fix(animations): properly collect :enter nodes that exist within multi-level DOM trees
Closes #17632
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@ -94,9 +94,6 @@ export const VOID_VALUE = 'void';
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export const DEFAULT_STATE_VALUE = new StateValue(VOID_VALUE);
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export const DELETED_STATE_VALUE = new StateValue('DELETED');
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const POTENTIAL_ENTER_CLASSNAME = ENTER_CLASSNAME + '-temp';
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const POTENTIAL_ENTER_SELECTOR = '.' + POTENTIAL_ENTER_CLASSNAME;
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export class AnimationTransitionNamespace {
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public players: TransitionAnimationPlayer[] = [];
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@ -749,13 +746,17 @@ export class TransitionAnimationEngine {
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const allPreStyleElements = new Map<any, Set<string>>();
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const allPostStyleElements = new Map<any, Set<string>>();
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const bodyNode = getBodyNode();
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const allEnterNodes: any[] = this.collectedEnterElements.length ?
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this.collectedEnterElements.filter(createIsRootFilterFn(this.collectedEnterElements)) :
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[];
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// this must occur before the instructions are built below such that
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// the :enter queries match the elements (since the timeline queries
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// are fired during instruction building).
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const bodyNode = getBodyNode();
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const allEnterNodes: any[] = this.collectedEnterElements.length ?
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collectEnterElements(this.driver, this.collectedEnterElements) :
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[];
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for (let i = 0; i < allEnterNodes.length; i++) {
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addClass(allEnterNodes[i], ENTER_CLASSNAME);
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}
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const allLeaveNodes: any[] = [];
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const leaveNodesWithoutAnimations: any[] = [];
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@ -1283,78 +1284,6 @@ 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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if (!rootElement) return rootElements;
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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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// 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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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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return rootElements;
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}
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function cloakAndComputeStyles(
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driver: AnimationDriver, elements: any[], elementPropsMap: Map<any, Set<string>>,
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defaultStyle: string): Map<any, ɵStyleData> {
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@ -1379,12 +1308,36 @@ function cloakAndComputeStyles(
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return valuesMap;
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}
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function collectEnterElements(driver: AnimationDriver, allEnterNodes: any[]) {
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allEnterNodes.forEach(element => addClass(element, POTENTIAL_ENTER_CLASSNAME));
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const enterNodes = filterNodeClasses(driver, getBodyNode(), POTENTIAL_ENTER_SELECTOR);
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enterNodes.forEach(element => addClass(element, ENTER_CLASSNAME));
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allEnterNodes.forEach(element => removeClass(element, POTENTIAL_ENTER_CLASSNAME));
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return enterNodes;
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/*
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Since the Angular renderer code will return a collection of inserted
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nodes in all areas of a DOM tree, it's up to this algorithm to figure
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out which nodes are roots.
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By placing all nodes into a set and traversing upwards to the edge,
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the recursive code can figure out if a clean path from the DOM node
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to the edge container is clear. If no other node is detected in the
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set then it is a root element.
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This algorithm also keeps track of all nodes along the path so that
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if other sibling nodes are also tracked then the lookup process can
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skip a lot of steps in between and avoid traversing the entire tree
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multiple times to the edge.
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*/
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function createIsRootFilterFn(nodes: any): (node: any) => boolean {
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const nodeSet = new Set(nodes);
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const knownRootContainer = new Set();
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let isRoot: (node: any) => boolean;
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isRoot = node => {
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if (!node) return true;
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if (nodeSet.has(node.parentNode)) return false;
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if (knownRootContainer.has(node.parentNode)) return true;
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if (isRoot(node.parentNode)) {
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knownRootContainer.add(node);
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return true;
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}
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return false;
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};
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return isRoot;
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}
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const CLASSES_CACHE_KEY = '$$classes';
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@ -851,6 +851,91 @@ export function main() {
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expect(p4.element.innerText.trim()).toEqual('4');
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});
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it('should find :enter/:leave nodes that are nested inside of ng-container elements', () => {
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@Component({
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selector: 'ani-cmp',
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template: `
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<div [@myAnimation]="items.length" class="parent">
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<ng-container *ngFor="let item of items">
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<section>
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<div *ngIf="item % 2 == 0">even {{ item }}</div>
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<div *ngIf="item % 2 == 1">odd {{ item }}</div>
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</section>
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</ng-container>
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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('0 => 5', [
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query(':enter', [
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style({ opacity: '0' }),
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animate(1000, style({ opacity: '1' }))
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])
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]),
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transition('5 => 0', [
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query(':leave', [
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style({ opacity: '1' }),
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animate(1000, style({ opacity: '0' }))
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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 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.items = [];
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fixture.detectChanges();
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engine.flush();
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resetLog();
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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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let players = getLog();
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expect(players.length).toEqual(5);
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for (let i = 0; i < 5; i++) {
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let player = players[i] !;
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expect(player.keyframes).toEqual([
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{opacity: '0', offset: 0},
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{opacity: '1', offset: 1},
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]);
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let elm = player.element;
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let text = i % 2 == 0 ? `even ${i}` : `odd ${i}`;
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expect(elm.innerText.trim()).toEqual(text);
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}
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resetLog();
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cmp.items = [];
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fixture.detectChanges();
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engine.flush();
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players = getLog();
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expect(players.length).toEqual(5);
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for (let i = 0; i < 5; i++) {
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let player = players[i] !;
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expect(player.keyframes).toEqual([
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{opacity: '1', offset: 0},
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{opacity: '0', offset: 1},
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]);
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let elm = player.element;
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let text = i % 2 == 0 ? `even ${i}` : `odd ${i}`;
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expect(elm.innerText.trim()).toEqual(text);
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}
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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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