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nexedi
converse.js
Commits
99da5765
Commit
99da5765
authored
Aug 28, 2015
by
Michal Čihař
Browse files
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Plain Diff
Include source code for mousetrap
Issue #741 Signed-off-by:
Michal Čihař
<
michal@cihar.com
>
parent
27baccee
Changes
5
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Showing
5 changed files
with
1066 additions
and
14 deletions
+1066
-14
weblate/html/base.html
weblate/html/base.html
+2
-2
weblate/static/js/mousetrap-global-bind.js
weblate/static/js/mousetrap-global-bind.js
+43
-0
weblate/static/js/mousetrap-global-bind.min.js
weblate/static/js/mousetrap-global-bind.min.js
+0
-1
weblate/static/js/mousetrap.js
weblate/static/js/mousetrap.js
+1021
-0
weblate/static/js/mousetrap.min.js
weblate/static/js/mousetrap.min.js
+0
-11
No files found.
weblate/html/base.html
View file @
99da5765
...
...
@@ -34,8 +34,8 @@
<script
src=
"{% static 'js/jquery.cookie.js' %}"
type=
"text/javascript"
></script>
<script
src=
"{% static 'js/jquery.autosize.min.js' %}"
type=
"text/javascript"
></script>
<script
src=
"{% static 'js/jquery.sortElements.js' %}"
type=
"text/javascript"
></script>
<script
src=
"{% static 'js/mousetrap.
min.
js' %}"
type=
"text/javascript"
></script>
<script
src=
"{% static 'js/mousetrap-global-bind.
min.
js' %}"
type=
"text/javascript"
></script>
<script
src=
"{% static 'js/mousetrap.js' %}"
type=
"text/javascript"
></script>
<script
src=
"{% static 'js/mousetrap-global-bind.js' %}"
type=
"text/javascript"
></script>
<script
src=
"{% static 'js/chartist.js' %}"
type=
"text/javascript"
></script>
<script
src=
"{% static 'bootstrap/js/bootstrap.js' %}"
type=
"text/javascript"
></script>
<script
src=
"{% static 'loader-bootstrap.js' %}"
type=
"text/javascript"
></script>
...
...
weblate/static/js/mousetrap-global-bind.js
0 → 100644
View file @
99da5765
/**
* 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 */
(
function
(
Mousetrap
)
{
var
_globalCallbacks
=
{};
var
_originalStopCallback
=
Mousetrap
.
prototype
.
stopCallback
;
Mousetrap
.
prototype
.
stopCallback
=
function
(
e
,
element
,
combo
,
sequence
)
{
var
self
=
this
;
if
(
self
.
paused
)
{
return
true
;
}
if
(
_globalCallbacks
[
combo
]
||
_globalCallbacks
[
sequence
])
{
return
false
;
}
return
_originalStopCallback
.
call
(
self
,
e
,
element
,
combo
);
};
Mousetrap
.
prototype
.
bindGlobal
=
function
(
keys
,
callback
,
action
)
{
var
self
=
this
;
self
.
bind
(
keys
,
callback
,
action
);
if
(
keys
instanceof
Array
)
{
for
(
var
i
=
0
;
i
<
keys
.
length
;
i
++
)
{
_globalCallbacks
[
keys
[
i
]]
=
true
;
}
return
;
}
_globalCallbacks
[
keys
]
=
true
;
};
Mousetrap
.
init
();
})
(
Mousetrap
);
weblate/static/js/mousetrap-global-bind.min.js
deleted
100644 → 0
View file @
27baccee
(
function
(
a
){
var
c
=
{},
d
=
a
.
prototype
.
stopCallback
;
a
.
prototype
.
stopCallback
=
function
(
e
,
b
,
a
,
f
){
return
this
.
paused
?
!
0
:
c
[
a
]
||
c
[
f
]?
!
1
:
d
.
call
(
this
,
e
,
b
,
a
)};
a
.
prototype
.
bindGlobal
=
function
(
a
,
b
,
d
){
this
.
bind
(
a
,
b
,
d
);
if
(
a
instanceof
Array
)
for
(
b
=
0
;
b
<
a
.
length
;
b
++
)
c
[
a
[
b
]]
=!
0
;
else
c
[
a
]
=!
0
};
a
.
init
()})(
Mousetrap
);
weblate/static/js/mousetrap.js
0 → 100644
View file @
99da5765
/*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 1.5.3
* @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
);
weblate/static/js/mousetrap.min.js
deleted
100644 → 0
View file @
27baccee
/* mousetrap v1.5.3 craig.is/killing/mice */
(
function
(
C
,
r
,
g
){
function
t
(
a
,
b
,
h
){
a
.
addEventListener
?
a
.
addEventListener
(
b
,
h
,
!
1
):
a
.
attachEvent
(
"
on
"
+
b
,
h
)}
function
x
(
a
){
if
(
"
keypress
"
==
a
.
type
){
var
b
=
String
.
fromCharCode
(
a
.
which
);
a
.
shiftKey
||
(
b
=
b
.
toLowerCase
());
return
b
}
return
l
[
a
.
which
]?
l
[
a
.
which
]:
p
[
a
.
which
]?
p
[
a
.
which
]:
String
.
fromCharCode
(
a
.
which
).
toLowerCase
()}
function
D
(
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
u
(
a
){
return
"
shift
"
==
a
||
"
ctrl
"
==
a
||
"
alt
"
==
a
||
"
meta
"
==
a
}
function
y
(
a
,
b
){
var
h
,
c
,
e
,
g
=
[];
h
=
a
;
"
+
"
===
h
?
h
=
[
"
+
"
]:(
h
=
h
.
replace
(
/
\+{2}
/g
,
"
+plus
"
),
h
=
h
.
split
(
"
+
"
));
for
(
e
=
0
;
e
<
h
.
length
;
++
e
)
c
=
h
[
e
],
z
[
c
]
&&
(
c
=
z
[
c
]),
b
&&
"
keypress
"
!=
b
&&
A
[
c
]
&&
(
c
=
A
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c
.
prototype
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bind
=
function
(
a
,
b
,
c
){
a
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a
instanceof
Array
?
a
:[
a
];
this
.
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call
(
this
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a
,
b
,
c
);
return
this
};
c
.
prototype
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unbind
=
function
(
a
,
b
){
return
this
.
bind
.
call
(
this
,
a
,
function
(){},
b
)};
c
.
prototype
.
trigger
=
function
(
a
,
b
){
if
(
this
.
_directMap
[
a
+
"
:
"
+
b
])
this
.
_directMap
[
a
+
"
:
"
+
b
]({},
a
);
return
this
};
c
.
prototype
.
reset
=
function
(){
this
.
_callbacks
=
{};
this
.
_directMap
=
{};
return
this
};
c
.
prototype
.
stopCallback
=
function
(
a
,
b
){
return
-
1
<
(
"
"
+
b
.
className
+
"
"
).
indexOf
(
"
mousetrap
"
)
||
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b
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this
.
target
)?
!
1
:
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INPUT
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==
b
.
tagName
||
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SELECT
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==
b
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tagName
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==
b
.
tagName
||
b
.
isContentEditable
};
c
.
prototype
.
handleKey
=
function
(){
return
this
.
_handleKey
.
apply
(
this
,
arguments
)};
c
.
init
=
function
(){
var
a
=
c
(
r
),
b
;
for
(
b
in
a
)
"
_
"
!==
b
.
charAt
(
0
)
&&
(
c
[
b
]
=
function
(
b
){
return
function
(){
return
a
[
b
].
apply
(
a
,
arguments
)}}(
b
))};
c
.
init
();
C
.
Mousetrap
=
c
;
"
undefined
"
!==
typeof
module
&&
module
.
exports
&&
(
module
.
exports
=
c
);
"
function
"
===
typeof
define
&&
define
.
amd
&&
define
(
function
(){
return
c
})})(
window
,
document
);
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