()
| 7 | } |
| 8 | |
| 9 | export function execute(): void{ |
| 10 | // Handle keydown events |
| 11 | $(document).keydown(function(event){ |
| 12 | // Can we use hotkeys ? |
| 13 | var canUseHotkeys: boolean = getCanUseHotkeys(); |
| 14 | |
| 15 | // Handle hotkeys |
| 16 | for(var keyString in game.getHotkeys()){ |
| 17 | if(event.which == game.getHotkeys()[keyString].getKey()){ |
| 18 | game.getHotkeys()[keyString].setPressed(true); |
| 19 | if(canUseHotkeys){ |
| 20 | if(game.getHotkeys()[keyString].getCallbackCollection() != null) game.getHotkeys()[keyString].getCallbackCollection().fire(); |
| 21 | event.preventDefault(); |
| 22 | return false; |
| 23 | } |
| 24 | } |
| 25 | } |
| 26 | |
| 27 | // Handle special hotkeys |
| 28 | if(canUseHotkeys){ |
| 29 | for(var i = 0; i < game.getSpecialHotkeys().length; i++){ |
| 30 | if(event.which == game.getSpecialHotkeys()[i].getKey()){ |
| 31 | if(game.getSpecialHotkeys()[i].getCallbackCollection() != null) game.getSpecialHotkeys()[i].getCallbackCollection().fire(); |
| 32 | event.preventDefault(); |
| 33 | return false; |
| 34 | } |
| 35 | } |
| 36 | } |
| 37 | }); |
| 38 | |
| 39 | // Handle keyup events |
| 40 | $(document).keyup(function(event){ |
| 41 | // Handle hotkeys |
| 42 | for(var keyString in game.getHotkeys()){ |
| 43 | if(event.which == game.getHotkeys()[keyString].getKey()){ |
| 44 | game.getHotkeys()[keyString].setPressed(false); |
| 45 | } |
| 46 | } |
| 47 | }); |
| 48 | } |
| 49 | |
| 50 | function getCanUseHotkeys(): boolean{ |
| 51 | if($(':focus').hasClass("noHotkeys")) |
nothing calls this directly
no test coverage detected