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function mp.get_script_name()
return mp.script_name
end
local callbacks = {}
-- each script has its own section, so that they don't conflict
local default_section = "input_" .. mp.script_name
-- Set the list of key bindings. These will override the user's bindings, so
-- you should use this sparingly.
-- A call to this function will remove all bindings previously set with this
-- function. For example, set_key_bindings({}) would remove all script defined
-- key bindings.
-- Note: the bindings are not active by default. Use enable_key_bindings().
--
-- list is an array of key bindings, where each entry is an array as follow:
-- {key, callback}
-- {key, callback, callback_down}
-- key is the key string as used in input.conf, like "ctrl+a"
-- callback is a Lua function that is called when the key binding is used.
-- callback_down can be given too, and is called when a mouse button is pressed
-- if the key is a mouse button. (The normal callback will be for mouse button
-- down.)
--
-- callback can be a string too, in which case the following will be added like
-- an input.conf line: key .. " " .. callback
-- (And callback_down is ignored.)
function mp.set_key_bindings(list, section)
local cfg = ""
for i = 1, #list do
local entry = list[i]
local key = entry[1]
local cb = entry[2]
local cb_down = entry[3]
if type(cb) == "function" then
callbacks[#callbacks + 1] = {press=cb, before_press=cb_down}
cfg = cfg .. key .. " script_dispatch " .. mp.script_name
.. " " .. #callbacks .. "\n"
else
cfg = cfg .. key .. " " .. cb .. "\n"
end
end
mp.input_define_section(section or default_section, cfg)
end
function mp.enable_key_bindings(section, flags)
mp.input_enable_section(section or default_section, flags)
end
function mp.disable_key_bindings(section)
mp.input_disable_section(section or default_section)
end
function mp.set_mouse_area(x0, y0, x1, y1, section)
mp.input_set_section_mouse_area(section or default_section, x0, y0, x1, y1)
end
local function script_dispatch(event)
local cb = callbacks[event.arg0]
if cb then
if event.type == "press" and cb.press then
cb.press()
elseif event.type == "keyup_follows" and cb.before_press then
cb.before_press()
end
end
end
local timers = {}
-- Install a one-shot timer. Once the given amount of seconds has passed from
-- now, the callback will be called as cb(), and the timer is removed.
function mp.add_timeout(seconds, cb)
local t = mp.add_periodic_timer(seconds, cb)
t.oneshot = true
return t
end
-- Install a periodic timer. It works like add_timeout(), but after cb() is
-- called, the timer is re-added.
function mp.add_periodic_timer(seconds, cb)
local t = {
timeout = seconds,
cb = cb,
oneshot = false,
next_deadline = mp.get_timer() + seconds,
}
timers[t] = t
return t
end
function mp.cancel_timer(t)
if t then
timers[t] = nil
end
end
-- Return the timer that expires next.
local function get_next_timer()
local best = nil
for t, _ in pairs(timers) do
if (best == nil) or (t.next_deadline < best.next_deadline) then
best = t
end
end
return best
end
-- Run timers that have met their deadline.
-- Return: next absolute time a timer expires as number, or nil if no timers
local function process_timers()
while true do
local timer = get_next_timer()
if not timer then
return
end
local wait = timer.next_deadline - mp.get_timer()
if wait > 0 then
return wait
else
if timer.oneshot then
timers[timer] = nil
end
timer.cb()
if not timer.oneshot then
timer.next_deadline = mp.get_timer() + timer.timeout
end
end
end
end
-- used by default event loop (mp_event_loop()) to decide when to quit
mp.keep_running = true
local event_handlers = {}
function mp.register_event(name, cb)
event_handlers[name] = cb
return mp.request_event(name, true)
end
-- default handlers
mp.register_event("shutdown", function() mp.keep_running = false end)
mp.register_event("script-input-dispatch", script_dispatch)
mp.msg = {
log = mp.log,
fatal = function(...) return mp.log("fatal", ...) end,
error = function(...) return mp.log("error", ...) end,
warn = function(...) return mp.log("warn", ...) end,
info = function(...) return mp.log("info", ...) end,
verbose = function(...) return mp.log("v", ...) end,
debug = function(...) return mp.log("debug", ...) end,
}
_G.print = mp.msg.info
package.loaded["mp"] = mp
package.loaded["mp.msg"] = mp.msg
_G.mp_event_loop = function()
local more_events = true
mp.suspend()
while mp.keep_running do
local wait = process_timers()
if wait == nil then
wait = 1e20 -- infinity for all practical purposes
end
if more_events then
wait = 0
end
-- Resume playloop - important especially if an error happened while
-- suspended, and the error was handled, but no resume was done.
if wait > 0 then
mp.resume_all()
end
local e = mp.wait_event(wait)
-- Empty the event queue while suspended; otherwise, each
-- event will keep us waiting until the core suspends again.
mp.suspend()
more_events = (e.event ~= "none")
if more_events then
local handler = event_handlers[e.event]
if handler then
handler(e)
end
end
end
end
return {}
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