dotfiles/multimedia/.config/mpv/scripts/uosc_shared/elements/PauseIndicator.lua

80 lines
2.7 KiB
Lua

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