@lauf/store-follow
v2.0.0
Published
Await @lauf/store state changes and trigger business logic
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Track selected changes to state
Promise-oriented tracking to monitor selected parts of a @lauf/store {@link Store}. Re-runs a Selector after each change to store state, and notifies when the value returned by the Selector changes.
Read the API Reference or the reference usages below.
Usage
Follow a Selector
// given this example store
const gameStore = createStore({
steps: 0,
direction: null,
});
// queue any changes to `steps` to be passed to a callback
followSelector(
gameStore,
(state) => state.steps,
async (steps) => {
stepDisplay.innerText = `Completed ${steps} steps`;
}
);
Getting Started
Install
npm install @lauf/store-edit
Advanced Usage
Explicitly handle queue.receive()
For complex examples needing access to underlying queue logic, use
withSelectorQueue
. It's what followSelector
uses under the hood.
Sometimes you can't afford the syntactic sugar of followSelector
which
subscribes your callback automatically and hides the queue.receive()
API
that is notified of changes to your selection.
Like followSelector
, withSelectorQueue
also creates and subscribes a Queue
to be notified every time a new value is returned, but it passes this Queue
direct to your handler along with the initial selected value. It unsubscribes and
disposes the queue only when your handler returns.
Example
The withSelectorQueue
example below needs direct access to queue.receive()
as it waits for the first event of either...
- game character direction changed (from users keyboard input)
- timer expired (the character steps every 300ms)
It therefore has to use Promise.race()
to handle either the receive or the timeout, whichever comes first.
// given this example store
const gameStore = createStore({
steps: 0,
direction: null,
});
// track direction (set elsewhere in the app)
const lastDirection = await withSelectorQueue(
gameStore,
(state) => state.direction,
async function ({ receive }, initialDirection) {
let direction = initialDirection;
let directionPromise = null;
let stepPromise = null;
while (direction !== null) {
// loop until player stopped moving
directionPromise = directionPromise || receive();
stepPromise = stepPromise || sleep(STEP_MS);
const winner: string = await Promise.race([
directionPromise.then(() => "direction"),
stepPromise.then(() => "step"),
]);
if (winner === "direction") {
direction = await directionPromise; // direction changed
directionPromise = null; // dispose promise
} else if (winner === "step") {
stepDirection(direction); // time to step
stepPromise = null; // dispose promise
}
}
}
);