diff --git a/build/nsis/Mixxx.nsi b/build/nsis/Mixxx.nsi index 5370ab4167e7..5866fc2ea49f 100644 --- a/build/nsis/Mixxx.nsi +++ b/build/nsis/Mixxx.nsi @@ -427,6 +427,7 @@ Section "Uninstall" Delete "$INSTDIR\controllers\Hercules DJ Control MP3.hid.xml" Delete "$INSTDIR\controllers\Hercules DJ Control MP3.midi.xml" Delete "$INSTDIR\controllers\Hercules DJ Control Steel.midi.xml" + Delete "$INSTDIR\controllers\Hercules P32 DJ.midi.xml" Delete "$INSTDIR\controllers\Hercules-DJ-Console-4-Mx-scripts.js" Delete "$INSTDIR\controllers\Hercules-DJ-Console-Mk1-hid-scripts.js" Delete "$INSTDIR\controllers\Hercules-DJ-Console-Mk2-hid-scripts.js" @@ -443,6 +444,7 @@ Section "Uninstall" Delete "$INSTDIR\controllers\Hercules-DJ-Control-MP3-scripts.js" Delete "$INSTDIR\controllers\Hercules-DJ-Control-Steel-scripts.js" Delete "$INSTDIR\controllers\Hercules-mp3e2-compat.js" + Delete "$INSTDIR\controllers\Hercules-P32-scripts.js" Delete "$INSTDIR\controllers\HID-Keyboard.js" Delete "$INSTDIR\controllers\HID-Trackpad.js" Delete "$INSTDIR\controllers\Ion Discover DJ.midi.xml" @@ -456,6 +458,9 @@ Section "Uninstall" Delete "$INSTDIR\controllers\Korg nanoPAD2.midi.xml" Delete "$INSTDIR\controllers\Korg-nanoKONTROL-2-scripts.js" Delete "$INSTDIR\controllers\Korg-nanoPAD2-scripts.js" + Delete "$INSTDIR\controllers\lodash.mixxx.js" + Delete "$INSTDIR\controllers\M-Audio-Xponent-scripts.js" + Delete "$INSTDIR\controllers\M-Audio_Xponent.midi.xml" Delete "$INSTDIR\controllers\korg_nanokontrol2.mixco.output.js" Delete "$INSTDIR\controllers\korg_nanokontrol2.mixco.output.midi.xml" Delete "$INSTDIR\controllers\M-Audio_Xsession_pro.midi.xml" diff --git a/res/controllers/Hercules P32 DJ.midi.xml b/res/controllers/Hercules P32 DJ.midi.xml new file mode 100644 index 000000000000..4e74fcb05b62 --- /dev/null +++ b/res/controllers/Hercules P32 DJ.midi.xml @@ -0,0 +1,2541 @@ + + + + Hercules P32 DJ + Be + 4-deck mapping for Hercules P32 controller + http://mixxx.org/forums/viewtopic.php?f=7&t=8132 + http://mixxx.org/wiki/doku.php/hercules_p32_dj + + + + + + + + + [Master] + maximize_library + 0x90 + 0x01 + + + + + + [Master] + headSplit + 0x93 + 0x01 + + + + + + [Master] + P32.headMixEncoder + 0xB3 + 0x02 + + + + + + [Channel1] + P32.leftDeck.loopIn.input + 0x91 + 0x50 + + + + + + [Channel1] + P32.leftDeck.loopOut.input + 0x91 + 0x51 + + + + + + [Channel1] + P32.leftDeck.loopTogglePad.input + 0x91 + 0x52 + + + + + + [Channel1] + P32.leftDeck.loopIn.input + 0x94 + 0x50 + + + + + + [Channel1] + P32.leftDeck.loopOut.input + 0x94 + 0x51 + + + + + + [Channel1] + P32.leftDeck.loopTogglePad.input + 0x94 + 0x52 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[1].input + 0x91 + 0x60 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[2].input + 0x91 + 0x61 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[3].input + 0x91 + 0x62 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[4].input + 0x91 + 0x63 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[5].input + 0x91 + 0x5C + + + + + + [Channel1] + P32.leftDeck.hotcueButton[6].input + 0x91 + 0x5D + + + + + + [Channel1] + P32.leftDeck.hotcueButton[7].input + 0x91 + 0x5E + + + + + + [Channel1] + P32.leftDeck.hotcueButton[8].input + 0x91 + 0x5F + + + + + + [Channel1] + P32.leftDeck.hotcueButton[9].input + 0x91 + 0x58 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[10].input + 0x91 + 0x59 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[11].input + 0x91 + 0x5A + + + + + + [Channel1] + P32.leftDeck.hotcueButton[12].input + 0x91 + 0x5B + + + + + + [Channel1] + P32.leftDeck.hotcueButton[13].input + 0x91 + 0x54 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[14].input + 0x91 + 0x55 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[15].input + 0x91 + 0x56 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[16].input + 0x91 + 0x57 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[1].input + 0x94 + 0x60 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[2].input + 0x94 + 0x61 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[3].input + 0x94 + 0x62 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[4].input + 0x94 + 0x63 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[5].input + 0x94 + 0x5C + + + + + + [Channel1] + P32.leftDeck.hotcueButton[6].input + 0x94 + 0x5D + + + + + + [Channel1] + P32.leftDeck.hotcueButton[7].input + 0x94 + 0x5E + + + + + + [Channel1] + P32.leftDeck.hotcueButton[8].input + 0x94 + 0x5F + + + + + + [Channel1] + P32.leftDeck.hotcueButton[9].input + 0x94 + 0x58 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[10].input + 0x94 + 0x59 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[11].input + 0x94 + 0x5A + + + + + + [Channel1] + P32.leftDeck.hotcueButton[12].input + 0x94 + 0x5B + + + + + + [Channel1] + P32.leftDeck.hotcueButton[13].input + 0x94 + 0x54 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[14].input + 0x94 + 0x55 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[15].input + 0x94 + 0x56 + + + + + + [Channel1] + P32.leftDeck.hotcueButton[16].input + 0x94 + 0x57 + + + + + + [Channel1] + P32.leftDeck.effectUnit.knobs[1].input + 0xB1 + 0x06 + + + + + + [Channel1] + P32.leftDeck.effectUnit.knobs[2].input + 0xB1 + 0x07 + + + + + + [Channel1] + P32.leftDeck.effectUnit.knobs[3].input + 0xB1 + 0x08 + + + + + + + [Channel1] + P32.leftDeck.effectUnit.knobs[1].input + 0xB4 + 0x06 + + + + + + [Channel1] + P32.leftDeck.effectUnit.knobs[2].input + 0xB4 + 0x07 + + + + + + [Channel1] + P32.leftDeck.effectUnit.knobs[3].input + 0xB4 + 0x08 + + + + + + [Channel1] + P32.leftDeck.effectUnit.dryWetKnob.input + 0xB1 + 0x09 + + + + + + [Channel1] + P32.leftDeck.effectUnit.dryWetKnob.input + 0xB4 + 0x09 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableButtons[1].input + 0x91 + 0x03 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableButtons[2].input + 0x91 + 0x04 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableButtons[3].input + 0x91 + 0x05 + + + + + + [Channel1] + P32.leftDeck.effectUnit.showParametersButton.input + 0x91 + 0x06 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableButtons[1].input + 0x94 + 0x03 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableButtons[2].input + 0x94 + 0x04 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableButtons[3].input + 0x94 + 0x05 + + + + + + [Channel1] + P32.leftDeck.effectUnit.showParametersButton.input + 0x94 + 0x06 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Channel1.input + 0x91 + 0x40 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Channel1.input + 0x94 + 0x40 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Channel2.input + 0x91 + 0x41 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Channel2.input + 0x94 + 0x41 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Channel3.input + 0x91 + 0x42 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Channel3.input + 0x94 + 0x42 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Channel4.input + 0x91 + 0x43 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Channel4.input + 0x94 + 0x43 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Headphone.input + 0x91 + 0x34 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Master.input + 0x91 + 0x35 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Microphone.input + 0x91 + 0x36 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Auxiliary1.input + 0x91 + 0x37 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Headphone.input + 0x94 + 0x34 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Master.input + 0x94 + 0x35 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Microphone.input + 0x94 + 0x36 + + + + + + [Channel1] + P32.leftDeck.effectUnit.enableOnChannelButtons.Auxiliary1.input + 0x94 + 0x37 + + + + + + [Channel1] + P32.leftDeck.loopMoveEncoder + 0xB4 + 0x0A + + + + + + [Channel1] + P32.leftDeck.play.input + 0x91 + 0x0A + + + + + + [Channel1] + P32.leftDeck.cue.input + 0x91 + 0x09 + + + + + + [Channel1] + P32.leftDeck.cue.input + 0x94 + 0x09 + + + + + + [Channel1] + P32.leftDeck.play.input + 0x94 + 0x0A + + + + + + [Channel1] + P32.leftDeck.sync.input + 0x91 + 0x08 + + + + + + [Channel1] + P32.leftDeck.sync.input + 0x94 + 0x08 + + + + + + [Channel1] + P32.leftDeck.tempSlow.input + 0x91 + 0x44 + + + + + + [Channel1] + P32.leftDeck.tempSlow.input + 0x94 + 0x44 + + + + + + [Channel1] + P32.leftDeck.tempFast.input + 0x91 + 0x45 + + + + + + [Channel1] + P32.leftDeck.tempFast.input + 0x94 + 0x45 + + + + + + [Channel1] + P32.leftDeck.alignBeats.input + 0x91 + 0x46 + + + + + + [Channel1] + P32.leftDeck.alignBeats.input + 0x94 + 0x46 + + + + + + [Channel1] + P32.leftDeck.quantize.input + 0x91 + 0x47 + + + + + + [Channel1] + P32.leftDeck.quantize.input + 0x94 + 0x47 + + + + + + [Channel1] + P32.leftDeck.shiftButton + 0x91 + 0x07 + + + + + + [Channel1] + P32.leftDeck.tempoEncoder + 0xB1 + 0x05 + + + + + + [Channel1] + P32.leftDeck.eqKnob[3].input + 0xB1 + 0x04 + + + + + + [Channel1] + P32.leftDeck.eqKnob[2].input + 0xB1 + 0x03 + + + + + + [Channel1] + P32.leftDeck.eqKnob[3].input + 0xB4 + 0x04 + + + + + + [Channel1] + P32.leftDeck.beatJumpEncoder + 0xB4 + 0x05 + + + + + + [Playlist] + P32.browseEncoder + 0xB0 + 0x02 + + + + + + [Channel1] + P32.leftDeck.pfl.input + 0x91 + 0x10 + + + + + + [Channel1] + P32.leftDeck.eqKnob[1].input + 0xB1 + 0x02 + + + + + + [Channel1] + P32.leftDeck.eqKnob[2].input + 0xB4 + 0x03 + + + + + + [Master] + crossfader + 0xB0 + 0x01 + + + + + + [Channel1] + P32.leftDeck.loadTrack + 0x91 + 0x0F + + + + + + [Channel1] + P32.leftDeck.volume.input + 0xB1 + 0x01 + + + + + + [Channel1] + P32.leftDeck.eqKnob[1].input + 0xB4 + 0x02 + + + + + + [Recording] + P32.recordButton.input + 0x90 + 0x02 + + + + + + [Recording] + P32.slipButton.input + 0x90 + 0x03 + + + + + + [Channel1] + P32.leftDeck.tempoEncoderPress + 0x91 + 0x02 + + + + + + [Channel1] + P32.leftDeck.ejectTrack + 0x94 + 0x0F + + + + + + [Channel1] + P32.leftDeck.volume.input + 0xB4 + 0x01 + + + + + + [Channel1] + P32.leftDeck.loopToggleEncoderPress + 0x91 + 0x01 + + + + + + [Channel1] + P32.leftDeck.beatJumpEncoderPress + 0x94 + 0x02 + + + + + + [Channel1] + P32.leftDeck.loopToggleEncoderPress + 0x94 + 0x01 + + + + + + [Channel1] + P32.leftDeck.loopSizeEncoder.input + 0xB1 + 0x0A + + + + + + [Channel1] + P32.rightDeck.loopMoveEncoder + 0xB5 + 0x0A + + + + + + [Channel1] + P32.rightDeck.play.input + 0x92 + 0x0A + + + + + + [Channel1] + P32.rightDeck.cue.input + 0x92 + 0x09 + + + + + + [Channel1] + P32.rightDeck.cue.input + 0x95 + 0x09 + + + + + + [Channel1] + P32.rightDeck.play.input + 0x95 + 0x0A + + + + + + [Channel1] + P32.rightDeck.sync.input + 0x92 + 0x08 + + + + + + [Channel1] + P32.rightDeck.sync.input + 0x95 + 0x08 + + + + + + [Channel1] + P32.rightDeck.shiftButton + 0x92 + 0x07 + + + + + + [Channel1] + P32.rightDeck.tempoEncoder + 0xB2 + 0x05 + + + + + + [Channel1] + P32.rightDeck.eqKnob[3].input + 0xB2 + 0x04 + + + + + + [Channel1] + P32.rightDeck.beatJumpEncoder + 0xB5 + 0x05 + + + + + + [Channel1] + P32.rightDeck.eqKnob[2].input + 0xB2 + 0x03 + + + + + + [Channel1] + P32.rightDeck.eqKnob[3].input + 0xB5 + 0x04 + + + + + + [Channel1] + P32.rightDeck.pfl.input + 0x92 + 0x10 + + + + + + [Channel1] + P32.rightDeck.eqKnob[1].input + 0xB2 + 0x02 + + + + + + [Channel1] + P32.rightDeck.eqKnob[2].input + 0xB5 + 0x03 + + + + + + [Master] + crossfader + 0xB0 + 0x01 + + + + + + [Channel1] + P32.rightDeck.loadTrack + 0x92 + 0x0F + + + + + + [Channel1] + P32.rightDeck.volume.input + 0xB2 + 0x01 + + + + + + [Channel1] + P32.rightDeck.eqKnob[1].input + 0xB5 + 0x02 + + + + + + [Channel1] + P32.rightDeck.tempoEncoderPress + 0x92 + 0x02 + + + + + + [Channel1] + P32.rightDeck.ejectTrack + 0x95 + 0x0F + + + + + + [Channel1] + P32.rightDeck.volume.input + 0xB5 + 0x01 + + + + + + [Channel1] + P32.rightDeck.loopToggleEncoderPress + 0x92 + 0x01 + + + + + + [Channel1] + P32.rightDeck.beatJumpEncoderPress + 0x95 + 0x02 + + + + + + [Channel1] + P32.rightDeck.loopToggleEncoderPress + 0x95 + 0x01 + + + + + + [Channel1] + P32.rightDeck.loopSizeEncoder.input + 0xB2 + 0x0A + + + + + + [Channel1] + P32.rightDeck.hotcueButton[1].input + 0x92 + 0x60 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[2].input + 0x92 + 0x61 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[3].input + 0x92 + 0x62 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[4].input + 0x92 + 0x63 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[5].input + 0x92 + 0x5C + + + + + + [Channel1] + P32.rightDeck.hotcueButton[6].input + 0x92 + 0x5D + + + + + + [Channel1] + P32.rightDeck.hotcueButton[7].input + 0x92 + 0x5E + + + + + + [Channel1] + P32.rightDeck.hotcueButton[8].input + 0x92 + 0x5F + + + + + + [Channel1] + P32.rightDeck.hotcueButton[9].input + 0x92 + 0x58 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[10].input + 0x92 + 0x59 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[11].input + 0x92 + 0x5A + + + + + + [Channel1] + P32.rightDeck.hotcueButton[12].input + 0x92 + 0x5B + + + + + + [Channel1] + P32.rightDeck.hotcueButton[13].input + 0x92 + 0x54 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[14].input + 0x92 + 0x55 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[15].input + 0x92 + 0x56 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[16].input + 0x92 + 0x57 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[1].input + 0x95 + 0x60 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[2].input + 0x95 + 0x61 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[3].input + 0x95 + 0x62 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[4].input + 0x95 + 0x63 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[5].input + 0x95 + 0x5C + + + + + + [Channel1] + P32.rightDeck.hotcueButton[6].input + 0x95 + 0x5D + + + + + + [Channel1] + P32.rightDeck.hotcueButton[7].input + 0x95 + 0x5E + + + + + + [Channel1] + P32.rightDeck.hotcueButton[8].input + 0x95 + 0x5F + + + + + + [Channel1] + P32.rightDeck.hotcueButton[9].input + 0x95 + 0x58 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[10].input + 0x95 + 0x59 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[11].input + 0x95 + 0x5A + + + + + + [Channel1] + P32.rightDeck.hotcueButton[12].input + 0x95 + 0x5B + + + + + + [Channel1] + P32.rightDeck.hotcueButton[13].input + 0x95 + 0x54 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[14].input + 0x95 + 0x55 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[15].input + 0x95 + 0x56 + + + + + + [Channel1] + P32.rightDeck.hotcueButton[16].input + 0x95 + 0x57 + + + + + + [Channel1] + P32.rightDeck.effectUnit.knobs[1].input + 0xB2 + 0x06 + + + + + + [Channel1] + P32.rightDeck.effectUnit.knobs[2].input + 0xB2 + 0x07 + + + + + + [Channel1] + P32.rightDeck.effectUnit.knobs[3].input + 0xB2 + 0x08 + + + + + + + [Channel1] + P32.rightDeck.effectUnit.knobs[1].input + 0xB5 + 0x06 + + + + + + [Channel1] + P32.rightDeck.effectUnit.knobs[2].input + 0xB5 + 0x07 + + + + + + [Channel1] + P32.rightDeck.effectUnit.knobs[3].input + 0xB5 + 0x08 + + + + + + [Channel1] + P32.rightDeck.effectUnit.dryWetKnob.input + 0xB2 + 0x09 + + + + + + [Channel1] + P32.rightDeck.effectUnit.dryWetKnob.input + 0xB5 + 0x09 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableButtons[1].input + 0x92 + 0x03 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableButtons[2].input + 0x92 + 0x04 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableButtons[3].input + 0x92 + 0x05 + + + + + + [Channel1] + P32.rightDeck.effectUnit.showParametersButton.input + 0x92 + 0x06 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableButtons[1].input + 0x95 + 0x03 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableButtons[2].input + 0x95 + 0x04 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableButtons[3].input + 0x95 + 0x05 + + + + + + [Channel1] + P32.rightDeck.effectUnit.showParametersButton.input + 0x95 + 0x06 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Headphone.input + 0x92 + 0x34 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Master.input + 0x92 + 0x35 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Microphone.input + 0x92 + 0x36 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Auxiliary1.input + 0x92 + 0x37 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Headphone.input + 0x95 + 0x34 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Master.input + 0x95 + 0x35 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Microphone.input + 0x95 + 0x36 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Auxiliary1.input + 0x95 + 0x37 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Channel1.input + 0x92 + 0x40 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Channel1.input + 0x95 + 0x40 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Channel2.input + 0x92 + 0x41 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Channel2.input + 0x95 + 0x41 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Channel3.input + 0x92 + 0x42 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Channel3.input + 0x95 + 0x42 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Channel4.input + 0x92 + 0x43 + + + + + + [Channel1] + P32.rightDeck.effectUnit.enableOnChannelButtons.Channel4.input + 0x95 + 0x43 + + + + + + [Channel1] + P32.leftDeck.samplerButton[1].input + 0x91 + 0x30 + + + + + + [Channel1] + P32.leftDeck.samplerButton[2].input + 0x91 + 0x31 + + + + + + [Channel1] + P32.leftDeck.samplerButton[3].input + 0x91 + 0x32 + + + + + + [Channel1] + P32.leftDeck.samplerButton[4].input + 0x91 + 0x33 + + + + + + [Channel1] + P32.leftDeck.samplerButton[5].input + 0x91 + 0x2C + + + + + + [Channel1] + P32.leftDeck.samplerButton[6].input + 0x91 + 0x2D + + + + + + [Channel1] + P32.leftDeck.samplerButton[7].input + 0x91 + 0x2E + + + + + + [Channel1] + P32.leftDeck.samplerButton[8].input + 0x91 + 0x2F + + + + + + [Channel1] + P32.leftDeck.samplerButton[9].input + 0x91 + 0x28 + + + + + + [Channel1] + P32.leftDeck.samplerButton[10].input + 0x91 + 0x29 + + + + + + [Channel1] + P32.leftDeck.samplerButton[11].input + 0x91 + 0x2A + + + + + + [Channel1] + P32.leftDeck.samplerButton[12].input + 0x91 + 0x2B + + + + + + [Channel1] + P32.leftDeck.samplerButton[13].input + 0x91 + 0x24 + + + + + + [Channel1] + P32.leftDeck.samplerButton[14].input + 0x91 + 0x25 + + + + + + [Channel1] + P32.leftDeck.samplerButton[15].input + 0x91 + 0x26 + + + + + + [Channel1] + P32.leftDeck.samplerButton[16].input + 0x91 + 0x27 + + + + + + [Channel1] + P32.leftDeck.samplerButton[1].input + 0x94 + 0x30 + + + + + + [Channel1] + P32.leftDeck.samplerButton[2].input + 0x94 + 0x31 + + + + + + [Channel1] + P32.leftDeck.samplerButton[3].input + 0x94 + 0x32 + + + + + + [Channel1] + P32.leftDeck.samplerButton[4].input + 0x94 + 0x33 + + + + + + [Channel1] + P32.leftDeck.samplerButton[5].input + 0x94 + 0x2C + + + + + + [Channel1] + P32.leftDeck.samplerButton[6].input + 0x94 + 0x2D + + + + + + [Channel1] + P32.leftDeck.samplerButton[7].input + 0x94 + 0x2E + + + + + + [Channel1] + P32.leftDeck.samplerButton[8].input + 0x94 + 0x2F + + + + + + [Channel1] + P32.leftDeck.samplerButton[9].input + 0x94 + 0x28 + + + + + + [Channel1] + P32.leftDeck.samplerButton[10].input + 0x94 + 0x29 + + + + + + [Channel1] + P32.leftDeck.samplerButton[11].input + 0x94 + 0x2A + + + + + + [Channel1] + P32.leftDeck.samplerButton[12].input + 0x94 + 0x2B + + + + + + [Channel1] + P32.leftDeck.samplerButton[13].input + 0x94 + 0x24 + + + + + + [Channel1] + P32.leftDeck.samplerButton[14].input + 0x94 + 0x25 + + + + + + [Channel1] + P32.leftDeck.samplerButton[15].input + 0x94 + 0x26 + + + + + + [Channel1] + P32.leftDeck.samplerButton[16].input + 0x94 + 0x27 + + + + + + [Channel1] + P32.rightDeck.samplerButton[17].input + 0x92 + 0x30 + + + + + + [Channel1] + P32.rightDeck.samplerButton[18].input + 0x92 + 0x31 + + + + + + [Channel1] + P32.rightDeck.samplerButton[19].input + 0x92 + 0x32 + + + + + + [Channel1] + P32.rightDeck.samplerButton[20].input + 0x92 + 0x33 + + + + + + [Channel1] + P32.rightDeck.samplerButton[21].input + 0x92 + 0x2C + + + + + + [Channel1] + P32.rightDeck.samplerButton[22].input + 0x92 + 0x2D + + + + + + [Channel1] + P32.rightDeck.samplerButton[23].input + 0x92 + 0x2E + + + + + + [Channel1] + P32.rightDeck.samplerButton[24].input + 0x92 + 0x2F + + + + + + [Channel1] + P32.rightDeck.samplerButton[25].input + 0x92 + 0x28 + + + + + + [Channel1] + P32.rightDeck.samplerButton[26].input + 0x92 + 0x29 + + + + + + [Channel1] + P32.rightDeck.samplerButton[27].input + 0x92 + 0x2A + + + + + + [Channel1] + P32.rightDeck.samplerButton[28].input + 0x92 + 0x2B + + + + + + [Channel1] + P32.rightDeck.samplerButton[29].input + 0x92 + 0x24 + + + + + + [Channel1] + P32.rightDeck.samplerButton[30].input + 0x92 + 0x25 + + + + + + [Channel1] + P32.rightDeck.samplerButton[31].input + 0x92 + 0x26 + + + + + + [Channel1] + P32.rightDeck.samplerButton[32].input + 0x92 + 0x27 + + + + + + [Channel1] + P32.rightDeck.samplerButton[17].input + 0x95 + 0x30 + + + + + + [Channel1] + P32.rightDeck.samplerButton[18].input + 0x95 + 0x31 + + + + + + [Channel1] + P32.rightDeck.samplerButton[19].input + 0x95 + 0x32 + + + + + + [Channel1] + P32.rightDeck.samplerButton[20].input + 0x95 + 0x33 + + + + + + [Channel1] + P32.rightDeck.samplerButton[21].input + 0x95 + 0x2C + + + + + + [Channel1] + P32.rightDeck.samplerButton[22].input + 0x95 + 0x2D + + + + + + [Channel1] + P32.rightDeck.samplerButton[23].input + 0x95 + 0x2E + + + + + + [Channel1] + P32.rightDeck.samplerButton[24].input + 0x95 + 0x2F + + + + + + [Channel1] + P32.rightDeck.samplerButton[25].input + 0x95 + 0x28 + + + + + + [Channel1] + P32.rightDeck.samplerButton[26].input + 0x95 + 0x29 + + + + + + [Channel1] + P32.rightDeck.samplerButton[27].input + 0x95 + 0x2A + + + + + + [Channel1] + P32.rightDeck.samplerButton[28].input + 0x95 + 0x2B + + + + + + [Channel1] + P32.rightDeck.samplerButton[29].input + 0x95 + 0x24 + + + + + + [Channel1] + P32.rightDeck.samplerButton[30].input + 0x95 + 0x25 + + + + + + [Channel1] + P32.rightDeck.samplerButton[31].input + 0x95 + 0x26 + + + + + + [Channel1] + P32.rightDeck.samplerButton[32].input + 0x95 + 0x27 + + + + + + [Channel1] + P32.rightDeck.loopIn.input + 0x92 + 0x50 + + + + + + [Channel1] + P32.rightDeck.loopOut.input + 0x92 + 0x51 + + + + + + [Channel1] + P32.rightDeck.loopTogglePad.input + 0x92 + 0x52 + + + + + + [Channel1] + P32.rightDeck.loopIn.input + 0x95 + 0x50 + + + + + + [Channel1] + P32.rightDeck.loopOut.input + 0x95 + 0x51 + + + + + + [Channel1] + P32.rightDeck.loopTogglePad.input + 0x95 + 0x52 + + + + + + [Channel1] + P32.rightDeck.tempSlow.input + 0x92 + 0x44 + + + + + + [Channel1] + P32.rightDeck.tempSlow.input + 0x95 + 0x44 + + + + + + [Channel1] + P32.rightDeck.tempFast.input + 0x92 + 0x45 + + + + + + [Channel1] + P32.rightDeck.tempFast.input + 0x95 + 0x45 + + + + + + [Channel1] + P32.rightDeck.alignBeats.input + 0x92 + 0x46 + + + + + + [Channel1] + P32.rightDeck.alignBeats.input + 0x95 + 0x46 + + + + + + [Channel1] + P32.rightDeck.quantize.input + 0x92 + 0x47 + + + + + + [Channel1] + P32.rightDeck.quantize.input + 0x95 + 0x47 + + + + + + + + diff --git a/res/controllers/Hercules-P32-scripts.js b/res/controllers/Hercules-P32-scripts.js new file mode 100644 index 000000000000..7091daabd007 --- /dev/null +++ b/res/controllers/Hercules-P32-scripts.js @@ -0,0 +1,1501 @@ +// USER CONFIGURABLE OPTIONS +// loop size (in beats) when Mixxx starts +var defaultLoopSize = 8; +// beat jump size when Mixxx starts +var defaultBeatJumpSize = 4; +// Set to "true" to use the dot on the loop size LED display to indicate +// that a loop is active. This restricts loop sizes to 2-32 beats and +// may be helpful if you never use loops less than 2 beats long. +// Otherwise the dot indicates a loop size equal to 1/(# on the LED display). +var loopEnabledDot = false; +// Assign samplers on left side of the controller to left side of the crossfader +// and samplers on right side of the controller to the right side of the crossfader +var samplerCrossfaderAssign = true; + +/** + * Hercules P32 DJ controller script for Mixxx 2.0 + * Thanks to Hercules for supporting the development of this mapping by providing a controller + * See http://mixxx.org/wiki/doku.php/hercules_p32_dj for instructions on how to use this mapping + * + * Copyright (C) 2017 Be + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +**/ +'use strict'; + +/** +A Control is a JavaScript object that represents a physical component on a controller, such as a +button, knob, encoder, or fader. It encapsulates all the information needed to receive MIDI input +from that component and send MIDI signals out to the controller to activate its LED(s). It provides +generic functions that can be made to work for most use cases just by changing some attributes +of the Control, without having to write many or any custom functions. + +Controls should generally be properties of a ControlContainer object, which provides functions for +conveniently iterating over a collection of related Controls. Most Controls should be properties of +a custom Deck object, which is a derivative of ControlContainer. Refer to the Deck documentation for +more details and an example. + +The input function needs to be mapped to the incoming MIDI signals in the XML file. For example: + + [Channel1] + + MyController.leftDeck.quantizeButton.input + 0x90 + 0x01 + + + + +The output does not need to be mapped in XML. It is handled by the library in JavaScript. + +A handful of derivative Control objects are available that are more convenient for common use cases. +These derivative objects will cover most use cases. In practice, most Controls are derivatives +of the Button or Pot Controls. Only if you need to make a lot of changes to the default Control +attributes should you use the Control constructor directly. + +Create Controls by calling the constructor with JavaScript's "new" keyword. The Control constructor +takes a single argument. This is an options object containing properties that get merged with the +Control when it is created, making it easy to customize the functionality of the Control. Most +Controls will need at least their midi, group, inCo, and outCo attributes specified. + +The midi attribute is a two member array corresponding to the first two MIDI bytes that the +controller sends/receives when the physical component changes state. Currently, this is only used +to send out MIDI messages and is not relevant for receiving input because that is handled by +the XML file. The group property specifies the group that both the inCo and outCo manipulate, for +example '[Channel1]' for deck 1. The inCo property is the name of the Mixxx ControlObject (see +http://mixxx.org/wiki/doku.php/mixxxcontrols for a list of them) that this JavaScript Control +manipulates when it receives a MIDI input signal. When the Mixxx CO specified by outCo changes, this +JavaScript Control sends MIDI signals back out to the controller. For example: + +var quantizeButton = new Button({ + midi: [0x91, 0x01], + group: '[Channel1]' + inCo: 'quantize', + outCo: 'quantize' +}); + +The output callback is automatically connected by the constructor function if the outCo, group, +and midi properties are specified to the constructor (unless the outConnect property is set to false +to intentionally avoid that). This makes it easy to map the controller so its LEDs stay synchronized +with the status of Mixxx, whether the outCo changes because of the Control receiving MIDI input or +the user changing it with the keyboard, mouse, or another controller. The output callback can be +easily connected and disconnected by calling the Control's connect() and disconnect() functions. The +output callback can also be manually run with the appropriate arguments simply by calling the +Control's trigger() function. The connect(), disconnect(), and trigger() functions are automatically +called by ControlContainer's reconnectControls and applyLayer functions to make activating different +layers of functionality easy. + +Controls can be used to manage alternate behaviors in different conditions. The most common use case +for this is for shift buttons. For that case, assign functions to the shift and unshift properties +that manipulate the Control appropriately. In some cases, using the shift/unshift functions to +change the Control's inCo, outCo, or group properties will be sufficient. Refer to HotcueButton for +an example. In more complex cases, changing input() and output() may be required. Refer to +SamplerButton and EffectUnit for examples. To avoid redundancy (like typing the name of the inCo +both as the inCo property and in the unshift function), the Control constructor will automatically +call the unshift function if it exists. The shift() and unshift() functions of ControlContainer will +call the appropriate function of all the Controls within it that have that function defined +and will recursively decend into ControlContainers that are properties of the parent +ControlContainer. + + +Control and its derivative objects use constructor functions with a minimal amount of logic. Most of +the functionality of Controls comes from their prototype objects. In JavaScript, making a change to +an object's prototype immediately changes all existing and future objects that have it in their +prototype chain (regardless of the context in which the derivative objects were created). This +makes it easy to change the behavior for all (of a subtype) of Control to accomodate the MIDI +signals used by a particular controller. For example, the Hercules P32 controller sends and receives +two sets of MIDI signals for most physical components, one for when the shift button is pressed and +one for when the shift button is not pressed. The controller changes the state of its LEDs when the +shift buttons are pressed, which is controlled by the alternate set of MIDI signals. These alternate +MIDI signals are the same as the unshifted ones, but the MIDI channel is 3 higher. So, to avoid +having the LEDs flicker when the shift button is pressed or having to define separate JavaScript +Controls for every physical controller component in its shifted and unshifted state, the P32's +init function has this code: + +Control.prototype.shiftOffset = 3; +Control.prototype.shiftChannel = true; +Button.prototype.sendShifted = true; +This causes the Control.prototype.send function to send both the shifted and unshifted MIDI +signals when the Control's outCo changes. If your controller uses the same MIDI channel but +different MIDI control numbers when a shift button is pressed, set Control.prototype.shiftControl to +true instead of Control.prototype.shiftChannel. + + +This library provides more convenient shortcuts for common situations. If inCo and outCo are the +same, you can specify 'co' in the options object for the constructor to set both inCo and outCo. +For example: + +var quantizeButton = new Button({ + midi: [0x91, 0x01], + group: '[Channel1]' + co: 'quantize' +}); + +Setting the co property after calling the constructor will not automatically set inCo and outCo; +you would need to do that manually if necessary. + +Also, if a Control only needs its midi property specified for its constructor, this can be provided +simply as an array without wrapping it in an object. For example: + +var playButton = new PlayButton([0x90 + channel, 0x0A]); +instead of +var playButton = new PlayButton({ + midi: [0x90 + channel, 0x0A] +}); + +To avoid typing out the group for the constructor of each Control, Controls that share a group can +be part of a ControlContainer and the ControlContainer's reconnectControls method can assign the +group to all of them. Refer to the Deck ControlContainer documentation for an example. +**/ +// +var Control = function (options) { + if (Array.isArray(options) && typeof options[0] === 'number') { + this.midi = options; + } else { + _.assign(this, options); + } + + if (typeof this.unshift === 'function') { + this.unshift(); + } + // These cannot be in the prototype; they must be unique to each instance. + this.isShifted = false; + this.connections = []; + + if (options !== undefined && typeof options.co === 'string') { + this.inCo = options.co; + this.outCo = options.co; + } + + if (this.outConnect && this.group !== undefined && this.outCo !== undefined) { + this.connect(); + if (this.outTrigger) { + this.trigger(); + } + } +}; +Control.prototype = { + // default attributes + // You should probably overwrite at least some of these. + inValueScale: function (value) { + return value / this.max; + }, + // map input in the XML file, not inValueScale + input: function (channel, control, value, status, group) { + this.setParameter(this.inValueScale(value)); + }, + max: 127, // for MIDI. When adapting for HID this may change. + outValueScale: function (value) {return value * this.max;}, + output: function (value, group, control) { + this.send(this.outValueScale(value)); + }, + outConnect: true, + outTrigger: true, + + // common functions + // In most cases, you should not overwrite these. + setValue: function (value) { + engine.setValue(this.group, this.inCo, value); + }, + setParameter: function (value) { + print (this.inCo); + engine.setParameter(this.group, this.inCo, value); + }, + // outCo value generally shouldn't be set directly, + // only by the output() callback when its value changes, + // or by calling trigger() + // so don't provide separate setValueIn/setValueOut functions. + getValueIn: function () { + return engine.getValue(this.group, this.inCo); + }, + getValueOut: function () { + return engine.getValue(this.group, this.outCo); + }, + getParameterIn: function () { + return engine.getParameter(this.group, this.inCo); + }, + getParameterOut: function () { + return engine.getParameter(this.group, this.outCo); + }, + toggle: function () { + this.setValue( ! this.getValueIn()); + }, + connect: function () { + /** + Override this method with a custom one to connect multiple Mixxx COs for a single Control. + Add the connection objects to the this.connections array so they all get disconnected just + by calling this.disconnect(). This can be helpful for multicolor LEDs that show a + different color depending on the state of different Mixxx COs. See SamplerButton.connect() + and SamplerButton.output() for an example. + **/ + if (undefined !== this.group && + undefined !== this.outCo && + undefined !== this.output && + typeof this.output === 'function') { + this.connections[0] = engine.connectControl(this.group, this.outCo, this.output); + } + }, + disconnect: function () { + if (this.connections[0] !== undefined) { + this.connections.forEach(function (connection) { + connection.disconnect(); + }); + } + }, + trigger: function() { + engine.trigger(this.group, this.outCo); + }, + shiftOffset: 0, + sendShifted: false, + shiftChannel: false, + shiftControl: false, + send: function (value) { + if (this.midi === undefined || this.midi[0] === undefined || this.midi[1] === undefined) { + return; + } + midi.sendShortMsg(this.midi[0], this.midi[1], value); + if (this.sendShifted) { + if (this.shiftChannel) { + midi.sendShortMsg(this.midi[0] + this.shiftOffset, this.midi[1], value); + } else if (this.shiftControl) { + midi.sendShortMsg(this.midi[0], this.midi[1] + this.shiftOffset, value); + } + } + }, +}; + +/** +A Button is a Control derivative for buttons/pads. + +For example: +var quantize = new Button({ + midi: [0x91, 0x01], + group: '[Channel1]', + co: 'quantize', +}); + +By default, the inCo is toggled only when the button is pressed. For buttons that activate an inCo +only while they are held down, set the onlyOnPress property to false. For example: +var tempSlow = new Button({ + midi: [0x91, 0x44], + inCo: 'rate_temp_down', + onlyOnPress: false, +}); + +The button's LED is sent the value of the "on" property when outCo > 0 and "off" when outCo <= 0. +By default, on is 127 and off is 0. For buttons/pads with multicolor LEDs, you can change the color +of the LED by defining the on and off properties to be the MIDI value to send for that state. For +example, if the LED turns red when sent a MIDI value of 127 and blue when sent a value of 126: + +MyController.padColors = { + red: 127, + blue: 126 +}; +MyController.quantize = new Button({ + midi: [0x91, 0x01], + group: '[Channel1]', + co: 'quantize', + on: MyController.padColors.red, + off: MyController.padColors.blue, +}); + +Derivative Buttons are provided for many common use cases, including: +PlayButton +CueButton +SyncButton +LoopToggleButton +HotcueButton +SamplerButton +These make it easy to map those kinds of buttons without having to worry about particularities +of Mixxx's ControlObjects that can make mapping them not so straightforward. The PlayButton, +SyncButton, HotcueButton, and SamplerButton objects also provide alternate functionality for when a +shift button is pressed. + +By default, this works for controllers that send MIDI messages with a different 3rd byte of the +MIDI message (value) to indicate the button being pressed/released, with the first two bytes +(status and control) remaining the same for both press and release. If your controller sends +separate MIDI note on/off messages with on indicated by the first nybble (hexadecimal digit) of +the first (status) byte being 9 and note off with the first nybble being 8, in your script's init +function, set Button.prototype.separateNoteOnOff to true and map both the note on and off messages +in XML to the Button object's input property. +**/ +var Button = function (options) { + Control.call(this, options); +}; +Button.prototype = new Control({ + onlyOnPress: true, + on: 127, + off: 0, + inValueScale: function () { return ! this.getValueIn(); }, + separateNoteOnOff: false, + input: function (channel, control, value, status, group) { + if (this.onlyOnPress) { + var pressed; + if (this.separateNoteOnOff) { + // Does the first nybble of the first MIDI byte indicate a + // note on or note off message? + pressed = (status & 0xF0) === 0x90; + } else { + pressed = value > 0; + } + if (pressed) { + this.setValue(this.inValueScale(value)); + } + } else { + this.setValue(this.inValueScale(value)); + } + }, + outValueScale: function() { + return (this.getValueOut()) ? this.on : this.off; + }, +}); + +/** +PlayButton +Default behavior: play/pause +Shift behavior: go to start of track and stop + +LED behavior depends on cue mode selected by the user in the preferences +Refer to http://mixxx.org/manual/latest/chapters/user_interface.html#interface-cue-modes +**/ +var PlayButton = function (options) { + Button.call(this, options); +}; +PlayButton.prototype = new Button({ + unshift: function () { + this.inCo = 'play'; + }, + shift: function () { + this.inCo = 'start_stop'; + }, + outCo: 'play_indicator' +}); + +/** +CueButton +Behavior depends on cue mode configured by the user in the preferences +Refer to http://mixxx.org/manual/latest/chapters/user_interface.html#interface-cue-modes +**/ +var CueButton = function (options) { + Button.call(this, options); +}; +CueButton.prototype = new Button({ + inCo: 'cue_default', + outCo: 'cue_indicator', + onlyOnPress: false +}); + +/** +SyncButton +Default behavior: momentary sync without toggling sync lock +Shift behavior: toggle sync lock (master sync) +**/ +var SyncButton = function (options) { + Button.call(this, options); +}; +SyncButton.prototype = new Button({ + unshift: function () { + this.inCo = 'beatsync'; + }, + shift: function () { + this.inCo = 'sync_enabled'; + }, + outCo: 'sync_enabled' +}); + +// Toggle a loop on/off +var LoopToggleButton = function (options) { + Button.call(this, options); +}; +LoopToggleButton.prototype = new Button({ + inCo: 'reloop_exit', + inValueScale: function () { + return 1; + }, + outCo: 'loop_enabled', + outValueScale: function (value) { + return (value) ? this.on : this.off; + } +}); + +/** +HotcueButton +Default behavior: set hotcue if it is not set. If it is set, jump to it. +Shift behavior: delete hotcue + +The LED indicates whether the hotcue is set. + +Pass the number of the hotcue as the number property of the options argument for the constructor. +For example: + +var hotcues = []; +for (var i = 1; i <= 8; i++) { + hotcues[i] = new HotcueButton({ + number: i, + group: '[Channel1]', + midi: [0x91, 0x26 + i], + }); +} + +**/ +var HotcueButton = function (options) { + if (options.number === undefined) { + print('WARNING: No hotcue number specified for new HotcueButton.'); + } + this.number = options.number; + this.outCo = 'hotcue_' + this.number + '_enabled'; + Button.call(this, options); +}; +HotcueButton.prototype = new Button({ + unshift: function () { + this.inCo = 'hotcue_' + this.number + '_activate'; + }, + shift: function () { + this.inCo = 'hotcue_' + this.number + '_clear'; + }, + onlyOnPress: false +}); + +/** +SamplerButton +Default behavior: +Press the button to load the track selected in the library into an empty sampler. Press a loaded +sampler to play it from its cue point. Press again while playing to jump back to the cue point. +Shift behavior: +If the sampler is playing, stop it. If the sampler is stopped, eject it. + +Specify the sampler number as the number property of the object passed to the constructor. There +is no need to manually specify the group. For example: + +var samplerButtons = []; +for (var n = 1; n <= 8; n++) { + samplerButtons[n] = new SamplerButton({ + number: n, + midi: [0x91, 0x02], + }); +)}; + +When the sampler is loaded, the LED will be set to the value of the "on" property. When the sampler +is empty, the LED will be set to the value of the "off" property. These are inherited from +Button.prototype if they are not manually specified. If your controller's pads have multicolor LEDs, +specify the value to send for a different LED color with the playing property to set the LED to a +different color while the sampler is playing. For example: + +MyController.padColors = { +// These values are just examples, consult the MIDI documentation from your controller's +manufacturer to find the values for your controller. If that information is not available, +guess and check to find the values. + red: 125, + blue: 126, + purple: 127, + off: 0 +}; +var samplerButton = []; +var samplerButton[1] = new SamplerButton( + midi: [0x91, 0x02], + number: 1, + on: MyController.padColors.blue, + playing: MyController.padColors.red, + // off is inherited from Button.prototype +)}; +**/ +var SamplerButton = function (options) { + if (options.number === undefined) { + print('WARNING: No sampler number specified for new SamplerButton.'); + } + this.number = options.number; + this.group = '[Sampler' + this.number + ']'; + Button.call(this, options); +}; +SamplerButton.prototype = new Button({ + unshift: function () { + this.input = function (channel, control, value, status, group) { + if (value > 0) { + // track_samples is 0 when the sampler is empty and > 0 when a sample is loaded + if (engine.getValue(this.group, 'track_samples') === 0) { + engine.setValue(this.group, 'LoadSelectedTrack', 1); + } else { + engine.setValue(this.group, 'cue_gotoandplay', 1); + } + } + }; + }, + shift: function() { + this.input = function (channel, control, value, status, group) { + if (value > 0) { + if (engine.getValue(this.group, 'play') === 1) { + engine.setValue(this.group, 'play', 0); + } else { + engine.setValue(this.group, 'eject', 1); + } + } + }; + }, + output: function (value, group, control) { + if (engine.getValue(this.group, 'track_samples') > 0) { + if (this.playing === undefined) { + this.send(this.on); + } else { + if (engine.getValue(this.group, 'play') === 1) { + this.send(this.on); + } else { + this.send(this.playing); + } + } + } else { + this.send(this.off); + } + }, + connect: function() { + this.connections[0] = engine.connectControl(this.group, 'track_samples', this.output); + if (this.playing !== undefined) { + this.connections[1] = engine.connectControl(this.group, 'play', this.output); + } + }, + outCo: null, // hack to get Control constructor to call connect() +}); + +/** +A Pot is a Control for potentiometers (faders and knobs) with finite ranges, although it can be +adapted for infintely turning encoders. Using a Pot Control is helpful because Pot.connect() and +Pot.disconnect() take care of soft takeover when switching layers with +ControlContainer.reconnectControls() and ControlContainer.applyLayer(). Soft takeover is not +activated until the first input is received so it does not interfere with setting initial values +for controllers that can report that information. + +The midi attribute does not need to be specified because Pots do not send any MIDI output. You may +want to specify it anyway to make the code self-documenting. + +To adapt a Pot for an infinitely rotating encoder, replace its inValueScale() function with a +function that increments or decrements the parameter depending on the direction the encoder is +turned. For example, if the encoder sends a MIDI value of 1 for a left turn and 127 for a right +turn: + +MyController.SomePot.inValueScale = function (value) { + if (value === 1) { + return this.getParameterIn() - .05; + } else if (value === 127) { + return this.getParameterIn() + .05; + } +} +**/ +var Pot = function (options) { + Control.call(this, options); + + this.firstValueReceived = false; +}; +Pot.prototype = new Control({ + inValueScale: function (value) { return value / this.max; }, + input: function (channel, control, value, status, group) { + this.setParameter(this.inValueScale(value)); + if (! this.firstValueReceived) { + this.firstValueReceived = true; + this.connect(); + } + }, + connect: function () { + if (this.firstValueReceived) { + engine.softTakeover(this.group, this.inCo, true); + } + }, + disconnect: function () { + engine.softTakeoverIgnoreNextValue(this.group, this.inCo); + }, + trigger: function () {}, +}); + +/** +RingEncoder is a Control for encoders with LED rings around them. These are different from Pots +because they are sent MIDI messages to keep their LED rings in sync with the state of Mixxx and +do not require soft takeover. + +These encoders can often be pushed like a button. Usually, it is best to use a separate Button +Control to handle the MIDI signals from pushing it. + +The generic Control code provides everything to implement a RingEncoder. This RingEncoder Control +to be able to use instanceof to separate RingEncoders from other Controls and make code more +self-documenting. +**/ +var RingEncoder = function (options) { + Control.call(this, options); +}; +RingEncoder.prototype = new Control(); + +/** +A ControlContainer is an object that contains Controls as properties, with methods to help +iterate over those Controls. Documentation for each method is inline below. +**/ +var ControlContainer = function (initialLayer) { + if (typeof initialLayer === 'object') { + this.applyLayer(initialLayer); + } +}; +ControlContainer.prototype = { + /** + forEachControl + Iterate over all Controls in this ControlContainer and perform an operation on them. + + operation, function that takes 1 argument: + the function to call for each Control. Takes each Control as its first argument. + "this" in the context of the function refers to the ControlContainer. + recursive, boolean, optional: + whether to call forEachControl recursively for each ControlContainer within this + ControlContainer. Defaults to true if ommitted. + **/ + forEachControl: function (operation, recursive) { + if (typeof operation !== 'function') { + print('ERROR: ControlContainer.forEachContainer requires a function argument'); + return; + } + if (recursive === undefined) { recursive = true; } + + var that = this; + var applyOperationTo = function (obj) { + if (obj instanceof Control) { + operation.call(that, obj); + } else if (recursive && obj instanceof ControlContainer) { + obj.forEachControl(operation); + } else if (Array.isArray(obj)) { + obj.forEach(function (element) { + applyOperationTo(element); + }); + } + }; + + for (var memberName in this) { + if (this.hasOwnProperty(memberName)) { + applyOperationTo(this[memberName]); + } + } + }, + /** + reconnectControls + Disconnect and reconnect output callbacks for each Control. Optionally perform an operation + on each Control between disconnecting and reconnecting the output callbacks. Arguments are + the same as forEachControl(). + **/ + reconnectControls: function (operation, recursive) { + this.forEachControl(function (control) { + control.disconnect(); + if (typeof operation === 'function') { + operation.call(this, control); + } + control.connect(); + control.trigger(); + }, recursive); + }, + isShifted: false, + /** + shift + Call each Control's shift() function if it exists. This iterates recursively on any + Controls in ControlContainers that are properties of this, so there is no need to call + shift() on each child ControlContainer. + **/ + shift: function () { + this.forEachControl(function (control) { + if (typeof control.shift === 'function') { + control.shift(); + } + // Set isShifted for child ControlContainers forEachControl is iterating through recursively + this.isShifted = true; + }); + }, + /** + unshift + Call each Control's unshift() function if it exists. This iterates recursively on any + Controls in ControlContainers that are properties of this, so there is no need to call + unshift() on each child ControlContainer. + **/ + unshift: function () { + this.forEachControl(function (control) { + if (typeof control.unshift === 'function') { + control.unshift(); + } + // Set isShifted for child ControlContainers forEachControl is iterating through recursively + this.isShifted = false; + }); + }, + /** + applyLayer + Activate a new layer of functionality. Layers are merely objects with properties to overwrite + the properties of the Controls within this ControlContainer. Layer objects are deeply merged. + If a new layer does not define a property for a Control, the Control's old property will be + retained. + + In the most common case, for providing alternate functionality when a shift button is pressed, + using applyLayer() is likely overcomplicated and may be slow. Use shift()/unshift() instead. + applyLayer() may be useful for cycling through more than two alternate layers. + + For example: + someControlContainer.applyLayer({ + someButton: { inCo: 'alternate inCo' }, + anotherButton: { outCo: 'alternate outCo' } + }); + + By default, the old layer's output callbacks are disconnected and the new layer's output + callbacks are connected. To avoid this behavior, which would be desirable if you are not + changing any output functionality, pass false as the second argument to applyLayer(). + **/ + applyLayer: function (newLayer, reconnectControls) { + if (reconnectControls !== false) { + reconnectControls = true; + } + if (reconnectControls === true) { + this.forEachControl(function (control) { + control.disconnect(); + }); + } + + _.merge(this, newLayer); + + if (reconnectControls === true) { + this.forEachControl(function (control) { + control.connect(); + control.trigger(); + }); + } + }, +}; + +script.samplerRegEx = /\[Sampler(\d+)\]/ ; +script.channelRegEx = /\[Channel(\d+)\]/ ; +script.eqKnobRegEx = /\[EqualizerRack1_\[(.*)\]_Effect1\]/ ; +script.quickEffectRegEx = /\[QuickEffectRack1_\[(.*)\]\]/ ; + +/** +Deck +This is a ControlContainer with methods for conveniently changing the group attributes of +contained Controls to switch the deck that a set of Controls is manipulating. The setCurrentDeck() +method takes the new deck as a string and sets the Controls' group property appropriately, including +for equalizer knobs and QuickEffect (filter) knobs. + +The Deck constructor takes one argument, which is an array of deck numbers to cycle through with the\ +toggle() method. Typically this will be [1, 3] or [2, 4]. + +To map your own controller, create a custom derivative of Deck and create instances of your custom +Deck objects in your controller's init() function. Use a constructor function to create all the +Controls you need for your particular controller and assign your custom derivative's prototype +to Deck. For example: + +MyController.init = function () { + this.leftDeck = new MyController.Deck([1, 2]); + this.rightDeck = new MyController.Deck([2, 4]); +}; +MyController.Deck = function (deckNumbers, midiChannel) { + // Call the Deck constructor to setup the currentDeck and deckNumbers properties. + Deck.call(this, deckNumbers); + this.playButton = new PlayButton([0x90 + midiChannel, 0x01]); + this.CueButton = new CueButton([0x90 + midiChannel, 0x02]); + this.hotcueButtons = []; + for (var i = 1; i <= 8; i++) { + this.hotcueButtons[i] = new HotcueButton({ + midi: [0x90 + midiChannel, 0x10 + i], + number: i + }); + } + // ... define as many other Controls as necessary ... + + // Set the group properties of the above Controls and connect their output callback functions + // Without this, the group property for each Control would have to be specified to its + // constructor. + this.reconnectControls(function (c) { + if (c.group === undefined) { + // 'this' inside a function passed to reconnectControls refers to the ControlContainer. + c.group = this.currentDeck; + } + }); +}; +MyController.Deck.prototype = new Deck(); +**/ +var Deck = function (deckNumbers) { + if (deckNumbers !== undefined && Array.isArray(deckNumbers)) { + // These must be unique to each instance, so they cannot be in the prototype. + this.currentDeck = '[Channel' + deckNumbers[0] + ']'; + this.deckNumbers = deckNumbers; + } +}; +Deck.prototype = new ControlContainer({ + setCurrentDeck: function (newGroup) { + this.currentDeck = newGroup; + this.reconnectControls(function (control) { + if (control.group.search(script.channelRegEx) !== -1) { + control.group = this.currentDeck; + } else if (control.group.search(script.eqKnobRegEx) !== -1) { + control.group = '[EqualizerRack1_' + this.currentDeck + '_Effect1]'; + } else if (control.group.search(script.quickEffectRegEx) !== -1) { + control.group = '[QuickEffectRack1_' + this.currentDeck + ']'; + } + // Do not alter the Control's group if it does not match any of those RegExs because + // that could break effects Controls. + }); + }, + toggle: function () { + var index = this.deckNumbers.indexOf(parseInt( + script.channelRegEx.exec(this.currentDeck)[1] + )); + if (index === (this.deckNumbers.length - 1)) { + index = 0; + } else { + index += 1; + } + this.setCurrentDeck("[Channel" + this.deckNumbers[index] + "]"); + } +}); + +/** +EffectUnit +This ControlContainer provides Controls designed to be mapped to the common arrangement of 4 knobs +and 4 buttons for controlling effects. 3 knobs are used for controlling effect metaknobs +or parameters, depending on whether the effects' parameters are shown. The other knob is used for +the dry/wet knob of the whole chain or the superknob when shift is pressed. 3 buttons are used for +enabling effects and the other button toggles the effect unit between hiding and showing effect +parameters. The Controls provided are: + +dryWetKnob (Pot) +showParametersButton (Button) +enableButtons[1-3] (ControlContainer of Buttons) +knobs[1-3] (ControlContainer of Pots) +enableOnChannelButtons (ControlContainer of Buttons) + +When the effect unit is showing the metaknobs of the effects but not each parameter, the knobs +control the metaknobs. The enableButtons control whether each effect is enabled. Pressing an +enableButton with shift switches to the next available effect. + +When the effect unit is showing all the parameters, the knobs behave differently depending on +whether an effect is focused. When there is no focused effect (the default state), the knobs control +the effect metaknobs like they do when parameters are not showing. When an effect is focused, the +knobs control the first 3 parameters of the focused effect. An effect can be focused by pressing +shift + its enableButton or clicking the focus button on screen. Pressing shift + the enableButton +for the focused effect again unfocuses the effect. + +The enableOnChannelButtons allow assigning the effect unit to different channels and are named after +the Mixxx channel they affect. Not all controllers have buttons to map these. The following Buttons +are provided by default: +Channel1 +Channel2 +Channel3 +Channel4 +Headphones +Master +Microphone +Auxiliary1 +You can easily add more, for example for additional microphones, auxiliary inputs, or samplers by +calling enableOnChannelButtons.addButton('CHANNEL_NAME') (do not put brackets around the +CHANNEL_NAME). + +To map an EffectUnit for your controller, call the constructor with the unit number of the effect +unit as the only argument. Then, set the midi attributes for the showParametersButton, +enableButtons[1-3], and optionally enableOnChannelButtons (setting the midi attributes for the Pots +is not necessary because they do not send any output). After the midi attributes are set up, call +EffectUnit.init() to set up the output callbacks. For example: + +MyController.effectUnit = new EffectUnit(1); +MyController.effectUnit.enableButtons[1].midi = [0x90, 0x01]; +MyController.effectUnit.enableButtons[2].midi = [0x90, 0x02]; +MyController.effectUnit.enableButtons[3].midi = [0x90, 0x03]; +MyController.effectUnit.showParametersButton.midi = [0x90, 0x04]; +MyController.effectUnit.enableOnChannelButtons.Channel1 = [0x90, 0x05]; +MyController.effectUnit.enableOnChannelButtons.Channel2 = [0x90, 0x06]; +MyController.effectUnit.init(); + +Controllers designed for Serato and Rekordbox often have an encoder instead of a dry/wet knob +(labeled "Beats" for Serato or "Release FX" for Rekordbox) and a button labeled "Tap". If the +encoder sends a MIDI signal when pushed, it is recommended to map the encoder push to the +EffectUnit's showParametersButton, otherwise map that to the "Tap" button. To use the dryWetKnob +Pot with an encoder, replace its inValueScale() function with a function that can appropriately +handle the signals sent by your controller. Refer to the Pot documentation for an example. + +For the shift functionality to work, the shift button of your controller must be mapped to a +function that calls the shift()/unshift() functions of the EffectUnit on button press/release. If +the EffectUnit is a property of another ControlContainer (for example a Deck), calling shift() +and unshift() on the parent ControlContainer will recursively call it on the EffectUnit too (just +like it will for any other ControlContainer). +**/ +EffectUnit = function (unitNumber) { + var eu = this; + this.group = '[EffectRack1_EffectUnit' + unitNumber + ']'; + + this.dryWetKnob = new Pot({ + group: this.group, + unshift: function () { + this.inCo = 'mix'; + // for soft takeover + this.disconnect(); + this.connect(); + }, + shift: function () { + this.inCo = 'super1'; + // for soft takeover + this.disconnect(); + this.connect(); + eu.knobs.reconnectControls(); + }, + outConnect: false, + }); + + this.enableOnChannelButtons = new ControlContainer(); + this.enableOnChannelButtons.addButton = function (channel) { + this[channel] = new Button({ + group: eu.group, + co: 'group_[' + channel + ']_enable', + outConnect: false, + }); + }; + this.enableOnChannelButtons.addButton('Channel1'); + this.enableOnChannelButtons.addButton('Channel2'); + this.enableOnChannelButtons.addButton('Channel3'); + this.enableOnChannelButtons.addButton('Channel4'); + this.enableOnChannelButtons.addButton('Headphone'); + this.enableOnChannelButtons.addButton('Master'); + this.enableOnChannelButtons.addButton('Microphone'); + this.enableOnChannelButtons.addButton('Auxiliary1'); + + this.EffectUnitKnob = function (number) { + this.number = number; + Pot.call(this); + }; + this.EffectUnitKnob.prototype = new Pot({ + onParametersHide: function () { + this.group = '[EffectRack1_EffectUnit' + unitNumber + '_Effect' + this.number + ']'; + this.inCo = 'meta'; + }, + onParametersShow: function () { + var focused_effect = engine.getValue(eu.group, "focused_effect"); + if (focused_effect === 0) { + // manipulate metaknobs + this.onParametersHide(); + } else { + this.group = '[EffectRack1_EffectUnit' + unitNumber + '_Effect' + + focused_effect + ']'; + this.inCo = 'parameter' + this.number; + } + }, + }); + + this.EffectEnableButton = function (number) { + this.number = number; + this.group = '[EffectRack1_EffectUnit' + unitNumber + '_Effect' + number + ']'; + Button.call(this); + }; + this.EffectEnableButton.prototype = new Button({ + onParametersHide: function () { + this.input = Button.prototype.input; + this.outCo = 'enabled'; + this.unshift = function () { + this.isShifted = false; + this.inCo = 'enabled'; + this.onlyOnPress = true; + }; + this.shift = function () { + this.isShifted = true; + this.inCo = 'next_effect'; + this.onlyOnPress = false; + }; + if (this.isShifted) { + this.shift(); + } else { + this.unshift(); + } + }, + onParametersShow: function () { + this.inCo = 'enabled'; + this.outCo = 'enabled'; + this.unshift = function () { + this.isShifted = false; + this.input = Button.prototype.input; + this.onlyOnPress = true; + }; + this.shift = function () { + this.isShifted = true; + this.input = function (channel, control, value, status, group) { + if (value > 0) { + if (engine.getValue(eu.group, "focused_effect") === this.number) { + // focus this effect + engine.setValue(eu.group, "focused_effect", 0); + } else { + // unfocus and make knobs control metaknobs + engine.setValue(eu.group, "focused_effect", this.number); + } + } + }; + }; + this.connect = function () { + this.connections[0] = engine.connectControl(this.group, "enabled", Button.prototype.output); + this.connections[1] = engine.connectControl(eu.group, "focused_effect", this.onFocusChanged); + }; + this.onFocusChanged = function (value, group, control) { + if (value === this.number) { + // make knobs control first 3 parameters of the focused effect + eu.knobs.reconnectControls(function (knob) { + if (typeof knob.onParametersShow === 'function') { + knob.onParametersShow(); // to set new group property + } + }); + } else if (value === 0) { + // make knobs control metaknobs + eu.knobs.reconnectControls(function (knob) { + if (typeof knob.onParametersShow === 'function') { + knob.onParametersHide(); // to set new group property + } + }); + } + }; + if (this.isShifted) { + this.shift(); + } else { + this.unshift(); + } + }, + }); + + this.knobs = new ControlContainer(); + this.enableButtons = new ControlContainer(); + for (var n = 1; n <= 3; n++) { + this.knobs[n] = new this.EffectUnitKnob(n); + this.enableButtons[n] = new this.EffectEnableButton(n); + } + + this.showParametersButton = new Button({ + group: this.group, + co: 'show_parameters', + output: function (value, group, control) { + this.send((value > 0) ? this.on : this.off); + if (value === 0) { + engine.setValue(this.group, "show_focus", 0); + // NOTE: calling eu.reconnectControls() here would cause an infinite loop when + // calling EffectUnit.reconnectControls(). + eu.forEachControl(function (c) { + if (typeof c.onParametersHide === 'function') { + c.disconnect(); + c.onParametersHide(); + c.connect(); + c.trigger(); + } + }); + } else { + engine.setValue(this.group, "show_focus", 1); + eu.forEachControl(function (c) { + if (typeof c.onParametersShow === 'function') { + c.disconnect(); + c.onParametersShow(); + c.connect(); + c.trigger(); + } + }); + } + }, + outConnect: false, + }); + + this.init = function () { + this.showParametersButton.connect(); + this.showParametersButton.trigger(); + + this.enableOnChannelButtons.forEachControl(function (button) { + if (button.midi !== undefined) { + button.disconnect(); + button.connect(); + button.trigger(); + } + }); + + this.forEachControl(function (control) { + if (control.group === undefined) { + control.group = eu.group; + } + }); + }; +}; +EffectUnit.prototype = new ControlContainer(); + +var P32 = {}; + +P32.init = function () { + Control.prototype.shiftOffset = 3; + Control.prototype.shiftChannel = true; + Button.prototype.sendShifted = true; + + /** + The P32 has encoders for changing tempo, so the actual tempo getting out of sync with a hardware + fader and dealing with soft takeover in that situation is not an issue. So, make toggling master + sync the default unshifted behavior and momentary sync the shifted behavior. + **/ + SyncButton.prototype.unshift = function () { + this.inCo = 'sync_enabled'; + }; + SyncButton.prototype.shift = function () { + this.inCo = 'beatsync'; + }; + + P32.leftDeck = new P32.Deck([1,3], 1); + P32.rightDeck = new P32.Deck([2,4], 2); + + if (engine.getValue('[Master]', 'num_samplers') < 32) { + engine.setValue('[Master]', 'num_samplers', 32); + } + + // tell controller to send MIDI messages with positions of faders and knobs + midi.sendShortMsg(0xB0, 0x7F, 0x7F); +}; + +P32.shutdown = function () { + for (var channel = 0; channel <= 5; channel++) { + for (var button = 1; button <= 0x63; button++) { + midi.sendShortMsg(0x90 + channel, button, 0); + } + } +}; + +P32.shiftOffset = 3; + +P32.padColors = { + red: 125, + blue: 126, + purple: 127, + off: 0 +}; + +P32.PadNumToMIDIControl = function (PadNum, layer) { + // The MIDI control numbers for the pad grid are numbered bottom to top, so + // this returns the MIDI control numbers for the pads numbered top to bottom + // layer argument is the 0-indexed pad mode, from bottom (sampler) to top (hotcue) + PadNum -= 1; + var midiRow = 3 - Math.floor(PadNum/4); + return 0x24 + 16 * layer + midiRow*4 + PadNum%4; +}; + +P32.browseEncoder = function (channel, control, value, status, group) { + if (value > 64) { + engine.setValue('[Playlist]', 'SelectPrevTrack', 1); + } else { + engine.setValue('[Playlist]', 'SelectNextTrack', 1); + } +}; + +P32.headMixEncoder = function (channel, control, value, status, group) { + var direction = (value > 64) ? -1 : 1; + engine.setValue('[Master]', 'headMix', engine.getValue('[Master]', 'headMix') + (0.25 * direction)); +}; + +P32.recordButton = new Button({ + midi: [0x90, 0x02], + group: '[Recording]', + inCo: 'toggle_recording', + onlyOnPress: false, + outCo: 'status', + sendShifted: false, +}); + +P32.slipButton = new Button({ + midi: [0x90, 0x03], + input: function (channel, control, value, status, group) { + if (P32.leftDeck.isShifted) { + P32.leftDeck.toggle(); + } else if (P32.rightDeck.isShifted) { + P32.rightDeck.toggle(); + } else { + for (var i = 1; i <= 4; i++) { + script.toggleControl('[Channel' + i + ']', 'slip_enabled'); + } + } + }, + connect: function () { + for (var d = 1; d <= 4; d++) { + this.connections.push( + engine.connectControl('[Channel' + d + ']', 'slip_enabled', this.output) + ); + } + }, + output: function (value, group, control) { + var slipEnabledOnAnyDeck = false; + for (var d = 1; d <= 4; d++) { + if (engine.getValue('[Channel' + d + ']', 'slip_enabled')) { + slipEnabledOnAnyDeck = true; + break; + } + } + this.send(slipEnabledOnAnyDeck ? this.on : this.off); + }, + co: 'slip_enabled', + sendShifted: false, + group: null // hack to get Control constructor to call this.connect() +}); + +P32.Deck = function (deckNumbers, channel) { + Deck.call(this, deckNumbers); + + var loopSize = defaultLoopSize; + var beatJumpSize = defaultBeatJumpSize; + var theDeck = this; + + this.shiftButton = function (channel, control, value, status, group) { + if (value === 127) { + this.shift(); + } else { + this.unshift(); + } + }; + + // ===================================== TRANSPORT ========================================= + this.sync = new SyncButton([0x90 + channel, 0x08]); + this.cue = new CueButton([0x90 + channel, 0x09]); + this.play = new PlayButton([0x90 + channel, 0x0A]); + + // ===================================== MIXER ============================================== + this.eqKnob = []; + for (var k = 1; k <= 3; k++) { + this.eqKnob[k] = new Pot({ + midi: [0xB0 + channel, 0x02 + k], + group: '[EqualizerRack1_' + this.currentDeck + '_Effect1]', + inCo: 'parameter' + k, + }); + } + + this.pfl = new Button({ + midi: [0x90 + channel, 0x10], + co: 'pfl', + }); + + this.volume = new Pot({ + midi: [0xB0 + channel, 0x01], + inCo: 'volume', + }); + + // ==================================== PAD GRID ============================================ + // The slicer layer is handled by this.effectUnit.enableOnChannelButtons, set up under the + // EFFECTS section. + + this.hotcueButton = []; + this.samplerButton = []; + for (var i = 1; i <= 16; i++) { + this.hotcueButton[i] = new HotcueButton({ + midi: [0x90 + channel, + P32.PadNumToMIDIControl(i, 3)], + number: i, + on: P32.padColors.red + }); + var samplerNumber = i + (channel - 1) * 16; + this.samplerButton[samplerNumber] = new SamplerButton({ + midi: [0x90 + channel, P32.PadNumToMIDIControl(i, 0)], + number: samplerNumber, + on: P32.padColors.red, + off: P32.padColors.off, + playing: P32.padColors.blue + }); + if (samplerCrossfaderAssign) { + engine.setValue('[Sampler' + samplerNumber + ']', + 'orientation', + (channel === 1) ? 0 : 2 + ); + } + } + + this.loopIn = new Button({ + midi: [0x90 + channel, 0x50], + inCo: 'loop_in', + }); + this.loopOut = new Button({ + midi: [0x90 + channel, 0x51], + inCo: 'loop_out', + }); + this.loopTogglePad = new LoopToggleButton({ + midi: [0x90 + channel, 0x52], + on: P32.padColors.red, + off: P32.padColors.blue, + }); + this.loopIn.send(P32.padColors.purple); + this.loopOut.send(P32.padColors.purple); + + this.tempSlow = new Button({ + midi: [0x90 + channel, 0x44], + inCo: 'rate_temp_down', + onlyOnPress: false, + }); + this.tempFast = new Button({ + midi: [0x90 + channel, 0x45], + inCo: 'rate_temp_down', + onlyOnPress: false, + }); + this.alignBeats = new Button({ + midi: [0x90 + channel, 0x46], + inCo: 'beats_translate_curpos', + }); + this.quantize = new Button({ + midi: [0x90 + channel, 0x47], + co: 'quantize', + on: P32.padColors.red, + off: P32.padColors.blue, + }); + this.tempSlow.send(P32.padColors.purple); + this.tempFast.send(P32.padColors.purple); + this.alignBeats.send(P32.padColors.blue); + + // =================================== ENCODERS ============================================== + this.loopSizeEncoder = new Control({ + midi: [0xB0 + channel, 0x1B], // Note: these are the MIDI bytes for the LED readout, not + // input from the encoder. + input: function (channel, control, value, status, group) { + if (loopEnabledDot) { + if (value > 64 && loopSize > 2) { // turn left + /** + Unfortunately, there is no way to show 1 with a dot on the + loop size LED. + **/ + loopSize /= 2; + engine.setValue(this.group, 'loop_halve', 1); + engine.setValue(this.group, 'loop_halve', 0); + } else if (value < 64 && loopSize < 32) { // turn right + /** + Mixxx supports loops longer than 32 beats, but there is no way + to show 64 with a dot on the loop size LED. + **/ + loopSize *= 2; + engine.setValue(this.group, 'loop_double', 1); + engine.setValue(this.group, 'loop_double', 0); + } + } else { + if (value > 64 && loopSize > 1/32) { // turn left + /** + Mixxx supports loops shorter than 1/32 beats, but there is no + way to set the loop size LED less than 1/32 (even though it + should be able to show 1/64) + **/ + loopSize /= 2; + engine.setValue(this.group, 'loop_halve', 1); + engine.setValue(this.group, 'loop_halve', 0); + } else if (value < 64 && loopSize < 64) { // turn right + /** + Mixxx supports loops longer than 64 beats, but the loop size LED + only has 2 digits, so it couldn't show 128 + **/ + loopSize *= 2; + engine.setValue(this.group, 'loop_double', 1); + engine.setValue(this.group, 'loop_double', 0); + } + } + this.trigger(); + }, + outCo: 'loop_enabled', + output: function (value, group, control) { + if (loopEnabledDot && value) { + this.send(5 - Math.log(loopSize) / Math.log(2)); + } else { + this.send(5 + Math.log(loopSize) / Math.log(2)); + } + } + }); + + this.loopMoveEncoder = function (channel, control, value, status, group) { + var direction = (value > 64) ? -1 : 1; + if (loopSize < 1) { + engine.setValue(this.currentDeck, 'loop_move', loopSize * direction); + } else { + engine.setValue(this.currentDeck, 'loop_move', 1 * direction); + } + }; + + this.loopToggleEncoderPress = function (channel, control, value, status, group) { + if (value) { + if (engine.getValue(this.currentDeck, 'loop_enabled')) { + engine.setValue(this.currentDeck, 'reloop_exit', 1); + } else { + engine.setValue(this.currentDeck, 'beatloop_' + loopSize + '_activate', 1); + } + } else { + if (loopSize <= 1 && engine.getValue(this.currentDeck, 'loop_enabled')) { + engine.setValue(this.currentDeck, 'reloop_exit', 1); + } + } + }; + + this.tempoEncoder = function (channel, control, value, status, group) { + var direction = (value > 64) ? -1 : 1; + engine.setValue(this.currentDeck, 'rate', engine.getValue(this.currentDeck, 'rate') + (0.01 * direction)); + }; + + this.tempoEncoderPress = function (channel, control, value, status, group) { + if (value) { + engine.setValue(this.currentDeck, 'rate', 0); + } + }; + + this.beatJumpEncoder = function (channel, control, value, status, group) { + var direction = (value > 64) ? -1 : 1; + if (this.beatJumpEncoderPressed) { + if (value > 64 && beatJumpSize > 1/32) { // turn left + beatJumpSize /= 2; + } else if (value < 64 && beatJumpSize < 64) { // turn right + beatJumpSize *= 2; + } + // The firmware will only change the numeric LED readout when sent messages + // on the unshifted channel. + midi.sendShortMsg(0xB0 + channel - P32.shiftOffset, 0x1B, 5 + Math.log(beatJumpSize) / Math.log(2)); + } else { + engine.setValue(this.currentDeck, 'beatjump', direction * beatJumpSize); + } + }; + + this.beatJumpEncoderPress = function (channel, control, value, status, group) { + // The firmware will only change the numeric LED readout when sent messages + // on the unshifted channel. + if (value === 127) { + this.beatJumpEncoderPressed = true; + midi.sendShortMsg(0xB0 + channel - P32.shiftOffset, 0x1B, 5 + Math.log(beatJumpSize) / Math.log(2)); + } else { + this.beatJumpEncoderPressed = false; + midi.sendShortMsg(0xB0 + channel - P32.shiftOffset, 0x1B, 5 + Math.log(loopSize) / Math.log(2)); + } + }; + + this.loadTrack = function (channel, control, value, status, group) { + if (value === 127) { + engine.setValue(this.currentDeck, 'LoadSelectedTrack', 1); + } + }; + + this.ejectTrack = function (channel, control, value, status, group) { + if (value === 127) { + engine.setValue(this.currentDeck, 'eject', 1); + engine.beginTimer(250, 'engine.setValue("'+this.currentDeck+'", "eject", 0)', true); + } + }; + + this.reconnectControls(function (control) { + if (control.group === undefined) { + control.group = this.currentDeck; + } + }); + + // ==================================== EFFECTS ============================================== + this.effectUnit = new EffectUnit(deckNumbers[0]); + this.effectUnit.enableButtons[1].midi = [0x90 + channel, 0x03]; + this.effectUnit.enableButtons[2].midi = [0x90 + channel, 0x04]; + this.effectUnit.enableButtons[3].midi = [0x90 + channel, 0x05]; + this.effectUnit.showParametersButton.midi = [0x90 + channel, 0x06]; + this.effectUnit.enableOnChannelButtons.Channel1.midi = [0x90 + channel, 0x40]; + this.effectUnit.enableOnChannelButtons.Channel2.midi = [0x90 + channel, 0x41]; + this.effectUnit.enableOnChannelButtons.Channel3.midi = [0x90 + channel, 0x42]; + this.effectUnit.enableOnChannelButtons.Channel4.midi = [0x90 + channel, 0x43]; + this.effectUnit.enableOnChannelButtons.Headphone.midi = [0x90 + channel, 0x34]; + this.effectUnit.enableOnChannelButtons.Master.midi = [0x90 + channel, 0x35]; + this.effectUnit.enableOnChannelButtons.Microphone.midi = [0x90 + channel, 0x36]; + this.effectUnit.enableOnChannelButtons.Auxiliary1.midi = [0x90 + channel, 0x37]; + this.effectUnit.enableOnChannelButtons.forEachControl(function (button) { + button.on = P32.padColors.red; + button.off = P32.padColors.blue; + }); + this.effectUnit.init(); +}; +P32.Deck.prototype = new Deck(); diff --git a/res/controllers/lodash.mixxx.js b/res/controllers/lodash.mixxx.js new file mode 100644 index 000000000000..2fd971121480 --- /dev/null +++ b/res/controllers/lodash.mixxx.js @@ -0,0 +1,2242 @@ +/** + * @license + * Lodash (Custom Build) + * Build: `lodash strict exports="global" include="assign,merge"` + * Copyright JS Foundation and other contributors + * Released under MIT license + * Based on Underscore.js 1.8.3 + * Copyright Jeremy Ashkenas, DocumentCloud and Investigative Reporters & Editors + */ +;(function() { + 'use strict'; + + /** Used as a safe reference for `undefined` in pre-ES5 environments. */ + var undefined; + + /** Used as the semantic version number. */ + var VERSION = '4.17.1'; + + /** Used as the size to enable large array optimizations. */ + var LARGE_ARRAY_SIZE = 200; + + /** Used to stand-in for `undefined` hash values. */ + var HASH_UNDEFINED = '__lodash_hash_undefined__'; + + /** Used to detect hot functions by number of calls within a span of milliseconds. */ + var HOT_COUNT = 800, + HOT_SPAN = 16; + + /** Used as references for various `Number` constants. */ + var MAX_SAFE_INTEGER = 9007199254740991; + + /** `Object#toString` result references. */ + var argsTag = '[object Arguments]', + arrayTag = '[object Array]', + asyncTag = '[object AsyncFunction]', + boolTag = '[object Boolean]', + dateTag = '[object Date]', + errorTag = '[object Error]', + funcTag = '[object Function]', + genTag = '[object GeneratorFunction]', + mapTag = '[object Map]', + numberTag = '[object Number]', + nullTag = '[object Null]', + objectTag = '[object Object]', + proxyTag = '[object Proxy]', + regexpTag = '[object RegExp]', + setTag = '[object Set]', + stringTag = '[object String]', + undefinedTag = '[object Undefined]', + weakMapTag = '[object WeakMap]'; + + var arrayBufferTag = '[object ArrayBuffer]', + dataViewTag = '[object DataView]', + float32Tag = '[object Float32Array]', + float64Tag = '[object Float64Array]', + int8Tag = '[object Int8Array]', + int16Tag = '[object Int16Array]', + int32Tag = '[object Int32Array]', + uint8Tag = '[object Uint8Array]', + uint8ClampedTag = '[object Uint8ClampedArray]', + uint16Tag = '[object Uint16Array]', + uint32Tag = '[object Uint32Array]'; + + /** + * Used to match `RegExp` + * [syntax characters](http://ecma-international.org/ecma-262/7.0/#sec-patterns). + */ + var reRegExpChar = /[\\^$.*+?()[\]{}|]/g; + + /** Used to detect host constructors (Safari). */ + var reIsHostCtor = /^\[object .+?Constructor\]$/; + + /** Used to detect unsigned integer values. */ + var reIsUint = /^(?:0|[1-9]\d*)$/; + + /** Used to identify `toStringTag` values of typed arrays. */ + var typedArrayTags = {}; + typedArrayTags[float32Tag] = typedArrayTags[float64Tag] = + typedArrayTags[int8Tag] = typedArrayTags[int16Tag] = + typedArrayTags[int32Tag] = typedArrayTags[uint8Tag] = + typedArrayTags[uint8ClampedTag] = typedArrayTags[uint16Tag] = + typedArrayTags[uint32Tag] = true; + typedArrayTags[argsTag] = typedArrayTags[arrayTag] = + typedArrayTags[arrayBufferTag] = typedArrayTags[boolTag] = + typedArrayTags[dataViewTag] = typedArrayTags[dateTag] = + typedArrayTags[errorTag] = typedArrayTags[funcTag] = + typedArrayTags[mapTag] = typedArrayTags[numberTag] = + typedArrayTags[objectTag] = typedArrayTags[regexpTag] = + typedArrayTags[setTag] = typedArrayTags[stringTag] = + typedArrayTags[weakMapTag] = false; + + /** Detect free variable `global` from Node.js. */ + var freeGlobal = typeof global == 'object' && global && global.Object === Object && global; + + /** Detect free variable `self`. */ + var freeSelf = typeof self == 'object' && self && self.Object === Object && self; + + /** Used as a reference to the global object. */ + var root = freeGlobal || freeSelf || Function('return this')(); + + /** Detect free variable `exports`. */ + var freeExports = typeof exports == 'object' && exports && !exports.nodeType && exports; + + /** Detect free variable `module`. */ + var freeModule = freeExports && typeof module == 'object' && module && !module.nodeType && module; + + /** Detect the popular CommonJS extension `module.exports`. */ + var moduleExports = freeModule && freeModule.exports === freeExports; + + /** Detect free variable `process` from Node.js. */ + var freeProcess = moduleExports && freeGlobal.process; + + /** Used to access faster Node.js helpers. */ + var nodeUtil = (function() { + try { + return freeProcess && freeProcess.binding && freeProcess.binding('util'); + } catch (e) {} + }()); + + /* Node.js helper references. */ + var nodeIsTypedArray = nodeUtil && nodeUtil.isTypedArray; + + /*--------------------------------------------------------------------------*/ + + /** + * A faster alternative to `Function#apply`, this function invokes `func` + * with the `this` binding of `thisArg` and the arguments of `args`. + * + * @private + * @param {Function} func The function to invoke. + * @param {*} thisArg The `this` binding of `func`. + * @param {Array} args The arguments to invoke `func` with. + * @returns {*} Returns the result of `func`. + */ + function apply(func, thisArg, args) { + switch (args.length) { + case 0: return func.call(thisArg); + case 1: return func.call(thisArg, args[0]); + case 2: return func.call(thisArg, args[0], args[1]); + case 3: return func.call(thisArg, args[0], args[1], args[2]); + } + return func.apply(thisArg, args); + } + + /** + * The base implementation of `_.times` without support for iteratee shorthands + * or max array length checks. + * + * @private + * @param {number} n The number of times to invoke `iteratee`. + * @param {Function} iteratee The function invoked per iteration. + * @returns {Array} Returns the array of results. + */ + function baseTimes(n, iteratee) { + var index = -1, + result = Array(n); + + while (++index < n) { + result[index] = iteratee(index); + } + return result; + } + + /** + * The base implementation of `_.unary` without support for storing metadata. + * + * @private + * @param {Function} func The function to cap arguments for. + * @returns {Function} Returns the new capped function. + */ + function baseUnary(func) { + return function(value) { + return func(value); + }; + } + + /** + * Gets the value at `key` of `object`. + * + * @private + * @param {Object} [object] The object to query. + * @param {string} key The key of the property to get. + * @returns {*} Returns the property value. + */ + function getValue(object, key) { + return object == null ? undefined : object[key]; + } + + /** + * Creates a unary function that invokes `func` with its argument transformed. + * + * @private + * @param {Function} func The function to wrap. + * @param {Function} transform The argument transform. + * @returns {Function} Returns the new function. + */ + function overArg(func, transform) { + return function(arg) { + return func(transform(arg)); + }; + } + + /*--------------------------------------------------------------------------*/ + + /** Used for built-in method references. */ + var arrayProto = Array.prototype, + funcProto = Function.prototype, + objectProto = Object.prototype; + + /** Used to detect overreaching core-js shims. */ + var coreJsData = root['__core-js_shared__']; + + /** Used to resolve the decompiled source of functions. */ + var funcToString = funcProto.toString; + + /** Used to check objects for own properties. */ + var hasOwnProperty = objectProto.hasOwnProperty; + + /** Used to detect methods masquerading as native. */ + var maskSrcKey = (function() { + var uid = /[^.]+$/.exec(coreJsData && coreJsData.keys && coreJsData.keys.IE_PROTO || ''); + return uid ? ('Symbol(src)_1.' + uid) : ''; + }()); + + /** + * Used to resolve the + * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring) + * of values. + */ + var nativeObjectToString = objectProto.toString; + + /** Used to infer the `Object` constructor. */ + var objectCtorString = funcToString.call(Object); + + /** Used to detect if a method is native. */ + var reIsNative = RegExp('^' + + funcToString.call(hasOwnProperty).replace(reRegExpChar, '\\$&') + .replace(/hasOwnProperty|(function).*?(?=\\\()| for .+?(?=\\\])/g, '$1.*?') + '$' + ); + + /** Built-in value references. */ + var Buffer = moduleExports ? root.Buffer : undefined, + Symbol = root.Symbol, + Uint8Array = root.Uint8Array, + allocUnsafe = Buffer ? Buffer.allocUnsafe : undefined, + getPrototype = overArg(Object.getPrototypeOf, Object), + objectCreate = Object.create, + propertyIsEnumerable = objectProto.propertyIsEnumerable, + splice = arrayProto.splice, + symToStringTag = Symbol ? Symbol.toStringTag : undefined; + + var defineProperty = (function() { + try { + var func = getNative(Object, 'defineProperty'); + func({}, '', {}); + return func; + } catch (e) {} + }()); + + /* Built-in method references for those with the same name as other `lodash` methods. */ + var nativeIsBuffer = Buffer ? Buffer.isBuffer : undefined, + nativeKeys = overArg(Object.keys, Object), + nativeMax = Math.max, + nativeNow = Date.now; + + /* Built-in method references that are verified to be native. */ + var Map = getNative(root, 'Map'), + nativeCreate = getNative(Object, 'create'); + + /** Used to lookup unminified function names. */ + var realNames = {}; + + /*------------------------------------------------------------------------*/ + + /** + * Creates a `lodash` object which wraps `value` to enable implicit method + * chain sequences. Methods that operate on and return arrays, collections, + * and functions can be chained together. Methods that retrieve a single value + * or may return a primitive value will automatically end the chain sequence + * and return the unwrapped value. Otherwise, the value must be unwrapped + * with `_#value`. + * + * Explicit chain sequences, which must be unwrapped with `_#value`, may be + * enabled using `_.chain`. + * + * The execution of chained methods is lazy, that is, it's deferred until + * `_#value` is implicitly or explicitly called. + * + * Lazy evaluation allows several methods to support shortcut fusion. + * Shortcut fusion is an optimization to merge iteratee calls; this avoids + * the creation of intermediate arrays and can greatly reduce the number of + * iteratee executions. Sections of a chain sequence qualify for shortcut + * fusion if the section is applied to an array of at least `200` elements + * and any iteratees accept only one argument. The heuristic for whether a + * section qualifies for shortcut fusion is subject to change. + * + * Chaining is supported in custom builds as long as the `_#value` method is + * directly or indirectly included in the build. + * + * In addition to lodash methods, wrappers have `Array` and `String` methods. + * + * The wrapper `Array` methods are: + * `concat`, `join`, `pop`, `push`, `shift`, `sort`, `splice`, and `unshift` + * + * The wrapper `String` methods are: + * `replace` and `split` + * + * The wrapper methods that support shortcut fusion are: + * `at`, `compact`, `drop`, `dropRight`, `dropWhile`, `filter`, `find`, + * `findLast`, `head`, `initial`, `last`, `map`, `reject`, `reverse`, `slice`, + * `tail`, `take`, `takeRight`, `takeRightWhile`, `takeWhile`, and `toArray` + * + * The chainable wrapper methods are: + * `after`, `ary`, `assign`, `assignIn`, `assignInWith`, `assignWith`, `at`, + * `before`, `bind`, `bindAll`, `bindKey`, `castArray`, `chain`, `chunk`, + * `commit`, `compact`, `concat`, `conforms`, `constant`, `countBy`, `create`, + * `curry`, `debounce`, `defaults`, `defaultsDeep`, `defer`, `delay`, + * `difference`, `differenceBy`, `differenceWith`, `drop`, `dropRight`, + * `dropRightWhile`, `dropWhile`, `extend`, `extendWith`, `fill`, `filter`, + * `flatMap`, `flatMapDeep`, `flatMapDepth`, `flatten`, `flattenDeep`, + * `flattenDepth`, `flip`, `flow`, `flowRight`, `fromPairs`, `functions`, + * `functionsIn`, `groupBy`, `initial`, `intersection`, `intersectionBy`, + * `intersectionWith`, `invert`, `invertBy`, `invokeMap`, `iteratee`, `keyBy`, + * `keys`, `keysIn`, `map`, `mapKeys`, `mapValues`, `matches`, `matchesProperty`, + * `memoize`, `merge`, `mergeWith`, `method`, `methodOf`, `mixin`, `negate`, + * `nthArg`, `omit`, `omitBy`, `once`, `orderBy`, `over`, `overArgs`, + * `overEvery`, `overSome`, `partial`, `partialRight`, `partition`, `pick`, + * `pickBy`, `plant`, `property`, `propertyOf`, `pull`, `pullAll`, `pullAllBy`, + * `pullAllWith`, `pullAt`, `push`, `range`, `rangeRight`, `rearg`, `reject`, + * `remove`, `rest`, `reverse`, `sampleSize`, `set`, `setWith`, `shuffle`, + * `slice`, `sort`, `sortBy`, `splice`, `spread`, `tail`, `take`, `takeRight`, + * `takeRightWhile`, `takeWhile`, `tap`, `throttle`, `thru`, `toArray`, + * `toPairs`, `toPairsIn`, `toPath`, `toPlainObject`, `transform`, `unary`, + * `union`, `unionBy`, `unionWith`, `uniq`, `uniqBy`, `uniqWith`, `unset`, + * `unshift`, `unzip`, `unzipWith`, `update`, `updateWith`, `values`, + * `valuesIn`, `without`, `wrap`, `xor`, `xorBy`, `xorWith`, `zip`, + * `zipObject`, `zipObjectDeep`, and `zipWith` + * + * The wrapper methods that are **not** chainable by default are: + * `add`, `attempt`, `camelCase`, `capitalize`, `ceil`, `clamp`, `clone`, + * `cloneDeep`, `cloneDeepWith`, `cloneWith`, `conformsTo`, `deburr`, + * `defaultTo`, `divide`, `each`, `eachRight`, `endsWith`, `eq`, `escape`, + * `escapeRegExp`, `every`, `find`, `findIndex`, `findKey`, `findLast`, + * `findLastIndex`, `findLastKey`, `first`, `floor`, `forEach`, `forEachRight`, + * `forIn`, `forInRight`, `forOwn`, `forOwnRight`, `get`, `gt`, `gte`, `has`, + * `hasIn`, `head`, `identity`, `includes`, `indexOf`, `inRange`, `invoke`, + * `isArguments`, `isArray`, `isArrayBuffer`, `isArrayLike`, `isArrayLikeObject`, + * `isBoolean`, `isBuffer`, `isDate`, `isElement`, `isEmpty`, `isEqual`, + * `isEqualWith`, `isError`, `isFinite`, `isFunction`, `isInteger`, `isLength`, + * `isMap`, `isMatch`, `isMatchWith`, `isNaN`, `isNative`, `isNil`, `isNull`, + * `isNumber`, `isObject`, `isObjectLike`, `isPlainObject`, `isRegExp`, + * `isSafeInteger`, `isSet`, `isString`, `isUndefined`, `isTypedArray`, + * `isWeakMap`, `isWeakSet`, `join`, `kebabCase`, `last`, `lastIndexOf`, + * `lowerCase`, `lowerFirst`, `lt`, `lte`, `max`, `maxBy`, `mean`, `meanBy`, + * `min`, `minBy`, `multiply`, `noConflict`, `noop`, `now`, `nth`, `pad`, + * `padEnd`, `padStart`, `parseInt`, `pop`, `random`, `reduce`, `reduceRight`, + * `repeat`, `result`, `round`, `runInContext`, `sample`, `shift`, `size`, + * `snakeCase`, `some`, `sortedIndex`, `sortedIndexBy`, `sortedLastIndex`, + * `sortedLastIndexBy`, `startCase`, `startsWith`, `stubArray`, `stubFalse`, + * `stubObject`, `stubString`, `stubTrue`, `subtract`, `sum`, `sumBy`, + * `template`, `times`, `toFinite`, `toInteger`, `toJSON`, `toLength`, + * `toLower`, `toNumber`, `toSafeInteger`, `toString`, `toUpper`, `trim`, + * `trimEnd`, `trimStart`, `truncate`, `unescape`, `uniqueId`, `upperCase`, + * `upperFirst`, `value`, and `words` + * + * @name _ + * @constructor + * @category Seq + * @param {*} value The value to wrap in a `lodash` instance. + * @returns {Object} Returns the new `lodash` wrapper instance. + * @example + * + * function square(n) { + * return n * n; + * } + * + * var wrapped = _([1, 2, 3]); + * + * // Returns an unwrapped value. + * wrapped.reduce(_.add); + * // => 6 + * + * // Returns a wrapped value. + * var squares = wrapped.map(square); + * + * _.isArray(squares); + * // => false + * + * _.isArray(squares.value()); + * // => true + */ + function lodash() { + // No operation performed. + } + + /** + * The base implementation of `_.create` without support for assigning + * properties to the created object. + * + * @private + * @param {Object} proto The object to inherit from. + * @returns {Object} Returns the new object. + */ + var baseCreate = (function() { + function object() {} + return function(proto) { + if (!isObject(proto)) { + return {}; + } + if (objectCreate) { + return objectCreate(proto); + } + object.prototype = proto; + var result = new object; + object.prototype = undefined; + return result; + }; + }()); + + /*------------------------------------------------------------------------*/ + + /** + * Creates a hash object. + * + * @private + * @constructor + * @param {Array} [entries] The key-value pairs to cache. + */ + function Hash(entries) { + var index = -1, + length = entries == null ? 0 : entries.length; + + this.clear(); + while (++index < length) { + var entry = entries[index]; + this.set(entry[0], entry[1]); + } + } + + /** + * Removes all key-value entries from the hash. + * + * @private + * @name clear + * @memberOf Hash + */ + function hashClear() { + this.__data__ = nativeCreate ? nativeCreate(null) : {}; + this.size = 0; + } + + /** + * Removes `key` and its value from the hash. + * + * @private + * @name delete + * @memberOf Hash + * @param {Object} hash The hash to modify. + * @param {string} key The key of the value to remove. + * @returns {boolean} Returns `true` if the entry was removed, else `false`. + */ + function hashDelete(key) { + var result = this.has(key) && delete this.__data__[key]; + this.size -= result ? 1 : 0; + return result; + } + + /** + * Gets the hash value for `key`. + * + * @private + * @name get + * @memberOf Hash + * @param {string} key The key of the value to get. + * @returns {*} Returns the entry value. + */ + function hashGet(key) { + var data = this.__data__; + if (nativeCreate) { + var result = data[key]; + return result === HASH_UNDEFINED ? undefined : result; + } + return hasOwnProperty.call(data, key) ? data[key] : undefined; + } + + /** + * Checks if a hash value for `key` exists. + * + * @private + * @name has + * @memberOf Hash + * @param {string} key The key of the entry to check. + * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`. + */ + function hashHas(key) { + var data = this.__data__; + return nativeCreate ? data[key] !== undefined : hasOwnProperty.call(data, key); + } + + /** + * Sets the hash `key` to `value`. + * + * @private + * @name set + * @memberOf Hash + * @param {string} key The key of the value to set. + * @param {*} value The value to set. + * @returns {Object} Returns the hash instance. + */ + function hashSet(key, value) { + var data = this.__data__; + this.size += this.has(key) ? 0 : 1; + data[key] = (nativeCreate && value === undefined) ? HASH_UNDEFINED : value; + return this; + } + + // Add methods to `Hash`. + Hash.prototype.clear = hashClear; + Hash.prototype['delete'] = hashDelete; + Hash.prototype.get = hashGet; + Hash.prototype.has = hashHas; + Hash.prototype.set = hashSet; + + /*------------------------------------------------------------------------*/ + + /** + * Creates an list cache object. + * + * @private + * @constructor + * @param {Array} [entries] The key-value pairs to cache. + */ + function ListCache(entries) { + var index = -1, + length = entries == null ? 0 : entries.length; + + this.clear(); + while (++index < length) { + var entry = entries[index]; + this.set(entry[0], entry[1]); + } + } + + /** + * Removes all key-value entries from the list cache. + * + * @private + * @name clear + * @memberOf ListCache + */ + function listCacheClear() { + this.__data__ = []; + this.size = 0; + } + + /** + * Removes `key` and its value from the list cache. + * + * @private + * @name delete + * @memberOf ListCache + * @param {string} key The key of the value to remove. + * @returns {boolean} Returns `true` if the entry was removed, else `false`. + */ + function listCacheDelete(key) { + var data = this.__data__, + index = assocIndexOf(data, key); + + if (index < 0) { + return false; + } + var lastIndex = data.length - 1; + if (index == lastIndex) { + data.pop(); + } else { + splice.call(data, index, 1); + } + --this.size; + return true; + } + + /** + * Gets the list cache value for `key`. + * + * @private + * @name get + * @memberOf ListCache + * @param {string} key The key of the value to get. + * @returns {*} Returns the entry value. + */ + function listCacheGet(key) { + var data = this.__data__, + index = assocIndexOf(data, key); + + return index < 0 ? undefined : data[index][1]; + } + + /** + * Checks if a list cache value for `key` exists. + * + * @private + * @name has + * @memberOf ListCache + * @param {string} key The key of the entry to check. + * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`. + */ + function listCacheHas(key) { + return assocIndexOf(this.__data__, key) > -1; + } + + /** + * Sets the list cache `key` to `value`. + * + * @private + * @name set + * @memberOf ListCache + * @param {string} key The key of the value to set. + * @param {*} value The value to set. + * @returns {Object} Returns the list cache instance. + */ + function listCacheSet(key, value) { + var data = this.__data__, + index = assocIndexOf(data, key); + + if (index < 0) { + ++this.size; + data.push([key, value]); + } else { + data[index][1] = value; + } + return this; + } + + // Add methods to `ListCache`. + ListCache.prototype.clear = listCacheClear; + ListCache.prototype['delete'] = listCacheDelete; + ListCache.prototype.get = listCacheGet; + ListCache.prototype.has = listCacheHas; + ListCache.prototype.set = listCacheSet; + + /*------------------------------------------------------------------------*/ + + /** + * Creates a map cache object to store key-value pairs. + * + * @private + * @constructor + * @param {Array} [entries] The key-value pairs to cache. + */ + function MapCache(entries) { + var index = -1, + length = entries == null ? 0 : entries.length; + + this.clear(); + while (++index < length) { + var entry = entries[index]; + this.set(entry[0], entry[1]); + } + } + + /** + * Removes all key-value entries from the map. + * + * @private + * @name clear + * @memberOf MapCache + */ + function mapCacheClear() { + this.size = 0; + this.__data__ = { + 'hash': new Hash, + 'map': new (Map || ListCache), + 'string': new Hash + }; + } + + /** + * Removes `key` and its value from the map. + * + * @private + * @name delete + * @memberOf MapCache + * @param {string} key The key of the value to remove. + * @returns {boolean} Returns `true` if the entry was removed, else `false`. + */ + function mapCacheDelete(key) { + var result = getMapData(this, key)['delete'](key); + this.size -= result ? 1 : 0; + return result; + } + + /** + * Gets the map value for `key`. + * + * @private + * @name get + * @memberOf MapCache + * @param {string} key The key of the value to get. + * @returns {*} Returns the entry value. + */ + function mapCacheGet(key) { + return getMapData(this, key).get(key); + } + + /** + * Checks if a map value for `key` exists. + * + * @private + * @name has + * @memberOf MapCache + * @param {string} key The key of the entry to check. + * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`. + */ + function mapCacheHas(key) { + return getMapData(this, key).has(key); + } + + /** + * Sets the map `key` to `value`. + * + * @private + * @name set + * @memberOf MapCache + * @param {string} key The key of the value to set. + * @param {*} value The value to set. + * @returns {Object} Returns the map cache instance. + */ + function mapCacheSet(key, value) { + var data = getMapData(this, key), + size = data.size; + + data.set(key, value); + this.size += data.size == size ? 0 : 1; + return this; + } + + // Add methods to `MapCache`. + MapCache.prototype.clear = mapCacheClear; + MapCache.prototype['delete'] = mapCacheDelete; + MapCache.prototype.get = mapCacheGet; + MapCache.prototype.has = mapCacheHas; + MapCache.prototype.set = mapCacheSet; + + /*------------------------------------------------------------------------*/ + + /** + * Creates a stack cache object to store key-value pairs. + * + * @private + * @constructor + * @param {Array} [entries] The key-value pairs to cache. + */ + function Stack(entries) { + var data = this.__data__ = new ListCache(entries); + this.size = data.size; + } + + /** + * Removes all key-value entries from the stack. + * + * @private + * @name clear + * @memberOf Stack + */ + function stackClear() { + this.__data__ = new ListCache; + this.size = 0; + } + + /** + * Removes `key` and its value from the stack. + * + * @private + * @name delete + * @memberOf Stack + * @param {string} key The key of the value to remove. + * @returns {boolean} Returns `true` if the entry was removed, else `false`. + */ + function stackDelete(key) { + var data = this.__data__, + result = data['delete'](key); + + this.size = data.size; + return result; + } + + /** + * Gets the stack value for `key`. + * + * @private + * @name get + * @memberOf Stack + * @param {string} key The key of the value to get. + * @returns {*} Returns the entry value. + */ + function stackGet(key) { + return this.__data__.get(key); + } + + /** + * Checks if a stack value for `key` exists. + * + * @private + * @name has + * @memberOf Stack + * @param {string} key The key of the entry to check. + * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`. + */ + function stackHas(key) { + return this.__data__.has(key); + } + + /** + * Sets the stack `key` to `value`. + * + * @private + * @name set + * @memberOf Stack + * @param {string} key The key of the value to set. + * @param {*} value The value to set. + * @returns {Object} Returns the stack cache instance. + */ + function stackSet(key, value) { + var data = this.__data__; + if (data instanceof ListCache) { + var pairs = data.__data__; + if (!Map || (pairs.length < LARGE_ARRAY_SIZE - 1)) { + pairs.push([key, value]); + this.size = ++data.size; + return this; + } + data = this.__data__ = new MapCache(pairs); + } + data.set(key, value); + this.size = data.size; + return this; + } + + // Add methods to `Stack`. + Stack.prototype.clear = stackClear; + Stack.prototype['delete'] = stackDelete; + Stack.prototype.get = stackGet; + Stack.prototype.has = stackHas; + Stack.prototype.set = stackSet; + + /*------------------------------------------------------------------------*/ + + /** + * Creates an array of the enumerable property names of the array-like `value`. + * + * @private + * @param {*} value The value to query. + * @param {boolean} inherited Specify returning inherited property names. + * @returns {Array} Returns the array of property names. + */ + function arrayLikeKeys(value, inherited) { + var isArr = isArray(value), + isArg = !isArr && isArguments(value), + isBuff = !isArr && !isArg && isBuffer(value), + isType = !isArr && !isArg && !isBuff && isTypedArray(value), + skipIndexes = isArr || isArg || isBuff || isType, + result = skipIndexes ? baseTimes(value.length, String) : [], + length = result.length; + + for (var key in value) { + if ((inherited || hasOwnProperty.call(value, key)) && + !(skipIndexes && ( + // Safari 9 has enumerable `arguments.length` in strict mode. + key == 'length' || + // Node.js 0.10 has enumerable non-index properties on buffers. + (isBuff && (key == 'offset' || key == 'parent')) || + // PhantomJS 2 has enumerable non-index properties on typed arrays. + (isType && (key == 'buffer' || key == 'byteLength' || key == 'byteOffset')) || + // Skip index properties. + isIndex(key, length) + ))) { + result.push(key); + } + } + return result; + } + + /** + * This function is like `assignValue` except that it doesn't assign + * `undefined` values. + * + * @private + * @param {Object} object The object to modify. + * @param {string} key The key of the property to assign. + * @param {*} value The value to assign. + */ + function assignMergeValue(object, key, value) { + if ((value !== undefined && !eq(object[key], value)) || + (value === undefined && !(key in object))) { + baseAssignValue(object, key, value); + } + } + + /** + * Assigns `value` to `key` of `object` if the existing value is not equivalent + * using [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero) + * for equality comparisons. + * + * @private + * @param {Object} object The object to modify. + * @param {string} key The key of the property to assign. + * @param {*} value The value to assign. + */ + function assignValue(object, key, value) { + var objValue = object[key]; + if (!(hasOwnProperty.call(object, key) && eq(objValue, value)) || + (value === undefined && !(key in object))) { + baseAssignValue(object, key, value); + } + } + + /** + * Gets the index at which the `key` is found in `array` of key-value pairs. + * + * @private + * @param {Array} array The array to inspect. + * @param {*} key The key to search for. + * @returns {number} Returns the index of the matched value, else `-1`. + */ + function assocIndexOf(array, key) { + var length = array.length; + while (length--) { + if (eq(array[length][0], key)) { + return length; + } + } + return -1; + } + + /** + * The base implementation of `assignValue` and `assignMergeValue` without + * value checks. + * + * @private + * @param {Object} object The object to modify. + * @param {string} key The key of the property to assign. + * @param {*} value The value to assign. + */ + function baseAssignValue(object, key, value) { + if (key == '__proto__' && defineProperty) { + defineProperty(object, key, { + 'configurable': true, + 'enumerable': true, + 'value': value, + 'writable': true + }); + } else { + object[key] = value; + } + } + + /** + * The base implementation of `baseForOwn` which iterates over `object` + * properties returned by `keysFunc` and invokes `iteratee` for each property. + * Iteratee functions may exit iteration early by explicitly returning `false`. + * + * @private + * @param {Object} object The object to iterate over. + * @param {Function} iteratee The function invoked per iteration. + * @param {Function} keysFunc The function to get the keys of `object`. + * @returns {Object} Returns `object`. + */ + var baseFor = createBaseFor(); + + /** + * The base implementation of `getTag` without fallbacks for buggy environments. + * + * @private + * @param {*} value The value to query. + * @returns {string} Returns the `toStringTag`. + */ + function baseGetTag(value) { + if (value == null) { + return value === undefined ? undefinedTag : nullTag; + } + value = Object(value); + return (symToStringTag && symToStringTag in value) + ? getRawTag(value) + : objectToString(value); + } + + /** + * The base implementation of `_.isArguments`. + * + * @private + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is an `arguments` object, + */ + function baseIsArguments(value) { + return isObjectLike(value) && baseGetTag(value) == argsTag; + } + + /** + * The base implementation of `_.isNative` without bad shim checks. + * + * @private + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is a native function, + * else `false`. + */ + function baseIsNative(value) { + if (!isObject(value) || isMasked(value)) { + return false; + } + var pattern = isFunction(value) ? reIsNative : reIsHostCtor; + return pattern.test(toSource(value)); + } + + /** + * The base implementation of `_.isTypedArray` without Node.js optimizations. + * + * @private + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is a typed array, else `false`. + */ + function baseIsTypedArray(value) { + return isObjectLike(value) && + isLength(value.length) && !!typedArrayTags[baseGetTag(value)]; + } + + /** + * The base implementation of `_.keys` which doesn't treat sparse arrays as dense. + * + * @private + * @param {Object} object The object to query. + * @returns {Array} Returns the array of property names. + */ + function baseKeys(object) { + if (!isPrototype(object)) { + return nativeKeys(object); + } + var result = []; + for (var key in Object(object)) { + if (hasOwnProperty.call(object, key) && key != 'constructor') { + result.push(key); + } + } + return result; + } + + /** + * The base implementation of `_.keysIn` which doesn't treat sparse arrays as dense. + * + * @private + * @param {Object} object The object to query. + * @returns {Array} Returns the array of property names. + */ + function baseKeysIn(object) { + if (!isObject(object)) { + return nativeKeysIn(object); + } + var isProto = isPrototype(object), + result = []; + + for (var key in object) { + if (!(key == 'constructor' && (isProto || !hasOwnProperty.call(object, key)))) { + result.push(key); + } + } + return result; + } + + /** + * The base implementation of `_.merge` without support for multiple sources. + * + * @private + * @param {Object} object The destination object. + * @param {Object} source The source object. + * @param {number} srcIndex The index of `source`. + * @param {Function} [customizer] The function to customize merged values. + * @param {Object} [stack] Tracks traversed source values and their merged + * counterparts. + */ + function baseMerge(object, source, srcIndex, customizer, stack) { + if (object === source) { + return; + } + baseFor(source, function(srcValue, key) { + if (isObject(srcValue)) { + stack || (stack = new Stack); + baseMergeDeep(object, source, key, srcIndex, baseMerge, customizer, stack); + } + else { + var newValue = customizer + ? customizer(object[key], srcValue, (key + ''), object, source, stack) + : undefined; + + if (newValue === undefined) { + newValue = srcValue; + } + assignMergeValue(object, key, newValue); + } + }, keysIn); + } + + /** + * A specialized version of `baseMerge` for arrays and objects which performs + * deep merges and tracks traversed objects enabling objects with circular + * references to be merged. + * + * @private + * @param {Object} object The destination object. + * @param {Object} source The source object. + * @param {string} key The key of the value to merge. + * @param {number} srcIndex The index of `source`. + * @param {Function} mergeFunc The function to merge values. + * @param {Function} [customizer] The function to customize assigned values. + * @param {Object} [stack] Tracks traversed source values and their merged + * counterparts. + */ + function baseMergeDeep(object, source, key, srcIndex, mergeFunc, customizer, stack) { + var objValue = object[key], + srcValue = source[key], + stacked = stack.get(srcValue); + + if (stacked) { + assignMergeValue(object, key, stacked); + return; + } + var newValue = customizer + ? customizer(objValue, srcValue, (key + ''), object, source, stack) + : undefined; + + var isCommon = newValue === undefined; + + if (isCommon) { + var isArr = isArray(srcValue), + isBuff = !isArr && isBuffer(srcValue), + isTyped = !isArr && !isBuff && isTypedArray(srcValue); + + newValue = srcValue; + if (isArr || isBuff || isTyped) { + if (isArray(objValue)) { + newValue = objValue; + } + else if (isArrayLikeObject(objValue)) { + newValue = copyArray(objValue); + } + else if (isBuff) { + isCommon = false; + newValue = cloneBuffer(srcValue, true); + } + else if (isTyped) { + isCommon = false; + newValue = cloneTypedArray(srcValue, true); + } + else { + newValue = []; + } + } + else if (isPlainObject(srcValue) || isArguments(srcValue)) { + newValue = objValue; + if (isArguments(objValue)) { + newValue = toPlainObject(objValue); + } + else if (!isObject(objValue) || (srcIndex && isFunction(objValue))) { + newValue = initCloneObject(srcValue); + } + } + else { + isCommon = false; + } + } + if (isCommon) { + // Recursively merge objects and arrays (susceptible to call stack limits). + stack.set(srcValue, newValue); + mergeFunc(newValue, srcValue, srcIndex, customizer, stack); + stack['delete'](srcValue); + } + assignMergeValue(object, key, newValue); + } + + /** + * The base implementation of `_.rest` which doesn't validate or coerce arguments. + * + * @private + * @param {Function} func The function to apply a rest parameter to. + * @param {number} [start=func.length-1] The start position of the rest parameter. + * @returns {Function} Returns the new function. + */ + function baseRest(func, start) { + return setToString(overRest(func, start, identity), func + ''); + } + + /** + * The base implementation of `setToString` without support for hot loop shorting. + * + * @private + * @param {Function} func The function to modify. + * @param {Function} string The `toString` result. + * @returns {Function} Returns `func`. + */ + var baseSetToString = !defineProperty ? identity : function(func, string) { + return defineProperty(func, 'toString', { + 'configurable': true, + 'enumerable': false, + 'value': constant(string), + 'writable': true + }); + }; + + /** + * Creates a clone of `buffer`. + * + * @private + * @param {Buffer} buffer The buffer to clone. + * @param {boolean} [isDeep] Specify a deep clone. + * @returns {Buffer} Returns the cloned buffer. + */ + function cloneBuffer(buffer, isDeep) { + if (isDeep) { + return buffer.slice(); + } + var length = buffer.length, + result = allocUnsafe ? allocUnsafe(length) : new buffer.constructor(length); + + buffer.copy(result); + return result; + } + + /** + * Creates a clone of `arrayBuffer`. + * + * @private + * @param {ArrayBuffer} arrayBuffer The array buffer to clone. + * @returns {ArrayBuffer} Returns the cloned array buffer. + */ + function cloneArrayBuffer(arrayBuffer) { + var result = new arrayBuffer.constructor(arrayBuffer.byteLength); + new Uint8Array(result).set(new Uint8Array(arrayBuffer)); + return result; + } + + /** + * Creates a clone of `typedArray`. + * + * @private + * @param {Object} typedArray The typed array to clone. + * @param {boolean} [isDeep] Specify a deep clone. + * @returns {Object} Returns the cloned typed array. + */ + function cloneTypedArray(typedArray, isDeep) { + var buffer = isDeep ? cloneArrayBuffer(typedArray.buffer) : typedArray.buffer; + return new typedArray.constructor(buffer, typedArray.byteOffset, typedArray.length); + } + + /** + * Copies the values of `source` to `array`. + * + * @private + * @param {Array} source The array to copy values from. + * @param {Array} [array=[]] The array to copy values to. + * @returns {Array} Returns `array`. + */ + function copyArray(source, array) { + var index = -1, + length = source.length; + + array || (array = Array(length)); + while (++index < length) { + array[index] = source[index]; + } + return array; + } + + /** + * Copies properties of `source` to `object`. + * + * @private + * @param {Object} source The object to copy properties from. + * @param {Array} props The property identifiers to copy. + * @param {Object} [object={}] The object to copy properties to. + * @param {Function} [customizer] The function to customize copied values. + * @returns {Object} Returns `object`. + */ + function copyObject(source, props, object, customizer) { + var isNew = !object; + object || (object = {}); + + var index = -1, + length = props.length; + + while (++index < length) { + var key = props[index]; + + var newValue = customizer + ? customizer(object[key], source[key], key, object, source) + : undefined; + + if (newValue === undefined) { + newValue = source[key]; + } + if (isNew) { + baseAssignValue(object, key, newValue); + } else { + assignValue(object, key, newValue); + } + } + return object; + } + + /** + * Creates a function like `_.assign`. + * + * @private + * @param {Function} assigner The function to assign values. + * @returns {Function} Returns the new assigner function. + */ + function createAssigner(assigner) { + return baseRest(function(object, sources) { + var index = -1, + length = sources.length, + customizer = length > 1 ? sources[length - 1] : undefined, + guard = length > 2 ? sources[2] : undefined; + + customizer = (assigner.length > 3 && typeof customizer == 'function') + ? (length--, customizer) + : undefined; + + if (guard && isIterateeCall(sources[0], sources[1], guard)) { + customizer = length < 3 ? undefined : customizer; + length = 1; + } + object = Object(object); + while (++index < length) { + var source = sources[index]; + if (source) { + assigner(object, source, index, customizer); + } + } + return object; + }); + } + + /** + * Creates a base function for methods like `_.forIn` and `_.forOwn`. + * + * @private + * @param {boolean} [fromRight] Specify iterating from right to left. + * @returns {Function} Returns the new base function. + */ + function createBaseFor(fromRight) { + return function(object, iteratee, keysFunc) { + var index = -1, + iterable = Object(object), + props = keysFunc(object), + length = props.length; + + while (length--) { + var key = props[fromRight ? length : ++index]; + if (iteratee(iterable[key], key, iterable) === false) { + break; + } + } + return object; + }; + } + + /** + * Gets the data for `map`. + * + * @private + * @param {Object} map The map to query. + * @param {string} key The reference key. + * @returns {*} Returns the map data. + */ + function getMapData(map, key) { + var data = map.__data__; + return isKeyable(key) + ? data[typeof key == 'string' ? 'string' : 'hash'] + : data.map; + } + + /** + * Gets the native function at `key` of `object`. + * + * @private + * @param {Object} object The object to query. + * @param {string} key The key of the method to get. + * @returns {*} Returns the function if it's native, else `undefined`. + */ + function getNative(object, key) { + var value = getValue(object, key); + return baseIsNative(value) ? value : undefined; + } + + /** + * A specialized version of `baseGetTag` which ignores `Symbol.toStringTag` values. + * + * @private + * @param {*} value The value to query. + * @returns {string} Returns the raw `toStringTag`. + */ + function getRawTag(value) { + var isOwn = hasOwnProperty.call(value, symToStringTag), + tag = value[symToStringTag]; + + try { + value[symToStringTag] = undefined; + var unmasked = true; + } catch (e) {} + + var result = nativeObjectToString.call(value); + if (unmasked) { + if (isOwn) { + value[symToStringTag] = tag; + } else { + delete value[symToStringTag]; + } + } + return result; + } + + /** + * Initializes an object clone. + * + * @private + * @param {Object} object The object to clone. + * @returns {Object} Returns the initialized clone. + */ + function initCloneObject(object) { + return (typeof object.constructor == 'function' && !isPrototype(object)) + ? baseCreate(getPrototype(object)) + : {}; + } + + /** + * Checks if `value` is a valid array-like index. + * + * @private + * @param {*} value The value to check. + * @param {number} [length=MAX_SAFE_INTEGER] The upper bounds of a valid index. + * @returns {boolean} Returns `true` if `value` is a valid index, else `false`. + */ + function isIndex(value, length) { + length = length == null ? MAX_SAFE_INTEGER : length; + return !!length && + (typeof value == 'number' || reIsUint.test(value)) && + (value > -1 && value % 1 == 0 && value < length); + } + + /** + * Checks if the given arguments are from an iteratee call. + * + * @private + * @param {*} value The potential iteratee value argument. + * @param {*} index The potential iteratee index or key argument. + * @param {*} object The potential iteratee object argument. + * @returns {boolean} Returns `true` if the arguments are from an iteratee call, + * else `false`. + */ + function isIterateeCall(value, index, object) { + if (!isObject(object)) { + return false; + } + var type = typeof index; + if (type == 'number' + ? (isArrayLike(object) && isIndex(index, object.length)) + : (type == 'string' && index in object) + ) { + return eq(object[index], value); + } + return false; + } + + /** + * Checks if `value` is suitable for use as unique object key. + * + * @private + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is suitable, else `false`. + */ + function isKeyable(value) { + var type = typeof value; + return (type == 'string' || type == 'number' || type == 'symbol' || type == 'boolean') + ? (value !== '__proto__') + : (value === null); + } + + /** + * Checks if `func` has its source masked. + * + * @private + * @param {Function} func The function to check. + * @returns {boolean} Returns `true` if `func` is masked, else `false`. + */ + function isMasked(func) { + return !!maskSrcKey && (maskSrcKey in func); + } + + /** + * Checks if `value` is likely a prototype object. + * + * @private + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is a prototype, else `false`. + */ + function isPrototype(value) { + var Ctor = value && value.constructor, + proto = (typeof Ctor == 'function' && Ctor.prototype) || objectProto; + + return value === proto; + } + + /** + * This function is like + * [`Object.keys`](http://ecma-international.org/ecma-262/7.0/#sec-object.keys) + * except that it includes inherited enumerable properties. + * + * @private + * @param {Object} object The object to query. + * @returns {Array} Returns the array of property names. + */ + function nativeKeysIn(object) { + var result = []; + if (object != null) { + for (var key in Object(object)) { + result.push(key); + } + } + return result; + } + + /** + * Converts `value` to a string using `Object.prototype.toString`. + * + * @private + * @param {*} value The value to convert. + * @returns {string} Returns the converted string. + */ + function objectToString(value) { + return nativeObjectToString.call(value); + } + + /** + * A specialized version of `baseRest` which transforms the rest array. + * + * @private + * @param {Function} func The function to apply a rest parameter to. + * @param {number} [start=func.length-1] The start position of the rest parameter. + * @param {Function} transform The rest array transform. + * @returns {Function} Returns the new function. + */ + function overRest(func, start, transform) { + start = nativeMax(start === undefined ? (func.length - 1) : start, 0); + return function() { + var args = arguments, + index = -1, + length = nativeMax(args.length - start, 0), + array = Array(length); + + while (++index < length) { + array[index] = args[start + index]; + } + index = -1; + var otherArgs = Array(start + 1); + while (++index < start) { + otherArgs[index] = args[index]; + } + otherArgs[start] = transform(array); + return apply(func, this, otherArgs); + }; + } + + /** + * Sets the `toString` method of `func` to return `string`. + * + * @private + * @param {Function} func The function to modify. + * @param {Function} string The `toString` result. + * @returns {Function} Returns `func`. + */ + var setToString = shortOut(baseSetToString); + + /** + * Creates a function that'll short out and invoke `identity` instead + * of `func` when it's called `HOT_COUNT` or more times in `HOT_SPAN` + * milliseconds. + * + * @private + * @param {Function} func The function to restrict. + * @returns {Function} Returns the new shortable function. + */ + function shortOut(func) { + var count = 0, + lastCalled = 0; + + return function() { + var stamp = nativeNow(), + remaining = HOT_SPAN - (stamp - lastCalled); + + lastCalled = stamp; + if (remaining > 0) { + if (++count >= HOT_COUNT) { + return arguments[0]; + } + } else { + count = 0; + } + return func.apply(undefined, arguments); + }; + } + + /** + * Converts `func` to its source code. + * + * @private + * @param {Function} func The function to convert. + * @returns {string} Returns the source code. + */ + function toSource(func) { + if (func != null) { + try { + return funcToString.call(func); + } catch (e) {} + try { + return (func + ''); + } catch (e) {} + } + return ''; + } + + /*------------------------------------------------------------------------*/ + + /** + * Performs a + * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero) + * comparison between two values to determine if they are equivalent. + * + * @static + * @memberOf _ + * @since 4.0.0 + * @category Lang + * @param {*} value The value to compare. + * @param {*} other The other value to compare. + * @returns {boolean} Returns `true` if the values are equivalent, else `false`. + * @example + * + * var object = { 'a': 1 }; + * var other = { 'a': 1 }; + * + * _.eq(object, object); + * // => true + * + * _.eq(object, other); + * // => false + * + * _.eq('a', 'a'); + * // => true + * + * _.eq('a', Object('a')); + * // => false + * + * _.eq(NaN, NaN); + * // => true + */ + function eq(value, other) { + return value === other || (value !== value && other !== other); + } + + /** + * Checks if `value` is likely an `arguments` object. + * + * @static + * @memberOf _ + * @since 0.1.0 + * @category Lang + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is an `arguments` object, + * else `false`. + * @example + * + * _.isArguments(function() { return arguments; }()); + * // => true + * + * _.isArguments([1, 2, 3]); + * // => false + */ + var isArguments = baseIsArguments(function() { return arguments; }()) ? baseIsArguments : function(value) { + return isObjectLike(value) && hasOwnProperty.call(value, 'callee') && + !propertyIsEnumerable.call(value, 'callee'); + }; + + /** + * Checks if `value` is classified as an `Array` object. + * + * @static + * @memberOf _ + * @since 0.1.0 + * @category Lang + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is an array, else `false`. + * @example + * + * _.isArray([1, 2, 3]); + * // => true + * + * _.isArray(document.body.children); + * // => false + * + * _.isArray('abc'); + * // => false + * + * _.isArray(_.noop); + * // => false + */ + var isArray = Array.isArray; + + /** + * Checks if `value` is array-like. A value is considered array-like if it's + * not a function and has a `value.length` that's an integer greater than or + * equal to `0` and less than or equal to `Number.MAX_SAFE_INTEGER`. + * + * @static + * @memberOf _ + * @since 4.0.0 + * @category Lang + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is array-like, else `false`. + * @example + * + * _.isArrayLike([1, 2, 3]); + * // => true + * + * _.isArrayLike(document.body.children); + * // => true + * + * _.isArrayLike('abc'); + * // => true + * + * _.isArrayLike(_.noop); + * // => false + */ + function isArrayLike(value) { + return value != null && isLength(value.length) && !isFunction(value); + } + + /** + * This method is like `_.isArrayLike` except that it also checks if `value` + * is an object. + * + * @static + * @memberOf _ + * @since 4.0.0 + * @category Lang + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is an array-like object, + * else `false`. + * @example + * + * _.isArrayLikeObject([1, 2, 3]); + * // => true + * + * _.isArrayLikeObject(document.body.children); + * // => true + * + * _.isArrayLikeObject('abc'); + * // => false + * + * _.isArrayLikeObject(_.noop); + * // => false + */ + function isArrayLikeObject(value) { + return isObjectLike(value) && isArrayLike(value); + } + + /** + * Checks if `value` is a buffer. + * + * @static + * @memberOf _ + * @since 4.3.0 + * @category Lang + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is a buffer, else `false`. + * @example + * + * _.isBuffer(new Buffer(2)); + * // => true + * + * _.isBuffer(new Uint8Array(2)); + * // => false + */ + var isBuffer = nativeIsBuffer || stubFalse; + + /** + * Checks if `value` is classified as a `Function` object. + * + * @static + * @memberOf _ + * @since 0.1.0 + * @category Lang + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is a function, else `false`. + * @example + * + * _.isFunction(_); + * // => true + * + * _.isFunction(/abc/); + * // => false + */ + function isFunction(value) { + if (!isObject(value)) { + return false; + } + // The use of `Object#toString` avoids issues with the `typeof` operator + // in Safari 9 which returns 'object' for typed arrays and other constructors. + var tag = baseGetTag(value); + return tag == funcTag || tag == genTag || tag == asyncTag || tag == proxyTag; + } + + /** + * Checks if `value` is a valid array-like length. + * + * **Note:** This method is loosely based on + * [`ToLength`](http://ecma-international.org/ecma-262/7.0/#sec-tolength). + * + * @static + * @memberOf _ + * @since 4.0.0 + * @category Lang + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is a valid length, else `false`. + * @example + * + * _.isLength(3); + * // => true + * + * _.isLength(Number.MIN_VALUE); + * // => false + * + * _.isLength(Infinity); + * // => false + * + * _.isLength('3'); + * // => false + */ + function isLength(value) { + return typeof value == 'number' && + value > -1 && value % 1 == 0 && value <= MAX_SAFE_INTEGER; + } + + /** + * Checks if `value` is the + * [language type](http://www.ecma-international.org/ecma-262/7.0/#sec-ecmascript-language-types) + * of `Object`. (e.g. arrays, functions, objects, regexes, `new Number(0)`, and `new String('')`) + * + * @static + * @memberOf _ + * @since 0.1.0 + * @category Lang + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is an object, else `false`. + * @example + * + * _.isObject({}); + * // => true + * + * _.isObject([1, 2, 3]); + * // => true + * + * _.isObject(_.noop); + * // => true + * + * _.isObject(null); + * // => false + */ + function isObject(value) { + var type = typeof value; + return value != null && (type == 'object' || type == 'function'); + } + + /** + * Checks if `value` is object-like. A value is object-like if it's not `null` + * and has a `typeof` result of "object". + * + * @static + * @memberOf _ + * @since 4.0.0 + * @category Lang + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is object-like, else `false`. + * @example + * + * _.isObjectLike({}); + * // => true + * + * _.isObjectLike([1, 2, 3]); + * // => true + * + * _.isObjectLike(_.noop); + * // => false + * + * _.isObjectLike(null); + * // => false + */ + function isObjectLike(value) { + return value != null && typeof value == 'object'; + } + + /** + * Checks if `value` is a plain object, that is, an object created by the + * `Object` constructor or one with a `[[Prototype]]` of `null`. + * + * @static + * @memberOf _ + * @since 0.8.0 + * @category Lang + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is a plain object, else `false`. + * @example + * + * function Foo() { + * this.a = 1; + * } + * + * _.isPlainObject(new Foo); + * // => false + * + * _.isPlainObject([1, 2, 3]); + * // => false + * + * _.isPlainObject({ 'x': 0, 'y': 0 }); + * // => true + * + * _.isPlainObject(Object.create(null)); + * // => true + */ + function isPlainObject(value) { + if (!isObjectLike(value) || baseGetTag(value) != objectTag) { + return false; + } + var proto = getPrototype(value); + if (proto === null) { + return true; + } + var Ctor = hasOwnProperty.call(proto, 'constructor') && proto.constructor; + return typeof Ctor == 'function' && Ctor instanceof Ctor && + funcToString.call(Ctor) == objectCtorString; + } + + /** + * Checks if `value` is classified as a typed array. + * + * @static + * @memberOf _ + * @since 3.0.0 + * @category Lang + * @param {*} value The value to check. + * @returns {boolean} Returns `true` if `value` is a typed array, else `false`. + * @example + * + * _.isTypedArray(new Uint8Array); + * // => true + * + * _.isTypedArray([]); + * // => false + */ + var isTypedArray = nodeIsTypedArray ? baseUnary(nodeIsTypedArray) : baseIsTypedArray; + + /** + * Converts `value` to a plain object flattening inherited enumerable string + * keyed properties of `value` to own properties of the plain object. + * + * @static + * @memberOf _ + * @since 3.0.0 + * @category Lang + * @param {*} value The value to convert. + * @returns {Object} Returns the converted plain object. + * @example + * + * function Foo() { + * this.b = 2; + * } + * + * Foo.prototype.c = 3; + * + * _.assign({ 'a': 1 }, new Foo); + * // => { 'a': 1, 'b': 2 } + * + * _.assign({ 'a': 1 }, _.toPlainObject(new Foo)); + * // => { 'a': 1, 'b': 2, 'c': 3 } + */ + function toPlainObject(value) { + return copyObject(value, keysIn(value)); + } + + /*------------------------------------------------------------------------*/ + + /** + * Assigns own enumerable string keyed properties of source objects to the + * destination object. Source objects are applied from left to right. + * Subsequent sources overwrite property assignments of previous sources. + * + * **Note:** This method mutates `object` and is loosely based on + * [`Object.assign`](https://mdn.io/Object/assign). + * + * @static + * @memberOf _ + * @since 0.10.0 + * @category Object + * @param {Object} object The destination object. + * @param {...Object} [sources] The source objects. + * @returns {Object} Returns `object`. + * @see _.assignIn + * @example + * + * function Foo() { + * this.a = 1; + * } + * + * function Bar() { + * this.c = 3; + * } + * + * Foo.prototype.b = 2; + * Bar.prototype.d = 4; + * + * _.assign({ 'a': 0 }, new Foo, new Bar); + * // => { 'a': 1, 'c': 3 } + */ + var assign = createAssigner(function(object, source) { + if (isPrototype(source) || isArrayLike(source)) { + copyObject(source, keys(source), object); + return; + } + for (var key in source) { + if (hasOwnProperty.call(source, key)) { + assignValue(object, key, source[key]); + } + } + }); + + /** + * Creates an array of the own enumerable property names of `object`. + * + * **Note:** Non-object values are coerced to objects. See the + * [ES spec](http://ecma-international.org/ecma-262/7.0/#sec-object.keys) + * for more details. + * + * @static + * @since 0.1.0 + * @memberOf _ + * @category Object + * @param {Object} object The object to query. + * @returns {Array} Returns the array of property names. + * @example + * + * function Foo() { + * this.a = 1; + * this.b = 2; + * } + * + * Foo.prototype.c = 3; + * + * _.keys(new Foo); + * // => ['a', 'b'] (iteration order is not guaranteed) + * + * _.keys('hi'); + * // => ['0', '1'] + */ + function keys(object) { + return isArrayLike(object) ? arrayLikeKeys(object) : baseKeys(object); + } + + /** + * Creates an array of the own and inherited enumerable property names of `object`. + * + * **Note:** Non-object values are coerced to objects. + * + * @static + * @memberOf _ + * @since 3.0.0 + * @category Object + * @param {Object} object The object to query. + * @returns {Array} Returns the array of property names. + * @example + * + * function Foo() { + * this.a = 1; + * this.b = 2; + * } + * + * Foo.prototype.c = 3; + * + * _.keysIn(new Foo); + * // => ['a', 'b', 'c'] (iteration order is not guaranteed) + */ + function keysIn(object) { + return isArrayLike(object) ? arrayLikeKeys(object, true) : baseKeysIn(object); + } + + /** + * This method is like `_.assign` except that it recursively merges own and + * inherited enumerable string keyed properties of source objects into the + * destination object. Source properties that resolve to `undefined` are + * skipped if a destination value exists. Array and plain object properties + * are merged recursively. Other objects and value types are overridden by + * assignment. Source objects are applied from left to right. Subsequent + * sources overwrite property assignments of previous sources. + * + * **Note:** This method mutates `object`. + * + * @static + * @memberOf _ + * @since 0.5.0 + * @category Object + * @param {Object} object The destination object. + * @param {...Object} [sources] The source objects. + * @returns {Object} Returns `object`. + * @example + * + * var object = { + * 'a': [{ 'b': 2 }, { 'd': 4 }] + * }; + * + * var other = { + * 'a': [{ 'c': 3 }, { 'e': 5 }] + * }; + * + * _.merge(object, other); + * // => { 'a': [{ 'b': 2, 'c': 3 }, { 'd': 4, 'e': 5 }] } + */ + var merge = createAssigner(function(object, source, srcIndex) { + baseMerge(object, source, srcIndex); + }); + + /*------------------------------------------------------------------------*/ + + /** + * Creates a function that returns `value`. + * + * @static + * @memberOf _ + * @since 2.4.0 + * @category Util + * @param {*} value The value to return from the new function. + * @returns {Function} Returns the new constant function. + * @example + * + * var objects = _.times(2, _.constant({ 'a': 1 })); + * + * console.log(objects); + * // => [{ 'a': 1 }, { 'a': 1 }] + * + * console.log(objects[0] === objects[1]); + * // => true + */ + function constant(value) { + return function() { + return value; + }; + } + + /** + * This method returns the first argument it receives. + * + * @static + * @since 0.1.0 + * @memberOf _ + * @category Util + * @param {*} value Any value. + * @returns {*} Returns `value`. + * @example + * + * var object = { 'a': 1 }; + * + * console.log(_.identity(object) === object); + * // => true + */ + function identity(value) { + return value; + } + + /** + * This method returns `false`. + * + * @static + * @memberOf _ + * @since 4.13.0 + * @category Util + * @returns {boolean} Returns `false`. + * @example + * + * _.times(2, _.stubFalse); + * // => [false, false] + */ + function stubFalse() { + return false; + } + + /*------------------------------------------------------------------------*/ + + // Add methods that return wrapped values in chain sequences. + lodash.assign = assign; + lodash.constant = constant; + lodash.keys = keys; + lodash.keysIn = keysIn; + lodash.merge = merge; + lodash.toPlainObject = toPlainObject; + + /*------------------------------------------------------------------------*/ + + // Add methods that return unwrapped values in chain sequences. + lodash.eq = eq; + lodash.identity = identity; + lodash.isArguments = isArguments; + lodash.isArray = isArray; + lodash.isArrayLike = isArrayLike; + lodash.isArrayLikeObject = isArrayLikeObject; + lodash.isBuffer = isBuffer; + lodash.isFunction = isFunction; + lodash.isLength = isLength; + lodash.isObject = isObject; + lodash.isObjectLike = isObjectLike; + lodash.isPlainObject = isPlainObject; + lodash.isTypedArray = isTypedArray; + lodash.stubFalse = stubFalse; + + /*------------------------------------------------------------------------*/ + + /** + * The semantic version number. + * + * @static + * @memberOf _ + * @type {string} + */ + lodash.VERSION = VERSION; + + /*--------------------------------------------------------------------------*/ + + // Export to the global object. + root._ = lodash; +}.call(this));