Revert "fix(animations): ensure inner :leave animations do not remove node when skipped (#19532)"
This reverts commit ac50bd678e
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This commit is contained in:
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8b571309ed
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d0af45c31a
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@ -141,7 +141,7 @@ export class AnimationTransitionNamespace {
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if (!triggersWithStates.hasOwnProperty(name)) {
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addClass(element, NG_TRIGGER_CLASSNAME);
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addClass(element, NG_TRIGGER_CLASSNAME + '-' + name);
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triggersWithStates[name] = DEFAULT_STATE_VALUE;
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triggersWithStates[name] = null;
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}
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return () => {
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@ -305,31 +305,35 @@ export class AnimationTransitionNamespace {
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}
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}
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private _signalRemovalForInnerTriggers(rootElement: any, context: any, animate: boolean = false) {
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private _destroyInnerNodes(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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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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namespaces.forEach(ns => ns.removeNode(elm, context, 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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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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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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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, defaultToFallback);
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const player = this.trigger(element, triggerName, VOID_VALUE, false);
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if (player) {
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players.push(player);
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}
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@ -337,55 +341,11 @@ export class AnimationTransitionNamespace {
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});
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if (players.length) {
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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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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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}
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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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@ -416,7 +376,33 @@ 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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this.prepareLeaveAnimationListeners(element);
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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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// 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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@ -479,7 +465,7 @@ 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._signalRemovalForInnerTriggers(this.hostElement, context);
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this._destroyInnerNodes(this.hostElement, context);
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}
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elementContainsData(element: any): boolean {
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@ -682,7 +668,7 @@ export class TransitionAnimationEngine {
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}
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}
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removeNode(namespaceId: string, element: any, context: any): void {
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removeNode(namespaceId: string, element: any, context: any, doNotRecurse?: boolean): 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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@ -690,7 +676,7 @@ 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);
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ns.removeNode(element, context, doNotRecurse);
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} else {
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this.markElementAsRemoved(namespaceId, element, false, context);
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}
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@ -722,39 +708,37 @@ 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 => this.destroyActiveAnimationsForElement(element));
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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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if (this.playersByQueriedElement.size == 0) return;
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elements = this.driver.query(containerElement, NG_ANIMATING_SELECTOR, true);
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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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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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}
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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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@ -2380,62 +2380,6 @@ export function main() {
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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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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', 'c3-start', 'c3-done',
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'p-done'
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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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]);
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}));
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