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Current behaviour: once the timer is complete, the values passed to renderer remain at 0.
I have a use case that would essentially need the timer to go into "overtime" e.g. imagine a timer counting down to full time in the football, if the game goes in to overtime, I'd like to display a negative counter e.g. -1m 23s. Essentially this means the counter is now counting "up" passed end date.
Thanks for your message and this suggestion. I like the idea and will consider adding this at some point in v3, but for now, I don't think it's possible to do that given how the countdown currently works.
You might be able to customize the renderer function in a way to go into this "overtime", but you would have to implement that logic on your own, where your previous end date would essentially become your new start date (e.g. an interval could be started to update it on a second-basis). You could then use one of the util functions to calculate the time parts to display it in your preferred way.
PS: If you or someone else wants to see this functionality in v2 already, we could discuss the details of how to implement it in a more generic way and you could try to add it, otherwise, this will be something for v3+!
Current behaviour: once the timer is complete, the values passed to
renderer
remain at 0.I have a use case that would essentially need the timer to go into "overtime" e.g. imagine a timer counting down to full time in the football, if the game goes in to overtime, I'd like to display a negative counter e.g. -1m 23s. Essentially this means the counter is now counting "up" passed end date.
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