2 * (C) Copyright 2004-2007 Shawn Betts
3 * (C) Copyright 2007-2009 John J. Foerch
4 * (C) Copyright 2007-2008 Jeremy Maitin-Shepard
6 * Use, modification, and distribution are subject to the terms specified in the
12 require("interactive.js");
14 define_variable("key_bindings_ignore_capslock", false,
15 "When true, the case of characters in key bindings will be based "+
16 "only on whether shift was pressed--upper-case if yes, lower-case if "+
17 "no. Effectively, this overrides the capslock key. This option has "+
18 "no effect on ordinary typing in input fields.");
20 define_variable("keyboard_key_sequence_help_timeout", 0,
21 "Delay (in millseconds) before the current key sequence prefix is "+
22 "displayed in the minibuffer.");
26 * event_clone is used to make a copy of an event which is safe to keep
27 * references to, because it will not reference any DOM trees directly
30 * A pertinent question would be, is this needed? Are there instances
31 * in Conkeror when an event reference is stored across a navigation
32 * boundary or buffer/window closing?
34 function event_clone (event) {
35 this.type = event.type;
36 this.keyCode = event.keyCode;
37 this.charCode = event.charCode;
38 this.ctrlKey = event.ctrlKey;
39 this.metaKey = event.metaKey;
40 this.altKey = event.altKey;
41 this.shiftKey = event.shiftKey;
42 this.sticky_modifiers = event.sticky_modifiers;
47 * event_kill stops an event from being processed by any further handlers.
49 function event_kill (event) {
50 event.preventDefault();
51 event.stopPropagation();
56 * command_event is a special event type that tells input_handle_sequence
57 * to run the given command.
59 function command_event (command) {
60 this.type = "command";
61 this.command = command;
66 * input_state makes an object that holds the state of a single key sequence.
67 * As a small measure of efficiency, these objects get recycled from one
68 * sequence to the next.
70 function input_state (window) {
72 this.fallthrough = {};
74 input_state.prototype = {
77 // If this is non-null, it is used instead of the current buffer's
78 // keymap. Used for minibuffer.
79 override_keymap: null //this should be stored in the minibuffer state, right?
83 function input_help_timer_clear (window) {
84 if (window.input.help_timer != null) {
85 timer_cancel(window.input.help_timer);
86 window.input.help_timer = null;
91 function input_show_partial_sequence (window, I) {
92 if (window.input.help_displayed)
93 window.minibuffer.show(I.key_sequence.join(" "));
95 window.input.help_timer = call_after_timeout(function () {
96 window.minibuffer.show(I.key_sequence.join(" "));
97 window.input.help_displayed = true;
98 window.input.help_timer = null;
99 }, keyboard_key_sequence_help_timeout);
104 define_window_local_hook("keypress_hook", RUN_HOOK_UNTIL_SUCCESS,
105 "A run-until-success hook available for special keypress "+
106 "handling. Handlers receive as arguments the window, an "+
107 "interactive context, and the real keypress event. The "+
108 "handler is responsible for stopping event propagation, if "+
112 function get_current_keymaps (window) {
113 if (window.input.current.override_keymap)
114 return [window.input.current.override_keymap];
115 if (window.buffers.current.override_keymaps.length > 0)
116 return window.buffers.current.override_keymaps;
117 return window.buffers.current.keymaps;
122 * input_handle_sequence is the main handler for all event types which
123 * can be part of a sequence. It is a coroutine procedure which gets
124 * started and resumed by various EventListeners, some of which have
125 * additional, special tasks.
127 function input_handle_sequence (event) {
130 var state = window.input.current;
131 state.continuation = yield CONTINUATION;
132 var I = new interactive_context(window.buffers.current);
134 I.sticky_modifiers = 0;
135 var keymaps = get_current_keymaps(window);
138 switch (event.type) {
140 //try the fallthrough predicates in our current keymap
141 if (keymap_lookup_fallthrough(keymaps[keymaps.length - 1], event)) {
142 //XXX: need to take account of modifers, too!
143 state.fallthrough[event.keyCode] = true;
148 window.minibuffer.clear();
149 window.input.help_displayed = false;
150 input_help_timer_clear(window);
153 var clone = new event_clone(event);
154 clone.sticky_modifiers = I.sticky_modifiers;
155 I.sticky_modifiers = 0;
156 if (key_bindings_ignore_capslock && clone.charCode) {
157 let c = String.fromCharCode(clone.charCode);
159 clone.charCode = c.toUpperCase().charCodeAt(0);
161 clone.charCode = c.toLowerCase().charCodeAt(0);
164 // make the combo string
165 var combo = format_key_combo(clone);
166 I.key_sequence.push(combo);
170 if (keypress_hook.run(window, I, event))
173 var overlay_keymap = I.overlay_keymap;
175 var binding = (overlay_keymap && keymap_lookup([overlay_keymap], combo, event)) ||
176 keymap_lookup(keymaps, combo, event);
178 // kill event for any unbound key, or any bound key which
179 // is not marked fallthrough
180 if (!binding || !binding.fallthrough)
184 if (binding.browser_object != null)
185 I.binding_browser_object = binding.browser_object;
186 if (binding.constructor == Array) {
188 input_show_partial_sequence(window, I);
189 } else if (binding.command) {
190 let command = binding.command;
191 if (I.repeat == command)
192 command = binding.repeat;
193 yield call_interactively(I, command);
194 if (typeof command == "string" &&
195 interactive_commands.get(command).prefix)
197 keymaps = get_current_keymaps(window); //back to top keymap
198 input_show_partial_sequence(window, I);
205 break sequence; //reachable by keypress fallthroughs
208 window.minibuffer.message(I.key_sequence.join(" ") + " is undefined");
213 let (command = event.command) {
214 window.input.help_displayed = false;
215 input_help_timer_clear(window);
216 window.minibuffer.clear();
217 yield call_interactively(I, command);
218 if (! interactive_commands.get(command).prefix)
223 // should we expect more events?
225 event = yield SUSPEND;
231 delete state.continuation;
236 function input_handle_keydown (event) {
237 if (event.keyCode == 0 ||
238 event.keyCode == vk_name_to_keycode.shift ||
239 event.keyCode == vk_name_to_keycode.control ||
240 event.keyCode == vk_name_to_keycode.alt ||
241 event.keyCode == vk_name_to_keycode.caps_lock)
242 return event_kill(event);
244 var state = window.input.current;
245 if (state.continuation)
246 state.continuation(event);
248 co_call(input_handle_sequence.call(window, event));
252 function input_handle_keypress (event) {
253 if (event.keyCode == 0 && event.charCode == 0 ||
254 event.keyCode == vk_name_to_keycode.caps_lock)
255 return event_kill(event);
257 var state = window.input.current;
258 if (state.continuation)
259 state.continuation(event);
261 co_call(input_handle_sequence.call(window, event));
265 function input_handle_keyup (event) {
266 if (event.keyCode == 0 ||
267 event.keyCode == vk_name_to_keycode.shift ||
268 event.keyCode == vk_name_to_keycode.control ||
269 event.keyCode == vk_name_to_keycode.alt ||
270 event.keyCode == vk_name_to_keycode.caps_lock)
271 return event_kill(event);
273 var state = window.input.current;
274 if (state.fallthrough[event.keyCode])
275 delete state.fallthrough[event.keyCode];
281 // handler for command_event special events
282 function input_handle_command (event) {
284 var state = window.input.current;
285 if (state.continuation)
286 state.continuation(event);
288 co_call(input_handle_sequence.call(window, event));
292 // handler for special abort event
293 function input_sequence_abort (message) {
295 window.input.help_displayed = false;
296 input_help_timer_clear(window);
297 window.minibuffer.clear();
299 window.minibuffer.show(message);
300 delete window.input.current.continuation;
304 function input_initialize_window (window) {
305 window.input = [new input_state(window)]; // a stack of states
306 window.input.__defineGetter__("current", function () {
307 return this[this.length - 1];
309 window.input.begin_recursion = function () {
310 this.push(new input_state(window));
312 window.input.end_recursion = function () {
315 window.input.help_timer = null;
316 window.input.help_displayed = false;
317 //window.addEventListener("keydown", input_handle_keydown, true);
318 window.addEventListener("keypress", input_handle_keypress, true);
319 //window.addEventListener("keyup", input_handle_keyup, true);
320 //TO-DO: mousedown, mouseup, click, dblclick
323 add_hook("window_initialize_hook", input_initialize_window);