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+{"version":3,"file":"animations.js","sources":["../../../packages/animations/src/animation_builder.js","../../../packages/animations/src/animation_metadata.js","../../../packages/animations/src/util.js","../../../packages/animations/src/players/animation_player.js","../../../packages/animations/src/players/animation_group_player.js","../../../packages/animations/src/private_export.js","../../../packages/animations/src/animations.js","../../../packages/animations/public_api.js","../../../packages/animations/animations.js"],"sourcesContent":["/**\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 d
 irective.\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 * \\@expe
 rimental Animation support is experimental.\n * @abstract\n */\nexport class 
AnimationBuilder {\n}\nfunction AnimationBuilder_tsickle_Closure_declarations() 
{\n    /**\n     * @abstract\n     * @param {?} animation\n     * @return {?}\n 
    */\n    AnimationBuilder.prototype.build = function (animation) { 
};\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 */\nexport class 
AnimationFactory {\n}\nfunction AnimationFactory_tsickle_Closure_declarations() 
{\n    /**\n     * @abstract\n     * @param {?} element\n     * @param {?=} 
options\n     * @return {?}\n     */\n    AnimationFactory.prototype.create = 
function (element, options) { };\n}\n//# 
sourceMappingURL=animation_builder.js.map","/**\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 
*/\nexport function ɵStyleData() { }\nfunction 
ɵStyleData_tsickle_Closure_declarations() {\n    /* TODO: handle strange 
member:\n    [key: string]: string|number;\n    */\n}\n/** @enum {number} 
*/\nconst AnimationMetadataType = {\n    State: 0,\n    Transition: 1,\n    
Sequence: 2,\n    Group: 3,\n    Animate: 4,\n    Keyframes: 5,\n    Style: 
6,\n    Trigger: 7,\n    Reference: 8,\n    AnimateChild: 9,\n    AnimateRef: 
10,\n    Query: 11,\n    Stagger: 12,\n};\nexport { AnimationMetadataType 
};\n/**\n * \\@experimental Animation support is experimental.\n */\nexport 
const /** @type {?} */ AUTO_STYLE = '*';\n/**\n * \\@experimental Animation 
support is experimental.\n * @record\n */\nexport function AnimationMetadata() 
{ }\nfunction AnimationMetadata_tsickle_Closure_declarations() {\n    /** @type 
{?} */\n    AnimationMetadata.pro
 totype.type;\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 */\nexport function 
AnimationTriggerMetadata() { }\nfunction 
AnimationTriggerMetadata_tsickle_Closure_declarations() {\n    /** @type {?} 
*/\n    AnimationTriggerMetadata.prototype.name;\n    /** @type {?} */\n    
AnimationTriggerMetadata.prototype.definitions;\n    /** @type {?} */\n    
AnimationTriggerMetadata.prototype.options;\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 
*/\nexport function AnimationStateMetadata() { }\nfunction 
AnimationStateMetadata_tsickle_Closure_declarations() {\n    /** @ty
 pe {?} */\n    AnimationStateMetadata.prototype.name;\n    /** @type {?} */\n  
  AnimationStateMetadata.prototype.styles;\n    /** @type {?|undefined} */\n    
AnimationStateMetadata.prototype.options;\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 */\nexport function AnimationTransitionMetadata() { }\nfunction 
AnimationTransitionMetadata_tsickle_Closure_declarations() {\n    /** @type {?} 
*/\n    AnimationTransitionMetadata.prototype.expr;\n    /** @type {?} */\n    
AnimationTransitionMetadata.prototype.animation;\n    /** @type {?} */\n    
AnimationTransitionMetadata.prototype.options;\n}\n/**\n * \\@experimental 
Animation support is experimental.\n * @record\n */\nexport function 
AnimationReferenceMetadata() { }\nfunction 
AnimationReferenceMetadata_tsickle_Closu
 re_declarations() {\n    /** @type {?} */\n    
AnimationReferenceMetadata.prototype.animation;\n    /** @type {?} */\n    
AnimationReferenceMetadata.prototype.options;\n}\n/**\n * \\@experimental 
Animation support is experimental.\n * @record\n */\nexport function 
AnimationQueryMetadata() { }\nfunction 
AnimationQueryMetadata_tsickle_Closure_declarations() {\n    /** @type {?} */\n 
   AnimationQueryMetadata.prototype.selector;\n    /** @type {?} */\n    
AnimationQueryMetadata.prototype.animation;\n    /** @type {?} */\n    
AnimationQueryMetadata.prototype.options;\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 */\nexport function AnimationKeyframesSequenceMetadata() { 
}\nfunction AnimationKeyframesSequenceMetadata_tsickle_Closure_declarations() 
{\n    /** @type {?} *
 /\n    AnimationKeyframesSequenceMetadata.prototype.steps;\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 */\nexport function AnimationStyleMetadata() { 
}\nfunction AnimationStyleMetadata_tsickle_Closure_declarations() {\n    /** 
@type {?} */\n    AnimationStyleMetadata.prototype.styles;\n    /** @type {?} 
*/\n    AnimationStyleMetadata.prototype.offset;\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 */\nexport function AnimationAnimateMetadata() { }\nfunction 
AnimationAnimateMetadata_tsickle_Closure_declarations() {\n    /** @type {?} 
*/\n    AnimationAnimateM
 etadata.prototype.timings;\n    /** @type {?} */\n    
AnimationAnimateMetadata.prototype.styles;\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 */\nexport function AnimationAnimateChildMetadata() { }\nfunction 
AnimationAnimateChildMetadata_tsickle_Closure_declarations() {\n    /** @type 
{?} */\n    AnimationAnimateChildMetadata.prototype.options;\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 */\nexport function AnimationAnimateRefMetadata() { 
}\nfunction AnimationAnimateRefMetadata_tsickle_Closure_declarations() {\n    
/** @type {?} */\
 n    AnimationAnimateRefMetadata.prototype.animation;\n    /** @type {?} */\n  
  AnimationAnimateRefMetadata.prototype.options;\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 */\nexport function AnimationSequenceMetadata() { 
}\nfunction AnimationSequenceMetadata_tsickle_Closure_declarations() {\n    /** 
@type {?} */\n    AnimationSequenceMetadata.prototype.steps;\n    /** @type {?} 
*/\n    AnimationSequenceMetadata.prototype.options;\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 */\nexport function AnimationGroupMetadata() { }\nfunction 
AnimationGroupMetadat
 a_tsickle_Closure_declarations() {\n    /** @type {?} */\n    
AnimationGroupMetadata.prototype.steps;\n    /** @type {?} */\n    
AnimationGroupMetadata.prototype.options;\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 */\nexport function AnimationStaggerMetadata() { }\nfunction 
AnimationStaggerMetadata_tsickle_Closure_declarations() {\n    /** @type {?} 
*/\n    AnimationStaggerMetadata.prototype.timings;\n    /** @type {?} */\n    
AnimationStaggerMetadata.prototype.animation;\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 anim
 ations 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 ref
 erence 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 wh
 ich 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-wi
 de\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 * ani
 mateChild animateChild}.\n *\n * \\@experimental Animation support is 
experimental.\n * @param {?} name\n * @param {?} definitions\n * @return {?}\n 
*/\nexport function trigger(name, definitions) {\n    return { type: 7 /* 
Trigger */, name, 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 
parame
 ters: `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 */\nexport function animate(timings, 
styles = null) {\n    return { type: 4 /* Animate */, styles, 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` s
 pecifies 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 * {\\@exa
 mple 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 */\nexport function group(steps, options 
= null) {\n    return { type: 3 /* Group */, steps, 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 e
 ach 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 
*/\nexport function sequence(steps, options = null) {\n    return { type: 2 /* 
Sequence */, steps, op
 tions };\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 * 
#### Au
 to-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 */\nexport function 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 th
 at 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 */\nexport function state(name, styles, options) {\n    return { type: 0 
/* State */, name, styles, 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/animatio
 n_example.ts region='Component'}\n *\n * \\@experimental Animation support is 
experimental.\n * @param {?} steps\n * @return {?}\n */\nexport function 
keyframes(steps) {\n    return { type: 5 /* Keyframes */, 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 hi
 ding 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 componen
 t 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\"> {{ 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 
*/\nexport function transition(stateChangeExpr, steps, options = null) {\n    
return { type: 1 /* Transition */, expr: stateChangeExpr, animation: steps, 
options };\n}\n/**\n * `animation` is an animation-specific function that is 
designed to be used inside of Angula
 r'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 
*/\nexport function animation(steps, options = null) {\n    return { type: 8 /* 
Reference */, animation: steps, 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 hav
 e 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 t
 hat CSS keyframes\n * and transitions are not handled by this API).\n *\n * 
\\@experimental Animation support is experimental.\n * @param {?=} options\n * 
@return {?}\n */\nexport function animateChild(options = null) {\n    return { 
type: 9 /* AnimateChild */, 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 */\nexport function useAnimation(animation, options = 
null) {\n    return { type: 10 /* AnimateRef */, animation, 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 *   anima
 tions: [\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 */\nexport function query(selector, animation, 
options = null) {\n    return { type: 11 /* Query */, selector, animation, 
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 */\nexport function stagger(timings, animation) {\n 
   return { type: 12 /* Stagger */, timings, animation };\n}\n//# 
sourceMappingURL=animation_metadata.js.map","/**\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 */\nexport 
function scheduleMicroTask(cb) {\n    Promise.resolve(null).then(cb);\n}\n//# 
sourceMappingURL=util.js.map","/**\n * @fileoverview added by tsickle\n * 
@suppress {checkTypes} checked by tsc\n */\nimport { scheduleMicroTask } from 
'../util';\n/**\n * AnimationPlayer controls an animation sequence that was 
produced from a programmatic animation.\n * (see {\\@link AnimationBuilder 
AnimationBuil
 der} for more information on how to create programmatic\n * animations.)\n *\n 
* \\@experimental Animation support is experimental.\n * @record\n */\nexport 
function AnimationPlayer() { }\nfunction 
AnimationPlayer_tsickle_Closure_declarations() {\n    /** @type {?} */\n    
AnimationPlayer.prototype.onDone;\n    /** @type {?} */\n    
AnimationPlayer.prototype.onStart;\n    /** @type {?} */\n    
AnimationPlayer.prototype.onDestroy;\n    /** @type {?} */\n    
AnimationPlayer.prototype.init;\n    /** @type {?} */\n    
AnimationPlayer.prototype.hasStarted;\n    /** @type {?} */\n    
AnimationPlayer.prototype.play;\n    /** @type {?} */\n    
AnimationPlayer.prototype.pause;\n    /** @type {?} */\n    
AnimationPlayer.prototype.restart;\n    /** @type {?} */\n    
AnimationPlayer.prototype.finish;\n    /** @type {?} */\n    
AnimationPlayer.prototype.destroy;\n    /** @type {?} */\n    
AnimationPlayer.prototype.reset;\n    /** @type {?} */\n    
AnimationPlayer.prototype.setPosition;\n    /** 
 @type {?} */\n    AnimationPlayer.prototype.getPosition;\n    /** @type {?} 
*/\n    AnimationPlayer.prototype.parentPlayer;\n    /** @type {?} */\n    
AnimationPlayer.prototype.totalTime;\n    /** @type {?|undefined} */\n    
AnimationPlayer.prototype.beforeDestroy;\n    /** @type {?|undefined} */\n    
AnimationPlayer.prototype.triggerCallback;\n}\n/**\n * \\@experimental 
Animation support is experimental.\n */\nexport class NoopAnimationPlayer {\n   
 constructor() {\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    _onFinish() {\n        if (!this._finished) {\n       
     this._finished = true;\n            this._onDoneFns.forEach(fn => fn());\n 
           this._onDoneFns = [];\n        }\n    }\n    /**\n     * @param {?} 
fn\
 n     * @return {?}\n     */\n    onStart(fn) { this._onStartFns.push(fn); }\n 
   /**\n     * @param {?} fn\n     * @return {?}\n     */\n    onDone(fn) { 
this._onDoneFns.push(fn); }\n    /**\n     * @param {?} fn\n     * @return 
{?}\n     */\n    onDestroy(fn) { this._onDestroyFns.push(fn); }\n    /**\n     
* @return {?}\n     */\n    hasStarted() { return this._started; }\n    /**\n   
  * @return {?}\n     */\n    init() { }\n    /**\n     * @return {?}\n     
*/\n    play() {\n        if (!this.hasStarted()) {\n            
this._onStart();\n            this.triggerMicrotask();\n        }\n        
this._started = true;\n    }\n    /**\n     * @return {?}\n     */\n    
triggerMicrotask() { scheduleMicroTask(() => this._onFinish()); }\n    /**\n    
 * @return {?}\n     */\n    _onStart() {\n        this._onStartFns.forEach(fn 
=> fn());\n        this._onStartFns = [];\n    }\n    /**\n     * @return {?}\n 
    */\n    pause() { }\n    /**\n     * @return {?}\n     */\n    restart() { }
 \n    /**\n     * @return {?}\n     */\n    finish() { this._onFinish(); }\n   
 /**\n     * @return {?}\n     */\n    destroy() {\n        if 
(!this._destroyed) {\n            this._destroyed = true;\n            if 
(!this.hasStarted()) {\n                this._onStart();\n            }\n       
     this.finish();\n            this._onDestroyFns.forEach(fn => fn());\n      
      this._onDestroyFns = [];\n        }\n    }\n    /**\n     * @return {?}\n 
    */\n    reset() { }\n    /**\n     * @param {?} p\n     * @return {?}\n     
*/\n    setPosition(p) { }\n    /**\n     * @return {?}\n     */\n    
getPosition() { return 0; }\n    /**\n     * @param {?} phaseName\n     * 
@return {?}\n     */\n    triggerCallback(phaseName) {\n        const /** @type 
{?} */ methods = phaseName == 'start' ? this._onStartFns : this._onDoneFns;\n   
     methods.forEach(fn => fn());\n        methods.length = 0;\n    
}\n}\nfunction NoopAnimationPlayer_tsickle_Closure_declarations() {\n    /** 
@type {?} */
 \n    NoopAnimationPlayer.prototype._onDoneFns;\n    /** @type {?} */\n    
NoopAnimationPlayer.prototype._onStartFns;\n    /** @type {?} */\n    
NoopAnimationPlayer.prototype._onDestroyFns;\n    /** @type {?} */\n    
NoopAnimationPlayer.prototype._started;\n    /** @type {?} */\n    
NoopAnimationPlayer.prototype._destroyed;\n    /** @type {?} */\n    
NoopAnimationPlayer.prototype._finished;\n    /** @type {?} */\n    
NoopAnimationPlayer.prototype.parentPlayer;\n    /** @type {?} */\n    
NoopAnimationPlayer.prototype.totalTime;\n}\n//# 
sourceMappingURL=animation_player.js.map","/**\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 */\nimport { scheduleMicroTask } from 
'../util';\nexport class AnimationGroupPlayer {\n    /**\n     * @param {?} 
_playe
 rs\n     */\n    constructor(_players) {\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        let /** @type 
{?} */ doneCount = 0;\n        let /** @type {?} */ destroyCount = 0;\n        
let /** @type {?} */ startCount = 0;\n        const /** @type {?} */ total = 
this.players.length;\n        if (total == 0) {\n            
scheduleMicroTask(() => this._onFinish());\n        }\n        else {\n         
   this.players.forEach(player => {\n                player.onDone(() => {\n    
                if (++doneCount == total) {\n                        
this._onFinish();\n                    }\n                });\n                
player.onDestroy(() => {\n                    if (++destroyCount == total) {\n  
                      this._onDest
 roy();\n                    }\n                });\n                
player.onStart(() => {\n                    if (++startCount == total) {\n      
                  this._onStart();\n                    }\n                
});\n            });\n        }\n        this.totalTime = 
this.players.reduce((time, player) => Math.max(time, player.totalTime), 0);\n   
 }\n    /**\n     * @return {?}\n     */\n    _onFinish() {\n        if 
(!this._finished) {\n            this._finished = true;\n            
this._onDoneFns.forEach(fn => fn());\n            this._onDoneFns = [];\n       
 }\n    }\n    /**\n     * @return {?}\n     */\n    init() { 
this.players.forEach(player => player.init()); }\n    /**\n     * @param {?} 
fn\n     * @return {?}\n     */\n    onStart(fn) { this._onStartFns.push(fn); 
}\n    /**\n     * @return {?}\n     */\n    _onStart() {\n        if 
(!this.hasStarted()) {\n            this._started = true;\n            
this._onStartFns.forEach(fn => fn());\n            this._
 onStartFns = [];\n        }\n    }\n    /**\n     * @param {?} fn\n     * 
@return {?}\n     */\n    onDone(fn) { this._onDoneFns.push(fn); }\n    /**\n   
  * @param {?} fn\n     * @return {?}\n     */\n    onDestroy(fn) { 
this._onDestroyFns.push(fn); }\n    /**\n     * @return {?}\n     */\n    
hasStarted() { return this._started; }\n    /**\n     * @return {?}\n     */\n  
  play() {\n        if (!this.parentPlayer) {\n            this.init();\n       
 }\n        this._onStart();\n        this.players.forEach(player => 
player.play());\n    }\n    /**\n     * @return {?}\n     */\n    pause() { 
this.players.forEach(player => player.pause()); }\n    /**\n     * @return 
{?}\n     */\n    restart() { this.players.forEach(player => player.restart()); 
}\n    /**\n     * @return {?}\n     */\n    finish() {\n        
this._onFinish();\n        this.players.forEach(player => player.finish());\n   
 }\n    /**\n     * @return {?}\n     */\n    destroy() { this._onDestroy(); 
}\n    /**\n     * 
 @return {?}\n     */\n    _onDestroy() {\n        if (!this._destroyed) {\n    
        this._destroyed = true;\n            this._onFinish();\n            
this.players.forEach(player => player.destroy());\n            
this._onDestroyFns.forEach(fn => fn());\n            this._onDestroyFns = [];\n 
       }\n    }\n    /**\n     * @return {?}\n     */\n    reset() {\n        
this.players.forEach(player => player.reset());\n        this._destroyed = 
false;\n        this._finished = false;\n        this._started = false;\n    
}\n    /**\n     * @param {?} p\n     * @return {?}\n     */\n    
setPosition(p) {\n        const /** @type {?} */ timeAtPosition = p * 
this.totalTime;\n        this.players.forEach(player => {\n            const 
/** @type {?} */ position = player.totalTime ? Math.min(1, timeAtPosition / 
player.totalTime) : 1;\n            player.setPosition(position);\n        
});\n    }\n    /**\n     * @return {?}\n     */\n    getPosition() {\n        
let /** @type {?} */ min =
  0;\n        this.players.forEach(player => {\n            const /** @type {?} 
*/ p = player.getPosition();\n            min = Math.min(p, min);\n        
});\n        return min;\n    }\n    /**\n     * @return {?}\n     */\n    
beforeDestroy() {\n        this.players.forEach(player => {\n            if 
(player.beforeDestroy) {\n                player.beforeDestroy();\n            
}\n        });\n    }\n    /**\n     * @param {?} phaseName\n     * @return 
{?}\n     */\n    triggerCallback(phaseName) {\n        const /** @type {?} */ 
methods = phaseName == 'start' ? this._onStartFns : this._onDoneFns;\n        
methods.forEach(fn => fn());\n        methods.length = 0;\n    }\n}\nfunction 
AnimationGroupPlayer_tsickle_Closure_declarations() {\n    /** @type {?} */\n   
 AnimationGroupPlayer.prototype._onDoneFns;\n    /** @type {?} */\n    
AnimationGroupPlayer.prototype._onStartFns;\n    /** @type {?} */\n    
AnimationGroupPlayer.prototype._finished;\n    /** @type {?} */\n    AnimationGr
 oupPlayer.prototype._started;\n    /** @type {?} */\n    
AnimationGroupPlayer.prototype._destroyed;\n    /** @type {?} */\n    
AnimationGroupPlayer.prototype._onDestroyFns;\n    /** @type {?} */\n    
AnimationGroupPlayer.prototype.parentPlayer;\n    /** @type {?} */\n    
AnimationGroupPlayer.prototype.totalTime;\n    /** @type {?} */\n    
AnimationGroupPlayer.prototype.players;\n}\n//# 
sourceMappingURL=animation_group_player.js.map","/**\n * @fileoverview added by 
tsickle\n * @suppress {checkTypes} checked by tsc\n */\nexport { 
AnimationGroupPlayer as ɵAnimationGroupPlayer } from 
'./players/animation_group_player';\nexport const /** @type {?} */ ɵPRE_STYLE 
= '!';\n//# sourceMappingURL=private_export.js.map","/**\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://angul
 ar.io/license\n */\nexport { AnimationBuilder, AnimationFactory } from 
'./animation_builder';\nexport { AUTO_STYLE, animate, animateChild, animation, 
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useAnimation } from './animation_metadata';\nexport { NoopAnimationPlayer } 
from './players/animation_player';\nexport { ɵAnimationGroupPlayer, 
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sourceMappingURL=animations.js.map","/**\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 */\n/**\n * @module\n * @description\n * Entry 
point for all public APIs of this package.\n */\nexport { AnimationBuilder, 
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keyframes, query, sequence, stagger, state, style, tran
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sourceMappingURL=public_api.js.map","/**\n * @fileoverview added by tsickle\n * 
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