fix(animations): properly collect :enter nodes in a partially updated collection
This PR fixes an issue where `query(':enter')` will only collect elements up until it an element that is found that isn't apart of the `:enter` query. Closes #17440
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@ -1249,6 +1249,17 @@ function cloakElement(element: any, value?: string) {
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return oldValue;
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}
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/*
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1. start from the root, find the first matching child
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a) if not found then check to see if a previously stopped node was set in the stack
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-> if so then use that as the nextCursor
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b) if no queried item and no parent then stop completely
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c) if no queried item and yes parent then jump to the parent and restart loop
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2. visit the next node, check if matches
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a) if doesn't exist then set that as the cursor and repeat
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-> add to the previous cursor stack when the inner queries return nothing
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b) if matches then add it and continue
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*/
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function filterNodeClasses(
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driver: AnimationDriver, rootElement: any | null, selector: string): any[] {
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const rootElements: any[] = [];
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@ -1256,23 +1267,53 @@ function filterNodeClasses(
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let cursor: any = rootElement;
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let nextCursor: any = {};
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let potentialCursorStack: any[] = [];
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do {
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nextCursor = driver.query(cursor, selector, false)[0];
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// 1. query from root
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nextCursor = cursor ? driver.query(cursor, selector, false)[0] : null;
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// this is used to avoid the extra matchesElement call when we
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// know that the element does match based it on being queried
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let justQueried = !!nextCursor;
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if (!nextCursor) {
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cursor = cursor.parentElement;
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if (!cursor) break;
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nextCursor = cursor = cursor.nextElementSibling;
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} else {
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while (nextCursor && driver.matchesElement(nextCursor, selector)) {
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rootElements.push(nextCursor);
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nextCursor = nextCursor.nextElementSibling;
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if (nextCursor) {
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cursor = nextCursor;
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} else {
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cursor = cursor.parentElement;
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if (!cursor) break;
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nextCursor = cursor = cursor.nextElementSibling;
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}
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const nextPotentialCursor = potentialCursorStack.pop();
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if (nextPotentialCursor) {
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// 1a)
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nextCursor = nextPotentialCursor;
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} else {
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cursor = cursor.parentElement;
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// 1b)
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if (!cursor) break;
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// 1c)
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nextCursor = cursor = cursor.nextElementSibling;
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continue;
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}
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}
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// 2. visit the next node
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while (nextCursor) {
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const matches = justQueried || driver.matchesElement(nextCursor, selector);
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justQueried = false;
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const nextPotentialCursor = nextCursor.nextElementSibling;
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// 2a)
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if (!matches) {
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potentialCursorStack.push(nextPotentialCursor);
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cursor = nextCursor;
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break;
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}
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// 2b)
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rootElements.push(nextCursor);
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nextCursor = nextPotentialCursor;
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if (nextCursor) {
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cursor = nextCursor;
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} else {
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cursor = cursor.parentElement;
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if (!cursor) break;
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nextCursor = cursor = cursor.nextElementSibling;
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}
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}
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} while (nextCursor && nextCursor !== rootElement);
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@ -735,6 +735,56 @@ export function main() {
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});
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});
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it('should find :enter nodes that have been inserted around non enter nodes', () => {
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@Component({
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selector: 'ani-cmp',
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template: `
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<div [@myAnimation]="exp" class="parent">
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<div *ngFor="let item of items" class="child">
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{{ item }}
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</div>
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</div>
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`,
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animations: [trigger(
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'myAnimation',
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[
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transition(
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'* => go',
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[query(':enter', [style({opacity: 0}), animate(1000, style({opacity: 1}))])]),
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])]
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})
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class Cmp {
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public exp: any;
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public items: any[] = [];
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}
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TestBed.configureTestingModule({declarations: [Cmp]});
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const engine = TestBed.get(ɵAnimationEngine);
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const fixture = TestBed.createComponent(Cmp);
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const cmp = fixture.componentInstance;
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cmp.exp = 'no';
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cmp.items = [2];
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fixture.detectChanges();
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engine.flush();
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resetLog();
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cmp.exp = 'go';
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cmp.items = [0, 1, 2, 3, 4];
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fixture.detectChanges();
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engine.flush();
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const players = getLog();
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expect(players.length).toEqual(4);
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const [p1, p2, p3, p4] = players;
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expect(p1.element.innerText.trim()).toEqual('0');
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expect(p2.element.innerText.trim()).toEqual('1');
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expect(p3.element.innerText.trim()).toEqual('3');
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expect(p4.element.innerText.trim()).toEqual('4');
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});
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it('should properly cancel items that were queried into a former animation', () => {
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@Component({
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selector: 'ani-cmp',
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