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1022 lines
32 KiB
JavaScript
1022 lines
32 KiB
JavaScript
/*global define:false */
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/**
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* Copyright 2015 Craig Campbell
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* Mousetrap is a simple keyboard shortcut library for Javascript with
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* no external dependencies
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*
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* @version 1.5.3
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* @url craig.is/killing/mice
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*/
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(function(window, document, undefined) {
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/**
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* mapping of special keycodes to their corresponding keys
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*
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* everything in this dictionary cannot use keypress events
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* so it has to be here to map to the correct keycodes for
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* keyup/keydown events
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*
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* @type {Object}
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*/
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var _MAP = {
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8: 'backspace',
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9: 'tab',
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13: 'enter',
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16: 'shift',
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17: 'ctrl',
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18: 'alt',
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20: 'capslock',
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27: 'esc',
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32: 'space',
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33: 'pageup',
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34: 'pagedown',
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35: 'end',
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36: 'home',
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37: 'left',
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38: 'up',
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39: 'right',
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40: 'down',
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45: 'ins',
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46: 'del',
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91: 'meta',
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93: 'meta',
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224: 'meta'
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};
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/**
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* mapping for special characters so they can support
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*
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* this dictionary is only used incase you want to bind a
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* keyup or keydown event to one of these keys
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*
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* @type {Object}
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*/
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var _KEYCODE_MAP = {
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106: '*',
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107: '+',
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109: '-',
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110: '.',
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111 : '/',
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186: ';',
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187: '=',
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188: ',',
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189: '-',
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190: '.',
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191: '/',
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192: '`',
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219: '[',
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220: '\\',
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221: ']',
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222: '\''
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};
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/**
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* this is a mapping of keys that require shift on a US keypad
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* back to the non shift equivelents
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*
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* this is so you can use keyup events with these keys
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*
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* note that this will only work reliably on US keyboards
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*
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* @type {Object}
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*/
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var _SHIFT_MAP = {
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'~': '`',
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'!': '1',
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'@': '2',
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'#': '3',
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'$': '4',
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'%': '5',
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'^': '6',
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'&': '7',
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'*': '8',
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'(': '9',
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')': '0',
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'_': '-',
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'+': '=',
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':': ';',
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'\"': '\'',
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'<': ',',
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'>': '.',
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'?': '/',
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'|': '\\'
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};
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/**
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* this is a list of special strings you can use to map
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* to modifier keys when you specify your keyboard shortcuts
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*
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* @type {Object}
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*/
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var _SPECIAL_ALIASES = {
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'option': 'alt',
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'command': 'meta',
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'return': 'enter',
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'escape': 'esc',
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'plus': '+',
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'mod': /Mac|iPod|iPhone|iPad/.test(navigator.platform) ? 'meta' : 'ctrl'
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};
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/**
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* variable to store the flipped version of _MAP from above
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* needed to check if we should use keypress or not when no action
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* is specified
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*
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* @type {Object|undefined}
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*/
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var _REVERSE_MAP;
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/**
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* loop through the f keys, f1 to f19 and add them to the map
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* programatically
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*/
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for (var i = 1; i < 20; ++i) {
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_MAP[111 + i] = 'f' + i;
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}
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/**
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* loop through to map numbers on the numeric keypad
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*/
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for (i = 0; i <= 9; ++i) {
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_MAP[i + 96] = i;
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}
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/**
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* cross browser add event method
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*
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* @param {Element|HTMLDocument} object
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* @param {string} type
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* @param {Function} callback
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* @returns void
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*/
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function _addEvent(object, type, callback) {
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if (object.addEventListener) {
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object.addEventListener(type, callback, false);
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return;
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}
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object.attachEvent('on' + type, callback);
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}
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/**
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* takes the event and returns the key character
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*
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* @param {Event} e
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* @return {string}
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*/
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function _characterFromEvent(e) {
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// for keypress events we should return the character as is
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if (e.type == 'keypress') {
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var character = String.fromCharCode(e.which);
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// if the shift key is not pressed then it is safe to assume
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// that we want the character to be lowercase. this means if
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// you accidentally have caps lock on then your key bindings
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// will continue to work
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//
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// the only side effect that might not be desired is if you
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// bind something like 'A' cause you want to trigger an
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// event when capital A is pressed caps lock will no longer
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// trigger the event. shift+a will though.
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if (!e.shiftKey) {
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character = character.toLowerCase();
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}
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return character;
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}
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// for non keypress events the special maps are needed
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if (_MAP[e.which]) {
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return _MAP[e.which];
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}
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if (_KEYCODE_MAP[e.which]) {
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return _KEYCODE_MAP[e.which];
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}
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// if it is not in the special map
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// with keydown and keyup events the character seems to always
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// come in as an uppercase character whether you are pressing shift
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// or not. we should make sure it is always lowercase for comparisons
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return String.fromCharCode(e.which).toLowerCase();
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}
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/**
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* checks if two arrays are equal
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*
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* @param {Array} modifiers1
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* @param {Array} modifiers2
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* @returns {boolean}
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*/
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function _modifiersMatch(modifiers1, modifiers2) {
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return modifiers1.sort().join(',') === modifiers2.sort().join(',');
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}
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/**
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* takes a key event and figures out what the modifiers are
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*
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* @param {Event} e
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* @returns {Array}
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*/
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function _eventModifiers(e) {
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var modifiers = [];
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if (e.shiftKey) {
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modifiers.push('shift');
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}
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if (e.altKey) {
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modifiers.push('alt');
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}
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if (e.ctrlKey) {
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modifiers.push('ctrl');
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}
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if (e.metaKey) {
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modifiers.push('meta');
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}
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return modifiers;
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}
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/**
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* prevents default for this event
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*
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* @param {Event} e
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* @returns void
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*/
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function _preventDefault(e) {
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if (e.preventDefault) {
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e.preventDefault();
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return;
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}
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e.returnValue = false;
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}
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/**
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* stops propogation for this event
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*
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* @param {Event} e
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* @returns void
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*/
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function _stopPropagation(e) {
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if (e.stopPropagation) {
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e.stopPropagation();
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return;
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}
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e.cancelBubble = true;
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}
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/**
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* determines if the keycode specified is a modifier key or not
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*
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* @param {string} key
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* @returns {boolean}
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*/
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function _isModifier(key) {
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return key == 'shift' || key == 'ctrl' || key == 'alt' || key == 'meta';
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}
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/**
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* reverses the map lookup so that we can look for specific keys
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* to see what can and can't use keypress
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*
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* @return {Object}
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*/
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function _getReverseMap() {
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if (!_REVERSE_MAP) {
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_REVERSE_MAP = {};
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for (var key in _MAP) {
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// pull out the numeric keypad from here cause keypress should
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// be able to detect the keys from the character
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if (key > 95 && key < 112) {
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continue;
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}
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if (_MAP.hasOwnProperty(key)) {
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_REVERSE_MAP[_MAP[key]] = key;
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}
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}
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}
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return _REVERSE_MAP;
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}
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/**
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* picks the best action based on the key combination
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*
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* @param {string} key - character for key
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* @param {Array} modifiers
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* @param {string=} action passed in
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*/
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function _pickBestAction(key, modifiers, action) {
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// if no action was picked in we should try to pick the one
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// that we think would work best for this key
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if (!action) {
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action = _getReverseMap()[key] ? 'keydown' : 'keypress';
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}
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// modifier keys don't work as expected with keypress,
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// switch to keydown
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if (action == 'keypress' && modifiers.length) {
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action = 'keydown';
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}
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return action;
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}
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/**
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* Converts from a string key combination to an array
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*
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* @param {string} combination like "command+shift+l"
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* @return {Array}
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*/
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function _keysFromString(combination) {
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if (combination === '+') {
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return ['+'];
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}
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combination = combination.replace(/\+{2}/g, '+plus');
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return combination.split('+');
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}
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/**
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* Gets info for a specific key combination
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*
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* @param {string} combination key combination ("command+s" or "a" or "*")
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* @param {string=} action
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* @returns {Object}
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*/
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function _getKeyInfo(combination, action) {
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var keys;
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var key;
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var i;
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var modifiers = [];
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// take the keys from this pattern and figure out what the actual
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// pattern is all about
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keys = _keysFromString(combination);
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for (i = 0; i < keys.length; ++i) {
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key = keys[i];
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// normalize key names
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if (_SPECIAL_ALIASES[key]) {
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key = _SPECIAL_ALIASES[key];
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}
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// if this is not a keypress event then we should
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// be smart about using shift keys
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// this will only work for US keyboards however
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if (action && action != 'keypress' && _SHIFT_MAP[key]) {
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key = _SHIFT_MAP[key];
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modifiers.push('shift');
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}
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// if this key is a modifier then add it to the list of modifiers
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if (_isModifier(key)) {
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modifiers.push(key);
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}
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}
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// depending on what the key combination is
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// we will try to pick the best event for it
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action = _pickBestAction(key, modifiers, action);
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return {
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key: key,
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modifiers: modifiers,
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action: action
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};
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}
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function _belongsTo(element, ancestor) {
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if (element === null || element === document) {
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return false;
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}
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if (element === ancestor) {
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return true;
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}
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return _belongsTo(element.parentNode, ancestor);
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}
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function Mousetrap(targetElement) {
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var self = this;
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targetElement = targetElement || document;
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if (!(self instanceof Mousetrap)) {
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return new Mousetrap(targetElement);
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}
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/**
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* element to attach key events to
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*
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* @type {Element}
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*/
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self.target = targetElement;
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/**
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* a list of all the callbacks setup via Mousetrap.bind()
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*
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* @type {Object}
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*/
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self._callbacks = {};
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/**
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* direct map of string combinations to callbacks used for trigger()
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*
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* @type {Object}
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*/
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self._directMap = {};
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/**
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* keeps track of what level each sequence is at since multiple
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* sequences can start out with the same sequence
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*
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* @type {Object}
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*/
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var _sequenceLevels = {};
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/**
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* variable to store the setTimeout call
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*
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* @type {null|number}
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*/
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var _resetTimer;
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/**
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* temporary state where we will ignore the next keyup
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*
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* @type {boolean|string}
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*/
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var _ignoreNextKeyup = false;
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/**
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* temporary state where we will ignore the next keypress
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*
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* @type {boolean}
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*/
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var _ignoreNextKeypress = false;
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/**
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* are we currently inside of a sequence?
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* type of action ("keyup" or "keydown" or "keypress") or false
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*
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* @type {boolean|string}
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*/
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var _nextExpectedAction = false;
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/**
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* resets all sequence counters except for the ones passed in
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*
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* @param {Object} doNotReset
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* @returns void
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*/
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function _resetSequences(doNotReset) {
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doNotReset = doNotReset || {};
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var activeSequences = false,
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key;
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for (key in _sequenceLevels) {
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if (doNotReset[key]) {
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activeSequences = true;
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continue;
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}
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_sequenceLevels[key] = 0;
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}
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if (!activeSequences) {
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_nextExpectedAction = false;
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}
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}
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/**
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* finds all callbacks that match based on the keycode, modifiers,
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* and action
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*
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* @param {string} character
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* @param {Array} modifiers
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* @param {Event|Object} e
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* @param {string=} sequenceName - name of the sequence we are looking for
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* @param {string=} combination
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* @param {number=} level
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* @returns {Array}
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*/
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function _getMatches(character, modifiers, e, sequenceName, combination, level) {
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var i;
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var callback;
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var matches = [];
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var action = e.type;
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// if there are no events related to this keycode
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if (!self._callbacks[character]) {
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return [];
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}
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// if a modifier key is coming up on its own we should allow it
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if (action == 'keyup' && _isModifier(character)) {
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modifiers = [character];
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}
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// loop through all callbacks for the key that was pressed
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// and see if any of them match
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for (i = 0; i < self._callbacks[character].length; ++i) {
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callback = self._callbacks[character][i];
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// if a sequence name is not specified, but this is a sequence at
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// the wrong level then move onto the next match
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if (!sequenceName && callback.seq && _sequenceLevels[callback.seq] != callback.level) {
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continue;
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}
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// if the action we are looking for doesn't match the action we got
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// then we should keep going
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if (action != callback.action) {
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continue;
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}
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// if this is a keypress event and the meta key and control key
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// are not pressed that means that we need to only look at the
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// character, otherwise check the modifiers as well
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//
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// chrome will not fire a keypress if meta or control is down
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// safari will fire a keypress if meta or meta+shift is down
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// firefox will fire a keypress if meta or control is down
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if ((action == 'keypress' && !e.metaKey && !e.ctrlKey) || _modifiersMatch(modifiers, callback.modifiers)) {
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// when you bind a combination or sequence a second time it
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// should overwrite the first one. if a sequenceName or
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// combination is specified in this call it does just that
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//
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// @todo make deleting its own method?
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var deleteCombo = !sequenceName && callback.combo == combination;
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var deleteSequence = sequenceName && callback.seq == sequenceName && callback.level == level;
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if (deleteCombo || deleteSequence) {
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self._callbacks[character].splice(i, 1);
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}
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matches.push(callback);
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}
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}
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return matches;
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}
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/**
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* actually calls the callback function
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*
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* if your callback function returns false this will use the jquery
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* convention - prevent default and stop propogation on the event
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*
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* @param {Function} callback
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* @param {Event} e
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* @returns void
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*/
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function _fireCallback(callback, e, combo, sequence) {
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// if this event should not happen stop here
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if (self.stopCallback(e, e.target || e.srcElement, combo, sequence)) {
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return;
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}
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|
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;
|
|
}
|
|
|
|
// 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);
|
|
};
|
|
|
|
/**
|
|
* 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;
|
|
});
|
|
}
|
|
}) (window, document);
|