If you're looking for something more formal, you could build javascript class that encapsulates the setTimeout
/clearTimeout
functionality.
Such a class might look something like this:
/** class Timer **/
var Timer = function(delayMs, callbackFunc) {
this.delayMs = delayMs;
this.callbackFunc = callbackFunc;
this.timerState = 'new';
}
Timer.prototype.start = function() {
if( this.tmr ) return;
var self = this;
this.timerState = 'running';
this.tmr = setTimeout(function() { self._handleTmr(); }, this.delayMs);
}
Timer.prototype.cancel = function() {
if( ! this.tmr ) return;
clearTimeout(this.tmr);
this.tmr = null;
this.timerState = 'canceled';
}
Timer.prototype._handleTmr = function() {
this.tmr = null;
this.timerState = 'completed';
this.callbackFunc();
}
I've also included a timerState
attribute that would let you easily determine whether the timer was "completed" or "canceled".
You would use it like this:
var t = new Timer(500, function() {
alert('timer completed');
});
t.start();
// do whatever...
// now cancel the timer if it hasn't completed yet.
t.cancel();
// maybe you do some other stuff...
// then check the timerState, and act accordingly.
//
if( t.timerState == 'canceled' ) {
alert("the timer was canceled!");
} else {
alert("the timer completed uneventfully.");
}
You can extend the same basic idea to include additional functionality if you need it (eg. repeating timer, start/stop/resume, etc.)