First technique:
Add a class to an element, then handle every animation and wait for them to end, no matter what. This is the common way to do things where you trigger animations by classes.
As per Kaiido's comment and pointing out, this waits for every single animation, no matter how long to finish. This was the motivation behind all of this: create a nice animation and make JS aware of it (no matter how complex / long) finishing it so you could then chain other things.
If you don't do this, you might have a nice animation running and suddenly being cut by something else and...that's bad.
const triggerAnimationWithClass = (classToAdd, toWhat) => {
const element = document.querySelector(toWhat);
/**
* Initialize the count with 1, because you'll always have at least one animation no matter what.
*/
let animationCount = 1;
return new Promise((resolve, reject) => {
element.addEventListener('animationend', (event) => {
if((window.getComputedStyle(element).animationName).split(',').length - animationCount === 0) {
/**
* Remove the current function being hooked once we're done. When a class gets added that contains any N number of animations,
* we're running in a synchronous environment. There is virtually no way for another animation to happen at this point, so, we're
* surgically looking at animations that only happen when our classToAdd gets applied then hooking off to not create conflicts.
*/
element.removeEventListener('animationend', this);
const animationsDonePackage = {
'animatedWithClass': classToAdd,
'animatedElement': toWhat,
'animatedDoneTime': new Date().getTime()
};
resolve(animationsDonePackage);
} else {
animationCount++;
}
});
element.classList.add(classToAdd);
});
}
This handles multiple classes being added. Let's assume that from the outside, someone adds yet another class at the same time (weird, but, let's say it happens) you've added yours. All the animations on that element are then treated as one and the function will wait for all of them to finish.
Second technique:
Based on @B-Dawg's answer. Handle a set of animations, based on name (CSS animation names), not class, please read the after-word:
const onAnimationsComplete = ({element, animationsToLookFor}) => {
const animationsMap = new WeakMap();
if(!animationsMap.has(element)) {
const animationsCompleted = {};
for(const animation of animationsToLookFor) {
animationsCompleted[animation] = false;
}
animationsMap.set(element, animationsCompleted);
}
return new Promise((resolve, reject) => {
// When any animation completes...
element.addEventListener('animationend', ({target, animationName, elapsedTime}) => {
const animationsCompleted = animationsMap.get(target);
animationsCompleted[animationName] = true;
// If every animation is now completed...
if(Object.values(animationsCompleted).every(isCompleted => isCompleted === true)) {
const animations = Object.keys(animationsCompleted);
// Reset for next time - set all animations to not complete (false)
animations.forEach(animation => animationsCompleted[animation] = false);
//Remove the listener once we're done.
element.removeEventListener('animationend', this);
resolve({
'animationsDone': animationsToLookFor
});
}
});
});
};
This has a bug. Assuming that a new animation comes from, say, maybe a new class, if it's not put in the animationsToLookFor
list, this never resolves.
Trying to fix it but if we're talking about a precise list of animations you're looking for, this is the go-to.