text: /**
   * Copyright 2012 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 1.2.2
   * @url craig.is/killing/mice
   */
  (function() {
  
      /**
       * 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}
           */
          _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}
           */
          _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}
           */
          _SPECIAL_ALIASES = {
              'option': 'alt',
              'command': 'meta',
              'return': 'enter',
              'escape': 'esc'
          },
  
          /**
           * 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}
           */
          _REVERSE_MAP,
  
          /**
           * a list of all the callbacks setup via Mousetrap.bind()
           *
           * @type {Object}
           */
          _callbacks = {},
  
          /**
           * direct map of string combinations to callbacks used for trigger()
           *
           * @type {Object}
           */
          _direct_map = {},
  
          /**
           * keeps track of what level each sequence is at since multiple
           * sequences can start out with the same sequence
           *
           * @type {Object}
           */
          _sequence_levels = {},
  
          /**
           * variable to store the setTimeout call
           *
           * @type {null|number}
           */
          _reset_timer,
  
          /**
           * temporary state where we will ignore the next keyup
           *
           * @type {boolean|string}
           */
          _ignore_next_keyup = false,
  
          /**
           * are we currently inside of a sequence?
           * type of action ("keyup" or "keydown" or "keypress") or false
           *
           * @type {boolean|string}
           */
          _sequence_type = false;
  
      /**
       * 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') {
              return String.fromCharCode(e.which);
          }
  
          // 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
          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(',');
      }
  
      /**
       * resets all sequence counters except for the ones passed in
       *
       * @param {Object} do_not_reset
       * @returns void
       */
      function _resetSequences(do_not_reset, max_level) {
          do_not_reset = do_not_reset || {};
  
          var active_sequences = false,
              key;
  
          for (key in _sequence_levels) {
              if (do_not_reset[key] && _sequence_levels[key] > max_level) {
                  active_sequences = true;
                  continue;
              }
              _sequence_levels[key] = 0;
          }
  
          if (!active_sequences) {
              _sequence_type = false;
          }
      }
  
      /**
       * finds all callbacks that match based on the keycode, modifiers,
       * and action
       *
       * @param {string} character
       * @param {Array} modifiers
       * @param {Event|Object} e
       * @param {boolean=} remove - should we remove any matches
       * @param {string=} combination
       * @returns {Array}
       */
      function _getMatches(character, modifiers, e, remove, combination) {
          var i,
              callback,
              matches = [],
              action = e.type;
  
          // if there are no events related to this keycode
          if (!_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 < _callbacks[character].length; ++i) {
              callback = _callbacks[character][i];
  
              // if this is a sequence but it is not at the right level
              // then move onto the next match
              if (callback.seq && _sequence_levels[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)) {
  
                  // remove is used so if you change your mind and call bind a
                  // second time with a new function the first one is overwritten
                  if (remove && callback.combo == combination) {
                      _callbacks[character].splice(i, 1);
                  }
  
                  matches.push(callback);
              }
          }
  
          return matches;
      }
  
      /**
       * 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;
      }
  
      /**
       * 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) {
  
          // if this event should not happen stop here
          if (Mousetrap.stopCallback(e, e.target || e.srcElement, combo)) {
              return;
          }
  
          if (callback(e, combo) === false) {
              if (e.preventDefault) {
                  e.preventDefault();
              }
  
              if (e.stopPropagation) {
                  e.stopPropagation();
              }
  
              e.returnValue = false;
              e.cancelBubble = true;
          }
      }
  
      /**
       * handles a character key event
       *
       * @param {string} character
       * @param {Event} e
       * @returns void
       */
      function _handleCharacter(character, e) {
          var callbacks = _getMatches(character, _eventModifiers(e), e),
              i,
              do_not_reset = {},
              max_level = 0,
              processed_sequence_callback = false;
  
          // 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) {
                  processed_sequence_callback = true;
  
                  // as we loop through keep track of the max
                  // any sequence at a lower level will be discarded
                  max_level = Math.max(max_level, callbacks[i].level);
  
                  // keep a list of which sequences were matches for later
                  do_not_reset[callbacks[i].seq] = 1;
                  _fireCallback(callbacks[i].callback, e, callbacks[i].combo);
                  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 (!processed_sequence_callback && !_sequence_type) {
                  _fireCallback(callbacks[i].callback, e, callbacks[i].combo);
              }
          }
  
          // if you are inside of a sequence and the key you are pressing
          // is not a modifier key then we should reset all sequences
          // that were not matched by this key event
          if (e.type == _sequence_type && !_isModifier(character)) {
              _resetSequences(do_not_reset, max_level);
          }
      }
  
      /**
       * handles a keydown event
       *
       * @param {Event} e
       * @returns void
       */
      function _handleKey(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;
          }
  
          if (e.type == 'keyup' && _ignore_next_keyup == character) {
              _ignore_next_keyup = false;
              return;
          }
  
          _handleCharacter(character, e);
      }
  
      /**
       * 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';
      }
  
      /**
       * 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(_reset_timer);
          _reset_timer = setTimeout(_resetSequences, 1000);
      }
  
      /**
       * 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;
      }
  
      /**
       * 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
          _sequence_levels[combo] = 0;
  
          // if there is no action pick the best one for the first key
          // in the sequence
          if (!action) {
              action = _pickBestAction(keys[0], []);
          }
  
          /**
           * callback to increase the sequence level for this sequence and reset
           * all other sequences that were active
           *
           * @param {Event} e
           * @returns void
           */
          var _increaseSequence = function(e) {
                  _sequence_type = action;
                  ++_sequence_levels[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
               */
              _callbackAndReset = function(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') {
                      _ignore_next_keyup = _characterFromEvent(e);
                  }
  
                  // weird race condition if a sequence ends with the key
                  // another sequence begins with
                  setTimeout(_resetSequences, 10);
              },
              i;
  
          // 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
          for (i = 0; i < keys.length; ++i) {
              _bindSingle(keys[i], i < keys.length - 1 ? _increaseSequence : _callbackAndReset, action, combo, i);
          }
      }
  
      /**
       * binds a single keyboard combination
       *
       * @param {string} combination
       * @param {Function} callback
       * @param {string=} action
       * @param {string=} sequence_name - 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, sequence_name, level) {
  
          // make sure multiple spaces in a row become a single space
          combination = combination.replace(/\s+/g, ' ');
  
          var sequence = combination.split(' '),
              i,
              key,
              keys,
              modifiers = [];
  
          // 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;
          }
  
          // take the keys from this pattern and figure out what the actual
          // pattern is all about
          keys = combination === '+' ? ['+'] : combination.split('+');
  
          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);
  
          // make sure to initialize array if this is the first time
          // a callback is added for this key
          if (!_callbacks[key]) {
              _callbacks[key] = [];
          }
  
          // remove an existing match if there is one
          _getMatches(key, modifiers, {type: action}, !sequence_name, combination);
  
          // 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
          _callbacks[key][sequence_name ? 'unshift' : 'push']({
              callback: callback,
              modifiers: modifiers,
              action: action,
              seq: sequence_name,
              level: level,
              combo: combination
          });
      }
  
      /**
       * binds multiple combinations to the same callback
       *
       * @param {Array} combinations
       * @param {Function} callback
       * @param {string|undefined} action
       * @returns void
       */
      function _bindMultiple(combinations, callback, action) {
          for (var i = 0; i < combinations.length; ++i) {
              _bindSingle(combinations[i], callback, action);
          }
      }
  
      // start!
      _addEvent(document, 'keypress', _handleKey);
      _addEvent(document, 'keydown', _handleKey);
      _addEvent(document, 'keyup', _handleKey);
  
      var Mousetrap = {
  
          /**
           * 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
           */
          bind: function(keys, callback, action) {
              _bindMultiple(keys instanceof Array ? keys : [keys], callback, action);
              _direct_map[keys + ':' + action] = callback;
              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
           * _direct_map dict.
           *
           * the keycombo+action has to be exactly the same as
           * it was defined in the bind method
           *
           * TODO: actually remove this from the _callbacks dictionary instead
           * of binding an empty function
           *
           * @param {string|Array} keys
           * @param {string} action
           * @returns void
           */
          unbind: function(keys, action) {
              if (_direct_map[keys + ':' + action]) {
                  delete _direct_map[keys + ':' + action];
                  this.bind(keys, function() {}, action);
              }
              return this;
          },
  
          /**
           * triggers an event that has already been bound
           *
           * @param {string} keys
           * @param {string=} action
           * @returns void
           */
          trigger: function(keys, action) {
              _direct_map[keys + ':' + action]();
              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: function() {
              _callbacks = {};
              _direct_map = {};
              return this;
          },
  
         /**
          * should we stop this event before firing off callbacks
          *
          * @param {Event} e
          * @param {Element} element
          * @return {boolean}
          */
          stopCallback: function(e, element, combo) {
  
              // if the element has the class "mousetrap" then no need to stop
              if ((' ' + element.className + ' ').indexOf(' mousetrap ') > -1) {
                  return false;
              }
  
              // stop for input, select, and textarea
              return element.tagName == 'INPUT' || element.tagName == 'SELECT' || element.tagName == 'TEXTAREA' || (element.contentEditable && element.contentEditable == 'true');
          }
      };
  
      // expose mousetrap to the global object
      window.Mousetrap = Mousetrap;
  
      // expose mousetrap as an AMD module
      if (typeof define === 'function' && define.amd) {
          define(Mousetrap);
      }
  }) ();