fix(animations): ensure animateChild() works with all inner leave animations (#19532)
Closes #18305 PR Close #19532
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@ -68,7 +68,7 @@ export class StateValue {
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get params(): {[key: string]: any} { return this.options.params as{[key: string]: any}; }
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constructor(input: any) {
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constructor(input: any, public namespaceId: string = '') {
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const isObj = input && input.hasOwnProperty('value');
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const value = isObj ? input['value'] : input;
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this.value = normalizeTriggerValue(value);
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@ -192,7 +192,7 @@ export class AnimationTransitionNamespace {
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}
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let fromState = triggersWithStates[triggerName];
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const toState = new StateValue(value);
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const toState = new StateValue(value, this.id);
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const isObj = value && value.hasOwnProperty('value');
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if (!isObj && fromState) {
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@ -305,38 +305,31 @@ export class AnimationTransitionNamespace {
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}
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}
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private _destroyInnerNodes(rootElement: any, context: any, animate: boolean = false) {
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private _signalRemovalForInnerTriggers(rootElement: any, context: any, animate: boolean = false) {
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// emulate a leave animation for all inner nodes within this node.
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// If there are no animations found for any of the nodes then clear the cache
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// for the element.
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this._engine.driver.query(rootElement, NG_TRIGGER_SELECTOR, true).forEach(elm => {
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if (animate && containsClass(elm, this._hostClassName)) {
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const innerNs = this._engine.namespacesByHostElement.get(elm);
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// special case for a host element with animations on the same element
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if (innerNs) {
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innerNs.removeNode(elm, context, true);
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}
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this.removeNode(elm, context, true);
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const namespaces = this._engine.fetchNamespacesByElement(elm);
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if (namespaces.size) {
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namespaces.forEach(ns => { ns.triggerLeaveAnimation(elm, context, false, true); });
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} else {
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this.clearElementCache(elm);
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}
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});
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}
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removeNode(element: any, context: any, doNotRecurse?: boolean): void {
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const engine = this._engine;
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if (!doNotRecurse && element.childElementCount) {
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this._destroyInnerNodes(element, context, true);
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}
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const triggerStates = engine.statesByElement.get(element);
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triggerLeaveAnimation(
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element: any, context: any, destroyAfterComplete?: boolean,
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defaultToFallback?: boolean): boolean {
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const triggerStates = this._engine.statesByElement.get(element);
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if (triggerStates) {
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const players: TransitionAnimationPlayer[] = [];
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Object.keys(triggerStates).forEach(triggerName => {
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// this check is here in the event that an element is removed
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// twice (both on the host level and the component level)
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if (this._triggers[triggerName]) {
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const player = this.trigger(element, triggerName, VOID_VALUE, false);
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const player = this.trigger(element, triggerName, VOID_VALUE, defaultToFallback);
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if (player) {
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players.push(player);
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}
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@ -344,11 +337,55 @@ export class AnimationTransitionNamespace {
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});
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if (players.length) {
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engine.markElementAsRemoved(this.id, element, true, context);
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optimizeGroupPlayer(players).onDone(() => engine.processLeaveNode(element));
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return;
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this._engine.markElementAsRemoved(this.id, element, true, context);
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if (destroyAfterComplete) {
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optimizeGroupPlayer(players).onDone(() => this._engine.processLeaveNode(element));
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}
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return true;
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}
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}
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return false;
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}
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prepareLeaveAnimationListeners(element: any) {
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const listeners = this._elementListeners.get(element);
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if (listeners) {
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const visitedTriggers = new Set<string>();
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listeners.forEach(listener => {
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const triggerName = listener.name;
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if (visitedTriggers.has(triggerName)) return;
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visitedTriggers.add(triggerName);
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const trigger = this._triggers[triggerName];
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const transition = trigger.fallbackTransition;
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const elementStates = this._engine.statesByElement.get(element) !;
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const fromState = elementStates[triggerName] || DEFAULT_STATE_VALUE;
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const toState = new StateValue(VOID_VALUE);
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const player = new TransitionAnimationPlayer(this.id, triggerName, element);
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this._engine.totalQueuedPlayers++;
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this._queue.push({
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element,
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triggerName,
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transition,
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fromState,
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toState,
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player,
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isFallbackTransition: true
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});
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});
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}
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}
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removeNode(element: any, context: any): void {
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const engine = this._engine;
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if (element.childElementCount) {
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this._signalRemovalForInnerTriggers(element, context, true);
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}
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// this means that a * => VOID animation was detected and kicked off
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if (this.triggerLeaveAnimation(element, context, true)) return;
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// find the player that is animating and make sure that the
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// removal is delayed until that player has completed
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@ -379,33 +416,7 @@ export class AnimationTransitionNamespace {
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// during flush or will be picked up by a parent query. Either way
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// we need to fire the listeners for this element when it DOES get
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// removed (once the query parent animation is done or after flush)
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const listeners = this._elementListeners.get(element);
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if (listeners) {
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const visitedTriggers = new Set<string>();
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listeners.forEach(listener => {
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const triggerName = listener.name;
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if (visitedTriggers.has(triggerName)) return;
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visitedTriggers.add(triggerName);
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const trigger = this._triggers[triggerName];
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const transition = trigger.fallbackTransition;
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const elementStates = engine.statesByElement.get(element) !;
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const fromState = elementStates[triggerName] || DEFAULT_STATE_VALUE;
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const toState = new StateValue(VOID_VALUE);
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const player = new TransitionAnimationPlayer(this.id, triggerName, element);
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this._engine.totalQueuedPlayers++;
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this._queue.push({
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element,
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triggerName,
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transition,
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fromState,
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toState,
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player,
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isFallbackTransition: true
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});
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});
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}
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this.prepareLeaveAnimationListeners(element);
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// whether or not a parent has an animation we need to delay the deferral of the leave
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// operation until we have more information (which we do after flush() has been called)
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@ -468,7 +479,7 @@ export class AnimationTransitionNamespace {
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destroy(context: any) {
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this.players.forEach(p => p.destroy());
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this._destroyInnerNodes(this.hostElement, context);
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this._signalRemovalForInnerTriggers(this.hostElement, context);
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}
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elementContainsData(element: any): boolean {
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@ -603,6 +614,29 @@ export class TransitionAnimationEngine {
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private _fetchNamespace(id: string) { return this._namespaceLookup[id]; }
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fetchNamespacesByElement(element: any): Set<AnimationTransitionNamespace> {
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// normally there should only be one namespace per element, however
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// if @triggers are placed on both the component element and then
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// its host element (within the component code) then there will be
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// two namespaces returned. We use a set here to simply the dedupe
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// of namespaces incase there are multiple triggers both the elm and host
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const namespaces = new Set<AnimationTransitionNamespace>();
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const elementStates = this.statesByElement.get(element);
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if (elementStates) {
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const keys = Object.keys(elementStates);
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for (let i = 0; i < keys.length; i++) {
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const nsId = elementStates[keys[i]].namespaceId;
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if (nsId) {
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const ns = this._fetchNamespace(nsId);
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if (ns) {
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namespaces.add(ns);
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}
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}
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}
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}
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return namespaces;
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}
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trigger(namespaceId: string, element: any, name: string, value: any): boolean {
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if (isElementNode(element)) {
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this._fetchNamespace(namespaceId).trigger(element, name, value);
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@ -648,7 +682,7 @@ export class TransitionAnimationEngine {
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}
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}
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removeNode(namespaceId: string, element: any, context: any, doNotRecurse?: boolean): void {
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removeNode(namespaceId: string, element: any, context: any): void {
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if (!isElementNode(element)) {
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this._onRemovalComplete(element, context);
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return;
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@ -656,7 +690,7 @@ export class TransitionAnimationEngine {
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const ns = namespaceId ? this._fetchNamespace(namespaceId) : null;
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if (ns) {
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ns.removeNode(element, context, doNotRecurse);
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ns.removeNode(element, context);
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} else {
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this.markElementAsRemoved(namespaceId, element, false, context);
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}
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@ -688,37 +722,39 @@ export class TransitionAnimationEngine {
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destroyInnerAnimations(containerElement: any) {
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let elements = this.driver.query(containerElement, NG_TRIGGER_SELECTOR, true);
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elements.forEach(element => {
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const players = this.playersByElement.get(element);
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if (players) {
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players.forEach(player => {
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// special case for when an element is set for destruction, but hasn't started.
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// in this situation we want to delay the destruction until the flush occurs
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// so that any event listeners attached to the player are triggered.
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if (player.queued) {
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player.markedForDestroy = true;
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} else {
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player.destroy();
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}
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});
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}
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const stateMap = this.statesByElement.get(element);
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if (stateMap) {
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Object.keys(stateMap).forEach(triggerName => stateMap[triggerName] = DELETED_STATE_VALUE);
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}
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});
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elements.forEach(element => this.destroyActiveAnimationsForElement(element));
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if (this.playersByQueriedElement.size == 0) return;
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elements = this.driver.query(containerElement, NG_ANIMATING_SELECTOR, true);
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if (elements.length) {
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elements.forEach(element => {
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const players = this.playersByQueriedElement.get(element);
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if (players) {
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players.forEach(player => player.finish());
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elements.forEach(element => this.finishActiveQueriedAnimationOnElement(element));
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}
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destroyActiveAnimationsForElement(element: any) {
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const players = this.playersByElement.get(element);
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if (players) {
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players.forEach(player => {
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// special case for when an element is set for destruction, but hasn't started.
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// in this situation we want to delay the destruction until the flush occurs
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// so that any event listeners attached to the player are triggered.
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if (player.queued) {
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player.markedForDestroy = true;
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} else {
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player.destroy();
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}
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});
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}
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const stateMap = this.statesByElement.get(element);
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if (stateMap) {
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Object.keys(stateMap).forEach(triggerName => stateMap[triggerName] = DELETED_STATE_VALUE);
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}
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}
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finishActiveQueriedAnimationOnElement(element: any) {
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const players = this.playersByQueriedElement.get(element);
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if (players) {
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players.forEach(player => player.finish());
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}
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}
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whenRenderingDone(): Promise<any> {
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@ -2309,6 +2309,133 @@ export function main() {
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expect(childCmp.childEvent.totalTime).toEqual(1000);
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}));
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it('should emulate a leave animation on a sub component\'s inner elements when a parent leave animation occurs with animateChild',
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() => {
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@Component({
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selector: 'ani-cmp',
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template: `
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<div @myAnimation *ngIf="exp" class="parent">
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<child-cmp></child-cmp>
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</div>
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`,
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animations: [
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trigger(
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'myAnimation',
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[
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transition(
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':leave',
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[
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query('@*', animateChild()),
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]),
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]),
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]
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})
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class ParentCmp {
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public exp: boolean = true;
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}
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@Component({
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selector: 'child-cmp',
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template: `
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<section>
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<div class="inner-div" @myChildAnimation></div>
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</section>
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`,
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animations: [
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trigger(
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'myChildAnimation',
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[
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transition(
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':leave',
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[
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style({opacity: 0}),
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animate('1s', style({opacity: 1})),
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]),
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]),
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]
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})
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class ChildCmp {
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}
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TestBed.configureTestingModule({declarations: [ParentCmp, ChildCmp]});
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const engine = TestBed.get(ɵAnimationEngine);
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const fixture = TestBed.createComponent(ParentCmp);
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const cmp = fixture.componentInstance;
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cmp.exp = true;
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fixture.detectChanges();
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cmp.exp = false;
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fixture.detectChanges();
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let players = getLog();
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expect(players.length).toEqual(1);
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const [player] = players;
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expect(player.element.classList.contains('inner-div')).toBeTruthy();
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expect(player.keyframes).toEqual([
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{opacity: '0', offset: 0},
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{opacity: '1', offset: 1},
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]);
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});
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it('should not cause a removal of inner @trigger DOM nodes when a parent animation occurs',
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fakeAsync(() => {
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@Component({
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selector: 'ani-cmp',
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template: `
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<div @parent *ngIf="exp" class="parent">
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this <div @child>child</div>
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</div>
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`,
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animations: [
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trigger(
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'parent',
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[
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transition(
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':leave',
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[
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style({opacity: 0}),
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animate('1s', style({opacity: 1})),
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]),
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]),
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trigger(
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'child',
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[
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transition(
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'* => something',
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[
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style({opacity: 0}),
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animate('1s', style({opacity: 1})),
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]),
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]),
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]
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})
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class Cmp {
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public exp: boolean = true;
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}
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TestBed.configureTestingModule({declarations: [Cmp]});
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const fixture = TestBed.createComponent(Cmp);
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const cmp = fixture.componentInstance;
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cmp.exp = true;
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fixture.detectChanges();
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flushMicrotasks();
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cmp.exp = false;
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fixture.detectChanges();
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flushMicrotasks();
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const players = getLog();
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expect(players.length).toEqual(1);
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const element = players[0] !.element;
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expect(element.innerText.trim()).toMatch(/this\s+child/mg);
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}));
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it('should only mark outermost *directive nodes :enter and :leave when inserts and removals occur',
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() => {
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@Component({
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@ -2548,8 +2675,8 @@ export function main() {
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fixture.detectChanges();
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flushMicrotasks();
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expect(cmp.log).toEqual([
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'c1-start', 'c1-done', 'c2-start', 'c2-done', 'p-start', 'p-done', 'c3-start',
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'c3-done'
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'c1-start', 'c1-done', 'c2-start', 'c2-done', 'p-start', 'c3-start', 'c3-done',
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'p-done'
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]);
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}));
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