Reputation: 391
I have this code:
else if (e.keyCode == 32){
fired = true;
In a keyDown function (I have added the document.addEventListener code). Now it works just fine, and does exactly what I want it to do. But here's the problem: if you hold down the key, it keeps making fired = true over and over again continuously until it is released. I just want it to set fired = true; once, even if the key is held down.
Upvotes: 39
Views: 41342
Reputation: 2748
Edit: It is now fully supported in every browser. except for Internet Explorer
If browser compatibility is not your main concern*, you could try accessing the .repeat
property of the KeyboardEvent
, as documented here:
https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/repeat
By doing something like this in your handler function:
function keyDown (e) {
if (e.repeat) { return }
// do stuff here
}
you could avoid the repeated keystrokes.
*: on the MDN site it states that it works in Firefox, and I have successfully used it in Chrome, so the two major browsers should have no problem with it
Upvotes: 68
Reputation: 11
Unlike the solution above from Hungary where you return false
if e.repeat
is true, my use case required me to do the following to effectively disable the onChange event on a text input/textarea.
function keyDown (e) {
if(e.repeat) {
e.preventDefault()
}
// do stuff here
}
Larger context of my use case (in JSX):
<textarea
ref={formulaInput}
defaultValue={formulaDefinition.string}
onDoubleClick={handleLock}
onKeyUp={handleUnlock}
onKeyDown={(e) => {
if(e.repeat) {
e.preventDefault()
}
}}
onKeyPress={(e) => {
if(e.repeat) {
e.preventDefault()
}
}}
readOnly={!focusLock}
onChange={handleChange}
className={`formula-input ${focusLock ? 'formula-input__locked' : ''}`}
id='2'
></textarea>
Upvotes: 0
Reputation: 141
To avoid repeated keydown
event, block it after firing and unblock it with keyup
.
You should avoid variable 'fired' being global, so use code block with ES6+ or closure in older version of JS.
For ES6:
{ let fired = false; // code block to exclude 'fired' from global scope
element.addEventListener('keydown', (e) => {
// only accept key down when was released
if(!fired) {
fired = true;
// check what key pressed...
if (e.keyCode === 32) {
// and do what you need with it
}
}
});
element.addEventListener('keyup', (e) => {
fired = false;
});
}
For older version of JS use IIFE:
(function(){
let fired = false;
element.addEventListener('keydown', function(e) {
// only accept key down when was released
if(!fired) {
fired = true;
// check what key pressed...
if (e.keyCode === 32) {
// and do what you need with it
}
}
});
element.addEventListener('keyup', function(e) {
fired = false;
});
})();
Upvotes: 1
Reputation: 8658
Solutions above dont take in account multiple key presses (imagine a game where the user can presse up and left at the same time but both need to be triggered just once). I needed a universal solution for disabling key repeat on multiple keyPress for ALL keys:
// create an array with 222 (number of keycodes) values set to true
var keyEnabledArray = Array(222).fill(true);
document.onkeydown = function(e){
// disable the key until key release
if(keyEnabledArray[e.keyCode]) {
keyEnabledArray[e.keyCode] = false;
}
};
document.onkeyup = function(e){
// enable the specific key on keyup
keyEnabledArray[e.keyCode] = true;
};
Check the snippet below:
// create an array with 222 true values
var keyEnabledArray = Array(222).fill(true);
document.onkeydown = function(e){
// disable the key until key release
if(keyEnabledArray[e.keyCode]) {
keyEnabledArray[e.keyCode] = false;
document.getElementById('console').innerHTML += e.keyCode + '<br>';
}
};
document.onkeyup = function(e){
keyEnabledArray[e.keyCode] = true;
};
Press a key:
<div id='console'></div>
Upvotes: 2
Reputation: 5227
Try this :)
You can determine anywhere else in your script if a key is down by simply determining if keydown
is true! You can also execute additional script when a key is down by replacing the console.log();
with whatever you want to be down when a key is down.
Please tell me if this can be improved.
var keydown = false;
window.addEventListener('keydown', function() {
if (!keydown) {
keydown = true;
console.log('key down');
}
window.addEventListener('keyup', function() {
keydown = false;
});
});
Upvotes: 3
Reputation: 4096
Another approach to handle this (suggested by my friend):
Note the timeStamp when everytime the keydown event happens
Calculate the difference between current timeStamp (t2) and the previous timeStamp (t1)
(a) If the difference is less than some predetermined threshold, then it is the second keydown (means we have already executed the code to happen on that event). Hence, we may choose not to execute the code again
(b) If the difference is greater than the predetermined threshold, then it is the first keydown. Hence, we would execute the code
Upvotes: 1
Reputation: 36601
var fired = false;
element.onkeydown = function() {
if(!fired) {
fired = true;
// do something
}
};
Then Use onkeyup event
element.onkeyup = function() {
fired = false;
};
Upvotes: 19