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							- /*global define:false */
 
- /**
 
-  * Copyright 2015 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 1.5.2
 
-  * @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}
 
-      */
 
-     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) {
 
-         _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(',');
 
-     }
 
-     /**
 
-      * 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;
 
-         }
 
-         // stop for input, select, and textarea
 
-         return element.tagName == 'INPUT' || element.tagName == 'SELECT' || element.tagName == 'TEXTAREA' || element.isContentEditable;
 
-     };
 
-     /**
 
-      * exposes _handleKey publicly so it can be overwritten by extensions
 
-      */
 
-     Mousetrap.prototype.handleKey = function() {
 
-         var self = this;
 
-         return self._handleKey.apply(self, arguments);
 
-     };
 
-     /**
 
-      * Init the global mousetrap functions
 
-      *
 
-      * This method is needed to allow the global mousetrap functions to work
 
-      * now that mousetrap is a constructor function.
 
-      */
 
-     Mousetrap.init = function() {
 
-         var documentMousetrap = Mousetrap(document);
 
-         for (var method in documentMousetrap) {
 
-             if (method.charAt(0) !== '_') {
 
-                 Mousetrap[method] = (function(method) {
 
-                     return function() {
 
-                         return documentMousetrap[method].apply(documentMousetrap, arguments);
 
-                     };
 
-                 } (method));
 
-             }
 
-         }
 
-     };
 
-     Mousetrap.init();
 
-     // expose mousetrap to the global object
 
-     window.Mousetrap = Mousetrap;
 
-     // expose as a common js module
 
-     if (typeof module !== 'undefined' && module.exports) {
 
-         module.exports = Mousetrap;
 
-     }
 
-     // expose mousetrap as an AMD module
 
-     if (typeof define === 'function' && define.amd) {
 
-         define(function() {
 
-             return Mousetrap;
 
-         });
 
-     }
 
- }) (window, document);
 
 
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