I am using React-dnd, and trying to create a table with sortable rows, which can only be dragged from a handle, which is a small span on the right hand side.
The example they give here
https://react-dnd.github.io/react-dnd/examples/customize/handles-and-previews
does not show any sorting. I can get the Handle to work, with a different preview, the problem is if I use the code they provide, the dropzone for sorting the table only works when I hover it directly over the span, not over the row like it should.
my code:
const dragRef = useRef<any>(null)
const [{ isDragging }, drag, preview] = useDrag({
type: DragTypeEnum.ENTRY,
item: () => {
return { id: props.id, index: props.sequence }
},
collect: (monitor: any) => ({
isDragging: monitor.isDragging(),
}),
});
const [{ handlerId }, drop] = useDrop({
accept: DragTypeEnum.ENTRY,
collect(monitor) {
return {
handlerId: monitor.getHandlerId(),
}
},
hover(item: DragItem, monitor: DropTargetMonitor) {
if (!dragRef.current) {
return
}
const dragId = item.id
const hoverId = props.id;
// Don't replace items with themselves
if (dragId === hoverId) {
return
}
// Determine rectangle on screen
const hoverBoundingRect = dragRef.current?.getBoundingClientRect()
// Get vertical middle
const hoverMiddleY =
(hoverBoundingRect.bottom - hoverBoundingRect.top) / 2
// Determine mouse position
const clientOffset = monitor.getClientOffset()
// Get pixels to the top
const hoverClientY = (clientOffset as XYCoord).y - hoverBoundingRect.top
// Only perform the move when the mouse has crossed half of the items height
// When dragging downwards, only move when the cursor is below 50%
// When dragging upwards, only move when the cursor is above 50%
// Dragging downwards
if (dragId < hoverId && hoverClientY < hoverMiddleY) {
console.log("downwards");
return
}
// Dragging upwards
if (dragId > hoverId && hoverClientY > hoverMiddleY) {
console.log("upwards");
return
}
// Time to actually perform the action
props.moveEntry(dragId, hoverId) //ONLY FIRING WHEN I GO OVER THE HANDLE :(
// Note: we're mutating the monitor item here!
// Generally it's better to avoid mutations,
// but it's good here for the sake of performance
// to avoid expensive index searches.
item.id = hoverId
},
});
const opacity = isDragging ? 0 : 1;
drag(drop(dragRef))
And the table tsx is:
<tr
style={{ opacity }}
data-handler-id={handlerId}
ref={preview} //THIS SHOULD BE THE PREVIEW HTML AND ALSO WHERE I CAN DRAG INTO
>
<td>
//emptied for demo purpose
</td>
<td>
//emptied for demo purpose
</td>
<td>
<span ref={dragRef}> // THIS IS MY DRAG HANDLE
<FontAwesomeIcon
icon="bars"
className="pointer"
></FontAwesomeIcon>
</span>
</>
}
</td>
</tr>
Create 2 refs for handler and for preview
for example like this
const dragRef = useRef<HTMLDivElement>(null)
const previewRef = useRef<HTMLDivElement>(null)
Then you need wrap your refs with handlers
drag(dragRef)
drop(preview(previewRef))
With your code it will be look like:
const dragRef = useRef<HTMLDivElement>(null)
const previewRef = useRef<HTMLDivElement>(null)
const [{ isDragging }, drag, preview] = useDrag({
type: DragTypeEnum.ENTRY,
item: () => {
return { id: props.id, index: props.sequence }
},
collect: (monitor: any) => ({
isDragging: monitor.isDragging(),
}),
});
const [{ handlerId }, drop] = useDrop({
accept: DragTypeEnum.ENTRY,
collect(monitor) {
return {
handlerId: monitor.getHandlerId(),
}
},
hover(item: DragItem, monitor: DropTargetMonitor) {
if (!previewRef.current) {
return
}
const dragId = item.id
const hoverId = props.id;
// Don't replace items with themselves
if (dragId === hoverId) {
return
}
// Determine rectangle on screen
const hoverBoundingRect = previewRef.current?.getBoundingClientRect()
// Get vertical middle
const hoverMiddleY =
(hoverBoundingRect.bottom - hoverBoundingRect.top) / 2
// Determine mouse position
const clientOffset = monitor.getClientOffset()
// Get pixels to the top
const hoverClientY = (clientOffset as XYCoord).y - hoverBoundingRect.top
// Only perform the move when the mouse has crossed half of the items height
// When dragging downwards, only move when the cursor is below 50%
// When dragging upwards, only move when the cursor is above 50%
// Dragging downwards
if (dragId < hoverId && hoverClientY < hoverMiddleY) {
console.log("downwards");
return
}
// Dragging upwards
if (dragId > hoverId && hoverClientY > hoverMiddleY) {
console.log("upwards");
return
}
// Time to actually perform the action
props.moveEntry(dragId, hoverId) //ONLY FIRING WHEN I GO OVER THE HANDLE :(
// Note: we're mutating the monitor item here!
// Generally it's better to avoid mutations,
// but it's good here for the sake of performance
// to avoid expensive index searches.
item.id = hoverId
},
});
const opacity = isDragging ? 0 : 1;
drag(dragRef)
drop(preview(previewRef))
table
<tr
style={{ opacity }}
data-handler-id={handlerId}
ref={previewRef} //THIS SHOULD BE THE PREVIEW HTML AND ALSO WHERE I CAN DRAG INTO
>
<td>
//emptied for demo purpose
</td>
<td>
//emptied for demo purpose
</td>
<td>
<span ref={dragRef}> // THIS IS MY DRAG HANDLE
<FontAwesomeIcon
icon="bars"
className="pointer"
></FontAwesomeIcon>
</span>
</>
}
</td>
</tr>
Related
Goal: I need to update the height of all rows according to the tallest cell between two tables.
I have created two tables that exist side by side that both look like so:
<Table aria-label="simple table">
<TableHead>
<TableRow>
{actualColumn.length && actualColumn.map(col => (
<TableCell>{col.feature.label}</TableCell>
))}
</TableRow>
</TableHead>
<TableBody>
{
rows.length && rows.map((cells, i) => (<TableRow sx={{
'&:nth-of-type(odd)': { backgroundColor: '#F8FBFE', },
'&:nth-of-type(even)': { backgroundColor: '#ECF1F6', },
}} key={i}>
{cells.map((cell) => {
const value = getCellValue(cell);
return (
<TableCell ref={cellRef} >
{value !== "" && <div>{value}</div>}
</TableCell>
)
})}
</TableRow>))
}
</TableBody>
</Table>
I tried to pass in as you can see a cellRef to access the the specific cell, and then inside useCallback to update the style of the cell height.
const [rowHeight, setRowHeight] = useState(0);
const rowRef = useCallback(node => {
if (node !== null) {
const rh = node.offsetHeight;
if (rowHeight < rh) {
setRowHeight(rh);
}
node.style.height = `${rowHeight}px`;
}
}, []);
Is there a different approach that i should be taking? Clearly this is not working but perhaps im on the right path.
The answer seems to have been easier than i thought.
I set the rowHeight as part of the state, and then used that to give height to both of the tables body. Then i also added a ref on the table body itself, and styled each row with height: 'inherit'
Code looks like so:
const [rowHeight, setRowHeight] = useState(0);
const rowRef = useCallback(node => {
if (node !== null) {
[...node.childNodes].forEach(({ offsetHeight = 0 }) => {
if(rowHeight < offsetHeight) {
setRowHeight(() => offsetHeight)
}
})
}
}, [rowHeight]);
I have a problem getting react-beautiful-dnd to work without flickering. I have followed the example in the egghead course. Here is my code sample.
Item List Container
onDragEnd = (result) => {
if (this.droppedOutsideList(result) || this.droppedOnSamePosition(result)) {
return;
}
this.props.itemStore.reorderItem(result);
}
droppedOnSamePosition = ({ destination, source }) => destination.droppableId
=== source.droppableId && destination.index === source.index;
droppedOutsideList = result => !result.destination;
render() {
return (
<DragDropContext onDragEnd={this.onDragEnd}>
<div>
{this.props.categories.map((category, index) => (
<ListCategory
key={index}
category={category}
droppableId={category._id}
/>
))}
</div>
</DragDropContext>
);
}
Item Category
const ListCategory = ({
category, droppableId,
}) => (
<Droppable droppableId={String(droppableId)}>
{provided => (
<div
{...provided.droppableProps}
ref={provided.innerRef}
>
<ListTitle
title={category.name}
/>
<ListItems category={category} show={category.items && showIndexes} />
{provided.placeholder}
</div>
)}
</Droppable>
);
List items
<Fragment>
{category.items.map((item, index) => (
<ListItem
key={index}
item={item}
index={index}
/>
))}
</Fragment>
Items
render() {
const {
item, index, categoryIndex, itemStore,
} = this.props;
return (
<Draggable key={index} draggableId={item._id} index={index}>
{(provided, snapshot) => (
<div
role="presentation"
className={cx({
'list-item-container': true,
'selected-list-item': this.isSelectedListItem(item._id),
})}
ref={provided.innerRef}
{...provided.draggableProps}
{...provided.dragHandleProps}
style={getItemStyle(snapshot.isDragging, provided.draggableProps.style)}
onClick={this.handleItemClick}
>
<div className={cx('select-title')}>
<p className={cx('list-item-name')}>{item.title}</p>
</div>
{capitalize(item.importance)}
</div>
</div>
)}
</Draggable>
);
}
Method to reorder Items (I'm using Mobx-State_Tree)
reorderItem: flow(function* reorderItem(result) {
const { source, destination } = result;
const categorySnapshot = getSnapshot(self.itemCategories);
const sourceCatIndex = self.itemCategories
.findIndex(category => category._id === source.droppableId);
const destinationCatIndex = self.itemCategories
.findIndex(category => category._id === destination.droppableId);
const sourceCatItems = Array.from(categorySnapshot[sourceCatIndex].items);
const [draggedItem] = sourceCatItems.splice(source.index, 1);
if (sourceCatIndex === destinationCatIndex) {
sourceCatItems.splice(destination.index, 0, draggedItem);
const prioritizedItems = setItemPriorities(sourceCatItems);
applySnapshot(self.itemCategories[sourceCatIndex].items, prioritizedItems);
try {
yield itemService.bulkEditPriorities(prioritizedItems);
} catch (error) {
console.error(`Problem editing priorities: ${error}`);
}
} else {
const destinationCatItems = Array.from(categorySnapshot[destinationCatIndex].items);
destinationCatItems.splice(destination.index, 0, draggedItem);
const prioritizedSourceItems = setItemPriorities(sourceCatItems);
applySnapshot(self.itemCategories[sourceCatIndex].items, prioritizedSourceItems);
const prioritizedDestItems = setItemPriorities(destinationCatItems);
applySnapshot(self.itemCategories[destinationCatIndex].items, prioritizedDestItems);
try {
const sourceCatId = categorySnapshot[sourceCatIndex]._id;
const originalItemId = categorySnapshot[sourceCatIndex].items[source.index]._id;
yield itemService.moveItemToNewCategory(originalItemId, sourceCatId, destinationCatIndex);
} catch (error) {
console.error(`Problem editing priorities: ${error}`);
}
}
}),
Sample data
const itemData = [
{
_id: 'category-1',
title: 'Backlog',
items: [
{ _id: 'item-1', title: 'Here and back again' },
},
{
_id: 'category-2',
title: 'In progress',
items: []
},
{
_id: 'category-3',
title: 'Done',
items: []
}
}
}
Summary
When and item is dragged and dropped, I check to see if the item is dropped in the outside the dnd context or in the same position it was dragged from. If true, i do nothing.
If the item is dropped within the context, i check to see if it was dropped in the same category. if true, i remove the item from its current position, put it in the target position, update my state, and make an API call.
If it was dropped in a different category, i remove the item from the source category, add to the new category, update the state and make an API call.
Am I missing something?
I am using both mst and the react-beautiful-dnd library
I will just paste my onDragEnd action method
onDragEnd(result: DropResult) {
const { source, destination } = result;
// dropped outside the list
if (!destination) {
return;
}
if (source.droppableId === destination.droppableId) {
(self as any).reorder(source.index, destination.index);
}
},
reorder(source: number, destination: number) {
const tempLayout = [...self.layout];
const toMove = tempLayout.splice(source, 1);
const item = toMove.pop();
tempLayout.splice(destination + lockedCount, 0, item);
self.layout = cast(tempLayout);
},
I think in order to avoid the flicker you need to avoid using applySnapshot
You can replace this logic
const sourceCatItems = Array.from(categorySnapshot[sourceCatIndex].items);
const [draggedItem] = sourceCatItems.splice(source.index, 1);
sourceCatItems.splice(destination.index, 0, draggedItem);
const prioritizedItems = setItemPriorities(sourceCatItems);
applySnapshot(self.itemCategories[sourceCatIndex].items, prioritizedItems);
just splice the items tree
const [draggedItem] = categorySnapshot[sourceCatIndex].items.splice(destination.index, 0, draggedItem)
this way you don't need to applySnapshot on the source items after
I believe this issue is caused by multiple dispatches happening at the same time.
There're couple of things going on at the same time. The big category of stuff is going on is the events related to onDragStart, onDragEnd and onDrop. Because that's where an indicator has to show to the user they are dragging and which item they are dragging from and to.
So especially you need to put a timeout to onDragStart.
const invoke = (fn: any) => { setTimeout(fn, 0) }
Because Chrome and other browser will cancel the action if you don't do that. However that is also the key to prevent flickery.
const DndItem = memo(({ children, index, onItemDrop }: DndItemProps) => {
const [dragging, setDragging] = useState(false)
const [dropping, setDropping] = useState(false)
const dragRef = useRef(null)
const lastEnteredEl = useRef(null)
const onDragStart = useCallback((e: DragEvent) => {
const el: HTMLElement = dragRef.current
if (!el || (
document.elementFromPoint(e.clientX, e.clientY) !== el
)) {
e.preventDefault()
return
}
e.dataTransfer.setData("index", `${index}`)
invoke(() => { setDragging(true) })
}, [setDragging])
const onDragEnd = useCallback(() => {
invoke(() => { setDragging(false) })
}, [setDragging])
const onDrop = useCallback((e: any) => {
invoke(() => { setDropping(false) })
const from = parseInt(e.dataTransfer.getData("index"))
onItemDrop && onItemDrop(from, index)
}, [setDropping, onItemDrop])
const onDragEnter = useCallback((e: DragEvent) => {
lastEnteredEl.current = e.target
e.preventDefault()
e.stopPropagation()
setDropping(true)
}, [setDropping])
const onDragLeave = useCallback((e: DragEvent) => {
if (lastEnteredEl.current !== e.target) {
return
}
e.preventDefault()
e.stopPropagation()
setDropping(false)
}, [setDropping])
return (
<DndItemStyle
draggable="true"
onDragStart={onDragStart}
onDragEnd={onDragEnd}
onDrop={onDrop}
onDragOver={onDragOver}
onDragEnter={onDragEnter}
onDragLeave={onDragLeave}
dragging={dragging}
dropping={dropping}
>
{(index < 100) && (
cloneElement(children as ReactElement<any>, { dragRef })
)}
</DndItemStyle>
)
})
I have to apply two more timeout invoke in the above DndItem, the reason for that is during the drop, there're two many events are competing with each other, to name a few
onDragEnd, to sugar code the indicator
onDrop, to re-order
I need to make sure re-order happens very quickly. Because otherwise you get double render, one with the previous data, and one with the next data. And that's why the flickery is about.
In short, React + Dnd needs to apply setTimeout so that the order of the paint can be adjusted to get the best result.
Please, look at my code, I assign a new value to the variable in data and var width have value 100. After that, when animation end, i try return value to var width 100, and start animation again, but Vue does not assign new value 100 and stay 0. But if i will do this with setTimeout it's work perfect. Why is this not happening in nextTick?
link to jsfiddle
new Vue({
el: '#app',
data: {
width: 100,
time: 0
},
mounted() {
setTimeout(() => {
this.time = 5000;
this.width = 0;
setTimeout(() => {
this.rerenderBar();
}, 5100)
}, 1000)
},
methods: {
rerenderBar() {
this.time = 0;
this.width = 100;
/* this.$nextTick(() => {
this.time = 5000;
this.width = 0;
}) */
setTimeout(() => {
this.time = 5000;
this.width = 0;
}, 1500)
}
}
})
<div id="app">
<div class="progress-bar-wrap">
<div class="progress-bar" :style="{
'width': width + '%',
'transition-duration': `${time}ms`
}"></div>
</div>
</div>
My guess is that because $nextTick runs after Vue's DOM update cycle and your animations are powered by css transitions directly on the element (not handled by Vue), the $nextTick happens immediately after calling renderBar It does not wait for your animation to complete.
If you need to wait for the animation to finish, you can look into using Vue Transitions and use Javascript Hooks to reset the width of the bar when the animation finishes.
I'm writing an image picker using react-native's CameraRoll API and rendering them in a FlatList inside CameraRollScreen component. This component takes a prop called maxPhotos, say 3, when a user has selected 3 photos, all other photos will be disabled (cannot be selected anymore), it looks like this (this is what I have right now, it works, but not performant):
As you can see, when I've selected 3 photos (which is the limit), all other photos are covered by a transparent view (disabled). This is not performant, doesn't seem so in the GIF, but when running on a real device, this problem can no longer be ignored. Selecting the first 2 photos doesn't cause any lag, however, upon selecting the last photo, since all other photos will have to be disabled, it becomes laggy. But I have no idea how else I could disable the other photos without disabling them 1 by 1. Here is the code I have for my image picker:
Since every image has different states, I also make each photo a PureComponent called CameraRollImage that has the following state:
{
uri: '',
index: -1 // if not selected, it's -1, if selected, it denotes
// the position of the photo in the 'selectedPhotos'
// array
disabled: false // Whether it should be disabled
}
CameraRollImage component:
class CameraRollImage extends PureComponent {
constructor(props) {
super(props);
this.state = {
uri: '',
index: -1,
disabled: false
};
this.onSelectPhoto = this.onSelectPhoto.bind(this);
}
componentWillMount() {
const { uri, index, disabled } = this.props;
this.setState({ uri, index, disabled });
}
componentWillReceiveProps(nextProps) {
const { uri, index, disabled } = nextProps;
this.setState({ uri, index, disabled });
}
onSelectPhoto() {
const { uri, index } = this.state;
this.props.onSelectPhoto({ uri, index });
// 'onSelectPhoto' is a method passed down to each photo
// from 'CameraRollScreen' component
}
render() {
const { uri, index, disabled } = this.state;
return (
<View style={{ ... }}>
<TouchableOpacity
disabled={disabled}
onPress={this.onSelectPhoto}
>
<Image
source={{ uri }}
style={{ ... }}
/>
</TouchableOpacity>
// If disabled, render a transparent view that covers the photo
{disabled && <View
style={{
position: 'absolute',
backgroundColor: 'rgba(0, 0, 0, 0.75)',
width: ... height: ...
}}
/>}
// render the index here
</View>
);
}
}
export default CameraRollImage;
Then, in CameraRollScreen Component:
class CameraRollScreen extends Component {
constructor(props) {
super(props);
this.state = {
allPhotos: [], // all photos in camera roll
selectedPhotos: []
};
this.onSelectPhoto = this.onSelectPhoto.bind(this);
this.renderPhoto = this.renderPhoto.bind(this);
}
componentWillMount() {
// Access the photo library to grab all photos
// using 'CameraRoll' API then push all photos
// to 'allPhotos' property of 'this.state'
}
onSelectPhoto({ uri, index }) {
let { selectedPhotos } = { ...this.state };
if (index === -1) {
// this means that this photo is not selected
// and we should add it to 'selectedPhotos' array
selectedPhotos.push(uri);
} else {
_.pullAt(selectedPhotos, index);
}
this.setState({ selectedPhotos });
}
renderPhoto({ item }) {
// item is the uri of the photo
const { selectedPhotos } = this.state;
const index = _.indexOf(selectedPhotos, item);
// A photo should be disabled when reach the limit &&
// it's not selected (index === -1)
return (
<CameraRollImage
uri={item}
index={index}
onSelectPhoto={this.onSelectPhoto}
disabled={index === -1 && selectedPhotos.length >= 3}
/>
);
}
render() {
const { allPhotos } = this.state;
return (
<FlatList
data={allPhotos}
extraData={this.state}
...
...
numColumns={3}
renderItem={this.renderPhoto}
/>
);
}
}
export default CameraRollScreen;
I have only 100 photos in my photo library and it's already causing lags, many people have way way way more photos than I do, this way will cause disaster, but how should I go about updating so many photos in FlatList? Or, should I use FlatList at all?
Found the solution, thanks to Pir Shukarullah Shah and RaphaMex.
If I scroll down fast enough, many images were not rendered and they are being rendered when I reach them. This seems right, why render them anyway when they're not on the screen? What I did was that I made use of onViewableItemsChanged of FlatList:
<FlatList
...
...
keyExtractor={(item) => item} // This is important!!!
onViewableItemsChanged={this.onViewablePhotosChanged}
initialNumberToRender={Math.ceil(SCREEN_HEIGHT / IMAGE_SIZE) * 3}
...
/>
Then, onViewablePhotosChanged method:
onViewablePhotosChanged({ viewableItems }) {
let viewablePhotos = [];
viewableItems.forEach((item) => viewablePhotos.push(item.key));
this.setState({ viewablePhotos });
// Here, every object in 'viewableItems' has a key, which
// is the key you provided in 'keyExtractor={(item) => ...}',
// I used the 'uri' of each photo as the key, that's why
// I am pushing viewable photos' uri's to 'viewablePhotos' array
}
Lastly, modify the renderPhoto function to pass a viewable prop
renderPhoto({ item }) {
...
...
return (
<CameraRollImage
...
...
viewable={_.include(this.state.viewablePhotos, item)}
/>
);
}
Then, in CameraRollImage component, where we render images, there is a prop called viewable, if viewable === false, we simply do not update it:
componentWillReceiveProps(nextProps) {
const { ..., ..., viewable } = nextProps;
if (!viewable) {
this.setState({ viewable: false });
return;
}
...
...
}
BETTER YET!!! if viewable is false, instead of rendering the image, we render an equal-sized empty view, you know, to save memory, which of course doesn't seem to be important if there're only 100 photos:
render() {
if (!this.state.viewable) {
return (
<View
style={{
width={IMAGE_SIZE}
height={IMAGE_SIZE}
}}
/>
);
}
return (
<Image
...
...
/>
);
}
I'm using React-Bootstrap Popover and I was wondering if there is any builtin property that I can add either to Popover itself or to OverlayTrigger so only one popover will display at a time.
You can try rootClose props which will trigger onHide when the user clicks outside the overlay. Please note that in this case onHide is mandatory. e.g:
const Example = React.createClass({
getInitialState() {
return { show: true };
},
toggle() {
this.setState({ show: !this.state.show });
},
render() {
return (
<div style={{ height: 100, position: 'relative' }}>
<Button ref="target" onClick={this.toggle}>
I am an Overlay target
</Button>
<Overlay
show={this.state.show}
onHide={() => this.setState({ show: false })}
placement="right"
container={this}
target={() => ReactDOM.findDOMNode(this.refs.target)}
rootClose
>
<CustomPopover />
</Overlay>
</div>
);
},
});
I managed to do this in a somewhat unconventional manner. You can create a class which tracks the handlers of all of your tooltips:
export class ToolTipController {
showHandlers = [];
addShowHandler = (handler) => {
this.showHandlers.push(handler);
};
setShowHandlerTrue = (handler) => {
this.showHandlers.forEach((showHandler) => {
if (showHandler !== handler) {
showHandler(false);
}
});
handler(true);
};
}
Then in your tooltip component:
const CustomToolTip = ({
children,
controller,
}: CustomToolTipProps) => {
const [showTip, setShowTip] = useState(false);
useEffect(() => {
if (!controller) return;
controller.addShowHandler(setShowTip);
}, []);
return (
<OverlayTrigger
onToggle={(nextShow) => {
if (!nextShow) return setShowTip(false);
controller ? controller.setShowHandlerTrue(setShowTip) : setShowTip(true);
}}
show={showTip}
overlay={(props: any) => <Overlay {...props}/>}
>
<div className={containerClassName}>{children}</div>
</OverlayTrigger>
);
};
It's not really a 'Reacty' solution but it works quite nicely. Note that the controller is completely optional here so if you wanted you could not pass that in and it would then behave like a normal popover allowing multiple tooltips at once.
Basically to use it you can create another component and instantiate a controller which you pass into CustomToolTip. Then for any tooltips which are rendered using that component, only 1 will appear at a time.
STEP 1: we declare a currentPopover variable that contain current popover id, so we are sure that there is only one popover at a time.
const [currentPopover, setCurrentPopover] = useState(null);
STEP 2: the OverlayTrigger from react-bootstrap has properties to set popover state manually. If the currentPopover variable is equal to popover id then we show the popover.
show={currentPopover === `${i}`}
STEP 3: the OverlayTrigger from react-bootstrap has properties to handle popover click manually. On click we update the currentPopover variable with the new id, except if we clicked on the current.
onToggle={() => {
if( currentPopover === `${i}` )
setCurrentPopover(null)
else
setCurrentPopover(`${i}`)
}}
RESULT:
const [currentPopover, setCurrentPopover] = useState(null);
<OverlayTrigger
trigger="click"
show={currentPopover == `${i}`}
onToggle={() => {
if( currentPopover == `${i}` )
setCurrentPopover(null)
else
setCurrentPopover(`${i}`)
}}
>
(I use ${i} as id cause my OverlayTrigger is in a loop where i is the index)