I can't give you a solution using MXML, however my first thought would involve a singleton static class with a Dictionary that contains a list of objects as its keys and dynamically created dictionaries as the value pairing that contain keys denoting the desired key press with a function reference as the value.
So, say you had a Sprite and you wanted to capture ctrl+s for save when focus is on that object, I would get the instance of that Singleton, and call a function such as registerKeyBinding passing in the Sprite, the keyCode you want, and your pre-defined callback:
private var registeredObjects:Dictionary = new Dictionary(true);
public function registerKeyBinding(targetObject:Object, keyCode:int, callback:Function) {
if (registeredObjects[targetObject]) {
Dictionary(registeredObjects[targetObject])[keyCode] = callback;
}
else {
registeredObjects[targetObject] = new Dictionary();
Dictionary(registeredObjects[targetObject])[keyCode] = callback;
targetObject.addEventListener(KeyboardEvent.KEY_DOWN, keyDownListener);
}
}
private function keyDownListener(e:KeyboardEvent):void {
if (e.ctrlKey == true) {
//calls the function if that key exists.
Dictionary(registeredObjects[e.target])[e.keyCode];
}
}
Can't say I've tested this, but it was just the first thing that popped into my head. You could then setup functions to deregister and delete keys from the dictionaries, check states of the objects in addition to the keyCodes, remove old listeners, and delete entire dictionaries when there is no longer a need for them. Hopefully this is at least a tiny bit helpful.