paper.js/src/ui/Key.js
2011-06-02 14:48:21 +02:00

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4.6 KiB
JavaScript

/*
* Paper.js
*
* This file is part of Paper.js, a JavaScript Vector Graphics Library,
* based on Scriptographer.org and designed to be largely API compatible.
* http://paperjs.org/
* http://scriptographer.org/
*
* Distributed under the MIT license. See LICENSE file for details.
*
* Copyright (c) 2011, Juerg Lehni & Jonathan Puckey
* http://lehni.org/ & http://jonathanpuckey.com/
*
* All rights reserved.
*/
/**
* @namespace
* @name Key
*/
var Key = this.Key = new function() {
// TODO: Make sure the keys are called the same as in Scriptographer
// Missing: tab, cancel, clear, page-down, page-up, comma, minus, period,
// slash, etc etc etc.
var keys = {
8: 'backspace',
13: 'enter',
16: 'shift',
17: 'control',
18: 'option',
19: 'pause',
20: 'caps-lock',
27: 'escape',
32: 'space',
35: 'end',
36: 'home',
37: 'left',
38: 'up',
39: 'right',
40: 'down',
46: 'delete',
91: 'command'
},
modifiers = {
shift: false,
control: false,
option: false,
command: false,
capsLock: false,
toString: function() {
return Base.formatObject(this);
}
},
// Since only keypress gets proper keyCodes that are actually representing
// characters, we need to perform a little trickery here to use these codes
// in onKeyDown/Up: keydown is used to store the downCode and handle
// modifiers and special keys such as arrows, space, etc, keypress fires the
// actual onKeyDown event and maps the keydown keyCode to the keypress
// charCode so keyup can do the right thing too.
charCodeMap = {}, // keyCode -> charCode mappings for pressed keys
keyMap = {}, // Map for currently pressed keys
downCode; // The last keyCode from keydown
function handleKey(down, keyCode, charCode, event) {
var character = String.fromCharCode(charCode),
key = keys[keyCode] || character.toLowerCase(),
handler = down ? 'onKeyDown' : 'onKeyUp',
scope = View.focused && View.focused._scope,
tool = scope && scope.tool;
keyMap[key] = down;
if (tool && tool[handler]) {
// Call the onKeyDown or onKeyUp handler if present
// When the handler function returns false, prevent the
// default behaviour of the key event:
// PORT: Add to Sg
var keyEvent = new KeyEvent(down, key, character, event);
if (tool[handler](keyEvent) === false)
keyEvent.preventDefault();
}
}
DomEvent.add(document, {
keydown: function(event) {
var code = event.which || event.keyCode;
// If the keyCode is in keys, it needs to be handled by keydown and
// not in keypress after (arrows for example wont be triggering
// a keypress, but space would).
var key = keys[code], name;
if (key) {
// Do not fire handleKey for modifiers, but for other keys such
// ass arrows, delete, backspace, etc.
if (modifiers[name = Base.camelize(key)] !== undefined) {
modifiers[name] = true;
} else {
// No char code for special keys, but mark as pressed
charCodeMap[code] = 0;
handleKey(true, code, null, event);
}
// Do not set downCode as we handled it already. Space would
// be handled twice otherwise, once here, once in keypress.
} else {
downCode = code;
}
},
keypress: function(event) {
if (downCode != null) {
var code = event.which || event.keyCode;
// Link the downCode from keydown with the code form keypress, so
// keyup can retrieve that code again.
charCodeMap[downCode] = code;
handleKey(true, downCode, code, event);
downCode = null;
}
},
keyup: function(event) {
var code = event.which || event.keyCode,
key = keys[code], name;
if (key && modifiers[name = Base.camelize(key)] !== undefined) {
modifiers[name] = false;
} else if (charCodeMap[code] != null) {
handleKey(false, code, charCodeMap[code], event);
delete charCodeMap[code];
}
}
});
return {
/** @lends Key */
modifiers: modifiers,
/**
* Checks whether the specified key is pressed.
*
* @param {String} key One of: 'backspace', 'enter', 'shift', 'control',
* 'option', 'pause', 'caps-lock', 'escape', 'space', 'end', 'home',
* 'left', 'up', 'right', 'down', 'delete', 'command'
* @return {Boolean} {@true if the key is pressed}
*
* @example
* // Whenever the user clicks, create a circle shaped path. If the
* // 'a' key is pressed, fill it with red, otherwise fill it with blue:
* function onMouseDown(event) {
* var path = new Path.Circle(event.point, 10);
* if(Key.isDown('a')) {
* path.fillColor = 'red';
* } else {
* path.fillColor = 'blue';
* }
* }
*/
isDown: function(key) {
return !!keyMap[key];
}
};
};