If you're trying to double press or triple press keys and catch an event after this, I've written a simple helper:
function KeyPress(_opts) {
this.opts = Object.assign({}, {
counts: {},
timeouts: {},
timeBetweenPresses: 300
}, _opts || {});
}
KeyPress.prototype.bubbledReset = function bubbledReset(keyCode) {
var self = this;
if (this.opts.timeouts[keyCode]) {
clearTimeout(this.opts.timeouts[keyCode]);
this.opts.timeouts[keyCode] = 0;
}
this.opts.timeouts[keyCode] = setTimeout(function () {
self.opts.counts[keyCode] = 0;
}, this.opts.timeBetweenPresses);
};
KeyPress.prototype.onTap = function onTap(cb) {
var self = this;
return function handler(event) {
self.opts.counts[event.keyCode] = self.opts.counts[event.keyCode] || 0;
self.opts.counts[event.keyCode]++;
self.bubbledReset(event.keyCode);
cb(event.keyCode, self.opts.counts[event.keyCode]);
};
};
Usage
Simply use the onTap method to instance:
var keyPress = new KeyPress();
document.addEventListener('keyup', keyPress.onTap(function (keyCode, count) {
if (keyCode === 68 && count === 3) {
// 68 was tapped 3 times (D key)
}
if (keyCode === 13 && count === 6) {
// 13 was tapped 6 times (ENTER key)
}
}));
Hope this helps someone else!
Or if you prefer es6
:
class KeyPress {
constructor(_opts) {
this.opts = Object.assign({}, {
counts: {},
timeouts: {},
timeBetweenPresses: 300
}, _opts || {});
}
bubbledReset(keyCode) {
if (this.timeouts[keyCode]) {
clearTimeout(this.timeouts[keyCode]);
this.timeouts[keyCode] = 0;
}
this.timeouts[keyCode] = setTimeout(() => {
this.counts[keyCode] = 0;
}, this.timeBetweenPresses);
}
onTap(cb) {
return event => {
this.counts[event.keyCode] = this.counts[event.keyCode] || 0;
this.counts[event.keyCode]++;
this.bubbledReset(event.keyCode);
cb(event.keyCode, this.counts[event.keyCode]);
};
}
}