Add mpv config
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83
mpv/scripts/uosc/elements/PauseIndicator.lua
Executable file
83
mpv/scripts/uosc/elements/PauseIndicator.lua
Executable file
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local Element = require('elements/Element')
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---@class PauseIndicator : Element
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local PauseIndicator = class(Element)
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function PauseIndicator:new() return Class.new(self) --[[@as PauseIndicator]] end
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function PauseIndicator:init()
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Element.init(self, 'pause_indicator', {render_order = 3})
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self.ignores_curtain = true
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self.paused = state.pause
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self.opacity = 0
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self.fadeout = false
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self:init_options()
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end
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function PauseIndicator:init_options()
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self.base_icon_opacity = options.pause_indicator == 'flash' and 1 or 0.8
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self.type = options.pause_indicator
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self:on_prop_pause()
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end
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function PauseIndicator:flash()
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-- Can't wait for pause property event listener to set this, because when this is used inside a binding like:
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-- cycle pause; script-binding uosc/flash-pause-indicator
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-- The pause event is not fired fast enough, and indicator starts rendering with old icon.
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self.paused = mp.get_property_native('pause')
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self.fadeout, self.opacity = false, 1
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self:tween_property('opacity', 1, 0, 300)
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end
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-- Decides whether static indicator should be visible or not.
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function PauseIndicator:decide()
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self.paused = mp.get_property_native('pause') -- see flash() for why this line is necessary
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self.fadeout, self.opacity = self.paused, self.paused and 1 or 0
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request_render()
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-- Workaround for an mpv race condition bug during pause on windows builds, which causes osd updates to be ignored.
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-- .03 was still loosing renders, .04 was fine, but to be safe I added 10ms more
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mp.add_timeout(.05, function() osd:update() end)
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end
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function PauseIndicator:on_prop_pause()
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if Elements:v('timeline', 'pressed') then return end
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if options.pause_indicator == 'flash' then
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if self.paused ~= state.pause then self:flash() end
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elseif options.pause_indicator == 'static' then
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self:decide()
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end
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end
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function PauseIndicator:on_options()
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self:init_options()
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if self.type == 'flash' then self.opacity = 0 end
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end
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function PauseIndicator:render()
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if self.opacity == 0 then return end
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local ass = assdraw.ass_new()
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-- Background fadeout
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if self.fadeout then
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ass:rect(0, 0, display.width, display.height, {color = bg, opacity = self.opacity * 0.3})
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end
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-- Icon
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local size = round(math.min(display.width, display.height) * (self.fadeout and 0.20 or 0.15))
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size = size + size * (1 - self.opacity)
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if self.paused then
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ass:icon(display.width / 2, display.height / 2, size, 'pause',
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{border = 1, opacity = self.base_icon_opacity * self.opacity}
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)
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else
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ass:icon(display.width / 2, display.height / 2, size * 1.2, 'play_arrow',
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{border = 1, opacity = self.base_icon_opacity * self.opacity}
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)
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end
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return ass
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end
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return PauseIndicator
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