fix(animations): make sure animation cancellations respect AUTO style values (#18787)
Closes #17450 PR Close #18787
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@ -961,12 +961,12 @@ export class TransitionAnimationEngine {
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const element = player.element;
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const previousPlayers =
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this._getPreviousPlayers(element, false, player.namespaceId, player.triggerName, null);
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previousPlayers.forEach(
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prevPlayer => { getOrSetAsInMap(allPreviousPlayersMap, element, []).push(prevPlayer); });
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previousPlayers.forEach(prevPlayer => {
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getOrSetAsInMap(allPreviousPlayersMap, element, []).push(prevPlayer);
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prevPlayer.destroy();
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});
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});
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allPreviousPlayersMap.forEach(players => players.forEach(player => player.destroy()));
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// PRE STAGE: fill the ! styles
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const preStylesMap = allPreStyleElements.size ?
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cloakAndComputeStyles(
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@ -1153,10 +1153,6 @@ export class TransitionAnimationEngine {
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private _beforeAnimationBuild(
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namespaceId: string, instruction: AnimationTransitionInstruction,
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allPreviousPlayersMap: Map<any, TransitionAnimationPlayer[]>) {
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// it's important to do this step before destroying the players
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// so that the onDone callback below won't fire before this
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eraseStyles(instruction.element, instruction.fromStyles);
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const triggerName = instruction.triggerName;
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const rootElement = instruction.element;
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@ -1178,9 +1174,14 @@ export class TransitionAnimationEngine {
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if (realPlayer.beforeDestroy) {
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realPlayer.beforeDestroy();
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}
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player.destroy();
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players.push(player);
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});
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});
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// this needs to be done so that the PRE/POST styles can be
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// computed properly without interfering with the previous animation
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eraseStyles(rootElement, instruction.fromStyles);
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}
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private _buildAnimation(
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@ -158,9 +158,9 @@ export class WebAnimationsPlayer implements AnimationPlayer {
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destroy(): void {
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if (!this._destroyed) {
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this._destroyed = true;
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this._resetDomPlayerState();
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this._onFinish();
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this._destroyed = true;
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this._onDestroyFns.forEach(fn => fn());
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this._onDestroyFns = [];
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}
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@ -411,8 +411,10 @@ export function main() {
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() => {
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const engine = makeEngine();
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const trig = trigger('something', [
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state('x', style({opacity: 0})), state('y', style({opacity: .5})),
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state('z', style({opacity: 1})), transition('* => *', animate(1000))
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state('x', style({opacity: 0})),
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state('y', style({opacity: .5})),
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state('z', style({opacity: 1})),
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transition('* => *', animate(1000)),
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]);
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registerTrigger(element, engine, trig);
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@ -428,7 +430,7 @@ export function main() {
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const player2 = engine.players[0];
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expect(parseFloat(element.style.opacity)).toEqual(.5);
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expect(parseFloat(element.style.opacity)).not.toEqual(.5);
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player2.finish();
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expect(parseFloat(element.style.opacity)).toEqual(1);
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