Andrey Antukh 38a6961ff1
✨ Make keyboard shortcuts layout-independent (#12326)
* Revert "🐛 Fix shortcuts with modifiers on letters and digits (#12292)"

This reverts commit 21ecfb67b70ac2d6f4defb05a543f0fc18d692a2.

* 🐛 Migrate mousetrap to key with sane modifiers

Finish the half-done mousetrap migration from code/keyCode to
key: canonical lowercase tokens on both bind and event sides so
modifiers match again, US-only shift remap and keypress legacy
removed, and AltGr phantom ctrl filtered on Windows.

Record punctuation positionally through getLayoutMap (American
fallback) so Shift+Period stores shift+. on every layout, while
letters and digits stay glyph-based for AZERTY. Drop dead 219
aliases and revert the stray CamelCase escape command.

AI-assisted-by: muse-spark-1.3-contributor

* ♻️ Rewrite mousetrap as ESM class without behavior changes

Turn the 2012 constructor-plus-prototype shape into a class
with underscore-private methods, const tables and arrow
listeners. Drop dead _belongsTo, fold one-line prevent/stop
helpers into _fireCallback, and let handleKey absorb the old
_handleKey indirection. Public API and matching logic stay
identical; verified by existing tests plus a runtime smoke.

AI-assisted-by: muse-spark-1.3-contributor

* 🎉 Add node:test suite for mousetrap shortcuts

Cover canonical key normalization, modifiers with AltGr,
bind arrays plus aliases keyup reset overwrite, sequences
with fake timers, and the full stopCallback matrix, all
through isolated instances and synthetic events. Hook the
zero-dependency suite into frontend/scripts/test for CI.

AI-assisted-by: muse-spark-1.3-contributor

* 🐛 Record shortcuts by glyph instead of position

Drop the getLayoutMap positional layer and the
American fallback: punctuation now records event.key
lowercased, the same token Mousetrap dispatches, so
Shift combos match with and without a layout map.
Keeps the Numpad numN branch both sides share.
Updates the pinned positional tests and adds the
Spanish Shift-plus regression.

AI-assisted-by: muse-spark-1.3-contributor

* 🐛 Resolve shifted digits to the digit itself

Shift+DigitN now resolves to the digit on every layout, so
shift+0 fires on QWERTY ()) as well as AZERTY (0), like the
old keyCode behavior. Applies in the recorder and Mousetrap;
unshifted digits and numpad are untouched. Also stages the
layout-map suite left untracked.

AI-assisted-by: muse-spark-1.3-contributor

* 🐛 Cover punctuation defaults with layout twins

Some defaults only fired where their glyph is unshifted (+ dead
on US layouts, shift++ dead outside ES/DE, \ dead where it
needs AltGr). Bind the twin token per layout family and freeze
the display with :show-command. No tooltip or translation
changes.

AI-assisted-by: muse-spark-1.3-contributor

* ✨ Warn when the keyboard layout API is missing

Shows a warning on the shortcuts settings page in browsers
without navigator.keyboard.getLayoutMap, where Shift with
punctuation may not fire. Uses a synchronous probe, English
and Spanish strings, and documents the layout limitations in
the user guide.

AI-assisted-by: muse-spark-1.3-contributor

* 🐛 Fix hide-ui twins and qualify layout docs

The ctrl+alt+\ twin could never fire (the AltGr filter drops
Ctrl), so it goes away; alt+º covers Chrome on Spanish
layouts where AltGr+º resolves to º. The user guide now
states which claims need the layout map and which hold
everywhere.

AI-assisted-by: muse-spark-1.3-contributor

---------

Signed-off-by: Eva Marco <eva.marco@kaleidos.net>
Co-authored-by: Eva Marco <eva.marco@kaleidos.net>
2026-10-19 16:08:47 +02:00

891 lines
25 KiB
JavaScript

/**
* 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
*/
const globalDocument = globalThis?.document;
/**
* Canonical key names, all lowercase.
*
* `event.key` (final character for the active layout) is the source of
* truth. Single printable characters are lowercased, `" "` becomes
* `"space"`, and named keys map through this table.modifiers pressed
* alone (`Shift`, `Control`, ...) normalize to `shift`, `ctrl`, `alt`,
* `meta` so bind-time and event-time tokens always match.
*
* @type {Object}
*/
const _KEY_NAMES = {
" ": "space",
Spacebar: "space",
ArrowUp: "up",
Up: "up",
ArrowDown: "down",
Down: "down",
ArrowLeft: "left",
Left: "left",
ArrowRight: "right",
Right: "right",
Escape: "escape",
Esc: "escape",
Enter: "enter",
Backspace: "backspace",
Delete: "del",
Del: "del",
Insert: "ins",
Ins: "ins",
Tab: "tab",
Home: "home",
End: "end",
PageUp: "pageup",
PageDown: "pagedown",
CapsLock: "capslock",
Shift: "shift",
Control: "ctrl",
Alt: "alt",
Meta: "meta",
};
/**
* Aliases accepted in bind strings, all resolving to lowercase canonical
* tokens. `mod` follows the platform (Meta on Apple, Ctrl elsewhere).
*
* @type {Object}
*/
const globalNavigator = globalThis.navigator;
const _SPECIAL_ALIASES = {
ctrl: "ctrl",
control: "ctrl",
alt: "alt",
option: "alt",
shift: "shift",
meta: "meta",
command: "meta",
mod: /Mac|iPod|iPhone|iPad/.test(globalNavigator?.platform) ? "meta" : "ctrl",
return: "enter",
enter: "enter",
esc: "escape",
escape: "escape",
del: "del",
delete: "del",
ins: "ins",
insert: "ins",
space: "space",
plus: "+",
};
/**
* Physical codes treated positionally. Letters and digits resolve by
* glyph (`event.key`), but punctuation resolves by position (`event.code`)
* through the layout map, so the same physical key matches on every
* layout with and without `Shift`. Without a map the typed glyph applies.
*
* @type {Set<string>}
*/
const _PUNCTUATION_CODES = new Set([
"Minus",
"Equal",
"BracketLeft",
"BracketRight",
"Backslash",
"Semicolon",
"Quote",
"Backquote",
"Comma",
"Period",
"Slash",
]);
/**
* Resolves an event to its canonical key. Implemented as
* `Mousetrap#_characterFromEvent` so punctuation can consult the
* instance layout map (see `setLayoutMap`).
*/
/**
* 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
*
* On Windows `AltGr` reports `ctrlKey + altKey` as well. When the
* `AltGraph` modifier is active the phantom `ctrl` is dropped so typing
* (e.g. `]` on Spanish keyboards) does not fire `ctrl+alt` shortcuts.
*
* @param {Event} e
* @returns {Array}
*/
function _eventModifiers(e) {
const modifiers = [];
const altGraph =
typeof e.getModifierState === "function" &&
e.getModifierState("AltGraph");
if (e.shiftKey) {
modifiers.push("shift");
}
if (e.altKey) {
modifiers.push("alt");
}
if (e.ctrlKey && !altGraph) {
modifiers.push("ctrl");
}
if (e.metaKey) {
modifiers.push("meta");
}
return modifiers;
}
/**
* determines if the key is a modifier key or not
*
* @param {string} key canonical lowercase key
* @returns {boolean}
*/
function _isModifier(key) {
return key == "shift" || key == "ctrl" || key == "alt" || key == "meta";
}
/**
* 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) {
let keys;
let key;
const modifiers = [];
// take the keys from this pattern and figure out what the actual
// pattern is all about
keys = _keysFromString(combination);
for (let i = 0; i < keys.length; ++i) {
key = keys[i];
// normalize key names to lowercase canonical tokens
if (_SPECIAL_ALIASES[key]) {
key = _SPECIAL_ALIASES[key];
} else if (key.length === 1) {
key = key.toLowerCase();
} else {
key = (_KEY_NAMES[key] || key).toLowerCase();
}
// if this key is a modifier then add it to the list of modifiers
if (_isModifier(key)) {
modifiers.push(key);
}
}
// everything runs on keydown unless the caller asked for keyup
if (!action) {
action = "keydown";
}
return {
key: key,
modifiers: modifiers,
action: action,
};
}
class Mousetrap {
constructor(targetElement = globalDocument) {
/**
* a list of all the callbacks setup via Mousetrap.bind()
*
* @type {Object}
*/
this._callbacks = {};
/**
* direct map of string combinations to callbacks used for trigger()
*
* @type {Object}
*/
this._directMap = {};
/**
* keeps track of what level each sequence is at since multiple
* sequences can start out with the same sequence
*
* @type {Object}
*/
this._sequenceLevels = {};
/**
* variable to store the setTimeout call
*
* @type {null|number}
*/
this._resetTimer = undefined;
/**
* temporary state where we will ignore the next keyup
*
* @type {boolean|string}
*/
this._ignoreNextKeyup = false;
/**
* are we currently inside of a sequence?
* type of action ("keyup" or "keydown") or false
*
* @type {boolean|string}
*/
this._nextExpectedAction = false;
/**
* layout map for positional punctuation resolution, as returned by
* `navigator.keyboard.getLayoutMap()` (an object with `.get(code)`).
* `null` means glyph fallback. Set via `setLayoutMap`.
*
* @type {Object|null}
*/
this._layoutMap = null;
if (targetElement) {
targetElement.addEventListener("keydown", (e) => this._handleKeyEvent(e));
targetElement.addEventListener("keyup", (e) => this._handleKeyEvent(e));
}
}
/**
* 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 - 'keydown' or 'keyup' (defaults to 'keydown')
* @returns void
*/
bind(keys, callback, action, overwrite) {
keys = keys instanceof Array ? keys : [keys];
this._bindMultiple(keys, callback, action, overwrite);
return this;
}
/**
* unbinds an event to mousetrap
*
* the unbinding sets the callback function of the specified key combo
* to an empty function and deletes the corresponding key in the
* _directMap dict.
*
* TODO: actually remove this from the _callbacks dictionary instead
* of binding an empty function
*
* the keycombo+action has to be exactly the same as
* it was defined in the bind method
*
* @param {string|Array} keys
* @param {string} action
* @returns void
*/
unbind(keys, action) {
return this.bind(keys, function () {}, action);
}
/**
* triggers an event that has already been bound
*
* @param {string} keys
* @param {string=} action
* @returns void
*/
trigger(keys, action) {
if (this._directMap[keys + ":" + action]) {
this._directMap[keys + ":" + action]({}, keys);
}
return this;
}
/**
* resets the library back to its initial state. this is useful
* if you want to clear out the current keyboard shortcuts and bind
* new ones - for example if you switch to another page
*
* @returns void
*/
reset() {
this._callbacks = {};
this._directMap = {};
return this;
}
/**
* sets the keyboard layout map used for positional punctuation
* resolution (the same map the shortcut recorder uses).
*
* Pass the `KeyboardLayoutMap` from
* `navigator.keyboard.getLayoutMap()`, or `null` to go back to the
* glyph fallback. Read live at dispatch time, so call it whenever
* the map resolves without rebinding.
*
* @param {Object|null} map - object with `.get(code)`, or null
* @returns void
*/
setLayoutMap(map) {
this._layoutMap = map;
return this;
}
/**
* takes the event and returns the canonical key
*
* Letters, digits and named keys resolve by glyph: single characters
* lowercase so `Shift+Z` matches a `ctrl+shift+z` bind, `" "` maps to
* `space`, and named keys map through `_KEY_NAMES`. The exception is a
* digit row key held with `Shift`, which resolves to the digit itself
* (`Digit0` types ")" on US layouts but "0" on AZERTY, so `shift+0`
* must mean the physical digit key everywhere). Punctuation
* resolves positionally via the layout map (see `setLayoutMap`),
* falling back to the glyph when no map is set. Numpad digits stay
* positional (`num0`..`num9`) so they keep their own bindings.
*
* @param {Event} e
* @return {string|null}
*/
_characterFromEvent(e) {
// Numpad digits as "num0".."num9" — keeps them separate from main-row bindings across NumLock states and event types.
if (e.code && e.code.indexOf("Numpad") === 0) {
const suffix = e.code.substring(6);
if (suffix.length === 1 && suffix >= "0" && suffix <= "9") {
return "num" + suffix;
}
}
// Punctuation is positional: with a layout map the primary
// (unshifted) character of the physical key wins, so `Shift+*` on a
// Spanish layout (code `BracketRight`) resolves to `+` like the
// recorder stores. Without a map the typed glyph applies.
if (e.code && _PUNCTUATION_CODES.has(e.code) && this._layoutMap) {
let mapped = null;
try {
mapped = this._layoutMap.get(e.code);
} catch {
mapped = null;
}
if (typeof mapped === "string" && mapped !== "") {
return mapped.toLowerCase();
}
}
const key = e.key;
if (typeof key !== "string" || key === "") {
return null;
}
// Shifted digits resolve to the digit itself: with `Shift` held,
// `Digit0` types ")" on US layouts but "0" on AZERTY, so the glyph
// can't be the token. `shift+0` means the physical digit key
// everywhere, like `shift+z` means `z` regardless of `Shift`.
if (e.shiftKey && e.code && /^Digit[0-9]$/.test(e.code) && key.length === 1) {
return e.code.charAt(5);
}
if (_KEY_NAMES[key]) {
return _KEY_NAMES[key];
}
if (key.length === 1) {
return key.toLowerCase();
}
if (/^F\d{1,2}$/.test(key)) {
return key.toLowerCase();
}
if (key === "Dead") {
return null;
}
return key.toLowerCase();
}
/**
* should we stop this event before firing off callbacks
*
* @param {Event} e
* @param {Element} element
* @return {boolean}
*/
stopCallback(e, element, combo) {
// if the element has the data attribute "mousetrap-dont-stop" then no need
// to stop. It should be used like <div data-mousetrap-dont-stop>...</div>
// or :div {:data-mousetrap-dont-stop true}
if ("mousetrapDontStop" in element.dataset) {
return false;
}
if ((" " + element.className + " ").indexOf(" mousetrap ") > -1) {
return false;
}
// Keyup events need to be dispatched always. Otherwise some events can be stuck
if (e.type == "keyup") {
return false;
}
if ("composedPath" in e && typeof e.composedPath === "function") {
// For open shadow trees, update `element` so that the following check works.
const initialEventTarget = e.composedPath()[0];
if (initialEventTarget !== e.target) {
element = initialEventTarget;
}
}
// stop for input, select, textarea and button
const shouldStop =
element.tagName == "INPUT" ||
element.tagName == "SELECT" ||
element.tagName == "TEXTAREA" ||
(element.tagName == "BUTTON" &&
typeof combo === "string" &&
combo.includes("tab")) ||
(element.contentEditable &&
(element.contentEditable == "true" ||
element.contentEditable === "plaintext-only"));
return shouldStop;
}
/**
* handles a character key event
*
* exposed publicly so it can be overwritten by extensions
*
* @param {string} character
* @param {Array} modifiers
* @param {Event} e
* @returns void
*/
handleKey(character, modifiers, e) {
const callbacks = this._getMatches(character, modifiers, e);
const doNotReset = {};
let maxLevel = 0;
let processedSequenceCallback = false;
// Calculate the maxLevel for sequences so we can only execute the longest callback sequence
for (let 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 (let 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;
this._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) {
this._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 "keydown") 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
if (e.type == this._nextExpectedAction && !_isModifier(character)) {
this._resetSequences(doNotReset);
}
}
/**
* binds multiple combinations to the same callback
*
* @param {Array} combinations
* @param {Function} callback
* @param {string|undefined} action
* @returns void
*/
_bindMultiple(combinations, callback, action, overwrite) {
for (let i = 0; i < combinations.length; ++i) {
this._bindSingle(
combinations[i],
callback,
action,
undefined,
undefined,
overwrite,
);
}
}
/**
* 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
*/
_bindSingle(combination, callback, action, sequenceName, level, overwrite) {
// store a direct mapped reference for use with Mousetrap.trigger
this._directMap[combination + ":" + action] = callback;
// make sure multiple spaces in a row become a single space
combination = combination.replace(/\s+/g, " ");
const sequence = combination.split(" ");
// 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) {
this._bindSequence(combination, sequence, callback, action);
return;
}
const info = _getKeyInfo(combination, action);
// make sure to initialize array if this is the first time
// a callback is added for this key
this._callbacks[info.key] = this._callbacks[info.key] || [];
// remove an existing match if there is one
if (overwrite) {
this._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
this._callbacks[info.key][sequenceName ? "unshift" : "push"]({
callback: callback,
modifiers: info.modifiers,
action: info.action,
seq: sequenceName,
level: level,
combo: combination,
});
}
/**
* 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
*/
_bindSequence(combo, keys, callback, action) {
// start off by adding a sequence level record for this combination
// and setting the level to 0
this._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}
*/
const _increaseSequence = (nextAction) => () => {
this._nextExpectedAction = nextAction;
++this._sequenceLevels[combo];
this._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
*/
const _callbackAndReset = (e) => {
this._fireCallback(callback, e, combo);
// we should ignore the next key up if the action is keydown.
// this is so if you finish a sequence and
// release the key the final key will not trigger a keyup
if (action !== "keyup") {
this._ignoreNextKeyup = this._characterFromEvent(e);
}
// weird race condition if a sequence ends with the key
// another sequence begins with
setTimeout(() => this._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.
for (let i = 0; i < keys.length; ++i) {
const isFinal = i + 1 === keys.length;
const wrappedCallback = isFinal
? _callbackAndReset
: _increaseSequence(action || _getKeyInfo(keys[i + 1]).action);
this._bindSingle(keys[i], wrappedCallback, action, combo, i);
}
}
/**
* resets all sequence counters except for the ones passed in
*
* @param {Object} doNotReset
* @returns void
*/
_resetSequences(doNotReset) {
doNotReset = doNotReset || {};
let activeSequences = false;
for (const key in this._sequenceLevels) {
if (doNotReset[key]) {
activeSequences = true;
continue;
}
this._sequenceLevels[key] = 0;
}
if (!activeSequences) {
this._nextExpectedAction = false;
}
}
/**
* 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
*/
_resetSequenceTimer() {
clearTimeout(this._resetTimer);
this._resetTimer = setTimeout(() => this._resetSequences(), 1000);
}
/**
* finds all callbacks that match based on the key, modifiers,
* and action
*
* @param {string} character canonical lowercase key
* @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}
*/
_getMatches(character, modifiers, e, sequenceName, combination, level) {
const matches = [];
const action = e.type;
// if there are no events related to this key
if (!this._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 (let i = 0; i < this._callbacks[character].length; ++i) {
const callback = this._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 &&
this._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 (_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?
const deleteCombo = !sequenceName && callback.combo == combination;
const deleteSequence =
sequenceName &&
callback.seq == sequenceName &&
callback.level == level;
if (deleteCombo || deleteSequence) {
this._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
*/
_fireCallback(callback, e, combo, sequence) {
// if this event should not happen stop here
if (this.stopCallback(e, e.target || e.srcElement, combo, sequence)) {
return;
}
if (callback(e, combo) === false) {
e.preventDefault();
e.stopPropagation();
}
}
/**
* handles a key event
*
* @param {Event} e
* @returns void
*/
_handleKeyEvent(e) {
const character = this._characterFromEvent(e);
// no character found then stop
if (!character) {
return;
}
if (e.type == "keyup" && this._ignoreNextKeyup === character) {
this._ignoreNextKeyup = false;
return;
}
this.handleKey(character, _eventModifiers(e), e);
}
}
/**
* Init the global mousetrap functions
*
* This method is needed to allow the global mousetrap functions to work
* now that mousetrap is a constructor function.
*/
const instance = new Mousetrap(globalDocument);
export { Mousetrap };
export default instance;