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/*jshint node:true */
module.exports = function(grunt) {
'use strict';
grunt.initConfig({
pkg: grunt.file.readJSON('package.json'),
mocha: {
options: {
reporter: 'Nyan',
run: true
},
mousetrap: {
src: ['tests/mousetrap.html']
}
},
complexity: {
options: {
errorsOnly: false,
cyclomatic: 10,
halstead: 30,
maintainability: 85
},
generic: {
src: [
'mousetrap.js'
]
},
plugins: {
src: [
'plugins/**/*.js',
'!plugins/**/tests/**',
'!plugins/**/*.min.js'
]
}
}
});
grunt.loadNpmTasks('grunt-complexity');
grunt.loadNpmTasks('grunt-mocha');
grunt.registerTask('default', [
'complexity',
'mocha'
]);
};

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# Mousetrap
Mousetrap is a simple library for handling keyboard shortcuts in Javascript.
It is around **1.9kb** minified and gzipped and **3.5kb** minified, has no external dependencies, and has been tested in the following browsers:
- Internet Explorer 6+
- Safari
- Firefox
- Chrome
It has support for ``keypress``, ``keydown``, and ``keyup`` events on specific keys, keyboard combinations, or key sequences.
If you would like to donate to help support Mousetrap development use [Gittip](https://www.gittip.com/ccampbell).
## Getting started
1. Include mousetrap on your page before the closing ``</body>`` tag
```html
<script src="/path/to/mousetrap.min.js"></script>
```
2. Add some keyboard events to listen for
```html
<script>
// single keys
Mousetrap.bind('4', function() { console.log('4'); });
Mousetrap.bind("?", function() { console.log('show shortcuts!'); });
Mousetrap.bind('esc', function() { console.log('escape'); }, 'keyup');
// combinations
Mousetrap.bind('command+shift+K', function() { console.log('command shift k'); });
// map multiple combinations to the same callback
Mousetrap.bind(['command+k', 'ctrl+k'], function() {
console.log('command k or control k');
// return false to prevent default browser behavior
// and stop event from bubbling
return false;
});
// gmail style sequences
Mousetrap.bind('g i', function() { console.log('go to inbox'); });
Mousetrap.bind('* a', function() { console.log('select all'); });
// konami code!
Mousetrap.bind('up up down down left right left right b a enter', function() {
console.log('konami code');
});
</script>
```
## Why Mousetrap?
There are a number of other similar libraries out there so what makes this one different?
- There are no external dependencies, no framework is required
- You are not limited to ``keydown`` events (You can specify ``keypress``, ``keydown``, or ``keyup`` or let Mousetrap choose for you).
- You can bind key events directly to special keys such as ``?`` or ``*`` without having to specify ``shift+/`` or ``shift+8`` which are not consistent across all keyboards
- It works with international keyboard layouts
- You can bind Gmail like key sequences in addition to regular keys and key combinations
- You can programatically trigger key events with the ``trigger()`` method
- It works with the numeric keypad on your keyboard
- The code is well documented/commented
## Tests
Unit tests run via <a href="http://visionmedia.github.io/mocha" target="_blank">mocha</a>.
### Running in browser
Download the repo and go to `tests/mousetrap.html` in your browser.
### Running with Grunt and PhantomJS
1. Install grunt-cli
```bash
npm install -g grunt-cli
```
2. Install npm packages
```bash
cd /path/to/repo
npm install
```
3. Run tests
```bash
grunt mocha
```
## Documentation
Full documentation can be found at http://craig.is/killing/mice

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/*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;
// expose mousetrap as an AMD module
if (typeof define === 'function' && define.amd) {
define(Mousetrap);
}
}) (window, document);

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/* mousetrap v1.4.6 craig.is/killing/mice */
(function(J,r,f){function s(a,b,d){a.addEventListener?a.addEventListener(b,d,!1):a.attachEvent("on"+b,d)}function A(a){if("keypress"==a.type){var b=String.fromCharCode(a.which);a.shiftKey||(b=b.toLowerCase());return b}return h[a.which]?h[a.which]:B[a.which]?B[a.which]:String.fromCharCode(a.which).toLowerCase()}function t(a){a=a||{};var b=!1,d;for(d in n)a[d]?b=!0:n[d]=0;b||(u=!1)}function C(a,b,d,c,e,v){var g,k,f=[],h=d.type;if(!l[a])return[];"keyup"==h&&w(a)&&(b=[a]);for(g=0;g<l[a].length;++g)if(k=
l[a][g],!(!c&&k.seq&&n[k.seq]!=k.level||h!=k.action||("keypress"!=h||d.metaKey||d.ctrlKey)&&b.sort().join(",")!==k.modifiers.sort().join(","))){var m=c&&k.seq==c&&k.level==v;(!c&&k.combo==e||m)&&l[a].splice(g,1);f.push(k)}return f}function K(a){var b=[];a.shiftKey&&b.push("shift");a.altKey&&b.push("alt");a.ctrlKey&&b.push("ctrl");a.metaKey&&b.push("meta");return b}function x(a,b,d,c){m.stopCallback(b,b.target||b.srcElement,d,c)||!1!==a(b,d)||(b.preventDefault?b.preventDefault():b.returnValue=!1,b.stopPropagation?
b.stopPropagation():b.cancelBubble=!0)}function y(a){"number"!==typeof a.which&&(a.which=a.keyCode);var b=A(a);b&&("keyup"==a.type&&z===b?z=!1:m.handleKey(b,K(a),a))}function w(a){return"shift"==a||"ctrl"==a||"alt"==a||"meta"==a}function L(a,b,d,c){function e(b){return function(){u=b;++n[a];clearTimeout(D);D=setTimeout(t,1E3)}}function v(b){x(d,b,a);"keyup"!==c&&(z=A(b));setTimeout(t,10)}for(var g=n[a]=0;g<b.length;++g){var f=g+1===b.length?v:e(c||E(b[g+1]).action);F(b[g],f,c,a,g)}}function E(a,b){var d,
c,e,f=[];d="+"===a?["+"]:a.split("+");for(e=0;e<d.length;++e)c=d[e],G[c]&&(c=G[c]),b&&"keypress"!=b&&H[c]&&(c=H[c],f.push("shift")),w(c)&&f.push(c);d=c;e=b;if(!e){if(!p){p={};for(var g in h)95<g&&112>g||h.hasOwnProperty(g)&&(p[h[g]]=g)}e=p[d]?"keydown":"keypress"}"keypress"==e&&f.length&&(e="keydown");return{key:c,modifiers:f,action:e}}function F(a,b,d,c,e){q[a+":"+d]=b;a=a.replace(/\s+/g," ");var f=a.split(" ");1<f.length?L(a,f,b,d):(d=E(a,d),l[d.key]=l[d.key]||[],C(d.key,d.modifiers,{type:d.action},
c,a,e),l[d.key][c?"unshift":"push"]({callback:b,modifiers:d.modifiers,action:d.action,seq:c,level:e,combo:a}))}var h={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"},B={106:"*",107:"+",109:"-",110:".",111:"/",186:";",187:"=",188:",",189:"-",190:".",191:"/",192:"`",219:"[",220:"\\",221:"]",222:"'"},H={"~":"`","!":"1",
"@":"2","#":"3",$:"4","%":"5","^":"6","&":"7","*":"8","(":"9",")":"0",_:"-","+":"=",":":";",'"':"'","<":",",">":".","?":"/","|":"\\"},G={option:"alt",command:"meta","return":"enter",escape:"esc",mod:/Mac|iPod|iPhone|iPad/.test(navigator.platform)?"meta":"ctrl"},p,l={},q={},n={},D,z=!1,I=!1,u=!1;for(f=1;20>f;++f)h[111+f]="f"+f;for(f=0;9>=f;++f)h[f+96]=f;s(r,"keypress",y);s(r,"keydown",y);s(r,"keyup",y);var m={bind:function(a,b,d){a=a instanceof Array?a:[a];for(var c=0;c<a.length;++c)F(a[c],b,d);return this},
unbind:function(a,b){return m.bind(a,function(){},b)},trigger:function(a,b){if(q[a+":"+b])q[a+":"+b]({},a);return this},reset:function(){l={};q={};return this},stopCallback:function(a,b){return-1<(" "+b.className+" ").indexOf(" mousetrap ")?!1:"INPUT"==b.tagName||"SELECT"==b.tagName||"TEXTAREA"==b.tagName||b.isContentEditable},handleKey:function(a,b,d){var c=C(a,b,d),e;b={};var f=0,g=!1;for(e=0;e<c.length;++e)c[e].seq&&(f=Math.max(f,c[e].level));for(e=0;e<c.length;++e)c[e].seq?c[e].level==f&&(g=!0,
b[c[e].seq]=1,x(c[e].callback,d,c[e].combo,c[e].seq)):g||x(c[e].callback,d,c[e].combo);c="keypress"==d.type&&I;d.type!=u||w(a)||c||t(b);I=g&&"keydown"==d.type}};J.Mousetrap=m;"function"===typeof define&&define.amd&&define(m)})(window,document);

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{
"name": "Mousetrap",
"version": "1.4.6",
"description": "Simple library for handling keyboard shortcuts",
"main": "mousetrap.js",
"directories": {
"test": "tests"
},
"scripts": {
"test": "grunt mocha"
},
"repository": {
"type": "git",
"url": "git://github.com/ccampbell/mousetrap.git"
},
"keywords": [
"keyboard",
"shortcuts",
"events"
],
"author": "Craig Campbell",
"license": "Apache 2.0",
"gitHead": "c202a0bd4967d5a3064f9cb376db51dec9345336",
"readmeFilename": "README.md",
"devDependencies": {
"grunt": "~0.4.1",
"grunt-complexity": "~0.1.2",
"grunt-mocha": "~0.3.1"
}
}

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# Plugins
Plugins extend the functionality of Mousetrap. To use a plugin just include the plugin after mousetrap.
```html
<script src="mousetrap.js"></script>
<script src="mousetrap-record.js"></script>
```
## Bind dictionary
Allows you to make multiple bindings in a single ``Mousetrap.bind`` call.
## Global bind
Allows you to set global bindings that work even inside of input fields.
## Pause/unpause
Allows you to temporarily prevent Mousetrap events from firing.
## Record
Allows you to capture a keyboard shortcut or sequence defined by a user.

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# Bind Dictionary
This extension overwrites the default bind behavior and allows you to bind multiple combinations in a single bind call.
Usage looks like:
```javascript
Mousetrap.bind({
'a': function() { console.log('a'); },
'b': function() { console.log('b'); }
});
```
You can optionally pass in ``keypress``, ``keydown`` or ``keyup`` as a second argument.
Other bind calls work the same way as they do by default.

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/**
* Overwrites default Mousetrap.bind method to optionally accept
* an object to bind multiple key events in a single call
*
* You can pass it in like:
*
* Mousetrap.bind({
* 'a': function() { console.log('a'); },
* 'b': function() { console.log('b'); }
* });
*
* And can optionally pass in 'keypress', 'keydown', or 'keyup'
* as a second argument
*
*/
/* global Mousetrap:true */
Mousetrap = (function(Mousetrap) {
var self = Mousetrap,
_oldBind = self.bind,
args;
self.bind = function() {
args = arguments;
// normal call
if (typeof args[0] == 'string' || args[0] instanceof Array) {
return _oldBind(args[0], args[1], args[2]);
}
// object passed in
for (var key in args[0]) {
if (args[0].hasOwnProperty(key)) {
_oldBind(key, args[0][key], args[1]);
}
}
};
return self;
}) (Mousetrap);

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Mousetrap=function(b){var c=b.bind,a;b.bind=function(){a=arguments;if("string"==typeof a[0]||a[0]instanceof Array)return c(a[0],a[1],a[2]);for(var b in a[0])a[0].hasOwnProperty(b)&&c(b,a[0][b],a[1])};return b}(Mousetrap);

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# Global Bind
This extension allows you to specify keyboard events that will work anywhere including inside textarea/input fields.
Usage looks like:
```javascript
Mousetrap.bindGlobal('ctrl+s', function() {
_save();
});
```
This means that a keyboard event bound using ``Mousetrap.bind`` will only work outside of form input fields, but using ``Moustrap.bindGlobal`` will work in both places.
If you wanted to create keyboard shortcuts that only work when you are inside a specific textarea you can do that too by creating your own extension.

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/**
* adds a bindGlobal method to Mousetrap that allows you to
* bind specific keyboard shortcuts that will still work
* inside a text input field
*
* usage:
* Mousetrap.bindGlobal('ctrl+s', _saveChanges);
*/
/* global Mousetrap:true */
Mousetrap = (function(Mousetrap) {
var _globalCallbacks = {},
_originalStopCallback = Mousetrap.stopCallback;
Mousetrap.stopCallback = function(e, element, combo, sequence) {
if (_globalCallbacks[combo] || _globalCallbacks[sequence]) {
return false;
}
return _originalStopCallback(e, element, combo);
};
Mousetrap.bindGlobal = function(keys, callback, action) {
Mousetrap.bind(keys, callback, action);
if (keys instanceof Array) {
for (var i = 0; i < keys.length; i++) {
_globalCallbacks[keys[i]] = true;
}
return;
}
_globalCallbacks[keys] = true;
};
return Mousetrap;
}) (Mousetrap);

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Mousetrap=function(a){var d={},e=a.stopCallback;a.stopCallback=function(b,c,a){return d[a]?!1:e(b,c,a)};a.bindGlobal=function(b,c,e){a.bind(b,c,e);if(b instanceof Array)for(c=0;c<b.length;c++)d[b[c]]=!0;else d[b]=!0};return a}(Mousetrap);

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@ -0,0 +1,13 @@
# Pause/unpause
This extension allows Mousetrap to be paused and unpaused without having to reset keyboard shortcuts and rebind them.
Usage looks like:
```javascript
// stop Mousetrap events from firing
Mousetrap.pause();
// allow Mousetrap events to fire again
Mousetrap.unpause();
```

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/**
* adds a pause and unpause method to Mousetrap
* this allows you to enable or disable keyboard shortcuts
* without having to reset Mousetrap and rebind everything
*/
/* global Mousetrap:true */
Mousetrap = (function(Mousetrap) {
var self = Mousetrap,
_originalStopCallback = self.stopCallback,
enabled = true;
self.stopCallback = function(e, element, combo) {
if (!enabled) {
return true;
}
return _originalStopCallback(e, element, combo);
};
self.pause = function() {
enabled = false;
};
self.unpause = function() {
enabled = true;
};
return self;
}) (Mousetrap);

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Mousetrap=function(a){var c=a.stopCallback,b=!0;a.stopCallback=function(a,d,e){return b?c(a,d,e):!0};a.pause=function(){b=!1};a.unpause=function(){b=!0};return a}(Mousetrap);

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@ -0,0 +1,16 @@
# Record
This extension lets you use Mousetrap to record keyboard sequences and play them back:
```html
<button onclick="recordSequence()">Record</button>
<script>
function recordSequence() {
Mousetrap.record(function(sequence) {
// sequence is an array like ['ctrl+k', 'c']
alert('You pressed: ' + sequence.join(' '));
});
}
</script>
```

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/**
* This extension allows you to record a sequence using Mousetrap.
*
* @author Dan Tao <daniel.tao@gmail.com>
*/
(function(Mousetrap) {
/**
* the sequence currently being recorded
*
* @type {Array}
*/
var _recordedSequence = [],
/**
* a callback to invoke after recording a sequence
*
* @type {Function|null}
*/
_recordedSequenceCallback = null,
/**
* a list of all of the keys currently held down
*
* @type {Array}
*/
_currentRecordedKeys = [],
/**
* temporary state where we remember if we've already captured a
* character key in the current combo
*
* @type {boolean}
*/
_recordedCharacterKey = false,
/**
* a handle for the timer of the current recording
*
* @type {null|number}
*/
_recordTimer = null,
/**
* the original handleKey method to override when Mousetrap.record() is
* called
*
* @type {Function}
*/
_origHandleKey = Mousetrap.handleKey;
/**
* handles a character key event
*
* @param {string} character
* @param {Array} modifiers
* @param {Event} e
* @returns void
*/
function _handleKey(character, modifiers, e) {
// remember this character if we're currently recording a sequence
if (e.type == 'keydown') {
if (character.length === 1 && _recordedCharacterKey) {
_recordCurrentCombo();
}
for (i = 0; i < modifiers.length; ++i) {
_recordKey(modifiers[i]);
}
_recordKey(character);
// once a key is released, all keys that were held down at the time
// count as a keypress
} else if (e.type == 'keyup' && _currentRecordedKeys.length > 0) {
_recordCurrentCombo();
}
}
/**
* marks a character key as held down while recording a sequence
*
* @param {string} key
* @returns void
*/
function _recordKey(key) {
var i;
// one-off implementation of Array.indexOf, since IE6-9 don't support it
for (i = 0; i < _currentRecordedKeys.length; ++i) {
if (_currentRecordedKeys[i] === key) {
return;
}
}
_currentRecordedKeys.push(key);
if (key.length === 1) {
_recordedCharacterKey = true;
}
}
/**
* marks whatever key combination that's been recorded so far as finished
* and gets ready for the next combo
*
* @returns void
*/
function _recordCurrentCombo() {
_recordedSequence.push(_currentRecordedKeys);
_currentRecordedKeys = [];
_recordedCharacterKey = false;
_restartRecordTimer();
}
/**
* ensures each combo in a sequence is in a predictable order and formats
* key combos to be '+'-delimited
*
* modifies the sequence in-place
*
* @param {Array} sequence
* @returns void
*/
function _normalizeSequence(sequence) {
var i;
for (i = 0; i < sequence.length; ++i) {
sequence[i].sort(function(x, y) {
// modifier keys always come first, in alphabetical order
if (x.length > 1 && y.length === 1) {
return -1;
} else if (x.length === 1 && y.length > 1) {
return 1;
}
// character keys come next (list should contain no duplicates,
// so no need for equality check)
return x > y ? 1 : -1;
});
sequence[i] = sequence[i].join('+');
}
}
/**
* finishes the current recording, passes the recorded sequence to the stored
* callback, and sets Mousetrap.handleKey back to its original function
*
* @returns void
*/
function _finishRecording() {
if (_recordedSequenceCallback) {
_normalizeSequence(_recordedSequence);
_recordedSequenceCallback(_recordedSequence);
}
// reset all recorded state
_recordedSequence = [];
_recordedSequenceCallback = null;
_currentRecordedKeys = [];
Mousetrap.handleKey = _origHandleKey;
}
/**
* called to set a 1 second timeout on the current recording
*
* this is so after each key press in the sequence the recording will wait for
* 1 more second before executing the callback
*
* @returns void
*/
function _restartRecordTimer() {
clearTimeout(_recordTimer);
_recordTimer = setTimeout(_finishRecording, 1000);
}
/**
* records the next sequence and passes it to a callback once it's
* completed
*
* @param {Function} callback
* @returns void
*/
Mousetrap.record = function(callback) {
Mousetrap.handleKey = _handleKey;
_recordedSequenceCallback = callback;
};
})(Mousetrap);

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(function(d){function n(b,a,h){if("keydown"==h.type){1===b.length&&g&&k();for(i=0;i<a.length;++i)l(a[i]);l(b)}else"keyup"==h.type&&0<c.length&&k()}function l(b){var a;for(a=0;a<c.length;++a)if(c[a]===b)return;c.push(b);1===b.length&&(g=!0)}function k(){e.push(c);c=[];g=!1;clearTimeout(m);m=setTimeout(p,1E3)}function q(b){var a;for(a=0;a<b.length;++a)b[a].sort(function(a,b){return 1<a.length&&1===b.length?-1:1===a.length&&1<b.length?1:a>b?1:-1}),b[a]=b[a].join("+")}function p(){f&&(q(e),f(e));e=[];
f=null;c=[];d.handleKey=r}var e=[],f=null,c=[],g=!1,m=null,r=d.handleKey;d.record=function(b){d.handleKey=n;f=b}})(Mousetrap);