fix(animations): make sure animation cancellations respect AUTO style values (#18787)
Closes #17450 PR Close #18787
This commit is contained in:
parent
e25f05ae7c
commit
29aa8b33df
|
@ -961,11 +961,11 @@ export class TransitionAnimationEngine {
|
|||
const element = player.element;
|
||||
const previousPlayers =
|
||||
this._getPreviousPlayers(element, false, player.namespaceId, player.triggerName, null);
|
||||
previousPlayers.forEach(
|
||||
prevPlayer => { getOrSetAsInMap(allPreviousPlayersMap, element, []).push(prevPlayer); });
|
||||
previousPlayers.forEach(prevPlayer => {
|
||||
getOrSetAsInMap(allPreviousPlayersMap, element, []).push(prevPlayer);
|
||||
prevPlayer.destroy();
|
||||
});
|
||||
});
|
||||
|
||||
allPreviousPlayersMap.forEach(players => players.forEach(player => player.destroy()));
|
||||
|
||||
// PRE STAGE: fill the ! styles
|
||||
const preStylesMap = allPreStyleElements.size ?
|
||||
|
@ -1153,10 +1153,6 @@ export class TransitionAnimationEngine {
|
|||
private _beforeAnimationBuild(
|
||||
namespaceId: string, instruction: AnimationTransitionInstruction,
|
||||
allPreviousPlayersMap: Map<any, TransitionAnimationPlayer[]>) {
|
||||
// it's important to do this step before destroying the players
|
||||
// so that the onDone callback below won't fire before this
|
||||
eraseStyles(instruction.element, instruction.fromStyles);
|
||||
|
||||
const triggerName = instruction.triggerName;
|
||||
const rootElement = instruction.element;
|
||||
|
||||
|
@ -1178,9 +1174,14 @@ export class TransitionAnimationEngine {
|
|||
if (realPlayer.beforeDestroy) {
|
||||
realPlayer.beforeDestroy();
|
||||
}
|
||||
player.destroy();
|
||||
players.push(player);
|
||||
});
|
||||
});
|
||||
|
||||
// this needs to be done so that the PRE/POST styles can be
|
||||
// computed properly without interfering with the previous animation
|
||||
eraseStyles(rootElement, instruction.fromStyles);
|
||||
}
|
||||
|
||||
private _buildAnimation(
|
||||
|
|
|
@ -158,9 +158,9 @@ export class WebAnimationsPlayer implements AnimationPlayer {
|
|||
|
||||
destroy(): void {
|
||||
if (!this._destroyed) {
|
||||
this._destroyed = true;
|
||||
this._resetDomPlayerState();
|
||||
this._onFinish();
|
||||
this._destroyed = true;
|
||||
this._onDestroyFns.forEach(fn => fn());
|
||||
this._onDestroyFns = [];
|
||||
}
|
||||
|
|
|
@ -411,8 +411,10 @@ export function main() {
|
|||
() => {
|
||||
const engine = makeEngine();
|
||||
const trig = trigger('something', [
|
||||
state('x', style({opacity: 0})), state('y', style({opacity: .5})),
|
||||
state('z', style({opacity: 1})), transition('* => *', animate(1000))
|
||||
state('x', style({opacity: 0})),
|
||||
state('y', style({opacity: .5})),
|
||||
state('z', style({opacity: 1})),
|
||||
transition('* => *', animate(1000)),
|
||||
]);
|
||||
|
||||
registerTrigger(element, engine, trig);
|
||||
|
@ -428,7 +430,7 @@ export function main() {
|
|||
|
||||
const player2 = engine.players[0];
|
||||
|
||||
expect(parseFloat(element.style.opacity)).toEqual(.5);
|
||||
expect(parseFloat(element.style.opacity)).not.toEqual(.5);
|
||||
|
||||
player2.finish();
|
||||
expect(parseFloat(element.style.opacity)).toEqual(1);
|
||||
|
|
Loading…
Reference in New Issue