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feat: add destroy method #1

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49 changes: 44 additions & 5 deletions mousetrap.js
Original file line number Diff line number Diff line change
Expand Up @@ -182,6 +182,22 @@
object.attachEvent('on' + type, callback);
}

/**
* cross browser remove event method
*
* @param {Element|HTMLDocument} object
* @param {string} type
* @param {EventListenerOrEventListenerObject} callback
* @returns void
*/
function _removeEvent (object, type, callback) {
if (object.removeEventListener) {
object.removeEventListener(type, callback, false);
return;
}
object.detachEvent('on' + type, callback);
}
Comment on lines +193 to +199
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This is the reverse of _addEvent that already exists


/**
* takes the event and returns the key character
*
Expand Down Expand Up @@ -707,13 +723,13 @@
_ignoreNextKeypress = processedSequenceCallback && e.type == 'keydown';
};

/**
/**
* handles a keydown event
*
* @param {Event} e
* @returns void
*/
function _handleKeyEvent(e) {
self._handleKeyEvent = function (e) {

// normalize e.which for key events
// @see http://stackoverflow.com/questions/4285627/javascript-keycode-vs-charcode-utter-confusion
Expand Down Expand Up @@ -886,9 +902,9 @@
};

// start!
_addEvent(targetElement, 'keypress', _handleKeyEvent);
_addEvent(targetElement, 'keydown', _handleKeyEvent);
_addEvent(targetElement, 'keyup', _handleKeyEvent);
_addEvent(targetElement, 'keypress', self._handleKeyEvent);
_addEvent(targetElement, 'keydown', self._handleKeyEvent);
_addEvent(targetElement, 'keyup', self._handleKeyEvent);
Comment on lines +905 to +907
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This is inside mousetrap constructor, I useself._handleKeyEvent so that I can remove it on destroy

}

/**
Expand Down Expand Up @@ -934,6 +950,29 @@
return self.bind.call(self, keys, function() {}, action);
};

/**
* destroy mousetrap object
*
* - call reset on the mousetrap object ( removing all binding )
* - remove all javascript event listener from target element or document
* - remove all reference to target
*
* @return void
*/

Mousetrap.prototype.destroy = function () {
var self = this

self.reset()

_removeEvent(self.target, 'keypress', self._handleKeyEvent);
_removeEvent(self.target, 'keydown', self._handleKeyEvent);
_removeEvent(self.target, 'keyup', self._handleKeyEvent);

self.target = undefined
self._handleKeyEvent = undefined
}
Comment on lines +963 to +974
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Remove the listeners and clear the instance


/**
* triggers an event that has already been bound
*
Expand Down