us into trouble later...)
* Add more constwm42014-06-111-1/+1
| | | | | | | While I'm not very fond of "const", it's important for declarations (it decides whether a symbol is emitted in a read-only or read/write section). Fix all these cases, so we have writeable global data only when we really need.
* player: reorganize how lua scripts are loadedwm42014-05-131-0/+1
| | | | | | Make loading of scripts independent of Lua. Move some of the loading code from lua.c to scripting.c, and make it easier to add new scripting backends.
* client API: add a way to notify clients of property changeswm42014-04-061-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | This turned out ridiculously complex. I think it will have to be simplified some day. Main reason for the complexity are: - filtering properties by forcing clients to observe individual properties explicitly (to avoid spamming clients with changes they don't want) - optional retrieval of property value with the notification (the basic idea was that this is more user friendly) - allowing to the client to specify a format in which the value should be retrieved (because if a property changes its type, the client API couldn't convert it properly, and compatibility would break) I don't know yet which of these are important, and everything could change. In particular, the interface and semantics should be adjusted to reduce the implementation complexity. While I consider the API complete, there could (and probably will) be bugs left. Also while the implementation is complete, it's inefficient. The complexity of the property matching is O(a*b*c) with a clients, b observed properties, and c properties changing at once. I threw away an earlier implementation using bitmasks, because it was too unwieldy.
* Add a client APIwm42014-02-101-0/+24
Add a client API, which is intended to be a stable API to get some rough control over the player. Basically, it reflects what can be done with input.conf commands or the old slavemode. It will replace the old slavemode (and enable the implementation of a new slave protocol).