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oscf.lua
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oscf.lua
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-- osc framework
-- ver 1.4
-- # variables
-- player status for public access, generated by program
-- changing their values do not interfere the framework
player = {
now = 0, -- a copy of local now for public access
geo = {width = 0, height = 0, aspect = 0},
idle = true, -- idle status
}
-- user options, altering them may change osc behavior
opts = {
scale = 1, -- osc render scale
fixedHeight = false, -- true means osc y resolution is fixed 480, all elements scale with player window height
hideTimeout = 1, -- seconds untile osc hides, negative means never
fadeDuration = 0.5, -- seconds during fade out, negative means never
}
-- local variables, users do not touch them
local elements = {} -- all available elements
local elementsInUse = {} -- an element added to a layout will be marked here
local layouts = {idle = {}, play = {}} -- tow layouts: idle, play
local oscLayout = 'idle' -- selected layout will be rendered
local activeAreas = { -- mouse in these rectangle areas avtivate osc and key bindings
idle = {}, play = {}} -- example: idle['name'] = {x1=n1, y1=n2, x2=n3, y2=n4, prop=''}
local active = false -- true if mouse is in activeArea
local osd = mp.create_osd_overlay('ass-events')
local tickTimer = nil -- osc timer objects
local tickDelay = 0.03 -- 33 fps limit
local now = 0 -- now time, updated by tick()
local mouseScale = 1 -- mouse positon scale
local visible = false -- osc visiblility
local visualMode = 'out' -- visual mode: in, out, always, hide
local fadeLastTime = 0 -- fade effect time base
local fadeFactor = 0 -- fade factor as transparency modifier
-- # basic osc functions
-- set osd display
-- text: in ASS format
local function setOsd(text)
if text == osd.data then return end
osd.data = text
osd:update()
end
-- update visual effects, which deal with the fade out effect
local function updateVisual()
if visualMode == 'in' then -- osc is shown
visible = true
fadeFactor = 0
if opts.hideTimeout < 0 then return end
if now - fadeLastTime >= opts.hideTimeout then
visualMode = 'out'
fadeLastTime = now
end
elseif visualMode == 'out' then -- fading out
if opts.fadeDuration < 0 then return end
local time = now - fadeLastTime
local factor = time / opts.fadeDuration
if factor > 1 then factor = 1 end
fadeFactor = factor
if time >= opts.fadeDuration then visible = false end
elseif visualMode == 'always' then
fadeFactor = 0
visible = true
elseif visualMode == 'hide' then
visible = false
end
end
function getVisibility()
if visualMode == 'in' or visualMode == 'out' then
return 'normal'
elseif visualMode == 'always' then
return 'always'
elseif visualMode == 'hide' then
return 'hide'
else return 'unknown' end
end
-- set osc visibility
-- mode: 'normal', 'always', 'hide'
function setVisibility(mode)
if mode == 'normal' then
visualMode = 'in'
elseif mode == 'always' then
visualMode = 'always'
elseif mode == 'hide' then
visualMode = 'hide'
end
end
-- show osc if it's faded out
function showOsc()
if visualMode == 'in' or visualMode == 'out' then
visualMode = 'in'
fadeLastTime = now
end
end
-- render a selected layout
local renderLayout = {
idle = function()
local text = {}
for i, e in ipairs(layouts.idle) do
text[i] = e.tick(e)
end
setOsd(table.concat(text, '\n'))
end,
play = function()
local text = {}
updateVisual()
if visible then
for i, e in ipairs(layouts.play) do
e.setAlpha(e, fadeFactor) -- remix fade effect
text[i] = e.tick(e)
end
end
setOsd(table.concat(text, '\n'))
end
}
-- called by mpv timer periodically
local function tick()
now = mp.get_time()
player.now = now
if active then showOsc() end
renderLayout[oscLayout]()
end
-- called on player resize
local function oscResize()
local baseWidth, baseHeight = 720, 480
local dispWidth, dispHeight, dispAspect = mp.get_osd_size()
if dispAspect > 0 then -- in some cases osd size could be zero, need to check
if opts.fixedHeight then -- if true, baseWidth is calculated according to baseHeight
baseWidth = baseHeight * dispAspect
else -- or else, use real window size
baseWidth, baseHeight = dispWidth, dispHeight
end
end
local x = baseWidth / opts.scale
local y = baseHeight / opts.scale
player.geo = {
width = x,
height = y,
aspect = dispAspect
}
-- set osd resolution
osd.res_x = x
osd.res_y = y
-- display positon may not be actual mouse position. need scale
if dispHeight > 0 then
mouseScale = y / dispHeight
else
mouseScale = 0
end
end
-- initialize
local function init()
-- init osd params
osd.res_x = 0
osd.res_y = 0
osd.z = 10
-- init timer
tickTimer = mp.add_periodic_timer(tickDelay, tick)
-- disable internal osc
mp.commandv('set', 'osc', 'no')
end
-- osc starts here
init()
-- # element management
local elements = {}
-- creat a default element as a template
elements['default'] = {
-- z order
layer = 0,
-- geometry, left, right, width, height, alignmet
geo = {x = 0, y = 0, w = 0, h = 0, an = 7},
-- global transparency modifier
trans = 0,
-- render style, each property can be optional
style = {
-- primary, secondary, outline, back colors in BGR format
color = {'ffffff', 'ffffff', 'ffffff', 'ffffff'},
-- transparency, 0~255, 255 is invisible
alpha = {0, 0, 0, 0},
-- border size, decimal
border = 0,
-- blur size, decimal
blur = 0,
-- shadow size, decimal
shadow = 0,
-- font name, string
font = '',
-- fontsize, decimal
fontsize = 10,
-- 0-auto, 1-end wrap, 2-no wrap, 3-auto2
wrap = 2,
},
visible = true,
-- pack[1] - position codes
-- pack[2] - alpha codes
-- pack[3] - other style codes
-- pack[4] - other contents
-- pack[>4] also works if you like
pack = {'', '', '', ''},
-- initialize the element
init = function(self)
self:setPos()
self:setStyle()
self:render()
end,
-- set positon codes
setPos = function(self)
if not self.geo then return end
self.pack[1] = string.format('{\\pos(%f,%f)\\an%d}', self.geo.x, self.geo.y, self.geo.an)
end,
-- set alpha codes, usually called by oscf
-- trans: transparency modifier, 0~1, 1 for invisible
setAlpha = function(self, trans)
local sta = self.style.alpha or elements['default'].style.alpha
local alpha = {0, 0, 0, 0}
self.trans = trans
for i = 1, 4 do
alpha[i] = 255 - (255-sta[i])*(1-trans)
end
self.pack[2] = string.format('{\\1a&H%x&\\2a&H%x&\\3a&H%x&\\4a&H%x&}',
alpha[1], alpha[2], alpha[3], alpha[4])
end,
-- set style codes, including alpha codes
setStyle = function(self)
local st, std = self.style, elements['default'].style
local fmt = {'{', '', '', '', '', '', '', '', '}'}
if st.color then
fmt[2] = string.format('\\1c&H%s&\\2c&H%s&\\3c&H%s&\\4c&H%s&',
st.color[1], st.color[2], st.color[3], st.color[4])
else
fmt[2] = string.format('\\1c&H%s&\\2c&H%s&\\3c&H%s&\\4c&H%s&',
std.color[1], std.color[2], std.color[3], std.color[4])
end
fmt[3] = string.format('\\bord%.2f', st.border or std.border)
fmt[4] = string.format('\\blur%.2f', st.blur or std.blur)
fmt[5] = string.format('\\shad%.2f', st.shadow or std.shadow)
fmt[6] = '\\fn' .. (st.font or std.font)
fmt[7] = string.format('\\fs%.2f', st.fontsize or std.fontsize)
fmt[8] = string.format('\\q%d', st.wrap or std.wrap)
self.pack[3] = table.concat(fmt)
self:setAlpha(self.trans)
end,
-- update other contents
render = function(self) end,
-- called by function tick(), return the pack as a string for further render
-- it MUST return a string, or the osc will halt
tick = function(self)
if self.visible then return table.concat(self.pack)
else return ''
end
end,
--[[responders are functions called by dispatchEvents(), the format is like
responder['event'] = function(self, arg)
...
return true/false
end
return true will prevent this event from other responders, useful in overlaped elements that only one is allowed to respond.]]--
responder = {},
}
-- create a new element, either from 'default', or from an existing source
-- name: name string of the new element
-- source: OPTIONAL name string of an element as a template
-- return: table of the new element
function newElement(name, source)
local ne, lookup = {}, {}
if source == nil then source = 'default' end
local function clone(e) -- deep clone
if type(e) ~= 'table' then return e end
if lookup[e] then return lookup[e] end --keep reference relations
local copy = {}
lookup[e] = copy
for k, v in pairs(e) do
copy[k] = clone(v)
end
return setmetatable(copy, getmetatable(e))
end
ne = clone(elements[source])
elements[name] = ne
return ne
end
-- get the table of an element
-- name: name string of the element
function getElement(name)
return elements[name]
end
-- sort element order
local function lowerFirst (a, b)
return a.layer < b.layer
end
local function higherFirst (a, b)
return a.layer > b.layer
end
-- add an element to idle layout
-- name: name string of the element
-- return: element table
function addToIdleLayout(name)
return addToLayout('idle', name)
end
-- add an element to play layout
-- name: name string of the element
-- return: element table
function addToPlayLayout(name)
return addToLayout('play', name)
end
-- add an element ot a layout
-- layout: 'idle', 'play', or something you like
-- name: name string
-- return: element table
function addToLayout(layout, name)
local e = elements[name]
if e then
table.insert(layouts[layout], e)
table.sort(layouts[layout], lowerFirst)
-- elementsInUse require unique values
local check = true
local n = #elementsInUse
for i = 1, n do
if e == elementsInUse[i] then
check = false
break
end
end
if check then
elementsInUse[n+1] = e
end
table.sort(elementsInUse, higherFirst)
end
return e
end
-- # event management
-- dispatch event to elements in current layout
-- event: string of event name
-- arg: OPTIONAL arguments
function dispatchEvent(event, arg)
for _, v in ipairs(elementsInUse) do
if v.responder[event] and
v.responder[event](v, arg) then
-- a responder return true can terminate this event
break end
end
end
-- property observers to generate events
-- these are minimum events for osc framework
mp.observe_property('osd-dimensions', 'native',
function(name, val)
oscResize()
dispatchEvent('resize')
end)
mp.observe_property('idle-active', 'bool',
function(name, val)
player.idle = val
if not player.idle then oscLayout = 'play'
else oscLayout = 'idle'
end
dispatchEvent('idle')
end)
-- set an active area for idle layout
-- name: string of area name
function setIdleActiveArea(name, x1, y1, x2, y2, prop)
setActiveArea('idle', name, x1, y1, x2, y2, prop)
end
-- set an active area for play layout
-- name: string of area name
function setPlayActiveArea(name, x1, y1, x2, y2, prop)
setActiveArea('play', name, x1, y1, x2, y2, prop)
end
-- a general function to set active area
-- layout: 'idle', 'play', or else
function setActiveArea(layout, name, x1, y1, x2, y2, prop)
local area = {x1 = x1, y1 = y1, x2 = x2, y2 = y2, prop = prop}
activeAreas[layout][name] = area
end
-- get mouse position scaled by display factor
function getMousePos()
local x, y = mp.get_mouse_pos()
return x*mouseScale, y*mouseScale
end
-- mouse move event handler
local function eventMove()
local x, y = getMousePos()
local check = false
local areas = activeAreas[oscLayout]
for _, v in pairs(areas) do
if v.x1 <= x and x <= v.x2 and v.y1 <= y and y <= v.y2 then
if v.prop == 'show_hide' then
showOsc()
goto next
else
-- default
check = true
if not active then
mp.enable_key_bindings('_button_')
active = true
end
end
dispatchEvent('mouse_move', {x, y})
end
::next::
end
if not check and active then
mp.disable_key_bindings('_button_')
active = false
dispatchEvent('mouse_leave')
end
end
-- mouse leave player window
local function eventLeave()
if active then
mp.disable_key_bindings('_button_')
active = false
end
dispatchEvent('mouse_leave')
end
-- mouse button event handler
local function eventButton(event)
local x, y = getMousePos()
dispatchEvent(event, {x, y})
end
-- mouse move bindings
mp.set_key_bindings({
{'mouse_move', eventMove},
{'mouse_leave', eventLeave},
}, '_move_', 'force')
mp.enable_key_bindings('_move_', 'allow-vo-dragging+allow-hide-cursor')
--mouse input bindings
mp.set_key_bindings({
{'mbtn_left', function() eventButton('mbtn_left_up') end, function() eventButton('mbtn_left_down') end},
{'mbtn_right', function() eventButton('mbtn_right_up') end, function() eventButton('mbtn_right_down') end},
{'mbtn_mid', function() eventButton('mbtn_mid_up') end, function() eventButton('mbtn_mid_down') end},
{'wheel_up', function() eventButton('wheel_up') end},
{'wheel_down', function() eventButton('wheel_down') end},
{'mbtn_left_dbl', function() eventButton('mbtn_left_dbl') end},
{'mbtn_right_dbl', function() eventButton('mbtn_right_dbl') end},
{'mbtn_mid_dbl', function() eventButton('mbtn_mid_dbl') end},
}, '_button_', 'force')
-- mouse button events control for user scripts
-- enable mouse button events
function enableMouseButtonEvents()
mp.enable_key_binding('_button_')
end
-- disable mouse button events
function disableMouseButtonEvents()
mp.mp.disable_key_bindings('_button_')
end