src/keyboard.js
function _callbackAndReset(e) {
      _fireCallback.call(this, callback, e, combo);

      // we should ignore the next key up if the action is key down
      // or keypress.  this is so if you finish a sequence and
      // release the key the final key will not trigger a keyup
      if (action !== 'keyup') {
        this._ignoreNextKeyup = _characterFromEvent(e);
      }

      // weird race condition if a sequence ends with the key
      // another sequence begins with
      setTimeout(_resetSequences.bind(this), 10);
    }
function _callbackAndReset(e) {
      _fireCallback.call(this, callback, e, combo);

      // we should ignore the next key up if the action is key down
      // or keypress.  this is so if you finish a sequence and
      // release the key the final key will not trigger a keyup
      if (action !== 'keyup') {
        this._ignoreNextKeyup = _characterFromEvent(e);
      }

      // weird race condition if a sequence ends with the key
      // another sequence begins with
      setTimeout(_resetSequences.bind(this), 10);
    }
function _callbackAndReset ( e ) { _fireCallback . call ( this , callback , e , combo ) ; // we should ignore the next key up if the action is key down // or keypress.  this is so if you finish a sequence and // release the key the final key will not trigger a keyup if ( action !== 'keyup' ) { this . _ignoreNextKeyup = _characterFromEvent ( e ) ; } // weird race condition if a sequence ends with the key // another sequence begins with setTimeout ( _resetSequences . bind ( this ) , 10 ) ; }
wraps the specified callback inside of another function in order
to reset all sequence counters as soon as this sequence is done

@param {Event} e
@returns void
wraps the specified callback inside of another function in order to reset all sequence counters as soon as this sequence is done