dotfiles/multimedia/.config/mpv/scripts/uosc/elements/PauseIndicator.lua
2024-04-20 09:27:09 +02:00

83 lines
2.6 KiB
Lua

local Element = require('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', {render_order = 3})
self.ignores_curtain = true
self.paused = state.pause
self.opacity = 0
self.fadeout = false
self:init_options()
end
function PauseIndicator:init_options()
self.base_icon_opacity = options.pause_indicator == 'flash' and 1 or 0.8
self.type = options.pause_indicator
self:on_prop_pause()
end
function PauseIndicator:flash()
-- 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')
self.fadeout, self.opacity = false, 1
self:tween_property('opacity', 1, 0, 300)
end
-- Decides whether static indicator should be visible or not.
function PauseIndicator:decide()
self.paused = mp.get_property_native('pause') -- see flash() for why this line is necessary
self.fadeout, self.opacity = self.paused, 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:on_prop_pause()
if Elements:v('timeline', 'pressed') then return end
if options.pause_indicator == 'flash' then
if self.paused ~= state.pause then self:flash() end
elseif options.pause_indicator == 'static' then
self:decide()
end
end
function PauseIndicator:on_options()
self:init_options()
if self.type == 'flash' then self.opacity = 0 end
end
function PauseIndicator:render()
if self.opacity == 0 then return end
local ass = assdraw.ass_new()
-- Background fadeout
if self.fadeout 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) * (self.fadeout 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