/*global define:false */ /** * Copyright 2012-2017 Craig Campbell * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * Mousetrap is a simple keyboard shortcut library for Javascript with * no external dependencies * * @version 1.6.3 * @url craig.is/killing/mice */ (function(window, document, undefined) { // Check if mousetrap is used inside browser, if not, return if (!window) { return; } /** * mapping of special keycodes to their corresponding keys * * everything in this dictionary cannot use keypress events * so it has to be here to map to the correct keycodes for * keyup/keydown events * * @type {Object} */ var _MAP = { 8: 'backspace', 9: 'tab', 13: 'enter', 16: 'shift', 17: 'ctrl', 18: 'alt', 20: 'capslock', 27: 'esc', 32: 'space', 33: 'pageup', 34: 'pagedown', 35: 'end', 36: 'home', 37: 'left', 38: 'up', 39: 'right', 40: 'down', 45: 'ins', 46: 'del', 91: 'meta', 93: 'meta', 224: 'meta' }; /** * mapping for special characters so they can support * * this dictionary is only used incase you want to bind a * keyup or keydown event to one of these keys * * @type {Object} */ var _KEYCODE_MAP = { 106: '*', 107: '+', 109: '-', 110: '.', 111 : '/', 186: ';', 187: '=', 188: ',', 189: '-', 190: '.', 191: '/', 192: '`', 219: '[', 220: '\\', 221: ']', 222: '\'' }; /** * this is a mapping of keys that require shift on a US keypad * back to the non shift equivelents * * this is so you can use keyup events with these keys * * note that this will only work reliably on US keyboards * * @type {Object} */ var _SHIFT_MAP = { '~': '`', '!': '1', '@': '2', '#': '3', '$': '4', '%': '5', '^': '6', '&': '7', '*': '8', '(': '9', ')': '0', '_': '-', '+': '=', ':': ';', '\"': '\'', '<': ',', '>': '.', '?': '/', '|': '\\' }; /** * this is a list of special strings you can use to map * to modifier keys when you specify your keyboard shortcuts * * @type {Object} */ var _SPECIAL_ALIASES = { 'option': 'alt', 'command': 'meta', 'return': 'enter', 'escape': 'esc', 'plus': '+', 'mod': /Mac|iPod|iPhone|iPad/.test(navigator.platform) ? 'meta' : 'ctrl' }; /** * variable to store the flipped version of _MAP from above * needed to check if we should use keypress or not when no action * is specified * * @type {Object|undefined} */ var _REVERSE_MAP; /** * loop through the f keys, f1 to f19 and add them to the map * programatically */ for (var i = 1; i < 20; ++i) { _MAP[111 + i] = 'f' + i; } /** * loop through to map numbers on the numeric keypad */ for (i = 0; i <= 9; ++i) { // This needs to use a string cause otherwise since 0 is falsey // mousetrap will never fire for numpad 0 pressed as part of a keydown // event. // // @see https://github.com/ccampbell/mousetrap/pull/258 _MAP[i + 96] = i.toString(); } /** * cross browser add event method * * @param {Element|HTMLDocument} object * @param {string} type * @param {Function} callback * @returns void */ function _addEvent(object, type, callback) { if (object.addEventListener) { object.addEventListener(type, callback, false); return; } object.attachEvent('on' + type, callback); } /** * takes the event and returns the key character * * @param {Event} e * @return {string} */ function _characterFromEvent(e) { // for keypress events we should return the character as is if (e.type == 'keypress') { var character = String.fromCharCode(e.which); // if the shift key is not pressed then it is safe to assume // that we want the character to be lowercase. this means if // you accidentally have caps lock on then your key bindings // will continue to work // // the only side effect that might not be desired is if you // bind something like 'A' cause you want to trigger an // event when capital A is pressed caps lock will no longer // trigger the event. shift+a will though. if (!e.shiftKey) { character = character.toLowerCase(); } return character; } // for non keypress events the special maps are needed if (_MAP[e.which]) { return _MAP[e.which]; } if (_KEYCODE_MAP[e.which]) { return _KEYCODE_MAP[e.which]; } // if it is not in the special map // with keydown and keyup events the character seems to always // come in as an uppercase character whether you are pressing shift // or not. we should make sure it is always lowercase for comparisons return String.fromCharCode(e.which).toLowerCase(); } /** * checks if two arrays are equal * * @param {Array} modifiers1 * @param {Array} modifiers2 * @returns {boolean} */ function _modifiersMatch(modifiers1, modifiers2) { return modifiers1.sort().join(',') === modifiers2.sort().join(','); } /** * takes a key event and figures out what the modifiers are * * @param {Event} e * @returns {Array} */ function _eventModifiers(e) { var modifiers = []; if (e.shiftKey) { modifiers.push('shift'); } if (e.altKey) { modifiers.push('alt'); } if (e.ctrlKey) { modifiers.push('ctrl'); } if (e.metaKey) { modifiers.push('meta'); } return modifiers; } /** * prevents default for this event * * @param {Event} e * @returns void */ function _preventDefault(e) { if (e.preventDefault) { e.preventDefault(); return; } e.returnValue = false; } /** * stops propogation for this event * * @param {Event} e * @returns void */ function _stopPropagation(e) { if (e.stopPropagation) { e.stopPropagation(); return; } e.cancelBubble = true; } /** * determines if the keycode specified is a modifier key or not * * @param {string} key * @returns {boolean} */ function _isModifier(key) { return key == 'shift' || key == 'ctrl' || key == 'alt' || key == 'meta'; } /** * reverses the map lookup so that we can look for specific keys * to see what can and can't use keypress * * @return {Object} */ function _getReverseMap() { if (!_REVERSE_MAP) { _REVERSE_MAP = {}; for (var key in _MAP) { // pull out the numeric keypad from here cause keypress should // be able to detect the keys from the character if (key > 95 && key < 112) { continue; } if (_MAP.hasOwnProperty(key)) { _REVERSE_MAP[_MAP[key]] = key; } } } return _REVERSE_MAP; } /** * picks the best action based on the key combination * * @param {string} key - character for key * @param {Array} modifiers * @param {string=} action passed in */ function _pickBestAction(key, modifiers, action) { // if no action was picked in we should try to pick the one // that we think would work best for this key if (!action) { action = _getReverseMap()[key] ? 'keydown' : 'keypress'; } // modifier keys don't work as expected with keypress, // switch to keydown if (action == 'keypress' && modifiers.length) { action = 'keydown'; } return action; } /** * Converts from a string key combination to an array * * @param {string} combination like "command+shift+l" * @return {Array} */ function _keysFromString(combination) { if (combination === '+') { return ['+']; } combination = combination.replace(/\+{2}/g, '+plus'); return combination.split('+'); } /** * Gets info for a specific key combination * * @param {string} combination key combination ("command+s" or "a" or "*") * @param {string=} action * @returns {Object} */ function _getKeyInfo(combination, action) { var keys; var key; var i; var modifiers = []; // take the keys from this pattern and figure out what the actual // pattern is all about keys = _keysFromString(combination); for (i = 0; i < keys.length; ++i) { key = keys[i]; // normalize key names if (_SPECIAL_ALIASES[key]) { key = _SPECIAL_ALIASES[key]; } // if this is not a keypress event then we should // be smart about using shift keys // this will only work for US keyboards however if (action && action != 'keypress' && _SHIFT_MAP[key]) { key = _SHIFT_MAP[key]; modifiers.push('shift'); } // if this key is a modifier then add it to the list of modifiers if (_isModifier(key)) { modifiers.push(key); } } // depending on what the key combination is // we will try to pick the best event for it action = _pickBestAction(key, modifiers, action); return { key: key, modifiers: modifiers, action: action }; } function _belongsTo(element, ancestor) { if (element === null || element === document) { return false; } if (element === ancestor) { return true; } return _belongsTo(element.parentNode, ancestor); } function Mousetrap(targetElement) { var self = this; targetElement = targetElement || document; if (!(self instanceof Mousetrap)) { return new Mousetrap(targetElement); } /** * element to attach key events to * * @type {Element} */ self.target = targetElement; /** * a list of all the callbacks setup via Mousetrap.bind() * * @type {Object} */ self._callbacks = {}; /** * direct map of string combinations to callbacks used for trigger() * * @type {Object} */ self._directMap = {}; /** * keeps track of what level each sequence is at since multiple * sequences can start out with the same sequence * * @type {Object} */ var _sequenceLevels = {}; /** * variable to store the setTimeout call * * @type {null|number} */ var _resetTimer; /** * temporary state where we will ignore the next keyup * * @type {boolean|string} */ var _ignoreNextKeyup = false; /** * temporary state where we will ignore the next keypress * * @type {boolean} */ var _ignoreNextKeypress = false; /** * are we currently inside of a sequence? * type of action ("keyup" or "keydown" or "keypress") or false * * @type {boolean|string} */ var _nextExpectedAction = false; /** * resets all sequence counters except for the ones passed in * * @param {Object} doNotReset * @returns void */ function _resetSequences(doNotReset) { doNotReset = doNotReset || {}; var activeSequences = false, key; for (key in _sequenceLevels) { if (doNotReset[key]) { activeSequences = true; continue; } _sequenceLevels[key] = 0; } if (!activeSequences) { _nextExpectedAction = false; } } /** * finds all callbacks that match based on the keycode, modifiers, * and action * * @param {string} character * @param {Array} modifiers * @param {Event|Object} e * @param {string=} sequenceName - name of the sequence we are looking for * @param {string=} combination * @param {number=} level * @returns {Array} */ function _getMatches(character, modifiers, e, sequenceName, combination, level) { var i; var callback; var matches = []; var action = e.type; // if there are no events related to this keycode if (!self._callbacks[character]) { return []; } // if a modifier key is coming up on its own we should allow it if (action == 'keyup' && _isModifier(character)) { modifiers = [character]; } // loop through all callbacks for the key that was pressed // and see if any of them match for (i = 0; i < self._callbacks[character].length; ++i) { callback = self._callbacks[character][i]; // if a sequence name is not specified, but this is a sequence at // the wrong level then move onto the next match if (!sequenceName && callback.seq && _sequenceLevels[callback.seq] != callback.level) { continue; } // if the action we are looking for doesn't match the action we got // then we should keep going if (action != callback.action) { continue; } // if this is a keypress event and the meta key and control key // are not pressed that means that we need to only look at the // character, otherwise check the modifiers as well // // chrome will not fire a keypress if meta or control is down // safari will fire a keypress if meta or meta+shift is down // firefox will fire a keypress if meta, alt or control is down if ((action == 'keypress' && !e.metaKey && !e.altKey && !e.ctrlKey) || _modifiersMatch(modifiers, callback.modifiers)) { // when you bind a combination or sequence a second time it // should overwrite the first one. if a sequenceName or // combination is specified in this call it does just that // // @todo make deleting its own method? var deleteCombo = !sequenceName && callback.combo == combination; var deleteSequence = sequenceName && callback.seq == sequenceName && callback.level == level; if (deleteCombo || deleteSequence) { self._callbacks[character].splice(i, 1); } matches.push(callback); } } return matches; } /** * actually calls the callback function * * if your callback function returns false this will use the jquery * convention - prevent default and stop propogation on the event * * @param {Function} callback * @param {Event} e * @returns void */ function _fireCallback(callback, e, combo, sequence) { // if this event should not happen stop here if (self.stopCallback(e, e.target || e.srcElement, combo, sequence)) { return; } if (callback(e, combo) === false) { _preventDefault(e); _stopPropagation(e); } } /** * handles a character key event * * @param {string} character * @param {Array} modifiers * @param {Event} e * @returns void */ self._handleKey = function(character, modifiers, e) { var callbacks = _getMatches(character, modifiers, e); var i; var doNotReset = {}; var maxLevel = 0; var processedSequenceCallback = false; // Calculate the maxLevel for sequences so we can only execute the longest callback sequence for (i = 0; i < callbacks.length; ++i) { if (callbacks[i].seq) { maxLevel = Math.max(maxLevel, callbacks[i].level); } } // loop through matching callbacks for this key event for (i = 0; i < callbacks.length; ++i) { // fire for all sequence callbacks // this is because if for example you have multiple sequences // bound such as "g i" and "g t" they both need to fire the // callback for matching g cause otherwise you can only ever // match the first one if (callbacks[i].seq) { // only fire callbacks for the maxLevel to prevent // subsequences from also firing // // for example 'a option b' should not cause 'option b' to fire // even though 'option b' is part of the other sequence // // any sequences that do not match here will be discarded // below by the _resetSequences call if (callbacks[i].level != maxLevel) { continue; } processedSequenceCallback = true; // keep a list of which sequences were matches for later doNotReset[callbacks[i].seq] = 1; _fireCallback(callbacks[i].callback, e, callbacks[i].combo, callbacks[i].seq); continue; } // if there were no sequence matches but we are still here // that means this is a regular match so we should fire that if (!processedSequenceCallback) { _fireCallback(callbacks[i].callback, e, callbacks[i].combo); } } // if the key you pressed matches the type of sequence without // being a modifier (ie "keyup" or "keypress") then we should // reset all sequences that were not matched by this event // // this is so, for example, if you have the sequence "h a t" and you // type "h e a r t" it does not match. in this case the "e" will // cause the sequence to reset // // modifier keys are ignored because you can have a sequence // that contains modifiers such as "enter ctrl+space" and in most // cases the modifier key will be pressed before the next key // // also if you have a sequence such as "ctrl+b a" then pressing the // "b" key will trigger a "keypress" and a "keydown" // // the "keydown" is expected when there is a modifier, but the // "keypress" ends up matching the _nextExpectedAction since it occurs // after and that causes the sequence to reset // // we ignore keypresses in a sequence that directly follow a keydown // for the same character var ignoreThisKeypress = e.type == 'keypress' && _ignoreNextKeypress; if (e.type == _nextExpectedAction && !_isModifier(character) && !ignoreThisKeypress) { _resetSequences(doNotReset); } _ignoreNextKeypress = processedSequenceCallback && e.type == 'keydown'; }; /** * handles a keydown event * * @param {Event} e * @returns void */ function _handleKeyEvent(e) { // normalize e.which for key events // @see http://stackoverflow.com/questions/4285627/javascript-keycode-vs-charcode-utter-confusion if (typeof e.which !== 'number') { e.which = e.keyCode; } var character = _characterFromEvent(e); // no character found then stop if (!character) { return; } // need to use === for the character check because the character can be 0 if (e.type == 'keyup' && _ignoreNextKeyup === character) { _ignoreNextKeyup = false; return; } self.handleKey(character, _eventModifiers(e), e); } /** * called to set a 1 second timeout on the specified sequence * * this is so after each key press in the sequence you have 1 second * to press the next key before you have to start over * * @returns void */ function _resetSequenceTimer() { clearTimeout(_resetTimer); _resetTimer = setTimeout(_resetSequences, 1000); } /** * binds a key sequence to an event * * @param {string} combo - combo specified in bind call * @param {Array} keys * @param {Function} callback * @param {string=} action * @returns void */ function _bindSequence(combo, keys, callback, action) { // start off by adding a sequence level record for this combination // and setting the level to 0 _sequenceLevels[combo] = 0; /** * callback to increase the sequence level for this sequence and reset * all other sequences that were active * * @param {string} nextAction * @returns {Function} */ function _increaseSequence(nextAction) { return function() { _nextExpectedAction = nextAction; ++_sequenceLevels[combo]; _resetSequenceTimer(); }; } /** * wraps the specified callback inside of another function in order * to reset all sequence counters as soon as this sequence is done * * @param {Event} e * @returns void */ function _callbackAndReset(e) { _fireCallback(callback, e, combo); // we should ignore the next key up if the action is key down // or keypress. this is so if you finish a sequence and // release the key the final key will not trigger a keyup if (action !== 'keyup') { _ignoreNextKeyup = _characterFromEvent(e); } // weird race condition if a sequence ends with the key // another sequence begins with setTimeout(_resetSequences, 10); } // loop through keys one at a time and bind the appropriate callback // function. for any key leading up to the final one it should // increase the sequence. after the final, it should reset all sequences // // if an action is specified in the original bind call then that will // be used throughout. otherwise we will pass the action that the // next key in the sequence should match. this allows a sequence // to mix and match keypress and keydown events depending on which // ones are better suited to the key provided for (var i = 0; i < keys.length; ++i) { var isFinal = i + 1 === keys.length; var wrappedCallback = isFinal ? _callbackAndReset : _increaseSequence(action || _getKeyInfo(keys[i + 1]).action); _bindSingle(keys[i], wrappedCallback, action, combo, i); } } /** * binds a single keyboard combination * * @param {string} combination * @param {Function} callback * @param {string=} action * @param {string=} sequenceName - name of sequence if part of sequence * @param {number=} level - what part of the sequence the command is * @returns void */ function _bindSingle(combination, callback, action, sequenceName, level) { // store a direct mapped reference for use with Mousetrap.trigger self._directMap[combination + ':' + action] = callback; // make sure multiple spaces in a row become a single space combination = combination.replace(/\s+/g, ' '); var sequence = combination.split(' '); var info; // if this pattern is a sequence of keys then run through this method // to reprocess each pattern one key at a time if (sequence.length > 1) { _bindSequence(combination, sequence, callback, action); return; } info = _getKeyInfo(combination, action); // make sure to initialize array if this is the first time // a callback is added for this key self._callbacks[info.key] = self._callbacks[info.key] || []; // remove an existing match if there is one _getMatches(info.key, info.modifiers, {type: info.action}, sequenceName, combination, level); // add this call back to the array // if it is a sequence put it at the beginning // if not put it at the end // // this is important because the way these are processed expects // the sequence ones to come first self._callbacks[info.key][sequenceName ? 'unshift' : 'push']({ callback: callback, modifiers: info.modifiers, action: info.action, seq: sequenceName, level: level, combo: combination }); } /** * binds multiple combinations to the same callback * * @param {Array} combinations * @param {Function} callback * @param {string|undefined} action * @returns void */ self._bindMultiple = function(combinations, callback, action) { for (var i = 0; i < combinations.length; ++i) { _bindSingle(combinations[i], callback, action); } }; // start! _addEvent(targetElement, 'keypress', _handleKeyEvent); _addEvent(targetElement, 'keydown', _handleKeyEvent); _addEvent(targetElement, 'keyup', _handleKeyEvent); } /** * binds an event to mousetrap * * can be a single key, a combination of keys separated with +, * an array of keys, or a sequence of keys separated by spaces * * be sure to list the modifier keys first to make sure that the * correct key ends up getting bound (the last key in the pattern) * * @param {string|Array} keys * @param {Function} callback * @param {string=} action - 'keypress', 'keydown', or 'keyup' * @returns void */ Mousetrap.prototype.bind = function(keys, callback, action) { var self = this; keys = keys instanceof Array ? keys : [keys]; self._bindMultiple.call(self, keys, callback, action); return self; }; /** * unbinds an event to mousetrap * * the unbinding sets the callback function of the specified key combo * to an empty function and deletes the corresponding key in the * _directMap dict. * * TODO: actually remove this from the _callbacks dictionary instead * of binding an empty function * * the keycombo+action has to be exactly the same as * it was defined in the bind method * * @param {string|Array} keys * @param {string} action * @returns void */ Mousetrap.prototype.unbind = function(keys, action) { var self = this; return self.bind.call(self, keys, function() {}, action); }; /** * triggers an event that has already been bound * * @param {string} keys * @param {string=} action * @returns void */ Mousetrap.prototype.trigger = function(keys, action) { var self = this; if (self._directMap[keys + ':' + action]) { self._directMap[keys + ':' + action]({}, keys); } return self; }; /** * resets the library back to its initial state. this is useful * if you want to clear out the current keyboard shortcuts and bind * new ones - for example if you switch to another page * * @returns void */ Mousetrap.prototype.reset = function() { var self = this; self._callbacks = {}; self._directMap = {}; return self; }; /** * should we stop this event before firing off callbacks * * @param {Event} e * @param {Element} element * @return {boolean} */ Mousetrap.prototype.stopCallback = function(e, element) { var self = this; // if the element has the class "mousetrap" then no need to stop if ((' ' + element.className + ' ').indexOf(' mousetrap ') > -1) { return false; } if (_belongsTo(element, self.target)) { return false; } // Events originating from a shadow DOM are re-targetted and `e.target` is the shadow host, // not the initial event target in the shadow tree. Note that not all events cross the // shadow boundary. // For shadow trees with `mode: 'open'`, the initial event target is the first element in // the event’s composed path. For shadow trees with `mode: 'closed'`, the initial event // target cannot be obtained. if ('composedPath' in e && typeof e.composedPath === 'function') { // For open shadow trees, update `element` so that the following check works. var initialEventTarget = e.composedPath()[0]; if (initialEventTarget !== e.target) { element = initialEventTarget; } } // stop for input, select, and textarea return element.tagName == 'INPUT' || element.tagName == 'SELECT' || element.tagName == 'TEXTAREA' || element.isContentEditable; }; /** * exposes _handleKey publicly so it can be overwritten by extensions */ Mousetrap.prototype.handleKey = function() { var self = this; return self._handleKey.apply(self, arguments); }; /** * allow custom key mappings */ Mousetrap.addKeycodes = function(object) { for (var key in object) { if (object.hasOwnProperty(key)) { _MAP[key] = object[key]; } } _REVERSE_MAP = null; }; /** * Init the global mousetrap functions * * This method is needed to allow the global mousetrap functions to work * now that mousetrap is a constructor function. */ Mousetrap.init = function() { var documentMousetrap = Mousetrap(document); for (var method in documentMousetrap) { if (method.charAt(0) !== '_') { Mousetrap[method] = (function(method) { return function() { return documentMousetrap[method].apply(documentMousetrap, arguments); }; } (method)); } } }; Mousetrap.init(); // expose mousetrap to the global object window.Mousetrap = Mousetrap; // expose as a common js module if (typeof module !== 'undefined' && module.exports) { module.exports = Mousetrap; } // expose mousetrap as an AMD module if (typeof define === 'function' && define.amd) { define(function() { return Mousetrap; }); } }) (typeof window !== 'undefined' ? window : null, typeof window !== 'undefined' ? document : null);