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Angular-Cn/modules/@angular/animation/src/engine/dom_animation_transition_engine.ts
T

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8.2 KiB
TypeScript

/**
* @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 {AnimationPlayer, Injectable, ɵAnimationGroupPlayer, ɵNoOpAnimationPlayer, ɵTransitionEngine} from '@angular/core';
import {StyleData} from '../common/style_data';
import {AnimationTimelineInstruction} from '../dsl/animation_timeline_instruction';
import {AnimationTransitionInstruction} from '../dsl/animation_transition_instruction';
import {AnimationStyleNormalizer} from '../dsl/style_normalization/animation_style_normalizer';
import {AnimationDriver} from './animation_driver';
import {AnimationEngineInstruction, AnimationTransitionInstructionType} from './animation_engine_instruction';
export declare type AnimationPlayerTuple = {
element: any; player: AnimationPlayer;
};
@Injectable()
export class DomAnimationTransitionEngine extends ɵTransitionEngine {
private _flaggedInserts = new Set<any>();
private _queuedRemovals: any[] = [];
private _queuedAnimations: AnimationPlayerTuple[] = [];
private _activeElementAnimations = new Map<any, AnimationPlayer[]>();
private _activeTransitionAnimations = new Map<any, {[triggerName: string]: AnimationPlayer}>();
constructor(private _driver: AnimationDriver, private _normalizer: AnimationStyleNormalizer) {
super();
}
insertNode(container: any, element: any) {
container.appendChild(element);
this._flaggedInserts.add(element);
}
removeNode(element: any) { this._queuedRemovals.push(element); }
process(element: any, instructions: AnimationEngineInstruction[]): AnimationPlayer {
const players = instructions.map(instruction => {
if (instruction.type == AnimationTransitionInstructionType.TransitionAnimation) {
return this._handleTransitionAnimation(
element, <AnimationTransitionInstruction>instruction);
}
if (instruction.type == AnimationTransitionInstructionType.TimelineAnimation) {
return this._handleTimelineAnimation(
element, <AnimationTimelineInstruction>instruction, []);
}
return new ɵNoOpAnimationPlayer();
});
return optimizeGroupPlayer(players);
}
private _handleTransitionAnimation(element: any, instruction: AnimationTransitionInstruction):
AnimationPlayer {
const triggerName = instruction.triggerName;
const elmTransitionMap = getOrSetAsInMap(this._activeTransitionAnimations, element, {});
let previousPlayers: AnimationPlayer[];
if (instruction.isRemovalTransition) {
// we make a copy of the array because the actual source array is modified
// each time a player is finished/destroyed (the forEach loop would fail otherwise)
previousPlayers = copyArray(this._activeElementAnimations.get(element));
} else {
previousPlayers = [];
const existingPlayer = elmTransitionMap[triggerName];
if (existingPlayer) {
previousPlayers.push(existingPlayer);
}
}
// it's important to do this step before destroying the players
// so that the onDone callback below won't fire before this
eraseStyles(element, instruction.fromStyles);
// we first run this so that the previous animation player
// data can be passed into the successive animation players
const players = instruction.timelines.map(
timelineInstruction => this._buildPlayer(element, timelineInstruction, previousPlayers));
previousPlayers.forEach(previousPlayer => previousPlayer.destroy());
const player = optimizeGroupPlayer(players);
player.onDone(() => {
player.destroy();
const elmTransitionMap = this._activeTransitionAnimations.get(element);
if (elmTransitionMap) {
delete elmTransitionMap[triggerName];
if (Object.keys(elmTransitionMap).length == 0) {
this._activeTransitionAnimations.delete(element);
}
}
deleteFromArrayMap(this._activeElementAnimations, element, player);
setStyles(element, instruction.toStyles);
});
this._queuePlayer(element, player);
elmTransitionMap[triggerName] = player;
return player;
}
private _handleTimelineAnimation(
element: any, instruction: AnimationTimelineInstruction,
previousPlayers: AnimationPlayer[]): AnimationPlayer {
const player = this._buildPlayer(element, instruction, previousPlayers);
player.onDestroy(() => { deleteFromArrayMap(this._activeElementAnimations, element, player); });
this._queuePlayer(element, player);
return player;
}
private _buildPlayer(
element: any, instruction: AnimationTimelineInstruction,
previousPlayers: AnimationPlayer[]): AnimationPlayer {
return this._driver.animate(
element, this._normalizeKeyframes(instruction.keyframes), instruction.duration,
instruction.delay, instruction.easing, previousPlayers);
}
private _normalizeKeyframes(keyframes: StyleData[]): StyleData[] {
const errors: string[] = [];
const normalizedKeyframes: StyleData[] = [];
keyframes.forEach(kf => {
const normalizedKeyframe: StyleData = {};
Object.keys(kf).forEach(prop => {
let normalizedProp = prop;
let normalizedValue = kf[prop];
if (prop != 'offset') {
normalizedProp = this._normalizer.normalizePropertyName(prop, errors);
normalizedValue =
this._normalizer.normalizeStyleValue(prop, normalizedProp, kf[prop], errors);
}
normalizedKeyframe[normalizedProp] = normalizedValue;
});
normalizedKeyframes.push(normalizedKeyframe);
});
if (errors.length) {
const LINE_START = '\n - ';
throw new Error(
`Unable to animate due to the following errors:${LINE_START}${errors.join(LINE_START)}`);
}
return normalizedKeyframes;
}
private _queuePlayer(element: any, player: AnimationPlayer) {
const tuple = <AnimationPlayerTuple>{element, player};
this._queuedAnimations.push(tuple);
player.init();
const elementAnimations = getOrSetAsInMap(this._activeElementAnimations, element, []);
elementAnimations.push(player);
}
triggerAnimations() {
while (this._queuedAnimations.length) {
const {player, element} = this._queuedAnimations.shift();
// in the event that an animation throws an error then we do
// not want to re-run animations on any previous animations
// if they have already been kicked off beforehand
if (!player.hasStarted()) {
player.play();
}
}
this._queuedRemovals.forEach(element => {
if (this._flaggedInserts.has(element)) return;
let parent = element;
let players: AnimationPlayer[];
while (parent = parent.parentNode) {
const match = this._activeElementAnimations.get(parent);
if (match) {
players = match;
break;
}
}
if (players) {
optimizeGroupPlayer(players).onDone(() => remove(element));
} else {
if (element.parentNode) {
remove(element);
}
}
});
this._queuedRemovals = [];
this._flaggedInserts.clear();
}
}
function getOrSetAsInMap(map: Map<any, any>, key: any, defaultValue: any) {
let value = map.get(key);
if (!value) {
map.set(key, value = defaultValue);
}
return value;
}
function deleteFromArrayMap(map: Map<any, any[]>, key: any, value: any) {
let arr = map.get(key);
if (arr) {
const index = arr.indexOf(value);
if (index >= 0) {
arr.splice(index, 1);
if (arr.length == 0) {
map.delete(key);
}
}
}
}
function setStyles(element: any, styles: StyleData) {
Object.keys(styles).forEach(prop => { element.style[prop] = styles[prop]; });
}
function eraseStyles(element: any, styles: StyleData) {
Object.keys(styles).forEach(prop => {
// IE requires '' instead of null
// see https://github.com/angular/angular/issues/7916
element.style[prop] = '';
});
}
function optimizeGroupPlayer(players: AnimationPlayer[]): AnimationPlayer {
return players.length == 1 ? players[0] : new ɵAnimationGroupPlayer(players);
}
function copyArray(source: any[]): any[] {
return source ? source.splice(0) : [];
}
function remove(element: any) {
element.parentNode.removeChild(element);
}