mpv can load Lua scripts. Scripts passed to the --script
option, or found in
the scripts
subdirectory of the mpv configuration directory (usually
~/.config/mpv/scripts/
) will be loaded on program start. mpv also appends the
scripts
subdirectory to the end of Lua's path so you can import scripts from
there too. Since it's added to the end, don't name scripts you want to import
the same as Lua libraries because they will be overshadowed by them.
mpv provides the built-in module mp
, which contains functions to send
commands to the mpv core and to retrieve information about playback state, user
settings, file information, and so on.
These scripts can be used to control mpv in a similar way to slave mode. Technically, the Lua code uses the client API internally.
A script which leaves fullscreen mode when the player is paused:
function on_pause_change(name, value) if value == true then mp.set_property("fullscreen", "no") end end mp.observe_property("pause", "bool", on_pause_change)
Your script will be loaded by the player at program start from the scripts
configuration subdirectory, or from a path specified with the --script
option. Some scripts are loaded internally (like --osc
). Each script runs in
its own thread. Your script is first run "as is", and once that is done, the event loop
is entered. This event loop will dispatch events received by mpv and call your
own event handlers which you have registered with mp.register_event
, or
timers added with mp.add_timeout
or similar.
When the player quits, all scripts will be asked to terminate. This happens via
a shutdown
event, which by default will make the event loop return. If your
script got into an endless loop, mpv will probably behave fine during playback,
but it won't terminate when quitting, because it's waiting on your script.
Internally, the C code will call the Lua function mp_event_loop
after
loading a Lua script. This function is normally defined by the default prelude
loaded before your script (see player/lua/defaults.lua
in the mpv sources).
The event loop will wait for events and dispatch events registered with
mp.register_event
. It will also handle timers added with mp.add_timeout
and similar (by waiting with a timeout).
Since mpv 0.6.0, the player will wait until the script is fully loaded before
continuing normal operation. The player considers a script as fully loaded as
soon as it starts waiting for mpv events (or it exits). In practice this means
the player will more or less hang until the script returns from the main chunk
(and mp_event_loop
is called), or the script calls mp_event_loop
or
mp.dispatch_events
directly. This is done to make it possible for a script
to fully setup event handlers etc. before playback actually starts. In older
mpv versions, this happened asynchronously.
The mp
module is preloaded, although it can be loaded manually with
require 'mp'
. It provides the core client API.
mp.command(string)
Run the given command. This is similar to the commands used in input.conf. See `List of Input Commands`_.
By default, this will show something on the OSD (depending on the command), as if it was used in
input.conf
. See `Input Command Prefixes`_ how to influence OSD usage per command.Returns
true
on success, ornil, error
on error.mp.commandv(arg1, arg2, ...)
Similar to
mp.command
, but pass each command argument as separate parameter. This has the advantage that you don't have to care about quoting and escaping in some cases.Example:
mp.command("loadfile " .. filename .. " append") mp.commandv("loadfile", filename, "append")
These two commands are equivalent, except that the first version breaks if the filename contains spaces or certain special characters.
Note that properties are not expanded. You can use either
mp.command
, theexpand-properties
prefix, or themp.get_property
family of functions.Unlike
mp.command
, this will not use OSD by default either (except for some OSD-specific commands).mp.command_native(table [,def])
Similar to
mp.commandv
, but pass the argument list as table. This has the advantage that in at least some cases, arguments can be passed as native types.Returns a result table on success (usually empty), or
def, error
on error.def
is the second parameter provided to the function, and is nil if it's missing.mp.get_property(name [,def])
Return the value of the given property as string. These are the same properties as used in input.conf. See `Properties`_ for a list of properties. The returned string is formatted similar to
${=name}
(see `Property Expansion`_).Returns the string on success, or
def, error
on error.def
is the second parameter provided to the function, and is nil if it's missing.mp.get_property_osd(name [,def])
Similar to
mp.get_property
, but return the property value formatted for OSD. This is the same string as printed with${name}
when used in input.conf.Returns the string on success, or
def, error
on error.def
is the second parameter provided to the function, and is an empty string if it's missing. Unlikeget_property()
, assigning the return value to a variable will always result in a string.mp.get_property_bool(name [,def])
Similar to
mp.get_property
, but return the property value as Boolean.Returns a Boolean on success, or
def, error
on error.mp.get_property_number(name [,def])
Similar to
mp.get_property
, but return the property value as number.Note that while Lua does not distinguish between integers and floats, mpv internals do. This function simply request a double float from mpv, and mpv will usually convert integer property values to float.
Returns a number on success, or
def, error
on error.mp.get_property_native(name [,def])
Similar to
mp.get_property
, but return the property value using the best Lua type for the property. Most time, this will return a string, Boolean, or number. Some properties (for examplechapter-list
) are returned as tables.Returns a value on success, or
def, error
on error. Note thatnil
might be a possible, valid value too in some corner cases.mp.set_property(name, value)
Set the given property to the given string value. See
mp.get_property
and `Properties`_ for more information about properties.Returns true on success, or
nil, error
on error.mp.set_property_bool(name, value)
- Similar to
mp.set_property
, but set the given property to the given Boolean value. mp.set_property_number(name, value)
Similar to
mp.set_property
, but set the given property to the given numeric value.Note that while Lua does not distinguish between integers and floats, mpv internals do. This function will test whether the number can be represented as integer, and if so, it will pass an integer value to mpv, otherwise a double float.
mp.set_property_native(name, value)
Similar to
mp.set_property
, but set the given property using its native type.Since there are several data types which cannot represented natively in Lua, this might not always work as expected. For example, while the Lua wrapper can do some guesswork to decide whether a Lua table is an array or a map, this would fail with empty tables. Also, there are not many properties for which it makes sense to use this, instead of
set_property
,set_property_bool
,set_property_number
. For these reasons, this function should probably be avoided for now, except for properties that use tables natively.mp.get_time()
- Return the current mpv internal time in seconds as a number. This is basically the system time, with an arbitrary offset.
mp.add_key_binding(key, name|fn [,fn [,flags]])
Register callback to be run on a key binding. The binding will be mapped to the given
key
, which is a string describing the physical key. This uses the same key names as in input.conf, and also allows combinations (e.g.ctrl+a
). If the key is empty ornil
, no physical key is registered, but the user still can create own bindings (see below).After calling this function, key presses will cause the function
fn
to be called (unless the user remapped the key with another binding).The
name
argument should be a short symbolic string. It allows the user to remap the key binding via input.conf using thescript-message
command, and the name of the key binding (see below for an example). The name should be unique across other bindings in the same script - if not, the previous binding with the same name will be overwritten. You can omit the name, in which case a random name is generated internally.The last argument is used for optional flags. This is a table, which can have the following entries:
repeatable
- If set to
true
, enables key repeat for this specific binding. complex
- If set to
true
, thenfn
is called on both key up and down events (as well as key repeat, if enabled), with the first argument being a table. This table has anevent
entry, which is set to one of the stringsdown
,repeat
,up
orpress
(the latter if key up/down can't be tracked). It further has anis_mouse
entry, which tells whether the event was caused by a mouse button.
Internally, key bindings are dispatched via the
script-message-to
orscript-binding
input commands andmp.register_script_message
.Trying to map multiple commands to a key will essentially prefer a random binding, while the other bindings are not called. It is guaranteed that user defined bindings in the central input.conf are preferred over bindings added with this function (but see
mp.add_forced_key_binding
).Example:
function something_handler() print("the key was pressed") end mp.add_key_binding("x", "something", something_handler)
This will print the message
the key was pressed
whenx
was pressed.The user can remap these key bindings. Then the user has to put the following into their input.conf to remap the command to the
y
key:y script-binding something
This will print the message when the key
y
is pressed. (x
will still work, unless the user remaps it.)You can also explicitly send a message to a named script only. Assume the above script was using the filename
fooscript.lua
:y script-binding fooscript/something
mp.add_forced_key_binding(...)
- This works almost the same as
mp.add_key_binding
, but registers the key binding in a way that will overwrite the user's custom bindings in their input.conf. (mp.add_key_binding
overwrites default key bindings only, but not those by the user's input.conf.) mp.remove_key_binding(name)
- Remove a key binding added with
mp.add_key_binding
ormp.add_forced_key_binding
. Use the same name as you used when adding the bindings. It's not possible to remove bindings for which you omitted the name. mp.register_event(name, fn)
Call a specific function when an event happens. The event name is a string, and the function fn is a Lua function value.
Some events have associated data. This is put into a Lua table and passed as argument to fn. The Lua table by default contains a
name
field, which is a string containing the event name. If the event has an error associated, theerror
field is set to a string describing the error, on success it's not set.If multiple functions are registered for the same event, they are run in registration order, which the first registered function running before all the other ones.
Returns true if such an event exists, false otherwise.
See Events and List of events for details.
mp.unregister_event(fn)
- Undo
mp.register_event(..., fn)
. This removes all event handlers that are equal to thefn
parameter. This uses normal Lua==
comparison, so be careful when dealing with closures. mp.observe_property(name, type, fn)
Watch a property for changes. If the property
name
is changed, then the functionfn(name)
will be called.type
can benil
, or be set to one ofnone
,native
,bool
,string
, ornumber
.none
is the same asnil
. For all other values, the new value of the property will be passed as second argument tofn
, usingmp.get_property_<type>
to retrieve it. This means iftype
is for examplestring
,fn
is roughly called as infn(name, mp.get_property_string(name))
.If possible, change events are coalesced. If a property is changed a bunch of times in a row, only the last change triggers the change function. (The exact behavior depends on timing and other things.)
In some cases the function is not called even if the property changes. Whether this can happen depends on the property.
If the
type
isnone
ornil
, sporadic property change events are possible. This means the change functionfn
can be called even if the property doesn't actually change.mp.unobserve_property(fn)
- Undo
mp.observe_property(..., fn)
. This removes all property handlers that are equal to thefn
parameter. This uses normal Lua==
comparison, so be careful when dealing with closures. mp.add_timeout(seconds, fn)
Call the given function fn when the given number of seconds has elapsed. Note that the number of seconds can be fractional. For now, the timer's resolution may be as low as 50 ms, although this will be improved in the future.
This is a one-shot timer: it will be removed when it's fired.
Returns a timer object. See
mp.add_periodic_timer
for details.mp.add_periodic_timer(seconds, fn)
Call the given function periodically. This is like
mp.add_timeout
, but the timer is re-added after the function fn is run.- Returns a timer object. The timer object provides the following methods:
stop()
- Disable the timer. Does nothing if the timer is already disabled.
This will remember the current elapsed time when stopping, so that
resume()
essentially unpauses the timer. kill()
- Disable the timer. Resets the elapsed time.
resume()
will restart the timer. resume()
- Restart the timer. If the timer was disabled with
stop()
, this will resume at the time it was stopped. If the timer was disabled withkill()
, or if it's a previously fired one-shot timer (added withadd_timeout()
), this starts the timer from the beginning, using the initially configured timeout. is_enabled()
- Whether the timer is currently enabled or was previously disabled
(e.g. by
stop()
orkill()
). timeout
(RW)This field contains the current timeout period. This value is not updated as time progresses. It's only used to calculate when the timer should fire next when the timer expires.
If you write this, you can call
t:kill() ; t:resume()
to reset the current timeout to the new one. (t:stop()
won't use the new timeout.)oneshot
(RW)- Whether the timer is periodic (
false
) or fires just once (true
). This value is used when the timer expires (but before the timer callback function fn is run).
Note that these are method, and you have to call them using
:
instead of.
(Refer to http://www.lua.org/manual/5.2/manual.html#3.4.9 .)Example:
seconds = 0 timer = mp.add_periodic_timer(1, function() print("called every second") # stop it after 10 seconds seconds = seconds + 1 if seconds >= 10 then timer:kill() end end)
mp.get_opt(key)
- Return a setting from the
--script-opts
option. It's up to the user and the script how this mechanism is used. Currently, all scripts can access this equally, so you should be careful about collisions. mp.get_script_name()
Return the name of the current script. The name is usually made of the filename of the script, with directory and file extension removed. If there are several scripts which would have the same name, it's made unique by appending a number.
Example
The script
/path/to/fooscript.lua
becomesfooscript
.mp.osd_message(text [,duration])
- Show an OSD message on the screen.
duration
is in seconds, and is optional (uses--osd-duration
by default).
These also live in the mp
module, but are documented separately as they
are useful only in special situations.
mp.suspend()
- This function has been deprecated in mpv 0.21.0 and does nothing starting with mpv 0.23.0 (no replacement).
mp.resume()
- This function has been deprecated in mpv 0.21.0 and does nothing starting with mpv 0.23.0 (no replacement).
mp.resume_all()
- This function has been deprecated in mpv 0.21.0 and does nothing starting with mpv 0.23.0 (no replacement).
mp.get_wakeup_pipe()
- Calls
mpv_get_wakeup_pipe()
and returns the read end of the wakeup pipe. (Seeclient.h
for details.) mp.get_next_timeout()
- Return the relative time in seconds when the next timer (
mp.add_timeout
and similar) expires. If there is no timer, returnnil
. mp.dispatch_events([allow_wait])
This can be used to run custom event loops. If you want to have direct control what the Lua script does (instead of being called by the default event loop), you can set the global variable
mp_event_loop
to your own function running the event loop. From your event loop, you should callmp.dispatch_events()
to dequeue and dispatch mpv events.If the
allow_wait
parameter is set totrue
, the function will block until the next event is received or the next timer expires. Otherwise (and this is the default behavior), it returns as soon as the event loop is emptied. It's strongly recommended to usemp.get_next_timeout()
andmp.get_wakeup_pipe()
if you're interested in properly working notification of new events and working timers.mp.register_idle(fn)
- Register an event loop idle handler. Idle handlers are called before the script goes to sleep after handling all new events. This can be used for example to delay processing of property change events: if you're observing multiple properties at once, you might not want to act on each property change, but only when all change notifications have been received.
mp.unregister_idle(fn)
- Undo
mp.register_idle(fn)
. This removes all idle handlers that are equal to thefn
parameter. This uses normal Lua==
comparison, so be careful when dealing with closures. mp.enable_messages(level)
- Set the minimum log level of which mpv message output to receive. These
messages are normally printed to the terminal. By calling this function,
you can set the minimum log level of messages which should be received with
the
log-message
event. See the description of this event for details. The level is a string, seemsg.log
for allowed log levels. mp.register_script_message(name, fn)
This is a helper to dispatch
script-message
orscript-message-to
invocations to Lua functions.fn
is called ifscript-message
orscript-message-to
(with this script as destination) is run withname
as first parameter. The other parameters are passed tofn
. If a message with the given name is already registered, it's overwritten.Used by
mp.add_key_binding
, so be careful about name collisions.mp.unregister_script_message(name)
- Undo a previous registration with
mp.register_script_message
. Does nothing if thename
wasn't registered.
This module allows outputting messages to the terminal, and can be loaded
with require 'mp.msg'
.
msg.log(level, ...)
The level parameter is the message priority. It's a string and one of
fatal
,error
,warn
,info
,v
,debug
. The user's settings will determine which of these messages will be visible. Normally, all messages are visible, exceptv
anddebug
.The parameters after that are all converted to strings. Spaces are inserted to separate multiple parameters.
You don't need to add newlines.
msg.fatal(...)
,msg.error(...)
,msg.warn(...)
,msg.info(...)
,msg.verbose(...)
,msg.debug(...)
- All of these are shortcuts and equivalent to the corresponding
msg.log(level, ...)
call.
mpv comes with a built-in module to manage options from config-files and the command-line. All you have to do is to supply a table with default options to the read_options function. The function will overwrite the default values with values found in the config-file and the command-line (in that order).
options.read_options(table [, identifier])
A
table
with key-value pairs. The type of the default values is important for converting the values read from the config file or command-line back. Do not usenil
as a default value!The
identifier
is used to identify the config-file and the command-line options. These needs to unique to avoid collisions with other scripts. Defaults tomp.get_script_name()
.
Example implementation:
require 'mp.options' local options = { optionA = "defaultvalueA", optionB = -0.5, optionC = true, } read_options(options, "myscript") print(options.optionA)
The config file will be stored in lua-settings/identifier.conf
in mpv's user
folder. Comment lines can be started with # and stray spaces are not removed.
Boolean values will be represented with yes/no.
Example config:
# comment optionA=Hello World optionB=9999 optionC=no
Command-line options are read from the --script-opts
parameter. To avoid
collisions, all keys have to be prefixed with identifier-
.
Example command-line:
--script-opts=myscript-optionA=TEST,myscript-optionB=0,myscript-optionC=yes
This built-in module provides generic helper functions for Lua, and have strictly speaking nothing to do with mpv or video/audio playback. They are provided for convenience. Most compensate for Lua's scarce standard library.
Be warned that any of these functions might disappear any time. They are not strictly part of the guaranteed API.
utils.getcwd()
- Returns the directory that mpv was launched from. On error,
nil, error
is returned. utils.readdir(path [, filter])
Enumerate all entries at the given path on the filesystem, and return them as array. Each entry is a directory entry (without the path). The list is unsorted (in whatever order the operating system returns it).
If the
filter
argument is given, it must be one of the following strings:files
- List regular files only. This excludes directories, special files (like UNIX device files or FIFOs), and dead symlinks. It includes UNIX symlinks to regular files.
dirs
- List directories only, or symlinks to directories.
.
and..
are not included. normal
- Include the results of both
files
anddirs
. (This is the default.) all
- List all entries, even device files, dead symlinks, FIFOs, and the
.
and..
entries.
On error,
nil, error
is returned.utils.split_path(path)
- Split a path into directory component and filename component, and return them. The first return value is always the directory. The second return value is the trailing part of the path, the directory entry.
utils.join_path(p1, p2)
- Return the concatenation of the 2 paths. Tries to be clever. For example,
if
`p2
is an absolute path, p2 is returned without change. utils.subprocess(t)
Runs an external process and waits until it exits. Returns process status and the captured output.
The parameter
t
is a table. The function reads the following entries:args
- Array of strings. The first array entry is the executable. This
can be either an absolute path, or a filename with no path
components, in which case the
PATH
environment variable is used to resolve the executable. The other array elements are passed as command line arguments. cancellable
- Optional. If set to
true
(default), then if the user stops playback or goes to the next file while the process is running, the process will be killed. max_size
- Optional. The maximum size in bytes of the data that can be captured from stdout. (Default: 16 MB.)
The function returns a table as result with the following entries:
status
- The raw exit status of the process. It will be negative on error.
stdout
- Captured output stream as string, limited to
max_size
. error
nil
on success. The stringkilled
if the process was terminated in an unusual way. The stringinit
if the process could not be started.On Windows,
killed
is only returned when the process has been killed by mpv as a result ofcancellable
being set totrue
.killed_by_us
- Set to
true
if the process has been killed by mpv as a result ofcancellable
being set totrue
.
utils.subprocess_detached(t)
Runs an external process and detaches it from mpv's control.
The parameter
t
is a table. The function reads the following entries:args
- Array of strings of the same semantics as the
args
used in thesubprocess
function.
The function returns
nil
.utils.parse_json(str [, trail])
Parses the given string argument as JSON, and returns it as a Lua table. On error, returns
nil, error
. (Currently,error
is just a string readingerror
, because there is no fine-grained error reporting of any kind.)The returned value uses similar conventions as
mp.get_property_native()
to distinguish empty objects and arrays.If the
trail
parameter istrue
(or any value equal totrue
), then trailing non-whitespace text is tolerated by the function, and the trailing text is returned as 3rd return value. (The 3rd return value is always there, but withtrail
set, no error is raised.)utils.format_json(v)
Format the given Lua table (or value) as a JSON string and return it. On error, returns
nil, error
. (Errors usually only happen on value types incompatible with JSON.)The argument value uses similar conventions as
mp.set_property_native()
to distinguish empty objects and arrays.utils.to_string(v)
- Turn the given value into a string. Formats tables and their contents. This doesn't do anything special; it is only needed because Lua is terrible.
Events are notifications from player core to scripts. You can register an
event handler with mp.register_event
.
Note that all scripts (and other parts of the player) receive events equally, and there's no such thing as blocking other scripts from receiving events.
Example:
function my_fn(event) print("start of playback!") end mp.register_event("file-loaded", my_fn)
start-file
- Happens right before a new file is loaded. When you receive this, the player is loading the file (or possibly already done with it).
end-file
Happens after a file was unloaded. Typically, the player will load the next file right away, or quit if this was the last file.
The event has the
reason
field, which takes one of these values:eof
- The file has ended. This can (but doesn't have to) include incomplete files or broken network connections under circumstances.
stop
- Playback was ended by a command.
quit
- Playback was ended by sending the quit command.
error
- An error happened. In this case, an
error
field is present with the error string. redirect
- Happens with playlists and similar. Details see
MPV_END_FILE_REASON_REDIRECT
in the C API. unknown
- Unknown. Normally doesn't happen, unless the Lua API is out of sync with the C API. (Likewise, it could happen that your script gets reason strings that did not exist yet at the time your script was written.)
file-loaded
- Happens after a file was loaded and begins playback.
seek
- Happens on seeking. (This might include cases when the player seeks internally, even without user interaction. This includes e.g. segment changes when playing ordered chapters Matroska files.)
playback-restart
- Start of playback after seek or after file was loaded.
idle
- Idle mode is entered. This happens when playback ended, and the player was
started with
--idle
or--force-window
. This mode is implicitly ended when thestart-file
orshutdown
events happen. tick
- Called after a video frame was displayed. This is a hack, and you should avoid using it. Use timers instead and maybe watch pausing/unpausing events to avoid wasting CPU when the player is paused.
shutdown
- Sent when the player quits, and the script should terminate. Normally handled automatically. See Details on the script initialization and lifecycle.
log-message
Receives messages enabled with
mp.enable_messages
. The message data is contained in the table passed as first parameter to the event handler. The table contains, in addition to the default event fields, the following fields:prefix
- The module prefix, identifies the sender of the message. This is what
the terminal player puts in front of the message text when using the
--v
option, and is also what is used for--msg-level
. level
- The log level as string. See
msg.log
for possible log level names. Note that later versions of mpv might add new levels or remove (undocumented) existing ones. text
- The log message. The text will end with a newline character. Sometimes it can contain multiple lines.
Keep in mind that these messages are meant to be hints for humans. You should not parse them, and prefix/level/text of messages might change any time.
get-property-reply
- Undocumented (not useful for Lua scripts).
set-property-reply
- Undocumented (not useful for Lua scripts).
command-reply
- Undocumented (not useful for Lua scripts).
client-message
- Undocumented (used internally).
video-reconfig
- Happens on video output or filter reconfig.
audio-reconfig
- Happens on audio output or filter reconfig.
The following events also happen, but are deprecated: tracks-changed
,
track-switched
, pause
, unpause
, metadata-update
,
chapter-change
. Use mp.observe_property()
instead.
This documents experimental features, or features that are "too special" to guarantee a stable interface.
mp.add_hook(type, priority, fn)
Add a hook callback for
type
(a string identifying a certain kind of hook). These hooks allow the player to call script functions and wait for their result (normally, the Lua scripting interface is asynchronous from the point of view of the player core).priority
is an arbitrary integer that allows ordering among hooks of the same kind. Using the value 50 is recommended as neutral default value.fn
is the function that will be called during execution of the hook.See `Hooks`_ for currently existing hooks and what they do - only the hook list is interesting; handling hook execution is done by the Lua script function automatically.