feat(ivy): enhance [style] and [class] bindings to be animation aware (#26096)

PR Close #26096
This commit is contained in:
Matias Niemelä
2018-10-03 14:09:59 -07:00
committed by Misko Hevery
parent be337a2e52
commit fa8e633be5
19 changed files with 2045 additions and 439 deletions

View File

@ -5,13 +5,20 @@
* 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 {InitialStylingFlags} from '../interfaces/definition';
import {BindingStore, BindingType, Player, PlayerBuilder, PlayerFactory, PlayerIndex} from '../interfaces/player';
import {Renderer3, RendererStyleFlags3, isProceduralRenderer} from '../interfaces/renderer';
import {InitialStyles, StylingContext, StylingFlags, StylingIndex} from '../interfaces/styling';
import {LViewData, RootContext} from '../interfaces/view';
import {getRootContext} from '../util';
import {BoundPlayerFactory} from './player_factory';
import {addPlayerInternal, allocPlayerContext, createEmptyStylingContext, getPlayerContext} from './util';
const EMPTY_ARR: any[] = [];
const EMPTY_OBJ: {[key: string]: any} = {};
import {EMPTY_ARR, EMPTY_OBJ, createEmptyStylingContext} from './util';
/**
* Creates a styling context template where styling information is stored.
@ -124,12 +131,14 @@ export function createStylingContextTemplate(
setFlag(context, indexForSingle, pointers(initialFlag, indexForInitial, indexForMulti));
setProp(context, indexForSingle, prop);
setValue(context, indexForSingle, null);
setPlayerBuilderIndex(context, indexForSingle, 0);
const flagForMulti =
initialFlag | (initialValue !== null ? StylingFlags.Dirty : StylingFlags.None);
setFlag(context, indexForMulti, pointers(flagForMulti, indexForInitial, indexForSingle));
setProp(context, indexForMulti, prop);
setValue(context, indexForMulti, null);
setPlayerBuilderIndex(context, indexForMulti, 0);
}
// there is no initial value flag for the master index since it doesn't
@ -142,7 +151,7 @@ export function createStylingContextTemplate(
/**
* Sets and resolves all `multi` styling on an `StylingContext` so that they can be
* applied to the element once `renderStyling` is called.
* applied to the element once `renderStyleAndClassBindings` is called.
*
* All missing styles/class (any values that are not provided in the new `styles`
* or `classes` params) will resolve to `null` within their respective positions
@ -150,43 +159,73 @@ export function createStylingContextTemplate(
*
* @param context The styling context that will be updated with the
* newly provided style values.
* @param classes The key/value map of CSS class names that will be used for the update.
* @param styles The key/value map of CSS styles that will be used for the update.
* @param classesInput The key/value map of CSS class names that will be used for the update.
* @param stylesInput The key/value map of CSS styles that will be used for the update.
*/
export function updateStylingMap(
context: StylingContext, classes: {[key: string]: any} | string | null,
styles?: {[key: string]: any} | null): void {
styles = styles || null;
context: StylingContext, classesInput: {[key: string]: any} | string |
BoundPlayerFactory<null|string|{[key: string]: any}>| null,
stylesInput?: {[key: string]: any} | BoundPlayerFactory<null|{[key: string]: any}>|
null): void {
stylesInput = stylesInput || null;
const element = context[StylingIndex.ElementPosition] !as HTMLElement;
const classesPlayerBuilder = classesInput instanceof BoundPlayerFactory ?
new ClassAndStylePlayerBuilder(classesInput as any, element, BindingType.Class) :
null;
const stylesPlayerBuilder = stylesInput instanceof BoundPlayerFactory ?
new ClassAndStylePlayerBuilder(stylesInput as any, element, BindingType.Style) :
null;
const classesValue = classesPlayerBuilder ?
(classesInput as BoundPlayerFactory<{[key: string]: any}|string>) !.value :
classesInput;
const stylesValue = stylesPlayerBuilder ? stylesInput !.value : stylesInput;
// early exit (this is what's done to avoid using ctx.bind() to cache the value)
const ignoreAllClassUpdates = classes === context[StylingIndex.PreviousMultiClassValue];
const ignoreAllStyleUpdates = styles === context[StylingIndex.PreviousMultiStyleValue];
const ignoreAllClassUpdates = classesValue === context[StylingIndex.PreviousMultiClassValue];
const ignoreAllStyleUpdates = stylesValue === context[StylingIndex.PreviousMultiStyleValue];
if (ignoreAllClassUpdates && ignoreAllStyleUpdates) return;
context[StylingIndex.PreviousMultiClassValue] = classesValue;
context[StylingIndex.PreviousMultiStyleValue] = stylesValue;
let classNames: string[] = EMPTY_ARR;
let applyAllClasses = false;
let playerBuildersAreDirty = false;
const classesPlayerBuilderIndex =
classesPlayerBuilder ? PlayerIndex.ClassMapPlayerBuilderPosition : 0;
if (hasPlayerBuilderChanged(
context, classesPlayerBuilder, PlayerIndex.ClassMapPlayerBuilderPosition)) {
setPlayerBuilder(context, classesPlayerBuilder, PlayerIndex.ClassMapPlayerBuilderPosition);
playerBuildersAreDirty = true;
}
const stylesPlayerBuilderIndex =
stylesPlayerBuilder ? PlayerIndex.StyleMapPlayerBuilderPosition : 0;
if (hasPlayerBuilderChanged(
context, stylesPlayerBuilder, PlayerIndex.StyleMapPlayerBuilderPosition)) {
setPlayerBuilder(context, stylesPlayerBuilder, PlayerIndex.StyleMapPlayerBuilderPosition);
playerBuildersAreDirty = true;
}
// each time a string-based value pops up then it shouldn't require a deep
// check of what's changed.
if (!ignoreAllClassUpdates) {
context[StylingIndex.PreviousMultiClassValue] = classes;
if (typeof classes == 'string') {
classNames = classes.split(/\s+/);
if (typeof classesValue == 'string') {
classNames = classesValue.split(/\s+/);
// this boolean is used to avoid having to create a key/value map of `true` values
// since a classname string implies that all those classes are added
applyAllClasses = true;
} else {
classNames = classes ? Object.keys(classes) : EMPTY_ARR;
classNames = classesValue ? Object.keys(classesValue) : EMPTY_ARR;
}
}
classes = (classes || EMPTY_OBJ) as{[key: string]: any};
if (!ignoreAllStyleUpdates) {
context[StylingIndex.PreviousMultiStyleValue] = styles;
}
const styleProps = styles ? Object.keys(styles) : EMPTY_ARR;
styles = styles || EMPTY_OBJ;
const classes = (classesValue || EMPTY_OBJ) as{[key: string]: any};
const styleProps = stylesValue ? Object.keys(stylesValue) : EMPTY_ARR;
const styles = stylesValue || EMPTY_OBJ;
const classesStartIndex = styleProps.length;
const multiStartIndex = getMultiStartIndex(context);
@ -213,13 +252,18 @@ export function updateStylingMap(
isClassBased ? classNames[adjustedPropIndex] : styleProps[adjustedPropIndex];
const newValue: string|boolean =
isClassBased ? (applyAllClasses ? true : classes[newProp]) : styles[newProp];
const playerBuilderIndex =
isClassBased ? classesPlayerBuilderIndex : stylesPlayerBuilderIndex;
const prop = getProp(context, ctxIndex);
if (prop === newProp) {
const value = getValue(context, ctxIndex);
const flag = getPointers(context, ctxIndex);
setPlayerBuilderIndex(context, ctxIndex, playerBuilderIndex);
if (hasValueChanged(flag, value, newValue)) {
setValue(context, ctxIndex, newValue);
playerBuildersAreDirty = playerBuildersAreDirty || !!playerBuilderIndex;
const initialValue = getInitialValue(context, flag);
@ -242,13 +286,16 @@ export function updateStylingMap(
setValue(context, ctxIndex, newValue);
if (hasValueChanged(flagToCompare, initialValue, newValue)) {
setDirty(context, ctxIndex, true);
playerBuildersAreDirty = playerBuildersAreDirty || !!playerBuilderIndex;
dirty = true;
}
}
} else {
// we only care to do this if the insertion is in the middle
const newFlag = prepareInitialFlag(newProp, isClassBased, getStyleSanitizer(context));
insertNewMultiProperty(context, ctxIndex, isClassBased, newProp, newFlag, newValue);
playerBuildersAreDirty = playerBuildersAreDirty || !!playerBuilderIndex;
insertNewMultiProperty(
context, ctxIndex, isClassBased, newProp, newFlag, newValue, playerBuilderIndex);
dirty = true;
}
}
@ -272,6 +319,13 @@ export function updateStylingMap(
if (doRemoveValue) {
setDirty(context, ctxIndex, true);
setValue(context, ctxIndex, null);
// we keep the player factory the same so that the `nulled` value can
// be instructed into the player because removing a style and/or a class
// is a valid animation player instruction.
const playerBuilderIndex =
isClassBased ? classesPlayerBuilderIndex : stylesPlayerBuilderIndex;
setPlayerBuilderIndex(context, ctxIndex, playerBuilderIndex);
dirty = true;
}
}
@ -292,7 +346,9 @@ export function updateStylingMap(
const value: string|boolean =
isClassBased ? (applyAllClasses ? true : classes[prop]) : styles[prop];
const flag = prepareInitialFlag(prop, isClassBased, sanitizer) | StylingFlags.Dirty;
context.push(flag, prop, value);
const playerBuilderIndex =
isClassBased ? classesPlayerBuilderIndex : stylesPlayerBuilderIndex;
context.push(flag, prop, value, playerBuilderIndex);
dirty = true;
}
propIndex++;
@ -301,11 +357,15 @@ export function updateStylingMap(
if (dirty) {
setContextDirty(context, true);
}
if (playerBuildersAreDirty) {
setContextPlayersDirty(context, true);
}
}
/**
* Sets and resolves a single styling property/value on the provided `StylingContext` so
* that they can be applied to the element once `renderStyling` is called.
* that they can be applied to the element once `renderStyleAndClassBindings` is called.
*
* Note that prop-level styling values are considered higher priority than any styling that
* has been applied using `updateStylingMap`, therefore, when styling values are rendered
@ -318,13 +378,34 @@ export function updateStylingMap(
* @param value The CSS style value that will be assigned
*/
export function updateStyleProp(
context: StylingContext, index: number, value: string | boolean | null): void {
context: StylingContext, index: number,
input: string | boolean | null | BoundPlayerFactory<string|boolean|null>): void {
const singleIndex = StylingIndex.SingleStylesStartPosition + index * StylingIndex.Size;
const currValue = getValue(context, singleIndex);
const currFlag = getPointers(context, singleIndex);
const value: string|boolean|null = (input instanceof BoundPlayerFactory) ? input.value : input;
// didn't change ... nothing to make a note of
if (hasValueChanged(currFlag, currValue, value)) {
const isClassBased = (currFlag & StylingFlags.Class) === StylingFlags.Class;
const element = context[StylingIndex.ElementPosition] !as HTMLElement;
const playerBuilder = input instanceof BoundPlayerFactory ?
new ClassAndStylePlayerBuilder(
input as any, element, isClassBased ? BindingType.Class : BindingType.Style) :
null;
const value = (playerBuilder ? (input as BoundPlayerFactory<any>).value : input) as string |
boolean | null;
const currPlayerIndex = getPlayerBuilderIndex(context, singleIndex);
let playerBuildersAreDirty = false;
let playerBuilderIndex = playerBuilder ? currPlayerIndex : 0;
if (hasPlayerBuilderChanged(context, playerBuilder, currPlayerIndex)) {
const newIndex = setPlayerBuilder(context, playerBuilder, currPlayerIndex);
playerBuilderIndex = playerBuilder ? newIndex : 0;
setPlayerBuilderIndex(context, singleIndex, playerBuilderIndex);
playerBuildersAreDirty = true;
}
// the value will always get updated (even if the dirty flag is skipped)
setValue(context, singleIndex, value);
const indexForMulti = getMultiOrSingleIndex(currFlag);
@ -335,8 +416,6 @@ export function updateStyleProp(
let multiDirty = false;
let singleDirty = true;
const isClassBased = (currFlag & StylingFlags.Class) === StylingFlags.Class;
// only when the value is set to `null` should the multi-value get flagged
if (!valueExists(value, isClassBased) && valueExists(valueForMulti, isClassBased)) {
multiDirty = true;
@ -347,6 +426,10 @@ export function updateStyleProp(
setDirty(context, singleIndex, singleDirty);
setContextDirty(context, true);
}
if (playerBuildersAreDirty) {
setContextPlayersDirty(context, true);
}
}
}
@ -360,7 +443,8 @@ export function updateStyleProp(
* @param addOrRemove Whether or not to add or remove the CSS class
*/
export function updateClassProp(
context: StylingContext, index: number, addOrRemove: boolean): void {
context: StylingContext, index: number,
addOrRemove: boolean | BoundPlayerFactory<boolean>): void {
const adjustedIndex = index + context[StylingIndex.ClassOffsetPosition];
updateStyleProp(context, adjustedIndex, addOrRemove);
}
@ -378,15 +462,19 @@ export function updateClassProp(
* @param context The styling context that will be used to determine
* what styles will be rendered
* @param renderer the renderer that will be used to apply the styling
* @param styleStore if provided, the updated style values will be applied
* @param classesStore if provided, the updated class values will be applied
* to this key/value map instead of being renderered via the renderer.
* @param classStore if provided, the updated class values will be applied
* @param stylesStore if provided, the updated style values will be applied
* to this key/value map instead of being renderered via the renderer.
* @returns number the total amount of players that got queued for animation (if any)
*/
export function renderStyling(
context: StylingContext, renderer: Renderer3, styleStore?: {[key: string]: any},
classStore?: {[key: string]: boolean}) {
export function renderStyleAndClassBindings(
context: StylingContext, renderer: Renderer3, rootOrView: RootContext | LViewData,
classesStore?: BindingStore | null, stylesStore?: BindingStore | null): number {
let totalPlayersQueued = 0;
if (isContextDirty(context)) {
const flushPlayerBuilders: any =
context[StylingIndex.MasterFlagPosition] & StylingFlags.PlayerBuildersDirty;
const native = context[StylingIndex.ElementPosition] !;
const multiStartIndex = getMultiStartIndex(context);
const styleSanitizer = getStyleSanitizer(context);
@ -397,6 +485,7 @@ export function renderStyling(
const prop = getProp(context, i);
const value = getValue(context, i);
const flag = getPointers(context, i);
const playerBuilder = getPlayerBuilder(context, i);
const isClassBased = flag & StylingFlags.Class ? true : false;
const isInSingleRegion = i < multiStartIndex;
@ -422,17 +511,52 @@ export function renderStyling(
}
if (isClassBased) {
setClass(native, prop, valueToApply ? true : false, renderer, classStore);
setClass(
native, prop, valueToApply ? true : false, renderer, classesStore, playerBuilder);
} else {
const sanitizer = (flag & StylingFlags.Sanitize) ? styleSanitizer : null;
setStyle(native, prop, valueToApply as string | null, renderer, sanitizer, styleStore);
setStyle(
native, prop, valueToApply as string | null, renderer, sanitizer, stylesStore,
playerBuilder);
}
setDirty(context, i, false);
}
}
if (flushPlayerBuilders) {
const rootContext =
Array.isArray(rootOrView) ? getRootContext(rootOrView) : rootOrView as RootContext;
const playerContext = getPlayerContext(context) !;
const playersStartIndex = playerContext[PlayerIndex.NonBuilderPlayersStart];
for (let i = PlayerIndex.PlayerBuildersStartPosition; i < playersStartIndex;
i += PlayerIndex.PlayerAndPlayerBuildersTupleSize) {
const builder = playerContext[i] as ClassAndStylePlayerBuilder<any>| null;
const playerInsertionIndex = i + PlayerIndex.PlayerOffsetPosition;
const oldPlayer = playerContext[playerInsertionIndex] as Player | null;
if (builder) {
const player = builder.buildPlayer(oldPlayer);
if (player !== undefined) {
if (player != null) {
const wasQueued = addPlayerInternal(
playerContext, rootContext, native as HTMLElement, player, playerInsertionIndex);
wasQueued && totalPlayersQueued++;
}
if (oldPlayer) {
oldPlayer.destroy();
}
}
} else if (oldPlayer) {
// the player builder has been removed ... therefore we should delete the associated
// player
oldPlayer.destroy();
}
}
setContextPlayersDirty(context, false);
}
setContextDirty(context, false);
}
return totalPlayersQueued;
}
/**
@ -449,10 +573,16 @@ export function renderStyling(
*/
function setStyle(
native: any, prop: string, value: string | null, renderer: Renderer3,
sanitizer: StyleSanitizeFn | null, store?: {[key: string]: any}) {
sanitizer: StyleSanitizeFn | null, store?: BindingStore | null,
playerBuilder?: ClassAndStylePlayerBuilder<any>| null) {
value = sanitizer && value ? sanitizer(prop, value) : value;
if (store) {
store[prop] = value;
if (store || playerBuilder) {
if (store) {
store.setValue(prop, value);
}
if (playerBuilder) {
playerBuilder.setValue(prop, value);
}
} else if (value) {
ngDevMode && ngDevMode.rendererSetStyle++;
isProceduralRenderer(renderer) ?
@ -479,10 +609,15 @@ function setStyle(
* @param store an optional key/value map that will be used as a context to render styles on
*/
function setClass(
native: any, className: string, add: boolean, renderer: Renderer3,
store?: {[key: string]: boolean}) {
if (store) {
store[className] = add;
native: any, className: string, add: boolean, renderer: Renderer3, store?: BindingStore | null,
playerBuilder?: ClassAndStylePlayerBuilder<any>| null) {
if (store || playerBuilder) {
if (store) {
store.setValue(className, add);
}
if (playerBuilder) {
playerBuilder.setValue(className, add);
}
} else if (add) {
ngDevMode && ngDevMode.rendererAddClass++;
isProceduralRenderer(renderer) ? renderer.addClass(native, className) :
@ -558,6 +693,54 @@ function setValue(context: StylingContext, index: number, value: string | null |
context[index + StylingIndex.ValueOffset] = value;
}
function hasPlayerBuilderChanged(
context: StylingContext, builder: ClassAndStylePlayerBuilder<any>| null, index: number) {
const playerContext = context[StylingIndex.PlayerContext] !;
if (builder) {
if (!playerContext || index === 0) {
return true;
}
} else if (!playerContext) {
return false;
}
return playerContext[index] !== builder;
}
function setPlayerBuilder(
context: StylingContext, builder: ClassAndStylePlayerBuilder<any>| null,
insertionIndex: number): number {
let playerContext = context[StylingIndex.PlayerContext] || allocPlayerContext(context);
if (insertionIndex > 0) {
playerContext[insertionIndex] = builder;
} else {
insertionIndex = playerContext[PlayerIndex.NonBuilderPlayersStart];
playerContext.splice(insertionIndex, 0, builder, null);
playerContext[PlayerIndex.NonBuilderPlayersStart] +=
PlayerIndex.PlayerAndPlayerBuildersTupleSize;
}
return insertionIndex;
}
function setPlayerBuilderIndex(context: StylingContext, index: number, playerBuilderIndex: number) {
context[index + StylingIndex.PlayerBuilderIndexOffset] = playerBuilderIndex;
}
function getPlayerBuilderIndex(context: StylingContext, index: number): number {
return (context[index + StylingIndex.PlayerBuilderIndexOffset] as number) || 0;
}
function getPlayerBuilder(context: StylingContext, index: number): ClassAndStylePlayerBuilder<any>|
null {
const playerBuilderIndex = getPlayerBuilderIndex(context, index);
if (playerBuilderIndex) {
const playerContext = context[StylingIndex.PlayerContext];
if (playerContext) {
return playerContext[playerBuilderIndex] as ClassAndStylePlayerBuilder<any>| null;
}
}
return null;
}
function setFlag(context: StylingContext, index: number, flag: number) {
const adjustedIndex =
index === StylingIndex.MasterFlagPosition ? index : (index + StylingIndex.FlagsOffset);
@ -586,6 +769,14 @@ export function setContextDirty(context: StylingContext, isDirtyYes: boolean): v
setDirty(context, StylingIndex.MasterFlagPosition, isDirtyYes);
}
export function setContextPlayersDirty(context: StylingContext, isDirtyYes: boolean): void {
if (isDirtyYes) {
(context[StylingIndex.MasterFlagPosition] as number) |= StylingFlags.PlayerBuildersDirty;
} else {
(context[StylingIndex.MasterFlagPosition] as number) &= ~StylingFlags.PlayerBuildersDirty;
}
}
function findEntryPositionByProp(
context: StylingContext, prop: string, startIndex?: number): number {
for (let i = (startIndex || 0) + StylingIndex.PropertyOffset; i < context.length;
@ -602,6 +793,7 @@ function swapMultiContextEntries(context: StylingContext, indexA: number, indexB
const tmpValue = getValue(context, indexA);
const tmpProp = getProp(context, indexA);
const tmpFlag = getPointers(context, indexA);
const tmpPlayerBuilderIndex = getPlayerBuilderIndex(context, indexA);
let flagA = tmpFlag;
let flagB = getPointers(context, indexB);
@ -623,10 +815,12 @@ function swapMultiContextEntries(context: StylingContext, indexA: number, indexB
setValue(context, indexA, getValue(context, indexB));
setProp(context, indexA, getProp(context, indexB));
setFlag(context, indexA, getPointers(context, indexB));
setPlayerBuilderIndex(context, indexA, getPlayerBuilderIndex(context, indexB));
setValue(context, indexB, tmpValue);
setProp(context, indexB, tmpProp);
setFlag(context, indexB, tmpFlag);
setPlayerBuilderIndex(context, indexB, tmpPlayerBuilderIndex);
}
function updateSinglePointerValues(context: StylingContext, indexStartPosition: number) {
@ -647,13 +841,13 @@ function updateSinglePointerValues(context: StylingContext, indexStartPosition:
function insertNewMultiProperty(
context: StylingContext, index: number, classBased: boolean, name: string, flag: number,
value: string | boolean): void {
value: string | boolean, playerIndex: number): void {
const doShift = index < context.length;
// prop does not exist in the list, add it in
context.splice(
index, 0, flag | StylingFlags.Dirty | (classBased ? StylingFlags.Class : StylingFlags.None),
name, value);
name, value, playerIndex);
if (doShift) {
// because the value was inserted midway into the array then we
@ -696,3 +890,35 @@ function hasValueChanged(
// everything else is safe to check with a normal equality check
return a !== b;
}
export class ClassAndStylePlayerBuilder<T> implements PlayerBuilder {
private _values: {[key: string]: string | null} = {};
private _dirty = false;
private _factory: BoundPlayerFactory<T>;
constructor(factory: PlayerFactory, private _element: HTMLElement, private _type: BindingType) {
this._factory = factory as any;
}
setValue(prop: string, value: any) {
if (this._values[prop] !== value) {
this._values[prop] = value;
this._dirty = true;
}
}
buildPlayer(currentPlayer?: Player|null): Player|undefined|null {
// if no values have been set here then this means the binding didn't
// change and therefore the binding values were not updated through
// `setValue` which means no new player will be provided.
if (this._dirty) {
const player =
this._factory.fn(this._element, this._type, this._values !, currentPlayer || null);
this._values = {};
this._dirty = false;
return player;
}
return undefined;
}
}

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@ -5,7 +5,7 @@
* 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 {Player, PlayerHandler} from '../interfaces/player';
import {PlayState, Player, PlayerHandler} from '../interfaces/player';
export class CorePlayerHandler implements PlayerHandler {
private _players: Player[] = [];
@ -13,7 +13,7 @@ export class CorePlayerHandler implements PlayerHandler {
flushPlayers() {
for (let i = 0; i < this._players.length; i++) {
const player = this._players[i];
if (!player.parent) {
if (!player.parent && player.state === PlayState.Pending) {
player.play();
}
}

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@ -0,0 +1,33 @@
/**
* @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 {PlayerFactory, PlayerFactoryBuildFn} from '../interfaces/player';
/**
* Combines the binding value and a factory for an animation player.
*
* Used to bind a player to an element template binding (currently only
* `[style]`, `[style.prop]`, `[class]` and `[class.name]` bindings
* supported). The provided `factoryFn` function will be run once all
* the associated bindings have been evaluated on the element and is
* designed to return a player which will then be placed on the element.
*
* @param factoryFn The function that is used to create a player
* once all the rendering-related (styling values) have been
* processed for the element binding.
* @param value The raw value that will be exposed to the binding
* so that the binding can update its internal values when
* any changes are evaluated.
*/
export function bindPlayerFactory<T>(factoryFn: PlayerFactoryBuildFn, value: T): PlayerFactory {
return new BoundPlayerFactory(factoryFn, value) as any;
}
export class BoundPlayerFactory<T> {
'__brand__': 'Brand for PlayerFactory that nothing will match';
constructor(public fn: PlayerFactoryBuildFn, public value: T) {}
}

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@ -5,19 +5,19 @@
* 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 {PlayerContext} from '../interfaces/player';
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} from '../interfaces/view';
import {FLAGS, HEADER_OFFSET, HOST, LViewData, RootContext} from '../interfaces/view';
import {getTNode} from '../util';
export const EMPTY_ARR: any[] = [];
export const EMPTY_OBJ: {[key: string]: any} = {};
import {CorePlayerHandler} from './core_player_handler';
export function createEmptyStylingContext(
element?: RElement | null, sanitizer?: StyleSanitizeFn | null,
@ -75,7 +75,10 @@ export function getStylingContext(index: number, viewData: LViewData): StylingCo
// This is an LViewData or an LContainer
const stylingTemplate = getTNode(index, viewData).stylingTemplate;
if (wrapper !== viewData) storageIndex = HOST;
if (wrapper !== viewData) {
storageIndex = HOST;
}
return wrapper[storageIndex] = stylingTemplate ?
allocStylingContext(slotValue, stylingTemplate) :
createEmptyStylingContext(slotValue);
@ -87,18 +90,88 @@ function isStylingContext(value: LViewData | LContainer | StylingContext) {
return typeof value[FLAGS] !== 'number' && typeof value[ACTIVE_INDEX] !== 'number';
}
export function getOrCreatePlayerContext(target: {}, context?: LContext | null): PlayerContext {
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 (ngDevMode && !context) {
throw new Error(
'Only elements that exist in an Angular application can be used for player access');
if (!context) {
ngDevMode && throwInvalidRefError();
return null;
}
const {lViewData, nodeIndex} = context;
const stylingContext = getStylingContext(nodeIndex - HEADER_OFFSET, lViewData);
return stylingContext[StylingIndex.PlayerContext] || allocPlayerContext(stylingContext);
return getPlayerContext(stylingContext) || allocPlayerContext(stylingContext);
}
function allocPlayerContext(data: StylingContext): PlayerContext {
return data[StylingIndex.PlayerContext] = [];
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');
}