Following code snippet to show the core structure:
EDIT1:
var smthing = 0;
change_name_button.addEventListener('click', function(event){
// some query
// .....
// result from query
data = res.name.coords;
// tried to make the function go to GC
smthing = null;
delete smthing;
smthing = new drawMouseMovement(data);
event.stopPropagation();
}, false);
function drawMouseMovement(data){
// bunch of variables set for drawing function
// .....
// .....
var test = 0;
// draw something to canvas until end "maxLength" is reached
var draw = function() {
if(t < maxLength){
// redraw some stuff to canvas
// .....
}else{
return;
}
}
// function to play pause and replay the drawing on canvas
function playPause(boolPP, boolRP){
if(boolPP){
test = setInterval(draw, 10);
}else{
clearInterval(test);
}
if(boolRP){
// some params being reset
// .....
test = setInterval(draw, 10);
}
}
function play(event){
playPause(true, false);
event.stopPropagation();
}
function pause(event){
playPause(false, false);
event.stopPropagation();
}
function replay(event){
playPause(false, true);
event.stopPropagation();
}
play_button.addEventListener('click', play, false);
pause_button.addEventListener('click', pause, false);
replay_button.addEventListener('click', replay, false);
}
Everytime the change_name_button
is clicked drawMouseMovement()
is called with new parameters.
Following problem: When the draw function does not reach return
before clicking change_name_button
again, there are two instances of the same function drawing two different things at the same time. Only the last called instance of the function should be drawing.
I tried deleting the pointer to the function, clearInterval()
and removeEventListener
. But I don't seem to get any of those to work.
I hope my problem is clear. Thanks in advance.
EDIT
A simple replication of the problem. Is some_button
clicked once, smt
is printed every 250ms. Is some_button clicked a second time, smt
is printed every 125ms etc. How do I overwrite the first instance of printer()
with the next click?
some_button.addEventListener('click', foo, false);
function foo(event) {
printer();
event.stopPropagation();
}
function printer(){
setInterval(function() {
console.log("smt");
}, 250);
}
A simple replication of the problem. Is some_button clicked once, smt is printed every 250ms. Is some_button clicked a second time, smt is printed every 125ms etc. How do I overwrite the first instance of printer() with the next click?
No way! Don't kill the function, let it ride. First you need a counter to count the clicks so the function knows it's been clicked the second time. Second, just add extra behavior for when the button is clicked the second time, in this case, you are going to half the time interval.
Ok, when I said JavaScript time is quircky, I meant fu#@3d. setInterval
needs clearInterval
to stop it. What most articles and tutorials fail to say is that the damn setInterval
still exists, so making it null
will allow you to create a new one. I decided to make a constructor timer.
The demo has a button, click it and it'll print out 'smt' every 2 seconds plus the number of clicks to start a new interval.
The 'Go' button is replaced by a 'Stop' button, once clicked it does as advertised--stops
Click it again and it's the 'Go' button, but this time, it is printing every second now.
Lather, rinse, repeat.
Refactor this demo with some prototype wizardry and you got yourself a class.
PLUNKER - 1 EVENTLISTENER, MULTIPLE EVENT.TARGETS
<!DOCTYPE html>
<html>
<head>
<style>
.on { display: block; }
button { display: none; }
</style>
</head>
<body>
<button id="btn1" class="on">Go</button><button id="btn2" class="">Stop</button>
<script>
var btn1 = document.getElementById('btn1');
var btn2 = document.getElementById('btn2');
var counter = 0;
var timer = new Timer();
btn1.addEventListener('click', xStart, false);
btn2.addEventListener('click', xStop, false);
function xStart(event) {
timer.term;
counter++;
timer.start(counter);
btn1.classList.toggle('on');
btn2.classList.toggle('on');
event.stopPropagation();
}
function xStop(event) {
timer.term();
btn1.classList.toggle('on');
btn2.classList.toggle('on');
event.stopPropagation();
}
function Timer(c){
var self = this;
self.start = function(c){
var t = self.printer(c);
self.interval = setInterval(function() { self.printer(c); },t);
};
self.term = function(){
self.clear = clearInterval(self.interval);
self.null;
};
self.printer = function(x){
var d = (x % 2 === 0) ? 2 : 1;
var t = 2000 / d;
console.log('smt'+x+' t: '+t);
return t;
};
}
</script>
</body>
</html>
The following Plunker demonstrates how you can make the only eventListener the element that your buttons all share as the parent.
None of your eventListeners()
have anything for capturing phase, although I believe it's false by default, try setting it to false anyways.
change_name_button.addEventListener('click', function(event){
// some query
// .....
// result from query
data = res.name.coords;
// tried to make the function go to GC
smthing = null;
delete smthing;
smthing = new drawMouseMovement(data);
event.stopPropagation();
}, false);
^^^^^^^^====== There is the capturing phase`
Use event.stopPropagation();
on the other eventhandlers as well and place close to the end of handler. Don't forget to pass the (event)
object.
function play(event){
playPause(true, false);
event.stopPropagation();
}
function pause(event){
playPause(false, false);
event.stopPropagation();
}
function replay(event){
playPause(false, true);
event.stopPropagation();
}
play_button.addEventListener('click', play, false);
pause_button.addEventListener('click', pause, false);
replay_button.addEventListener('click', replay, false);
Also, if that doesn't fix the issue then you need to post the HTML because the layout of your event.target
and event.currentTarget
might have to be adjusted.
Try changing the if else
function drawMouseMovement(data){
// bunch of variables set for drawing function
// .....
// .....
var test = 0;
// draw something to canvas until end "maxLength" is reached
var draw = function() {
if(t < maxLength){
// redraw some stuff to canvas
// .....
}
// when t has reached maxlength, then it should quit?
return false;
}