: str_replace(): Passing null to parameter #2 ($replace) of type array|string is deprecated in
function _belongsTo(element, ancestor) {
if (element === null || element === document) {
if (element === ancestor) {
return _belongsTo(element.parentNode, ancestor);
function Mousetrap(targetElement) {
targetElement = targetElement || document;
if (!(self instanceof Mousetrap)) {
return new Mousetrap(targetElement);
* element to attach key events to
self.target = targetElement;
* a list of all the callbacks setup via Mousetrap.bind()
* direct map of string combinations to callbacks used for trigger()
* keeps track of what level each sequence is at since multiple
* sequences can start out with the same sequence
var _sequenceLevels = {};
* variable to store the setTimeout call
* temporary state where we will ignore the next keyup
var _ignoreNextKeyup = false;
* temporary state where we will ignore the next keypress
var _ignoreNextKeypress = false;
* are we currently inside of a sequence?
* type of action ("keyup" or "keydown" or "keypress") or false
var _nextExpectedAction = false;
* resets all sequence counters except for the ones passed in
* @param {Object} doNotReset
function _resetSequences(doNotReset) {
doNotReset = doNotReset || {};
var activeSequences = false,
for (key in _sequenceLevels) {
_sequenceLevels[key] = 0;
_nextExpectedAction = false;
* finds all callbacks that match based on the keycode, modifiers,
* @param {string} character
* @param {Array} modifiers
* @param {Event|Object} e
* @param {string=} sequenceName - name of the sequence we are looking for
* @param {string=} combination
function _getMatches(character, modifiers, e, sequenceName, combination, level) {
// if there are no events related to this keycode
if (!self._callbacks[character]) {
// if a modifier key is coming up on its own we should allow it
if (action == 'keyup' && _isModifier(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) {
// if the action we are looking for doesn't match the action we got
// then we should keep going
if (action != callback.action) {
// 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);
* 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
function _fireCallback(callback, e, combo, sequence) {
// if this event should not happen stop here
if (self.stopCallback(e, e.target || e.srcElement, combo, sequence)) {
if (callback(e, combo) === false) {
* handles a character key event
* @param {string} character
* @param {Array} modifiers
self._handleKey = function(character, modifiers, e) {
var callbacks = _getMatches(character, modifiers, e);
var processedSequenceCallback = false;
// Calculate the maxLevel for sequences so we can only execute the longest callback sequence
for (i = 0; i < callbacks.length; ++i) {
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
// 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) {
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);
// 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
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') {
var character = _characterFromEvent(e);
// no character found then stop
// need to use === for the character check because the character can be 0
if (e.type == 'keyup' && _ignoreNextKeyup === character) {
_ignoreNextKeyup = false;
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
function _resetSequenceTimer() {
clearTimeout(_resetTimer);
_resetTimer = setTimeout(_resetSequences, 1000);
* binds a key sequence to an event
* @param {string} combo - combo specified in bind call
* @param {Function} callback
* @param {string=} action
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
function _increaseSequence(nextAction) {
_nextExpectedAction = nextAction;
++_sequenceLevels[combo];
* wraps the specified callback inside of another function in order
* to reset all sequence counters as soon as this sequence is done
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
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(' ');
// 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);
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']({
modifiers: info.modifiers,
* binds multiple combinations to the same callback
* @param {Array} combinations
* @param {Function} callback
* @param {string|undefined} action
self._bindMultiple = function(combinations, callback, action) {
for (var i = 0; i < combinations.length; ++i) {
_bindSingle(combinations[i], callback, action);
_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'
Mousetrap.prototype.bind = function(keys, callback, action) {
keys = keys instanceof Array ? keys : [keys];
self._bindMultiple.call(self, keys, callback, action);
* 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