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-rw-r--r--src/ngAnimate/animate.js8
1 files changed, 7 insertions, 1 deletions
diff --git a/src/ngAnimate/animate.js b/src/ngAnimate/animate.js
index bbe056ed..18796ba9 100644
--- a/src/ngAnimate/animate.js
+++ b/src/ngAnimate/animate.js
@@ -865,6 +865,7 @@ angular.module('ngAnimate', ['ng'])
var NG_ANIMATE_CSS_DATA_KEY = '$$ngAnimateCSS3Data';
var NG_ANIMATE_FALLBACK_CLASS_NAME = 'ng-animate-start';
var NG_ANIMATE_FALLBACK_ACTIVE_CLASS_NAME = 'ng-animate-active';
+ var ELAPSED_TIME_MAX_DECIMAL_PLACES = 3;
var lookupCache = {};
var parentCounter = 0;
@@ -1118,6 +1119,11 @@ angular.module('ngAnimate', ['ng'])
event.stopPropagation();
var ev = event.originalEvent || event;
var timeStamp = ev.$manualTimeStamp || ev.timeStamp || Date.now();
+
+ /* Firefox (or possibly just Gecko) likes to not round values up
+ * when a ms measurement is used for the animation */
+ var elapsedTime = parseFloat(ev.elapsedTime.toFixed(ELAPSED_TIME_MAX_DECIMAL_PLACES));
+
/* $manualTimeStamp is a mocked timeStamp value which is set
* within browserTrigger(). This is only here so that tests can
* mock animations properly. Real events fallback to event.timeStamp,
@@ -1125,7 +1131,7 @@ angular.module('ngAnimate', ['ng'])
* We're checking to see if the timeStamp surpasses the expected delay,
* but we're using elapsedTime instead of the timeStamp on the 2nd
* pre-condition since animations sometimes close off early */
- if(Math.max(timeStamp - startTime, 0) >= maxDelayTime && ev.elapsedTime >= maxDuration) {
+ if(Math.max(timeStamp - startTime, 0) >= maxDelayTime && elapsedTime >= maxDuration) {
activeAnimationComplete();
}
}