/**
* @license Angular v4.2.3
* (c) 2010-2017 Google, Inc. https://angular.io/
* License: MIT
*/
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
typeof define === 'function' && define.amd ? define(['exports'], factory) :
(factory((global.ng = global.ng || {}, global.ng.animations = global.ng.animations || {})));
}(this, (function (exports) { 'use strict';
/**
* @license Angular v4.2.3
* (c) 2010-2017 Google, Inc. https://angular.io/
* License: MIT
*/
/**
* @license
* Copyright Google Inc. All Rights Reserved.
*
* Use of this source code is governed by an MIT-style license that can be
* found in the LICENSE file at https://angular.io/license
*/
/**
* AnimationBuilder is an injectable service that is available when the {\@link
* BrowserAnimationsModule BrowserAnimationsModule} or {\@link NoopAnimationsModule
* NoopAnimationsModule} modules are used within an application.
*
* The purpose if this service is to produce an animation sequence programmatically within an
* angular component or directive.
*
* Programmatic animations are first built and then a player is created when the build animation is
* attached to an element.
*
* ```ts
* // remember to include the BrowserAnimationsModule module for this to work...
* import {AnimationBuilder} from '\@angular/animations';
*
* class MyCmp {
* constructor(private _builder: AnimationBuilder) {}
*
* makeAnimation(element: any) {
* // first build the animation
* const myAnimation = this._builder.build([
* style({ width: 0 }),
* animate(1000, style({ width: '100px' }))
* ]);
*
* // then create a player from it
* const player = myAnimation.create(element);
*
* player.play();
* }
* }
* ```
*
* When an animation is built an instance of {\@link AnimationFactory AnimationFactory} will be
* returned. Using that an {\@link AnimationPlayer AnimationPlayer} can be created which can then be
* used to start the animation.
*
* \@experimental Animation support is experimental.
* @abstract
*/
var AnimationBuilder = (function () {
function AnimationBuilder() {
}
/**
* @abstract
* @param {?} animation
* @return {?}
*/
AnimationBuilder.prototype.build = function (animation) { };
return AnimationBuilder;
}());
/**
* An instance of `AnimationFactory` is returned from {\@link AnimationBuilder#build
* AnimationBuilder.build}.
*
* \@experimental Animation support is experimental.
* @abstract
*/
var AnimationFactory = (function () {
function AnimationFactory() {
}
/**
* @abstract
* @param {?} element
* @param {?=} options
* @return {?}
*/
AnimationFactory.prototype.create = function (element, options) { };
return AnimationFactory;
}());
/**
* \@experimental Animation support is experimental.
*/
var AUTO_STYLE = '*';
/**
* `trigger` is an animation-specific function that is designed to be used inside of Angular's
* animation DSL language. If this information is new, please navigate to the {\@link
* Component#animations component animations metadata page} to gain a better understanding of
* how animations in Angular are used.
*
* `trigger` Creates an animation trigger which will a list of {\@link state state} and {\@link
* transition transition} entries that will be evaluated when the expression bound to the trigger
* changes.
*
* Triggers are registered within the component annotation data under the {\@link
* Component#animations animations section}. An animation trigger can be placed on an element
* within a template by referencing the name of the trigger followed by the expression value that the
* trigger is bound to (in the form of `[\@triggerName]="expression"`.
*
* ### Usage
*
* `trigger` will create an animation trigger reference based on the provided `name` value. The
* provided `animation` value is expected to be an array consisting of {\@link state state} and {\@link
* transition transition} declarations.
*
* ```typescript
* \@Component({
* selector: 'my-component',
* templateUrl: 'my-component-tpl.html',
* animations: [
* trigger("myAnimationTrigger", [
* state(...),
* state(...),
* transition(...),
* transition(...)
* ])
* ]
* })
* class MyComponent {
* myStatusExp = "something";
* }
* ```
*
* The template associated with this component will make use of the `myAnimationTrigger` animation
* trigger by binding to an element within its template code.
*
* ```html
*
*
...
* tools/gulp-tasks/validate-commit-message.js ```
*
* {\@example core/animation/ts/dsl/animation_example.ts region='Component'}
*
* \@experimental Animation support is experimental.
* @param {?} name
* @param {?} definitions
* @return {?}
*/
function trigger(name, definitions) {
return { type: 7 /* Trigger */, name: name, definitions: definitions, options: {} };
}
/**
* `animate` is an animation-specific function that is designed to be used inside of Angular's
* animation DSL language. If this information is new, please navigate to the {\@link
* Component#animations component animations metadata page} to gain a better understanding of
* how animations in Angular are used.
*
* `animate` specifies an animation step that will apply the provided `styles` data for a given
* amount of time based on the provided `timing` expression value. Calls to `animate` are expected
* to be used within {\@link sequence an animation sequence}, {\@link group group}, or {\@link
* transition transition}.
*
* ### Usage
*
* The `animate` function accepts two input parameters: `timing` and `styles`:
*
* - `timing` is a string based value that can be a combination of a duration with optional delay
* and easing values. The format for the expression breaks down to `duration delay easing`
* (therefore a value such as `1s 100ms ease-out` will be parse itself into `duration=1000,
* delay=100, easing=ease-out`. If a numeric value is provided then that will be used as the
* `duration` value in millisecond form.
* - `styles` is the style input data which can either be a call to {\@link style style} or {\@link
* keyframes keyframes}. If left empty then the styles from the destination state will be collected
* and used (this is useful when describing an animation step that will complete an animation by
* {\@link transition#the-final-animate-call animating to the final state}).
*
* ```typescript
* // various functions for specifying timing data
* animate(500, style(...))
* animate("1s", style(...))
* animate("100ms 0.5s", style(...))
* animate("5s ease", style(...))
* animate("5s 10ms cubic-bezier(.17,.67,.88,.1)", style(...))
*
* // either style() of keyframes() can be used
* animate(500, style({ background: "red" }))
* animate(500, keyframes([
* style({ background: "blue" })),
* style({ background: "red" }))
* ])
* ```
*
* {\@example core/animation/ts/dsl/animation_example.ts region='Component'}
*
* \@experimental Animation support is experimental.
* @param {?} timings
* @param {?=} styles
* @return {?}
*/
function animate(timings, styles) {
if (styles === void 0) { styles = null; }
return { type: 4 /* Animate */, styles: styles, timings: timings };
}
/**
* `group` is an animation-specific function that is designed to be used inside of Angular's
* animation DSL language. If this information is new, please navigate to the {\@link
* Component#animations component animations metadata page} to gain a better understanding of
* how animations in Angular are used.
*
* `group` specifies a list of animation steps that are all run in parallel. Grouped animations are
* useful when a series of styles must be animated/closed off at different statrting/ending times.
*
* The `group` function can either be used within a {\@link sequence sequence} or a {\@link transition
* transition} and it will only continue to the next instruction once all of the inner animation
* steps have completed.
*
* ### Usage
*
* The `steps` data that is passed into the `group` animation function can either consist of {\@link
* style style} or {\@link animate animate} function calls. Each call to `style()` or `animate()`
* within a group will be executed instantly (use {\@link keyframes keyframes} or a {\@link
* animate#usage animate() with a delay value} to offset styles to be applied at a later time).
*
* ```typescript
* group([
* animate("1s", { background: "black" }))
* animate("2s", { color: "white" }))
* ])
* ```
*
* {\@example core/animation/ts/dsl/animation_example.ts region='Component'}
*
* \@experimental Animation support is experimental.
* @param {?} steps
* @param {?=} options
* @return {?}
*/
function group(steps, options) {
if (options === void 0) { options = null; }
return { type: 3 /* Group */, steps: steps, options: options };
}
/**
* `sequence` is an animation-specific function that is designed to be used inside of Angular's
* animation DSL language. If this information is new, please navigate to the {\@link
* Component#animations component animations metadata page} to gain a better understanding of
* how animations in Angular are used.
*
* `sequence` Specifies a list of animation steps that are run one by one. (`sequence` is used by
* default when an array is passed as animation data into {\@link transition transition}.)
*
* The `sequence` function can either be used within a {\@link group group} or a {\@link transition
* transition} and it will only continue to the next instruction once each of the inner animation
* steps have completed.
*
* To perform animation styling in parallel with other animation steps then have a look at the
* {\@link group group} animation function.
*
* ### Usage
*
* The `steps` data that is passed into the `sequence` animation function can either consist of
* {\@link style style} or {\@link animate animate} function calls. A call to `style()` will apply the
* provided styling data immediately while a call to `animate()` will apply its styling data over a
* given time depending on its timing data.
*
* ```typescript
* sequence([
* style({ opacity: 0 })),
* animate("1s", { opacity: 1 }))
* ])
* ```
*
* {\@example core/animation/ts/dsl/animation_example.ts region='Component'}
*
* \@experimental Animation support is experimental.
* @param {?} steps
* @param {?=} options
* @return {?}
*/
function sequence(steps, options) {
if (options === void 0) { options = null; }
return { type: 2 /* Sequence */, steps: steps, options: options };
}
/**
* `style` is an animation-specific function that is designed to be used inside of Angular's
* animation DSL language. If this information is new, please navigate to the {\@link
* Component#animations component animations metadata page} to gain a better understanding of
* how animations in Angular are used.
*
* `style` declares a key/value object containing CSS properties/styles that can then be used for
* {\@link state animation states}, within an {\@link sequence animation sequence}, or as styling data
* for both {\@link animate animate} and {\@link keyframes keyframes}.
*
* ### Usage
*
* `style` takes in a key/value string map as data and expects one or more CSS property/value pairs
* to be defined.
*
* ```typescript
* // string values are used for css properties
* style({ background: "red", color: "blue" })
*
* // numerical (pixel) values are also supported
* style({ width: 100, height: 0 })
* ```
*
* #### Auto-styles (using `*`)
*
* When an asterix (`*`) character is used as a value then it will be detected from the element
* being animated and applied as animation data when the animation starts.
*
* This feature proves useful for a state depending on layout and/or environment factors; in such
* cases the styles are calculated just before the animation starts.
*
* ```typescript
* // the steps below will animate from 0 to the
* // actual height of the element
* style({ height: 0 }),
* animate("1s", style({ height: "*" }))
* ```
*
* {\@example core/animation/ts/dsl/animation_example.ts region='Component'}
*
* \@experimental Animation support is experimental.
* @param {?} tokens
* @return {?}
*/
function style(tokens) {
return { type: 6 /* Style */, styles: tokens, offset: null };
}
/**
* `state` is an animation-specific function that is designed to be used inside of Angular's
* animation DSL language. If this information is new, please navigate to the {\@link
* Component#animations component animations metadata page} to gain a better understanding of
* how animations in Angular are used.
*
* `state` declares an animation state within the given trigger. When a state is active within a
* component then its associated styles will persist on the element that the trigger is attached to
* (even when the animation ends).
*
* To animate between states, have a look at the animation {\@link transition transition} DSL
* function. To register states to an animation trigger please have a look at the {\@link trigger
* trigger} function.
*
* #### The `void` state
*
* The `void` state value is a reserved word that angular uses to determine when the element is not
* apart of the application anymore (e.g. when an `ngIf` evaluates to false then the state of the
* associated element is void).
*
* #### The `*` (default) state
*
* The `*` state (when styled) is a fallback state that will be used if the state that is being
* animated is not declared within the trigger.
*
* ### Usage
*
* `state` will declare an animation state with its associated styles
* within the given trigger.
*
* - `stateNameExpr` can be one or more state names separated by commas.
* - `styles` refers to the {\@link style styling data} that will be persisted on the element once
* the state has been reached.
*
* ```typescript
* // "void" is a reserved name for a state and is used to represent
* // the state in which an element is detached from from the application.
* state("void", style({ height: 0 }))
*
* // user-defined states
* state("closed", style({ height: 0 }))
* state("open, visible", style({ height: "*" }))
* ```
*
* {\@example core/animation/ts/dsl/animation_example.ts region='Component'}
*
* \@experimental Animation support is experimental.
* @param {?} name
* @param {?} styles
* @return {?}
*/
function state(name, styles) {
return { type: 0 /* State */, name: name, styles: styles };
}
/**
* `keyframes` is an animation-specific function that is designed to be used inside of Angular's
* animation DSL language. If this information is new, please navigate to the {\@link
* Component#animations component animations metadata page} to gain a better understanding of
* how animations in Angular are used.
*
* `keyframes` specifies a collection of {\@link style style} entries each optionally characterized
* by an `offset` value.
*
* ### Usage
*
* The `keyframes` animation function is designed to be used alongside the {\@link animate animate}
* animation function. Instead of applying animations from where they are currently to their
* destination, keyframes can describe how each style entry is applied and at what point within the
* animation arc (much like CSS Keyframe Animations do).
*
* For each `style()` entry an `offset` value can be set. Doing so allows to specifiy at what
* percentage of the animate time the styles will be applied.
*
* ```typescript
* // the provided offset values describe when each backgroundColor value is applied.
* animate("5s", keyframes([
* style({ backgroundColor: "red", offset: 0 }),
* style({ backgroundColor: "blue", offset: 0.2 }),
* style({ backgroundColor: "orange", offset: 0.3 }),
* style({ backgroundColor: "black", offset: 1 })
* ]))
* ```
*
* Alternatively, if there are no `offset` values used within the style entries then the offsets
* will be calculated automatically.
*
* ```typescript
* animate("5s", keyframes([
* style({ backgroundColor: "red" }) // offset = 0
* style({ backgroundColor: "blue" }) // offset = 0.33
* style({ backgroundColor: "orange" }) // offset = 0.66
* style({ backgroundColor: "black" }) // offset = 1
* ]))
* ```
*
* {\@example core/animation/ts/dsl/animation_example.ts region='Component'}
*
* \@experimental Animation support is experimental.
* @param {?} steps
* @return {?}
*/
function keyframes(steps) {
return { type: 5 /* Keyframes */, steps: steps };
}
/**
* `transition` is an animation-specific function that is designed to be used inside of Angular's
* animation DSL language. If this information is new, please navigate to the {\@link
* Component#animations component animations metadata page} to gain a better understanding of
* how animations in Angular are used.
*
* `transition` declares the {\@link sequence sequence of animation steps} that will be run when the
* provided `stateChangeExpr` value is satisfied. The `stateChangeExpr` consists of a `state1 =>
* state2` which consists of two known states (use an asterix (`*`) to refer to a dynamic starting
* and/or ending state).
*
* A function can also be provided as the `stateChangeExpr` argument for a transition and this
* function will be executed each time a state change occurs. If the value returned within the
* function is true then the associated animation will be run.
*
* Animation transitions are placed within an {\@link trigger animation trigger}. For an transition
* to animate to a state value and persist its styles then one or more {\@link state animation
* states} is expected to be defined.
*
* ### Usage
*
* An animation transition is kicked off the `stateChangeExpr` predicate evaluates to true based on
* what the previous state is and what the current state has become. In other words, if a transition
* is defined that matches the old/current state criteria then the associated animation will be
* triggered.
*
* ```typescript
* // all transition/state changes are defined within an animation trigger
* trigger("myAnimationTrigger", [
* // if a state is defined then its styles will be persisted when the
* // animation has fully completed itself
* state("on", style({ background: "green" })),
* state("off", style({ background: "grey" })),
*
* // a transition animation that will be kicked off when the state value
* // bound to "myAnimationTrigger" changes from "on" to "off"
* transition("on => off", animate(500)),
*
* // it is also possible to do run the same animation for both directions
* transition("on <=> off", animate(500)),
*
* // or to define multiple states pairs separated by commas
* transition("on => off, off => void", animate(500)),
*
* // this is a catch-all state change for when an element is inserted into
* // the page and the destination state is unknown
* transition("void => *", [
* style({ opacity: 0 }),
* animate(500)
* ]),
*
* // this will capture a state change between any states
* transition("* => *", animate("1s 0s")),
*
* // you can also go full out and include a function
* transition((fromState, toState) => {
* // when `true` then it will allow the animation below to be invoked
* return fromState == "off" && toState == "on";
* }, animate("1s 0s"))
* ])
* ```
*
* The template associated with this component will make use of the `myAnimationTrigger` animation
* trigger by binding to an element within its template code.
*
* ```html
*
*
...
* ```
*
* #### The final `animate` call
*
* If the final step within the transition steps is a call to `animate()` that **only** uses a
* timing value with **no style data** then it will be automatically used as the final animation arc
* for the element to animate itself to the final state. This involves an automatic mix of
* adding/removing CSS styles so that the element will be in the exact state it should be for the
* applied state to be presented correctly.
*
* ```
* // start off by hiding the element, but make sure that it animates properly to whatever state
* // is currently active for "myAnimationTrigger"
* transition("void => *", [
* style({ opacity: 0 }),
* animate(500)
* ])
* ```
*
* ### Transition Aliases (`:enter` and `:leave`)
*
* Given that enter (insertion) and leave (removal) animations are so common, the `transition`
* function accepts both `:enter` and `:leave` values which are aliases for the `void => *` and `*
* => void` state changes.
*
* ```
* transition(":enter", [
* style({ opacity: 0 }),
* animate(500, style({ opacity: 1 }))
* ])
* transition(":leave", [
* animate(500, style({ opacity: 0 }))
* ])
* ```
*
* {\@example core/animation/ts/dsl/animation_example.ts region='Component'}
*
* \@experimental Animation support is experimental.
* @param {?} stateChangeExpr
* @param {?} steps
* @param {?=} options
* @return {?}
*/
function transition(stateChangeExpr, steps, options) {
if (options === void 0) { options = null; }
return { type: 1 /* Transition */, expr: stateChangeExpr, animation: steps, options: options };
}
/**
* `animation` is an animation-specific function that is designed to be used inside of Angular's
* animation DSL language.
*
* `var myAnimation = animation(...)` is designed to produce a reusable animation that can be later
* invoked in another animation or sequence. Reusable animations are designed to make use of
* animation parameters and the produced animation can be used via the `useAnimation` method.
*
* ```
* var fadeAnimation = animation([
* style({ opacity: '{{ start }}' }),
* animate('{{ time }}',
* style({ opacity: '{{ end }}'))
* ], { params: { time: '1000ms', start: 0, end: 1 }});
* ```
*
* If parameters are attached to an animation then they act as **default parameter values**. When an
* animation is invoked via `useAnimation` then parameter values are allowed to be passed in
* directly. If any of the passed in parameter values are missing then the default values will be
* used.
*
* ```
* useAnimation(fadeAnimation, {
* params: {
* time: '2s',
* start: 1,
* end: 0
* }
* })
* ```
*
* If one or more parameter values are missing before animated then an error will be thrown.
*
* \@experimental Animation support is experimental.
* @param {?} steps
* @param {?=} options
* @return {?}
*/
function animation(steps, options) {
if (options === void 0) { options = null; }
return { type: 8 /* Reference */, animation: steps, options: options };
}
/**
* `animateChild` is an animation-specific function that is designed to be used inside of Angular's
* animation DSL language. It works by allowing a queried element to execute its own
* animation within the animation sequence.
*
* Each time an animation is triggered in angular, the parent animation
* will always get priority and any child animations will be blocked. In order
* for a child animation to run, the parent animation must query each of the elements
* containing child animations and then allow the animations to run using `animateChild`.
*
* The example HTML code below shows both parent and child elements that have animation
* triggers that will execute at the same time.
*
* ```html
*
*
*
*
*
* Hello
*
* one
*
*
* two
*
*
* three
*
*
* ```
*
* Now when the `exp` value changes to true, only the `parentAnimation` animation will animate
* because it has priority. However, using `query` and `animateChild` each of the inner animations
* can also fire:
*
* ```ts
* // parent-child.component.ts
* import {trigger, transition, animate, style, query, animateChild} from '\@angular/animations';
* \@Component({
* selector: 'parent-child-component',
* animations: [
* trigger('parentAnimation', [
* transition('false => true', [
* query('header', [
* style({ opacity: 0 }),
* animate(500, style({ opacity: 1 }))
* ]),
* query('\@childAnimation', [
* animateChild()
* ])
* ])
* ]),
* trigger('childAnimation', [
* transition('false => true', [
* style({ opacity: 0 }),
* animate(500, style({ opacity: 1 }))
* ])
* ])
* ]
* })
* class ParentChildCmp {
* exp: boolean = false;
* }
* ```
*
* In the animation code above, when the `parentAnimation` transition kicks off it first queries to
* find the header element and fades it in. It then finds each of the sub elements that contain the
* `\@childAnimation` trigger and then allows for their animations to fire.
*
* This example can be further extended by using stagger:
*
* ```ts
* query('\@childAnimation', stagger(100, [
* animateChild()
* ]))
* ```
*
* Now each of the sub animations start off with respect to the `100ms` staggering step.
*
* ## The first frame of child animations
* When sub animations are executed using `animateChild` the animation engine will always apply the
* first frame of every sub animation immediately at the start of the animation sequence. This way
* the parent animation does not need to set any initial styling data on the sub elements before the
* sub animations kick off.
*
* In the example above the first frame of the `childAnimation`'s `false => true` transition
* consists of a style of `opacity: 0`. This is applied immediately when the `parentAnimation`
* animation transition sequence starts. Only then when the `\@childAnimation` is queried and called
* with `animateChild` will it then animate to its destination of `opacity: 1`.
*
* Note that this feature designed to be used alongside {\@link query query()} and it will only work
* with animations that are assigned using the Angular animation DSL (this means that CSS keyframes
* and transitions are not handled by this API).
*
* \@experimental Animation support is experimental.
* @param {?=} options
* @return {?}
*/
function animateChild(options) {
if (options === void 0) { options = null; }
return { type: 9 /* AnimateChild */, options: options };
}
/**
* `useAnimation` is an animation-specific function that is designed to be used inside of Angular's
* animation DSL language. It is used to kick off a reusable animation that is created using {\@link
* animation animation()}.
*
* \@experimental Animation support is experimental.
* @param {?} animation
* @param {?=} options
* @return {?}
*/
function useAnimation(animation, options) {
if (options === void 0) { options = null; }
return { type: 10 /* AnimateRef */, animation: animation, options: options };
}
/**
* `query` is an animation-specific function that is designed to be used inside of Angular's
* animation DSL language.
*
* query() is used to find one or more inner elements within the current element that is
* being animated within the sequence. The provided animation steps are applied
* to the queried element (by default, an array is provided, then this will be
* treated as an animation sequence).
*
* ### Usage
*
* query() is designed to collect mutiple elements and works internally by using
* `element.querySelectorAll`. An additional options object can be provided which
* can be used to limit the total amount of items to be collected.
*
* ```js
* query('div', [
* animate(...),
* animate(...)
* ], { limit: 1 })
* ```
*
* query(), by default, will throw an error when zero items are found. If a query
* has the `optional` flag set to true then this error will be ignored.
*
* ```js
* query('.some-element-that-may-not-be-there', [
* animate(...),
* animate(...)
* ], { optional: true })
* ```
*
* ### Special Selector Values
*
* The selector value within a query can collect elements that contain angular-specific
* characteristics
* using special pseudo-selectors tokens.
*
* These include:
*
* - Querying for newly inserted/removed elements using `query(":enter")`/`query(":leave")`
* - Querying all currently animating elements using `query(":animating")`
* - Querying elements that contain an animation trigger using `query("\@triggerName")`
* - Querying all elements that contain an animation triggers using `query("\@*")`
* - Including the current element into the animation sequence using `query(":self")`
*
*
* Each of these pseudo-selector tokens can be merged together into a combined query selector
* string:
*
* ```
* query(':self, .record:enter, .record:leave, \@subTrigger', [...])
* ```
*
* ### Demo
*
* ```
* \@Component({
* selector: 'inner',
* template: `
*
*
Title
*
* Blah blah blah
*
*
* `,
* animations: [
* trigger('queryAnimation', [
* transition('* => goAnimate', [
* // hide the inner elements
* query('h1', style({ opacity: 0 })),
* query('.content', style({ opacity: 0 })),
*
* // animate the inner elements in, one by one
* query('h1', animate(1000, style({ opacity: 1 })),
* query('.content', animate(1000, style({ opacity: 1 })),
* ])
* ])
* ]
* })
* class Cmp {
* exp = '';
*
* goAnimate() {
* this.exp = 'goAnimate';
* }
* }
* ```
*
* \@experimental Animation support is experimental.
* @param {?} selector
* @param {?} animation
* @param {?=} options
* @return {?}
*/
function query(selector, animation, options) {
if (options === void 0) { options = null; }
return { type: 11 /* Query */, selector: selector, animation: animation, options: options };
}
/**
* `stagger` is an animation-specific function that is designed to be used inside of Angular's
* animation DSL language. It is designed to be used inside of an animation {\@link query query()}
* and works by issuing a timing gap between after each queried item is animated.
*
* ### Usage
*
* In the example below there is a container element that wraps a list of items stamped out
* by an ngFor. The container element contains an animation trigger that will later be set
* to query for each of the inner items.
*
* ```html
*
*
*
*
*
* {{ item }}
*
*
* ```
*
* The component code for this looks as such:
*
* ```ts
* import {trigger, transition, style, animate, query, stagger} from '\@angular/animations';
* \@Component({
* templateUrl: 'list.component.html',
* animations: [
* trigger('listAnimation', [
* //...
* ])
* ]
* })
* class ListComponent {
* items = [];
*
* showItems() {
* this.items = [0,1,2,3,4];
* }
*
* hideItems() {
* this.items = [];
* }
*
* toggle() {
* this.items.length ? this.hideItems() : this.showItems();
* }
* }
* ```
*
* And now for the animation trigger code:
*
* ```ts
* trigger('listAnimation', [
* transition('* => *', [ // each time the binding value changes
* query(':leave', [
* stagger(100, [
* animate('0.5s', style({ opacity: 0 }))
* ])
* ]),
* query(':enter', [
* style({ opacity: 0 }),
* stagger(100, [
* animate('0.5s', style({ opacity: 1 }))
* ])
* ])
* ])
* ])
* ```
*
* Now each time the items are added/removed then either the opacity
* fade-in animation will run or each removed item will be faded out.
* When either of these animations occur then a stagger effect will be
* applied after each item's animation is started.
*
* \@experimental Animation support is experimental.
* @param {?} timings
* @param {?} animation
* @return {?}
*/
function stagger(timings, animation) {
return { type: 12 /* Stagger */, timings: timings, animation: animation };
}
/**
* @license
* Copyright Google Inc. All Rights Reserved.
*
* Use of this source code is governed by an MIT-style license that can be
* found in the LICENSE file at https://angular.io/license
* @param {?} cb
* @return {?}
*/
function scheduleMicroTask(cb) {
Promise.resolve(null).then(cb);
}
/**
* @license
* Copyright Google Inc. All Rights Reserved.
*
* Use of this source code is governed by an MIT-style license that can be
* found in the LICENSE file at https://angular.io/license
*/
/**
* \@experimental Animation support is experimental.
*/
var NoopAnimationPlayer = (function () {
function NoopAnimationPlayer() {
this._onDoneFns = [];
this._onStartFns = [];
this._onDestroyFns = [];
this._started = false;
this._destroyed = false;
this._finished = false;
this.parentPlayer = null;
this.totalTime = 0;
}
/**
* @return {?}
*/
NoopAnimationPlayer.prototype._onFinish = function () {
if (!this._finished) {
this._finished = true;
this._onDoneFns.forEach(function (fn) { return fn(); });
this._onDoneFns = [];
}
};
/**
* @param {?} fn
* @return {?}
*/
NoopAnimationPlayer.prototype.onStart = function (fn) { this._onStartFns.push(fn); };
/**
* @param {?} fn
* @return {?}
*/
NoopAnimationPlayer.prototype.onDone = function (fn) { this._onDoneFns.push(fn); };
/**
* @param {?} fn
* @return {?}
*/
NoopAnimationPlayer.prototype.onDestroy = function (fn) { this._onDestroyFns.push(fn); };
/**
* @return {?}
*/
NoopAnimationPlayer.prototype.hasStarted = function () { return this._started; };
/**
* @return {?}
*/
NoopAnimationPlayer.prototype.init = function () { };
/**
* @return {?}
*/
NoopAnimationPlayer.prototype.play = function () {
if (!this.hasStarted()) {
this.triggerMicrotask();
this._onStart();
}
this._started = true;
};
/**
* @return {?}
*/
NoopAnimationPlayer.prototype.triggerMicrotask = function () {
var _this = this;
scheduleMicroTask(function () { return _this._onFinish(); });
};
/**
* @return {?}
*/
NoopAnimationPlayer.prototype._onStart = function () {
this._onStartFns.forEach(function (fn) { return fn(); });
this._onStartFns = [];
};
/**
* @return {?}
*/
NoopAnimationPlayer.prototype.pause = function () { };
/**
* @return {?}
*/
NoopAnimationPlayer.prototype.restart = function () { };
/**
* @return {?}
*/
NoopAnimationPlayer.prototype.finish = function () { this._onFinish(); };
/**
* @return {?}
*/
NoopAnimationPlayer.prototype.destroy = function () {
if (!this._destroyed) {
this._destroyed = true;
if (!this.hasStarted()) {
this._onStart();
}
this.finish();
this._onDestroyFns.forEach(function (fn) { return fn(); });
this._onDestroyFns = [];
}
};
/**
* @return {?}
*/
NoopAnimationPlayer.prototype.reset = function () { };
/**
* @param {?} p
* @return {?}
*/
NoopAnimationPlayer.prototype.setPosition = function (p) { };
/**
* @return {?}
*/
NoopAnimationPlayer.prototype.getPosition = function () { return 0; };
return NoopAnimationPlayer;
}());
/**
* @license
* Copyright Google Inc. All Rights Reserved.
*
* Use of this source code is governed by an MIT-style license that can be
* found in the LICENSE file at https://angular.io/license
*/
var AnimationGroupPlayer = (function () {
/**
* @param {?} _players
*/
function AnimationGroupPlayer(_players) {
var _this = this;
this._players = _players;
this._onDoneFns = [];
this._onStartFns = [];
this._finished = false;
this._started = false;
this._destroyed = false;
this._onDestroyFns = [];
this.parentPlayer = null;
this.totalTime = 0;
var doneCount = 0;
var destroyCount = 0;
var startCount = 0;
var total = this._players.length;
if (total == 0) {
scheduleMicroTask(function () { return _this._onFinish(); });
}
else {
this._players.forEach(function (player) {
player.parentPlayer = _this;
player.onDone(function () {
if (++doneCount >= total) {
_this._onFinish();
}
});
player.onDestroy(function () {
if (++destroyCount >= total) {
_this._onDestroy();
}
});
player.onStart(function () {
if (++startCount >= total) {
_this._onStart();
}
});
});
}
this.totalTime = this._players.reduce(function (time, player) { return Math.max(time, player.totalTime); }, 0);
}
/**
* @return {?}
*/
AnimationGroupPlayer.prototype._onFinish = function () {
if (!this._finished) {
this._finished = true;
this._onDoneFns.forEach(function (fn) { return fn(); });
this._onDoneFns = [];
}
};
/**
* @return {?}
*/
AnimationGroupPlayer.prototype.init = function () { this._players.forEach(function (player) { return player.init(); }); };
/**
* @param {?} fn
* @return {?}
*/
AnimationGroupPlayer.prototype.onStart = function (fn) { this._onStartFns.push(fn); };
/**
* @return {?}
*/
AnimationGroupPlayer.prototype._onStart = function () {
if (!this.hasStarted()) {
this._onStartFns.forEach(function (fn) { return fn(); });
this._onStartFns = [];
this._started = true;
}
};
/**
* @param {?} fn
* @return {?}
*/
AnimationGroupPlayer.prototype.onDone = function (fn) { this._onDoneFns.push(fn); };
/**
* @param {?} fn
* @return {?}
*/
AnimationGroupPlayer.prototype.onDestroy = function (fn) { this._onDestroyFns.push(fn); };
/**
* @return {?}
*/
AnimationGroupPlayer.prototype.hasStarted = function () { return this._started; };
/**
* @return {?}
*/
AnimationGroupPlayer.prototype.play = function () {
if (!this.parentPlayer) {
this.init();
}
this._onStart();
this._players.forEach(function (player) { return player.play(); });
};
/**
* @return {?}
*/
AnimationGroupPlayer.prototype.pause = function () { this._players.forEach(function (player) { return player.pause(); }); };
/**
* @return {?}
*/
AnimationGroupPlayer.prototype.restart = function () { this._players.forEach(function (player) { return player.restart(); }); };
/**
* @return {?}
*/
AnimationGroupPlayer.prototype.finish = function () {
this._onFinish();
this._players.forEach(function (player) { return player.finish(); });
};
/**
* @return {?}
*/
AnimationGroupPlayer.prototype.destroy = function () { this._onDestroy(); };
/**
* @return {?}
*/
AnimationGroupPlayer.prototype._onDestroy = function () {
if (!this._destroyed) {
this._destroyed = true;
this._onFinish();
this._players.forEach(function (player) { return player.destroy(); });
this._onDestroyFns.forEach(function (fn) { return fn(); });
this._onDestroyFns = [];
}
};
/**
* @return {?}
*/
AnimationGroupPlayer.prototype.reset = function () {
this._players.forEach(function (player) { return player.reset(); });
this._destroyed = false;
this._finished = false;
this._started = false;
};
/**
* @param {?} p
* @return {?}
*/
AnimationGroupPlayer.prototype.setPosition = function (p) {
var /** @type {?} */ timeAtPosition = p * this.totalTime;
this._players.forEach(function (player) {
var /** @type {?} */ position = player.totalTime ? Math.min(1, timeAtPosition / player.totalTime) : 1;
player.setPosition(position);
});
};
/**
* @return {?}
*/
AnimationGroupPlayer.prototype.getPosition = function () {
var /** @type {?} */ min = 0;
this._players.forEach(function (player) {
var /** @type {?} */ p = player.getPosition();
min = Math.min(p, min);
});
return min;
};
Object.defineProperty(AnimationGroupPlayer.prototype, "players", {
/**
* @return {?}
*/
get: function () { return this._players; },
enumerable: true,
configurable: true
});
return AnimationGroupPlayer;
}());
/**
* @license
* Copyright Google Inc. All Rights Reserved.
*
* Use of this source code is governed by an MIT-style license that can be
* found in the LICENSE file at https://angular.io/license
*/
var ɵPRE_STYLE = '!';
exports.AnimationBuilder = AnimationBuilder;
exports.AnimationFactory = AnimationFactory;
exports.AUTO_STYLE = AUTO_STYLE;
exports.animate = animate;
exports.animateChild = animateChild;
exports.animation = animation;
exports.group = group;
exports.keyframes = keyframes;
exports.query = query;
exports.sequence = sequence;
exports.stagger = stagger;
exports.state = state;
exports.style = style;
exports.transition = transition;
exports.trigger = trigger;
exports.useAnimation = useAnimation;
exports.NoopAnimationPlayer = NoopAnimationPlayer;
exports.ɵAnimationGroupPlayer = AnimationGroupPlayer;
exports.ɵPRE_STYLE = ɵPRE_STYLE;
Object.defineProperty(exports, '__esModule', { value: true });
})));
//# sourceMappingURL=animations.umd.js.map