I\'m trying to add a canvas over another canvas – how can I make this function wait to start until the first canvas is created?
function PaintObject(brush) {
Is better to relay in requestAnimationFrame
than in a setTimeout
. this is my solution in es6 modules and using Promises
.
es6, modules and promises:
// onElementReady.js
const onElementReady = $element => (
new Promise((resolve) => {
const waitForElement = () => {
if ($element) {
resolve($element);
} else {
window.requestAnimationFrame(waitForElement);
}
};
waitForElement();
})
);
export default onElementReady;
// in your app
import onElementReady from './onElementReady';
const $someElement = document.querySelector('.some-className');
onElementReady($someElement)
.then(() => {
// your element is ready
}
plain js and promises
:
var onElementReady = function($element) {
return new Promise((resolve) => {
var waitForElement = function() {
if ($element) {
resolve($element);
} else {
window.requestAnimationFrame(waitForElement);
}
};
waitForElement();
})
};
var $someElement = document.querySelector('.some-className');
onElementReady($someElement)
.then(() => {
// your element is ready
});