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/**
* @license
* Copyright Google Inc. All Rights Reserved.
*
* Use of this source code is governed by an MIT-style license that can be
* found in the LICENSE file at https://angular.io/license
*/
import {StyleSanitizeFn} from '../../sanitization/style_sanitizer';
import {RElement} from '../interfaces/renderer';
import {PlayerContext} from './player';
/**
* The styling context acts as a styling manifest (shaped as an array) for determining which
* styling properties have been assigned via the provided `updateStylingMap`, `updateStyleProp`
* and `updateClassProp` functions. There are also two initialization functions
* `allocStylingContext` and `createStylingContextTemplate` which are used to initialize
* and/or clone the context.
*
* The context is an array where the first two cells are used for static data (initial styling)
* and dirty flags / index offsets). The remaining set of cells is used for multi (map) and single
* (prop) style values.
*
* each value from here onwards is mapped as so:
* [i] = mutation/type flag for the style/class value
* [i + 1] = prop string (or null incase it has been removed)
* [i + 2] = value string (or null incase it has been removed)
*
* There are three types of styling types stored in this context:
* initial: any styles that are passed in once the context is created
* (these are stored in the first cell of the array and the first
* value of this array is always `null` even if no initial styling exists.
* the `null` value is there so that any new styles have a parent to point
* to. This way we can always assume that there is a parent.)
*
* single: any styles that are updated using `updateStyleProp` or `updateClassProp` (fixed set)
*
* multi: any styles that are updated using `updateStylingMap` (dynamic set)
*
* Note that context is only used to collect style information. Only when `renderStyling`
* is called is when the styling payload will be rendered (or built as a key/value map).
*
* When the context is created, depending on what initial styling values are passed in, the
* context itself will be pre-filled with slots based on the initial style properties. Say
* for example we have a series of initial styles that look like so:
*
* style="width:100px; height:200px;"
* class="foo"
*
* Then the initial state of the context (once initialized) will look like so:
*
* ```
* context = [
* element,
* playerContext | null,
* styleSanitizer | null,
* [null, '100px', '200px', true], // property names are not needed since they have already been
* written to DOM.
*
* configMasterVal,
* 1, // this instructs how many `style` values there are so that class index values can be
* offsetted
* { classOne: true, classTwo: false } | 'classOne classTwo' | null // last class value provided
* into updateStylingMap
* { styleOne: '100px', styleTwo: 0 } | null // last style value provided into updateStylingMap
*
* // 8
* 'width',
* pointers(1, 15); // Point to static `width`: `100px` and multi `width`.
* null,
*
* // 11
* 'height',
* pointers(2, 18); // Point to static `height`: `200px` and multi `height`.
* null,
*
* // 14
* 'foo',
* pointers(1, 21); // Point to static `foo`: `true` and multi `foo`.
* null,
*
* // 17
* 'width',
* pointers(1, 6); // Point to static `width`: `100px` and single `width`.
* null,
*
* // 21
* 'height',
* pointers(2, 9); // Point to static `height`: `200px` and single `height`.
* null,
*
* // 24
* 'foo',
* pointers(3, 12); // Point to static `foo`: `true` and single `foo`.
* null,
* ]
*
* function pointers(staticIndex: number, dynamicIndex: number) {
* // combine the two indices into a single word.
* return (staticIndex << StylingFlags.BitCountSize) |
* (dynamicIndex << (StylingIndex.BitCountSize + StylingFlags.BitCountSize));
* }
* ```
*
* The values are duplicated so that space is set aside for both multi ([style] and [class])
* and single ([style.prop] or [class.named]) values. The respective config values
* (configValA, configValB, etc...) are a combination of the StylingFlags with two index
* values: the `initialIndex` (which points to the index location of the style value in
* the initial styles array in slot 0) and the `dynamicIndex` (which points to the
* matching single/multi index position in the context array for the same prop).
*
* This means that every time `updateStyleProp` or `updateClassProp` are called then they
* must be called using an index value (not a property string) which references the index
* value of the initial style prop/class when the context was created. This also means that
* `updateStyleProp` or `updateClassProp` cannot be called with a new property (only
* `updateStylingMap` can include new CSS properties that will be added to the context).
*/
export interface StylingContext extends Array<InitialStyles|{[key: string]: any}|number|string|
boolean|RElement|StyleSanitizeFn|PlayerContext|null> {
/**
* Location of animation context (which contains the active players) for this element styling
* context.
*/
[StylingIndex.PlayerContext]: PlayerContext|null;
/**
* The style sanitizer that is used within this context
*/
[StylingIndex.StyleSanitizerPosition]: StyleSanitizeFn|null;
/**
* Location of initial data shared by all instances of this style.
*/
[StylingIndex.InitialStylesPosition]: InitialStyles;
/**
* A numeric value representing the configuration status (whether the context is dirty or not)
* mixed together (using bit shifting) with a index value which tells the starting index value
* of where the multi style entries begin.
*/
[StylingIndex.MasterFlagPosition]: number;
/**
* A numeric value representing the class index offset value. Whenever a single class is
* applied (using `elementClassProp`) it should have an styling index value that doesn't
* need to take into account any style values that exist in the context.
*/
[StylingIndex.ClassOffsetPosition]: number;
/**
* Location of element that is used as a target for this context.
*/
[StylingIndex.ElementPosition]: RElement|null;
/**
* The last class value that was interpreted by elementStylingMap. This is cached
* So that the algorithm can exit early incase the value has not changed.
*/
[StylingIndex.PreviousOrCachedMultiClassValue]: {[key: string]: any}|string|null;
/**
* The last style value that was interpreted by elementStylingMap. This is cached
* So that the algorithm can exit early incase the value has not changed.
*/
[StylingIndex.PreviousMultiStyleValue]: {[key: string]: any}|null;
}
/**
* The initial styles is populated whether or not there are any initial styles passed into
* the context during allocation. The 0th value must be null so that index values of `0` within
* the context flags can always point to a null value safely when nothing is set.
*
* All other entries in this array are of `string` value and correspond to the values that
* were extracted from the `style=""` attribute in the HTML code for the provided template.
*/
export interface InitialStyles extends Array<string|null|boolean> { [0]: null; }
/**
* Used to set the context to be dirty or not both on the master flag (position 1)
* or for each single/multi property that exists in the context.
*/
export const enum StylingFlags {
// Implies no configurations
None = 0b00000,
// Whether or not the entry or context itself is dirty
Dirty = 0b00001,
// Whether or not this is a class-based assignment
Class = 0b00010,
// Whether or not a sanitizer was applied to this property
Sanitize = 0b00100,
// Whether or not any player builders within need to produce new players
PlayerBuildersDirty = 0b01000,
// If NgClass is present (or some other class handler) then it will handle the map expressions and
// initial classes
OnlyProcessSingleClasses = 0b10000,
// The max amount of bits used to represent these configuration values
BitCountSize = 5,
// There are only five bits here
BitMask = 0b1111
}
/** Used as numeric pointer values to determine what cells to update in the `StylingContext` */
export const enum StylingIndex {
// Position of where the initial styles are stored in the styling context
PlayerContext = 0,
// Position of where the style sanitizer is stored within the styling context
StyleSanitizerPosition = 1,
// Position of where the initial styles are stored in the styling context
InitialStylesPosition = 2,
// Index of location where the start of single properties are stored. (`updateStyleProp`)
MasterFlagPosition = 3,
// Index of location where the class index offset value is located
ClassOffsetPosition = 4,
// Position of where the initial styles are stored in the styling context
// This index must align with HOST, see interfaces/view.ts
ElementPosition = 5,
// Position of where the last string-based CSS class value was stored (or a cached version of the
// initial styles when a [class] directive is present)
PreviousOrCachedMultiClassValue = 6,
// Position of where the last string-based CSS class value was stored
PreviousMultiStyleValue = 7,
// Location of single (prop) value entries are stored within the context
SingleStylesStartPosition = 8,
// Multi and single entries are stored in `StylingContext` as: Flag; PropertyName; PropertyValue
FlagsOffset = 0,
PropertyOffset = 1,
ValueOffset = 2,
PlayerBuilderIndexOffset = 3,
// Size of each multi or single entry (flag + prop + value + playerBuilderIndex)
Size = 4,
// Each flag has a binary digit length of this value
BitCountSize = 14, // (32 - 4) / 2 = ~14
// The binary digit value as a mask
BitMask = 0b11111111111111, // 14 bits
}