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LUA SCRIPTING

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LUA SCRIPTING

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.

Technically, the Lua code uses the client API internally.

Example

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)

Script location

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.

Details on the script initialization and lifecycle

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. Rather than retrieving these properties at the top of scripts, you should use mp.observe_property or read them within event handlers.

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.

mp functions

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, or ``nil, 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``,
the ``expand-properties`` prefix, or the ``mp.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,
and ``fn`` 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. Unlike ``get_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 example chapter-list) are returned as tables.

Returns a value on success, or ``def, error`` on error. Note that ``nil``
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 or nil, 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,
unless ``complex`` flag is set to ``true``, where the function will be
called with the ``canceled`` entry set to ``true``.

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 to ``true``.

The ``name`` argument should be a short symbolic string. It allows the user
to remap the key binding via input.conf using the ``script-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 pass ``nil`` for ``name``,
or pass the ``fn`` argument in place of the name. The latter is not
recommended and is handled for compatibility only.)

The ``flags`` argument is used for optional parameters. 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 when ``complex`` is not set to ``true``.

    ``scalable``
        If set to ``true``, enables key scaling for this specific binding.
        This option only makes sense when ``complex`` is set to ``true``.
        Note that this has no effect if the key binding is invoked by
        ``script-binding`` command, where the scalability of the command
        takes precedence.

    ``complex``
        If set to ``true``, then ``fn`` 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`` or
                ``press`` (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 of ``script-binding`` command for details (this
                field is equivalent to the 5th argument).

            ``scale``
                The scale of the key, such as the ones produced by ``WHEEL_*``
                keys. The scale is 1 if the key is nonscalable.

            ``arg``
                User-provided string in the ``arg`` argument in the
                ``script-binding`` command if the key binding is invoked
                by that command.

Internally, key bindings are dispatched via the ``script-message-to`` or
``script-binding`` input commands and ``mp.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`` when ``x`` 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 or mp.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 ``event`` field,
which is a string containing the event name. If the event has an error
associated, the ``error`` 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 the fn 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 function fn(name) will be called. type can be nil, or be set to one of none, native, bool, string, or number. none is the same as nil. For all other values, the new value of the property will be passed as second argument to fn, using mp.get_property_<type> to retrieve it. This means if type is for example string, fn is roughly called as in fn(name, mp.get_property(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`` is
``nil``. (The ``observe_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`` is ``none`` or ``nil``, the change function ``fn`` 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 the fn 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 to ``true`` or a truthy value, the
timer will wait to be manually started with a call to its ``resume()``
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
        with ``kill()``, or if it's a previously fired one-shot timer (added
        with ``add_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()`` or ``kill()``).

    ``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 _.

.. admonition:: Example

    The script ``/path/to/foo-script.lua`` becomes ``foo_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).

Advanced mp functions

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. (See client.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, return nil.

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 call mp.dispatch_events() to dequeue and dispatch mpv events.

If the ``allow_wait`` parameter is set to ``true``, 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 use ``mp.get_next_timeout()`` and
``mp.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 the fn 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, see msg.log for allowed log levels.

mp.register_script_message(name, fn) This is a helper to dispatch script-message or script-message-to invocations to Lua functions. fn is called if script-message or script-message-to (with this script as destination) is run with name as first parameter. The other parameters are passed to fn. 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 the name 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 to osd-overlay. The format parameter is used to initialize the format field. The data field contains the text to be used as overlay. For details, see the osd-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 the ``osd-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 the ``id`` 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.

exit() (global) Make the script exit at the end of the current event loop iteration. This does not terminate mpv itself or other scripts.

This can be polyfilled to support mpv versions older than 0.40 with:

::

    if not _G.exit then
        function exit()
            mp.keep_running = false
        end
    end

mp.msg functions

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, except v, debug and trace.

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.

mp.options functions

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 use nil 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 to ``mp.get_script_name()`` if the parameter is ``nil`` or missing.

The ``on_update`` parameter enables run-time updates of all matching option
values via the ``script-opts`` option/property. If any of the matching
options changes, the values in the ``table`` (which was originally passed to
the function) are changed, and ``on_update(list)`` is called. ``list`` is
a table where each updated option has a ``list[option_name] = true`` entry.
There is no initial ``on_update()`` call. This never re-reads the config file.
``script-opts`` is always applied on the original config file, ignoring
previous ``script-opts`` values (for example, if an option is removed from
``script-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 changes ``table``
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

mp.utils functions

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`` and ``dirs``. (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`` and ``size`` are integers.
Timestamps (``atime``, ``mtime`` and ``ctime``) are integer seconds since
the Unix epoch (Unix time).
The booleans ``is_file`` and ``is_dir`` are provided as a convenience;
they can be and are derived from ``mode``.

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 with mp.command_native. It does the following things:

- copy the table ``t``
- rename ``cancellable`` field to ``playback_only``
- rename ``max_size`` to ``capture_size``
- set ``capture_stdout`` field to ``true`` if unset
- set ``name`` field to ``subprocess``
- call ``mp.command_native(copied_t)``
- if the command failed, create a dummy result table
- copy ``error_string`` to ``error`` field if the string is non-empty
- return the result table

It is recommended to use ``mp.command_native`` or ``mp.command_native_async``
directly, instead of calling this legacy wrapper. It is for compatibility
only.

See the ``subprocess`` documentation for semantics and further parameters.

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 the
        ``subprocess`` function.

The function returns ``nil``.

This is a legacy wrapper around calling the ``run`` command with
``mp.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 reading error, 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 is ``true`` (or any value equal to ``true``),
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 with ``trail`` 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.

mp.input functions

This module lets scripts get textual input from the user using the console.

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.

``keep_open``
    Whether to keep the console open on submit, allowing further input.
    Defaults to ``false``.

    If calling ``input.get()`` or ``input.select()`` again from inside the
    ``submit`` callback, setting this option to ``true`` allows a seamless
    transition without the console closing and reopening.

``opened``
    A callback invoked when the console is shown. This can be used to
    override keybinds set by the console with ``mp.add_forced_key_binding()``.

``edited``
    A callback invoked when the text changes. The first argument is the text
    in the console.

``complete``
    A callback invoked when the user edits the text or moves the cursor. The
    first argument is the text before the cursor, and the second argument is
    a response function which can be called to present completion values to
    the user.

    The first argument to the response function is a table of the string
    candidate completion values, and the second argument is the 1-based cursor
    position from which the completion starts. console will show the
    completions that fuzzily match the text between this position and the
    cursor, which the user can select with ``TAB``. The completions will only
    be shown to the user if the text before the cursor has not since changed.
    The response function should be called with an empty table if there are no
    completion values to display.

    The third and optional argument to the response function is a string that
    will be appended to the input line without displaying it in the completions.

``autoselect_completion``
    Whether to automatically select the first completion on submit if one
    wasn't already manually selected. Defaults to ``false``.

``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.

``history_path``
    If specified, the path to save and load the history of the entered
    lines.

``id``
    An identifier that determines which input history and log buffer to use
    among the ones stored for ``input.get()`` calls. Defaults to the calling
    script name with ``prompt`` appended.

``console_opt_overrides``
    A table containing configuration overrides for the console script.
    Can be used to change the visual style of the text input, among other things.
    See `CONSOLE`_ for the full list of options.

input.terminate() Closes any currently active input request. This will not close requests made by other scripts.

input.log(message, style, terminal_style) Add a line to the log buffer of the latest input.get() request. style can contain additional ASS tags to apply to message, and terminal_style can contain escape sequences that are used when the console is displayed in the terminal.

input.set_log(log) Replace the entire log buffer of the latest input.get() request.

``log`` is a table of strings, or tables with ``text``, ``style`` and
``terminal_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 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.

``keep_open``
    Whether to keep the console open on submit, allowing further input.
    Defaults to ``false``.

    If calling ``input.get()`` or ``input.select()`` again from inside the
    ``submit`` callback, setting this option to ``true`` allows a seamless
    transition without the console closing and reopening.

``opened``
    A callback invoked when the console is shown. This can be used to
    override keybinds set by the console with ``mp.add_forced_key_binding()``.

``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.

``console_opt_overrides``
    A table containing configuration overrides for the console script.
    Can be used to change the visual style of the select window, among other things.
    See `CONSOLE`_ for the full list of options.

Example:

    ::

        input.select({
            items = {
                "First playlist entry",
                "Second playlist entry",
            },
            submit = function (id)
                mp.commandv("playlist-play-index", id - 1)
            end,
        })

Events

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_.

Extras

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.