How detect ctrl+q with javascript, this is my code
<body>
<p id="x"></p>
<script>
window.onkeydown = function() {detect(event);}
window.onkeypress = function() {res(event);}
var act = false;
function detect(event) {
if(event.ctrlKey) {
act = true;
}
else
act = false;
}
function res(event) {
if(act) {
document.getElementById("x").innerHTML = "ctrl " + String.fromCharCode(event.which);
}
else
document.getElementById("x").innerHTML = String.fromCharCode(event.which);
}
</script>
</body>
I want do it with javascript only.
You can detect it using the following function:
document.addEventListener("keydown", function (event) {
event.stopPropagation();
event.preventDefault();
if(event.ctrlKey && event.keyCode == 81)
{
console.log("CTRL + Q was pressed!");
}
else
{
console.log("Something else was pressed.");
}
});
The stopPropagation() and preventDefault() calls prevent the browser's default behaviour from occurring.
If you want to detect other keys, this page is rather useful: http://asquare.net/javascript/tests/KeyCode.html
Related
I currently have a function set up in my global.js file that starts a song and pauses it if the 4 key is pressed. However, when I implement this function it causes my routing to stop working. So in my mainMenu.js file when you press the 1 key it should bring you to game.html but nothing happens. I'm not sure of what is causing this interference. Any ideas as to how I can stop this from happening
global.js:
window.onload = function(){
}
//music
var audio = new Audio('/music/oregonMusic.mp3')
function checkSound(){
audio.play();
document.onkeypress = function(e){
if(audio.paused){
audio.play();
}
else if(!audio.paused && e.keyCode === 52){
audio.pause();
}
}
}
checkSound();
mainMenu.js:
window.onload = function(){
//console.log('swing');
checkSound();
}
document.onkeypress = function(e){
//console.log('key pressed: ' + e.keyCode)
if(e.keyCode === 49){
window.location = 'game'
}
else if(e.keyCode === 51){
window.location = "topTen"
}
}
using
document.onkeypress = function(e) { ... }; // 1
document.onkeypress = function(e) { ... }; // 2
results in only function // 2 being called on keypress
instead, you should use addEventListener
so, global.js
document.addEventListener('keypress', function(e) {
if(audio.paused){
audio.play();
}
else if(!audio.paused && e.keyCode === 52){
audio.pause();
}
});
and mainMenu.js
document.addEventListener('keypress', function(e) {
if(e.keyCode === 49){
window.location = 'game'
}
else if(e.keyCode === 51){
window.location = "topTen"
}
});
now both handlers will be called
I'm still working on a music player, mouse controls have been assigned, but I'm having little trouble with keyboard events on the PLAY/PAUSE button.
So far, I got the user to be able to "click" the PLAY button by pressing SPACEBAR. What happens is that the PLAY button is being hidden and replaced by the PAUSE button.
Which I want now is getting the user to be able to press the SPACEBAR again so it "clicks" PAUSE, and therefore shows PLAY again.
Here is what I have :
html
<div>
</div>
script
<script>
/* mouse */
$('#play').on('click', function(event) {
console.log('play click clicked');
//currentPlayingTrack.play();
$('#pause').show();
$('#play').hide();
$('#pause').on('click', function(event) {
//currentPlayingTrack.pause();
$('#pause').hide();
$('#play').show();
});
/* keyboard */
var play = document.getElementById("play");
var pause = document.getElementById("pause");
document.onkeydown = function (e) {
if (e.keyCode == 32) {
play.click();
}
else if(e.keyCode == 32) {
pause.click();
}
};
</script>
What am I missing ?
the mistake is here:
document.onkeydown = function (e) {
if (e.keyCode == 32) {
play.click();
} else if(e.keyCode == 32) {
pause.click();
}
};
the second condition cannot be executed because everytime the keyCode is 32 it's goes only in the first conditions.
You can declare a variable "isPlaying" that indicate you if the player is playing.
var isPlaying = false;
document.onkeydown = function (e) {
if (e.keyCode == 32) {
if (isPlaying) {
pause.click();
} else {
play.click();
}
isPlaying = !isPlaying; // if true equal false, if false equal true
}
};
the first mistake is that you arent closing all brackets,the second is this part of code:
if (e.keyCode == 32) {
play.click();
}
else if(e.keyCode == 32) {
pause.click();
}
i suggest to use a variable for check if the button play is being pressed or not:
var ispaused = true;
var play = document.getElementById("play");
var pause = document.getElementById("pause");
$('#play').on('click', function(event) {
ispaused = false;
console.log('play click clicked');
//currentPlayingTrack.play();
$('#pause').show();
$('#play').hide();
/* keyboard */
});
$('#pause').on('click', function(event) {
ispaused = true;
//currentPlayingTrack.pause();
$('#pause').hide();
$('#play').show();
});
document.onkeydown = function (e) {
if (e.keyCode == 32) {
if(ispaused == true ){
play.click();
}else{
pause.click();
}
}
};
fiddle
It works. you double check space keyCode when you space anytime and the first condition would be true every single time.
Second, you need to use $bla instead for $("#blablabla") .It runs almost 600 line Code with find object you select everytime.So don't be let duplicate work.
Final,$() is lik $(doucument).ready().It's all done when rendered it's done and DOM it's OK.THAT IS!
** code **
$(function () {
let $play = $("#play");
let $pause = $("#pause");
$play.on('click', function (event) {
console.log('play click clicked');
//currentPlayingTrack.play();
$pause.show();
$play.hide();
});
$pause.on('click', function (event) {
//currentPlayingTrack.pause();
$pause.hide();
$play.show();
});
/* keyboard */
document.onkeydown = function (e) {
if (e.keyCode == 32) {
toggle = !toggle;
$play.trigger("click");
}
else if (e.keyCode == 32) {
toggle = !toggle;
$pause.trigger("click");
}
};
});
Seems like you're missing a bit more knowledge of js which will come with time :) Here's a codepen on how I'd accomplish this.
http://codepen.io/smplejohn/pen/zNVbRb
Play
Pause
$('.playpause').click(function(){
$('.playpause').toggle();
return false;
});
document.onkeydown = function (e) {
if (e.keyCode == 32){
$('.playpause').toggle();
}
};
how can I merge keypress and on click? I mean when a user press enter and click somewhere in the same time I need to invoke a function.
$(document).keypress(function(e) {
var code = e.keyCode || e.which;
if(code == 13) {
alert('keypress');
}
});
$(document).on( "click", function() {
alert('click');
});
I have this code but I am not able to merge it (usually I don't work with jQuery/javascript).
Something like this may do the trick
var pressingEnter = false;
$(document).on({
keydown: function(e) {
if(e.which == 13) {
// enter is being pressed, set true to flag variable
pressingEnter = true;
}
},
keyup: function(e) {
if(e.which == 13) {
// enter is no longer pressed, set false to flag variable
pressingEnter = false;
}
},
click: function() {
if (pressingEnter) {
console.log('click and enter pressed');
}
}
});
BTW: there is no need to do var code = e.keyCode || e.which; since jQuery resolves that for you. You can use e.which on any browser.
EDIT
This version should allow any order of key pressed / mouse click. I'm assuming only left click is captured. Logic to handle enter + mouse click is placed on keydown and mousedown (it could be moved to keyup and mouseup if makes more sense)
Changed alert by console.log since the first prevents mouseup event to be triggered. Nowdays we have hundred of better ways to show a message to user than built-in alert pop ups so I'll assume making it work for it is not a requirement.
var pressingEnter = false;
var clickingMouseButton = false;
$(document).on({
keydown: function(e) {
if(e.which == 13) {
pressingEnter = true;
}
if (clickAndEnterPressing()) {
console.log('click and enter pressed');
}
},
keyup: function(e) {
if(e.which == 13) {
pressingEnter = false;
}
},
mousedown: function(e) {
if (e.which == 1) {
clickingMouseButton = true;
}
if (clickAndEnterPressing()) {
console.log('click and enter pressed');
}
},
mouseup: function(e) {
if (e.which == 1) {
clickingMouseButton = false;
}
}
});
function clickAndEnterPressing() {
return pressingEnter && clickingMouseButton;
}
Here's an example that will work if enter is pushed first or if the mouse is clicked first or if they are both pressed within a certain threshold of time apart (I set it to 100 ms, but this can be easily adjusted):
var enterDown = false;
var mouseDown = false;
var lastEnter = false;
var lastMouseUp = false;
var triggerOnNextUp = false;
$(document).on({
keydown: function(e) {
enterDown = true;
},
keyup: function(e) {
if(e.which == 13) {
lastEnter = (new Date()).getTime();
enterDown = false;
detectEnterAndClick();
if (mouseDown) {
triggerOnNextUp = true;
}
}
},
mousedown: function() {
mouseDown = true;
},
mouseup: function() {
lastMouseUp = (new Date()).getTime();
mouseDown = false;
detectEnterAndClick();
if (enterDown) {
triggerOnNextUp = true;
}
}
});
function detectEnterAndClick() {
if (Math.abs(lastEnter - lastMouseUp) < 100 || triggerOnNextUp) {
// Reset variables to prevent from firing twice
triggerOnNextUp = false;
enterDown = false;
mouseDown = false;
lastEnter = false;
lastMouseUp = false;
$("body").append("Clicked and pushed enter<br>");
}
}
See it on JSFiddle
There is no way to 'merge' events. However you could for example debounce your handler. For example (using lodash):
var handler = _.debounce(function(event) { alert(event.type); }, 100);
$(document)
.on('click', handler)
.on('keypress', handler);
you can use the event.type to determine what triggered the event
Demo
$(function(){
$(document).on("click", ClickAndKeyPress);
$(document).on("keypress", ClickAndKeyPress);
});
function ClickAndKeyPress(event){
$("div").text(event.type);
}
In JavaScript, I hold two keys down, and keydown is fired perfectly. When I release one of the keys, keyupis fired. So far so good. But I am still holding one key down, so why arent keydown fired? I need this to happen in my game. Am I doing something wrong? Is this the expected response? Is there a work around or something?
window.addEventListener("keydown",
function (e) {
console.log('down');
}, false);
window.addEventListener('keyup',
function (e) {
console.log('up');
}, false);
Looks to me like you're trying to do something like this:
var down = false;
var up = false;
document.body.addEventListener('keydown', function (e) {
if(e.which === 40) {
down = true;
}
if(e.which === 38) {
up = true;
}
});
document.body.addEventListener('keyup', function (e) {
if(e.which === 40) {
down = false;
}
if(e.which === 38) {
up = false;
}
// logic here for one but not the other
if(down && !up) {
alert('down but not up!');
}
});
How can I fix the following javascript error ? This is a handler for an ASP.NET page to disable postbacks when the enter key is pressed:
<script type="text/javascript">
function document.onkeydown() {
if (event.keyCode == 13) {
event.returnValue = false;
event.cancel = true;
}
}
</script>
Note that document.onkeydown is not a valid function name. You probably wanted to do this:
document.onkeydown = function(ev) {
if (ev.keyCode == 13) {
// ...
}
Or better:
document.addEventListener('keydown', function(ev) {
if (ev.keyCode == 13) {
// ...
});
To add to maerics answer, to get access to the event, you need it as an argument...
document.addEventListener( 'keydown', function( event ) {
console.log( event, event.keyCode );
if (event.keyCode == 13) {
event.returnValue = false;
event.cancel = true;
}
});