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+{"version":3,"file":"animations.js","sources":["../../../packages/animations/esm5/src/animation_builder.js","../../../packages/animations/esm5/src/animation_metadata.js","../../../packages/animations/esm5/src/util.js","../../../packages/animations/esm5/src/players/animation_player.js","../../../packages/animations/esm5/src/players/animation_group_player.js","../../../packages/animations/esm5/src/private_export.js","../../../packages/animations/esm5/src/animations.js","../../../packages/animations/esm5/public_api.js","../../../packages/animations/esm5/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 programm
atically within an\n * angular component or directive.\n *\n * Programmatic
animations are first built and then a player is created when the build
animation is\n * attached to an element.\n *\n * ```ts\n * // remember to
include the BrowserAnimationsModule module for this to work...\n * import
{AnimationBuilder} from '\\@angular/animations';\n *\n * class MyCmp {\n *
constructor(private _builder: AnimationBuilder) {}\n *\n *
makeAnimation(element: any) {\n * // first build the animation\n *
const myAnimation = this._builder.build([\n * style({ width: 0 }),\n *
animate(1000, style({ width: '100px' }))\n * ]);\n *\n * // then
create a player from it\n * const player = myAnimation.create(element);\n
*\n * player.play();\n * }\n * }\n * ```\n *\n * When an animation is
built an instance of {\\@link AnimationFactory AnimationFactory} will be\n *
returned. Using that an {\\@link AnimationPlayer AnimationPlayer} can be
created which can then be\n *
used to start the animation.\n *\n * \\@experimental Animation support is
experimental.\n * @abstract\n */\nvar /**\n * AnimationBuilder is an injectable
service that is available when the {\\@link\n * BrowserAnimationsModule
BrowserAnimationsModule} or {\\@link NoopAnimationsModule\n *
NoopAnimationsModule} modules are used within an application.\n *\n * The
purpose if this service is to produce an animation sequence programmatically
within an\n * angular component or directive.\n *\n * Programmatic animations
are first built and then a player is created when the build animation is\n *
attached to an element.\n *\n * ```ts\n * // remember to include the
BrowserAnimationsModule module for this to work...\n * import
{AnimationBuilder} from '\\@angular/animations';\n *\n * class MyCmp {\n *
constructor(private _builder: AnimationBuilder) {}\n *\n *
makeAnimation(element: any) {\n * // first build the animation\n *
const myAnimation = this._builder.build([\n * style(
{ width: 0 }),\n * animate(1000, style({ width: '100px' }))\n *
]);\n *\n * // then create a player from it\n * const player =
myAnimation.create(element);\n *\n * player.play();\n * }\n * }\n * ```\n
*\n * When an animation is built an instance of {\\@link AnimationFactory
AnimationFactory} will be\n * returned. Using that an {\\@link AnimationPlayer
AnimationPlayer} can be created which can then be\n * used to start the
animation.\n *\n * \\@experimental Animation support is experimental.\n *
@abstract\n */\nAnimationBuilder = /** @class */ (function () {\n function
AnimationBuilder() {\n }\n return AnimationBuilder;\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 wi
thin an\n * angular component or directive.\n *\n * Programmatic animations
are first built and then a player is created when the build animation is\n *
attached to an element.\n *\n * ```ts\n * // remember to include the
BrowserAnimationsModule module for this to work...\n * import
{AnimationBuilder} from '\\@angular/animations';\n *\n * class MyCmp {\n *
constructor(private _builder: AnimationBuilder) {}\n *\n *
makeAnimation(element: any) {\n * // first build the animation\n *
const myAnimation = this._builder.build([\n * style({ width: 0 }),\n *
animate(1000, style({ width: '100px' }))\n * ]);\n *\n * // then
create a player from it\n * const player = myAnimation.create(element);\n
*\n * player.play();\n * }\n * }\n * ```\n *\n * When an animation is
built an instance of {\\@link AnimationFactory AnimationFactory} will be\n *
returned. Using that an {\\@link AnimationPlayer AnimationPlayer} can be
created which can then be\n * used to st
art the animation.\n *\n * \\@experimental Animation support is
experimental.\n * @abstract\n */\nexport { AnimationBuilder };\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 */\nvar /**\n * An instance
of `AnimationFactory` is returned from {\\@link AnimationBuilder#build\n *
AnimationBuilder.build}.\n *\n * \\@experimental Animation support is
experimental.\n * @abstract\n */\nAnimationFactory = /** @class */ (function ()
{\n function AnimationFactory() {\n }\n return
AnimationFactory;\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 { AnimationFactory };\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} */\nvar AnimationMetadataType = {\n State: 0,\n
Transition: 1,\n Sequence: 2,\n Grou
p: 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 var /** @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.prototype.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.p
rototype.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 /** @type {?} */\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 experi
mental.\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_Closure_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 AnimationAnimateMetadata.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
AnimationAni
mateChildMetadata_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() {
}\nfu
nction 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
AnimationGroupMetadata_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 fun
ction 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 animations in Angular are used.\n *\n *
`trigger` Creates an animation trigger which will a list of {\\@link state
state} and\n * {\\@link transition transition} entries that will be evaluated
when the expression\n * bound to the trigger changes.\n *\n * Triggers are
registered within the component annotation data under the\n * {\\@link
Component#animations animations section}. An animation trigger can be placed on
an element\n * within a template b
y referencing the name of the trigger followed by the expression value that\n
* the\n * trigger is bound to (in the form of
`[\\@triggerName]=\"expression\"`.\n *\n * Animation trigger bindings strigify
values and then match the previous and current values against\n * any linked
transitions. If a boolean value is provided into the trigger binding then it
will both\n * be represented as `1` or `true` and `0` or `false` for a true and
false boolean values\n * respectively.\n *\n * ### Usage\n *\n * `trigger` will
create an animation trigger reference based on the provided `name` value. The\n
* provided `animation` value is expected to be an array consisting of {\\@link
state state} and\n * {\\@link transition transition} declarations.\n *\n *
```typescript\n * \\@Component({\n * selector: 'my-component',\n *
templateUrl: 'my-component-tpl.html',\n * animations: [\n *
trigger(\"myAnimationTrigger\", [\n * state(...),\n * state(...),\n
* transition(...),\n *
transition(...)\n * ])\n * ]\n * })\n * class MyComponent {\n *
myStatusExp = \"something\";\n * }\n * ```\n *\n * The template associated with
this component will make use of the `myAnimationTrigger` animation\n * trigger
by binding to an element within its template code.\n *\n * ```html\n * <!--
somewhere inside of my-component-tpl.html -->\n * <div
[\\@myAnimationTrigger]=\"myStatusExp\">...</div>\n * ```\n *\n * ## Disable
Animations\n * A special animation control binding called `\\@.disabled` can be
placed on an element which will\n * then disable animations for any inner
animation triggers situated within the element as well as\n * any animations on
the element itself.\n *\n * When true, the `\\@.disabled` binding will prevent
all animations from rendering. The example\n * below shows how to use this
feature:\n *\n * ```ts\n * \\@Component({\n * selector: 'my-component',\n *
template: `\n * <div [\\@.disabled]=\"isDisabled\">\n * <div
[\\@childAnim
ation]=\"exp\"></div>\n * </div>\n * `,\n * animations: [\n *
trigger(\"childAnimation\", [\n * // ...\n * ])\n * ]\n * })\n *
class MyComponent {\n * isDisabled = true;\n * exp = '...';\n * }\n * ```\n
*\n * The `\\@childAnimation` trigger will not animate because `\\@.disabled`
prevents it from happening\n * (when true).\n *\n * Note that `\\@.disbled`
will only disable all animations (this means any animations running on\n * the
same element will also be disabled).\n *\n * ### Disabling Animations
Application-wide\n * When an area of the template is set to have animations
disabled, **all** inner components will\n * also have their animations disabled
as well. This means that all animations for an angular\n * application can be
disabled by placing a host binding set on `\\@.disabled` on the topmost
Angular\n * component.\n *\n * ```ts\n * import {Component, HostBinding} from
'\\@angular/core';\n *\n * \\@Component({\n * selector: 'app-component',\n *
templateUrl: 'app.component.html',\n * })\n * class AppComponent {\n *
\\@HostBinding('\\@.disabled')\n * public animationsDisabled = true;\n * }\n
* ```\n *\n * ### What about animations that us `query()` and
`animateChild()`?\n * Despite inner animations being disabled, a parent
animation can {\\@link query query} for inner\n * elements located in disabled
areas of the template and still animate them as it sees fit. This is\n * also
the case for when a sub animation is queried by a parent and then later
animated using {\\@link\n * animateChild animateChild}.\n *\n * \\@experimental
Animation support is experimental.\n * @param {?} name\n * @param {?}
definitions\n * @return {?}\n */\nexport function trigger(name, definitions)
{\n return { type: 7 /* Trigger */, name: name, definitions: definitions,
options: {} };\n}\n/**\n * `animate` is an animation-specific function that is
designed to be used inside of Angular's\n * animation DSL language. If this
information is new, p
lease navigate to the {\\@link\n * Component#animations component animations
metadata page} to gain a better understanding of\n * how animations in Angular
are used.\n *\n * `animate` specifies an animation step that will apply the
provided `styles` data for a given\n * amount of time based on the provided
`timing` expression value. Calls to `animate` are expected\n * to be used
within {\\@link sequence an animation sequence}, {\\@link group group}, or
{\\@link\n * transition transition}.\n *\n * ### Usage\n *\n * The `animate`
function accepts two input parameters: `timing` and `styles`:\n *\n * -
`timing` is a string based value that can be a combination of a duration with
optional delay\n * and easing values. The format for the expression breaks down
to `duration delay easing`\n * (therefore a value such as `1s 100ms ease-out`
will be parse itself into `duration=1000,\n * delay=100, easing=ease-out`. If a
numeric value is provided then that will be used as the\n * `duration` valu
e 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) {\n if (styles === void 0) { styles = null; }\n return { type: 4
/* Animate */, styles: styles, timings: timings };\n}\n/**\n * `group` is an
animation-specific function that is designed to be used inside of Angular's\n *
animation DSL language. If this information is new, please navigate to the
{\\@link\n * Component#animations component animations metadata page} to gain a
better understanding of\n * how animations in Angular are used.\n *\n * `group`
specifies a list of animation steps that are all run in parallel. Grouped
animations are\n * useful when a series of styles must be animated/closed off
at different starting/ending times.\n *\n * The `group` function can either be
used within a {\\@link sequence sequence} or a {\\@link transition\n *
transition} and it will only continue to the next instruction once all o
f the inner animation\n * steps have completed.\n *\n * ### Usage\n *\n * The
`steps` data that is passed into the `group` animation function can either
consist of {\\@link\n * style style} or {\\@link animate animate} function
calls. Each call to `style()` or `animate()`\n * within a group will be
executed instantly (use {\\@link keyframes keyframes} or a {\\@link\n *
animate#usage animate() with a delay value} to offset styles to be applied at a
later time).\n *\n * ```typescript\n * group([\n * animate(\"1s\", {
background: \"black\" }))\n * animate(\"2s\", { color: \"white\" }))\n * ])\n
* ```\n *\n * {\\@example core/animation/ts/dsl/animation_example.ts
region='Component'}\n *\n * \\@experimental Animation support is
experimental.\n * @param {?} steps\n * @param {?=} options\n * @return {?}\n
*/\nexport function group(steps, options) {\n if (options === void 0) {
options = null; }\n return { type: 3 /* Group */, steps: steps, options:
options };\n}\n/**\n * `sequence
` is an animation-specific function that is designed to be used inside of
Angular's\n * animation DSL language. If this information is new, please
navigate to the {\\@link\n * Component#animations component animations metadata
page} to gain a better understanding of\n * how animations in Angular are
used.\n *\n * `sequence` Specifies a list of animation steps that are run one
by one. (`sequence` is used by\n * default when an array is passed as animation
data into {\\@link transition transition}.)\n *\n * The `sequence` function can
either be used within a {\\@link group group} or a {\\@link transition\n *
transition} and it will only continue to the next instruction once each of the
inner animation\n * steps have completed.\n *\n * To perform animation styling
in parallel with other animation steps then have a look at the\n * {\\@link
group group} animation function.\n *\n * ### Usage\n *\n * The `steps` data
that is passed into the `sequence` animation function can either consist
of\n * {\\@link style style} or {\\@link animate animate} function calls. A
call to `style()` will apply the\n * provided styling data immediately while a
call to `animate()` will apply its styling data over a\n * given time depending
on its timing data.\n *\n * ```typescript\n * sequence([\n * style({ opacity:
0 })),\n * animate(\"1s\", { opacity: 1 }))\n * ])\n * ```\n *\n *
{\\@example core/animation/ts/dsl/animation_example.ts region='Component'}\n
*\n * \\@experimental Animation support is experimental.\n * @param {?} steps\n
* @param {?=} options\n * @return {?}\n */\nexport function sequence(steps,
options) {\n if (options === void 0) { options = null; }\n return { type:
2 /* Sequence */, steps: steps, options: options };\n}\n/**\n * `style` is an
animation-specific function that is designed to be used inside of Angular's\n *
animation DSL language. If this information is new, please navigate to the
{\\@link\n * Component#animations component animations metadata pag
e} to gain a better understanding of\n * how animations in Angular are used.\n
*\n * `style` declares a key/value object containing CSS properties/styles that
can then be used for\n * {\\@link state animation states}, within an {\\@link
sequence animation sequence}, or as styling data\n * for both {\\@link animate
animate} and {\\@link keyframes keyframes}.\n *\n * ### Usage\n *\n * `style`
takes in a key/value string map as data and expects one or more CSS
property/value pairs\n * to be defined.\n *\n * ```typescript\n * // string
values are used for css properties\n * style({ background: \"red\", color:
\"blue\" })\n *\n * // numerical (pixel) values are also supported\n * style({
width: 100, height: 0 })\n * ```\n *\n * #### Auto-styles (using `*`)\n *\n *
When an asterix (`*`) character is used as a value then it will be detected
from the element\n * being animated and applied as animation data when the
animation starts.\n *\n * This feature proves useful for a state depending o
n 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 i
s active within a\n * component then its associated styles will persist on the
element that the trigger is attached to\n * (even when the animation ends).\n
*\n * To animate between states, have a look at the animation {\\@link
transition transition} DSL\n * function. To register states to an animation
trigger please have a look at the {\\@link trigger\n * trigger} function.\n *\n
* #### The `void` state\n *\n * The `void` state value is a reserved word that
angular uses to determine when the element is not\n * apart of the application
anymore (e.g. when an `ngIf` evaluates to false then the state of the\n *
associated element is void).\n *\n * #### The `*` (default) state\n *\n * The
`*` state (when styled) is a fallback state that will be used if the state that
is being\n * animated is not declared within the trigger.\n *\n * ### Usage\n
*\n * `state` will declare an animation state with its associated styles\n *
within the given trigger.\n *\n * - `stateNameExpr` can be one or mo
re 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: name,
styles: styles, options: options };\n}\n/**\n * `keyframes` is an
animation-specific function that is designed to be used inside of Angular's\n *
animatio
n 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 * an
imate(\"5s\", keyframes([\n * style({ backgroundColor: \"red\", offset: 0
}),\n * style({ backgroundColor: \"blue\", offset: 0.2 }),\n * style({
backgroundColor: \"orange\", offset: 0.3 }),\n * style({ backgroundColor:
\"black\", offset: 1 })\n * ]))\n * ```\n *\n * Alternatively, if there are no
`offset` values used within the style entries then the offsets\n * will be
calculated automatically.\n *\n * ```typescript\n * animate(\"5s\",
keyframes([\n * style({ backgroundColor: \"red\" }) // offset = 0\n *
style({ backgroundColor: \"blue\" }) // offset = 0.33\n * style({
backgroundColor: \"orange\" }) // offset = 0.66\n * style({ backgroundColor:
\"black\" }) // offset = 1\n * ]))\n * ```\n *\n * {\\@example
core/animation/ts/dsl/animation_example.ts region='Component'}\n *\n *
\\@experimental Animation support is experimental.\n * @param {?} steps\n *
@return {?}\n */\nexport function keyframes(steps) {\n return { type: 5 /*
Keyframes */, steps: steps };\n}\n/**\n
* `transition` is an animation-specific function that is designed to be used
inside of Angular's\n * animation DSL language. If this information is new,
please navigate to the {\\@link\n * Component#animations component animations
metadata page} to gain a better understanding of\n * how animations in Angular
are used.\n *\n * `transition` declares the {\\@link sequence sequence of
animation steps} that will be run when the\n * provided `stateChangeExpr` value
is satisfied. The `stateChangeExpr` consists of a `state1 =>\n * state2` which
consists of two known states (use an asterix (`*`) to refer to a dynamic
starting\n * and/or ending state).\n *\n * A function can also be provided as
the `stateChangeExpr` argument for a transition and this\n * function will be
executed each time a state change occurs. If the value returned within the\n *
function is true then the associated animation will be run.\n *\n * Animation
transitions are placed within an {\\@link trigger animation trigger
}. For an transition\n * to animate to a state value and persist its styles
then one or more {\\@link state animation\n * states} is expected to be
defined.\n *\n * ### Usage\n *\n * An animation transition is kicked off the
`stateChangeExpr` predicate evaluates to true based on\n * what the previous
state is and what the current state has become. In other words, if a
transition\n * is defined that matches the old/current state criteria then the
associated animation will be\n * triggered.\n *\n * ```typescript\n * // all
transition/state changes are defined within an animation trigger\n *
trigger(\"myAnimationTrigger\", [\n * // if a state is defined then its
styles will be persisted when the\n * // animation has fully completed
itself\n * state(\"on\", style({ background: \"green\" })),\n *
state(\"off\", style({ background: \"grey\" })),\n *\n * // a transition
animation that will be kicked off when the state value\n * // bound to
\"myAnimationTrigger\" changes from \"
on\" to \"off\"\n * transition(\"on => off\", animate(500)),\n *\n * // it
is also possible to do run the same animation for both directions\n *
transition(\"on <=> off\", animate(500)),\n *\n * // or to define multiple
states pairs separated by commas\n * transition(\"on => off, off => void\",
animate(500)),\n *\n * // this is a catch-all state change for when an
element is inserted into\n * // the page and the destination state is
unknown\n * transition(\"void => *\", [\n * style({ opacity: 0 }),\n *
animate(500)\n * ]),\n *\n * // this will capture a state change between
any states\n * transition(\"* => *\", animate(\"1s 0s\")),\n *\n * // you
can also go full out and include a function\n * transition((fromState,
toState) => {\n * // when `true` then it will allow the animation below to
be invoked\n * return fromState == \"off\" && toState == \"on\";\n * },
animate(\"1s 0s\"))\n * ])\n * ```\n *\n * The template associated with this com
ponent will make use of the `myAnimationTrigger` animation\n * trigger by
binding to an element within its template code.\n *\n * ```html\n * <!--
somewhere inside of my-component-tpl.html -->\n * <div
[\\@myAnimationTrigger]=\"myStatusExp\">...</div>\n * ```\n *\n * #### The
final `animate` call\n *\n * If the final step within the transition steps is a
call to `animate()` that **only** uses a\n * timing value with **no style
data** then it will be automatically used as the final animation arc\n * for
the element to animate itself to the final state. This involves an automatic
mix of\n * adding/removing CSS styles so that the element will be in the exact
state it should be for the\n * applied state to be presented correctly.\n *\n *
```\n * // start off by hiding the element, but make sure that it animates
properly to whatever state\n * // is currently active for
\"myAnimationTrigger\"\n * transition(\"void => *\", [\n * style({ opacity: 0
}),\n * animate(500)\n * ])\n * ```\n
*\n * ### Using :enter and :leave\n *\n * Given that enter (insertion) and
leave (removal) animations are so common, the `transition`\n * function accepts
both `:enter` and `:leave` values which are aliases for the `void => *` and
`*\n * => void` state changes.\n *\n * ```\n * transition(\":enter\", [\n *
style({ opacity: 0 }),\n * animate(500, style({ opacity: 1 }))\n * ]),\n *
transition(\":leave\", [\n * animate(500, style({ opacity: 0 }))\n * ])\n *
```\n *\n * ### Boolean values\n * if a trigger binding value is a boolean
value then it can be matched using a transition\n * expression that compares
`true` and `false` or `1` and `0`.\n *\n * ```\n * // in the template\n * <div
[\\@openClose]=\"open ? true : false\">...</div>\n *\n * // in the component
metadata\n * trigger('openClose', [\n * state('true', style({ height: '*'
})),\n * state('false', style({ height: '0px' })),\n * transition('false
<=> true', animate(500))\n * ])\n * ```\n *\n * ### Using :increment and
:decrement\n * In addition to the :enter and :leave transition aliases, the
:increment and :decrement aliases\n * can be used to kick off a transition when
a numeric value has increased or decreased in value.\n *\n * ```\n * import
{group, animate, query, transition, style, trigger} from
'\\@angular/animations';\n * import {Component} from '\\@angular/core';\n *\n *
\\@Component({\n * selector: 'banner-carousel-component',\n * styles: [`\n
* .banner-container {\n * position:relative;\n *
height:500px;\n * overflow:hidden;\n * }\n * .banner-container
> .banner {\n * position:absolute;\n * left:0;\n *
top:0;\n * font-size:200px;\n * line-height:500px;\n *
font-weight:bold;\n * text-align:center;\n * width:100%;\n *
}\n * `],\n * template: `\n * <button
(click)=\"previous()\">Previous</button>\n * <button
(click)=\"next()\">Next</button>\n * <hr>\n * <div [\\@bannerAn
imation]=\"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.all
Banners[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) {\n if
(options === void 0) { options = null; }\n return { type: 1 /* Transition
*/, expr: stateChangeExpr, animation: steps, options: options };\n}\n/**\n *
`animation` is an animation-specific function that is designed to be used
inside of Angular's\n * animation DSL language.\n *\n * `var myAnimation =
animation(...)` is designed to produce a reusable animation that can be later\n
* invoked in another animation or seq
uence. 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) {\n if (options === void 0) { options = null; }\n return { type:
8 /* Reference */, animation: steps, options: options };\n}\n/**\n *
`animateChild` is an animation-specific function that is designed to be used
inside of Angular's\n * animation DSL language. It works by allowing a queried
element to execute its own\n * animation within the animation sequence.\n *\n *
Each time an animation is triggered in angular, the parent animation\n * will
always get priority and any child animations will be blocked. In order\n * for
a child animation to run, the parent animation must query each of the
elements\n * containing child animations and then allow the animations to run
using `animateChild`.\n *\n * The example HTML code below shows both parent and
child elements that have animation\n * triggers that will execute at the same
time.\n *\n * ```html\n * <!-- parent-child.component.html -->\n * <bu
tton (click)=\"exp =! exp\">Toggle</button>\n * <hr>\n *\n * <div
[\\@parentAnimation]=\"exp\">\n * <header>Hello</header>\n * <div
[\\@childAnimation]=\"exp\">\n * one\n * </div>\n * <div
[\\@childAnimation]=\"exp\">\n * two\n * </div>\n * <div
[\\@childAnimation]=\"exp\">\n * three\n * </div>\n * </div>\n * ```\n
*\n * Now when the `exp` value changes to true, only the `parentAnimation`
animation will animate\n * because it has priority. However, using `query` and
`animateChild` each of the inner animations\n * can also fire:\n *\n * ```ts\n
* // parent-child.component.ts\n * import {trigger, transition, animate, style,
query, animateChild} from '\\@angular/animations';\n * \\@Component({\n *
selector: 'parent-child-component',\n * animations: [\n *
trigger('parentAnimation', [\n * transition('false => true', [\n *
query('header', [\n * style({ opacity: 0 }),\n *
animate(500, style({ opacity: 1 }))\n *
]),\n * query('\\@childAnimation', [\n * animateChild()\n
* ])\n * ])\n * ]),\n * trigger('childAnimation', [\n *
transition('false => true', [\n * style({ opacity: 0 }),\n *
animate(500, style({ opacity: 1 }))\n * ])\n * ])\n * ]\n * })\n *
class ParentChildCmp {\n * exp: boolean = false;\n * }\n * ```\n *\n * In the
animation code above, when the `parentAnimation` transition kicks off it first
queries to\n * find the header element and fades it in. It then finds each of
the sub elements that contain the\n * `\\@childAnimation` trigger and then
allows for their animations to fire.\n *\n * This example can be further
extended by using stagger:\n *\n * ```ts\n * query('\\@childAnimation',
stagger(100, [\n * animateChild()\n * ]))\n * ```\n *\n * Now each of the sub
animations start off with respect to the `100ms` staggering step.\n *\n * ##
The first frame of child animations\n * When sub animations are
executed using `animateChild` the animation engine will always apply the\n *
first frame of every sub animation immediately at the start of the animation
sequence. This way\n * the parent animation does not need to set any initial
styling data on the sub elements before the\n * sub animations kick off.\n *\n
* In the example above the first frame of the `childAnimation`'s `false =>
true` transition\n * consists of a style of `opacity: 0`. This is applied
immediately when the `parentAnimation`\n * animation transition sequence
starts. Only then when the `\\@childAnimation` is queried and called\n * with
`animateChild` will it then animate to its destination of `opacity: 1`.\n *\n *
Note that this feature designed to be used alongside {\\@link query query()}
and it will only work\n * with animations that are assigned using the Angular
animation DSL (this means that CSS keyframes\n * and transitions are not
handled by this API).\n *\n * \\@experimental Animation support is experimental
.\n * @param {?=} options\n * @return {?}\n */\nexport function
animateChild(options) {\n if (options === void 0) { options = null; }\n
return { type: 9 /* AnimateChild */, options: options };\n}\n/**\n *
`useAnimation` is an animation-specific function that is designed to be used
inside of Angular's\n * animation DSL language. It is used to kick off a
reusable animation that is created using {\\@link\n * animation animation()}.\n
*\n * \\@experimental Animation support is experimental.\n * @param {?}
animation\n * @param {?=} options\n * @return {?}\n */\nexport function
useAnimation(animation, options) {\n if (options === void 0) { options =
null; }\n return { type: 10 /* AnimateRef */, animation: animation, options:
options };\n}\n/**\n * `query` is an animation-specific function that is
designed to be used inside of Angular's\n * animation DSL language.\n *\n *
query() is used to find one or more inner elements within the current element
that is\n * being animated wi
thin 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 spec
ial pseudo-selectors tokens.\n *\n * These include:\n *\n * - Querying for
newly inserted/removed elements using `query(\":enter\")`/`query(\":leave\")`\n
* - Querying all currently animating elements using `query(\":animating\")`\n
* - Querying elements that contain an animation trigger using
`query(\"\\@triggerName\")`\n * - Querying all elements that contain an
animation triggers using `query(\"\\@*\")`\n * - Including the current element
into the animation sequence using `query(\":self\")`\n *\n *\n * Each of these
pseudo-selector tokens can be merged together into a combined query selector\n
* string:\n *\n * ```\n * query(':self, .record:enter, .record:leave,
\\@subTrigger', [...])\n * ```\n *\n * ### Demo\n *\n * ```\n *
\\@Component({\n * selector: 'inner',\n * template: `\n * <div
[\\@queryAnimation]=\"exp\">\n * <h1>Title</h1>\n * <div
class=\"content\">\n * Blah blah blah\n * </div>\n * </div>\n
* `,\n * animations: [\n *
trigger('queryAnimation', [\n * transition('* => goAnimate', [\n *
// hide the inner elements\n * query('h1', style({ opacity: 0 })),\n
* query('.content', style({ opacity: 0 })),\n *\n * // animate
the inner elements in, one by one\n * query('h1', animate(1000, style({
opacity: 1 })),\n * query('.content', animate(1000, style({ opacity: 1
})),\n * ])\n * ])\n * ]\n * })\n * class Cmp {\n * exp = '';\n *\n
* goAnimate() {\n * this.exp = 'goAnimate';\n * }\n * }\n * ```\n *\n *
\\@experimental Animation support is experimental.\n * @param {?} selector\n *
@param {?} animation\n * @param {?=} options\n * @return {?}\n */\nexport
function query(selector, animation, options) {\n if (options === void 0) {
options = null; }\n return { type: 11 /* Query */, selector: selector,
animation: animation, options: options };\n}\n/**\n * `stagger` is an
animation-specific function that is designed to be used inside of Angu
lar'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 aft
er 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: timings, animation: 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
AnimationBuilder} 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.re
set;\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 */\nvar /**\n * \\@experimental Animation
support is experimental.\n */\nNoopAnimationPlayer = /** @class */ (function ()
{\n function NoopAnimationPlayer() {\n this._onDoneFns = [];\n
this._onStartFns = [];\n this._onDestroyFns = [];\n this._started
= false;\n this._destroyed = false;\n this._finished = false;\n
this.parentPlayer = null;\n this.totalTime = 0;\n }\n /**\n
* @return {?}\n */\n NoopAnimationPlayer.prototype._onF
inish = /**\n * @return {?}\n */\n function () {\n if
(!this._finished) {\n this._finished = true;\n
this._onDoneFns.forEach(function (fn) { return fn(); });\n
this._onDoneFns = [];\n }\n };\n /**\n * @param {?} fn\n *
@return {?}\n */\n NoopAnimationPlayer.prototype.onStart = /**\n *
@param {?} fn\n * @return {?}\n */\n function (fn) {
this._onStartFns.push(fn); };\n /**\n * @param {?} fn\n * @return
{?}\n */\n NoopAnimationPlayer.prototype.onDone = /**\n * @param {?}
fn\n * @return {?}\n */\n function (fn) { this._onDoneFns.push(fn);
};\n /**\n * @param {?} fn\n * @return {?}\n */\n
NoopAnimationPlayer.prototype.onDestroy = /**\n * @param {?} fn\n *
@return {?}\n */\n function (fn) { this._onDestroyFns.push(fn); };\n
/**\n * @return {?}\n */\n NoopAnimationPlayer.prototype.hasStarted
= /**\n * @return {?}\
n */\n function () { return this._started; };\n /**\n * @return
{?}\n */\n NoopAnimationPlayer.prototype.init = /**\n * @return
{?}\n */\n function () { };\n /**\n * @return {?}\n */\n
NoopAnimationPlayer.prototype.play = /**\n * @return {?}\n */\n
function () {\n if (!this.hasStarted()) {\n
this._onStart();\n this.triggerMicrotask();\n }\n
this._started = true;\n };\n /* @internal */\n /**\n * @return
{?}\n */\n NoopAnimationPlayer.prototype.triggerMicrotask = /**\n *
@return {?}\n */\n function () {\n var _this = this;\n
scheduleMicroTask(function () { return _this._onFinish(); });\n };\n
/**\n * @return {?}\n */\n NoopAnimationPlayer.prototype._onStart =
/**\n * @return {?}\n */\n function () {\n
this._onStartFns.forEach(function (fn) { return fn(); });\n
this._onStartFns = [];\n };\n /**\n
* @return {?}\n */\n NoopAnimationPlayer.prototype.pause = /**\n
* @return {?}\n */\n function () { };\n /**\n * @return {?}\n
*/\n NoopAnimationPlayer.prototype.restart = /**\n * @return {?}\n
*/\n function () { };\n /**\n * @return {?}\n */\n
NoopAnimationPlayer.prototype.finish = /**\n * @return {?}\n */\n
function () { this._onFinish(); };\n /**\n * @return {?}\n */\n
NoopAnimationPlayer.prototype.destroy = /**\n * @return {?}\n */\n
function () {\n if (!this._destroyed) {\n this._destroyed =
true;\n if (!this.hasStarted()) {\n
this._onStart();\n }\n this.finish();\n
this._onDestroyFns.forEach(function (fn) { return fn(); });\n
this._onDestroyFns = [];\n }\n };\n /**\n * @return {?}\n
*/\n NoopAnimationPlayer.prototype.reset = /**\n * @return {?}\n
*/\n function
() { };\n /**\n * @param {?} p\n * @return {?}\n */\n
NoopAnimationPlayer.prototype.setPosition = /**\n * @param {?} p\n *
@return {?}\n */\n function (p) { };\n /**\n * @return {?}\n
*/\n NoopAnimationPlayer.prototype.getPosition = /**\n * @return {?}\n
*/\n function () { return 0; };\n /* @internal */\n /**\n *
@param {?} phaseName\n * @return {?}\n */\n
NoopAnimationPlayer.prototype.triggerCallback = /**\n * @param {?}
phaseName\n * @return {?}\n */\n function (phaseName) {\n var
/** @type {?} */ methods = phaseName == 'start' ? this._onStartFns :
this._onDoneFns;\n methods.forEach(function (fn) { return fn(); });\n
methods.length = 0;\n };\n return NoopAnimationPlayer;\n}());\n/**\n
* \\@experimental Animation support is experimental.\n */\nexport {
NoopAnimationPlayer };\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';\nvar AnimationGroupPlayer = /** @class */ (function () {\n
function Anim
ationGroupPlayer(_players) {\n var _this = this;\n
this._onDoneFns = [];\n this._onStartFns = [];\n this._finished =
false;\n this._started = false;\n this._destroyed = false;\n
this._onDestroyFns = [];\n this.parentPlayer = null;\n
this.totalTime = 0;\n this.players = _players;\n var /** @type
{?} */ doneCount = 0;\n var /** @type {?} */ destroyCount = 0;\n
var /** @type {?} */ startCount = 0;\n var /** @type {?} */ total =
this.players.length;\n if (total == 0) {\n
scheduleMicroTask(function () { return _this._onFinish(); });\n }\n
else {\n this.players.forEach(function (player) {\n
player.onDone(function () {\n if (++doneCount == total) {\n
_this._onFinish();\n }\n
});\n player.onDestroy(function () {\n if
(++destroyCo
unt == total) {\n _this._onDestroy();\n
}\n });\n player.onStart(function () {\n
if (++startCount == total) {\n
_this._onStart();\n }\n });\n
});\n }\n this.totalTime = this.players.reduce(function (time,
player) { return Math.max(time, player.totalTime); }, 0);\n }\n /**\n
* @return {?}\n */\n AnimationGroupPlayer.prototype._onFinish = /**\n
* @return {?}\n */\n function () {\n if (!this._finished) {\n
this._finished = true;\n this._onDoneFns.forEach(function
(fn) { return fn(); });\n this._onDoneFns = [];\n }\n };\n
/**\n * @return {?}\n */\n AnimationGroupPlayer.prototype.init =
/**\n * @return {?}\n */\n function () {
this.players.forEach(function (player) { return player.init(); }); };\n
/**\n * @par
am {?} fn\n * @return {?}\n */\n
AnimationGroupPlayer.prototype.onStart = /**\n * @param {?} fn\n *
@return {?}\n */\n function (fn) { this._onStartFns.push(fn); };\n
/**\n * @return {?}\n */\n AnimationGroupPlayer.prototype._onStart =
/**\n * @return {?}\n */\n function () {\n if
(!this.hasStarted()) {\n this._started = true;\n
this._onStartFns.forEach(function (fn) { return fn(); });\n
this._onStartFns = [];\n }\n };\n /**\n * @param {?} fn\n
* @return {?}\n */\n AnimationGroupPlayer.prototype.onDone = /**\n *
@param {?} fn\n * @return {?}\n */\n function (fn) {
this._onDoneFns.push(fn); };\n /**\n * @param {?} fn\n * @return
{?}\n */\n AnimationGroupPlayer.prototype.onDestroy = /**\n * @param
{?} fn\n * @return {?}\n */\n function (fn) {
this._onDestroyFns.push(fn); };\n /**\n * @return {?}\n */\n Anim
ationGroupPlayer.prototype.hasStarted = /**\n * @return {?}\n */\n
function () { return this._started; };\n /**\n * @return {?}\n */\n
AnimationGroupPlayer.prototype.play = /**\n * @return {?}\n */\n
function () {\n if (!this.parentPlayer) {\n this.init();\n
}\n this._onStart();\n this.players.forEach(function (player)
{ return player.play(); });\n };\n /**\n * @return {?}\n */\n
AnimationGroupPlayer.prototype.pause = /**\n * @return {?}\n */\n
function () { this.players.forEach(function (player) { return player.pause();
}); };\n /**\n * @return {?}\n */\n
AnimationGroupPlayer.prototype.restart = /**\n * @return {?}\n */\n
function () { this.players.forEach(function (player) { return player.restart();
}); };\n /**\n * @return {?}\n */\n
AnimationGroupPlayer.prototype.finish = /**\n * @return {?}\n */\n
function () {\n this._o
nFinish();\n this.players.forEach(function (player) { return
player.finish(); });\n };\n /**\n * @return {?}\n */\n
AnimationGroupPlayer.prototype.destroy = /**\n * @return {?}\n */\n
function () { this._onDestroy(); };\n /**\n * @return {?}\n */\n
AnimationGroupPlayer.prototype._onDestroy = /**\n * @return {?}\n */\n
function () {\n if (!this._destroyed) {\n this._destroyed =
true;\n this._onFinish();\n this.players.forEach(function
(player) { return player.destroy(); });\n
this._onDestroyFns.forEach(function (fn) { return fn(); });\n
this._onDestroyFns = [];\n }\n };\n /**\n * @return {?}\n
*/\n AnimationGroupPlayer.prototype.reset = /**\n * @return {?}\n
*/\n function () {\n this.players.forEach(function (player) { return
player.reset(); });\n this._destroyed = false;\n this._finished =
false;\n th
is._started = false;\n };\n /**\n * @param {?} p\n * @return
{?}\n */\n AnimationGroupPlayer.prototype.setPosition = /**\n *
@param {?} p\n * @return {?}\n */\n function (p) {\n var /**
@type {?} */ timeAtPosition = p * this.totalTime;\n
this.players.forEach(function (player) {\n var /** @type {?} */
position = player.totalTime ? Math.min(1, timeAtPosition / player.totalTime) :
1;\n player.setPosition(position);\n });\n };\n /**\n
* @return {?}\n */\n AnimationGroupPlayer.prototype.getPosition =
/**\n * @return {?}\n */\n function () {\n var /** @type {?}
*/ min = 0;\n this.players.forEach(function (player) {\n var
/** @type {?} */ p = player.getPosition();\n min = Math.min(p,
min);\n });\n return min;\n };\n /**\n * @return {?}\n
*/\n AnimationGroupPlayer.prototype.beforeDestroy = /**\n * @return
{?}\n
*/\n function () {\n this.players.forEach(function (player) {\n
if (player.beforeDestroy) {\n player.beforeDestroy();\n
}\n });\n };\n /* @internal */\n /**\n * @param {?}
phaseName\n * @return {?}\n */\n
AnimationGroupPlayer.prototype.triggerCallback = /**\n * @param {?}
phaseName\n * @return {?}\n */\n function (phaseName) {\n var
/** @type {?} */ methods = phaseName == 'start' ? this._onStartFns :
this._onDoneFns;\n methods.forEach(function (fn) { return fn(); });\n
methods.length = 0;\n };\n return
AnimationGroupPlayer;\n}());\nexport { AnimationGroupPlayer };\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 Anima
tionGroupPlayer.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 var /** @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://a
ngular.io/license\n */\nexport { AnimationBuilder, AnimationFactory } from
'./animation_builder';\nexport { AUTO_STYLE, animate, animateChild, animation,
group, keyframes, query, sequence, stagger, state, style, transition, trigger,
useAnimation } from './animation_metadata';\nexport { NoopAnimationPlayer }
from './players/animation_player';\nexport { ɵAnimationGroupPlayer,
ɵPRE_STYLE } from './private_export';\n//#
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,
AnimationFactory, AUTO_STYLE, animate, animateChild, animation, group,
keyframes, query, sequence, stagger, state, style,
transition, trigger, useAnimation, NoopAnimationPlayer,
ɵAnimationGroupPlayer, ɵPRE_STYLE } from './src/animations';\n//#
sourceMappingURL=public_api.js.map","/**\n * @fileoverview added by tsickle\n *
@suppress {checkTypes} checked by tsc\n */\n/**\n * Generated bundle index. Do
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animate, animateChild, animation, group, keyframes, query, sequence, stagger,
state, style, transition, trigger, useAnimation, NoopAnimationPlayer,
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