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/*!
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* angular-hotkeys v1.4.5
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* https://chieffancypants.github.io/angular-hotkeys
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* Copyright (c) 2014 Wes Cruver
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* License: MIT
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*/
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/*
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* angular-hotkeys
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*
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* Automatic keyboard shortcuts for your angular apps
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*
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* (c) 2014 Wes Cruver
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* License: MIT
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*/
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(function() {
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'use strict';
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angular.module('cfp.hotkeys', []).provider('hotkeys', function() {
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/**
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* Configurable setting to disable the cheatsheet entirely
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* @type {Boolean}
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*/
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this.includeCheatSheet = true;
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/**
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* Configurable setting for the cheat sheet title
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* @type {String}
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*/
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this.templateTitle = 'Keyboard Shortcuts:';
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/**
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* Cheat sheet template in the event you want to totally customize it.
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* @type {String}
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*/
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this.template = '<div class="cfp-hotkeys-container fade" ng-class="{in: helpVisible}" style="display: none;"><div class="cfp-hotkeys">' +
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'<h4 class="cfp-hotkeys-title">{{ title }}</h4>' +
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'<table><tbody>' +
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'<tr ng-repeat="hotkey in hotkeys | filter:{ description: \'!$$undefined$$\' }">' +
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'<td class="cfp-hotkeys-keys">' +
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'<span ng-repeat="key in hotkey.format() track by $index" class="cfp-hotkeys-key">{{ key }}</span>' +
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'</td>' +
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'<td class="cfp-hotkeys-text">{{ hotkey.description }}</td>' +
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'</tr>' +
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'</tbody></table>' +
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'<div class="cfp-hotkeys-close" ng-click="toggleCheatSheet()">×</div>' +
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'</div></div>';
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/**
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* Configurable setting for the cheat sheet hotkey
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* @type {String}
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*/
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this.cheatSheetHotkey = '?';
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/**
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* Configurable setting for the cheat sheet description
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* @type {String}
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*/
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this.cheatSheetDescription = 'Show / hide this help menu';
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this.$get = ['$rootElement', '$rootScope', '$compile', '$window', '$document', function ($rootElement, $rootScope, $compile, $window, $document) {
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// monkeypatch Mousetrap's stopCallback() function
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// this version doesn't return true when the element is an INPUT, SELECT, or TEXTAREA
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// (instead we will perform this check per-key in the _add() method)
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Mousetrap.stopCallback = function(event, element) {
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// if the element has the class "mousetrap" then no need to stop
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if ((' ' + element.className + ' ').indexOf(' mousetrap ') > -1) {
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return false;
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}
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return (element.contentEditable && element.contentEditable == 'true');
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};
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/**
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* Convert strings like cmd into symbols like ⌘
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* @param {String} combo Key combination, e.g. 'mod+f'
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* @return {String} The key combination with symbols
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*/
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function symbolize (combo) {
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var map = {
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command : '⌘',
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shift : '⇧',
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left : '←',
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right : '→',
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up : '↑',
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down : '↓',
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'return' : '↩',
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backspace : '⌫'
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};
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combo = combo.split('+');
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for (var i = 0; i < combo.length; i++) {
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// try to resolve command / ctrl based on OS:
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if (combo[i] === 'mod') {
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if ($window.navigator && $window.navigator.platform.indexOf('Mac') >=0 ) {
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combo[i] = 'command';
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} else {
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combo[i] = 'ctrl';
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}
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}
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combo[i] = map[combo[i]] || combo[i];
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}
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return combo.join(' + ');
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}
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/**
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* Hotkey object used internally for consistency
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*
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* @param {array} combo The keycombo. it's an array to support multiple combos
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* @param {String} description Description for the keycombo
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* @param {Function} callback function to execute when keycombo pressed
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* @param {string} action the type of event to listen for (for mousetrap)
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* @param {array} allowIn an array of tag names to allow this combo in ('INPUT', 'SELECT', and/or 'TEXTAREA')
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* @param {Boolean} persistent Whether the hotkey persists navigation events
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*/
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function Hotkey (combo, description, callback, action, allowIn, persistent) {
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// TODO: Check that the values are sane because we could
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// be trying to instantiate a new Hotkey with outside dev's
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// supplied values
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this.combo = combo instanceof Array ? combo : [combo];
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this.description = description;
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this.callback = callback;
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this.action = action;
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this.allowIn = allowIn;
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this.persistent = persistent;
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}
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/**
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* Helper method to format (symbolize) the key combo for display
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*
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* @return {[Array]} An array of the key combination sequence
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* for example: "command+g c i" becomes ["⌘ + g", "c", "i"]
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*
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* TODO: this gets called a lot. We should cache the result
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*/
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Hotkey.prototype.format = function() {
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// Don't show all the possible key combos, just the first one. Not sure
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// of usecase here, so open a ticket if my assumptions are wrong
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var combo = this.combo[0];
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var sequence = combo.split(/[\s]/);
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for (var i = 0; i < sequence.length; i++) {
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sequence[i] = symbolize(sequence[i]);
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}
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return sequence;
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};
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/**
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* A new scope used internally for the cheatsheet
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* @type {$rootScope.Scope}
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*/
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var scope = $rootScope.$new();
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/**
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* Holds an array of Hotkey objects currently bound
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* @type {Array}
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*/
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scope.hotkeys = [];
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/**
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* Contains the state of the help's visibility
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* @type {Boolean}
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*/
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scope.helpVisible = false;
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/**
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* Holds the title string for the help menu
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* @type {String}
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*/
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scope.title = this.templateTitle;
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/**
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* Expose toggleCheatSheet to hotkeys scope so we can call it using
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* ng-click from the template
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* @type {function}
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*/
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scope.toggleCheatSheet = toggleCheatSheet;
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/**
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* Holds references to the different scopes that have bound hotkeys
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* attached. This is useful to catch when the scopes are `$destroy`d and
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* then automatically unbind the hotkey.
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*
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* @type {Array}
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*/
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var boundScopes = [];
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$rootScope.$on('$routeChangeSuccess', function (event, route) {
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purgeHotkeys();
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if (route && route.hotkeys) {
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angular.forEach(route.hotkeys, function (hotkey) {
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// a string was given, which implies this is a function that is to be
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// $eval()'d within that controller's scope
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// TODO: hotkey here is super confusing. sometimes a function (that gets turned into an array), sometimes a string
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var callback = hotkey[2];
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if (typeof(callback) === 'string' || callback instanceof String) {
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hotkey[2] = [callback, route];
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}
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// todo: perform check to make sure not already defined:
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// this came from a route, so it's likely not meant to be persistent
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hotkey[5] = false;
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_add.apply(this, hotkey);
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});
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}
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});
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// Auto-create a help menu:
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if (this.includeCheatSheet) {
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var document = $document[0];
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var element = $rootElement[0];
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var helpMenu = angular.element(this.template);
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_add(this.cheatSheetHotkey, this.cheatSheetDescription, toggleCheatSheet);
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// If $rootElement is document or documentElement, then body must be used
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if (element === document || element === document.documentElement) {
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element = document.body;
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}
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angular.element(element).append($compile(helpMenu)(scope));
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}
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/**
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* Purges all non-persistent hotkeys (such as those defined in routes)
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*
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* Without this, the same hotkey would get recreated everytime
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* the route is accessed.
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*/
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function purgeHotkeys() {
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var i = scope.hotkeys.length;
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while (i--) {
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var hotkey = scope.hotkeys[i];
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if (hotkey && !hotkey.persistent) {
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_del(hotkey);
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}
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}
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}
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/**
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* Toggles the help menu element's visiblity
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*/
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var previousEsc = false;
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function toggleCheatSheet() {
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scope.helpVisible = !scope.helpVisible;
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// Bind to esc to remove the cheat sheet. Ideally, this would be done
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// as a directive in the template, but that would create a nasty
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// circular dependency issue that I don't feel like sorting out.
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if (scope.helpVisible) {
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previousEsc = _get('esc');
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_del('esc');
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// Here's an odd way to do this: we're going to use the original
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// description of the hotkey on the cheat sheet so that it shows up.
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// without it, no entry for esc will ever show up (#22)
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_add('esc', previousEsc.description, toggleCheatSheet);
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} else {
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_del('esc');
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// restore the previously bound ESC key
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if (previousEsc !== false) {
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_add(previousEsc);
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}
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}
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}
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/**
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* Creates a new Hotkey and creates the Mousetrap binding
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*
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* @param {string} combo mousetrap key binding
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* @param {string} description description for the help menu
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* @param {Function} callback method to call when key is pressed
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* @param {string} action the type of event to listen for (for mousetrap)
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* @param {array} allowIn an array of tag names to allow this combo in ('INPUT', 'SELECT', and/or 'TEXTAREA')
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* @param {boolean} persistent if true, the binding is preserved upon route changes
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*/
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function _add (combo, description, callback, action, allowIn, persistent) {
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// used to save original callback for "allowIn" wrapping:
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var _callback;
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// these elements are prevented by the default Mousetrap.stopCallback():
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var preventIn = ['INPUT', 'SELECT', 'TEXTAREA'];
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// Determine if object format was given:
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var objType = Object.prototype.toString.call(combo);
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if (objType === '[object Object]') {
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description = combo.description;
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callback = combo.callback;
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action = combo.action;
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persistent = combo.persistent;
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allowIn = combo.allowIn;
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combo = combo.combo;
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}
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// description is optional:
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if (description instanceof Function) {
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action = callback;
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callback = description;
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description = '$$undefined$$';
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} else if (angular.isUndefined(description)) {
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description = '$$undefined$$';
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}
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// any items added through the public API are for controllers
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// that persist through navigation, and thus undefined should mean
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// true in this case.
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if (persistent === undefined) {
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persistent = true;
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}
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// if callback is defined, then wrap it in a function
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// that checks if the event originated from a form element.
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// the function blocks the callback from executing unless the element is specified
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// in allowIn (emulates Mousetrap.stopCallback() on a per-key level)
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if (typeof callback === 'function') {
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// save the original callback
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_callback = callback;
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// make sure allowIn is an array
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if (!(allowIn instanceof Array)) {
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allowIn = [];
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}
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// remove anything from preventIn that's present in allowIn
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var index;
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for (var i=0; i < allowIn.length; i++) {
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allowIn[i] = allowIn[i].toUpperCase();
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index = preventIn.indexOf(allowIn[i]);
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if (index !== -1) {
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preventIn.splice(index, 1);
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}
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}
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// create the new wrapper callback
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callback = function(event) {
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var shouldExecute = true;
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var target = event.target || event.srcElement; // srcElement is IE only
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var nodeName = target.nodeName.toUpperCase();
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// check if the input has a mousetrap class, and skip checking preventIn if so
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if ((' ' + target.className + ' ').indexOf(' mousetrap ') > -1) {
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shouldExecute = true;
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} else {
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// don't execute callback if the event was fired from inside an element listed in preventIn
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for (var i=0; i<preventIn.length; i++) {
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if (preventIn[i] === nodeName) {
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shouldExecute = false;
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break;
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}
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}
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}
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if (shouldExecute) {
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wrapApply(_callback.apply(this, arguments));
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}
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};
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}
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if (typeof(action) === 'string') {
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Mousetrap.bind(combo, wrapApply(callback), action);
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} else {
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Mousetrap.bind(combo, wrapApply(callback));
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}
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var hotkey = new Hotkey(combo, description, callback, action, allowIn, persistent);
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scope.hotkeys.push(hotkey);
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return hotkey;
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}
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/**
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* delete and unbind a Hotkey
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*
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* @param {mixed} hotkey Either the bound key or an instance of Hotkey
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* @return {boolean} true if successful
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*/
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function _del (hotkey) {
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var combo = (hotkey instanceof Hotkey) ? hotkey.combo : hotkey;
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Mousetrap.unbind(combo);
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if (angular.isArray(combo)) {
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var retStatus = true;
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var i = combo.length;
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while (i--) {
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retStatus = _del(combo[i]) && retStatus;
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}
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return retStatus;
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} else {
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var index = scope.hotkeys.indexOf(_get(combo));
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if (index > -1) {
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// if the combo has other combos bound, don't unbind the whole thing, just the one combo:
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if (scope.hotkeys[index].combo.length > 1) {
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scope.hotkeys[index].combo.splice(scope.hotkeys[index].combo.indexOf(combo), 1);
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} else {
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scope.hotkeys.splice(index, 1);
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}
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return true;
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}
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}
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return false;
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}
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/**
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* Get a Hotkey object by key binding
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*
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* @param {[string]} combo the key the Hotkey is bound to
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* @return {Hotkey} The Hotkey object
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*/
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function _get (combo) {
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var hotkey;
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for (var i = 0; i < scope.hotkeys.length; i++) {
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hotkey = scope.hotkeys[i];
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if (hotkey.combo.indexOf(combo) > -1) {
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return hotkey;
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}
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}
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return false;
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}
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/**
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* Binds the hotkey to a particular scope. Useful if the scope is
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* destroyed, we can automatically destroy the hotkey binding.
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*
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* @param {Object} scope The scope to bind to
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*/
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function bindTo (scope) {
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// Only initialize once to allow multiple calls for same scope.
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if (!(scope.$id in boundScopes)) {
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// Add the scope to the list of bound scopes
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|
boundScopes[scope.$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);
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var Mousetrap = {
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/**
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* binds an event to mousetrap
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*
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* can be a single key, a combination of keys separated with +,
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* an array of keys, or a sequence of keys separated by spaces
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*
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* be sure to list the modifier keys first to make sure that the
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* correct key ends up getting bound (the last key in the pattern)
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*
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* @param {string|Array} keys
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* @param {Function} callback
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* @param {string=} action - 'keypress', 'keydown', or 'keyup'
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* @returns void
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*/
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bind: function(keys, callback, action) {
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keys = keys instanceof Array ? keys : [keys];
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_bindMultiple(keys, callback, action);
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return this;
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},
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/**
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* unbinds an event to mousetrap
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*
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* the unbinding sets the callback function of the specified key combo
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* to an empty function and deletes the corresponding key in the
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* _directMap dict.
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*
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* TODO: actually remove this from the _callbacks dictionary instead
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* of binding an empty function
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*
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* the keycombo+action has to be exactly the same as
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* it was defined in the bind method
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*
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* @param {string|Array} keys
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* @param {string} action
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* @returns void
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*/
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unbind: function(keys, action) {
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return Mousetrap.bind(keys, function() {}, action);
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},
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/**
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* triggers an event that has already been bound
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*
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* @param {string} keys
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* @param {string=} action
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* @returns void
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*/
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trigger: function(keys, action) {
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if (_directMap[keys + ':' + action]) {
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_directMap[keys + ':' + action]({}, keys);
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}
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return this;
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},
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/**
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* resets the library back to its initial state. this is useful
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* if you want to clear out the current keyboard shortcuts and bind
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* new ones - for example if you switch to another page
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*
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* @returns void
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*/
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reset: function() {
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_callbacks = {};
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_directMap = {};
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return this;
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},
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/**
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* should we stop this event before firing off callbacks
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*
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* @param {Event} e
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* @param {Element} element
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* @return {boolean}
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*/
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stopCallback: function(e, element) {
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// if the element has the class "mousetrap" then no need to stop
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if ((' ' + element.className + ' ').indexOf(' mousetrap ') > -1) {
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return false;
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}
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// stop for input, select, and textarea
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return element.tagName == 'INPUT' || element.tagName == 'SELECT' || element.tagName == 'TEXTAREA' || element.isContentEditable;
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},
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/**
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* exposes _handleKey publicly so it can be overwritten by extensions
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*/
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handleKey: _handleKey
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};
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// expose mousetrap to the global object
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window.Mousetrap = Mousetrap;
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/*
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<FLOWABLE PATCH START>
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Can't let hotkeys define itself as a module since it will cause Flowable to not work in Alfresco Share:
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In Share this file is being loaded from a <script> element (and not using dojos and define/require calls)
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dojo therefor throws an error named "multipleDefine" ( http://dojotoolkit.org/reference-guide/1.10/loader/amd.html )
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and stops the app.
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// expose mousetrap as an AMD module
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if (typeof define === 'function' && define.amd) {
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define(Mousetrap);
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}
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<FLOWABLE PATCH STOP>
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*/
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}) (window, document);
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