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Controls Js
Controls JS is a JavaScript library that makes it easier to code controller mappings for Mixxx. It lets you focus more on your mapping and less on the details of how Mixxx works. It is centered around JavaScript objects called Controls that represent a physical component on a controller, such as a button, knob, encoder, or fader. Control 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. The library also provides more specialized Controls for common use cases. Controls can be organized into ControlContainer objects, making it easy to iterate over them and change their behavior to switch between different modes.
To use the library, in the <scriptfiles>
element at the top of your
mapping's XML file, load
the Lodash library and the Controls library:
<file filename="lodash.mixxx.js"/>
<file filename="midi-controls-0.0.js"/>
Controls JS uses a few functions from Lodash,
which is why they both need to be loaded. Importing the
midi-controls-0.0.js file makes the library accessible by an object
called control
(lower case).
This documentation is a work in progress. Not every capability of the library is fully documented yet. Refer to the source code of the library if in doubt.
A Control 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). In general, you should not use Control directly; instead, use one of its subtypes (#Button, #Pot, or #Encoder).
Controls should generally be properties of a #ControlContainer object. Most Controls should be properties of a custom #Deck object, which is a derivative of ControlContainer.
The input function of each Control needs to be mapped to the incoming MIDI signals in the XML file. For example:
<control>
<group>[Channel1]</group>
<!-- MyController.leftDeck would be an instance of a custom Deck. -->
<key>MyController.leftDeck.quantizeButton.input</key>
<status>0x90</status>
<midino>0x01</midino>
<options>
<script-binding/>
</options>
</control>
In the future Mixxx will be able to register MIDI inputs from JavaScript, so that will not be necessary. The output does not need to be mapped in XML. It is handled by the library in JavaScript.
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 need at least these properties defined:
- midi (array with 2 numbers): the first two MIDI bytes that the controller sends/receives when the physical component changes state
-
group (string): the group that both the inCo and outCo
manipulate, for example
'[Channel1]
' for deck 1 - inCo (string): the Mixxx ControlObject that this JavaScript Control manipulates when it receives a MIDI input signal
-
outCo (string): when this Mixxx ControlObject
changes value, the
output
function will be called
For example:
var quantizeButton = new controls.Button({
midi: [0x91, 0x01],
group: '[Channel1]'
inCo: 'quantize',
outCo: 'quantize',
});
The following methods (in JavaScript, methods are just object properties that happen to be functions) must be defined for every Control, but in most cases the defaults will work so you do not need to define them yourself:
- input: the function that receives MIDI input
- output: the function that gets called when outCo changes value. Typically this sends MIDI output to the controller to change the state of an LED, but it can do anything.
-
connect: register
output
as the callback function that gets executed when the value ofgroup
,outCo
changes. Implement a custom function if you need to connect callbacks for multiple Mixxx ControlObjects in one Control. Refer to the source code of SamplerButton.prototype.connect for an example.
The following methods are called by the default Control input
and
output
methods, as well as the default input
functions of
#Button, #Pot, and #RingEncoder.
If you do not need to implement complex custom behavior, overwrite these
instead of the default input
and output
methods:
-
inValueScale: takes the third byte of the incoming MIDI signal
as its first argument and returns the value to set
group
,inCo
to -
outValueScale: takes the value of
group
,outCo
as its first argument and returns the third byte of the outgoing MIDI signal
Each Control also has these methods that you probably should not overwrite:
-
disconnect: disconnect the
output
function from being called whengroup
,outCo
changes -
trigger: manually call
output
with the same arguments as ifgroup
,outCo
had changed -
send: send a 3 byte (short) MIDI message out to the controller.
The first two bytes of the MIDI message are specified by the
midi
property. The third MIDI byte is provided as the first argument to thesend
function. -
inGetParameter: returns the value of
group
,inCo
normalized to a 0-1 scale -
inSetParameter: sets the value of
group
,inCo
to the function's first argument, normalized to a 0-1 scale -
inGetValue: returns the value of
group
,inCo
-
inSetValue: sets the value of
group
,inCo
to the function's first argument -
inToggle: sets
group
,inCo
to its inverse (0 if it is >0; 1 if it is 0) -
outGetParameter: returns the value of
group
,outCo
normalized to a 0-1 scale -
outSetParameter: sets the value of
group
,outCo
to the function's first argument, normalized to a 0-1 scale -
outGetValue: returns the value of
group
,outCo
-
outSetValue: sets the value of
group
,outCo
to the function's first argument -
outToggle: sets
group
,outCo
to its inverse (0 if it is >0; 1 if it is 0)
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. If you ever need to check whether
a Control is in a shifted state, set its boolean isShifted
property in
your shift
/unshift
functions (in most cases this is not necessary).
In some cases, using the shift
/unshift
functions to change the
Control's inCo, outCo, or group properties will be sufficient. Refer to
the source code for #HotcueButton for an example. In
more complex cases, overwriting the input
and output
functions 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 corresponding
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.
The following properties can be specified in the options object passed to the Control constructor to customize the Control's initialization. Changing their value after creating the Control does not do anything.
-
outConnect (boolean, default true): whether to call
connect
in the constructor (assuminggroup
andoutCo
were specified in the options object) -
outTrigger (boolean, default true): whether to call
trigger
in the constructor (assuminggroup
andoutCo
were specified in the options object)
Some controllers send and receive 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. To avoid defining two Controls for every physical component of your controller, set the following options as appropriate:
-
sendShifted (boolean, default false): whether to send a second,
shifted MIDI message for every call to
send
- shiftChannel (boolean, default false): whether the shifted MIDI message changes the MIDI channel (second nybble of the first byte of the MIDI signal)
- shiftControl (boolean, default false): whether the shifted MIDI message changes the MIDI control number (second byte) of the MIDI signal
- shiftOffset (number, default 0): how much to shift the MIDI channel or control number by
To avoid having to define those properties for every Control, you can
change the properties of controls.Control.prototype in your controller's
init
function. For example:
controls.Control.prototype.shiftOffset = 3;
controls.Control.prototype.shiftChannel = true;
controls.Control.prototype.sendShifted = true;
Controls JS provides 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 controls.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.
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.
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 controls.PlayButton([0x90 + channel, 0x0A]);
instead of
var playButton = new controls.PlayButton({
midi: [0x90 + channel, 0x0A]
});
A Button is a subtype of Control for buttons/pads.
For example:
var quantize = new controls.Button({
midi: [0x91, 0x01],
group: '[Channel1]',
co: 'quantize',
});
Button's input
function toggles the value of group
, inCo
when the
button is pressed, but not when the button is released. For buttons that
toggle inCo
when they are pressed and released, set the onlyOnPress
property to false. For example:
var tempSlow = new controls.Button({
midi: [0x91, 0x44],
inCo: 'rate_temp_down',
onlyOnPress: false,
});
Button's output
function sends the value of the on
property as the
third MIDI byte when outCo > 0 and off
when outCo <= 0. By default,
on
is 127 (0x7F) 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 controls.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, documented in
the subsections below. These make it easy to map those kinds of buttons
without having to worry about particularities of Mixxx's ControlObjects.
The PlayButton, SyncButton, HotcueButton, and SamplerButton objects also
provide alternate functionality for when a shift button is pressed. To
use these, you only need to specify their midi
and group
properties,
except for HotcueButton and SamplerButton.
By default, Button 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 a button press indicated by the
first nybble (hexadecimal digit) of the first (status) byte being 9 and
a button release by the first nybble being 8, in your script's init
function, set control.Button.prototype.separateNoteOnOff = true;
and
map both the note on and off messages in XML to the Button object's
input property.
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 the manual for details.
Behavior depends on cue mode configured by the user in the preferences
Refer to the
manual
for details.
Default behavior: momentary sync without toggling sync lock
Shift behavior: toggle sync lock (master sync)
Toggle a loop on/off
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 controls.HotcueButton({
number: i,
group: '[Channel1]',
midi: [0x91, 0x26 + i],
});
}
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 controls.SamplerButton({
number: n,
midi: [0x91, 0x02],
});
)};
When the sampler is loaded, the LED will be sent a MIDI message with the
value of the on
property (default 127) When the sampler is empty, the
LED will be sent a MIDI message with the value of the off
property
(default 0). 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 controls.SamplerButton(
midi: [0x91, 0x02],
number: 1,
on: MyController.padColors.blue,
playing: MyController.padColors.red,
// off is inherited from Button.prototype
)};
A Pot is a Control subtype for potentiometers (faders and knobs) with
finite ranges, although it can be adapted for infintely turning
encoders. Pot's connect
and disconnect
methods take care of soft
takeover when switching layers with
ControlContainer's reconnectControls
or
applyLayer
methods. Soft takeover is not activated until the first
input signal is received, so it does not interfere with setting initial
values for controllers that can report that information.
Encoder is a Control for infinitely turning encoders. The default
input
function assumes the encoder sends MIDI signals on a continous
scale from 0 to 127 (0x7F). If the encoder sends relative MIDI signals
to indicate whether it turns right or left, you will need to define your
own input
function. For example, for an encoder that sends a value of
1 when it is turned left and a value of 127 when it is turned right:
MyController.SomeEncoder = new control.Encoder({
midi: [0xB1, 0x03],
group: '[Channel1]',
inCo: 'pregain',
input: function (channel, control, value, status, group) {
if (value === 1) {
this.setParameterIn(this.getParameterIn() - .05);
} else if (value === 127) {
this.setParameterIn(this.getParameterIn() + .05);
}
},
});
To map an Encoder with an LED ring around it that receives MIDI signals
on a continuous 0-127 scale, define an outCo
property in the options
object for the constructor. Similar to input
, if the LEDs do not
respond to a continuous 0-127 scale, define your own output
function.
If outCo
and inCo
are the same, you can just specify one co
property for the constructor.
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.
A ControlContainer is an object that contains Controls as properties. It has methods to help iterate over those Controls:
-
forEachControl: Iterate over all Controls in this
ControlContainer and perform an operation on them. The operation is
a function provided as the first argument to
forEachControl
. The operation function takes each Control as its first argument. In the context of the operation function,this
refers to the ControlContainer.forEachControl
iterates recursively through the Controls in any ControlContainers that are properties of this ControlContainer. If you do not wantforEachControl
to operate recursively, passfalse
as the second argument toforEachControl
. -
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
. -
shift: Call each Control's
shift
method if it exists. This iterates recursively on any Controls in ControlContainers that are properties of this ControlContainer, so there is no need to callshift
on each child ControlContainer. This function takes no arguments. -
unshift: same as
shift
, but call each Control'sunshift
method - 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, applyLayer
disconnects old layer's output callbacks 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
.
Deck 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 controls.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.
controls.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 controls.Deck();
EffectUnit is a #ControlContainer that contains Controls designed to be mapped to the common arrangement of 4 knobs and 4 buttons for controlling effects. If your controller's effects section has fewer components, the EffectUnit object provided by Controls JS probably will not be very helpful. You may want to read the source code for the library's EffectUnit to get an idea for how to map your controller though.
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. After the midi attributes are set up,
call the EffectUnit's init
method to set up the output callbacks. For
example:
MyController.effectUnit = new controls.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.knobs[1].midi = [0xB0, 0x01];
MyController.effectUnit.knobs[2].midi = [0xB0, 0x02];
MyController.effectUnit.knobs[3].midi = [0xB0, 0x03];
MyController.effectUnit.dryWetKnob.midi = [0xB0, 0x04];
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 input
function with a function that can appropriately handle the signals sent
by your controller. Refer to the #Encoder 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
methods 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).
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