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ocr/htmlweb/modeler/libs/angular-hotkeys_1.4.5/hotkeys--activiti-patch.js

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/*!
* angular-hotkeys v1.4.5
* https://chieffancypants.github.io/angular-hotkeys
* Copyright (c) 2014 Wes Cruver
* License: MIT
*/
/*
* angular-hotkeys
*
* Automatic keyboard shortcuts for your angular apps
*
* (c) 2014 Wes Cruver
* License: MIT
*/
(function() {
'use strict';
angular.module('cfp.hotkeys', []).provider('hotkeys', function() {
/**
* Configurable setting to disable the cheatsheet entirely
* @type {Boolean}
*/
this.includeCheatSheet = true;
/**
* Configurable setting for the cheat sheet title
* @type {String}
*/
this.templateTitle = 'Keyboard Shortcuts:';
/**
* Cheat sheet template in the event you want to totally customize it.
* @type {String}
*/
this.template = '<div class="cfp-hotkeys-container fade" ng-class="{in: helpVisible}" style="display: none;"><div class="cfp-hotkeys">' +
'<h4 class="cfp-hotkeys-title">{{ title }}</h4>' +
'<table><tbody>' +
'<tr ng-repeat="hotkey in hotkeys | filter:{ description: \'!$$undefined$$\' }">' +
'<td class="cfp-hotkeys-keys">' +
'<span ng-repeat="key in hotkey.format() track by $index" class="cfp-hotkeys-key">{{ key }}</span>' +
'</td>' +
'<td class="cfp-hotkeys-text">{{ hotkey.description }}</td>' +
'</tr>' +
'</tbody></table>' +
'<div class="cfp-hotkeys-close" ng-click="toggleCheatSheet()">×</div>' +
'</div></div>';
/**
* Configurable setting for the cheat sheet hotkey
* @type {String}
*/
this.cheatSheetHotkey = '?';
/**
* Configurable setting for the cheat sheet description
* @type {String}
*/
this.cheatSheetDescription = 'Show / hide this help menu';
this.$get = ['$rootElement', '$rootScope', '$compile', '$window', '$document', function ($rootElement, $rootScope, $compile, $window, $document) {
// monkeypatch Mousetrap's stopCallback() function
// this version doesn't return true when the element is an INPUT, SELECT, or TEXTAREA
// (instead we will perform this check per-key in the _add() method)
Mousetrap.stopCallback = function(event, element) {
// if the element has the class "mousetrap" then no need to stop
if ((' ' + element.className + ' ').indexOf(' mousetrap ') > -1) {
return false;
}
return (element.contentEditable && element.contentEditable == 'true');
};
/**
* Convert strings like cmd into symbols like ⌘
* @param {String} combo Key combination, e.g. 'mod+f'
* @return {String} The key combination with symbols
*/
function symbolize (combo) {
var map = {
command : '⌘',
shift : '⇧',
left : '←',
right : '→',
up : '↑',
down : '↓',
'return' : '↩',
backspace : '⌫'
};
combo = combo.split('+');
for (var i = 0; i < combo.length; i++) {
// try to resolve command / ctrl based on OS:
if (combo[i] === 'mod') {
if ($window.navigator && $window.navigator.platform.indexOf('Mac') >=0 ) {
combo[i] = 'command';
} else {
combo[i] = 'ctrl';
}
}
combo[i] = map[combo[i]] || combo[i];
}
return combo.join(' + ');
}
/**
* Hotkey object used internally for consistency
*
* @param {array} combo The keycombo. it's an array to support multiple combos
* @param {String} description Description for the keycombo
* @param {Function} callback function to execute when keycombo pressed
* @param {string} action the type of event to listen for (for mousetrap)
* @param {array} allowIn an array of tag names to allow this combo in ('INPUT', 'SELECT', and/or 'TEXTAREA')
* @param {Boolean} persistent Whether the hotkey persists navigation events
*/
function Hotkey (combo, description, callback, action, allowIn, persistent) {
// TODO: Check that the values are sane because we could
// be trying to instantiate a new Hotkey with outside dev's
// supplied values
this.combo = combo instanceof Array ? combo : [combo];
this.description = description;
this.callback = callback;
this.action = action;
this.allowIn = allowIn;
this.persistent = persistent;
}
/**
* Helper method to format (symbolize) the key combo for display
*
* @return {[Array]} An array of the key combination sequence
* for example: "command+g c i" becomes ["⌘ + g", "c", "i"]
*
* TODO: this gets called a lot. We should cache the result
*/
Hotkey.prototype.format = function() {
// Don't show all the possible key combos, just the first one. Not sure
// of usecase here, so open a ticket if my assumptions are wrong
var combo = this.combo[0];
var sequence = combo.split(/[\s]/);
for (var i = 0; i < sequence.length; i++) {
sequence[i] = symbolize(sequence[i]);
}
return sequence;
};
/**
* A new scope used internally for the cheatsheet
* @type {$rootScope.Scope}
*/
var scope = $rootScope.$new();
/**
* Holds an array of Hotkey objects currently bound
* @type {Array}
*/
scope.hotkeys = [];
/**
* Contains the state of the help's visibility
* @type {Boolean}
*/
scope.helpVisible = false;
/**
* Holds the title string for the help menu
* @type {String}
*/
scope.title = this.templateTitle;
/**
* Expose toggleCheatSheet to hotkeys scope so we can call it using
* ng-click from the template
* @type {function}
*/
scope.toggleCheatSheet = toggleCheatSheet;
/**
* Holds references to the different scopes that have bound hotkeys
* attached. This is useful to catch when the scopes are `$destroy`d and
* then automatically unbind the hotkey.
*
* @type {Array}
*/
var boundScopes = [];
$rootScope.$on('$routeChangeSuccess', function (event, route) {
purgeHotkeys();
if (route && route.hotkeys) {
angular.forEach(route.hotkeys, function (hotkey) {
// a string was given, which implies this is a function that is to be
// $eval()'d within that controller's scope
// TODO: hotkey here is super confusing. sometimes a function (that gets turned into an array), sometimes a string
var callback = hotkey[2];
if (typeof(callback) === 'string' || callback instanceof String) {
hotkey[2] = [callback, route];
}
// todo: perform check to make sure not already defined:
// this came from a route, so it's likely not meant to be persistent
hotkey[5] = false;
_add.apply(this, hotkey);
});
}
});
// Auto-create a help menu:
if (this.includeCheatSheet) {
var document = $document[0];
var element = $rootElement[0];
var helpMenu = angular.element(this.template);
_add(this.cheatSheetHotkey, this.cheatSheetDescription, toggleCheatSheet);
// If $rootElement is document or documentElement, then body must be used
if (element === document || element === document.documentElement) {
element = document.body;
}
angular.element(element).append($compile(helpMenu)(scope));
}
/**
* Purges all non-persistent hotkeys (such as those defined in routes)
*
* Without this, the same hotkey would get recreated everytime
* the route is accessed.
*/
function purgeHotkeys() {
var i = scope.hotkeys.length;
while (i--) {
var hotkey = scope.hotkeys[i];
if (hotkey && !hotkey.persistent) {
_del(hotkey);
}
}
}
/**
* Toggles the help menu element's visiblity
*/
var previousEsc = false;
function toggleCheatSheet() {
scope.helpVisible = !scope.helpVisible;
// Bind to esc to remove the cheat sheet. Ideally, this would be done
// as a directive in the template, but that would create a nasty
// circular dependency issue that I don't feel like sorting out.
if (scope.helpVisible) {
previousEsc = _get('esc');
_del('esc');
// Here's an odd way to do this: we're going to use the original
// description of the hotkey on the cheat sheet so that it shows up.
// without it, no entry for esc will ever show up (#22)
_add('esc', previousEsc.description, toggleCheatSheet);
} else {
_del('esc');
// restore the previously bound ESC key
if (previousEsc !== false) {
_add(previousEsc);
}
}
}
/**
* Creates a new Hotkey and creates the Mousetrap binding
*
* @param {string} combo mousetrap key binding
* @param {string} description description for the help menu
* @param {Function} callback method to call when key is pressed
* @param {string} action the type of event to listen for (for mousetrap)
* @param {array} allowIn an array of tag names to allow this combo in ('INPUT', 'SELECT', and/or 'TEXTAREA')
* @param {boolean} persistent if true, the binding is preserved upon route changes
*/
function _add (combo, description, callback, action, allowIn, persistent) {
// used to save original callback for "allowIn" wrapping:
var _callback;
// these elements are prevented by the default Mousetrap.stopCallback():
var preventIn = ['INPUT', 'SELECT', 'TEXTAREA'];
// Determine if object format was given:
var objType = Object.prototype.toString.call(combo);
if (objType === '[object Object]') {
description = combo.description;
callback = combo.callback;
action = combo.action;
persistent = combo.persistent;
allowIn = combo.allowIn;
combo = combo.combo;
}
// description is optional:
if (description instanceof Function) {
action = callback;
callback = description;
description = '$$undefined$$';
} else if (angular.isUndefined(description)) {
description = '$$undefined$$';
}
// any items added through the public API are for controllers
// that persist through navigation, and thus undefined should mean
// true in this case.
if (persistent === undefined) {
persistent = true;
}
// if callback is defined, then wrap it in a function
// that checks if the event originated from a form element.
// the function blocks the callback from executing unless the element is specified
// in allowIn (emulates Mousetrap.stopCallback() on a per-key level)
if (typeof callback === 'function') {
// save the original callback
_callback = callback;
// make sure allowIn is an array
if (!(allowIn instanceof Array)) {
allowIn = [];
}
// remove anything from preventIn that's present in allowIn
var index;
for (var i=0; i < allowIn.length; i++) {
allowIn[i] = allowIn[i].toUpperCase();
index = preventIn.indexOf(allowIn[i]);
if (index !== -1) {
preventIn.splice(index, 1);
}
}
// create the new wrapper callback
callback = function(event) {
var shouldExecute = true;
var target = event.target || event.srcElement; // srcElement is IE only
var nodeName = target.nodeName.toUpperCase();
// check if the input has a mousetrap class, and skip checking preventIn if so
if ((' ' + target.className + ' ').indexOf(' mousetrap ') > -1) {
shouldExecute = true;
} else {
// don't execute callback if the event was fired from inside an element listed in preventIn
for (var i=0; i<preventIn.length; i++) {
if (preventIn[i] === nodeName) {
shouldExecute = false;
break;
}
}
}
if (shouldExecute) {
wrapApply(_callback.apply(this, arguments));
}
};
}
if (typeof(action) === 'string') {
Mousetrap.bind(combo, wrapApply(callback), action);
} else {
Mousetrap.bind(combo, wrapApply(callback));
}
var hotkey = new Hotkey(combo, description, callback, action, allowIn, persistent);
scope.hotkeys.push(hotkey);
return hotkey;
}
/**
* delete and unbind a Hotkey
*
* @param {mixed} hotkey Either the bound key or an instance of Hotkey
* @return {boolean} true if successful
*/
function _del (hotkey) {
var combo = (hotkey instanceof Hotkey) ? hotkey.combo : hotkey;
Mousetrap.unbind(combo);
if (angular.isArray(combo)) {
var retStatus = true;
var i = combo.length;
while (i--) {
retStatus = _del(combo[i]) && retStatus;
}
return retStatus;
} else {
var index = scope.hotkeys.indexOf(_get(combo));
if (index > -1) {
// if the combo has other combos bound, don't unbind the whole thing, just the one combo:
if (scope.hotkeys[index].combo.length > 1) {
scope.hotkeys[index].combo.splice(scope.hotkeys[index].combo.indexOf(combo), 1);
} else {
scope.hotkeys.splice(index, 1);
}
return true;
}
}
return false;
}
/**
* Get a Hotkey object by key binding
*
* @param {[string]} combo the key the Hotkey is bound to
* @return {Hotkey} The Hotkey object
*/
function _get (combo) {
var hotkey;
for (var i = 0; i < scope.hotkeys.length; i++) {
hotkey = scope.hotkeys[i];
if (hotkey.combo.indexOf(combo) > -1) {
return hotkey;
}
}
return false;
}
/**
* Binds the hotkey to a particular scope. Useful if the scope is
* destroyed, we can automatically destroy the hotkey binding.
*
* @param {Object} scope The scope to bind to
*/
function bindTo (scope) {
// Only initialize once to allow multiple calls for same scope.
if (!(scope.$id in boundScopes)) {
// Add the scope to the list of bound scopes
boundScopes[scope.$id] = [];
scope.$on('$destroy', function () {
var i = boundScopes[scope.$id].length;
while (i--) {
_del(boundScopes[scope.$id][i]);
delete boundScopes[scope.$id][i];
}
});
}
// return an object with an add function so we can keep track of the
// hotkeys and their scope that we added via this chaining method
return {
add: function (args) {
var hotkey;
if (arguments.length > 1) {
hotkey = _add.apply(this, arguments);
} else {
hotkey = _add(args);
}
boundScopes[scope.$id].push(hotkey);
return this;
}
};
}
/**
* All callbacks sent to Mousetrap are wrapped using this function
* so that we can force a $scope.$apply()
*
* @param {Function} callback [description]
* @return {[type]} [description]
*/
function wrapApply (callback) {
// return mousetrap a function to call
return function (event, combo) {
// if this is an array, it means we provided a route object
// because the scope wasn't available yet, so rewrap the callback
// now that the scope is available:
if (callback instanceof Array) {
var funcString = callback[0];
var route = callback[1];
callback = function (event) {
route.scope.$eval(funcString);
};
}
// this takes place outside angular, so we'll have to call
// $apply() to make sure angular's digest happens
$rootScope.$apply(function() {
// call the original hotkey callback with the keyboard event
callback(event, _get(combo));
});
};
}
var publicApi = {
add : _add,
del : _del,
get : _get,
bindTo : bindTo,
template : this.template,
toggleCheatSheet : toggleCheatSheet,
includeCheatSheet : this.includeCheatSheet,
cheatSheetHotkey : this.cheatSheetHotkey,
cheatSheetDescription : this.cheatSheetDescription,
purgeHotkeys : purgeHotkeys,
templateTitle : this.templateTitle
};
return publicApi;
}];
})
.directive('hotkey', ['hotkeys', function (hotkeys) {
return {
restrict: 'A',
link: function (scope, el, attrs) {
var key, allowIn;
angular.forEach(scope.$eval(attrs.hotkey), function (func, hotkey) {
// split and trim the hotkeys string into array
allowIn = typeof attrs.hotkeyAllowIn === "string" ? attrs.hotkeyAllowIn.split(/[\s,]+/) : [];
key = hotkey;
hotkeys.add({
combo: hotkey,
description: attrs.hotkeyDescription,
callback: func,
action: attrs.hotkeyAction,
allowIn: allowIn
});
});
// remove the hotkey if the directive is destroyed:
el.bind('$destroy', function() {
hotkeys.del(key);
});
}
};
}])
.run(['hotkeys', function(hotkeys) {
// force hotkeys to run by injecting it. Without this, hotkeys only runs
// when a controller or something else asks for it via DI.
}]);
})();
/*global define:false */
/**
* Copyright 2013 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 1.4.6
* @url craig.is/killing/mice
*/
(function(window, document, undefined) {
/**
* 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}
*/
_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}
*/
_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}
*/
_SPECIAL_ALIASES = {
'option': 'alt',
'command': 'meta',
'return': 'enter',
'escape': 'esc',
'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}
*/
_REVERSE_MAP,
/**
* a list of all the callbacks setup via Mousetrap.bind()
*
* @type {Object}
*/
_callbacks = {},
/**
* direct map of string combinations to callbacks used for trigger()
*
* @type {Object}
*/
_directMap = {},
/**
* keeps track of what level each sequence is at since multiple
* sequences can start out with the same sequence
*
* @type {Object}
*/
_sequenceLevels = {},
/**
* variable to store the setTimeout call
*
* @type {null|number}
*/
_resetTimer,
/**
* temporary state where we will ignore the next keyup
*
* @type {boolean|string}
*/
_ignoreNextKeyup = false,
/**
* temporary state where we will ignore the next keypress
*
* @type {boolean}
*/
_ignoreNextKeypress = false,
/**
* are we currently inside of a sequence?
* type of action ("keyup" or "keydown" or "keypress") or false
*
* @type {boolean|string}
*/
_nextExpectedAction = false;
/**
* 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) {
_MAP[i + 96] = i;
}
/**
* 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(',');
}
/**
* 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,
callback,
matches = [],
action = e.type;
// if there are no events related to this keycode
if (!_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 < _callbacks[character].length; ++i) {
callback = _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 or control is down
if ((action == 'keypress' && !e.metaKey && !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) {
_callbacks[character].splice(i, 1);
}
matches.push(callback);
}
}
return matches;
}
/**
* 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;
}
/**
* 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 (Mousetrap.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
*/
function _handleKey(character, modifiers, e) {
var callbacks = _getMatches(character, modifiers, e),
i,
doNotReset = {},
maxLevel = 0,
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;
}
Mousetrap.handleKey(character, _eventModifiers(e), e);
}
/**
* 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';
}
/**
* 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);
}
/**
* 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;
}
/**
* 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);
}
}
/**
* Converts from a string key combination to an array
*
* @param {string} combination like "command+shift+l"
* @return {Array}
*/
function _keysFromString(combination) {
if (combination === '+') {
return ['+'];
}
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,
key,
i,
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
};
}
/**
* 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
_directMap[combination + ':' + action] = callback;
// make sure multiple spaces in a row become a single space
combination = combination.replace(/\s+/g, ' ');
var sequence = combination.split(' '),
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
_callbacks[info.key] = _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
_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
*/
function _bindMultiple(combinations, callback, action) {
for (var i = 0; i < combinations.length; ++i) {
_bindSingle(combinations[i], callback, action);
}
}
// start!
_addEvent(document, 'keypress', _handleKeyEvent);
_addEvent(document, 'keydown', _handleKeyEvent);
_addEvent(document, 'keyup', _handleKeyEvent);
var Mousetrap = {
/**
* 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
*/
bind: function(keys, callback, action) {
keys = keys instanceof Array ? keys : [keys];
_bindMultiple(keys, callback, action);
return this;
},
/**
* 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
*/
unbind: function(keys, action) {
return Mousetrap.bind(keys, function() {}, action);
},
/**
* triggers an event that has already been bound
*
* @param {string} keys
* @param {string=} action
* @returns void
*/
trigger: function(keys, action) {
if (_directMap[keys + ':' + action]) {
_directMap[keys + ':' + action]({}, keys);
}
return this;
},
/**
* 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
*/
reset: function() {
_callbacks = {};
_directMap = {};
return this;
},
/**
* should we stop this event before firing off callbacks
*
* @param {Event} e
* @param {Element} element
* @return {boolean}
*/
stopCallback: function(e, element) {
// if the element has the class "mousetrap" then no need to stop
if ((' ' + element.className + ' ').indexOf(' mousetrap ') > -1) {
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
*/
handleKey: _handleKey
};
// expose mousetrap to the global object
window.Mousetrap = Mousetrap;
/*
<FLOWABLE PATCH START>
Can't let hotkeys define itself as a module since it will cause Flowable to not work in Alfresco Share:
In Share this file is being loaded from a <script> element (and not using dojos and define/require calls)
dojo therefor throws an error named "multipleDefine" ( http://dojotoolkit.org/reference-guide/1.10/loader/amd.html )
and stops the app.
// expose mousetrap as an AMD module
if (typeof define === 'function' && define.amd) {
define(Mousetrap);
}
<FLOWABLE PATCH STOP>
*/
}) (window, document);