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+/*global define:false */
+/**
+ * Copyright 2012-2017 Craig Campbell
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ * Mousetrap is a simple keyboard shortcut library for Javascript with
+ * no external dependencies
+ *
+ * @version 1.6.5
+ * @url craig.is/killing/mice
+ */
+(function(window, document, undefined) {
+
+ // Check if mousetrap is used inside browser, if not, return
+ if (!window) {
+ return;
+ }
+
+ /**
+ * mapping of special keycodes to their corresponding keys
+ *
+ * everything in this dictionary cannot use keypress events
+ * so it has to be here to map to the correct keycodes for
+ * keyup/keydown events
+ *
+ * @type {Object}
+ */
+ var _MAP = {
+ 8: 'backspace',
+ 9: 'tab',
+ 13: 'enter',
+ 16: 'shift',
+ 17: 'ctrl',
+ 18: 'alt',
+ 20: 'capslock',
+ 27: 'esc',
+ 32: 'space',
+ 33: 'pageup',
+ 34: 'pagedown',
+ 35: 'end',
+ 36: 'home',
+ 37: 'left',
+ 38: 'up',
+ 39: 'right',
+ 40: 'down',
+ 45: 'ins',
+ 46: 'del',
+ 91: 'meta',
+ 93: 'meta',
+ 224: 'meta'
+ };
+
+ /**
+ * mapping for special characters so they can support
+ *
+ * this dictionary is only used incase you want to bind a
+ * keyup or keydown event to one of these keys
+ *
+ * @type {Object}
+ */
+ var _KEYCODE_MAP = {
+ 106: '*',
+ 107: '+',
+ 109: '-',
+ 110: '.',
+ 111 : '/',
+ 186: ';',
+ 187: '=',
+ 188: ',',
+ 189: '-',
+ 190: '.',
+ 191: '/',
+ 192: '`',
+ 219: '[',
+ 220: '\\',
+ 221: ']',
+ 222: '\''
+ };
+
+ /**
+ * this is a mapping of keys that require shift on a US keypad
+ * back to the non shift equivelents
+ *
+ * this is so you can use keyup events with these keys
+ *
+ * note that this will only work reliably on US keyboards
+ *
+ * @type {Object}
+ */
+ var _SHIFT_MAP = {
+ '~': '`',
+ '!': '1',
+ '@': '2',
+ '#': '3',
+ '$': '4',
+ '%': '5',
+ '^': '6',
+ '&': '7',
+ '*': '8',
+ '(': '9',
+ ')': '0',
+ '_': '-',
+ '+': '=',
+ ':': ';',
+ '\"': '\'',
+ '<': ',',
+ '>': '.',
+ '?': '/',
+ '|': '\\'
+ };
+
+ /**
+ * this is a list of special strings you can use to map
+ * to modifier keys when you specify your keyboard shortcuts
+ *
+ * @type {Object}
+ */
+ var _SPECIAL_ALIASES = {
+ 'option': 'alt',
+ 'command': 'meta',
+ 'return': 'enter',
+ 'escape': 'esc',
+ 'plus': '+',
+ 'mod': /Mac|iPod|iPhone|iPad/.test(navigator.platform) ? 'meta' : 'ctrl'
+ };
+
+ /**
+ * variable to store the flipped version of _MAP from above
+ * needed to check if we should use keypress or not when no action
+ * is specified
+ *
+ * @type {Object|undefined}
+ */
+ var _REVERSE_MAP;
+
+ /**
+ * loop through the f keys, f1 to f19 and add them to the map
+ * programatically
+ */
+ for (var i = 1; i < 20; ++i) {
+ _MAP[111 + i] = 'f' + i;
+ }
+
+ /**
+ * loop through to map numbers on the numeric keypad
+ */
+ for (i = 0; i <= 9; ++i) {
+
+ // This needs to use a string cause otherwise since 0 is falsey
+ // mousetrap will never fire for numpad 0 pressed as part of a keydown
+ // event.
+ //
+ // @see https://github.com/ccampbell/mousetrap/pull/258
+ _MAP[i + 96] = i.toString();
+ }
+
+ /**
+ * cross browser add event method
+ *
+ * @param {Element|HTMLDocument} object
+ * @param {string} type
+ * @param {Function} callback
+ * @returns void
+ */
+ function _addEvent(object, type, callback) {
+ if (object.addEventListener) {
+ object.addEventListener(type, callback, false);
+ return;
+ }
+
+ object.attachEvent('on' + type, callback);
+ }
+
+ /**
+ * takes the event and returns the key character
+ *
+ * @param {Event} e
+ * @return {string}
+ */
+ function _characterFromEvent(e) {
+
+ // for keypress events we should return the character as is
+ if (e.type == 'keypress') {
+ var character = String.fromCharCode(e.which);
+
+ // if the shift key is not pressed then it is safe to assume
+ // that we want the character to be lowercase. this means if
+ // you accidentally have caps lock on then your key bindings
+ // will continue to work
+ //
+ // the only side effect that might not be desired is if you
+ // bind something like 'A' cause you want to trigger an
+ // event when capital A is pressed caps lock will no longer
+ // trigger the event. shift+a will though.
+ if (!e.shiftKey) {
+ character = character.toLowerCase();
+ }
+
+ return character;
+ }
+
+ // for non keypress events the special maps are needed
+ if (_MAP[e.which]) {
+ return _MAP[e.which];
+ }
+
+ if (_KEYCODE_MAP[e.which]) {
+ return _KEYCODE_MAP[e.which];
+ }
+
+ // if it is not in the special map
+
+ // with keydown and keyup events the character seems to always
+ // come in as an uppercase character whether you are pressing shift
+ // or not. we should make sure it is always lowercase for comparisons
+ return String.fromCharCode(e.which).toLowerCase();
+ }
+
+ /**
+ * checks if two arrays are equal
+ *
+ * @param {Array} modifiers1
+ * @param {Array} modifiers2
+ * @returns {boolean}
+ */
+ function _modifiersMatch(modifiers1, modifiers2) {
+ return modifiers1.sort().join(',') === modifiers2.sort().join(',');
+ }
+
+ /**
+ * takes a key event and figures out what the modifiers are
+ *
+ * @param {Event} e
+ * @returns {Array}
+ */
+ function _eventModifiers(e) {
+ var modifiers = [];
+
+ if (e.shiftKey) {
+ modifiers.push('shift');
+ }
+
+ if (e.altKey) {
+ modifiers.push('alt');
+ }
+
+ if (e.ctrlKey) {
+ modifiers.push('ctrl');
+ }
+
+ if (e.metaKey) {
+ modifiers.push('meta');
+ }
+
+ return modifiers;
+ }
+
+ /**
+ * prevents default for this event
+ *
+ * @param {Event} e
+ * @returns void
+ */
+ function _preventDefault(e) {
+ if (e.preventDefault) {
+ e.preventDefault();
+ return;
+ }
+
+ e.returnValue = false;
+ }
+
+ /**
+ * stops propogation for this event
+ *
+ * @param {Event} e
+ * @returns void
+ */
+ function _stopPropagation(e) {
+ if (e.stopPropagation) {
+ e.stopPropagation();
+ return;
+ }
+
+ e.cancelBubble = true;
+ }
+
+ /**
+ * determines if the keycode specified is a modifier key or not
+ *
+ * @param {string} key
+ * @returns {boolean}
+ */
+ function _isModifier(key) {
+ return key == 'shift' || key == 'ctrl' || key == 'alt' || key == 'meta';
+ }
+
+ /**
+ * reverses the map lookup so that we can look for specific keys
+ * to see what can and can't use keypress
+ *
+ * @return {Object}
+ */
+ function _getReverseMap() {
+ if (!_REVERSE_MAP) {
+ _REVERSE_MAP = {};
+ for (var key in _MAP) {
+
+ // pull out the numeric keypad from here cause keypress should
+ // be able to detect the keys from the character
+ if (key > 95 && key < 112) {
+ continue;
+ }
+
+ if (_MAP.hasOwnProperty(key)) {
+ _REVERSE_MAP[_MAP[key]] = key;
+ }
+ }
+ }
+ return _REVERSE_MAP;
+ }
+
+ /**
+ * picks the best action based on the key combination
+ *
+ * @param {string} key - character for key
+ * @param {Array} modifiers
+ * @param {string=} action passed in
+ */
+ function _pickBestAction(key, modifiers, action) {
+
+ // if no action was picked in we should try to pick the one
+ // that we think would work best for this key
+ if (!action) {
+ action = _getReverseMap()[key] ? 'keydown' : 'keypress';
+ }
+
+ // modifier keys don't work as expected with keypress,
+ // switch to keydown
+ if (action == 'keypress' && modifiers.length) {
+ action = 'keydown';
+ }
+
+ return action;
+ }
+
+ /**
+ * Converts from a string key combination to an array
+ *
+ * @param {string} combination like "command+shift+l"
+ * @return {Array}
+ */
+ function _keysFromString(combination) {
+ if (combination === '+') {
+ return ['+'];
+ }
+
+ combination = combination.replace(/\+{2}/g, '+plus');
+ return combination.split('+');
+ }
+
+ /**
+ * Gets info for a specific key combination
+ *
+ * @param {string} combination key combination ("command+s" or "a" or "*")
+ * @param {string=} action
+ * @returns {Object}
+ */
+ function _getKeyInfo(combination, action) {
+ var keys;
+ var key;
+ var i;
+ var modifiers = [];
+
+ // take the keys from this pattern and figure out what the actual
+ // pattern is all about
+ keys = _keysFromString(combination);
+
+ for (i = 0; i < keys.length; ++i) {
+ key = keys[i];
+
+ // normalize key names
+ if (_SPECIAL_ALIASES[key]) {
+ key = _SPECIAL_ALIASES[key];
+ }
+
+ // if this is not a keypress event then we should
+ // be smart about using shift keys
+ // this will only work for US keyboards however
+ if (action && action != 'keypress' && _SHIFT_MAP[key]) {
+ key = _SHIFT_MAP[key];
+ modifiers.push('shift');
+ }
+
+ // if this key is a modifier then add it to the list of modifiers
+ if (_isModifier(key)) {
+ modifiers.push(key);
+ }
+ }
+
+ // depending on what the key combination is
+ // we will try to pick the best event for it
+ action = _pickBestAction(key, modifiers, action);
+
+ return {
+ key: key,
+ modifiers: modifiers,
+ action: action
+ };
+ }
+
+ function _belongsTo(element, ancestor) {
+ if (element === null || element === document) {
+ return false;
+ }
+
+ if (element === ancestor) {
+ return true;
+ }
+
+ return _belongsTo(element.parentNode, ancestor);
+ }
+
+ function Mousetrap(targetElement) {
+ var self = this;
+
+ targetElement = targetElement || document;
+
+ if (!(self instanceof Mousetrap)) {
+ return new Mousetrap(targetElement);
+ }
+
+ /**
+ * element to attach key events to
+ *
+ * @type {Element}
+ */
+ self.target = targetElement;
+
+ /**
+ * a list of all the callbacks setup via Mousetrap.bind()
+ *
+ * @type {Object}
+ */
+ self._callbacks = {};
+
+ /**
+ * direct map of string combinations to callbacks used for trigger()
+ *
+ * @type {Object}
+ */
+ self._directMap = {};
+
+ /**
+ * keeps track of what level each sequence is at since multiple
+ * sequences can start out with the same sequence
+ *
+ * @type {Object}
+ */
+ var _sequenceLevels = {};
+
+ /**
+ * variable to store the setTimeout call
+ *
+ * @type {null|number}
+ */
+ var _resetTimer;
+
+ /**
+ * temporary state where we will ignore the next keyup
+ *
+ * @type {boolean|string}
+ */
+ var _ignoreNextKeyup = false;
+
+ /**
+ * temporary state where we will ignore the next keypress
+ *
+ * @type {boolean}
+ */
+ var _ignoreNextKeypress = false;
+
+ /**
+ * are we currently inside of a sequence?
+ * type of action ("keyup" or "keydown" or "keypress") or false
+ *
+ * @type {boolean|string}
+ */
+ var _nextExpectedAction = false;
+
+ /**
+ * resets all sequence counters except for the ones passed in
+ *
+ * @param {Object} doNotReset
+ * @returns void
+ */
+ function _resetSequences(doNotReset) {
+ doNotReset = doNotReset || {};
+
+ var activeSequences = false,
+ key;
+
+ for (key in _sequenceLevels) {
+ if (doNotReset[key]) {
+ activeSequences = true;
+ continue;
+ }
+ _sequenceLevels[key] = 0;
+ }
+
+ if (!activeSequences) {
+ _nextExpectedAction = false;
+ }
+ }
+
+ /**
+ * finds all callbacks that match based on the keycode, modifiers,
+ * and action
+ *
+ * @param {string} character
+ * @param {Array} modifiers
+ * @param {Event|Object} e
+ * @param {string=} sequenceName - name of the sequence we are looking for
+ * @param {string=} combination
+ * @param {number=} level
+ * @returns {Array}
+ */
+ function _getMatches(character, modifiers, e, sequenceName, combination, level) {
+ var i;
+ var callback;
+ var matches = [];
+ var action = e.type;
+
+ // if there are no events related to this keycode
+ if (!self._callbacks[character]) {
+ return [];
+ }
+
+ // if a modifier key is coming up on its own we should allow it
+ if (action == 'keyup' && _isModifier(character)) {
+ modifiers = [character];
+ }
+
+ // loop through all callbacks for the key that was pressed
+ // and see if any of them match
+ for (i = 0; i < self._callbacks[character].length; ++i) {
+ callback = self._callbacks[character][i];
+
+ // if a sequence name is not specified, but this is a sequence at
+ // the wrong level then move onto the next match
+ if (!sequenceName && callback.seq && _sequenceLevels[callback.seq] != callback.level) {
+ continue;
+ }
+
+ // if the action we are looking for doesn't match the action we got
+ // then we should keep going
+ if (action != callback.action) {
+ continue;
+ }
+
+ // if this is a keypress event and the meta key and control key
+ // are not pressed that means that we need to only look at the
+ // character, otherwise check the modifiers as well
+ //
+ // chrome will not fire a keypress if meta or control is down
+ // safari will fire a keypress if meta or meta+shift is down
+ // firefox will fire a keypress if meta 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) {
+ self._callbacks[character].splice(i, 1);
+ }
+
+ matches.push(callback);
+ }
+ }
+
+ return matches;
+ }
+
+ /**
+ * actually calls the callback function
+ *
+ * if your callback function returns false this will use the jquery
+ * convention - prevent default and stop propogation on the event
+ *
+ * @param {Function} callback
+ * @param {Event} e
+ * @returns void
+ */
+ function _fireCallback(callback, e, combo, sequence) {
+
+ // if this event should not happen stop here
+ if (self.stopCallback(e, e.target || e.srcElement, combo, sequence)) {
+ return;
+ }
+
+ if (callback(e, combo) === false) {
+ _preventDefault(e);
+ _stopPropagation(e);
+ }
+ }
+
+ /**
+ * handles a character key event
+ *
+ * @param {string} character
+ * @param {Array} modifiers
+ * @param {Event} e
+ * @returns void
+ */
+ self._handleKey = function(character, modifiers, e) {
+ var callbacks = _getMatches(character, modifiers, e);
+ var i;
+ var doNotReset = {};
+ var maxLevel = 0;
+ var processedSequenceCallback = false;
+
+ // Calculate the maxLevel for sequences so we can only execute the longest callback sequence
+ for (i = 0; i < callbacks.length; ++i) {
+ if (callbacks[i].seq) {
+ maxLevel = Math.max(maxLevel, callbacks[i].level);
+ }
+ }
+
+ // loop through matching callbacks for this key event
+ for (i = 0; i < callbacks.length; ++i) {
+
+ // fire for all sequence callbacks
+ // this is because if for example you have multiple sequences
+ // bound such as "g i" and "g t" they both need to fire the
+ // callback for matching g cause otherwise you can only ever
+ // match the first one
+ if (callbacks[i].seq) {
+
+ // only fire callbacks for the maxLevel to prevent
+ // subsequences from also firing
+ //
+ // for example 'a option b' should not cause 'option b' to fire
+ // even though 'option b' is part of the other sequence
+ //
+ // any sequences that do not match here will be discarded
+ // below by the _resetSequences call
+ if (callbacks[i].level != maxLevel) {
+ continue;
+ }
+
+ processedSequenceCallback = true;
+
+ // keep a list of which sequences were matches for later
+ doNotReset[callbacks[i].seq] = 1;
+ _fireCallback(callbacks[i].callback, e, callbacks[i].combo, callbacks[i].seq);
+ continue;
+ }
+
+ // if there were no sequence matches but we are still here
+ // that means this is a regular match so we should fire that
+ if (!processedSequenceCallback) {
+ _fireCallback(callbacks[i].callback, e, callbacks[i].combo);
+ }
+ }
+
+ // if the key you pressed matches the type of sequence without
+ // being a modifier (ie "keyup" or "keypress") then we should
+ // reset all sequences that were not matched by this event
+ //
+ // this is so, for example, if you have the sequence "h a t" and you
+ // type "h e a r t" it does not match. in this case the "e" will
+ // cause the sequence to reset
+ //
+ // modifier keys are ignored because you can have a sequence
+ // that contains modifiers such as "enter ctrl+space" and in most
+ // cases the modifier key will be pressed before the next key
+ //
+ // also if you have a sequence such as "ctrl+b a" then pressing the
+ // "b" key will trigger a "keypress" and a "keydown"
+ //
+ // the "keydown" is expected when there is a modifier, but the
+ // "keypress" ends up matching the _nextExpectedAction since it occurs
+ // after and that causes the sequence to reset
+ //
+ // we ignore keypresses in a sequence that directly follow a keydown
+ // for the same character
+ var ignoreThisKeypress = e.type == 'keypress' && _ignoreNextKeypress;
+ if (e.type == _nextExpectedAction && !_isModifier(character) && !ignoreThisKeypress) {
+ _resetSequences(doNotReset);
+ }
+
+ _ignoreNextKeypress = processedSequenceCallback && e.type == 'keydown';
+ };
+
+ /**
+ * handles a keydown event
+ *
+ * @param {Event} e
+ * @returns void
+ */
+ function _handleKeyEvent(e) {
+
+ // normalize e.which for key events
+ // @see http://stackoverflow.com/questions/4285627/javascript-keycode-vs-charcode-utter-confusion
+ if (typeof e.which !== 'number') {
+ e.which = e.keyCode;
+ }
+
+ var character = _characterFromEvent(e);
+
+ // no character found then stop
+ if (!character) {
+ return;
+ }
+
+ // need to use === for the character check because the character can be 0
+ if (e.type == 'keyup' && _ignoreNextKeyup === character) {
+ _ignoreNextKeyup = false;
+ return;
+ }
+
+ self.handleKey(character, _eventModifiers(e), e);
+ }
+
+ /**
+ * called to set a 1 second timeout on the specified sequence
+ *
+ * this is so after each key press in the sequence you have 1 second
+ * to press the next key before you have to start over
+ *
+ * @returns void
+ */
+ function _resetSequenceTimer() {
+ clearTimeout(_resetTimer);
+ _resetTimer = setTimeout(_resetSequences, 1000);
+ }
+
+ /**
+ * binds a key sequence to an event
+ *
+ * @param {string} combo - combo specified in bind call
+ * @param {Array} keys
+ * @param {Function} callback
+ * @param {string=} action
+ * @returns void
+ */
+ function _bindSequence(combo, keys, callback, action) {
+
+ // start off by adding a sequence level record for this combination
+ // and setting the level to 0
+ _sequenceLevels[combo] = 0;
+
+ /**
+ * callback to increase the sequence level for this sequence and reset
+ * all other sequences that were active
+ *
+ * @param {string} nextAction
+ * @returns {Function}
+ */
+ function _increaseSequence(nextAction) {
+ return function() {
+ _nextExpectedAction = nextAction;
+ ++_sequenceLevels[combo];
+ _resetSequenceTimer();
+ };
+ }
+
+ /**
+ * wraps the specified callback inside of another function in order
+ * to reset all sequence counters as soon as this sequence is done
+ *
+ * @param {Event} e
+ * @returns void
+ */
+ function _callbackAndReset(e) {
+ _fireCallback(callback, e, combo);
+
+ // we should ignore the next key up if the action is key down
+ // or keypress. this is so if you finish a sequence and
+ // release the key the final key will not trigger a keyup
+ if (action !== 'keyup') {
+ _ignoreNextKeyup = _characterFromEvent(e);
+ }
+
+ // weird race condition if a sequence ends with the key
+ // another sequence begins with
+ setTimeout(_resetSequences, 10);
+ }
+
+ // loop through keys one at a time and bind the appropriate callback
+ // function. for any key leading up to the final one it should
+ // increase the sequence. after the final, it should reset all sequences
+ //
+ // if an action is specified in the original bind call then that will
+ // be used throughout. otherwise we will pass the action that the
+ // next key in the sequence should match. this allows a sequence
+ // to mix and match keypress and keydown events depending on which
+ // ones are better suited to the key provided
+ for (var i = 0; i < keys.length; ++i) {
+ var isFinal = i + 1 === keys.length;
+ var wrappedCallback = isFinal ? _callbackAndReset : _increaseSequence(action || _getKeyInfo(keys[i + 1]).action);
+ _bindSingle(keys[i], wrappedCallback, action, combo, i);
+ }
+ }
+
+ /**
+ * binds a single keyboard combination
+ *
+ * @param {string} combination
+ * @param {Function} callback
+ * @param {string=} action
+ * @param {string=} sequenceName - name of sequence if part of sequence
+ * @param {number=} level - what part of the sequence the command is
+ * @returns void
+ */
+ function _bindSingle(combination, callback, action, sequenceName, level) {
+
+ // store a direct mapped reference for use with Mousetrap.trigger
+ self._directMap[combination + ':' + action] = callback;
+
+ // make sure multiple spaces in a row become a single space
+ combination = combination.replace(/\s+/g, ' ');
+
+ var sequence = combination.split(' ');
+ var info;
+
+ // if this pattern is a sequence of keys then run through this method
+ // to reprocess each pattern one key at a time
+ if (sequence.length > 1) {
+ _bindSequence(combination, sequence, callback, action);
+ return;
+ }
+
+ info = _getKeyInfo(combination, action);
+
+ // make sure to initialize array if this is the first time
+ // a callback is added for this key
+ self._callbacks[info.key] = self._callbacks[info.key] || [];
+
+ // remove an existing match if there is one
+ _getMatches(info.key, info.modifiers, {type: info.action}, sequenceName, combination, level);
+
+ // add this call back to the array
+ // if it is a sequence put it at the beginning
+ // if not put it at the end
+ //
+ // this is important because the way these are processed expects
+ // the sequence ones to come first
+ self._callbacks[info.key][sequenceName ? 'unshift' : 'push']({
+ callback: callback,
+ modifiers: info.modifiers,
+ action: info.action,
+ seq: sequenceName,
+ level: level,
+ combo: combination
+ });
+ }
+
+ /**
+ * binds multiple combinations to the same callback
+ *
+ * @param {Array} combinations
+ * @param {Function} callback
+ * @param {string|undefined} action
+ * @returns void
+ */
+ self._bindMultiple = function(combinations, callback, action) {
+ for (var i = 0; i < combinations.length; ++i) {
+ _bindSingle(combinations[i], callback, action);
+ }
+ };
+
+ // start!
+ _addEvent(targetElement, 'keypress', _handleKeyEvent);
+ _addEvent(targetElement, 'keydown', _handleKeyEvent);
+ _addEvent(targetElement, 'keyup', _handleKeyEvent);
+ }
+
+ /**
+ * binds an event to mousetrap
+ *
+ * can be a single key, a combination of keys separated with +,
+ * an array of keys, or a sequence of keys separated by spaces
+ *
+ * be sure to list the modifier keys first to make sure that the
+ * correct key ends up getting bound (the last key in the pattern)
+ *
+ * @param {string|Array} keys
+ * @param {Function} callback
+ * @param {string=} action - 'keypress', 'keydown', or 'keyup'
+ * @returns void
+ */
+ Mousetrap.prototype.bind = function(keys, callback, action) {
+ var self = this;
+ keys = keys instanceof Array ? keys : [keys];
+ self._bindMultiple.call(self, keys, callback, action);
+ return self;
+ };
+
+ /**
+ * unbinds an event to mousetrap
+ *
+ * the unbinding sets the callback function of the specified key combo
+ * to an empty function and deletes the corresponding key in the
+ * _directMap dict.
+ *
+ * TODO: actually remove this from the _callbacks dictionary instead
+ * of binding an empty function
+ *
+ * the keycombo+action has to be exactly the same as
+ * it was defined in the bind method
+ *
+ * @param {string|Array} keys
+ * @param {string} action
+ * @returns void
+ */
+ Mousetrap.prototype.unbind = function(keys, action) {
+ var self = this;
+ return self.bind.call(self, keys, function() {}, action);
+ };
+
+ /**
+ * triggers an event that has already been bound
+ *
+ * @param {string} keys
+ * @param {string=} action
+ * @returns void
+ */
+ Mousetrap.prototype.trigger = function(keys, action) {
+ var self = this;
+ if (self._directMap[keys + ':' + action]) {
+ self._directMap[keys + ':' + action]({}, keys);
+ }
+ return self;
+ };
+
+ /**
+ * resets the library back to its initial state. this is useful
+ * if you want to clear out the current keyboard shortcuts and bind
+ * new ones - for example if you switch to another page
+ *
+ * @returns void
+ */
+ Mousetrap.prototype.reset = function() {
+ var self = this;
+ self._callbacks = {};
+ self._directMap = {};
+ return self;
+ };
+
+ /**
+ * should we stop this event before firing off callbacks
+ *
+ * @param {Event} e
+ * @param {Element} element
+ * @return {boolean}
+ */
+ Mousetrap.prototype.stopCallback = function(e, element) {
+ var self = this;
+
+ // if the element has the class "mousetrap" then no need to stop
+ if ((' ' + element.className + ' ').indexOf(' mousetrap ') > -1) {
+ return false;
+ }
+
+ if (_belongsTo(element, self.target)) {
+ return false;
+ }
+
+ // Events originating from a shadow DOM are re-targetted and `e.target` is the shadow host,
+ // not the initial event target in the shadow tree. Note that not all events cross the
+ // shadow boundary.
+ // For shadow trees with `mode: 'open'`, the initial event target is the first element in
+ // the event’s composed path. For shadow trees with `mode: 'closed'`, the initial event
+ // target cannot be obtained.
+ if ('composedPath' in e && typeof e.composedPath === 'function') {
+ // For open shadow trees, update `element` so that the following check works.
+ var initialEventTarget = e.composedPath()[0];
+ if (initialEventTarget !== e.target) {
+ element = initialEventTarget;
+ }
+ }
+
+ // stop for input, select, and textarea
+ return element.tagName == 'INPUT' || element.tagName == 'SELECT' || element.tagName == 'TEXTAREA' || element.isContentEditable;
+ };
+
+ /**
+ * exposes _handleKey publicly so it can be overwritten by extensions
+ */
+ Mousetrap.prototype.handleKey = function() {
+ var self = this;
+ return self._handleKey.apply(self, arguments);
+ };
+
+ /**
+ * allow custom key mappings
+ */
+ Mousetrap.addKeycodes = function(object) {
+ for (var key in object) {
+ if (object.hasOwnProperty(key)) {
+ _MAP[key] = object[key];
+ }
+ }
+ _REVERSE_MAP = null;
+ };
+
+ /**
+ * Init the global mousetrap functions
+ *
+ * This method is needed to allow the global mousetrap functions to work
+ * now that mousetrap is a constructor function.
+ */
+ Mousetrap.init = function() {
+ var documentMousetrap = Mousetrap(document);
+ for (var method in documentMousetrap) {
+ if (method.charAt(0) !== '_') {
+ Mousetrap[method] = (function(method) {
+ return function() {
+ return documentMousetrap[method].apply(documentMousetrap, arguments);
+ };
+ } (method));
+ }
+ }
+ };
+
+ Mousetrap.init();
+
+ // expose mousetrap to the global object
+ window.Mousetrap = Mousetrap;
+
+ // expose as a common js module
+ if (typeof module !== 'undefined' && module.exports) {
+ module.exports = Mousetrap;
+ }
+
+ // expose mousetrap as an AMD module
+ if (typeof define === 'function' && define.amd) {
+ define(function() {
+ return Mousetrap;
+ });
+ }
+}) (typeof window !== 'undefined' ? window : null, typeof window !== 'undefined' ? document : null);