I am trying to switch between songs in next js using the use effect hook but everything works perfectly when I click the button the song start automatically and the song switch but the color behind the progress bar does match the current time because it getting the progress of the first song that is loaded in the browser how can I fix this using the use Effect or other method?
if you noticed is does not load properly at the first time when you click the button to switch the song but when you click the play / pause button it fixed I don't know why.
Also it give me the last value not the actual value I mean I need for example the 140 but it always gave me the 247 value the prev Value
post: is the part // ! useEffect to change the audio
import React, { useState, useRef, useEffect } from "react";
import styles from "../styles/AudioPlayer.module.css";
import { BiLeftArrowAlt } from "react-icons/bi";
import { BiRightArrowAlt } from "react-icons/bi";
import { FaPlay } from "react-icons/fa";
import { FaPause } from "react-icons/fa";
const AudioPlayer = () => {
// ! state
const [isPlaying, setIsPlaying] = useState(false);
const [duration, setDuration] = useState(0);
const [currentTime, setCurrentTime] = useState(0);
const [audio, setAudio] = useState(null);
const chapters = [
{
// start: 0,
// end: 40,
start: 0,
end: 8,
},
{
start: 135,
end: 140,
// start: 100,
// end: 140,
},
];
const Elvis = "../audios/AudioElvis.mp3";
const GetLucky = "../audios/GetLucky.mp3";
// ! refs
const audioPlayer = useRef(); // ? reference to the audio component
const progressBar = useRef(); // ? reference to the progress bar
const animationRef = useRef(); // ? reference to the animation
// ! useEffect to handle the audio player
useEffect(() => {
const seconds = Math.floor(audioPlayer.current.duration);
setDuration(seconds);
// ! current is a reference to the current item
// ? max is the reference given by the progress bar
progressBar.current.max = seconds;
}, [audioPlayer?.current?.loadedmetadata, audioPlayer?.current?.readyState]);
// ! useEffect to handle the end of the audio
useEffect(() => {
if (currentTime == duration && isPlaying) {
togglePlayPause();
timeTravel(0);
}
}, [currentTime]);
// ! useEffect to change the audio
useEffect(() => {
if (audio && !isPlaying) {
if (audio === Elvis) {
setDuration(140);
} else if (audio === GetLucky) {
setDuration(247);
}
console.log("audio", audio);
console.log("duration", duration);
setDuration(audioPlayer.current.duration);
audioPlayer.current.src = audio;
audioPlayer.current.load(); // ? load the audio
togglePlayPause();
timeTravel(0);
} else if (audio && isPlaying) {
if (audio === Elvis) {
setDuration(140);
} else if (audio === GetLucky) {
setDuration(247);
}
console.log("audio", audio);
console.log(audio === Elvis);
console.log(audio === GetLucky);
console.log("duration", duration);
audioPlayer.current.src = audio;
audioPlayer.current.load(); // ? load the audio
audioPlayer.current.play();
timeTravel(0);
}
}, [audio]);
// ! FUNCTIONS
const calculateTime = (secs) => {
const minutes = Math.floor(secs / 60);
const returnedMinutes = minutes < 10 ? `0${minutes}` : minutes;
const seconds = Math.floor(secs % 60);
const returnedSeconds = seconds < 10 ? `0${seconds}` : seconds;
return `${returnedMinutes}:${returnedSeconds}`;
};
const togglePlayPause = () => {
const prevValue = isPlaying;
setIsPlaying(!prevValue);
if (!prevValue) {
audioPlayer.current.play();
// ? requestAnimationFrame is a function that allows us to run a function
// ? every frame of the animation
animationRef.current = requestAnimationFrame(whilePlaying);
} else {
audioPlayer.current.pause();
cancelAnimationFrame(animationRef.current);
}
};
// ! Creating our animation function => whilePlaying
const whilePlaying = () => {
progressBar.current.value = audioPlayer.current.currentTime;
changePlayerCurrentTime();
animationRef.current = requestAnimationFrame(whilePlaying);
};
// ! Changing the range of the progress bar FUNCTION
const changeRange = () => {
// ! Setting our audio current time to the value of the progress bar
audioPlayer.current.currentTime = progressBar.current.value;
changePlayerCurrentTime();
};
const changePlayerCurrentTime = () => {
// ! Updating the progress bar in CSS
// ? progressBar.current.style.setProperty => takes two arguments
// ? first is the property name
// ? second is the value of the property
// console.log("bar", progressBar.current.value);
// console.log("duration", duration);
progressBar.current.style.setProperty(
"--seek-before-width",
`${(progressBar.current.value / duration) * 100}%`
);
setCurrentTime(progressBar.current.value);
};
const backThirty = () => {
progressBar.current.value = Number(progressBar.current.value) - 30;
changeRange();
};
const forwardThirty = () => {
progressBar.current.value = Number(progressBar.current.value) + 30;
changeRange();
};
const timeTravel = (newTime) => {
progressBar.current.value = newTime;
changeRange();
};
// // ! Changing the audio source
// const changeSong = (song) => {
// setAudio(song);
// setIsPlaying(false);
// timeTravel(0);
// };
return (
<div className={styles.audioPlayer}>
{/* Audio Player Reference */}
<audio
ref={audioPlayer}
// src="https://www.soundhelix.com/examples/mp3/SoundHelix-Song-1.mp3"
src={Elvis}
preload="metadata"
></audio>
{/* End of the Audio Player Reference */}
{/* Current Time */}
<div className={styles.currentTime}>{calculateTime(currentTime)}</div>
{/* Progress Bar */}
<div className={styles.progressBarWrapper}>
<input
type="range"
className={styles.progressBar}
defaultValue="0"
ref={progressBar}
onChange={changeRange}
step="0.05"
/>
{/* Chapters Video 2 */}
{chapters.map((chapter, i) => {
const leftStyle = (chapter.start / duration) * 100;
const widthStyle = ((chapter.end - chapter.start) / duration) * 100;
return (
<div
key={i}
className={`${styles.chapter} ${
chapter.start === 0 && styles.start
} ${chapter.end === duration && styles.end}`}
style={{
"--left": `${leftStyle}%`,
"--width": `${widthStyle}%`,
}}
></div>
);
})}
</div>
{/* Duration */}
<div className={styles.duration}>
{duration && !isNaN(duration) ? calculateTime(duration) : "0:00"}
</div>
{/* Controls */}
<div className={styles.controls}>
<button className={styles.forwardBackward} onClick={backThirty}>
<BiLeftArrowAlt /> 30
</button>
<button onClick={togglePlayPause} className={styles.playPause}>
{isPlaying ? <FaPause /> : <FaPlay className={styles.play} />}
</button>
<button className={styles.forwardBackward} onClick={forwardThirty}>
30 <BiRightArrowAlt />
</button>
</div>
<div>
<button onClick={() => setAudio(Elvis)}>Elvis Song</button>
<button onClick={() => setAudio(GetLucky)}>Get Lucky Song</button>
</div>
</div>
);
};
export { AudioPlayer };
// ! the {} means that this is a named export
Related
Im trying to change my image every second in react inside of a map. However this doesnt seem to be working. Here is my code:
function ImageGrid() {
const {shell, gridImage} = styles
const squishAnimals = [
'/SquishAnimalDemo(1).png',
'/SquishAnimalDemo(2).png',
'/SquishAnimalDemo(3).png',
'/SquishAnimalDemo(4).png',
'/SquishAnimalDemo(5).png',
'/SquishAnimalDemo(6).png',
'/SquishAnimalDemo(7).png',
'/SquishAnimalDemo(8).png',
'/SquishAnimalDemo(9).png'
];
const [images, setImages] = useState(squishAnimals);
const [currentImage, setCurrentImage] = useState(0);
function changeBackgroundImage() {
let newCurrentImg = 0;
const noOfImages = images.length;
if (currentImage !== noOfImages - 1) {
newCurrentImg += currentImage;
}
setCurrentImage(newCurrentImg);
}
useEffect(() => {
const interval = setInterval(() => changeBackgroundImage(), 1000);
if (interval) {
clearInterval(interval);
}
});
return (
<div className={shell}>
{squishAnimals.map((image, index) => {
return (
index === 4 ?
<img className={gridImage} src={images[currentImage]} alt={`${index}-${image}`}/> :
<img className={gridImage} src={image} alt={`${index}-${image}`}/>
)
})}
</div>
);
}
Any help as to why it may not be working would be great. Thanks :)
I think it's because you immediately cancel the interval in useEffect. I believe you want to return a cleanup function to clear the interval id.
function ImageGrid() {
const {shell, gridImage} = styles
const squishAnimals = [
'/SquishAnimalDemo(1).png',
'/SquishAnimalDemo(2).png',
'/SquishAnimalDemo(3).png',
'/SquishAnimalDemo(4).png',
'/SquishAnimalDemo(5).png',
'/SquishAnimalDemo(6).png',
'/SquishAnimalDemo(7).png',
'/SquishAnimalDemo(8).png',
'/SquishAnimalDemo(9).png'
];
const [images, setImages] = useState(squishAnimals);
const [currentImage, setCurrentImage] = useState(0);
function changeBackgroundImage() {
let newCurrentImg = 0;
const noOfImages = images.length;
if (currentImage !== noOfImages - 1) {
newCurrentImg += currentImage;
}
setCurrentImage(newCurrentImg);
}
useEffect(() => {
const interval = setInterval(() => changeBackgroundImage(), 1000);
return () => {
if (interval) {
clearInterval(interval);
}
}
});
return (
<div className={shell}>
{squishAnimals.map((image, index) => {
return (
index === 4 ?
<img className={gridImage} src={images[currentImage]} alt={`${index}-${image}`} key={images[currentImage]}/> :
<img className={gridImage} src={image} alt={`${index}-${image}`} key = {`${index}-${image}`}/>
)
})}
</div>
);
}
Introduction
I am building the countdown timer, which I had built but now I want to scale it up. So I am building two countdowns on the same page with each of them having separate start, stop buttons, and common reset button.
What do I have?
I have implemented but they are not working independently. For example, when I click on the stop of the upper clock, it also stops the lower clock.
What do I want?
I wanted to have separate functions for both of them but on the same page.
Code
Most of the things are repeated in the code.
import React, { useState, useEffect, useRef } from "react";
import "./styles.css";
const STATUS = {
STARTED: "Started",
STOPPED: "Stopped"
};
const STATUSp1 = {
STARTED: "Started",
STOPPED: "Stopped"
};
export default function InputCountDown() {
const [time, setTime] = useState(0);
const [timep1, setTimep1] = useState(0);
const [inc, setInc] = useState(0);
const handleOnChange = (e) => {
//console.log(e.target.value);
setTime(e.target.value);
setTimep1(e.target.value);
};
const handleOnChangeIncrement = (e) => {
console.log(e.target.value);
setInc(e.target.value);
};
const [secondsRemaining, setSecondsRemaining] = useState(time * 60);
const [secondsRemainingp1, setSecondsRemainingp1] = useState(timep1 * 60);
//console.log(time);
const [status, setStatus] = useState(STATUS.STOPPED);
const [statusp1, setStatusp1] = useState(STATUSp1.STOPPED);
const secondsToDisplay = secondsRemaining % 60;
const minutesRemaining = (secondsRemaining - secondsToDisplay) / 60;
const minutesToDisplay = minutesRemaining % 60;
const hoursToDisplay = (minutesRemaining - minutesToDisplay) / 60;
const secondsToDisplayp1 = secondsRemainingp1 % 60;
const minutesRemainingp1 = (secondsRemainingp1 - secondsToDisplayp1) / 60;
const minutesToDisplayp1 = minutesRemainingp1 % 60;
const hoursToDisplayp1 = (minutesRemainingp1 - minutesToDisplayp1) / 60;
const handleStart = () => {
setStatus(STATUS.STARTED);
setSecondsRemaining(time * 60);
};
const handleStartp1 = () => {
setStatusp1(STATUSp1.STARTED);
setSecondsRemainingp1(timep1 * 60);
};
const handleStop = () => {
setStatus(STATUS.STOPPED);
};
const handleStopp1 = () => {
setStatusp1(STATUSp1.STOPPED);
};
const handleReset = () => {
setStatus(STATUS.STOPPED);
setSecondsRemaining(time * 60);
setSecondsRemainingp1(timep1 * 60);
};
useInterval(
() => {
if (secondsRemaining > 0) {
setSecondsRemaining(secondsRemaining - 1);
} else {
setStatus(STATUS.STOPPED);
}
if (secondsRemainingp1 > 0) {
setSecondsRemainingp1(secondsRemainingp1 - 1);
} else {
setStatusp1(STATUSp1.STOPPED);
}
},
status === STATUS.STARTED ? 1000 : null,
statusp1 === STATUSp1.STARTED ? 1000 : null
// passing null stops the interval
);
return (
<>
<div className="App">
<h1>Countdown Using Input</h1>
<div style={{ padding: "12px" }}>
<label htmlFor="time"> Enter time in minutes </label>
<input
type="text"
id="time"
name="time"
value={time}
onChange={(e) => handleOnChange(e)}
/>
</div>
<div style={{ padding: "12px" }}>
<label htmlFor="inc"> Enter increment </label>
<input
type="number"
id="inc"
name="inc"
value={inc}
onChange={(e) => handleOnChangeIncrement(e)}
/>
</div>
<button onClick={handleStart} type="button">
Start
</button>
<button onClick={handleStop} type="button">
Stop
</button>
<button onClick={handleReset} type="button">
Reset
</button>
<div>
<button
onClick={() =>
setSecondsRemaining(secondsRemaining + parseInt(inc, 10))
}
>
Increment {inc} sec
</button>
</div>
<div style={{ padding: 20, fontSize: "40px" }}>
{twoDigits(hoursToDisplay)}:{twoDigits(minutesToDisplay)}:
{twoDigits(secondsToDisplay)}
</div>
<div>Status: {status}</div>
<div style={{ padding: 20, fontSize: "40px" }}>
{twoDigits(hoursToDisplayp1)}:{twoDigits(minutesToDisplayp1)}:
{twoDigits(secondsToDisplayp1)}
</div>
<button onClick={handleStartp1} type="button">
Start_p1
</button>
<button onClick={handleStopp1} type="button">
Stop_p1
</button>
<button onClick={handleReset} type="button">
Reset_p1
</button>
</div>
</>
);
}
// source: https://overreacted.io/making-setinterval-declarative-with-react-hooks/
function useInterval(callback, delay) {
const savedCallback = useRef();
// Remember the latest callback.
useEffect(() => {
savedCallback.current = callback;
}, [callback]);
// Set up the interval.
useEffect(() => {
function tick() {
savedCallback.current();
}
if (delay !== null) {
let id = setInterval(tick, delay);
return () => clearInterval(id);
}
}, [delay]);
}
// https://stackoverflow.com/a/2998874/1673761
const twoDigits = (num) => String(num).padStart(2, "0");
You can also find the code in the codesandbox in the inputCountDown.js file .
You can ignore increment button
Please help me !!!
You are using the same interval for two different counters, which causes them to sync up on the same time. Nevertheless, this code is handling too many responsibilities at once and contains unnecessary duplications that is polluting the readability of the code.
Instead of duplicating the same code with different variables names, try extracting it into its own component, and call that component twice. This way, more code isolation is ensured and is definitely less error prone, while improving readability.
Seperate the useInterval logic for each of the timer
useInterval(
() => {
if (secondsRemaining > 0) {
setSecondsRemaining(secondsRemaining - 1);
} else {
setStatus(STATUS.STOPPED);
}
},
status === STATUS.STARTED ? 1000 : null
);
useInterval(
() => {
if (secondsRemainingp1 > 0) {
setSecondsRemainingp1(secondsRemainingp1 - 1);
} else {
setStatusp1(STATUSp1.STOPPED);
}
},
statusp1 === STATUSp1.STARTED ? 1000 : null
// passing null stops the interval
);
probably a simple answer to my issue, but it is one that I cannot figure out. My countdown keeps on going past zero and into the negatives, I would like it to end when it hits zero. What am I doing wrong?
Thanks!
const [staticCountdown, setStaticCountdown] = useState(15);
const [countdown, setCountdown] = useState(15);
const setCount = (count) => {
if (!props.timerActive) {
setStaticCountdown(count);
setCountdown(count);
}
};
useEffect(() => {
let interval = null;
if (props.timerActive) {
interval = setInterval(() => {
setCountdown(countdown => countdown - 1);
}, 1000);
} else if (!props.timerActive && countdown === 0) {
clearInterval(interval);
}
return () => clearInterval(interval);
}, [props.timerActive, countdown]);
You should change
else if (!props.timerActive && countdown === 0)
into
(if (!props.timerActive || countdown === 0)
here is an example based on you code:
const {
useEffect,
useState
} = React;
function App(){
const [timerActive, setTimerActive] = useState(true);
const handleTimerActive = () => {
setTimerActive((prev) => !prev);
};
return (
<div className="App">
<Timer timerActive={timerActive} />
<button onClick={handleTimerActive}>
{timerActive ? "Stop" : "Run"}
</button>
</div>
);
}
function Timer(props) {
const [countdown, setCountdown] = useState(15);
useEffect(() => {
let interval = null;
if (props.timerActive) {
interval = setInterval(() => {
setCountdown((countdown) => countdown - 1);
}, 1000);
}
if (!props.timerActive || countdown === 0) {
clearInterval(interval);
}
return () => clearInterval(interval);
}, [props.timerActive, countdown]);
const handleReset = () => {
setCountdown(15);
};
return (
<div>
<h1>{countdown}</h1>
<button onClick={handleReset}>Reset</button>
</div>
);
}
ReactDOM.render( <App/> ,
document.getElementById("root")
);
<script src="https://cdnjs.cloudflare.com/ajax/libs/react/17.0.1/umd/react.production.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/react-dom/17.0.1/umd/react-dom.production.min.js"></script>
<div id="root"></div>
I am trying to manipulate the images shown in my React App by voice. I implemented the SR, which works fine:
<button onClick={SpeechRecognition.startListening}>Start</button>
I have an array of loadImages in my state, which is empty first:
const [loadImages, setLoadImages] = React.useState([]);
Whenever the word spoken is "kitten", the array of loadImages gets updated in this way:
if(transcript == "kitten")
{
const newImages = loadImages.concat({image: 'https://www.onlinekittencare.com/wp-content/uploads/2020/07/vChK6pTy3vN3KbYZ7UU7k3-1200-80.jpg'})
setLoadImages(newImages);
}
The transcript you see is a variable, which I initialized here:
const {transcript} = useSpeechRecognition();
In the render I use it to show what the SR understood, so if I say "hello" it shows "hello":
<p id="transcript">Transcript: {transcript}</p>
And this is where the images in loadImages show up:
{images.map((image) => {
return <URLImage image={image}/>;
})}
The problem is that whenever I say "kitten", which as stated above is used as a command to add the picture to the array loadImages, my React App gets blank. In the inspect I can also see that it says react-dom.development.js:14997 Uncaught Error: Too many re-renders. React limits the number of renders to prevent an infinite loop.
How do I fix that?
EDIT (I added the whole code):
function App() {
const [rectangles, setRectangles] = useState([]);
const [circles, setCircles] = useState([]);
const [selectedId, selectShape] = useState(null);
const [shapes, setShapes] = useState([]);
const [, updateState] = React.useState();
const stageEl = React.createRef();
const layerEl = React.createRef();
const fileUploadEl = React.createRef();
const [brushSize, setBrushSize] = React.useState('5');
const [isDrawing, setIsDrawing] = React.useState(false);
const dragUrl = React.useRef();
//const stageRef = React.useRef();
const [images, setImages] = React.useState([]);
const [loadImages, setLoadImages] = React.useState([]);
const getRandomInt = max => {
return Math.floor(Math.random() * Math.floor(max));
};
const {transcript} = useSpeechRecognition();
const URLImage = ({image}) => {
const [img] = useImage(image.src);
return (
<Image
image = {img}
x = {image.x}
y = {image.y}
offsetX = {50}
offsetY = {50}
width={200}
height={200}
draggable
/>
);
};
const drawLine = () => {
setIsDrawing(true);
if(isDrawing){
addLine(stageEl.current.getStage(), layerEl.current, brushSize);
};
};
const eraseLine = () => {
addLine(stageEl.current.getStage(), layerEl.current, brushSize, "erase");
};
const addRectangle = () => {
setIsDrawing(false);
const rect = {
x: getRandomInt(100),
y: getRandomInt(100),
width: 100,
height: 100,
fill: "red",
id: `rect${rectangles.length + 1}`,
};
const rects = rectangles.concat([rect]);
setRectangles(rects);
const shs = shapes.concat([`rect${rectangles.length + 1}`]);
setShapes(shs);
};
const forceUpdate = React.useCallback(() => updateState({}), []);
const undo = () => {
const lastId = shapes[shapes.length - 1];
let index = circles.findIndex(c => c.id == lastId);
if (index != -1) {
circles.splice(index, 1);
setCircles(circles);
}
index = rectangles.findIndex(r => r.id == lastId);
if (index != -1) {
rectangles.splice(index, 1);
setRectangles(rectangles);
}
index = images.findIndex(r => r.id == lastId);
if (index != -1) {
images.splice(index, 1);
setImages(images);
}
shapes.pop();
setShapes(shapes);
forceUpdate();
};
document.addEventListener("keydown", ev => {
if (ev.code == "Delete") {
let index = circles.findIndex(c => c.id == selectedId);
if (index != -1) {
circles.splice(index, 1);
setCircles(circles);
}
index = rectangles.findIndex(r => r.id == selectedId);
if (index != -1) {
rectangles.splice(index, 1);
setRectangles(rectangles);
}
index = images.findIndex(r => r.id == selectedId);
if (index != -1) {
images.splice(index, 1);
setImages(images);
}
forceUpdate();
}
});
if(transcript == "kitten")
{
const newImages = loadImages.concat({image: 'https://www.onlinekittencare.com/wp-content/uploads/2020/07/vChK6pTy3vN3KbYZ7UU7k3-1200-80.jpg'})
setLoadImages(newImages);
}
return (
<div className="home-page">
{loadImages.map(image => (
<img id="img" className="img"
src={image.image}
width="200"
height="200"
onDragStart={(e) => {
dragUrl.current = e.target.src;}}
/>
))}
<div
onDrop={(e) => {
e.preventDefault();
// register event position
stageEl.current.setPointersPositions(e);
// add image
setImages(
images.concat([
{
...stageEl.current.getPointerPosition(),
src: dragUrl.current,
},
])
);
}}
onDragOver={(e) =>
e.preventDefault()
}
>
<h1>Whiteboard</h1>
<button onClick={addRectangle}>
Rectangle
</button>
<button>
Circle
</button>
<button onClick={drawLine}>
Line
</button>
<button onClick={eraseLine}>
Erase
</button>
<select
value={brushSize}
onChange={(e) => {
setBrushSize(e.target.value);
drawLine();
}}
>
<option value="5">5</option>
<option value="20">20</option>
<option value="50">50</option>
</select>
<button variant="secondary">
Text
</button>
<button variant="secondary">
Image
</button>
<button variant="secondary" onClick={undo}>
Undo
</button>
<p id="transcript">Transcript: {transcript}</p>
<button onClick={SpeechRecognition.startListening}>Start</button>
<Stage
width={window.innerWidth * 0.9}
height={window.innerHeight - 150}
ref={stageEl}
dragabble
onMouseDown={e => {
// deselect when clicked on empty area
const clickedOnEmpty = e.target === e.target.getStage();
if (clickedOnEmpty) {
selectShape(null);
}
}}
>
<Layer ref={layerEl}>
{rectangles.map((rect, i) => {
return (
<Rectangle
key={i}
shapeProps={rect}
isSelected={rect.id === selectedId}
//onSelect={() => {
// selectShape(rect.id);
//}}
onChange={newAttrs => {
const rects = rectangles.slice();
rects[i] = newAttrs;
setRectangles(rects);
}}
/>
);
})}
{images.map((image) => {
return <URLImage image={image}/>;
})}
</Layer>
</Stage>
</div>
</div>
);
}
export default App;
Based on the code you've shared, it has to do with how you're updating the state if the transcript is equal to kitten.
Essentially, the logic you've written says, on render, if the transcript is kitten, update the state. BUT, when you update the state, that will re-render, and hit that logic again... and again... and again. The solution here is to wrap that in a useEffect – React Docs explain it best but in simple terms, you want to "do something" as a side effect of "something else".
In this case, if the transcript updates, you want to check the state of transcript, and if it meets a condition, you want to update your state:
React.useEffect(() => {
if (transcript === "kitten") {
const newImages = loadImages.concat({image: 'https://www.onlinekittencare.com/wp-content/uploads/2020/07/vChK6pTy3vN3KbYZ7UU7k3-1200-80.jpg'})
setLoadImages(newImages);
}
}, [transcript]);
The final piece to the useEffect is a dependency array ([transcript])–this dictates to React which item you want to watch for changes in–if transcript changes, it will run your effect and only when it changes, instead of every time it renders.
In my project, I'm using the React Countdown Clock Timer NPM package. I have two of these timers show up at once, a minutes timer and seconds timer. Everything works fine except when I switch tabs my minutes keeps the correct amount of minutes, while my seconds timer resets. I want the seconds timer to still keep the correct amount of settings even when I switch tabs.
This is my current file for the timer where the iies
import React, { useState, useContext } from "react";
import { CountdownCircleTimer } from "react-countdown-circle-timer";
import { AuthContext } from "../../context/Auth";
import { ChillContext } from "../../context/ChillContext";
import { db } from "../../services/firebase";
import firebase from "firebase/app";
import chime from "../../sounds/chime.mp3";
import {
CountdownTimerWrapper,
CountdownTimerMain,
TimersWrapper,
RestartButton,
StartStopButton,
ButtonsWrapper,
TimerCheck,
TimerHeading,
TimerControl,
TimerText,
} from "./CountdownTimerElements";
import Toggle from "../Toggle/Toggle";
import { Howl } from "howler";
const minuteSeconds = 60;
const hourSeconds = 3600;
const renderTime = (dimension, time) => {
return (
<div className="time-wrapper">
<div className="time">{time}</div>
<div>{dimension}</div>
</div>
);
};
const getTimeSeconds = (time) => (minuteSeconds - time) | 0;
const getTimeMinutes = (time) => ((time % hourSeconds) / minuteSeconds) | 0;
const CountdownTimer = () => {
const stratTime = Date.now() / 1000; // use UNIX timestamp in seconds
const workEndTime = stratTime + 25 * 60; // use UNIX timestamp in seconds
const chillEndTime = stratTime + 5 * 60;
const [minutesKey, setMinutesKey] = useState(0);
const [secondsKey, setSecondsKey] = useState(10);
const [playing, setPlaying] = useState(false);
const [timerButtonDesc, setTimerButtonDesc] = useState("Start");
const { currentUser } = useContext(AuthContext);
const { chill, setChill } = useContext(ChillContext);
const chillRemainingTime = chillEndTime - stratTime;
const workRemainingTime = workEndTime - stratTime;
const timerProps = {
isPlaying: playing,
size: 100,
strokeWidth: 6,
};
const sound = new Howl({
src: [chime],
});
return (
<CountdownTimerWrapper>
<CountdownTimerMain>
<TimerHeading>Pomodoro Timer</TimerHeading>
{chill ? (
<TimersWrapper>
<CountdownCircleTimer
{...timerProps}
colors={[["#9294e3"]]}
key={minutesKey}
duration={hourSeconds}
initialRemainingTime={chillRemainingTime % hourSeconds}
onComplete={(totalElapsedTime) => {
return [chillRemainingTime - totalElapsedTime > minuteSeconds];
}}
>
{({ elapsedTime }) =>
renderTime("minutes", getTimeMinutes(hourSeconds - elapsedTime))
}
</CountdownCircleTimer>
<TimerControl>
<Toggle
onChange={(event) => {
setChill(event.target.checked);
setSecondsKey((prevKey) => prevKey + 1);
setMinutesKey((prevKey) => prevKey + 1);
setTimerButtonDesc("Start");
setPlaying(false);
}}
/>
<TimerText>{chill ? "Chill" : "Work"} Timer </TimerText>
</TimerControl>
<CountdownCircleTimer
{...timerProps}
colors={[["#9294e3"]]}
key={secondsKey}
duration={minuteSeconds}
initialRemainingTime={chillRemainingTime % minuteSeconds}
onComplete={(totalElapsedTime) => {
console.log(totalElapsedTime - chillRemainingTime);
if (totalElapsedTime - chillRemainingTime === 0) {
return false;
}
return [chillRemainingTime - totalElapsedTime > 0];
}}
>
{({ elapsedTime }) =>
renderTime("seconds", getTimeSeconds(elapsedTime))
}
</CountdownCircleTimer>
</TimersWrapper>
) : (
<TimersWrapper>
<CountdownCircleTimer
{...timerProps}
colors={[["#d87463"]]}
key={minutesKey}
duration={hourSeconds}
initialRemainingTime={workRemainingTime % hourSeconds}
onComplete={(totalElapsedTime) => {
return [workRemainingTime - totalElapsedTime > minuteSeconds];
}}
>
{({ elapsedTime }) =>
renderTime("minutes", getTimeMinutes(hourSeconds - elapsedTime))
}
</CountdownCircleTimer>
<TimerControl>
<Toggle
onChange={(event) => {
setChill(event.target.checked);
setSecondsKey((prevKey) => prevKey + 1);
setMinutesKey((prevKey) => prevKey + 1);
setTimerButtonDesc("Start");
setPlaying(false);
}}
/>
<TimerText>{chill ? "Chill" : "Work"} Timer </TimerText>
</TimerControl>
<CountdownCircleTimer
{...timerProps}
colors={[["#d87463"]]}
key={secondsKey}
duration={minuteSeconds}
initialRemainingTime={workRemainingTime % minuteSeconds}
onComplete={(totalElapsedTime) => {
if (totalElapsedTime - workRemainingTime === 0) {
db.collection("emails")
.doc(currentUser.email)
.update({
pomodoros: firebase.firestore.FieldValue.increment(1),
});
sound.play();
}
return [workRemainingTime - totalElapsedTime > 0];
}}
>
{({ elapsedTime }) =>
renderTime("seconds", getTimeSeconds(elapsedTime))
}
</CountdownCircleTimer>
</TimersWrapper>
)}
<ButtonsWrapper>
<RestartButton
onClick={() => {
setSecondsKey((prevKey) => prevKey + 1);
setMinutesKey((prevKey) => prevKey + 1);
setPlaying(false);
setTimerButtonDesc("Start");
}}
>
Restart Timer
</RestartButton>
<TimerCheck />
<StartStopButton
onClick={() => {
if (timerButtonDesc === "Start") {
setTimerButtonDesc("Stop");
} else {
setTimerButtonDesc("Start");
}
setPlaying(!playing);
}}
>
{timerButtonDesc}
</StartStopButton>
</ButtonsWrapper>
</CountdownTimerMain>
</CountdownTimerWrapper>
);
};
export default CountdownTimer;
The issue you have is that you are setting "key" to minutesKey.
Everytime you change "key" the timer will reset. You want to pass a constant number in if reset is not a part of the folw. If reset is part of the flow, have a separate state for it.
<CountdownCircleTimer
{...timerProps}
colors={[["#d87463"]]}
key={0}
duration={minuteSeconds}
initialRemainingTime={workRemainingTime % minuteSeconds}
onComplete={(totalElapsedTime) => {
if (totalElapsedTime - workRemainingTime === 0) {
db.collection("emails")
.doc(currentUser.email)
.update({
pomodoros: firebase.firestore.FieldValue.increment(1),
});
sound.play();
}
return [workRemainingTime - totalElapsedTime > 0];
}}
>
{({ elapsedTime }) =>
renderTime("seconds", getTimeSeconds(elapsedTime))
}
</CountdownCircleTimer>