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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 '../ng_dev_mode';
import {StyleSanitizeFn} from '../../sanitization/style_sanitizer';
import {getContext} from '../context_discovery';
import {ACTIVE_INDEX, LContainer} from '../interfaces/container';
import {LContext} from '../interfaces/context';
import {PlayState, Player, PlayerContext, PlayerIndex} from '../interfaces/player';
import {RElement} from '../interfaces/renderer';
import {InitialStyles, StylingContext, StylingIndex} from '../interfaces/styling';
import {FLAGS, HEADER_OFFSET, HOST, LViewData, RootContext} from '../interfaces/view';
import {getTNode} from '../util';
import {CorePlayerHandler} from './core_player_handler';
export function createEmptyStylingContext(
element?: RElement | null, sanitizer?: StyleSanitizeFn | null,
initialStylingValues?: InitialStyles): StylingContext {
return [
null, // PlayerContext
sanitizer || null, // StyleSanitizer
initialStylingValues || [null], // InitialStyles
0, // MasterFlags
0, // ClassOffset
element || null, // Element
null, // PreviousMultiClassValue
null // PreviousMultiStyleValue
];
}
/**
* Used clone a copy of a pre-computed template of a styling context.
*
* A pre-computed template is designed to be computed once for a given element
* (instructions.ts has logic for caching this).
*/
export function allocStylingContext(
element: RElement | null, templateStyleContext: StylingContext): StylingContext {
// each instance gets a copy
const context = templateStyleContext.slice() as any as StylingContext;
context[StylingIndex.ElementPosition] = element;
return context;
}
/**
* Retrieve the `StylingContext` at a given index.
*
* This method lazily creates the `StylingContext`. This is because in most cases
* we have styling without any bindings. Creating `StylingContext` eagerly would mean that
* every style declaration such as `<div style="color: red">` would result `StyleContext`
* which would create unnecessary memory pressure.
*
* @param index Index of the style allocation. See: `elementStyling`.
* @param viewData The view to search for the styling context
*/
export function getStylingContext(index: number, viewData: LViewData): StylingContext {
let storageIndex = index + HEADER_OFFSET;
let slotValue: LContainer|LViewData|StylingContext|RElement = viewData[storageIndex];
let wrapper: LContainer|LViewData|StylingContext = viewData;
while (Array.isArray(slotValue)) {
wrapper = slotValue;
slotValue = slotValue[HOST] as LViewData | StylingContext | RElement;
}
if (isStylingContext(wrapper)) {
return wrapper as StylingContext;
} else {
// This is an LViewData or an LContainer
const stylingTemplate = getTNode(index, viewData).stylingTemplate;
if (wrapper !== viewData) {
storageIndex = HOST;
}
return wrapper[storageIndex] = stylingTemplate ?
allocStylingContext(slotValue, stylingTemplate) :
createEmptyStylingContext(slotValue);
}
}
function isStylingContext(value: LViewData | LContainer | StylingContext) {
// Not an LViewData or an LContainer
return typeof value[FLAGS] !== 'number' && typeof value[ACTIVE_INDEX] !== 'number';
}
export function addPlayerInternal(
playerContext: PlayerContext, rootContext: RootContext, element: HTMLElement,
player: Player | null, playerContextIndex: number, ref?: any): boolean {
ref = ref || element;
if (playerContextIndex) {
playerContext[playerContextIndex] = player;
} else {
playerContext.push(player);
}
if (player) {
player.addEventListener(PlayState.Destroyed, () => {
const index = playerContext.indexOf(player);
const nonFactoryPlayerIndex = playerContext[PlayerIndex.NonBuilderPlayersStart];
// if the player is being removed from the factory side of the context
// (which is where the [style] and [class] bindings do their thing) then
// that side of the array cannot be resized since the respective bindings
// have pointer index values that point to the associated factory instance
if (index) {
if (index < nonFactoryPlayerIndex) {
playerContext[index] = null;
} else {
playerContext.splice(index, 1);
}
}
player.destroy();
});
const playerHandler =
rootContext.playerHandler || (rootContext.playerHandler = new CorePlayerHandler());
playerHandler.queuePlayer(player, ref);
return true;
}
return false;
}
export function getPlayersInternal(playerContext: PlayerContext): Player[] {
const players: Player[] = [];
const nonFactoryPlayersStart = playerContext[PlayerIndex.NonBuilderPlayersStart];
// add all factory-based players (which are apart of [style] and [class] bindings)
for (let i = PlayerIndex.PlayerBuildersStartPosition + PlayerIndex.PlayerOffsetPosition;
i < nonFactoryPlayersStart; i += PlayerIndex.PlayerAndPlayerBuildersTupleSize) {
const player = playerContext[i] as Player | null;
if (player) {
players.push(player);
}
}
// add all custom players (not apart of [style] and [class] bindings)
for (let i = nonFactoryPlayersStart; i < playerContext.length; i++) {
players.push(playerContext[i] as Player);
}
return players;
}
export function getOrCreatePlayerContext(target: {}, context?: LContext | null): PlayerContext|
null {
context = context || getContext(target) !;
if (!context) {
ngDevMode && throwInvalidRefError();
return null;
}
const {lViewData, nodeIndex} = context;
const stylingContext = getStylingContext(nodeIndex - HEADER_OFFSET, lViewData);
return getPlayerContext(stylingContext) || allocPlayerContext(stylingContext);
}
export function getPlayerContext(stylingContext: StylingContext): PlayerContext|null {
return stylingContext[StylingIndex.PlayerContext];
}
export function allocPlayerContext(data: StylingContext): PlayerContext {
return data[StylingIndex.PlayerContext] =
[PlayerIndex.SinglePlayerBuildersStartPosition, null, null, null, null];
}
export function throwInvalidRefError() {
throw new Error('Only elements that exist in an Angular application can be used for animations');
}