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I have an issue with preventing double (multiple) eventListener handling in code:

var locked;

button.addEventListener("click", function() {
    if (locked) return;
    locked = true;
    calculateSomethingHeavy();
    locked = false;
}

Second immediate button click triggers another event, despite locked == true. Things like button.disabled = true or setTimeout(function() {locked = true;}, 0) have no effect because (I guess) second call is stacked and will be invoked only after first is fully handled. I think I'm missing some whole technology of asynchronous event handling. How to do this in pure js?

I have an issue with preventing double (multiple) eventListener handling in code:

var locked;

button.addEventListener("click", function() {
    if (locked) return;
    locked = true;
    calculateSomethingHeavy();
    locked = false;
}

Second immediate button click triggers another event, despite locked == true. Things like button.disabled = true or setTimeout(function() {locked = true;}, 0) have no effect because (I guess) second call is stacked and will be invoked only after first is fully handled. I think I'm missing some whole technology of asynchronous event handling. How to do this in pure js?

Share Improve this question asked Jul 8, 2018 at 20:21 Roman SergeevRoman Sergeev 931 silver badge4 bronze badges 3
  • 1 Is calculateSomethingHeavy heavy or asynchronous (or both)? Those are very distinct concepts – CertainPerformance Commented Jul 8, 2018 at 20:22
  • 1 If calculateSomethingHeavy is meant to be asynchronous and you need locked to be set to false after it pletes, then you need to return a Promise from calculateSomethingHeavy and set locked to false in its success handler. As written, this is synchronous code, so locked will be set to false immediately after calculateSomethingHeavy is called. – Daniel Beck Commented Jul 8, 2018 at 20:40
  • Actually, calculateSomethingHeavy is a bit tricky - the function fills a big canvas with pixels and after its first call it timeouts itself 99 more times to give some time for refreshing progress bars on the page (so each function call does 1% of all calculations). But the thing is, eventListener behaviour doesn't depend on existence of those timeouts, so I put simplified version here (I hope solution also doesn' depend on that) – Roman Sergeev Commented Jul 9, 2018 at 21:50
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1 Answer 1

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The correct answer here depends on the definition of calculateSomethingHeavy. Presumably it's asynchronous based on the question title, but that could be implemented using callbacks, or events, or promises or async/await.

Regardless of which of those is at play here, what you need to do is ensure that locked is not set to false until after calculateSomethingHeavy has finished. That might look like the following in each case...

Callbacks

var locked;

button.addEventListener("click", function() {
    if (locked) return;
    locked = true;
    calculateSomethingHeavy(() => {
        locked = false;
    });
});

Events

var locked;

button.addEventListener("click", function() {
    if (locked) return;
    locked = true;
    calculateSomethingHeavy().on('finish', () => {
        locked = false;
    });
});

Promises

var locked;

button.addEventListener("click", function() {
    if (locked) return;
    locked = true;
    calculateSomethingHeavy()
        .then(() => {
            locked = false;
        });
});

async/await

var locked;

button.addEventListener("click", async function() {
    if (locked) return;
    locked = true;
    await calculateSomethingHeavy();
    locked = false;
});

本文标签: Asynchronous event handling in JavaScriptStack Overflow