Files
Velix-MPV-Core/player/lua/defaults.lua
T
wm4 24fa69dbfa lua: add mechanism for script provided key bindings
There was already an undocumented mechanism provided by
mp.set_key_bindings and other functions, but this was relatively
verbose, and also weird. It was mainly to make the OSC happy (including
being efficient and supporting weird corner cases), while the new
functions try to be a bit simpler.

This also provides a way to let users rebind script-provided commands.

(This mechanism is less efficient, because it's O(n^2) for n added key
bindings, but it shouldn't matter.)
2014-02-17 02:52:58 +01:00

271 lines
7.4 KiB
Lua

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_dispatch_" .. 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
-- "Newer" and more convenient API
local key_bindings = {}
local command_id = 1
local function update_key_bindings()
for i = 1, 2 do
local section, flags
local def = i == 1
if def then
section = "input_" .. mp.script_name
flags = "builtin"
else
section = "input_forced_" .. mp.script_name
flags = "default"
end
local cfg = ""
for k, v in pairs(key_bindings) do
if v.forced ~= def then
cfg = cfg .. v.key .. " script_message " .. mp.script_name
.. " " .. v.name .. "\n"
end
end
mp.input_define_section(section, cfg, flags)
-- TODO: remove the section if the script is stopped
mp.input_enable_section(section)
end
end
local function add_binding(attrs, key, name, fn)
if (type(name) ~= "string") and (not fn) then
fn = name
name = "command" .. tostring(command_id)
command_id = command_id + 1
end
attrs.key = key
attrs.name = name
key_bindings[name] = attrs
update_key_bindings()
if fn then
mp.register_script_command(name, fn)
end
end
function mp.add_key_binding(...)
add_binding({forced=false}, ...)
end
function mp.add_forced_key_binding(...)
add_binding({forced=true}, ...)
end
function mp.remove_key_binding(name)
key_bindings[name] = nil
update_key_bindings()
mp.unregister_script_command(name)
end
local timers = {}
function mp.add_timeout(seconds, cb)
local t = mp.add_periodic_timer(seconds, cb)
t.oneshot = true
return t
end
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
local commands = {}
function mp.register_script_command(name, fn)
commands[name] = fn
end
function mp.unregister_script_command(name)
commands[name] = nil
end
local function command_dispatch(ev)
if #ev.args > 0 then
local handler = commands[ev.args[1]]
handler(unpack(ev.args, 2))
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)
local list = event_handlers[name]
if not list then
list = {}
event_handlers[name] = list
end
list[#list + 1] = 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.register_event("client-message", command_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 handlers = event_handlers[e.event]
if handlers then
for _, handler in ipairs(handlers) do
handler(e)
end
end
end
end
end
return {}