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* 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).