mpv can load Lua scripts. (See Script location.)
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)
Scripts can be passed to the --script
option, and are automatically loaded
from the scripts
subdirectory of the mpv configuration directory (usually
~/.config/mpv/scripts/
).
A script can be a single file. The file extension is used to select the
scripting backend to use for it. For Lua, it is .lua
. If the extension is
not recognized, an error is printed. (If an error happens, the extension is
either mistyped, or the backend was not compiled into your mpv binary.)
mpv internally loads the script's name by stripping the .lua
extension and
replacing all nonalphanumeric characters with _
. E.g., my-tools.lua
becomes my_tools
. If there are several scripts with the same name, it is
made unique by appending a number. This is the name returned by
mp.get_script_name()
.
Entries with .disable
extension are always ignored.
If a script is a directory (either if a directory is passed to --script
,
or any sub-directories in the script directory, such as for example
~/.config/mpv/scripts/something/
), then the directory represents a single
script. The player will try to load a file named main.x
, where x
is
replaced with the file extension. For example, if main.lua
exists, it is
loaded with the Lua scripting backend.
You must not put any other files or directories that start with main.
into
the script's top level directory. If the script directory contains for example
both main.lua
and main.js
, only one of them will be loaded (and which
one depends on mpv internals that may change any time). Likewise, if there is
for example main.foo
, your script will break as soon as mpv adds a backend
that uses the .foo
file extension.
mpv also appends the top level directory of the script to the start of Lua's package path so you can import scripts from there too. Be aware that this will shadow Lua libraries that use the same package path. (Single file scripts do not include mpv specific directories in the Lua package path. This was silently changed in mpv 0.32.0.)
Using a script directory is the recommended way to package a script that
consists of multiple source files, or requires other files (you can use
mp.get_script_directory()
to get the location and e.g. load data files).
Making a script a git repository, basically a repository which contains a
main.lua
file in the root directory, makes scripts easily updateable
(without the dangers of auto-updates). Another suggestion is to use git
submodules to share common files or libraries.
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. Note that since the
script starts execution concurrently with player initialization, some properties
may not be populated with meaningful values until the relevant subsystems have
initialized.
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. With mpv 0.29.0, this changes
slightly, and it merely waits for scripts to be loaded in this manner before
starting playback as part of the player initialization phase. Scripts run though
initialization in parallel. This might change again.
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. It also allows you to use named argument.If the table is an array, each array item is like an argument in
mp.commandv()
(but can be a native type instead of a string).If the table contains string keys, it's interpreted as command with named arguments. This requires at least an entry with the key
name
to be present, which must be a string, and contains the command name. The special entry_flags
is optional, and if present, must be an array of `Input Command Prefixes`_ to apply. All other entries are interpreted as arguments.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.command_native_async(table [,fn])
Like
mp.command_native()
, but the command is ran asynchronously (as far as possible), and upon completion, fn is called. fn has three arguments:fn(success, result, error)
:success
- Always a Boolean and is true if the command was successful, otherwise false.
result
- The result value (can be nil) in case of success, nil otherwise (as
returned by
mp.command_native()
). error
- The error string in case of an error, nil otherwise.
Returns a table with undefined contents, which can be used as argument for
mp.abort_async_command
.If starting the command failed for some reason,
nil, error
is returned, andfn
is called indicating failure, using the same error value.fn
is always called asynchronously, even if the command failed to start.mp.abort_async_command(t)
- Abort a
mp.command_native_async
call. The argument is the return value of that command (which starts asynchronous execution of the command). Whether this works and how long it takes depends on the command and the situation. The abort call itself is asynchronous. Does not return anything. mp.del_property(name)
Delete the given property. See
mp.get_property
and `Properties`_ for more information about properties. Most properties cannot be deleted.Returns true on success, or
nil, error
on error.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). However, if the key binding is canceled , the function will not be called, unlesscomplex
flag is set totrue
, where the function will be called with thecanceled
entry set totrue
.For example, a canceled key binding can happen in the following situations:
- If key A is pressed while key B is being held down, key B is logically released ("canceled" by key A), which stops the current autorepeat action key B has.
- If key A is pressed while a mouse button is being held down, the mouse
button is logically released, but the mouse button's action will not be
called, unless
complex
flag is set totrue
.
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. (Omitting works as follows: either passnil
forname
, or pass thefn
argument in place of the name. The latter is not recommended and is handled for compatibility only.)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. This option only makes sense whencomplex
is not set totrue
. complex
If set to
true
, thenfn
is called on key down, repeat and up events, with the first argument being a table. This table has the following entries (and may contain undocumented ones):event
- Set to one of the strings
down
,repeat
,up
orpress
(the latter if key up/down/repeat can't be tracked), which indicates the key's logical state. is_mouse
- Boolean: Whether the event was caused by a mouse button.
canceled
- Boolean: Whether the event was canceled. Not all types of cancellations set this flag.
key_name
- The name of they key that triggered this, or
nil
if invoked artificially. If the key name is unknown, it's an empty string. key_text
- Text if triggered by a text key, otherwise
nil
. See description ofscript-binding
command for details (this field is equivalent to the 5th argument).
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.)
If a property is unavailable, or on error, the value argument to
fn
isnil
. (Theobserve_property()
call always succeeds, even if a property does not exist.)In some cases the function is not called even if the property changes. This depends on the property, and it's a valid feature request to ask for better update handling of a specific property.
If the
type
isnone
ornil
, the change functionfn
will be called sporadically even if the property doesn't actually change. You should therefore avoid using these types.You always get an initial change notification. This is meant to initialize the user's state to the current value of the property.
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 [, disabled])
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.
If the
disabled
argument is set totrue
or a truthy value, the timer will wait to be manually started with a call to itsresume()
method.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 [, disabled])
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 methods, and you have to call them using
:
instead of.
(Refer to https://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. Any nonalphanumeric characters are replaced with
_
.Example
The script
/path/to/foo-script.lua
becomesfoo_script
.mp.get_script_directory()
- Return the directory if this is a script packaged as directory (see Script location for a description). Return nothing if this is a single file script.
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.get_wakeup_pipe()
- Calls
mpv_get_wakeup_pipe()
and returns the read end of the wakeup pipe. This is deprecated, but still works. (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. mp.create_osd_overlay(format)
Create an OSD overlay. This is a very thin wrapper around the
osd-overlay
command. The function returns a table, which mostly contains fields that will be passed toosd-overlay
. Theformat
parameter is used to initialize theformat
field. Thedata
field contains the text to be used as overlay. For details, see theosd-overlay
command.In addition, it provides the following methods:
update()
- Commit the OSD overlay to the screen, or in other words, run the
osd-overlay
command with the current fields of the overlay table. Returns the result of theosd-overlay
command itself. remove()
- Remove the overlay from the screen. A
update()
call will add it again.
Example:
ov = mp.create_osd_overlay("ass-events") ov.data = "{\\an5}{\\b1}hello world!" ov:update()
The advantage of using this wrapper (as opposed to running
osd-overlay
directly) is that theid
field is allocated automatically.mp.get_osd_size()
Returns a tuple of
osd_width, osd_height, osd_par
. The first two give the size of the OSD in pixels (for video outputs like--vo=xv
, this may be "scaled" pixels). The third is the display pixel aspect ratio.May return invalid/nonsense values if OSD is not initialized yet.
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
,trace
. The user's settings will determine which of these messages will be visible. Normally, all messages are visible, exceptv
,debug
andtrace
.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(...)
,msg.trace(...)
- 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 [, on_update]])
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()
if the parameter isnil
or missing.The
on_update
parameter enables run-time updates of all matching option values via thescript-opts
option/property. If any of the matching options changes, the values in thetable
(which was originally passed to the function) are changed, andon_update(list)
is called.list
is a table where each updated option has alist[option_name] = true
entry. There is no initialon_update()
call. This never re-reads the config file.script-opts
is always applied on the original config file, ignoring previousscript-opts
values (for example, if an option is removed fromscript-opts
at runtime, the option will have the value in the config file).table
entries are only written for option values whose values effectively change (this is important if the script changestable
entries independently).
Example implementation:
local options = { optionA = "defaultvalueA", optionB = -0.5, optionC = true, } require "mp.options".read_options(options, "myscript") print(options.optionA)
The config file will be stored in script-opts/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.file_info(path)
Stats the given path for information and returns a table with the following entries:
mode
- protection bits (on Windows, always 755 (octal) for directories and 644 (octal) for files)
size
- size in bytes
atime
- time of last access
mtime
- time of last modification
ctime
- time of last metadata change
is_file
- Whether
path
is a regular file (boolean) is_dir
- Whether
path
is a directory (boolean)
mode
andsize
are integers. Timestamps (atime
,mtime
andctime
) are integer seconds since the Unix epoch (Unix time). The booleansis_file
andis_dir
are provided as a convenience; they can be and are derived frommode
.On error (e.g. path does not exist),
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. This is a legacy wrapper around calling the
subprocess
command withmp.command_native
. It does the following things:- copy the table
t
- rename
cancellable
field toplayback_only
- rename
max_size
tocapture_size
- set
capture_stdout
field totrue
if unset - set
name
field tosubprocess
- call
mp.command_native(copied_t)
- if the command failed, create a dummy result table
- copy
error_string
toerror
field if the string is non-empty - return the result table
It is recommended to use
mp.command_native
ormp.command_native_async
directly, instead of calling this legacy wrapper. It is for compatibility only.See the
subprocess
documentation for semantics and further parameters.- copy the table
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
.This is a legacy wrapper around calling the
run
command withmp.commandv
and other functions.utils.getpid()
- Returns the process ID of the running mpv process. This can be used to identify the calling mpv when launching (detached) subprocesses.
utils.get_env_list()
- Returns the C environment as a list of strings. (Do not confuse this with the Lua "environment", which is an unrelated concept.)
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.
This module lets scripts get textual input from the user using the console REPL.
input.get(table)
Show the console to let the user enter text.
The following entries of
table
are read:prompt
- The string to be displayed before the input field.
submit
- A callback invoked when the user presses Enter. The first argument is
the text in the console. You can close the console from within the
callback by calling
input.terminate()
. If you don't, the console stays open and the user can input more text. opened
- A callback invoked when the console is shown. This can be used to
present a list of options with
input.set_log()
. edited
- A callback invoked when the text changes. The first argument is the text in the console.
complete
- A callback invoked when the user presses TAB. The first argument is the text before the cursor. The callback should return a table of the string candidate completion values and the 1-based cursor position from which the completion starts. console.lua will filter the suggestions beginning with the the text between this position and the cursor, sort them alphabetically, insert their longest common prefix, and show them when there are multiple ones.
closed
- A callback invoked when the console is hidden, either because
input.terminate()
was invoked from the other callbacks, or because the user closed it with a key binding. The first argument is the text in the console, and the second argument is the cursor position. default_text
- A string to pre-fill the input field with.
cursor_position
- The initial cursor position, starting from 1.
id
- An identifier that determines which input history and log buffer to use
among the ones stored for
input.get()
calls. The input histories and logs are stored in memory and do not persist across different mpv invocations. Defaults to the calling script name withprompt
appended.
input.terminate()
- Close the console.
input.log(message, style, terminal_style)
- Add a line to the log buffer.
style
can contain additional ASS tags to apply tomessage
, andterminal_style
can contain escape sequences that are used when the console is displayed in the terminal. input.log_error(message)
- Helper to add a line to the log buffer with the same color as the one the console uses for errors. Useful when the user submits invalid input.
input.set_log(log)
Replace the entire log buffer.
log
is a table of strings, or tables withtext
,style
andterminal_style
keys.Example:
input.set_log({ "regular text", { text = "error text", style = "{\\c&H7a77f2&}", terminal_style = "\027[31m", } })
input.select(table)
Specify a list of items that are presented to the user for selection. The user can type part of the desired item and/or navigate them with keybindings:
Down
andCtrl+n
go down,Up
andCtrl+p
go up,Page down
andCtrl+f
scroll down one page, andPage up
andCtrl+b
scroll up one page.The following entries of
table
are read:prompt
- The string to be displayed before the input field.
items
- The table of the entries to choose from.
default_item
- The 1-based integer index of the preselected item.
submit
- The callback invoked when the user presses Enter. The first argument is
the 1-based index of the selected item. Unlike with
input.get()
, the console is automatically closed on submit without having to callinput.terminate()
.
Example:
input.select({ items = { "First playlist entry", "Second playlist entry", }, submit = function (id) mp.commandv("playlist-play-index", id - 1) end, })
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)
For the existing event types, see `List of events`_.
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(hook)
is the function that will be called during execution of the hook. The parameter passed to it (hook
) is a Lua object that can control further aspects about the currently invoked hook. It provides the following methods:defer()
- Returning from the hook function should not automatically continue
the hook. Instead, the API user wants to call
hook:cont()
on its own at a later point in time (before or after the function has returned). cont()
- Continue the hook. Doesn't need to be called unless
defer()
was called.
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.