I am very new to ReactJS (as in, just started today). I don\'t quite understand how setState
works. I am combining React and Easel JS to draw a grid based on
when new props or states being received (like you call setState
here), React will invoked some functions, which are called componentWillUpdate
and componentDidUpdate
in your case, just simply add a componentDidUpdate
function to call this.drawGrid()
here is working code in JS Bin
as I mentioned, in the code, componentDidUpdate
will be invoked after this.setState(...)
then componentDidUpdate
inside is going to call this.drawGrid()
read more about component Lifecycle in React https://facebook.github.io/react/docs/component-specs.html#updating-componentwillupdate
setState
return a Promise
In addition to passing a callback
to setState()
method, you can wrap it around an async
function and use the then()
method -- which in some cases might produce a cleaner code:
(async () => new Promise(resolve => this.setState({dummy: true}), resolve)()
.then(() => { console.log('state:', this.state) });
And here you can take this one more step ahead and make a reusable setState
function that in my opinion is better than the above version:
const promiseState = async state =>
new Promise(resolve => this.setState(state, resolve));
promiseState({...})
.then(() => promiseState({...})
.then(() => {
... // other code
return promiseState({...});
})
.then(() => {...});
This works fine in React 16.4, but I haven't tested it in earlier versions of React yet.
Also worth mentioning that keeping your callback code in componentDidUpdate
method is a better practice in most -- probably all, cases.
With hooks in React 16.8 onward, it's easy to do this with useEffect
I've created a CodeSandbox to demonstrate this.
useEffect(() => {
// code to be run when state variables in
// dependency array changes
}, [stateVariables, thatShould, triggerChange])
Basically, useEffect
synchronises with state changes and this can be used to render the canvas
import React, { useState, useEffect, useRef } from "react";
import { Stage, Shape } from "@createjs/easeljs";
import "./styles.css";
export default function App() {
const [rows, setRows] = useState(10);
const [columns, setColumns] = useState(10);
let stage = useRef()
useEffect(() => {
stage.current = new Stage("canvas");
var rectangles = [];
var rectangle;
//Rows
for (var x = 0; x < rows; x++) {
// Columns
for (var y = 0; y < columns; y++) {
var color = "Green";
rectangle = new Shape();
rectangle.graphics.beginFill(color);
rectangle.graphics.drawRect(0, 0, 32, 44);
rectangle.x = y * 33;
rectangle.y = x * 45;
stage.current.addChild(rectangle);
var id = rectangle.x + "_" + rectangle.y;
rectangles[id] = rectangle;
}
}
stage.current.update();
}, [rows, columns]);
return (
<div>
<div className="canvas-wrapper">
<canvas id="canvas" width="400" height="300"></canvas>
<p>Rows: {rows}</p>
<p>Columns: {columns}</p>
</div>
<div className="array-form">
<form>
<label>Number of Rows</label>
<select
id="numRows"
value={rows}
onChange={(e) => setRows(e.target.value)}
>
{getOptions()}
</select>
<label>Number of Columns</label>
<select
id="numCols"
value={columns}
onChange={(e) => setColumns(e.target.value)}
>
{getOptions()}
</select>
</form>
</div>
</div>
);
}
const getOptions = () => {
const options = [1, 2, 5, 10, 12, 15, 20];
return (
<>
{options.map((option) => (
<option key={option} value={option}>
{option}
</option>
))}
</>
);
};
render
will be called every time you setState
to re-render the component if there are changes. If you move your call to drawGrid
there rather than calling it in your update*
methods, you shouldn't have a problem.
If that doesn't work for you, there is also an overload of setState
that takes a callback as a second parameter. You should be able to take advantage of that as a last resort.
setState(updater[, callback])
is an async function:
https://facebook.github.io/react/docs/react-component.html#setstate
You can execute a function after setState is finishing using the second param callback
like:
this.setState({
someState: obj
}, () => {
this.afterSetStateFinished();
});