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client API: add a first class hook API, and deprecate old API
As it turns out, there are multiple libmpv users who saw a need to use the hook API. The API is kind of shitty and was never meant to be actually public (it was mostly a hack for the ytdl script). Introduce a proper API and deprecate the old one. The old one will probably continue to work for a few releases, but will be removed eventually. There are some slight changes to the old API, but if a user followed the manual properly, it won't break. Mostly untested. Appears to work with ytdl_hook.
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@@ -762,40 +762,8 @@ and obscure way to handle events that require stricter coordination. There are
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no API stability guarantees made. Not following the protocol exactly can make
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the player freeze randomly. Basically, nobody should use this API.
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There are two special commands involved. Also, the client must listen for
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client messages (``MPV_EVENT_CLIENT_MESSAGE`` in the C API).
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``hook-add <hook-name> <id> <priority>``
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Subscribe to the hook identified by the first argument (basically, the
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name of event). The ``id`` argument is an arbitrary integer chosen by the
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user. ``priority`` is used to sort all hook handlers globally across all
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clients. Each client can register multiple hook handlers (even for the
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same hook-name). Once the hook is registered, it cannot be unregistered.
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When a specific event happens, all registered handlers are run serially.
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This uses a protocol every client has to follow explicitly. When a hook
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handler is run, a client message (``MPV_EVENT_CLIENT_MESSAGE``) is sent to
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the client which registered the hook. This message has the following
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arguments:
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1. the string ``hook_run``
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2. the ``id`` argument the hook was registered with as string (this can be
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used to correctly handle multiple hooks registered by the same client,
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as long as the ``id`` argument is unique in the client)
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3. something undefined, used by the hook mechanism to track hook execution
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(currently, it's the hook-name, but this might change without warning)
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Upon receiving this message, the client can handle the event. While doing
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this, the player core will still react to requests, but playback will
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typically be stopped.
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When the client is done, it must continue the core's hook execution by
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running the ``hook-ack`` command.
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``hook-ack <string>``
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Run the next hook in the global chain of hooks. The argument is the 3rd
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argument of the client message that starts hook execution for the
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current client.
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The C API is described in the header files. The Lua API is described in the
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Lua section.
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The following hooks are currently defined:
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@@ -830,6 +798,47 @@ The following hooks are currently defined:
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Run before closing a file, and before actually uninitializing
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everything. It's not possible to resume playback in this state.
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Legacy hook API
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~~~~~~~~~~~~~~~
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.. warning::
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The legacy API is deprecated and will be removed soon.
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There are two special commands involved. Also, the client must listen for
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client messages (``MPV_EVENT_CLIENT_MESSAGE`` in the C API).
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``hook-add <hook-name> <id> <priority>``
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Subscribe to the hook identified by the first argument (basically, the
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name of event). The ``id`` argument is an arbitrary integer chosen by the
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user. ``priority`` is used to sort all hook handlers globally across all
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clients. Each client can register multiple hook handlers (even for the
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same hook-name). Once the hook is registered, it cannot be unregistered.
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When a specific event happens, all registered handlers are run serially.
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This uses a protocol every client has to follow explicitly. When a hook
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handler is run, a client message (``MPV_EVENT_CLIENT_MESSAGE``) is sent to
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the client which registered the hook. This message has the following
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arguments:
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1. the string ``hook_run``
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2. the ``id`` argument the hook was registered with as string (this can be
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used to correctly handle multiple hooks registered by the same client,
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as long as the ``id`` argument is unique in the client)
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3. something undefined, used by the hook mechanism to track hook execution
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Upon receiving this message, the client can handle the event. While doing
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this, the player core will still react to requests, but playback will
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typically be stopped.
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When the client is done, it must continue the core's hook execution by
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running the ``hook-ack`` command.
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``hook-ack <string>``
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Run the next hook in the global chain of hooks. The argument is the 3rd
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argument of the client message that starts hook execution for the
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current client.
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Input Command Prefixes
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----------------------
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