Stop infinite recursion when updating state

I need to update a store using it's previous value inside a createEffect. I am using import { useKeyDownEvent } from "@solid-primitives/keyboard"; to handle keyboard inputs. i have a store
const [UserSettingsStore, setUserSettingsStore] = createStore({
showChat: true, ...})
const [UserSettingsStore, setUserSettingsStore] = createStore({
showChat: true, ...})
Now according to the docs , I am doing this https://primitives.solidjs.community/package/keyboard#usekeydownevent:
import { useKeyDownEvent } from "@solid-primitives/keyboard";

const event = useKeyDownEvent();

createEffect(() => {
const e = event();
console.log(e); // => KeyboardEvent | null

if (e) {
setUserSettingsStore("showChat", !UserSettingsStore.showChat)
}
});
import { useKeyDownEvent } from "@solid-primitives/keyboard";

const event = useKeyDownEvent();

createEffect(() => {
const e = event();
console.log(e); // => KeyboardEvent | null

if (e) {
setUserSettingsStore("showChat", !UserSettingsStore.showChat)
}
});
This is causing an infinite loop, since the value update of showChat is retriggering the createEffect. Is there a way to read current value of UserSettingsStore.showChat in a non-reactive way, ie. prevent it from triggering infinite loop
Solid Primitives
A library of high-quality primitives that extend SolidJS reactivity
4 Replies
REEEEE
REEEEE8mo ago
use untrack untrack(() => !UserSettingsStore.showChat)
ATA noob
ATA noobOP8mo ago
exactly I was looking for. i tried searching for it but I just wasn't getting it. Thank you so much
bigmistqke
bigmistqke8mo ago
Instead of untrack u can also do setUserSettingsStore("show chat", (showChat) => !showChat)
ATA noob
ATA noobOP8mo ago
Thank you, I was using your type of implementation initially. But I also had a few other use cases as well where I needed to access signals without tracking them. untrack helps in those places. Thank you for helping
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