@angular/animations 5.2.4 → 5.2.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1 +1 @@
1
- {"version":3,"sources":["animations.umd.js"],"names":["global","factory","exports","module","define","amd","ng","animations","this","trigger","name","definitions","type","options","animate","timings","styles","group","steps","sequence","style","tokens","offset","state","keyframes","transition","stateChangeExpr","expr","animation","animateChild","useAnimation","query","selector","stagger","scheduleMicroTask","cb","Promise","resolve","then","AnimationBuilder","AnimationFactory","NoopAnimationPlayer","_onDoneFns","_onStartFns","_onDestroyFns","_started","_destroyed","_finished","parentPlayer","totalTime","prototype","_onFinish","forEach","fn","onStart","push","onDone","onDestroy","hasStarted","init","play","_onStart","triggerMicrotask","_this","pause","restart","finish","destroy","reset","setPosition","p","getPosition","triggerCallback","phaseName","methods","length","AnimationGroupPlayer","_players","players","doneCount","destroyCount","startCount","total","player","_onDestroy","reduce","time","Math","max","timeAtPosition","position","min","beforeDestroy","AUTO_STYLE","ɵAnimationGroupPlayer","ɵPRE_STYLE","Object","defineProperty","value"],"mappings":";;;;;CAKC,SAAUA,OAAQC,SACC,gBAAZC,UAA0C,mBAAXC,QAAyBF,QAAQC,SACrD,kBAAXE,SAAyBA,OAAOC,IAAMD,OAAO,uBAAwB,WAAYH,SACvFA,SAASD,OAAOM,GAAKN,OAAOM,OAAUN,OAAOM,GAAGC,iBAChDC,KAAM,SAAWN,SAAW,YAkT9B,SAASO,SAAQC,KAAMC,aACnB,OAASC,KAAM,EAAiBF,KAAMA,KAAMC,YAAaA,YAAaE,YAkD1E,QAASC,SAAQC,QAASC,QAEtB,WADe,KAAXA,SAAqBA,OAAS,OACzBJ,KAAM,EAAiBI,OAAQA,OAAQD,QAASA,SAoC7D,QAASE,OAAMC,MAAOL,SAElB,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,EAAeM,MAAOA,MAAOL,QAASA,SAuCzD,QAASM,UAASD,MAAOL,SAErB,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,EAAkBM,MAAOA,MAAOL,QAASA,SA8C5D,QAASO,OAAMC,QACX,OAAST,KAAM,EAAeI,OAAQK,OAAQC,OAAQ,MAsD1D,QAASC,OAAMb,KAAMM,OAAQH,SACzB,OAASD,KAAM,EAAeF,KAAMA,KAAMM,OAAQA,OAAQH,QAASA,SAiDvE,QAASW,WAAUN,OACf,OAASN,KAAM,EAAmBM,MAAOA,OA6M7C,QAASO,YAAWC,gBAAiBR,MAAOL,SAExC,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,EAAoBe,KAAMD,gBAAiBE,UAAWV,MAAOL,QAASA,SAwCzF,QAASe,WAAUV,MAAOL,SAEtB,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,EAAmBgB,UAAWV,MAAOL,QAASA,SAqGjE,QAASgB,cAAahB,SAElB,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,EAAsBC,QAASA,SAYlD,QAASiB,cAAaF,UAAWf,SAE7B,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,GAAqBgB,UAAWA,UAAWf,QAASA,SAkGvE,QAASkB,OAAMC,SAAUJ,UAAWf,SAEhC,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,GAAgBoB,SAAUA,SAAUJ,UAAWA,UAAWf,QAASA,SAmFtF,QAASoB,SAAQlB,QAASa,WACtB,OAAShB,KAAM,GAAkBG,QAASA,QAASa,UAAWA;;;;;;;;;AAgBlE,QAASM,mBAAkBC,IACvBC,QAAQC,QAAQ,MAAMC,KAAKH;;;;;AAllC/B,GAAII,kBAAkC,WAClC,QAASA,qBAET,MAAOA,qBASPC,iBAAkC,WAClC,QAASA,qBAET,MAAOA,qBAslCPC,oBAAqC,WACrC,QAASA,uBACLjC,KAAKkC,cACLlC,KAAKmC,eACLnC,KAAKoC,iBACLpC,KAAKqC,UAAW,EAChBrC,KAAKsC,YAAa,EAClBtC,KAAKuC,WAAY,EACjBvC,KAAKwC,aAAe,KACpBxC,KAAKyC,UAAY,EAqKrB,MAhKAR,qBAAoBS,UAAUC,UAG9B,WACS3C,KAAKuC,YACNvC,KAAKuC,WAAY,EACjBvC,KAAKkC,WAAWU,QAAQ,SAAUC,IAAM,MAAOA,QAC/C7C,KAAKkC,gBAObD,oBAAoBS,UAAUI,QAI9B,SAAUD,IAAM7C,KAAKmC,YAAYY,KAAKF,KAKtCZ,oBAAoBS,UAAUM,OAI9B,SAAUH,IAAM7C,KAAKkC,WAAWa,KAAKF,KAKrCZ,oBAAoBS,UAAUO,UAI9B,SAAUJ,IAAM7C,KAAKoC,cAAcW,KAAKF,KAIxCZ,oBAAoBS,UAAUQ,WAG9B,WAAc,MAAOlD,MAAKqC,UAI1BJ,oBAAoBS,UAAUS,KAG9B,aAIAlB,oBAAoBS,UAAUU,KAG9B,WACSpD,KAAKkD,eACNlD,KAAKqD,WACLrD,KAAKsD,oBAETtD,KAAKqC,UAAW,GAMpBJ,oBAAoBS,UAAUY,iBAG9B,WACI,GAAIC,OAAQvD,IACZ0B,mBAAkB,WAAc,MAAO6B,OAAMZ,eAKjDV,oBAAoBS,UAAUW,SAG9B,WACIrD,KAAKmC,YAAYS,QAAQ,SAAUC,IAAM,MAAOA,QAChD7C,KAAKmC,gBAKTF,oBAAoBS,UAAUc,MAG9B,aAIAvB,oBAAoBS,UAAUe,QAG9B,aAIAxB,oBAAoBS,UAAUgB,OAG9B,WAAc1D,KAAK2C,aAInBV,oBAAoBS,UAAUiB,QAG9B,WACS3D,KAAKsC,aACNtC,KAAKsC,YAAa,EACbtC,KAAKkD,cACNlD,KAAKqD,WAETrD,KAAK0D,SACL1D,KAAKoC,cAAcQ,QAAQ,SAAUC,IAAM,MAAOA,QAClD7C,KAAKoC,mBAMbH,oBAAoBS,UAAUkB,MAG9B,aAKA3B,oBAAoBS,UAAUmB,YAI9B,SAAUC,KAIV7B,oBAAoBS,UAAUqB,YAG9B,WAAc,MAAO,IAMrB9B,oBAAoBS,UAAUsB,gBAI9B,SAAUC,WACN,GAAqBC,SAAuB,SAAbD,UAAuBjE,KAAKmC,YAAcnC,KAAKkC,UAC9EgC,SAAQtB,QAAQ,SAAUC,IAAM,MAAOA,QACvCqB,QAAQC,OAAS,GAEdlC,uBAcPmC,qBAAsC,WACtC,QAASA,sBAAqBC,UAC1B,GAAId,OAAQvD,IACZA,MAAKkC,cACLlC,KAAKmC,eACLnC,KAAKuC,WAAY,EACjBvC,KAAKqC,UAAW,EAChBrC,KAAKsC,YAAa,EAClBtC,KAAKoC,iBACLpC,KAAKwC,aAAe,KACpBxC,KAAKyC,UAAY,EACjBzC,KAAKsE,QAAUD,QACf,IAAqBE,WAAY,EACZC,aAAe,EACfC,WAAa,EACbC,MAAQ1E,KAAKsE,QAAQH,MAC7B,IAATO,MACAhD,kBAAkB,WAAc,MAAO6B,OAAMZ,cAG7C3C,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAC3BA,OAAO3B,OAAO,aACJuB,WAAaG,OACfnB,MAAMZ,cAGdgC,OAAO1B,UAAU,aACPuB,cAAgBE,OAClBnB,MAAMqB,eAGdD,OAAO7B,QAAQ,aACL2B,YAAcC,OAChBnB,MAAMF,eAKtBrD,KAAKyC,UAAYzC,KAAKsE,QAAQO,OAAO,SAAUC,KAAMH,QAAU,MAAOI,MAAKC,IAAIF,KAAMH,OAAOlC,YAAe,GAoM/G,MA/LA2B,sBAAqB1B,UAAUC,UAG/B,WACS3C,KAAKuC,YACNvC,KAAKuC,WAAY,EACjBvC,KAAKkC,WAAWU,QAAQ,SAAUC,IAAM,MAAOA,QAC/C7C,KAAKkC,gBAMbkC,qBAAqB1B,UAAUS,KAG/B,WAAcnD,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOxB,UAKrEiB,qBAAqB1B,UAAUI,QAI/B,SAAUD,IAAM7C,KAAKmC,YAAYY,KAAKF,KAItCuB,qBAAqB1B,UAAUW,SAG/B,WACSrD,KAAKkD,eACNlD,KAAKqC,UAAW,EAChBrC,KAAKmC,YAAYS,QAAQ,SAAUC,IAAM,MAAOA,QAChD7C,KAAKmC,iBAObiC,qBAAqB1B,UAAUM,OAI/B,SAAUH,IAAM7C,KAAKkC,WAAWa,KAAKF,KAKrCuB,qBAAqB1B,UAAUO,UAI/B,SAAUJ,IAAM7C,KAAKoC,cAAcW,KAAKF,KAIxCuB,qBAAqB1B,UAAUQ,WAG/B,WAAc,MAAOlD,MAAKqC,UAI1B+B,qBAAqB1B,UAAUU,KAG/B,WACSpD,KAAKwC,cACNxC,KAAKmD,OAETnD,KAAKqD,WACLrD,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOvB,UAK3DgB,qBAAqB1B,UAAUc,MAG/B,WAAcxD,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOnB,WAIrEY,qBAAqB1B,UAAUe,QAG/B,WAAczD,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOlB,aAIrEW,qBAAqB1B,UAAUgB,OAG/B,WACI1D,KAAK2C,YACL3C,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOjB,YAK3DU,qBAAqB1B,UAAUiB,QAG/B,WAAc3D,KAAK4E,cAInBR,qBAAqB1B,UAAUkC,WAG/B,WACS5E,KAAKsC,aACNtC,KAAKsC,YAAa,EAClBtC,KAAK2C,YACL3C,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOhB,YACvD3D,KAAKoC,cAAcQ,QAAQ,SAAUC,IAAM,MAAOA,QAClD7C,KAAKoC,mBAMbgC,qBAAqB1B,UAAUkB,MAG/B,WACI5D,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOf,UACvD5D,KAAKsC,YAAa,EAClBtC,KAAKuC,WAAY,EACjBvC,KAAKqC,UAAW,GAMpB+B,qBAAqB1B,UAAUmB,YAI/B,SAAUC,GACN,GAAqBmB,gBAAiBnB,EAAI9D,KAAKyC,SAC/CzC,MAAKsE,QAAQ1B,QAAQ,SAAU+B,QAC3B,GAAqBO,UAAWP,OAAOlC,UAAYsC,KAAKI,IAAI,EAAGF,eAAiBN,OAAOlC,WAAa,CACpGkC,QAAOd,YAAYqB,aAM3Bd,qBAAqB1B,UAAUqB,YAG/B,WACI,GAAqBoB,KAAM,CAK3B,OAJAnF,MAAKsE,QAAQ1B,QAAQ,SAAU+B,QAC3B,GAAqBb,GAAIa,OAAOZ,aAChCoB,KAAMJ,KAAKI,IAAIrB,EAAGqB,OAEfA,KAKXf,qBAAqB1B,UAAU0C,cAG/B,WACIpF,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QACvBA,OAAOS,eACPT,OAAOS,mBASnBhB,qBAAqB1B,UAAUsB,gBAI/B,SAAUC,WACN,GAAqBC,SAAuB,SAAbD,UAAuBjE,KAAKmC,YAAcnC,KAAKkC,UAC9EgC,SAAQtB,QAAQ,SAAUC,IAAM,MAAOA,QACvCqB,QAAQC,OAAS,GAEdC,uBASX1E,SAAQqC,iBAAmBA,iBAC3BrC,QAAQsC,iBAAmBA,iBAC3BtC,QAAQ2F,WAp/CS,IAq/CjB3F,QAAQY,QAAUA,QAClBZ,QAAQ2B,aAAeA,aACvB3B,QAAQ0B,UAAYA,UACpB1B,QAAQe,MAAQA,MAChBf,QAAQsB,UAAYA,UACpBtB,QAAQ6B,MAAQA,MAChB7B,QAAQiB,SAAWA,SACnBjB,QAAQ+B,QAAUA,QAClB/B,QAAQqB,MAAQA,MAChBrB,QAAQkB,MAAQA,MAChBlB,QAAQuB,WAAaA,WACrBvB,QAAQO,QAAUA,QAClBP,QAAQ4B,aAAeA,aACvB5B,QAAQuC,oBAAsBA,oBAC9BvC,QAAQ4F,sBAAwBlB,qBAChC1E,QAAQ6F,WApBS,IAsBjBC,OAAOC,eAAe/F,QAAS,cAAgBgG,OAAO","file":"animations.umd.min.js","sourcesContent":["/**\n * @license Angular v5.2.4\n * (c) 2010-2018 Google, Inc. https://angular.io/\n * License: MIT\n */\n(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :\n\ttypeof define === 'function' && define.amd ? define('@angular/animations', ['exports'], factory) :\n\t(factory((global.ng = global.ng || {}, global.ng.animations = {})));\n}(this, (function (exports) { 'use strict';\n\n/**\n * @license Angular v5.2.4\n * (c) 2010-2018 Google, Inc. https://angular.io/\n * License: MIT\n */\n/**\n * @fileoverview added by tsickle\n * @suppress {checkTypes} checked by tsc\n */\n/**\n * AnimationBuilder is an injectable service that is available when the {\\@link\n * BrowserAnimationsModule BrowserAnimationsModule} or {\\@link NoopAnimationsModule\n * NoopAnimationsModule} modules are used within an application.\n *\n * The purpose if this service is to produce an animation sequence programmatically within an\n * angular component or directive.\n *\n * Programmatic animations are first built and then a player is created when the build animation is\n * attached to an element.\n *\n * ```ts\n * // remember to include the BrowserAnimationsModule module for this to work...\n * import {AnimationBuilder} from '\\@angular/animations';\n *\n * class MyCmp {\n * constructor(private _builder: AnimationBuilder) {}\n *\n * makeAnimation(element: any) {\n * // first build the animation\n * const myAnimation = this._builder.build([\n * style({ width: 0 }),\n * animate(1000, style({ width: '100px' }))\n * ]);\n *\n * // then create a player from it\n * const player = myAnimation.create(element);\n *\n * player.play();\n * }\n * }\n * ```\n *\n * When an animation is built an instance of {\\@link AnimationFactory AnimationFactory} will be\n * returned. Using that an {\\@link AnimationPlayer AnimationPlayer} can be created which can then be\n * used to start the animation.\n *\n * \\@experimental Animation support is experimental.\n * @abstract\n */\nvar AnimationBuilder = /** @class */ (function () {\n function AnimationBuilder() {\n }\n return AnimationBuilder;\n}());\n/**\n * An instance of `AnimationFactory` is returned from {\\@link AnimationBuilder#build\n * AnimationBuilder.build}.\n *\n * \\@experimental Animation support is experimental.\n * @abstract\n */\nvar AnimationFactory = /** @class */ (function () {\n function AnimationFactory() {\n }\n return AnimationFactory;\n}());\n\n/**\n * @fileoverview added by tsickle\n * @suppress {checkTypes} checked by tsc\n */\n/**\n * @license\n * Copyright Google Inc. All Rights Reserved.\n *\n * Use of this source code is governed by an MIT-style license that can be\n * found in the LICENSE file at https://angular.io/license\n * @record\n */\n\n/**\n * \\@experimental Animation support is experimental.\n */\nvar AUTO_STYLE = '*';\n/**\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link trigger trigger animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link state state animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link transition transition animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link keyframes keyframes animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link style style animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link animate animate animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link animateChild animateChild animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link useAnimation useAnimation animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link sequence sequence animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link group group animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link stagger stagger animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * `trigger` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the\n * {\\@link Component#animations component animations metadata page} to gain a better\n * understanding of how animations in Angular are used.\n *\n * `trigger` Creates an animation trigger which will a list of {\\@link state state} and\n * {\\@link transition transition} entries that will be evaluated when the expression\n * bound to the trigger changes.\n *\n * Triggers are registered within the component annotation data under the\n * {\\@link Component#animations animations section}. An animation trigger can be placed on an element\n * within a template by referencing the name of the trigger followed by the expression value that\n * the\n * trigger is bound to (in the form of `[\\@triggerName]=\"expression\"`.\n *\n * Animation trigger bindings strigify values and then match the previous and current values against\n * any linked transitions. If a boolean value is provided into the trigger binding then it will both\n * be represented as `1` or `true` and `0` or `false` for a true and false boolean values\n * respectively.\n *\n * ### Usage\n *\n * `trigger` will create an animation trigger reference based on the provided `name` value. The\n * provided `animation` value is expected to be an array consisting of {\\@link state state} and\n * {\\@link transition transition} declarations.\n *\n * ```typescript\n * \\@Component({\n * selector: 'my-component',\n * templateUrl: 'my-component-tpl.html',\n * animations: [\n * trigger(\"myAnimationTrigger\", [\n * state(...),\n * state(...),\n * transition(...),\n * transition(...)\n * ])\n * ]\n * })\n * class MyComponent {\n * myStatusExp = \"something\";\n * }\n * ```\n *\n * The template associated with this component will make use of the `myAnimationTrigger` animation\n * trigger by binding to an element within its template code.\n *\n * ```html\n * <!-- somewhere inside of my-component-tpl.html -->\n * <div [\\@myAnimationTrigger]=\"myStatusExp\">...</div>\n * ```\n *\n * ## Disable Animations\n * A special animation control binding called `\\@.disabled` can be placed on an element which will\n * then disable animations for any inner animation triggers situated within the element as well as\n * any animations on the element itself.\n *\n * When true, the `\\@.disabled` binding will prevent all animations from rendering. The example\n * below shows how to use this feature:\n *\n * ```ts\n * \\@Component({\n * selector: 'my-component',\n * template: `\n * <div [\\@.disabled]=\"isDisabled\">\n * <div [\\@childAnimation]=\"exp\"></div>\n * </div>\n * `,\n * animations: [\n * trigger(\"childAnimation\", [\n * // ...\n * ])\n * ]\n * })\n * class MyComponent {\n * isDisabled = true;\n * exp = '...';\n * }\n * ```\n *\n * The `\\@childAnimation` trigger will not animate because `\\@.disabled` prevents it from happening\n * (when true).\n *\n * Note that `\\@.disbled` will only disable all animations (this means any animations running on\n * the same element will also be disabled).\n *\n * ### Disabling Animations Application-wide\n * When an area of the template is set to have animations disabled, **all** inner components will\n * also have their animations disabled as well. This means that all animations for an angular\n * application can be disabled by placing a host binding set on `\\@.disabled` on the topmost Angular\n * component.\n *\n * ```ts\n * import {Component, HostBinding} from '\\@angular/core';\n *\n * \\@Component({\n * selector: 'app-component',\n * templateUrl: 'app.component.html',\n * })\n * class AppComponent {\n * \\@HostBinding('\\@.disabled')\n * public animationsDisabled = true;\n * }\n * ```\n *\n * ### What about animations that us `query()` and `animateChild()`?\n * Despite inner animations being disabled, a parent animation can {\\@link query query} for inner\n * elements located in disabled areas of the template and still animate them as it sees fit. This is\n * also the case for when a sub animation is queried by a parent and then later animated using {\\@link\n * animateChild animateChild}.\n *\n * \\@experimental Animation support is experimental.\n * @param {?} name\n * @param {?} definitions\n * @return {?}\n */\nfunction trigger(name, definitions) {\n return { type: 7 /* Trigger */, name: name, definitions: definitions, options: {} };\n}\n/**\n * `animate` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `animate` specifies an animation step that will apply the provided `styles` data for a given\n * amount of time based on the provided `timing` expression value. Calls to `animate` are expected\n * to be used within {\\@link sequence an animation sequence}, {\\@link group group}, or {\\@link\n * transition transition}.\n *\n * ### Usage\n *\n * The `animate` function accepts two input parameters: `timing` and `styles`:\n *\n * - `timing` is a string based value that can be a combination of a duration with optional delay\n * and easing values. The format for the expression breaks down to `duration delay easing`\n * (therefore a value such as `1s 100ms ease-out` will be parse itself into `duration=1000,\n * delay=100, easing=ease-out`. If a numeric value is provided then that will be used as the\n * `duration` value in millisecond form.\n * - `styles` is the style input data which can either be a call to {\\@link style style} or {\\@link\n * keyframes keyframes}. If left empty then the styles from the destination state will be collected\n * and used (this is useful when describing an animation step that will complete an animation by\n * {\\@link transition#the-final-animate-call animating to the final state}).\n *\n * ```typescript\n * // various functions for specifying timing data\n * animate(500, style(...))\n * animate(\"1s\", style(...))\n * animate(\"100ms 0.5s\", style(...))\n * animate(\"5s ease\", style(...))\n * animate(\"5s 10ms cubic-bezier(.17,.67,.88,.1)\", style(...))\n *\n * // either style() of keyframes() can be used\n * animate(500, style({ background: \"red\" }))\n * animate(500, keyframes([\n * style({ background: \"blue\" })),\n * style({ background: \"red\" }))\n * ])\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} timings\n * @param {?=} styles\n * @return {?}\n */\nfunction animate(timings, styles) {\n if (styles === void 0) { styles = null; }\n return { type: 4 /* Animate */, styles: styles, timings: timings };\n}\n/**\n * `group` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `group` specifies a list of animation steps that are all run in parallel. Grouped animations are\n * useful when a series of styles must be animated/closed off at different starting/ending times.\n *\n * The `group` function can either be used within a {\\@link sequence sequence} or a {\\@link transition\n * transition} and it will only continue to the next instruction once all of the inner animation\n * steps have completed.\n *\n * ### Usage\n *\n * The `steps` data that is passed into the `group` animation function can either consist of {\\@link\n * style style} or {\\@link animate animate} function calls. Each call to `style()` or `animate()`\n * within a group will be executed instantly (use {\\@link keyframes keyframes} or a {\\@link\n * animate#usage animate() with a delay value} to offset styles to be applied at a later time).\n *\n * ```typescript\n * group([\n * animate(\"1s\", { background: \"black\" }))\n * animate(\"2s\", { color: \"white\" }))\n * ])\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} steps\n * @param {?=} options\n * @return {?}\n */\nfunction group(steps, options) {\n if (options === void 0) { options = null; }\n return { type: 3 /* Group */, steps: steps, options: options };\n}\n/**\n * `sequence` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `sequence` Specifies a list of animation steps that are run one by one. (`sequence` is used by\n * default when an array is passed as animation data into {\\@link transition transition}.)\n *\n * The `sequence` function can either be used within a {\\@link group group} or a {\\@link transition\n * transition} and it will only continue to the next instruction once each of the inner animation\n * steps have completed.\n *\n * To perform animation styling in parallel with other animation steps then have a look at the\n * {\\@link group group} animation function.\n *\n * ### Usage\n *\n * The `steps` data that is passed into the `sequence` animation function can either consist of\n * {\\@link style style} or {\\@link animate animate} function calls. A call to `style()` will apply the\n * provided styling data immediately while a call to `animate()` will apply its styling data over a\n * given time depending on its timing data.\n *\n * ```typescript\n * sequence([\n * style({ opacity: 0 })),\n * animate(\"1s\", { opacity: 1 }))\n * ])\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} steps\n * @param {?=} options\n * @return {?}\n */\nfunction sequence(steps, options) {\n if (options === void 0) { options = null; }\n return { type: 2 /* Sequence */, steps: steps, options: options };\n}\n/**\n * `style` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `style` declares a key/value object containing CSS properties/styles that can then be used for\n * {\\@link state animation states}, within an {\\@link sequence animation sequence}, or as styling data\n * for both {\\@link animate animate} and {\\@link keyframes keyframes}.\n *\n * ### Usage\n *\n * `style` takes in a key/value string map as data and expects one or more CSS property/value pairs\n * to be defined.\n *\n * ```typescript\n * // string values are used for css properties\n * style({ background: \"red\", color: \"blue\" })\n *\n * // numerical (pixel) values are also supported\n * style({ width: 100, height: 0 })\n * ```\n *\n * #### Auto-styles (using `*`)\n *\n * When an asterix (`*`) character is used as a value then it will be detected from the element\n * being animated and applied as animation data when the animation starts.\n *\n * This feature proves useful for a state depending on layout and/or environment factors; in such\n * cases the styles are calculated just before the animation starts.\n *\n * ```typescript\n * // the steps below will animate from 0 to the\n * // actual height of the element\n * style({ height: 0 }),\n * animate(\"1s\", style({ height: \"*\" }))\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} tokens\n * @return {?}\n */\nfunction style(tokens) {\n return { type: 6 /* Style */, styles: tokens, offset: null };\n}\n/**\n * `state` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `state` declares an animation state within the given trigger. When a state is active within a\n * component then its associated styles will persist on the element that the trigger is attached to\n * (even when the animation ends).\n *\n * To animate between states, have a look at the animation {\\@link transition transition} DSL\n * function. To register states to an animation trigger please have a look at the {\\@link trigger\n * trigger} function.\n *\n * #### The `void` state\n *\n * The `void` state value is a reserved word that angular uses to determine when the element is not\n * apart of the application anymore (e.g. when an `ngIf` evaluates to false then the state of the\n * associated element is void).\n *\n * #### The `*` (default) state\n *\n * The `*` state (when styled) is a fallback state that will be used if the state that is being\n * animated is not declared within the trigger.\n *\n * ### Usage\n *\n * `state` will declare an animation state with its associated styles\n * within the given trigger.\n *\n * - `stateNameExpr` can be one or more state names separated by commas.\n * - `styles` refers to the {\\@link style styling data} that will be persisted on the element once\n * the state has been reached.\n *\n * ```typescript\n * // \"void\" is a reserved name for a state and is used to represent\n * // the state in which an element is detached from from the application.\n * state(\"void\", style({ height: 0 }))\n *\n * // user-defined states\n * state(\"closed\", style({ height: 0 }))\n * state(\"open, visible\", style({ height: \"*\" }))\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} name\n * @param {?} styles\n * @param {?=} options\n * @return {?}\n */\nfunction state(name, styles, options) {\n return { type: 0 /* State */, name: name, styles: styles, options: options };\n}\n/**\n * `keyframes` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `keyframes` specifies a collection of {\\@link style style} entries each optionally characterized\n * by an `offset` value.\n *\n * ### Usage\n *\n * The `keyframes` animation function is designed to be used alongside the {\\@link animate animate}\n * animation function. Instead of applying animations from where they are currently to their\n * destination, keyframes can describe how each style entry is applied and at what point within the\n * animation arc (much like CSS Keyframe Animations do).\n *\n * For each `style()` entry an `offset` value can be set. Doing so allows to specifiy at what\n * percentage of the animate time the styles will be applied.\n *\n * ```typescript\n * // the provided offset values describe when each backgroundColor value is applied.\n * animate(\"5s\", keyframes([\n * style({ backgroundColor: \"red\", offset: 0 }),\n * style({ backgroundColor: \"blue\", offset: 0.2 }),\n * style({ backgroundColor: \"orange\", offset: 0.3 }),\n * style({ backgroundColor: \"black\", offset: 1 })\n * ]))\n * ```\n *\n * Alternatively, if there are no `offset` values used within the style entries then the offsets\n * will be calculated automatically.\n *\n * ```typescript\n * animate(\"5s\", keyframes([\n * style({ backgroundColor: \"red\" }) // offset = 0\n * style({ backgroundColor: \"blue\" }) // offset = 0.33\n * style({ backgroundColor: \"orange\" }) // offset = 0.66\n * style({ backgroundColor: \"black\" }) // offset = 1\n * ]))\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} steps\n * @return {?}\n */\nfunction keyframes(steps) {\n return { type: 5 /* Keyframes */, steps: steps };\n}\n/**\n * `transition` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `transition` declares the {\\@link sequence sequence of animation steps} that will be run when the\n * provided `stateChangeExpr` value is satisfied. The `stateChangeExpr` consists of a `state1 =>\n * state2` which consists of two known states (use an asterix (`*`) to refer to a dynamic starting\n * and/or ending state).\n *\n * A function can also be provided as the `stateChangeExpr` argument for a transition and this\n * function will be executed each time a state change occurs. If the value returned within the\n * function is true then the associated animation will be run.\n *\n * Animation transitions are placed within an {\\@link trigger animation trigger}. For an transition\n * to animate to a state value and persist its styles then one or more {\\@link state animation\n * states} is expected to be defined.\n *\n * ### Usage\n *\n * An animation transition is kicked off the `stateChangeExpr` predicate evaluates to true based on\n * what the previous state is and what the current state has become. In other words, if a transition\n * is defined that matches the old/current state criteria then the associated animation will be\n * triggered.\n *\n * ```typescript\n * // all transition/state changes are defined within an animation trigger\n * trigger(\"myAnimationTrigger\", [\n * // if a state is defined then its styles will be persisted when the\n * // animation has fully completed itself\n * state(\"on\", style({ background: \"green\" })),\n * state(\"off\", style({ background: \"grey\" })),\n *\n * // a transition animation that will be kicked off when the state value\n * // bound to \"myAnimationTrigger\" changes from \"on\" to \"off\"\n * transition(\"on => off\", animate(500)),\n *\n * // it is also possible to do run the same animation for both directions\n * transition(\"on <=> off\", animate(500)),\n *\n * // or to define multiple states pairs separated by commas\n * transition(\"on => off, off => void\", animate(500)),\n *\n * // this is a catch-all state change for when an element is inserted into\n * // the page and the destination state is unknown\n * transition(\"void => *\", [\n * style({ opacity: 0 }),\n * animate(500)\n * ]),\n *\n * // this will capture a state change between any states\n * transition(\"* => *\", animate(\"1s 0s\")),\n *\n * // you can also go full out and include a function\n * transition((fromState, toState) => {\n * // when `true` then it will allow the animation below to be invoked\n * return fromState == \"off\" && toState == \"on\";\n * }, animate(\"1s 0s\"))\n * ])\n * ```\n *\n * The template associated with this component will make use of the `myAnimationTrigger` animation\n * trigger by binding to an element within its template code.\n *\n * ```html\n * <!-- somewhere inside of my-component-tpl.html -->\n * <div [\\@myAnimationTrigger]=\"myStatusExp\">...</div>\n * ```\n *\n * #### The final `animate` call\n *\n * If the final step within the transition steps is a call to `animate()` that **only** uses a\n * timing value with **no style data** then it will be automatically used as the final animation arc\n * for the element to animate itself to the final state. This involves an automatic mix of\n * adding/removing CSS styles so that the element will be in the exact state it should be for the\n * applied state to be presented correctly.\n *\n * ```\n * // start off by hiding the element, but make sure that it animates properly to whatever state\n * // is currently active for \"myAnimationTrigger\"\n * transition(\"void => *\", [\n * style({ opacity: 0 }),\n * animate(500)\n * ])\n * ```\n *\n * ### Using :enter and :leave\n *\n * Given that enter (insertion) and leave (removal) animations are so common, the `transition`\n * function accepts both `:enter` and `:leave` values which are aliases for the `void => *` and `*\n * => void` state changes.\n *\n * ```\n * transition(\":enter\", [\n * style({ opacity: 0 }),\n * animate(500, style({ opacity: 1 }))\n * ]),\n * transition(\":leave\", [\n * animate(500, style({ opacity: 0 }))\n * ])\n * ```\n *\n * ### Boolean values\n * if a trigger binding value is a boolean value then it can be matched using a transition\n * expression that compares `true` and `false` or `1` and `0`.\n *\n * ```\n * // in the template\n * <div [\\@openClose]=\"open ? true : false\">...</div>\n *\n * // in the component metadata\n * trigger('openClose', [\n * state('true', style({ height: '*' })),\n * state('false', style({ height: '0px' })),\n * transition('false <=> true', animate(500))\n * ])\n * ```\n *\n * ### Using :increment and :decrement\n * In addition to the :enter and :leave transition aliases, the :increment and :decrement aliases\n * can be used to kick off a transition when a numeric value has increased or decreased in value.\n *\n * ```\n * import {group, animate, query, transition, style, trigger} from '\\@angular/animations';\n * import {Component} from '\\@angular/core';\n *\n * \\@Component({\n * selector: 'banner-carousel-component',\n * styles: [`\n * .banner-container {\n * position:relative;\n * height:500px;\n * overflow:hidden;\n * }\n * .banner-container > .banner {\n * position:absolute;\n * left:0;\n * top:0;\n * font-size:200px;\n * line-height:500px;\n * font-weight:bold;\n * text-align:center;\n * width:100%;\n * }\n * `],\n * template: `\n * <button (click)=\"previous()\">Previous</button>\n * <button (click)=\"next()\">Next</button>\n * <hr>\n * <div [\\@bannerAnimation]=\"selectedIndex\" class=\"banner-container\">\n * <div class=\"banner\" *ngFor=\"let banner of banners\"> {{ banner }} </div>\n * </div>\n * `,\n * animations: [\n * trigger('bannerAnimation', [\n * transition(\":increment\", group([\n * query(':enter', [\n * style({ left: '100%' }),\n * animate('0.5s ease-out', style('*'))\n * ]),\n * query(':leave', [\n * animate('0.5s ease-out', style({ left: '-100%' }))\n * ])\n * ])),\n * transition(\":decrement\", group([\n * query(':enter', [\n * style({ left: '-100%' }),\n * animate('0.5s ease-out', style('*'))\n * ]),\n * query(':leave', [\n * animate('0.5s ease-out', style({ left: '100%' }))\n * ])\n * ]))\n * ])\n * ]\n * })\n * class BannerCarouselComponent {\n * allBanners: string[] = ['1', '2', '3', '4'];\n * selectedIndex: number = 0;\n *\n * get banners() {\n * return [this.allBanners[this.selectedIndex]];\n * }\n *\n * previous() {\n * this.selectedIndex = Math.max(this.selectedIndex - 1, 0);\n * }\n *\n * next() {\n * this.selectedIndex = Math.min(this.selectedIndex + 1, this.allBanners.length - 1);\n * }\n * }\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} stateChangeExpr\n * @param {?} steps\n * @param {?=} options\n * @return {?}\n */\nfunction transition(stateChangeExpr, steps, options) {\n if (options === void 0) { options = null; }\n return { type: 1 /* Transition */, expr: stateChangeExpr, animation: steps, options: options };\n}\n/**\n * `animation` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language.\n *\n * `var myAnimation = animation(...)` is designed to produce a reusable animation that can be later\n * invoked in another animation or sequence. Reusable animations are designed to make use of\n * animation parameters and the produced animation can be used via the `useAnimation` method.\n *\n * ```\n * var fadeAnimation = animation([\n * style({ opacity: '{{ start }}' }),\n * animate('{{ time }}',\n * style({ opacity: '{{ end }}'}))\n * ], { params: { time: '1000ms', start: 0, end: 1 }});\n * ```\n *\n * If parameters are attached to an animation then they act as **default parameter values**. When an\n * animation is invoked via `useAnimation` then parameter values are allowed to be passed in\n * directly. If any of the passed in parameter values are missing then the default values will be\n * used.\n *\n * ```\n * useAnimation(fadeAnimation, {\n * params: {\n * time: '2s',\n * start: 1,\n * end: 0\n * }\n * })\n * ```\n *\n * If one or more parameter values are missing before animated then an error will be thrown.\n *\n * \\@experimental Animation support is experimental.\n * @param {?} steps\n * @param {?=} options\n * @return {?}\n */\nfunction animation(steps, options) {\n if (options === void 0) { options = null; }\n return { type: 8 /* Reference */, animation: steps, options: options };\n}\n/**\n * `animateChild` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. It works by allowing a queried element to execute its own\n * animation within the animation sequence.\n *\n * Each time an animation is triggered in angular, the parent animation\n * will always get priority and any child animations will be blocked. In order\n * for a child animation to run, the parent animation must query each of the elements\n * containing child animations and then allow the animations to run using `animateChild`.\n *\n * The example HTML code below shows both parent and child elements that have animation\n * triggers that will execute at the same time.\n *\n * ```html\n * <!-- parent-child.component.html -->\n * <button (click)=\"exp =! exp\">Toggle</button>\n * <hr>\n *\n * <div [\\@parentAnimation]=\"exp\">\n * <header>Hello</header>\n * <div [\\@childAnimation]=\"exp\">\n * one\n * </div>\n * <div [\\@childAnimation]=\"exp\">\n * two\n * </div>\n * <div [\\@childAnimation]=\"exp\">\n * three\n * </div>\n * </div>\n * ```\n *\n * Now when the `exp` value changes to true, only the `parentAnimation` animation will animate\n * because it has priority. However, using `query` and `animateChild` each of the inner animations\n * can also fire:\n *\n * ```ts\n * // parent-child.component.ts\n * import {trigger, transition, animate, style, query, animateChild} from '\\@angular/animations';\n * \\@Component({\n * selector: 'parent-child-component',\n * animations: [\n * trigger('parentAnimation', [\n * transition('false => true', [\n * query('header', [\n * style({ opacity: 0 }),\n * animate(500, style({ opacity: 1 }))\n * ]),\n * query('\\@childAnimation', [\n * animateChild()\n * ])\n * ])\n * ]),\n * trigger('childAnimation', [\n * transition('false => true', [\n * style({ opacity: 0 }),\n * animate(500, style({ opacity: 1 }))\n * ])\n * ])\n * ]\n * })\n * class ParentChildCmp {\n * exp: boolean = false;\n * }\n * ```\n *\n * In the animation code above, when the `parentAnimation` transition kicks off it first queries to\n * find the header element and fades it in. It then finds each of the sub elements that contain the\n * `\\@childAnimation` trigger and then allows for their animations to fire.\n *\n * This example can be further extended by using stagger:\n *\n * ```ts\n * query('\\@childAnimation', stagger(100, [\n * animateChild()\n * ]))\n * ```\n *\n * Now each of the sub animations start off with respect to the `100ms` staggering step.\n *\n * ## The first frame of child animations\n * When sub animations are executed using `animateChild` the animation engine will always apply the\n * first frame of every sub animation immediately at the start of the animation sequence. This way\n * the parent animation does not need to set any initial styling data on the sub elements before the\n * sub animations kick off.\n *\n * In the example above the first frame of the `childAnimation`'s `false => true` transition\n * consists of a style of `opacity: 0`. This is applied immediately when the `parentAnimation`\n * animation transition sequence starts. Only then when the `\\@childAnimation` is queried and called\n * with `animateChild` will it then animate to its destination of `opacity: 1`.\n *\n * Note that this feature designed to be used alongside {\\@link query query()} and it will only work\n * with animations that are assigned using the Angular animation DSL (this means that CSS keyframes\n * and transitions are not handled by this API).\n *\n * \\@experimental Animation support is experimental.\n * @param {?=} options\n * @return {?}\n */\nfunction animateChild(options) {\n if (options === void 0) { options = null; }\n return { type: 9 /* AnimateChild */, options: options };\n}\n/**\n * `useAnimation` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. It is used to kick off a reusable animation that is created using {\\@link\n * animation animation()}.\n *\n * \\@experimental Animation support is experimental.\n * @param {?} animation\n * @param {?=} options\n * @return {?}\n */\nfunction useAnimation(animation, options) {\n if (options === void 0) { options = null; }\n return { type: 10 /* AnimateRef */, animation: animation, options: options };\n}\n/**\n * `query` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language.\n *\n * query() is used to find one or more inner elements within the current element that is\n * being animated within the sequence. The provided animation steps are applied\n * to the queried element (by default, an array is provided, then this will be\n * treated as an animation sequence).\n *\n * ### Usage\n *\n * query() is designed to collect mutiple elements and works internally by using\n * `element.querySelectorAll`. An additional options object can be provided which\n * can be used to limit the total amount of items to be collected.\n *\n * ```js\n * query('div', [\n * animate(...),\n * animate(...)\n * ], { limit: 1 })\n * ```\n *\n * query(), by default, will throw an error when zero items are found. If a query\n * has the `optional` flag set to true then this error will be ignored.\n *\n * ```js\n * query('.some-element-that-may-not-be-there', [\n * animate(...),\n * animate(...)\n * ], { optional: true })\n * ```\n *\n * ### Special Selector Values\n *\n * The selector value within a query can collect elements that contain angular-specific\n * characteristics\n * using special pseudo-selectors tokens.\n *\n * These include:\n *\n * - Querying for newly inserted/removed elements using `query(\":enter\")`/`query(\":leave\")`\n * - Querying all currently animating elements using `query(\":animating\")`\n * - Querying elements that contain an animation trigger using `query(\"\\@triggerName\")`\n * - Querying all elements that contain an animation triggers using `query(\"\\@*\")`\n * - Including the current element into the animation sequence using `query(\":self\")`\n *\n *\n * Each of these pseudo-selector tokens can be merged together into a combined query selector\n * string:\n *\n * ```\n * query(':self, .record:enter, .record:leave, \\@subTrigger', [...])\n * ```\n *\n * ### Demo\n *\n * ```\n * \\@Component({\n * selector: 'inner',\n * template: `\n * <div [\\@queryAnimation]=\"exp\">\n * <h1>Title</h1>\n * <div class=\"content\">\n * Blah blah blah\n * </div>\n * </div>\n * `,\n * animations: [\n * trigger('queryAnimation', [\n * transition('* => goAnimate', [\n * // hide the inner elements\n * query('h1', style({ opacity: 0 })),\n * query('.content', style({ opacity: 0 })),\n *\n * // animate the inner elements in, one by one\n * query('h1', animate(1000, style({ opacity: 1 })),\n * query('.content', animate(1000, style({ opacity: 1 })),\n * ])\n * ])\n * ]\n * })\n * class Cmp {\n * exp = '';\n *\n * goAnimate() {\n * this.exp = 'goAnimate';\n * }\n * }\n * ```\n *\n * \\@experimental Animation support is experimental.\n * @param {?} selector\n * @param {?} animation\n * @param {?=} options\n * @return {?}\n */\nfunction query(selector, animation, options) {\n if (options === void 0) { options = null; }\n return { type: 11 /* Query */, selector: selector, animation: animation, options: options };\n}\n/**\n * `stagger` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. It is designed to be used inside of an animation {\\@link query query()}\n * and works by issuing a timing gap between after each queried item is animated.\n *\n * ### Usage\n *\n * In the example below there is a container element that wraps a list of items stamped out\n * by an ngFor. The container element contains an animation trigger that will later be set\n * to query for each of the inner items.\n *\n * ```html\n * <!-- list.component.html -->\n * <button (click)=\"toggle()\">Show / Hide Items</button>\n * <hr />\n * <div [\\@listAnimation]=\"items.length\">\n * <div *ngFor=\"let item of items\">\n * {{ item }}\n * </div>\n * </div>\n * ```\n *\n * The component code for this looks as such:\n *\n * ```ts\n * import {trigger, transition, style, animate, query, stagger} from '\\@angular/animations';\n * \\@Component({\n * templateUrl: 'list.component.html',\n * animations: [\n * trigger('listAnimation', [\n * //...\n * ])\n * ]\n * })\n * class ListComponent {\n * items = [];\n *\n * showItems() {\n * this.items = [0,1,2,3,4];\n * }\n *\n * hideItems() {\n * this.items = [];\n * }\n *\n * toggle() {\n * this.items.length ? this.hideItems() : this.showItems();\n * }\n * }\n * ```\n *\n * And now for the animation trigger code:\n *\n * ```ts\n * trigger('listAnimation', [\n * transition('* => *', [ // each time the binding value changes\n * query(':leave', [\n * stagger(100, [\n * animate('0.5s', style({ opacity: 0 }))\n * ])\n * ]),\n * query(':enter', [\n * style({ opacity: 0 }),\n * stagger(100, [\n * animate('0.5s', style({ opacity: 1 }))\n * ])\n * ])\n * ])\n * ])\n * ```\n *\n * Now each time the items are added/removed then either the opacity\n * fade-in animation will run or each removed item will be faded out.\n * When either of these animations occur then a stagger effect will be\n * applied after each item's animation is started.\n *\n * \\@experimental Animation support is experimental.\n * @param {?} timings\n * @param {?} animation\n * @return {?}\n */\nfunction stagger(timings, animation) {\n return { type: 12 /* Stagger */, timings: timings, animation: animation };\n}\n\n/**\n * @fileoverview added by tsickle\n * @suppress {checkTypes} checked by tsc\n */\n/**\n * @license\n * Copyright Google Inc. All Rights Reserved.\n *\n * Use of this source code is governed by an MIT-style license that can be\n * found in the LICENSE file at https://angular.io/license\n * @param {?} cb\n * @return {?}\n */\nfunction scheduleMicroTask(cb) {\n Promise.resolve(null).then(cb);\n}\n\n/**\n * @fileoverview added by tsickle\n * @suppress {checkTypes} checked by tsc\n */\n/**\n * AnimationPlayer controls an animation sequence that was produced from a programmatic animation.\n * (see {\\@link AnimationBuilder AnimationBuilder} for more information on how to create programmatic\n * animations.)\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * \\@experimental Animation support is experimental.\n */\nvar NoopAnimationPlayer = /** @class */ (function () {\n function NoopAnimationPlayer() {\n this._onDoneFns = [];\n this._onStartFns = [];\n this._onDestroyFns = [];\n this._started = false;\n this._destroyed = false;\n this._finished = false;\n this.parentPlayer = null;\n this.totalTime = 0;\n }\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype._onFinish = /**\n * @return {?}\n */\n function () {\n if (!this._finished) {\n this._finished = true;\n this._onDoneFns.forEach(function (fn) { return fn(); });\n this._onDoneFns = [];\n }\n };\n /**\n * @param {?} fn\n * @return {?}\n */\n NoopAnimationPlayer.prototype.onStart = /**\n * @param {?} fn\n * @return {?}\n */\n function (fn) { this._onStartFns.push(fn); };\n /**\n * @param {?} fn\n * @return {?}\n */\n NoopAnimationPlayer.prototype.onDone = /**\n * @param {?} fn\n * @return {?}\n */\n function (fn) { this._onDoneFns.push(fn); };\n /**\n * @param {?} fn\n * @return {?}\n */\n NoopAnimationPlayer.prototype.onDestroy = /**\n * @param {?} fn\n * @return {?}\n */\n function (fn) { this._onDestroyFns.push(fn); };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.hasStarted = /**\n * @return {?}\n */\n function () { return this._started; };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.init = /**\n * @return {?}\n */\n function () { };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.play = /**\n * @return {?}\n */\n function () {\n if (!this.hasStarted()) {\n this._onStart();\n this.triggerMicrotask();\n }\n this._started = true;\n };\n /* @internal */\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.triggerMicrotask = /**\n * @return {?}\n */\n function () {\n var _this = this;\n scheduleMicroTask(function () { return _this._onFinish(); });\n };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype._onStart = /**\n * @return {?}\n */\n function () {\n this._onStartFns.forEach(function (fn) { return fn(); });\n this._onStartFns = [];\n };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.pause = /**\n * @return {?}\n */\n function () { };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.restart = /**\n * @return {?}\n */\n function () { };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.finish = /**\n * @return {?}\n */\n function () { this._onFinish(); };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.destroy = /**\n * @return {?}\n */\n function () {\n if (!this._destroyed) {\n this._destroyed = true;\n if (!this.hasStarted()) {\n this._onStart();\n }\n this.finish();\n this._onDestroyFns.forEach(function (fn) { return fn(); });\n this._onDestroyFns = [];\n }\n };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.reset = /**\n * @return {?}\n */\n function () { };\n /**\n * @param {?} p\n * @return {?}\n */\n NoopAnimationPlayer.prototype.setPosition = /**\n * @param {?} p\n * @return {?}\n */\n function (p) { };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.getPosition = /**\n * @return {?}\n */\n function () { return 0; };\n /* @internal */\n /**\n * @param {?} phaseName\n * @return {?}\n */\n NoopAnimationPlayer.prototype.triggerCallback = /**\n * @param {?} phaseName\n * @return {?}\n */\n function (phaseName) {\n var /** @type {?} */ methods = phaseName == 'start' ? this._onStartFns : this._onDoneFns;\n methods.forEach(function (fn) { return fn(); });\n methods.length = 0;\n };\n return NoopAnimationPlayer;\n}());\n\n/**\n * @fileoverview added by tsickle\n * @suppress {checkTypes} checked by tsc\n */\n/**\n * @license\n * Copyright Google Inc. All Rights Reserved.\n *\n * Use of this source code is governed by an MIT-style license that can be\n * found in the LICENSE file at https://angular.io/license\n */\nvar AnimationGroupPlayer = /** @class */ (function () {\n function AnimationGroupPlayer(_players) {\n var _this = this;\n this._onDoneFns = [];\n this._onStartFns = [];\n this._finished = false;\n this._started = false;\n this._destroyed = false;\n this._onDestroyFns = [];\n this.parentPlayer = null;\n this.totalTime = 0;\n this.players = _players;\n var /** @type {?} */ doneCount = 0;\n var /** @type {?} */ destroyCount = 0;\n var /** @type {?} */ startCount = 0;\n var /** @type {?} */ total = this.players.length;\n if (total == 0) {\n scheduleMicroTask(function () { return _this._onFinish(); });\n }\n else {\n this.players.forEach(function (player) {\n player.onDone(function () {\n if (++doneCount == total) {\n _this._onFinish();\n }\n });\n player.onDestroy(function () {\n if (++destroyCount == total) {\n _this._onDestroy();\n }\n });\n player.onStart(function () {\n if (++startCount == total) {\n _this._onStart();\n }\n });\n });\n }\n this.totalTime = this.players.reduce(function (time, player) { return Math.max(time, player.totalTime); }, 0);\n }\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype._onFinish = /**\n * @return {?}\n */\n function () {\n if (!this._finished) {\n this._finished = true;\n this._onDoneFns.forEach(function (fn) { return fn(); });\n this._onDoneFns = [];\n }\n };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.init = /**\n * @return {?}\n */\n function () { this.players.forEach(function (player) { return player.init(); }); };\n /**\n * @param {?} fn\n * @return {?}\n */\n AnimationGroupPlayer.prototype.onStart = /**\n * @param {?} fn\n * @return {?}\n */\n function (fn) { this._onStartFns.push(fn); };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype._onStart = /**\n * @return {?}\n */\n function () {\n if (!this.hasStarted()) {\n this._started = true;\n this._onStartFns.forEach(function (fn) { return fn(); });\n this._onStartFns = [];\n }\n };\n /**\n * @param {?} fn\n * @return {?}\n */\n AnimationGroupPlayer.prototype.onDone = /**\n * @param {?} fn\n * @return {?}\n */\n function (fn) { this._onDoneFns.push(fn); };\n /**\n * @param {?} fn\n * @return {?}\n */\n AnimationGroupPlayer.prototype.onDestroy = /**\n * @param {?} fn\n * @return {?}\n */\n function (fn) { this._onDestroyFns.push(fn); };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.hasStarted = /**\n * @return {?}\n */\n function () { return this._started; };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.play = /**\n * @return {?}\n */\n function () {\n if (!this.parentPlayer) {\n this.init();\n }\n this._onStart();\n this.players.forEach(function (player) { return player.play(); });\n };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.pause = /**\n * @return {?}\n */\n function () { this.players.forEach(function (player) { return player.pause(); }); };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.restart = /**\n * @return {?}\n */\n function () { this.players.forEach(function (player) { return player.restart(); }); };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.finish = /**\n * @return {?}\n */\n function () {\n this._onFinish();\n this.players.forEach(function (player) { return player.finish(); });\n };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.destroy = /**\n * @return {?}\n */\n function () { this._onDestroy(); };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype._onDestroy = /**\n * @return {?}\n */\n function () {\n if (!this._destroyed) {\n this._destroyed = true;\n this._onFinish();\n this.players.forEach(function (player) { return player.destroy(); });\n this._onDestroyFns.forEach(function (fn) { return fn(); });\n this._onDestroyFns = [];\n }\n };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.reset = /**\n * @return {?}\n */\n function () {\n this.players.forEach(function (player) { return player.reset(); });\n this._destroyed = false;\n this._finished = false;\n this._started = false;\n };\n /**\n * @param {?} p\n * @return {?}\n */\n AnimationGroupPlayer.prototype.setPosition = /**\n * @param {?} p\n * @return {?}\n */\n function (p) {\n var /** @type {?} */ timeAtPosition = p * this.totalTime;\n this.players.forEach(function (player) {\n var /** @type {?} */ position = player.totalTime ? Math.min(1, timeAtPosition / player.totalTime) : 1;\n player.setPosition(position);\n });\n };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.getPosition = /**\n * @return {?}\n */\n function () {\n var /** @type {?} */ min = 0;\n this.players.forEach(function (player) {\n var /** @type {?} */ p = player.getPosition();\n min = Math.min(p, min);\n });\n return min;\n };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.beforeDestroy = /**\n * @return {?}\n */\n function () {\n this.players.forEach(function (player) {\n if (player.beforeDestroy) {\n player.beforeDestroy();\n }\n });\n };\n /* @internal */\n /**\n * @param {?} phaseName\n * @return {?}\n */\n AnimationGroupPlayer.prototype.triggerCallback = /**\n * @param {?} phaseName\n * @return {?}\n */\n function (phaseName) {\n var /** @type {?} */ methods = phaseName == 'start' ? this._onStartFns : this._onDoneFns;\n methods.forEach(function (fn) { return fn(); });\n methods.length = 0;\n };\n return AnimationGroupPlayer;\n}());\n\n/**\n * @fileoverview added by tsickle\n * @suppress {checkTypes} checked by tsc\n */\nvar ɵPRE_STYLE = '!';\n\nexports.AnimationBuilder = AnimationBuilder;\nexports.AnimationFactory = AnimationFactory;\nexports.AUTO_STYLE = AUTO_STYLE;\nexports.animate = animate;\nexports.animateChild = animateChild;\nexports.animation = animation;\nexports.group = group;\nexports.keyframes = keyframes;\nexports.query = query;\nexports.sequence = sequence;\nexports.stagger = stagger;\nexports.state = state;\nexports.style = style;\nexports.transition = transition;\nexports.trigger = trigger;\nexports.useAnimation = useAnimation;\nexports.NoopAnimationPlayer = NoopAnimationPlayer;\nexports.ɵAnimationGroupPlayer = AnimationGroupPlayer;\nexports.ɵPRE_STYLE = ɵPRE_STYLE;\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\n})));\n//# sourceMappingURL=animations.umd.js.map\n"]}
1
+ {"version":3,"sources":["animations.umd.js"],"names":["global","factory","exports","module","define","amd","ng","animations","this","trigger","name","definitions","type","options","animate","timings","styles","group","steps","sequence","style","tokens","offset","state","keyframes","transition","stateChangeExpr","expr","animation","animateChild","useAnimation","query","selector","stagger","scheduleMicroTask","cb","Promise","resolve","then","AnimationBuilder","AnimationFactory","NoopAnimationPlayer","_onDoneFns","_onStartFns","_onDestroyFns","_started","_destroyed","_finished","parentPlayer","totalTime","prototype","_onFinish","forEach","fn","onStart","push","onDone","onDestroy","hasStarted","init","play","_onStart","triggerMicrotask","_this","pause","restart","finish","destroy","reset","setPosition","p","getPosition","triggerCallback","phaseName","methods","length","AnimationGroupPlayer","_players","players","doneCount","destroyCount","startCount","total","player","_onDestroy","reduce","time","Math","max","timeAtPosition","position","min","beforeDestroy","AUTO_STYLE","ɵAnimationGroupPlayer","ɵPRE_STYLE","Object","defineProperty","value"],"mappings":";;;;;CAKC,SAAUA,OAAQC,SACC,gBAAZC,UAA0C,mBAAXC,QAAyBF,QAAQC,SACrD,kBAAXE,SAAyBA,OAAOC,IAAMD,OAAO,uBAAwB,WAAYH,SACvFA,SAASD,OAAOM,GAAKN,OAAOM,OAAUN,OAAOM,GAAGC,iBAChDC,KAAM,SAAWN,SAAW,YAkT9B,SAASO,SAAQC,KAAMC,aACnB,OAASC,KAAM,EAAiBF,KAAMA,KAAMC,YAAaA,YAAaE,YAkD1E,QAASC,SAAQC,QAASC,QAEtB,WADe,KAAXA,SAAqBA,OAAS,OACzBJ,KAAM,EAAiBI,OAAQA,OAAQD,QAASA,SAoC7D,QAASE,OAAMC,MAAOL,SAElB,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,EAAeM,MAAOA,MAAOL,QAASA,SAuCzD,QAASM,UAASD,MAAOL,SAErB,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,EAAkBM,MAAOA,MAAOL,QAASA,SA8C5D,QAASO,OAAMC,QACX,OAAST,KAAM,EAAeI,OAAQK,OAAQC,OAAQ,MAsD1D,QAASC,OAAMb,KAAMM,OAAQH,SACzB,OAASD,KAAM,EAAeF,KAAMA,KAAMM,OAAQA,OAAQH,QAASA,SAiDvE,QAASW,WAAUN,OACf,OAASN,KAAM,EAAmBM,MAAOA,OA6M7C,QAASO,YAAWC,gBAAiBR,MAAOL,SAExC,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,EAAoBe,KAAMD,gBAAiBE,UAAWV,MAAOL,QAASA,SAwCzF,QAASe,WAAUV,MAAOL,SAEtB,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,EAAmBgB,UAAWV,MAAOL,QAASA,SAqGjE,QAASgB,cAAahB,SAElB,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,EAAsBC,QAASA,SAYlD,QAASiB,cAAaF,UAAWf,SAE7B,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,GAAqBgB,UAAWA,UAAWf,QAASA,SAkGvE,QAASkB,OAAMC,SAAUJ,UAAWf,SAEhC,WADgB,KAAZA,UAAsBA,QAAU,OAC3BD,KAAM,GAAgBoB,SAAUA,SAAUJ,UAAWA,UAAWf,QAASA,SAmFtF,QAASoB,SAAQlB,QAASa,WACtB,OAAShB,KAAM,GAAkBG,QAASA,QAASa,UAAWA;;;;;;;;;AAgBlE,QAASM,mBAAkBC,IACvBC,QAAQC,QAAQ,MAAMC,KAAKH;;;;;AAllC/B,GAAII,kBAAkC,WAClC,QAASA,qBAET,MAAOA,qBASPC,iBAAkC,WAClC,QAASA,qBAET,MAAOA,qBAslCPC,oBAAqC,WACrC,QAASA,uBACLjC,KAAKkC,cACLlC,KAAKmC,eACLnC,KAAKoC,iBACLpC,KAAKqC,UAAW,EAChBrC,KAAKsC,YAAa,EAClBtC,KAAKuC,WAAY,EACjBvC,KAAKwC,aAAe,KACpBxC,KAAKyC,UAAY,EAqKrB,MAhKAR,qBAAoBS,UAAUC,UAG9B,WACS3C,KAAKuC,YACNvC,KAAKuC,WAAY,EACjBvC,KAAKkC,WAAWU,QAAQ,SAAUC,IAAM,MAAOA,QAC/C7C,KAAKkC,gBAObD,oBAAoBS,UAAUI,QAI9B,SAAUD,IAAM7C,KAAKmC,YAAYY,KAAKF,KAKtCZ,oBAAoBS,UAAUM,OAI9B,SAAUH,IAAM7C,KAAKkC,WAAWa,KAAKF,KAKrCZ,oBAAoBS,UAAUO,UAI9B,SAAUJ,IAAM7C,KAAKoC,cAAcW,KAAKF,KAIxCZ,oBAAoBS,UAAUQ,WAG9B,WAAc,MAAOlD,MAAKqC,UAI1BJ,oBAAoBS,UAAUS,KAG9B,aAIAlB,oBAAoBS,UAAUU,KAG9B,WACSpD,KAAKkD,eACNlD,KAAKqD,WACLrD,KAAKsD,oBAETtD,KAAKqC,UAAW,GAMpBJ,oBAAoBS,UAAUY,iBAG9B,WACI,GAAIC,OAAQvD,IACZ0B,mBAAkB,WAAc,MAAO6B,OAAMZ,eAKjDV,oBAAoBS,UAAUW,SAG9B,WACIrD,KAAKmC,YAAYS,QAAQ,SAAUC,IAAM,MAAOA,QAChD7C,KAAKmC,gBAKTF,oBAAoBS,UAAUc,MAG9B,aAIAvB,oBAAoBS,UAAUe,QAG9B,aAIAxB,oBAAoBS,UAAUgB,OAG9B,WAAc1D,KAAK2C,aAInBV,oBAAoBS,UAAUiB,QAG9B,WACS3D,KAAKsC,aACNtC,KAAKsC,YAAa,EACbtC,KAAKkD,cACNlD,KAAKqD,WAETrD,KAAK0D,SACL1D,KAAKoC,cAAcQ,QAAQ,SAAUC,IAAM,MAAOA,QAClD7C,KAAKoC,mBAMbH,oBAAoBS,UAAUkB,MAG9B,aAKA3B,oBAAoBS,UAAUmB,YAI9B,SAAUC,KAIV7B,oBAAoBS,UAAUqB,YAG9B,WAAc,MAAO,IAMrB9B,oBAAoBS,UAAUsB,gBAI9B,SAAUC,WACN,GAAqBC,SAAuB,SAAbD,UAAuBjE,KAAKmC,YAAcnC,KAAKkC,UAC9EgC,SAAQtB,QAAQ,SAAUC,IAAM,MAAOA,QACvCqB,QAAQC,OAAS,GAEdlC,uBAcPmC,qBAAsC,WACtC,QAASA,sBAAqBC,UAC1B,GAAId,OAAQvD,IACZA,MAAKkC,cACLlC,KAAKmC,eACLnC,KAAKuC,WAAY,EACjBvC,KAAKqC,UAAW,EAChBrC,KAAKsC,YAAa,EAClBtC,KAAKoC,iBACLpC,KAAKwC,aAAe,KACpBxC,KAAKyC,UAAY,EACjBzC,KAAKsE,QAAUD,QACf,IAAqBE,WAAY,EACZC,aAAe,EACfC,WAAa,EACbC,MAAQ1E,KAAKsE,QAAQH,MAC7B,IAATO,MACAhD,kBAAkB,WAAc,MAAO6B,OAAMZ,cAG7C3C,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAC3BA,OAAO3B,OAAO,aACJuB,WAAaG,OACfnB,MAAMZ,cAGdgC,OAAO1B,UAAU,aACPuB,cAAgBE,OAClBnB,MAAMqB,eAGdD,OAAO7B,QAAQ,aACL2B,YAAcC,OAChBnB,MAAMF,eAKtBrD,KAAKyC,UAAYzC,KAAKsE,QAAQO,OAAO,SAAUC,KAAMH,QAAU,MAAOI,MAAKC,IAAIF,KAAMH,OAAOlC,YAAe,GAoM/G,MA/LA2B,sBAAqB1B,UAAUC,UAG/B,WACS3C,KAAKuC,YACNvC,KAAKuC,WAAY,EACjBvC,KAAKkC,WAAWU,QAAQ,SAAUC,IAAM,MAAOA,QAC/C7C,KAAKkC,gBAMbkC,qBAAqB1B,UAAUS,KAG/B,WAAcnD,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOxB,UAKrEiB,qBAAqB1B,UAAUI,QAI/B,SAAUD,IAAM7C,KAAKmC,YAAYY,KAAKF,KAItCuB,qBAAqB1B,UAAUW,SAG/B,WACSrD,KAAKkD,eACNlD,KAAKqC,UAAW,EAChBrC,KAAKmC,YAAYS,QAAQ,SAAUC,IAAM,MAAOA,QAChD7C,KAAKmC,iBAObiC,qBAAqB1B,UAAUM,OAI/B,SAAUH,IAAM7C,KAAKkC,WAAWa,KAAKF,KAKrCuB,qBAAqB1B,UAAUO,UAI/B,SAAUJ,IAAM7C,KAAKoC,cAAcW,KAAKF,KAIxCuB,qBAAqB1B,UAAUQ,WAG/B,WAAc,MAAOlD,MAAKqC,UAI1B+B,qBAAqB1B,UAAUU,KAG/B,WACSpD,KAAKwC,cACNxC,KAAKmD,OAETnD,KAAKqD,WACLrD,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOvB,UAK3DgB,qBAAqB1B,UAAUc,MAG/B,WAAcxD,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOnB,WAIrEY,qBAAqB1B,UAAUe,QAG/B,WAAczD,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOlB,aAIrEW,qBAAqB1B,UAAUgB,OAG/B,WACI1D,KAAK2C,YACL3C,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOjB,YAK3DU,qBAAqB1B,UAAUiB,QAG/B,WAAc3D,KAAK4E,cAInBR,qBAAqB1B,UAAUkC,WAG/B,WACS5E,KAAKsC,aACNtC,KAAKsC,YAAa,EAClBtC,KAAK2C,YACL3C,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOhB,YACvD3D,KAAKoC,cAAcQ,QAAQ,SAAUC,IAAM,MAAOA,QAClD7C,KAAKoC,mBAMbgC,qBAAqB1B,UAAUkB,MAG/B,WACI5D,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QAAU,MAAOA,QAAOf,UACvD5D,KAAKsC,YAAa,EAClBtC,KAAKuC,WAAY,EACjBvC,KAAKqC,UAAW,GAMpB+B,qBAAqB1B,UAAUmB,YAI/B,SAAUC,GACN,GAAqBmB,gBAAiBnB,EAAI9D,KAAKyC,SAC/CzC,MAAKsE,QAAQ1B,QAAQ,SAAU+B,QAC3B,GAAqBO,UAAWP,OAAOlC,UAAYsC,KAAKI,IAAI,EAAGF,eAAiBN,OAAOlC,WAAa,CACpGkC,QAAOd,YAAYqB,aAM3Bd,qBAAqB1B,UAAUqB,YAG/B,WACI,GAAqBoB,KAAM,CAK3B,OAJAnF,MAAKsE,QAAQ1B,QAAQ,SAAU+B,QAC3B,GAAqBb,GAAIa,OAAOZ,aAChCoB,KAAMJ,KAAKI,IAAIrB,EAAGqB,OAEfA,KAKXf,qBAAqB1B,UAAU0C,cAG/B,WACIpF,KAAKsE,QAAQ1B,QAAQ,SAAU+B,QACvBA,OAAOS,eACPT,OAAOS,mBASnBhB,qBAAqB1B,UAAUsB,gBAI/B,SAAUC,WACN,GAAqBC,SAAuB,SAAbD,UAAuBjE,KAAKmC,YAAcnC,KAAKkC,UAC9EgC,SAAQtB,QAAQ,SAAUC,IAAM,MAAOA,QACvCqB,QAAQC,OAAS,GAEdC,uBASX1E,SAAQqC,iBAAmBA,iBAC3BrC,QAAQsC,iBAAmBA,iBAC3BtC,QAAQ2F,WAp/CS,IAq/CjB3F,QAAQY,QAAUA,QAClBZ,QAAQ2B,aAAeA,aACvB3B,QAAQ0B,UAAYA,UACpB1B,QAAQe,MAAQA,MAChBf,QAAQsB,UAAYA,UACpBtB,QAAQ6B,MAAQA,MAChB7B,QAAQiB,SAAWA,SACnBjB,QAAQ+B,QAAUA,QAClB/B,QAAQqB,MAAQA,MAChBrB,QAAQkB,MAAQA,MAChBlB,QAAQuB,WAAaA,WACrBvB,QAAQO,QAAUA,QAClBP,QAAQ4B,aAAeA,aACvB5B,QAAQuC,oBAAsBA,oBAC9BvC,QAAQ4F,sBAAwBlB,qBAChC1E,QAAQ6F,WApBS,IAsBjBC,OAAOC,eAAe/F,QAAS,cAAgBgG,OAAO","file":"animations.umd.min.js","sourcesContent":["/**\n * @license Angular v5.2.8\n * (c) 2010-2018 Google, Inc. https://angular.io/\n * License: MIT\n */\n(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :\n\ttypeof define === 'function' && define.amd ? define('@angular/animations', ['exports'], factory) :\n\t(factory((global.ng = global.ng || {}, global.ng.animations = {})));\n}(this, (function (exports) { 'use strict';\n\n/**\n * @license Angular v5.2.8\n * (c) 2010-2018 Google, Inc. https://angular.io/\n * License: MIT\n */\n/**\n * @fileoverview added by tsickle\n * @suppress {checkTypes} checked by tsc\n */\n/**\n * AnimationBuilder is an injectable service that is available when the {\\@link\n * BrowserAnimationsModule BrowserAnimationsModule} or {\\@link NoopAnimationsModule\n * NoopAnimationsModule} modules are used within an application.\n *\n * The purpose if this service is to produce an animation sequence programmatically within an\n * angular component or directive.\n *\n * Programmatic animations are first built and then a player is created when the build animation is\n * attached to an element.\n *\n * ```ts\n * // remember to include the BrowserAnimationsModule module for this to work...\n * import {AnimationBuilder} from '\\@angular/animations';\n *\n * class MyCmp {\n * constructor(private _builder: AnimationBuilder) {}\n *\n * makeAnimation(element: any) {\n * // first build the animation\n * const myAnimation = this._builder.build([\n * style({ width: 0 }),\n * animate(1000, style({ width: '100px' }))\n * ]);\n *\n * // then create a player from it\n * const player = myAnimation.create(element);\n *\n * player.play();\n * }\n * }\n * ```\n *\n * When an animation is built an instance of {\\@link AnimationFactory AnimationFactory} will be\n * returned. Using that an {\\@link AnimationPlayer AnimationPlayer} can be created which can then be\n * used to start the animation.\n *\n * \\@experimental Animation support is experimental.\n * @abstract\n */\nvar AnimationBuilder = /** @class */ (function () {\n function AnimationBuilder() {\n }\n return AnimationBuilder;\n}());\n/**\n * An instance of `AnimationFactory` is returned from {\\@link AnimationBuilder#build\n * AnimationBuilder.build}.\n *\n * \\@experimental Animation support is experimental.\n * @abstract\n */\nvar AnimationFactory = /** @class */ (function () {\n function AnimationFactory() {\n }\n return AnimationFactory;\n}());\n\n/**\n * @fileoverview added by tsickle\n * @suppress {checkTypes} checked by tsc\n */\n/**\n * @license\n * Copyright Google Inc. All Rights Reserved.\n *\n * Use of this source code is governed by an MIT-style license that can be\n * found in the LICENSE file at https://angular.io/license\n * @record\n */\n\n/**\n * \\@experimental Animation support is experimental.\n */\nvar AUTO_STYLE = '*';\n/**\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link trigger trigger animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link state state animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link transition transition animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link keyframes keyframes animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link style style animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link animate animate animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link animateChild animateChild animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link useAnimation useAnimation animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link sequence sequence animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link group group animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * Metadata representing the entry of animations. Instances of this interface are provided via the\n * animation DSL when the {\\@link stagger stagger animation function} is called.\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * `trigger` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the\n * {\\@link Component#animations component animations metadata page} to gain a better\n * understanding of how animations in Angular are used.\n *\n * `trigger` Creates an animation trigger which will a list of {\\@link state state} and\n * {\\@link transition transition} entries that will be evaluated when the expression\n * bound to the trigger changes.\n *\n * Triggers are registered within the component annotation data under the\n * {\\@link Component#animations animations section}. An animation trigger can be placed on an element\n * within a template by referencing the name of the trigger followed by the expression value that\n * the\n * trigger is bound to (in the form of `[\\@triggerName]=\"expression\"`.\n *\n * Animation trigger bindings strigify values and then match the previous and current values against\n * any linked transitions. If a boolean value is provided into the trigger binding then it will both\n * be represented as `1` or `true` and `0` or `false` for a true and false boolean values\n * respectively.\n *\n * ### Usage\n *\n * `trigger` will create an animation trigger reference based on the provided `name` value. The\n * provided `animation` value is expected to be an array consisting of {\\@link state state} and\n * {\\@link transition transition} declarations.\n *\n * ```typescript\n * \\@Component({\n * selector: 'my-component',\n * templateUrl: 'my-component-tpl.html',\n * animations: [\n * trigger(\"myAnimationTrigger\", [\n * state(...),\n * state(...),\n * transition(...),\n * transition(...)\n * ])\n * ]\n * })\n * class MyComponent {\n * myStatusExp = \"something\";\n * }\n * ```\n *\n * The template associated with this component will make use of the `myAnimationTrigger` animation\n * trigger by binding to an element within its template code.\n *\n * ```html\n * <!-- somewhere inside of my-component-tpl.html -->\n * <div [\\@myAnimationTrigger]=\"myStatusExp\">...</div>\n * ```\n *\n * ## Disable Animations\n * A special animation control binding called `\\@.disabled` can be placed on an element which will\n * then disable animations for any inner animation triggers situated within the element as well as\n * any animations on the element itself.\n *\n * When true, the `\\@.disabled` binding will prevent all animations from rendering. The example\n * below shows how to use this feature:\n *\n * ```ts\n * \\@Component({\n * selector: 'my-component',\n * template: `\n * <div [\\@.disabled]=\"isDisabled\">\n * <div [\\@childAnimation]=\"exp\"></div>\n * </div>\n * `,\n * animations: [\n * trigger(\"childAnimation\", [\n * // ...\n * ])\n * ]\n * })\n * class MyComponent {\n * isDisabled = true;\n * exp = '...';\n * }\n * ```\n *\n * The `\\@childAnimation` trigger will not animate because `\\@.disabled` prevents it from happening\n * (when true).\n *\n * Note that `\\@.disabled` will only disable all animations (this means any animations running on\n * the same element will also be disabled).\n *\n * ### Disabling Animations Application-wide\n * When an area of the template is set to have animations disabled, **all** inner components will\n * also have their animations disabled as well. This means that all animations for an angular\n * application can be disabled by placing a host binding set on `\\@.disabled` on the topmost Angular\n * component.\n *\n * ```ts\n * import {Component, HostBinding} from '\\@angular/core';\n *\n * \\@Component({\n * selector: 'app-component',\n * templateUrl: 'app.component.html',\n * })\n * class AppComponent {\n * \\@HostBinding('\\@.disabled')\n * public animationsDisabled = true;\n * }\n * ```\n *\n * ### What about animations that us `query()` and `animateChild()`?\n * Despite inner animations being disabled, a parent animation can {\\@link query query} for inner\n * elements located in disabled areas of the template and still animate them as it sees fit. This is\n * also the case for when a sub animation is queried by a parent and then later animated using {\\@link\n * animateChild animateChild}.\n *\n * \\@experimental Animation support is experimental.\n * @param {?} name\n * @param {?} definitions\n * @return {?}\n */\nfunction trigger(name, definitions) {\n return { type: 7 /* Trigger */, name: name, definitions: definitions, options: {} };\n}\n/**\n * `animate` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `animate` specifies an animation step that will apply the provided `styles` data for a given\n * amount of time based on the provided `timing` expression value. Calls to `animate` are expected\n * to be used within {\\@link sequence an animation sequence}, {\\@link group group}, or {\\@link\n * transition transition}.\n *\n * ### Usage\n *\n * The `animate` function accepts two input parameters: `timing` and `styles`:\n *\n * - `timing` is a string based value that can be a combination of a duration with optional delay\n * and easing values. The format for the expression breaks down to `duration delay easing`\n * (therefore a value such as `1s 100ms ease-out` will be parse itself into `duration=1000,\n * delay=100, easing=ease-out`. If a numeric value is provided then that will be used as the\n * `duration` value in millisecond form.\n * - `styles` is the style input data which can either be a call to {\\@link style style} or {\\@link\n * keyframes keyframes}. If left empty then the styles from the destination state will be collected\n * and used (this is useful when describing an animation step that will complete an animation by\n * {\\@link transition#the-final-animate-call animating to the final state}).\n *\n * ```typescript\n * // various functions for specifying timing data\n * animate(500, style(...))\n * animate(\"1s\", style(...))\n * animate(\"100ms 0.5s\", style(...))\n * animate(\"5s ease\", style(...))\n * animate(\"5s 10ms cubic-bezier(.17,.67,.88,.1)\", style(...))\n *\n * // either style() of keyframes() can be used\n * animate(500, style({ background: \"red\" }))\n * animate(500, keyframes([\n * style({ background: \"blue\" })),\n * style({ background: \"red\" }))\n * ])\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} timings\n * @param {?=} styles\n * @return {?}\n */\nfunction animate(timings, styles) {\n if (styles === void 0) { styles = null; }\n return { type: 4 /* Animate */, styles: styles, timings: timings };\n}\n/**\n * `group` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `group` specifies a list of animation steps that are all run in parallel. Grouped animations are\n * useful when a series of styles must be animated/closed off at different starting/ending times.\n *\n * The `group` function can either be used within a {\\@link sequence sequence} or a {\\@link transition\n * transition} and it will only continue to the next instruction once all of the inner animation\n * steps have completed.\n *\n * ### Usage\n *\n * The `steps` data that is passed into the `group` animation function can either consist of {\\@link\n * style style} or {\\@link animate animate} function calls. Each call to `style()` or `animate()`\n * within a group will be executed instantly (use {\\@link keyframes keyframes} or a {\\@link\n * animate#usage animate() with a delay value} to offset styles to be applied at a later time).\n *\n * ```typescript\n * group([\n * animate(\"1s\", { background: \"black\" }))\n * animate(\"2s\", { color: \"white\" }))\n * ])\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} steps\n * @param {?=} options\n * @return {?}\n */\nfunction group(steps, options) {\n if (options === void 0) { options = null; }\n return { type: 3 /* Group */, steps: steps, options: options };\n}\n/**\n * `sequence` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `sequence` Specifies a list of animation steps that are run one by one. (`sequence` is used by\n * default when an array is passed as animation data into {\\@link transition transition}.)\n *\n * The `sequence` function can either be used within a {\\@link group group} or a {\\@link transition\n * transition} and it will only continue to the next instruction once each of the inner animation\n * steps have completed.\n *\n * To perform animation styling in parallel with other animation steps then have a look at the\n * {\\@link group group} animation function.\n *\n * ### Usage\n *\n * The `steps` data that is passed into the `sequence` animation function can either consist of\n * {\\@link style style} or {\\@link animate animate} function calls. A call to `style()` will apply the\n * provided styling data immediately while a call to `animate()` will apply its styling data over a\n * given time depending on its timing data.\n *\n * ```typescript\n * sequence([\n * style({ opacity: 0 })),\n * animate(\"1s\", { opacity: 1 }))\n * ])\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} steps\n * @param {?=} options\n * @return {?}\n */\nfunction sequence(steps, options) {\n if (options === void 0) { options = null; }\n return { type: 2 /* Sequence */, steps: steps, options: options };\n}\n/**\n * `style` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `style` declares a key/value object containing CSS properties/styles that can then be used for\n * {\\@link state animation states}, within an {\\@link sequence animation sequence}, or as styling data\n * for both {\\@link animate animate} and {\\@link keyframes keyframes}.\n *\n * ### Usage\n *\n * `style` takes in a key/value string map as data and expects one or more CSS property/value pairs\n * to be defined.\n *\n * ```typescript\n * // string values are used for css properties\n * style({ background: \"red\", color: \"blue\" })\n *\n * // numerical (pixel) values are also supported\n * style({ width: 100, height: 0 })\n * ```\n *\n * #### Auto-styles (using `*`)\n *\n * When an asterix (`*`) character is used as a value then it will be detected from the element\n * being animated and applied as animation data when the animation starts.\n *\n * This feature proves useful for a state depending on layout and/or environment factors; in such\n * cases the styles are calculated just before the animation starts.\n *\n * ```typescript\n * // the steps below will animate from 0 to the\n * // actual height of the element\n * style({ height: 0 }),\n * animate(\"1s\", style({ height: \"*\" }))\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} tokens\n * @return {?}\n */\nfunction style(tokens) {\n return { type: 6 /* Style */, styles: tokens, offset: null };\n}\n/**\n * `state` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `state` declares an animation state within the given trigger. When a state is active within a\n * component then its associated styles will persist on the element that the trigger is attached to\n * (even when the animation ends).\n *\n * To animate between states, have a look at the animation {\\@link transition transition} DSL\n * function. To register states to an animation trigger please have a look at the {\\@link trigger\n * trigger} function.\n *\n * #### The `void` state\n *\n * The `void` state value is a reserved word that angular uses to determine when the element is not\n * apart of the application anymore (e.g. when an `ngIf` evaluates to false then the state of the\n * associated element is void).\n *\n * #### The `*` (default) state\n *\n * The `*` state (when styled) is a fallback state that will be used if the state that is being\n * animated is not declared within the trigger.\n *\n * ### Usage\n *\n * `state` will declare an animation state with its associated styles\n * within the given trigger.\n *\n * - `stateNameExpr` can be one or more state names separated by commas.\n * - `styles` refers to the {\\@link style styling data} that will be persisted on the element once\n * the state has been reached.\n *\n * ```typescript\n * // \"void\" is a reserved name for a state and is used to represent\n * // the state in which an element is detached from from the application.\n * state(\"void\", style({ height: 0 }))\n *\n * // user-defined states\n * state(\"closed\", style({ height: 0 }))\n * state(\"open, visible\", style({ height: \"*\" }))\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} name\n * @param {?} styles\n * @param {?=} options\n * @return {?}\n */\nfunction state(name, styles, options) {\n return { type: 0 /* State */, name: name, styles: styles, options: options };\n}\n/**\n * `keyframes` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `keyframes` specifies a collection of {\\@link style style} entries each optionally characterized\n * by an `offset` value.\n *\n * ### Usage\n *\n * The `keyframes` animation function is designed to be used alongside the {\\@link animate animate}\n * animation function. Instead of applying animations from where they are currently to their\n * destination, keyframes can describe how each style entry is applied and at what point within the\n * animation arc (much like CSS Keyframe Animations do).\n *\n * For each `style()` entry an `offset` value can be set. Doing so allows to specifiy at what\n * percentage of the animate time the styles will be applied.\n *\n * ```typescript\n * // the provided offset values describe when each backgroundColor value is applied.\n * animate(\"5s\", keyframes([\n * style({ backgroundColor: \"red\", offset: 0 }),\n * style({ backgroundColor: \"blue\", offset: 0.2 }),\n * style({ backgroundColor: \"orange\", offset: 0.3 }),\n * style({ backgroundColor: \"black\", offset: 1 })\n * ]))\n * ```\n *\n * Alternatively, if there are no `offset` values used within the style entries then the offsets\n * will be calculated automatically.\n *\n * ```typescript\n * animate(\"5s\", keyframes([\n * style({ backgroundColor: \"red\" }) // offset = 0\n * style({ backgroundColor: \"blue\" }) // offset = 0.33\n * style({ backgroundColor: \"orange\" }) // offset = 0.66\n * style({ backgroundColor: \"black\" }) // offset = 1\n * ]))\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} steps\n * @return {?}\n */\nfunction keyframes(steps) {\n return { type: 5 /* Keyframes */, steps: steps };\n}\n/**\n * `transition` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. If this information is new, please navigate to the {\\@link\n * Component#animations component animations metadata page} to gain a better understanding of\n * how animations in Angular are used.\n *\n * `transition` declares the {\\@link sequence sequence of animation steps} that will be run when the\n * provided `stateChangeExpr` value is satisfied. The `stateChangeExpr` consists of a `state1 =>\n * state2` which consists of two known states (use an asterix (`*`) to refer to a dynamic starting\n * and/or ending state).\n *\n * A function can also be provided as the `stateChangeExpr` argument for a transition and this\n * function will be executed each time a state change occurs. If the value returned within the\n * function is true then the associated animation will be run.\n *\n * Animation transitions are placed within an {\\@link trigger animation trigger}. For an transition\n * to animate to a state value and persist its styles then one or more {\\@link state animation\n * states} is expected to be defined.\n *\n * ### Usage\n *\n * An animation transition is kicked off the `stateChangeExpr` predicate evaluates to true based on\n * what the previous state is and what the current state has become. In other words, if a transition\n * is defined that matches the old/current state criteria then the associated animation will be\n * triggered.\n *\n * ```typescript\n * // all transition/state changes are defined within an animation trigger\n * trigger(\"myAnimationTrigger\", [\n * // if a state is defined then its styles will be persisted when the\n * // animation has fully completed itself\n * state(\"on\", style({ background: \"green\" })),\n * state(\"off\", style({ background: \"grey\" })),\n *\n * // a transition animation that will be kicked off when the state value\n * // bound to \"myAnimationTrigger\" changes from \"on\" to \"off\"\n * transition(\"on => off\", animate(500)),\n *\n * // it is also possible to do run the same animation for both directions\n * transition(\"on <=> off\", animate(500)),\n *\n * // or to define multiple states pairs separated by commas\n * transition(\"on => off, off => void\", animate(500)),\n *\n * // this is a catch-all state change for when an element is inserted into\n * // the page and the destination state is unknown\n * transition(\"void => *\", [\n * style({ opacity: 0 }),\n * animate(500)\n * ]),\n *\n * // this will capture a state change between any states\n * transition(\"* => *\", animate(\"1s 0s\")),\n *\n * // you can also go full out and include a function\n * transition((fromState, toState) => {\n * // when `true` then it will allow the animation below to be invoked\n * return fromState == \"off\" && toState == \"on\";\n * }, animate(\"1s 0s\"))\n * ])\n * ```\n *\n * The template associated with this component will make use of the `myAnimationTrigger` animation\n * trigger by binding to an element within its template code.\n *\n * ```html\n * <!-- somewhere inside of my-component-tpl.html -->\n * <div [\\@myAnimationTrigger]=\"myStatusExp\">...</div>\n * ```\n *\n * #### The final `animate` call\n *\n * If the final step within the transition steps is a call to `animate()` that **only** uses a\n * timing value with **no style data** then it will be automatically used as the final animation arc\n * for the element to animate itself to the final state. This involves an automatic mix of\n * adding/removing CSS styles so that the element will be in the exact state it should be for the\n * applied state to be presented correctly.\n *\n * ```\n * // start off by hiding the element, but make sure that it animates properly to whatever state\n * // is currently active for \"myAnimationTrigger\"\n * transition(\"void => *\", [\n * style({ opacity: 0 }),\n * animate(500)\n * ])\n * ```\n *\n * ### Using :enter and :leave\n *\n * Given that enter (insertion) and leave (removal) animations are so common, the `transition`\n * function accepts both `:enter` and `:leave` values which are aliases for the `void => *` and `*\n * => void` state changes.\n *\n * ```\n * transition(\":enter\", [\n * style({ opacity: 0 }),\n * animate(500, style({ opacity: 1 }))\n * ]),\n * transition(\":leave\", [\n * animate(500, style({ opacity: 0 }))\n * ])\n * ```\n *\n * ### Boolean values\n * if a trigger binding value is a boolean value then it can be matched using a transition\n * expression that compares `true` and `false` or `1` and `0`.\n *\n * ```\n * // in the template\n * <div [\\@openClose]=\"open ? true : false\">...</div>\n *\n * // in the component metadata\n * trigger('openClose', [\n * state('true', style({ height: '*' })),\n * state('false', style({ height: '0px' })),\n * transition('false <=> true', animate(500))\n * ])\n * ```\n *\n * ### Using :increment and :decrement\n * In addition to the :enter and :leave transition aliases, the :increment and :decrement aliases\n * can be used to kick off a transition when a numeric value has increased or decreased in value.\n *\n * ```\n * import {group, animate, query, transition, style, trigger} from '\\@angular/animations';\n * import {Component} from '\\@angular/core';\n *\n * \\@Component({\n * selector: 'banner-carousel-component',\n * styles: [`\n * .banner-container {\n * position:relative;\n * height:500px;\n * overflow:hidden;\n * }\n * .banner-container > .banner {\n * position:absolute;\n * left:0;\n * top:0;\n * font-size:200px;\n * line-height:500px;\n * font-weight:bold;\n * text-align:center;\n * width:100%;\n * }\n * `],\n * template: `\n * <button (click)=\"previous()\">Previous</button>\n * <button (click)=\"next()\">Next</button>\n * <hr>\n * <div [\\@bannerAnimation]=\"selectedIndex\" class=\"banner-container\">\n * <div class=\"banner\" *ngFor=\"let banner of banners\"> {{ banner }} </div>\n * </div>\n * `,\n * animations: [\n * trigger('bannerAnimation', [\n * transition(\":increment\", group([\n * query(':enter', [\n * style({ left: '100%' }),\n * animate('0.5s ease-out', style('*'))\n * ]),\n * query(':leave', [\n * animate('0.5s ease-out', style({ left: '-100%' }))\n * ])\n * ])),\n * transition(\":decrement\", group([\n * query(':enter', [\n * style({ left: '-100%' }),\n * animate('0.5s ease-out', style('*'))\n * ]),\n * query(':leave', [\n * animate('0.5s ease-out', style({ left: '100%' }))\n * ])\n * ]))\n * ])\n * ]\n * })\n * class BannerCarouselComponent {\n * allBanners: string[] = ['1', '2', '3', '4'];\n * selectedIndex: number = 0;\n *\n * get banners() {\n * return [this.allBanners[this.selectedIndex]];\n * }\n *\n * previous() {\n * this.selectedIndex = Math.max(this.selectedIndex - 1, 0);\n * }\n *\n * next() {\n * this.selectedIndex = Math.min(this.selectedIndex + 1, this.allBanners.length - 1);\n * }\n * }\n * ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n * \\@experimental Animation support is experimental.\n * @param {?} stateChangeExpr\n * @param {?} steps\n * @param {?=} options\n * @return {?}\n */\nfunction transition(stateChangeExpr, steps, options) {\n if (options === void 0) { options = null; }\n return { type: 1 /* Transition */, expr: stateChangeExpr, animation: steps, options: options };\n}\n/**\n * `animation` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language.\n *\n * `var myAnimation = animation(...)` is designed to produce a reusable animation that can be later\n * invoked in another animation or sequence. Reusable animations are designed to make use of\n * animation parameters and the produced animation can be used via the `useAnimation` method.\n *\n * ```\n * var fadeAnimation = animation([\n * style({ opacity: '{{ start }}' }),\n * animate('{{ time }}',\n * style({ opacity: '{{ end }}'}))\n * ], { params: { time: '1000ms', start: 0, end: 1 }});\n * ```\n *\n * If parameters are attached to an animation then they act as **default parameter values**. When an\n * animation is invoked via `useAnimation` then parameter values are allowed to be passed in\n * directly. If any of the passed in parameter values are missing then the default values will be\n * used.\n *\n * ```\n * useAnimation(fadeAnimation, {\n * params: {\n * time: '2s',\n * start: 1,\n * end: 0\n * }\n * })\n * ```\n *\n * If one or more parameter values are missing before animated then an error will be thrown.\n *\n * \\@experimental Animation support is experimental.\n * @param {?} steps\n * @param {?=} options\n * @return {?}\n */\nfunction animation(steps, options) {\n if (options === void 0) { options = null; }\n return { type: 8 /* Reference */, animation: steps, options: options };\n}\n/**\n * `animateChild` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. It works by allowing a queried element to execute its own\n * animation within the animation sequence.\n *\n * Each time an animation is triggered in angular, the parent animation\n * will always get priority and any child animations will be blocked. In order\n * for a child animation to run, the parent animation must query each of the elements\n * containing child animations and then allow the animations to run using `animateChild`.\n *\n * The example HTML code below shows both parent and child elements that have animation\n * triggers that will execute at the same time.\n *\n * ```html\n * <!-- parent-child.component.html -->\n * <button (click)=\"exp =! exp\">Toggle</button>\n * <hr>\n *\n * <div [\\@parentAnimation]=\"exp\">\n * <header>Hello</header>\n * <div [\\@childAnimation]=\"exp\">\n * one\n * </div>\n * <div [\\@childAnimation]=\"exp\">\n * two\n * </div>\n * <div [\\@childAnimation]=\"exp\">\n * three\n * </div>\n * </div>\n * ```\n *\n * Now when the `exp` value changes to true, only the `parentAnimation` animation will animate\n * because it has priority. However, using `query` and `animateChild` each of the inner animations\n * can also fire:\n *\n * ```ts\n * // parent-child.component.ts\n * import {trigger, transition, animate, style, query, animateChild} from '\\@angular/animations';\n * \\@Component({\n * selector: 'parent-child-component',\n * animations: [\n * trigger('parentAnimation', [\n * transition('false => true', [\n * query('header', [\n * style({ opacity: 0 }),\n * animate(500, style({ opacity: 1 }))\n * ]),\n * query('\\@childAnimation', [\n * animateChild()\n * ])\n * ])\n * ]),\n * trigger('childAnimation', [\n * transition('false => true', [\n * style({ opacity: 0 }),\n * animate(500, style({ opacity: 1 }))\n * ])\n * ])\n * ]\n * })\n * class ParentChildCmp {\n * exp: boolean = false;\n * }\n * ```\n *\n * In the animation code above, when the `parentAnimation` transition kicks off it first queries to\n * find the header element and fades it in. It then finds each of the sub elements that contain the\n * `\\@childAnimation` trigger and then allows for their animations to fire.\n *\n * This example can be further extended by using stagger:\n *\n * ```ts\n * query('\\@childAnimation', stagger(100, [\n * animateChild()\n * ]))\n * ```\n *\n * Now each of the sub animations start off with respect to the `100ms` staggering step.\n *\n * ## The first frame of child animations\n * When sub animations are executed using `animateChild` the animation engine will always apply the\n * first frame of every sub animation immediately at the start of the animation sequence. This way\n * the parent animation does not need to set any initial styling data on the sub elements before the\n * sub animations kick off.\n *\n * In the example above the first frame of the `childAnimation`'s `false => true` transition\n * consists of a style of `opacity: 0`. This is applied immediately when the `parentAnimation`\n * animation transition sequence starts. Only then when the `\\@childAnimation` is queried and called\n * with `animateChild` will it then animate to its destination of `opacity: 1`.\n *\n * Note that this feature designed to be used alongside {\\@link query query()} and it will only work\n * with animations that are assigned using the Angular animation DSL (this means that CSS keyframes\n * and transitions are not handled by this API).\n *\n * \\@experimental Animation support is experimental.\n * @param {?=} options\n * @return {?}\n */\nfunction animateChild(options) {\n if (options === void 0) { options = null; }\n return { type: 9 /* AnimateChild */, options: options };\n}\n/**\n * `useAnimation` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. It is used to kick off a reusable animation that is created using {\\@link\n * animation animation()}.\n *\n * \\@experimental Animation support is experimental.\n * @param {?} animation\n * @param {?=} options\n * @return {?}\n */\nfunction useAnimation(animation, options) {\n if (options === void 0) { options = null; }\n return { type: 10 /* AnimateRef */, animation: animation, options: options };\n}\n/**\n * `query` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language.\n *\n * query() is used to find one or more inner elements within the current element that is\n * being animated within the sequence. The provided animation steps are applied\n * to the queried element (by default, an array is provided, then this will be\n * treated as an animation sequence).\n *\n * ### Usage\n *\n * query() is designed to collect mutiple elements and works internally by using\n * `element.querySelectorAll`. An additional options object can be provided which\n * can be used to limit the total amount of items to be collected.\n *\n * ```js\n * query('div', [\n * animate(...),\n * animate(...)\n * ], { limit: 1 })\n * ```\n *\n * query(), by default, will throw an error when zero items are found. If a query\n * has the `optional` flag set to true then this error will be ignored.\n *\n * ```js\n * query('.some-element-that-may-not-be-there', [\n * animate(...),\n * animate(...)\n * ], { optional: true })\n * ```\n *\n * ### Special Selector Values\n *\n * The selector value within a query can collect elements that contain angular-specific\n * characteristics\n * using special pseudo-selectors tokens.\n *\n * These include:\n *\n * - Querying for newly inserted/removed elements using `query(\":enter\")`/`query(\":leave\")`\n * - Querying all currently animating elements using `query(\":animating\")`\n * - Querying elements that contain an animation trigger using `query(\"\\@triggerName\")`\n * - Querying all elements that contain an animation triggers using `query(\"\\@*\")`\n * - Including the current element into the animation sequence using `query(\":self\")`\n *\n *\n * Each of these pseudo-selector tokens can be merged together into a combined query selector\n * string:\n *\n * ```\n * query(':self, .record:enter, .record:leave, \\@subTrigger', [...])\n * ```\n *\n * ### Demo\n *\n * ```\n * \\@Component({\n * selector: 'inner',\n * template: `\n * <div [\\@queryAnimation]=\"exp\">\n * <h1>Title</h1>\n * <div class=\"content\">\n * Blah blah blah\n * </div>\n * </div>\n * `,\n * animations: [\n * trigger('queryAnimation', [\n * transition('* => goAnimate', [\n * // hide the inner elements\n * query('h1', style({ opacity: 0 })),\n * query('.content', style({ opacity: 0 })),\n *\n * // animate the inner elements in, one by one\n * query('h1', animate(1000, style({ opacity: 1 })),\n * query('.content', animate(1000, style({ opacity: 1 })),\n * ])\n * ])\n * ]\n * })\n * class Cmp {\n * exp = '';\n *\n * goAnimate() {\n * this.exp = 'goAnimate';\n * }\n * }\n * ```\n *\n * \\@experimental Animation support is experimental.\n * @param {?} selector\n * @param {?} animation\n * @param {?=} options\n * @return {?}\n */\nfunction query(selector, animation, options) {\n if (options === void 0) { options = null; }\n return { type: 11 /* Query */, selector: selector, animation: animation, options: options };\n}\n/**\n * `stagger` is an animation-specific function that is designed to be used inside of Angular's\n * animation DSL language. It is designed to be used inside of an animation {\\@link query query()}\n * and works by issuing a timing gap between after each queried item is animated.\n *\n * ### Usage\n *\n * In the example below there is a container element that wraps a list of items stamped out\n * by an ngFor. The container element contains an animation trigger that will later be set\n * to query for each of the inner items.\n *\n * ```html\n * <!-- list.component.html -->\n * <button (click)=\"toggle()\">Show / Hide Items</button>\n * <hr />\n * <div [\\@listAnimation]=\"items.length\">\n * <div *ngFor=\"let item of items\">\n * {{ item }}\n * </div>\n * </div>\n * ```\n *\n * The component code for this looks as such:\n *\n * ```ts\n * import {trigger, transition, style, animate, query, stagger} from '\\@angular/animations';\n * \\@Component({\n * templateUrl: 'list.component.html',\n * animations: [\n * trigger('listAnimation', [\n * //...\n * ])\n * ]\n * })\n * class ListComponent {\n * items = [];\n *\n * showItems() {\n * this.items = [0,1,2,3,4];\n * }\n *\n * hideItems() {\n * this.items = [];\n * }\n *\n * toggle() {\n * this.items.length ? this.hideItems() : this.showItems();\n * }\n * }\n * ```\n *\n * And now for the animation trigger code:\n *\n * ```ts\n * trigger('listAnimation', [\n * transition('* => *', [ // each time the binding value changes\n * query(':leave', [\n * stagger(100, [\n * animate('0.5s', style({ opacity: 0 }))\n * ])\n * ]),\n * query(':enter', [\n * style({ opacity: 0 }),\n * stagger(100, [\n * animate('0.5s', style({ opacity: 1 }))\n * ])\n * ])\n * ])\n * ])\n * ```\n *\n * Now each time the items are added/removed then either the opacity\n * fade-in animation will run or each removed item will be faded out.\n * When either of these animations occur then a stagger effect will be\n * applied after each item's animation is started.\n *\n * \\@experimental Animation support is experimental.\n * @param {?} timings\n * @param {?} animation\n * @return {?}\n */\nfunction stagger(timings, animation) {\n return { type: 12 /* Stagger */, timings: timings, animation: animation };\n}\n\n/**\n * @fileoverview added by tsickle\n * @suppress {checkTypes} checked by tsc\n */\n/**\n * @license\n * Copyright Google Inc. All Rights Reserved.\n *\n * Use of this source code is governed by an MIT-style license that can be\n * found in the LICENSE file at https://angular.io/license\n * @param {?} cb\n * @return {?}\n */\nfunction scheduleMicroTask(cb) {\n Promise.resolve(null).then(cb);\n}\n\n/**\n * @fileoverview added by tsickle\n * @suppress {checkTypes} checked by tsc\n */\n/**\n * AnimationPlayer controls an animation sequence that was produced from a programmatic animation.\n * (see {\\@link AnimationBuilder AnimationBuilder} for more information on how to create programmatic\n * animations.)\n *\n * \\@experimental Animation support is experimental.\n * @record\n */\n\n/**\n * \\@experimental Animation support is experimental.\n */\nvar NoopAnimationPlayer = /** @class */ (function () {\n function NoopAnimationPlayer() {\n this._onDoneFns = [];\n this._onStartFns = [];\n this._onDestroyFns = [];\n this._started = false;\n this._destroyed = false;\n this._finished = false;\n this.parentPlayer = null;\n this.totalTime = 0;\n }\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype._onFinish = /**\n * @return {?}\n */\n function () {\n if (!this._finished) {\n this._finished = true;\n this._onDoneFns.forEach(function (fn) { return fn(); });\n this._onDoneFns = [];\n }\n };\n /**\n * @param {?} fn\n * @return {?}\n */\n NoopAnimationPlayer.prototype.onStart = /**\n * @param {?} fn\n * @return {?}\n */\n function (fn) { this._onStartFns.push(fn); };\n /**\n * @param {?} fn\n * @return {?}\n */\n NoopAnimationPlayer.prototype.onDone = /**\n * @param {?} fn\n * @return {?}\n */\n function (fn) { this._onDoneFns.push(fn); };\n /**\n * @param {?} fn\n * @return {?}\n */\n NoopAnimationPlayer.prototype.onDestroy = /**\n * @param {?} fn\n * @return {?}\n */\n function (fn) { this._onDestroyFns.push(fn); };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.hasStarted = /**\n * @return {?}\n */\n function () { return this._started; };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.init = /**\n * @return {?}\n */\n function () { };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.play = /**\n * @return {?}\n */\n function () {\n if (!this.hasStarted()) {\n this._onStart();\n this.triggerMicrotask();\n }\n this._started = true;\n };\n /* @internal */\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.triggerMicrotask = /**\n * @return {?}\n */\n function () {\n var _this = this;\n scheduleMicroTask(function () { return _this._onFinish(); });\n };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype._onStart = /**\n * @return {?}\n */\n function () {\n this._onStartFns.forEach(function (fn) { return fn(); });\n this._onStartFns = [];\n };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.pause = /**\n * @return {?}\n */\n function () { };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.restart = /**\n * @return {?}\n */\n function () { };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.finish = /**\n * @return {?}\n */\n function () { this._onFinish(); };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.destroy = /**\n * @return {?}\n */\n function () {\n if (!this._destroyed) {\n this._destroyed = true;\n if (!this.hasStarted()) {\n this._onStart();\n }\n this.finish();\n this._onDestroyFns.forEach(function (fn) { return fn(); });\n this._onDestroyFns = [];\n }\n };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.reset = /**\n * @return {?}\n */\n function () { };\n /**\n * @param {?} p\n * @return {?}\n */\n NoopAnimationPlayer.prototype.setPosition = /**\n * @param {?} p\n * @return {?}\n */\n function (p) { };\n /**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.getPosition = /**\n * @return {?}\n */\n function () { return 0; };\n /* @internal */\n /**\n * @param {?} phaseName\n * @return {?}\n */\n NoopAnimationPlayer.prototype.triggerCallback = /**\n * @param {?} phaseName\n * @return {?}\n */\n function (phaseName) {\n var /** @type {?} */ methods = phaseName == 'start' ? this._onStartFns : this._onDoneFns;\n methods.forEach(function (fn) { return fn(); });\n methods.length = 0;\n };\n return NoopAnimationPlayer;\n}());\n\n/**\n * @fileoverview added by tsickle\n * @suppress {checkTypes} checked by tsc\n */\n/**\n * @license\n * Copyright Google Inc. All Rights Reserved.\n *\n * Use of this source code is governed by an MIT-style license that can be\n * found in the LICENSE file at https://angular.io/license\n */\nvar AnimationGroupPlayer = /** @class */ (function () {\n function AnimationGroupPlayer(_players) {\n var _this = this;\n this._onDoneFns = [];\n this._onStartFns = [];\n this._finished = false;\n this._started = false;\n this._destroyed = false;\n this._onDestroyFns = [];\n this.parentPlayer = null;\n this.totalTime = 0;\n this.players = _players;\n var /** @type {?} */ doneCount = 0;\n var /** @type {?} */ destroyCount = 0;\n var /** @type {?} */ startCount = 0;\n var /** @type {?} */ total = this.players.length;\n if (total == 0) {\n scheduleMicroTask(function () { return _this._onFinish(); });\n }\n else {\n this.players.forEach(function (player) {\n player.onDone(function () {\n if (++doneCount == total) {\n _this._onFinish();\n }\n });\n player.onDestroy(function () {\n if (++destroyCount == total) {\n _this._onDestroy();\n }\n });\n player.onStart(function () {\n if (++startCount == total) {\n _this._onStart();\n }\n });\n });\n }\n this.totalTime = this.players.reduce(function (time, player) { return Math.max(time, player.totalTime); }, 0);\n }\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype._onFinish = /**\n * @return {?}\n */\n function () {\n if (!this._finished) {\n this._finished = true;\n this._onDoneFns.forEach(function (fn) { return fn(); });\n this._onDoneFns = [];\n }\n };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.init = /**\n * @return {?}\n */\n function () { this.players.forEach(function (player) { return player.init(); }); };\n /**\n * @param {?} fn\n * @return {?}\n */\n AnimationGroupPlayer.prototype.onStart = /**\n * @param {?} fn\n * @return {?}\n */\n function (fn) { this._onStartFns.push(fn); };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype._onStart = /**\n * @return {?}\n */\n function () {\n if (!this.hasStarted()) {\n this._started = true;\n this._onStartFns.forEach(function (fn) { return fn(); });\n this._onStartFns = [];\n }\n };\n /**\n * @param {?} fn\n * @return {?}\n */\n AnimationGroupPlayer.prototype.onDone = /**\n * @param {?} fn\n * @return {?}\n */\n function (fn) { this._onDoneFns.push(fn); };\n /**\n * @param {?} fn\n * @return {?}\n */\n AnimationGroupPlayer.prototype.onDestroy = /**\n * @param {?} fn\n * @return {?}\n */\n function (fn) { this._onDestroyFns.push(fn); };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.hasStarted = /**\n * @return {?}\n */\n function () { return this._started; };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.play = /**\n * @return {?}\n */\n function () {\n if (!this.parentPlayer) {\n this.init();\n }\n this._onStart();\n this.players.forEach(function (player) { return player.play(); });\n };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.pause = /**\n * @return {?}\n */\n function () { this.players.forEach(function (player) { return player.pause(); }); };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.restart = /**\n * @return {?}\n */\n function () { this.players.forEach(function (player) { return player.restart(); }); };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.finish = /**\n * @return {?}\n */\n function () {\n this._onFinish();\n this.players.forEach(function (player) { return player.finish(); });\n };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.destroy = /**\n * @return {?}\n */\n function () { this._onDestroy(); };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype._onDestroy = /**\n * @return {?}\n */\n function () {\n if (!this._destroyed) {\n this._destroyed = true;\n this._onFinish();\n this.players.forEach(function (player) { return player.destroy(); });\n this._onDestroyFns.forEach(function (fn) { return fn(); });\n this._onDestroyFns = [];\n }\n };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.reset = /**\n * @return {?}\n */\n function () {\n this.players.forEach(function (player) { return player.reset(); });\n this._destroyed = false;\n this._finished = false;\n this._started = false;\n };\n /**\n * @param {?} p\n * @return {?}\n */\n AnimationGroupPlayer.prototype.setPosition = /**\n * @param {?} p\n * @return {?}\n */\n function (p) {\n var /** @type {?} */ timeAtPosition = p * this.totalTime;\n this.players.forEach(function (player) {\n var /** @type {?} */ position = player.totalTime ? Math.min(1, timeAtPosition / player.totalTime) : 1;\n player.setPosition(position);\n });\n };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.getPosition = /**\n * @return {?}\n */\n function () {\n var /** @type {?} */ min = 0;\n this.players.forEach(function (player) {\n var /** @type {?} */ p = player.getPosition();\n min = Math.min(p, min);\n });\n return min;\n };\n /**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.beforeDestroy = /**\n * @return {?}\n */\n function () {\n this.players.forEach(function (player) {\n if (player.beforeDestroy) {\n player.beforeDestroy();\n }\n });\n };\n /* @internal */\n /**\n * @param {?} phaseName\n * @return {?}\n */\n AnimationGroupPlayer.prototype.triggerCallback = /**\n * @param {?} phaseName\n * @return {?}\n */\n function (phaseName) {\n var /** @type {?} */ methods = phaseName == 'start' ? this._onStartFns : this._onDoneFns;\n methods.forEach(function (fn) { return fn(); });\n methods.length = 0;\n };\n return AnimationGroupPlayer;\n}());\n\n/**\n * @fileoverview added by tsickle\n * @suppress {checkTypes} checked by tsc\n */\nvar ɵPRE_STYLE = '!';\n\nexports.AnimationBuilder = AnimationBuilder;\nexports.AnimationFactory = AnimationFactory;\nexports.AUTO_STYLE = AUTO_STYLE;\nexports.animate = animate;\nexports.animateChild = animateChild;\nexports.animation = animation;\nexports.group = group;\nexports.keyframes = keyframes;\nexports.query = query;\nexports.sequence = sequence;\nexports.stagger = stagger;\nexports.state = state;\nexports.style = style;\nexports.transition = transition;\nexports.trigger = trigger;\nexports.useAnimation = useAnimation;\nexports.NoopAnimationPlayer = NoopAnimationPlayer;\nexports.ɵAnimationGroupPlayer = AnimationGroupPlayer;\nexports.ɵPRE_STYLE = ɵPRE_STYLE;\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\n})));\n//# sourceMappingURL=animations.umd.js.map\n"]}
@@ -1,5 +1,5 @@
1
1
  /**
2
- * @license Angular v5.2.4
2
+ * @license Angular v5.2.8
3
3
  * (c) 2010-2018 Google, Inc. https://angular.io/
4
4
  * License: MIT
5
5
  */
@@ -263,7 +263,7 @@ const AUTO_STYLE = '*';
263
263
  * The `\@childAnimation` trigger will not animate because `\@.disabled` prevents it from happening
264
264
  * (when true).
265
265
  *
266
- * Note that `\@.disbled` will only disable all animations (this means any animations running on
266
+ * Note that `\@.disabled` will only disable all animations (this means any animations running on
267
267
  * the same element will also be disabled).
268
268
  *
269
269
  * ### Disabling Animations Application-wide