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+{"version":3,"file":"browser.js","sources":["../../../../../packages/animations/browser/index.ts","../../../../../packages/animations/browser/public_api.ts","../../../../../packages/animations/browser/src/browser.ts","../../../../../packages/animations/browser/src/private_export.ts","../../../../../packages/animations/browser/src/render/web_animations/web_animations_driver.ts","../../../../../packages/animations/browser/src/render/web_animations/web_animations_player.ts","../../../../../packages/animations/browser/src/render/animation_engine_next.ts","../../../../../packages/animations/browser/src/render/transition_animation_engine.ts","../../../../../packages/animations/browser/src/render/timeline_animation_engine.ts","../../../../../packages/animations/browser/src/dsl/animation_trigger.ts","../../../../../packages/animations/browser/src/dsl/animation_transition_factory.ts","../../../../../packages/animations/browser/src/dsl/animation_transition_instruction.ts","../../../../../pack
 
ages/animations/browser/src/dsl/style_normalization/web_animations_style_normalizer.ts","../../../../../packages/animations/browser/src/dsl/style_normalization/animation_style_normalizer.ts","../../../../../packages/animations/browser/src/dsl/animation.ts","../../../../../packages/animations/browser/src/dsl/animation_timeline_builder.ts","../../../../../packages/animations/browser/src/dsl/element_instruction_map.ts","../../../../../packages/animations/browser/src/dsl/animation_timeline_instruction.ts","../../../../../packages/animations/browser/src/dsl/animation_ast_builder.ts","../../../../../packages/animations/browser/src/dsl/animation_transition_expr.ts","../../../../../packages/animations/browser/src/util.ts","../../../../../packages/animations/browser/src/render/animation_driver.ts","../../../../../packages/animations/browser/src/render/shared.ts"],"sourcesContent":["/**\n
 * Generated bundle index. Do not edit.\n */\n\nexport 
{AnimationDriver,ɵAnimation,ɵAnimationStyleNormal
 
izer,ɵNoopAnimationStyleNormalizer,ɵWebAnimationsStyleNormalizer,ɵNoopAnimationDriver,ɵAnimationEngine,ɵWebAnimationsDriver,ɵsupportsWebAnimations,ɵWebAnimationsPlayer}
 from './public_api';\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/**\n * @module\n * @description\n * Entry point for all public APIs of 
the animation package.\n */\nexport 
{AnimationDriver,ɵAnimation,ɵAnimationStyleNormalizer,ɵNoopAnimationStyleNormalizer,ɵWebAnimationsStyleNormalizer,ɵNoopAnimationDriver,ɵAnimationEngine,ɵWebAnimationsDriver,ɵsupportsWebAnimations,ɵWebAnimationsPlayer}
 from './src/browser';\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/**\n * @mo
 dule\n * @description\n * Entry point for all animation APIs of the animation 
browser package.\n */\nexport {AnimationDriver} from 
'./render/animation_driver';\nexport 
{ɵAnimation,ɵAnimationStyleNormalizer,ɵNoopAnimationStyleNormalizer,ɵWebAnimationsStyleNormalizer,ɵNoopAnimationDriver,ɵAnimationEngine,ɵWebAnimationsDriver,ɵsupportsWebAnimations,ɵWebAnimationsPlayer}
 from './private_export';\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 */\nexport {Animation as ɵAnimation} from 
'./dsl/animation';\nexport {AnimationStyleNormalizer as 
ɵAnimationStyleNormalizer, NoopAnimationStyleNormalizer as 
ɵNoopAnimationStyleNormalizer} from 
'./dsl/style_normalization/animation_style_normalizer';\nexport 
{WebAnimationsStyleNormalizer as ɵWebAnimationsStyleNormalizer} from 
'./dsl/style_normalization/web_animations_style_norma
 lizer';\nexport {NoopAnimationDriver as ɵNoopAnimationDriver} from 
'./render/animation_driver';\nexport {AnimationEngine as ɵAnimationEngine} 
from './render/animation_engine_next';\nexport {WebAnimationsDriver as 
ɵWebAnimationsDriver, supportsWebAnimations as ɵsupportsWebAnimations} from 
'./render/web_animations/web_animations_driver';\nexport {WebAnimationsPlayer 
as ɵWebAnimationsPlayer} from 
'./render/web_animations/web_animations_player';\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\nimport {AnimationPlayer, ɵStyleData} from 
'@angular/animations';\n\nimport {AnimationDriver} from 
'../animation_driver';\nimport {containsElement, invokeQuery, matchesElement} 
from '../shared';\n\nimport {WebAnimationsPlayer} from 
'./web_animations_player';\nexport class WebAnimationsDriver implements 
AnimationDriver {\n/**\n *
  @param {?} element\n * @param {?} selector\n * @return {?}\n 
*/\nmatchesElement(element: any, selector: string): boolean {\n    return 
matchesElement(element, selector);\n  }\n/**\n * @param {?} elm1\n * @param {?} 
elm2\n * @return {?}\n */\ncontainsElement(elm1: any, elm2: any): boolean { 
return containsElement(elm1, elm2); }\n/**\n * @param {?} element\n * @param 
{?} selector\n * @param {?} multi\n * @return {?}\n */\nquery(element: any, 
selector: string, multi: boolean): any[] {\n    return invokeQuery(element, 
selector, multi);\n  }\n/**\n * @param {?} element\n * @param {?} prop\n * 
@param {?=} defaultValue\n * @return {?}\n */\ncomputeStyle(element: any, prop: 
string, defaultValue?: string): string {\n    return /** @type {?} */(( ( /** 
@type {?} */((window.getComputedStyle(element) as any)))[prop] as string));\n  
}\n/**\n * @param {?} element\n * @param {?} keyframes\n * @param {?} 
duration\n * @param {?} delay\n * @param {?} easing\n * @param {?=} 
previousPlayers\n * @retur
 n {?}\n */\nanimate(\n      element: any, keyframes: ɵStyleData[], duration: 
number, delay: number, easing: string,\n      previousPlayers: 
AnimationPlayer[] = []): WebAnimationsPlayer {\n    const /** @type {?} */ fill 
= delay == 0 ? 'both' : 'forwards';\n    const /** @type {?} */ playerOptions: 
{[key: string]: string | number} = {duration, delay, fill};\n\n    // we check 
for this to avoid having a null|undefined value be present\n    // for the 
easing (which results in an error for certain browsers #9752)\n    if (easing) 
{\n      playerOptions['easing'] = easing;\n    }\n\n    const /** @type {?} */ 
previousWebAnimationPlayers = /** @type {?} */(( 
<WebAnimationsPlayer[]>previousPlayers.filter(\n        player => { return 
player instanceof WebAnimationsPlayer; })));\n    return new 
WebAnimationsPlayer(element, keyframes, playerOptions, 
previousWebAnimationPlayers);\n  }\n}\n/**\n * @return {?}\n */\nexport 
function supportsWebAnimations() {\n  return typeof Element !== 'undefin
 ed' && typeof( /** @type {?} */((<any>Element))).prototype['animate'] === 
'function';\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\nimport {AnimationPlayer} from '@angular/animations';\n\nimport 
{allowPreviousPlayerStylesMerge, copyStyles} from '../../util';\n\nimport 
{DOMAnimation} from './dom_animation';\nexport class WebAnimationsPlayer 
implements AnimationPlayer {\nprivate _onDoneFns: Function[] = [];\nprivate 
_onStartFns: Function[] = [];\nprivate _onDestroyFns: Function[] = [];\nprivate 
_player: DOMAnimation;\nprivate _duration: number;\nprivate _delay: 
number;\nprivate _initialized = false;\nprivate _finished = false;\nprivate 
_started = false;\nprivate _destroyed = false;\nprivate _finalKeyframe: {[key: 
string]: string | number};\npublic time = 0;\npublic parentPlayer: 
AnimationPlayer|null = null;\npublic
  previousStyles: {[styleName: string]: string | number} = {};\npublic 
currentSnapshot: {[styleName: string]: string | number} = {};\n/**\n * @param 
{?} element\n * @param {?} keyframes\n * @param {?} options\n * @param {?=} 
previousPlayers\n */\nconstructor(\npublic element: any,\npublic keyframes: 
{[key: string]: string | number}[],\npublic options: {[key: string]: string | 
number},\nprivate previousPlayers: WebAnimationsPlayer[] = []) {\n    
this._duration = <number>options['duration'];\n    this._delay = 
<number>options['delay'] || 0;\n    this.time = this._duration + 
this._delay;\n\n    if (allowPreviousPlayerStylesMerge(this._duration, 
this._delay)) {\n      previousPlayers.forEach(player => {\n        let styles 
= player.currentSnapshot;\n        Object.keys(styles).forEach(prop => 
this.previousStyles[prop] = styles[prop]);\n      });\n    }\n  }\n/**\n * 
@return {?}\n */\nprivate _onFinish() {\n    if (!this._finished) {\n      
this._finished = true;\n      this._onDoneFns.fo
 rEach(fn => fn());\n      this._onDoneFns = [];\n    }\n  }\n/**\n * @return 
{?}\n */\ninit(): void {\n    this._buildPlayer();\n    
this._preparePlayerBeforeStart();\n  }\n/**\n * @return {?}\n */\nprivate 
_buildPlayer(): void {\n    if (this._initialized) return;\n    
this._initialized = true;\n\n    const /** @type {?} */ keyframes = 
this.keyframes.map(styles => copyStyles(styles, false));\n    const /** @type 
{?} */ previousStyleProps = Object.keys(this.previousStyles);\n    if 
(previousStyleProps.length) {\n      let /** @type {?} */ startingKeyframe = 
keyframes[0];\n      let /** @type {?} */ missingStyleProps: string[] = [];\n   
   previousStyleProps.forEach(prop => {\n        if 
(!startingKeyframe.hasOwnProperty(prop)) {\n          
missingStyleProps.push(prop);\n        }\n        startingKeyframe[prop] = 
this.previousStyles[prop];\n      });\n\n      if (missingStyleProps.length) 
{\n        const /** @type {?} */ self = this;\n        // 
tslint:disable-next-line\n        fo
 r (var /** @type {?} */ i = 1; i < keyframes.length; i++) {\n          let /** 
@type {?} */ kf = keyframes[i];\n          
missingStyleProps.forEach(function(prop) {\n            kf[prop] = 
_computeStyle(self.element, prop);\n          });\n        }\n      }\n    
}\n\n    this._player = this._triggerWebAnimation(this.element, keyframes, 
this.options);\n    this._finalKeyframe = keyframes.length ? 
keyframes[keyframes.length - 1] : {};\n    
this._player.addEventListener('finish', () => this._onFinish());\n  }\n/**\n * 
@return {?}\n */\nprivate _preparePlayerBeforeStart() {\n    // this is 
required so that the player doesn't start to animate right away\n    if 
(this._delay) {\n      this._resetDomPlayerState();\n    } else {\n      
this._player.pause();\n    }\n  }\n/**\n * \\@internal\n * @param {?} element\n 
* @param {?} keyframes\n * @param {?} options\n * @return {?}\n 
*/\n_triggerWebAnimation(element: any, keyframes: any[], options: any): 
DOMAnimation {\n    // jscompiler doesn't 
 seem to know animate is a native property because it's not fully\n    // 
supported yet across common browsers (we polyfill it for Edge/Safari) [CL 
#143630929]\n    return /** @type {?} */(( element['animate'](keyframes, 
options) as DOMAnimation));\n  }\n/**\n * @return {?}\n */\nget domPlayer() { 
return this._player; }\n/**\n * @param {?} fn\n * @return {?}\n */\nonStart(fn: 
() => void): void { this._onStartFns.push(fn); }\n/**\n * @param {?} fn\n * 
@return {?}\n */\nonDone(fn: () => void): void { this._onDoneFns.push(fn); 
}\n/**\n * @param {?} fn\n * @return {?}\n */\nonDestroy(fn: () => void): void 
{ this._onDestroyFns.push(fn); }\n/**\n * @return {?}\n */\nplay(): void {\n    
this._buildPlayer();\n    if (!this.hasStarted()) {\n      
this._onStartFns.forEach(fn => fn());\n      this._onStartFns = [];\n      
this._started = true;\n    }\n    this._player.play();\n  }\n/**\n * @return 
{?}\n */\npause(): void {\n    this.init();\n    this._player.pause();\n  
}\n/**\n * @return {?}\n
  */\nfinish(): void {\n    this.init();\n    this._onFinish();\n    
this._player.finish();\n  }\n/**\n * @return {?}\n */\nreset(): void {\n    
this._resetDomPlayerState();\n    this._destroyed = false;\n    this._finished 
= false;\n    this._started = false;\n  }\n/**\n * @return {?}\n */\nprivate 
_resetDomPlayerState() {\n    if (this._player) {\n      
this._player.cancel();\n    }\n  }\n/**\n * @return {?}\n */\nrestart(): void 
{\n    this.reset();\n    this.play();\n  }\n/**\n * @return {?}\n 
*/\nhasStarted(): boolean { return this._started; }\n/**\n * @return {?}\n 
*/\ndestroy(): void {\n    if (!this._destroyed) {\n      this._destroyed = 
true;\n      this._resetDomPlayerState();\n      this._onFinish();\n      
this._onDestroyFns.forEach(fn => fn());\n      this._onDestroyFns = [];\n    
}\n  }\n/**\n * @param {?} p\n * @return {?}\n */\nsetPosition(p: number): void 
{ this._player.currentTime = p * this.time; }\n/**\n * @return {?}\n 
*/\ngetPosition(): number { return this._pla
 yer.currentTime / this.time; }\n/**\n * @return {?}\n */\nget totalTime(): 
number { return this._delay + this._duration; }\n/**\n * @return {?}\n 
*/\nbeforeDestroy() {\n    const /** @type {?} */ styles: {[key: string]: 
string | number} = {};\n    if (this.hasStarted()) {\n      
Object.keys(this._finalKeyframe).forEach(prop => {\n        if (prop != 
'offset') {\n          styles[prop] =\n              this._finished ? 
this._finalKeyframe[prop] : _computeStyle(this.element, prop);\n        }\n     
 });\n    }\n    this.currentSnapshot = styles;\n  }\n}\n\nfunction 
WebAnimationsPlayer_tsickle_Closure_declarations() {\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype._onDoneFns;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype._onStartFns;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype._onDestroyFns;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype._player;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype._duration;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype._delay;\n/** @type {
 ?} */\nWebAnimationsPlayer.prototype._initialized;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype._finished;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype._started;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype._destroyed;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype._finalKeyframe;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype.time;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype.parentPlayer;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype.previousStyles;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype.currentSnapshot;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype.element;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype.keyframes;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype.options;\n/** @type {?} 
*/\nWebAnimationsPlayer.prototype.previousPlayers;\n}\n\n/**\n * @param {?} 
element\n * @param {?} prop\n * @return {?}\n */\nfunction 
_computeStyle(element: any, prop: string): string {\n  return ( /** @type {?} 
*/((<any>window.getComputedStyle(element))))[pro
 p];\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\nimport 
{AnimationMetadata, AnimationPlayer, AnimationTriggerMetadata} from 
'@angular/animations';\nimport {TriggerAst} from 
'../dsl/animation_ast';\nimport {buildAnimationAst} from 
'../dsl/animation_ast_builder';\nimport {AnimationTrigger, buildTrigger} from 
'../dsl/animation_trigger';\nimport {AnimationStyleNormalizer} from 
'../dsl/style_normalization/animation_style_normalizer';\n\nimport 
{AnimationDriver} from './animation_driver';\nimport {parseTimelineCommand} 
from './shared';\nimport {TimelineAnimationEngine} from 
'./timeline_animation_engine';\nimport {TransitionAnimationEngine} from 
'./transition_animation_engine';\nexport class AnimationEngine {\nprivate 
_transitionEngine: TransitionAnimationEngine;\nprivate _timelineEngine: 
TimelineAnimationEngine;\npriv
 ate _triggerCache: {[key: string]: AnimationTrigger} = {};\npublic 
onRemovalComplete = (element: any, context: any) => {};\n/**\n * @param {?} 
driver\n * @param {?} normalizer\n */\nconstructor(driver: AnimationDriver, 
normalizer: AnimationStyleNormalizer) {\n    this._transitionEngine = new 
TransitionAnimationEngine(driver, normalizer);\n    this._timelineEngine = new 
TimelineAnimationEngine(driver, normalizer);\n\n    
this._transitionEngine.onRemovalComplete = (element: any, context: any) =>\n    
    this.onRemovalComplete(element, context);\n  }\n/**\n * @param {?} 
componentId\n * @param {?} namespaceId\n * @param {?} hostElement\n * @param 
{?} name\n * @param {?} metadata\n * @return {?}\n */\nregisterTrigger(\n      
componentId: string, namespaceId: string, hostElement: any, name: string,\n     
 metadata: AnimationTriggerMetadata): void {\n    const /** @type {?} */ 
cacheKey = componentId + '-' + name;\n    let /** @type {?} */ trigger = 
this._triggerCache[cacheKey];\n    if (!
 trigger) {\n      const /** @type {?} */ errors: any[] = [];\n      const /** 
@type {?} */ ast = /** @type {?} */(( buildAnimationAst( /** @type {?} 
*/((metadata as AnimationMetadata)), errors) as TriggerAst));\n      if 
(errors.length) {\n        throw new Error(\n            `The animation trigger 
\"${name}\" has failed to build due to the following errors:\\n - 
${errors.join(\"\\n - \")}`);\n      }\n      trigger = buildTrigger(name, 
ast);\n      this._triggerCache[cacheKey] = trigger;\n    }\n    
this._transitionEngine.registerTrigger(namespaceId, name, trigger);\n  }\n/**\n 
* @param {?} namespaceId\n * @param {?} hostElement\n * @return {?}\n 
*/\nregister(namespaceId: string, hostElement: any) {\n    
this._transitionEngine.register(namespaceId, hostElement);\n  }\n/**\n * @param 
{?} namespaceId\n * @param {?} context\n * @return {?}\n 
*/\ndestroy(namespaceId: string, context: any) {\n    
this._transitionEngine.destroy(namespaceId, context);\n  }\n/**\n * @param {?} 
namespaceId
 \n * @param {?} element\n * @param {?} parent\n * @param {?} insertBefore\n * 
@return {?}\n */\nonInsert(namespaceId: string, element: any, parent: any, 
insertBefore: boolean): void {\n    
this._transitionEngine.insertNode(namespaceId, element, parent, 
insertBefore);\n  }\n/**\n * @param {?} namespaceId\n * @param {?} element\n * 
@param {?} context\n * @return {?}\n */\nonRemove(namespaceId: string, element: 
any, context: any): void {\n    this._transitionEngine.removeNode(namespaceId, 
element, context);\n  }\n/**\n * @param {?} element\n * @param {?} disable\n * 
@return {?}\n */\ndisableAnimations(element: any, disable: boolean) {\n    
this._transitionEngine.markElementAsDisabled(element, disable);\n  }\n/**\n * 
@param {?} namespaceId\n * @param {?} element\n * @param {?} property\n * 
@param {?} value\n * @return {?}\n */\nprocess(namespaceId: string, element: 
any, property: string, value: any) {\n    if (property.charAt(0) == '@') {\n    
  const [id, action] = parseTimelineCommand
 (property);\n      const /** @type {?} */ args = /** @type {?} */(( value as 
any[]));\n      this._timelineEngine.command(id, element, action, args);\n    } 
else {\n      this._transitionEngine.trigger(namespaceId, element, property, 
value);\n    }\n  }\n/**\n * @param {?} namespaceId\n * @param {?} element\n * 
@param {?} eventName\n * @param {?} eventPhase\n * @param {?} callback\n * 
@return {?}\n */\nlisten(\n      namespaceId: string, element: any, eventName: 
string, eventPhase: string,\n      callback: (event: any) => any): () => any 
{\n    // @@listen\n    if (eventName.charAt(0) == '@') {\n      const [id, 
action] = parseTimelineCommand(eventName);\n      return 
this._timelineEngine.listen(id, element, action, callback);\n    }\n    return 
this._transitionEngine.listen(namespaceId, element, eventName, eventPhase, 
callback);\n  }\n/**\n * @param {?=} microtaskId\n * @return {?}\n 
*/\nflush(microtaskId: number = -1): void { 
this._transitionEngine.flush(microtaskId); }\n/**\n * @
 return {?}\n */\nget players(): AnimationPlayer[] {\n    return ( /** @type 
{?} */((this._transitionEngine.players as AnimationPlayer[])))\n        
.concat( /** @type {?} */((this._timelineEngine.players as 
AnimationPlayer[])));\n  }\n/**\n * @return {?}\n */\nwhenRenderingDone(): 
Promise<any> { return this._transitionEngine.whenRenderingDone(); 
}\n}\n\nfunction AnimationEngine_tsickle_Closure_declarations() {\n/** @type 
{?} */\nAnimationEngine.prototype._transitionEngine;\n/** @type {?} 
*/\nAnimationEngine.prototype._timelineEngine;\n/** @type {?} 
*/\nAnimationEngine.prototype._triggerCache;\n/** @type {?} 
*/\nAnimationEngine.prototype.onRemovalComplete;\n}\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\nimport {AUTO_STYLE, AnimationOptions, 
AnimationPlayer, NoopAnimationPlayer, ɵAnimationGroupPlayer as AnimationG
 roupPlayer, ɵPRE_STYLE as PRE_STYLE, ɵStyleData} from 
'@angular/animations';\n\nimport {AnimationTimelineInstruction} from 
'../dsl/animation_timeline_instruction';\nimport {AnimationTransitionFactory} 
from '../dsl/animation_transition_factory';\nimport 
{AnimationTransitionInstruction} from 
'../dsl/animation_transition_instruction';\nimport {AnimationTrigger} from 
'../dsl/animation_trigger';\nimport {ElementInstructionMap} from 
'../dsl/element_instruction_map';\nimport {AnimationStyleNormalizer} from 
'../dsl/style_normalization/animation_style_normalizer';\nimport 
{ENTER_CLASSNAME, LEAVE_CLASSNAME, NG_ANIMATING_CLASSNAME, 
NG_ANIMATING_SELECTOR, NG_TRIGGER_CLASSNAME, NG_TRIGGER_SELECTOR, copyObj, 
eraseStyles, setStyles} from '../util';\n\nimport {AnimationDriver} from 
'./animation_driver';\nimport {getOrSetAsInMap, listenOnPlayer, 
makeAnimationEvent, normalizeKeyframes, optimizeGroupPlayer} from 
'./shared';\n\nconst /** @type {?} */ QUEUED_CLASSNAME = 
'ng-animate-queued';\nconst /**
  @type {?} */ QUEUED_SELECTOR = '.ng-animate-queued';\nconst /** @type {?} */ 
DISABLED_CLASSNAME = 'ng-animate-disabled';\nconst /** @type {?} */ 
DISABLED_SELECTOR = '.ng-animate-disabled';\n\nconst /** @type {?} */ 
EMPTY_PLAYER_ARRAY: TransitionAnimationPlayer[] = [];\nconst /** @type {?} */ 
NULL_REMOVAL_STATE: ElementAnimationState = {\n  namespaceId: '',\n  
setForRemoval: null,\n  hasAnimation: false,\n  removedBeforeQueried: 
false\n};\nconst /** @type {?} */ NULL_REMOVED_QUERIED_STATE: 
ElementAnimationState = {\n  namespaceId: '',\n  setForRemoval: null,\n  
hasAnimation: false,\n  removedBeforeQueried: true\n};\n\ninterface 
TriggerListener {\n  name: string;\n  phase: string;\n  callback: (event: any) 
=> any;\n}\n\nexport interface QueueInstruction {\n  element: any;\n  
triggerName: string;\n  fromState: StateValue;\n  toState: StateValue;\n  
transition: AnimationTransitionFactory;\n  player: TransitionAnimationPlayer;\n 
 isFallbackTransition: boolean;\n}\n\nexport const /** @ty
 pe {?} */ REMOVAL_FLAG = '__ng_removed';\n\nexport interface 
ElementAnimationState {\n  setForRemoval: any;\n  hasAnimation: boolean;\n  
namespaceId: string;\n  removedBeforeQueried: boolean;\n}\nexport class 
StateValue {\npublic value: string;\npublic options: AnimationOptions;\n/**\n * 
@return {?}\n */\nget params(): {[key: string]: any} { return /** @type {?} 
*/(( this.options.params as{[key: string]: any})); }\n/**\n * @param {?} 
input\n */\nconstructor(input: any) {\n    const isObj = input && 
input.hasOwnProperty('value');\n    const value = isObj ? input['value'] : 
input;\n    this.value = normalizeTriggerValue(value);\n    if (isObj) {\n      
const options = copyObj(input as any);\n      delete options['value'];\n      
this.options = options as AnimationOptions;\n    } else {\n      this.options = 
{};\n    }\n    if (!this.options.params) {\n      this.options.params = {};\n  
  }\n  }\n/**\n * @param {?} options\n * @return {?}\n 
*/\nabsorbOptions(options: AnimationOptions) 
 {\n    const /** @type {?} */ newParams = options.params;\n    if (newParams) 
{\n      const /** @type {?} */ oldParams = /** @type {?} */(( 
this.options.params));\n      Object.keys(newParams).forEach(prop => {\n        
if (oldParams[prop] == null) {\n          oldParams[prop] = newParams[prop];\n  
      }\n      });\n    }\n  }\n}\n\nfunction 
StateValue_tsickle_Closure_declarations() {\n/** @type {?} 
*/\nStateValue.prototype.value;\n/** @type {?} 
*/\nStateValue.prototype.options;\n}\n\n\nexport const /** @type {?} */ 
VOID_VALUE = 'void';\nexport const /** @type {?} */ DEFAULT_STATE_VALUE = new 
StateValue(VOID_VALUE);\nexport const /** @type {?} */ DELETED_STATE_VALUE = 
new StateValue('DELETED');\nexport class AnimationTransitionNamespace {\npublic 
players: TransitionAnimationPlayer[] = [];\nprivate _triggers: {[triggerName: 
string]: AnimationTrigger} = {};\nprivate _queue: QueueInstruction[] = 
[];\nprivate _elementListeners = new Map<any, TriggerListener[]>();\nprivate 
_hostClassN
 ame: string;\n/**\n * @param {?} id\n * @param {?} hostElement\n * @param {?} 
_engine\n */\nconstructor(\npublic id: string,\npublic hostElement: 
any,\nprivate _engine: TransitionAnimationEngine) {\n    this._hostClassName = 
'ng-tns-' + id;\n    addClass(hostElement, this._hostClassName);\n  }\n/**\n * 
@param {?} element\n * @param {?} name\n * @param {?} phase\n * @param {?} 
callback\n * @return {?}\n */\nlisten(element: any, name: string, phase: 
string, callback: (event: any) => boolean): () => any {\n    if 
(!this._triggers.hasOwnProperty(name)) {\n      throw new Error(`Unable to 
listen on the animation trigger event \"${\n          phase}\" because the 
animation trigger \"${name}\" doesn\\'t exist!`);\n    }\n\n    if (phase == 
null || phase.length == 0) {\n      throw new Error(`Unable to listen on the 
animation trigger \"${\n          name}\" because the provided event is 
undefined!`);\n    }\n\n    if (!isTriggerEventValid(phase)) {\n      throw new 
Error(`The provided anima
 tion trigger event \"${phase}\" for the animation trigger \"${\n          
name}\" is not supported!`);\n    }\n\n    const /** @type {?} */ listeners = 
getOrSetAsInMap(this._elementListeners, element, []);\n    const /** @type {?} 
*/ data = {name, phase, callback};\n    listeners.push(data);\n\n    const /** 
@type {?} */ triggersWithStates = getOrSetAsInMap(this._engine.statesByElement, 
element, {});\n    if (!triggersWithStates.hasOwnProperty(name)) {\n      
addClass(element, NG_TRIGGER_CLASSNAME);\n      addClass(element, 
NG_TRIGGER_CLASSNAME + '-' + name);\n      triggersWithStates[name] = null;\n   
 }\n\n    return () => {\n      // the event listener is removed AFTER the 
flush has occurred such\n      // that leave animations callbacks can fire 
(otherwise if the node\n      // is removed in between then the listeners would 
be deregistered)\n      this._engine.afterFlush(() => {\n        const /** 
@type {?} */ index = listeners.indexOf(data);\n        if (index >= 0) {\n      
  
   listeners.splice(index, 1);\n        }\n\n        if (!this._triggers[name]) 
{\n          delete triggersWithStates[name];\n        }\n      });\n    };\n  
}\n/**\n * @param {?} name\n * @param {?} ast\n * @return {?}\n 
*/\nregister(name: string, ast: AnimationTrigger): boolean {\n    if 
(this._triggers[name]) {\n      // throw\n      return false;\n    } else {\n   
   this._triggers[name] = ast;\n      return true;\n    }\n  }\n/**\n * @param 
{?} name\n * @return {?}\n */\nprivate _getTrigger(name: string) {\n    const 
/** @type {?} */ trigger = this._triggers[name];\n    if (!trigger) {\n      
throw new Error(`The provided animation trigger \"${name}\" has not been 
registered!`);\n    }\n    return trigger;\n  }\n/**\n * @param {?} element\n * 
@param {?} triggerName\n * @param {?} value\n * @param {?=} defaultToFallback\n 
* @return {?}\n */\ntrigger(element: any, triggerName: string, value: any, 
defaultToFallback: boolean = true):\n      TransitionAnimationPlayer|undefined 
{\n  
   const /** @type {?} */ trigger = this._getTrigger(triggerName);\n    const 
/** @type {?} */ player = new TransitionAnimationPlayer(this.id, triggerName, 
element);\n\n    let /** @type {?} */ triggersWithStates = 
this._engine.statesByElement.get(element);\n    if (!triggersWithStates) {\n    
  addClass(element, NG_TRIGGER_CLASSNAME);\n      addClass(element, 
NG_TRIGGER_CLASSNAME + '-' + triggerName);\n      
this._engine.statesByElement.set(element, triggersWithStates = {});\n    }\n\n  
  let /** @type {?} */ fromState = triggersWithStates[triggerName];\n    const 
/** @type {?} */ toState = new StateValue(value);\n\n    const /** @type {?} */ 
isObj = value && value.hasOwnProperty('value');\n    if (!isObj && fromState) 
{\n      toState.absorbOptions(fromState.options);\n    }\n\n    
triggersWithStates[triggerName] = toState;\n\n    if (!fromState) {\n      
fromState = DEFAULT_STATE_VALUE;\n    } else if (fromState === 
DELETED_STATE_VALUE) {\n      return player;\n    }\n\n    const 
 /** @type {?} */ isRemoval = toState.value === VOID_VALUE;\n\n    // normally 
this isn't reached by here, however, if an object expression\n    // is passed 
in then it may be a new object each time. Comparing the value\n    // is 
important since that will stay the same despite there being a new object.\n    
// The removal arc here is special cased because the same element is 
triggered\n    // twice in the event that it contains animations on the 
outer/inner portions\n    // of the host container\n    if (!isRemoval && 
fromState.value === toState.value) {\n      // this means that despite the 
value not changing, some inner params\n      // have changed which means that 
the animation final styles need to be applied\n      if 
(!objEquals(fromState.params, toState.params)) {\n        const /** @type {?} 
*/ errors: any[] = [];\n        const /** @type {?} */ fromStyles = 
trigger.matchStyles(fromState.value, fromState.params, errors);\n        const 
/** @type {?} */ toStyles = trigger.mat
 chStyles(toState.value, toState.params, errors);\n        if (errors.length) 
{\n          this._engine.reportError(errors);\n        } else {\n          
this._engine.afterFlush(() => {\n            eraseStyles(element, 
fromStyles);\n            setStyles(element, toStyles);\n          });\n        
}\n      }\n      return;\n    }\n\n    const /** @type {?} */ 
playersOnElement: TransitionAnimationPlayer[] =\n        
getOrSetAsInMap(this._engine.playersByElement, element, []);\n    
playersOnElement.forEach(player => {\n      // only remove the player if it is 
queued on the EXACT same trigger/namespace\n      // we only also deal with 
queued players here because if the animation has\n      // started then we want 
to keep the player alive until the flush happens\n      // (which is where the 
previousPlayers are passed into the new palyer)\n      if (player.namespaceId 
== this.id && player.triggerName == triggerName && player.queued) {\n        
player.destroy();\n      }\n    });\n\n    
 let /** @type {?} */ transition = trigger.matchTransition(fromState.value, 
toState.value);\n    let /** @type {?} */ isFallbackTransition = false;\n    if 
(!transition) {\n      if (!defaultToFallback) return;\n      transition = 
trigger.fallbackTransition;\n      isFallbackTransition = true;\n    }\n\n    
this._engine.totalQueuedPlayers++;\n    this._queue.push(\n        {element, 
triggerName, transition, fromState, toState, player, 
isFallbackTransition});\n\n    if (!isFallbackTransition) {\n      
addClass(element, QUEUED_CLASSNAME);\n      player.onStart(() => { 
removeClass(element, QUEUED_CLASSNAME); });\n    }\n\n    player.onDone(() => 
{\n      let /** @type {?} */ index = this.players.indexOf(player);\n      if 
(index >= 0) {\n        this.players.splice(index, 1);\n      }\n\n      const 
/** @type {?} */ players = this._engine.playersByElement.get(element);\n      
if (players) {\n        let /** @type {?} */ index = players.indexOf(player);\n 
       if (index >= 0) {\n      
     players.splice(index, 1);\n        }\n      }\n    });\n\n    
this.players.push(player);\n    playersOnElement.push(player);\n\n    return 
player;\n  }\n/**\n * @param {?} name\n * @return {?}\n */\nderegister(name: 
string) {\n    delete this._triggers[name];\n\n    
this._engine.statesByElement.forEach((stateMap, element) => { delete 
stateMap[name]; });\n\n    this._elementListeners.forEach((listeners, element) 
=> {\n      this._elementListeners.set(\n          element, 
listeners.filter(entry => { return entry.name != name; }));\n    });\n  
}\n/**\n * @param {?} element\n * @return {?}\n */\nclearElementCache(element: 
any) {\n    this._engine.statesByElement.delete(element);\n    
this._elementListeners.delete(element);\n    const /** @type {?} */ 
elementPlayers = this._engine.playersByElement.get(element);\n    if 
(elementPlayers) {\n      elementPlayers.forEach(player => player.destroy());\n 
     this._engine.playersByElement.delete(element);\n    }\n  }\n/**\n * @param 
{?} roo
 tElement\n * @param {?} context\n * @param {?=} animate\n * @return {?}\n 
*/\nprivate _destroyInnerNodes(rootElement: any, context: any, animate: boolean 
= false) {\n    this._engine.driver.query(rootElement, NG_TRIGGER_SELECTOR, 
true).forEach(elm => {\n      if (animate && containsClass(elm, 
this._hostClassName)) {\n        const /** @type {?} */ innerNs = 
this._engine.namespacesByHostElement.get(elm);\n\n        // special case for a 
host element with animations on the same element\n        if (innerNs) {\n      
    innerNs.removeNode(elm, context, true);\n        }\n\n        
this.removeNode(elm, context, true);\n      } else {\n        
this.clearElementCache(elm);\n      }\n    });\n  }\n/**\n * @param {?} 
element\n * @param {?} context\n * @param {?=} doNotRecurse\n * @return {?}\n 
*/\nremoveNode(element: any, context: any, doNotRecurse?: boolean): void {\n    
const /** @type {?} */ engine = this._engine;\n\n    if (!doNotRecurse && 
element.childElementCount) {\n      this._des
 troyInnerNodes(element, context, true);\n    }\n\n    const /** @type {?} */ 
triggerStates = engine.statesByElement.get(element);\n    if (triggerStates) 
{\n      const /** @type {?} */ players: TransitionAnimationPlayer[] = [];\n    
  Object.keys(triggerStates).forEach(triggerName => {\n        // this check is 
here in the event that an element is removed\n        // twice (both on the 
host level and the component level)\n        if (this._triggers[triggerName]) 
{\n          const /** @type {?} */ player = this.trigger(element, triggerName, 
VOID_VALUE, false);\n          if (player) {\n            
players.push(player);\n          }\n        }\n      });\n\n      if 
(players.length) {\n        engine.markElementAsRemoved(this.id, element, true, 
context);\n        optimizeGroupPlayer(players).onDone(() => 
engine.processLeaveNode(element));\n        return;\n      }\n    }\n\n    // 
find the player that is animating and make sure that the\n    // removal is 
delayed until that player h
 as completed\n    let /** @type {?} */ containsPotentialParentTransition = 
false;\n    if (engine.totalAnimations) {\n      const /** @type {?} */ 
currentPlayers =\n          engine.players.length ? 
engine.playersByQueriedElement.get(element) : [];\n\n      // when this `if 
statement` does not continue forward it means that\n      // a previous 
animation query has selected the current element and\n      // is animating it. 
In this situation want to continue fowards and\n      // allow the element to 
be queued up for animation later.\n      if (currentPlayers && 
currentPlayers.length) {\n        containsPotentialParentTransition = true;\n   
   } else {\n        let /** @type {?} */ parent = element;\n        while 
(parent = parent.parentNode) {\n          const /** @type {?} */ triggers = 
engine.statesByElement.get(parent);\n          if (triggers) {\n            
containsPotentialParentTransition = true;\n            break;\n          }\n    
    }\n      }\n    }\n\n    // at this st
 age we know that the element will either get removed\n    // during flush or 
will be picked up by a parent query. Either way\n    // we need to fire the 
listeners for this element when it DOES get\n    // removed (once the query 
parent animation is done or after flush)\n    const /** @type {?} */ listeners 
= this._elementListeners.get(element);\n    if (listeners) {\n      const /** 
@type {?} */ visitedTriggers = new Set<string>();\n      
listeners.forEach(listener => {\n        const /** @type {?} */ triggerName = 
listener.name;\n        if (visitedTriggers.has(triggerName)) return;\n        
visitedTriggers.add(triggerName);\n\n        const /** @type {?} */ trigger = 
this._triggers[triggerName];\n        const /** @type {?} */ transition = 
trigger.fallbackTransition;\n        const /** @type {?} */ elementStates = /** 
@type {?} */(( engine.statesByElement.get(element)));\n        const /** @type 
{?} */ fromState = elementStates[triggerName] || DEFAULT_STATE_VALUE;\n        
const /
 ** @type {?} */ toState = new StateValue(VOID_VALUE);\n        const /** @type 
{?} */ player = new TransitionAnimationPlayer(this.id, triggerName, 
element);\n\n        this._engine.totalQueuedPlayers++;\n        
this._queue.push({\n          element,\n          triggerName,\n          
transition,\n          fromState,\n          toState,\n          player,\n      
    isFallbackTransition: true\n        });\n      });\n    }\n\n    // whether 
or not a parent has an animation we need to delay the deferral of the leave\n   
 // operation until we have more information (which we do after flush() has 
been called)\n    if (containsPotentialParentTransition) {\n      
engine.markElementAsRemoved(this.id, element, false, context);\n    } else {\n  
    // we do this after the flush has occurred such\n      // that the 
callbacks can be fired\n      engine.afterFlush(() => 
this.clearElementCache(element));\n      
engine.destroyInnerAnimations(element);\n      
engine._onRemovalComplete(element, c
 ontext);\n    }\n  }\n/**\n * @param {?} element\n * @param {?} parent\n * 
@return {?}\n */\ninsertNode(element: any, parent: any): void { 
addClass(element, this._hostClassName); }\n/**\n * @param {?} microtaskId\n * 
@return {?}\n */\ndrainQueuedTransitions(microtaskId: number): 
QueueInstruction[] {\n    const /** @type {?} */ instructions: 
QueueInstruction[] = [];\n    this._queue.forEach(entry => {\n      const /** 
@type {?} */ player = entry.player;\n      if (player.destroyed) return;\n\n    
  const /** @type {?} */ element = entry.element;\n      const /** @type {?} */ 
listeners = this._elementListeners.get(element);\n      if (listeners) {\n      
  listeners.forEach((listener: TriggerListener) => {\n          if 
(listener.name == entry.triggerName) {\n            const /** @type {?} */ 
baseEvent = makeAnimationEvent(\n                element, entry.triggerName, 
entry.fromState.value, entry.toState.value);\n            ( /** @type {?} 
*/((baseEvent as any)))['_data'] = microtas
 kId;\n            listenOnPlayer(entry.player, listener.phase, baseEvent, 
listener.callback);\n          }\n        });\n      }\n\n      if 
(player.markedForDestroy) {\n        this._engine.afterFlush(() => {\n          
// now we can destroy the element properly since the event listeners have\n     
     // been bound to the player\n          player.destroy();\n        });\n    
  } else {\n        instructions.push(entry);\n      }\n    });\n\n    
this._queue = [];\n\n    return instructions.sort((a, b) => {\n      // if 
depCount == 0 them move to front\n      // otherwise if a contains b then move 
back\n      const /** @type {?} */ d0 = a.transition.ast.depCount;\n      const 
/** @type {?} */ d1 = b.transition.ast.depCount;\n      if (d0 == 0 || d1 == 0) 
{\n        return d0 - d1;\n      }\n      return 
this._engine.driver.containsElement(a.element, b.element) ? 1 : -1;\n    });\n  
}\n/**\n * @param {?} context\n * @return {?}\n */\ndestroy(context: any) {\n   
 this.players.forEach
 (p => p.destroy());\n    this._destroyInnerNodes(this.hostElement, context);\n 
 }\n/**\n * @param {?} element\n * @return {?}\n 
*/\nelementContainsData(element: any): boolean {\n    let /** @type {?} */ 
containsData = false;\n    if (this._elementListeners.has(element)) 
containsData = true;\n    containsData =\n        (this._queue.find(entry => 
entry.element === element) ? true : false) || containsData;\n    return 
containsData;\n  }\n}\n\nfunction 
AnimationTransitionNamespace_tsickle_Closure_declarations() {\n/** @type {?} 
*/\nAnimationTransitionNamespace.prototype.players;\n/** @type {?} 
*/\nAnimationTransitionNamespace.prototype._triggers;\n/** @type {?} 
*/\nAnimationTransitionNamespace.prototype._queue;\n/** @type {?} 
*/\nAnimationTransitionNamespace.prototype._elementListeners;\n/** @type {?} 
*/\nAnimationTransitionNamespace.prototype._hostClassName;\n/** @type {?} 
*/\nAnimationTransitionNamespace.prototype.id;\n/** @type {?} 
*/\nAnimationTransitionNamespace.prototype.hostElem
 ent;\n/** @type {?} 
*/\nAnimationTransitionNamespace.prototype._engine;\n}\n\n\nexport interface 
QueuedTransition {\n  element: any;\n  instruction: 
AnimationTransitionInstruction;\n  player: 
TransitionAnimationPlayer;\n}\nexport class TransitionAnimationEngine {\npublic 
players: TransitionAnimationPlayer[] = [];\npublic newHostElements = new 
Map<any, AnimationTransitionNamespace>();\npublic playersByElement = new 
Map<any, TransitionAnimationPlayer[]>();\npublic playersByQueriedElement = new 
Map<any, TransitionAnimationPlayer[]>();\npublic statesByElement = new Map<any, 
{[triggerName: string]: StateValue}>();\npublic disabledNodes = new 
Set<any>();\npublic totalAnimations = 0;\npublic totalQueuedPlayers = 
0;\nprivate _namespaceLookup: {[id: string]: AnimationTransitionNamespace} = 
{};\nprivate _namespaceList: AnimationTransitionNamespace[] = [];\nprivate 
_flushFns: (() => any)[] = [];\nprivate _whenQuietFns: (() => any)[] = 
[];\npublic namespacesByHostElement = new Map<any, Animatio
 nTransitionNamespace>();\npublic collectedEnterElements: any[] = [];\npublic 
collectedLeaveElements: any[] = [];\npublic onRemovalComplete = (element: any, 
context: any) => {};\n/**\n * @param {?} element\n * @param {?} context\n * 
@return {?}\n */\n_onRemovalComplete(element: any, context: any) { 
this.onRemovalComplete(element, context); }\n/**\n * @param {?} driver\n * 
@param {?} _normalizer\n */\nconstructor(public driver: 
AnimationDriver,\nprivate _normalizer: AnimationStyleNormalizer) {}\n/**\n * 
@return {?}\n */\nget queuedPlayers(): TransitionAnimationPlayer[] {\n    const 
/** @type {?} */ players: TransitionAnimationPlayer[] = [];\n    
this._namespaceList.forEach(ns => {\n      ns.players.forEach(player => {\n     
   if (player.queued) {\n          players.push(player);\n        }\n      
});\n    });\n    return players;\n  }\n/**\n * @param {?} namespaceId\n * 
@param {?} hostElement\n * @return {?}\n */\ncreateNamespace(namespaceId: 
string, hostElement: any) {\n    const /*
 * @type {?} */ ns = new AnimationTransitionNamespace(namespaceId, hostElement, 
this);\n    if (hostElement.parentNode) {\n      this._balanceNamespaceList(ns, 
hostElement);\n    } else {\n      // defer this later until flush during when 
the host element has\n      // been inserted so that we know exactly where to 
place it in\n      // the namespace list\n      
this.newHostElements.set(hostElement, ns);\n\n      // given that this host 
element is apart of the animation code, it\n      // may or may not be inserted 
by a parent node that is an of an\n      // animation renderer type. If this 
happens then we can still have\n      // access to this item when we query for 
:enter nodes. If the parent\n      // is a renderer then the set data-structure 
will normalize the entry\n      this.collectEnterElement(hostElement);\n    }\n 
   return this._namespaceLookup[namespaceId] = ns;\n  }\n/**\n * @param {?} 
ns\n * @param {?} hostElement\n * @return {?}\n */\nprivate 
_balanceNamespaceList(ns:
  AnimationTransitionNamespace, hostElement: any) {\n    const /** @type {?} */ 
limit = this._namespaceList.length - 1;\n    if (limit >= 0) {\n      let /** 
@type {?} */ found = false;\n      for (let /** @type {?} */ i = limit; i >= 0; 
i--) {\n        const /** @type {?} */ nextNamespace = 
this._namespaceList[i];\n        if 
(this.driver.containsElement(nextNamespace.hostElement, hostElement)) {\n       
   this._namespaceList.splice(i + 1, 0, ns);\n          found = true;\n         
 break;\n        }\n      }\n      if (!found) {\n        
this._namespaceList.splice(0, 0, ns);\n      }\n    } else {\n      
this._namespaceList.push(ns);\n    }\n\n    
this.namespacesByHostElement.set(hostElement, ns);\n    return ns;\n  }\n/**\n 
* @param {?} namespaceId\n * @param {?} hostElement\n * @return {?}\n 
*/\nregister(namespaceId: string, hostElement: any) {\n    let /** @type {?} */ 
ns = this._namespaceLookup[namespaceId];\n    if (!ns) {\n      ns = 
this.createNamespace(namespaceId, hostEle
 ment);\n    }\n    return ns;\n  }\n/**\n * @param {?} namespaceId\n * @param 
{?} name\n * @param {?} trigger\n * @return {?}\n 
*/\nregisterTrigger(namespaceId: string, name: string, trigger: 
AnimationTrigger) {\n    let /** @type {?} */ ns = 
this._namespaceLookup[namespaceId];\n    if (ns && ns.register(name, trigger)) 
{\n      this.totalAnimations++;\n    }\n  }\n/**\n * @param {?} namespaceId\n 
* @param {?} context\n * @return {?}\n */\ndestroy(namespaceId: string, 
context: any) {\n    if (!namespaceId) return;\n\n    const /** @type {?} */ ns 
= this._fetchNamespace(namespaceId);\n\n    this.afterFlush(() => {\n      
this.namespacesByHostElement.delete(ns.hostElement);\n      delete 
this._namespaceLookup[namespaceId];\n      const /** @type {?} */ index = 
this._namespaceList.indexOf(ns);\n      if (index >= 0) {\n        
this._namespaceList.splice(index, 1);\n      }\n    });\n\n    
this.afterFlushAnimationsDone(() => ns.destroy(context));\n  }\n/**\n * @param 
{?} id\n * @return 
 {?}\n */\nprivate _fetchNamespace(id: string) { return 
this._namespaceLookup[id]; }\n/**\n * @param {?} namespaceId\n * @param {?} 
element\n * @param {?} name\n * @param {?} value\n * @return {?}\n 
*/\ntrigger(namespaceId: string, element: any, name: string, value: any): 
boolean {\n    if (isElementNode(element)) {\n      
this._fetchNamespace(namespaceId).trigger(element, name, value);\n      return 
true;\n    }\n    return false;\n  }\n/**\n * @param {?} namespaceId\n * @param 
{?} element\n * @param {?} parent\n * @param {?} insertBefore\n * @return {?}\n 
*/\ninsertNode(namespaceId: string, element: any, parent: any, insertBefore: 
boolean): void {\n    if (!isElementNode(element)) return;\n\n    // special 
case for when an element is removed and reinserted (move operation)\n    // 
when this occurs we do not want to use the element for deletion later\n    
const /** @type {?} */ details = /** @type {?} */(( element[REMOVAL_FLAG] as 
ElementAnimationState));\n    if (details && details
 .setForRemoval) {\n      details.setForRemoval = false;\n    }\n\n    // in 
the event that the namespaceId is blank then the caller\n    // code does not 
contain any animation code in it, but it is\n    // just being called so that 
the node is marked as being inserted\n    if (namespaceId) {\n      
this._fetchNamespace(namespaceId).insertNode(element, parent);\n    }\n\n    // 
only *directives and host elements are inserted before\n    if (insertBefore) 
{\n      this.collectEnterElement(element);\n    }\n  }\n/**\n * @param {?} 
element\n * @return {?}\n */\ncollectEnterElement(element: any) { 
this.collectedEnterElements.push(element); }\n/**\n * @param {?} element\n * 
@param {?} value\n * @return {?}\n */\nmarkElementAsDisabled(element: any, 
value: boolean) {\n    if (value) {\n      if 
(!this.disabledNodes.has(element)) {\n        
this.disabledNodes.add(element);\n        addClass(element, 
DISABLED_CLASSNAME);\n      }\n    } else if (this.disabledNodes.has(element)) 
{\n      this.
 disabledNodes.delete(element);\n      removeClass(element, 
DISABLED_CLASSNAME);\n    }\n  }\n/**\n * @param {?} namespaceId\n * @param {?} 
element\n * @param {?} context\n * @param {?=} doNotRecurse\n * @return {?}\n 
*/\nremoveNode(namespaceId: string, element: any, context: any, doNotRecurse?: 
boolean): void {\n    if (!isElementNode(element)) {\n      
this._onRemovalComplete(element, context);\n      return;\n    }\n\n    const 
/** @type {?} */ ns = namespaceId ? this._fetchNamespace(namespaceId) : null;\n 
   if (ns) {\n      ns.removeNode(element, context, doNotRecurse);\n    } else 
{\n      this.markElementAsRemoved(namespaceId, element, false, context);\n    
}\n  }\n/**\n * @param {?} namespaceId\n * @param {?} element\n * @param {?=} 
hasAnimation\n * @param {?=} context\n * @return {?}\n 
*/\nmarkElementAsRemoved(namespaceId: string, element: any, hasAnimation?: 
boolean, context?: any) {\n    this.collectedLeaveElements.push(element);\n    
element[REMOVAL_FLAG] = {\n      names
 paceId,\n      setForRemoval: context, hasAnimation,\n      
removedBeforeQueried: false\n    };\n  }\n/**\n * @param {?} namespaceId\n * 
@param {?} element\n * @param {?} name\n * @param {?} phase\n * @param {?} 
callback\n * @return {?}\n */\nlisten(\n      namespaceId: string, element: 
any, name: string, phase: string,\n      callback: (event: any) => boolean): () 
=> any {\n    if (isElementNode(element)) {\n      return 
this._fetchNamespace(namespaceId).listen(element, name, phase, callback);\n    
}\n    return () => {};\n  }\n/**\n * @param {?} entry\n * @param {?} 
subTimelines\n * @return {?}\n */\nprivate _buildInstruction(entry: 
QueueInstruction, subTimelines: ElementInstructionMap) {\n    return 
entry.transition.build(\n        this.driver, entry.element, 
entry.fromState.value, entry.toState.value,\n        entry.fromState.options, 
entry.toState.options, subTimelines);\n  }\n/**\n * @param {?} 
containerElement\n * @return {?}\n */\ndestroyInnerAnimations(containerElement: 
any
 ) {\n    let /** @type {?} */ elements = this.driver.query(containerElement, 
NG_TRIGGER_SELECTOR, true);\n    elements.forEach(element => {\n      const /** 
@type {?} */ players = this.playersByElement.get(element);\n      if (players) 
{\n        players.forEach(player => {\n          // special case for when an 
element is set for destruction, but hasn't started.\n          // in this 
situation we want to delay the destruction until the flush occurs\n          // 
so that any event listeners attached to the player are triggered.\n          if 
(player.queued) {\n            player.markedForDestroy = true;\n          } 
else {\n            player.destroy();\n          }\n        });\n      }\n      
const /** @type {?} */ stateMap = this.statesByElement.get(element);\n      if 
(stateMap) {\n        Object.keys(stateMap).forEach(triggerName => 
stateMap[triggerName] = DELETED_STATE_VALUE);\n      }\n    });\n\n    if 
(this.playersByQueriedElement.size == 0) return;\n\n    elements = this.d
 river.query(containerElement, NG_ANIMATING_SELECTOR, true);\n    if 
(elements.length) {\n      elements.forEach(element => {\n        const /** 
@type {?} */ players = this.playersByQueriedElement.get(element);\n        if 
(players) {\n          players.forEach(player => player.finish());\n        }\n 
     });\n    }\n  }\n/**\n * @return {?}\n */\nwhenRenderingDone(): 
Promise<any> {\n    return new Promise(resolve => {\n      if 
(this.players.length) {\n        return 
optimizeGroupPlayer(this.players).onDone(() => resolve());\n      } else {\n    
    resolve();\n      }\n    });\n  }\n/**\n * @param {?} element\n * @return 
{?}\n */\nprocessLeaveNode(element: any) {\n    const /** @type {?} */ details 
= /** @type {?} */(( element[REMOVAL_FLAG] as ElementAnimationState));\n    if 
(details && details.setForRemoval) {\n      // this will prevent it from 
removing it twice\n      element[REMOVAL_FLAG] = NULL_REMOVAL_STATE;\n      if 
(details.namespaceId) {\n        this.destroyInnerAnimat
 ions(element);\n        const /** @type {?} */ ns = 
this._fetchNamespace(details.namespaceId);\n        if (ns) {\n          
ns.clearElementCache(element);\n        }\n      }\n      
this._onRemovalComplete(element, details.setForRemoval);\n    }\n\n    if 
(this.driver.matchesElement(element, DISABLED_SELECTOR)) {\n      
this.markElementAsDisabled(element, false);\n    }\n\n    
this.driver.query(element, DISABLED_SELECTOR, true).forEach(node => {\n      
this.markElementAsDisabled(element, false);\n    });\n  }\n/**\n * @param {?=} 
microtaskId\n * @return {?}\n */\nflush(microtaskId: number = -1) {\n    let 
/** @type {?} */ players: AnimationPlayer[] = [];\n    if 
(this.newHostElements.size) {\n      this.newHostElements.forEach((ns, element) 
=> this._balanceNamespaceList(ns, element));\n      
this.newHostElements.clear();\n    }\n\n    if (this._namespaceList.length &&\n 
       (this.totalQueuedPlayers || this.collectedLeaveElements.length)) {\n     
 const /** @type {?} */ cleanupFn
 s: Function[] = [];\n      try {\n        players = 
this._flushAnimations(cleanupFns, microtaskId);\n      } finally {\n        for 
(let /** @type {?} */ i = 0; i < cleanupFns.length; i++) {\n          
cleanupFns[i]();\n        }\n      }\n    } else {\n      for (let /** @type 
{?} */ i = 0; i < this.collectedLeaveElements.length; i++) {\n        const /** 
@type {?} */ element = this.collectedLeaveElements[i];\n        
this.processLeaveNode(element);\n      }\n    }\n\n    this.totalQueuedPlayers 
= 0;\n    this.collectedEnterElements.length = 0;\n    
this.collectedLeaveElements.length = 0;\n    this._flushFns.forEach(fn => 
fn());\n    this._flushFns = [];\n\n    if (this._whenQuietFns.length) {\n      
// we move these over to a variable so that\n      // if any new callbacks are 
registered in another\n      // flush they do not populate the existing set\n   
   const /** @type {?} */ quietFns = this._whenQuietFns;\n      
this._whenQuietFns = [];\n\n      if (players.length) {\n      
   optimizeGroupPlayer(players).onDone(() => { quietFns.forEach(fn => fn()); 
});\n      } else {\n        quietFns.forEach(fn => fn());\n      }\n    }\n  
}\n/**\n * @param {?} errors\n * @return {?}\n */\nreportError(errors: 
string[]) {\n    throw new Error(\n        `Unable to process animations due to 
the following failed trigger transitions\\n ${\n            
errors.join('\\n')}`);\n  }\n/**\n * @param {?} cleanupFns\n * @param {?} 
microtaskId\n * @return {?}\n */\nprivate _flushAnimations(cleanupFns: 
Function[], microtaskId: number):\n      TransitionAnimationPlayer[] {\n    
const /** @type {?} */ subTimelines = new ElementInstructionMap();\n    const 
/** @type {?} */ skippedPlayers: TransitionAnimationPlayer[] = [];\n    const 
/** @type {?} */ skippedPlayersMap = new Map<any, AnimationPlayer[]>();\n    
const /** @type {?} */ queuedInstructions: QueuedTransition[] = [];\n    const 
/** @type {?} */ queriedElements = new Map<any, 
TransitionAnimationPlayer[]>();\n    const /** @typ
 e {?} */ allPreStyleElements = new Map<any, Set<string>>();\n    const /** 
@type {?} */ allPostStyleElements = new Map<any, Set<string>>();\n\n    const 
/** @type {?} */ disabledElementsSet = new Set<any>();\n    
this.disabledNodes.forEach(node => {\n      disabledElementsSet.add(node);\n    
  const /** @type {?} */ nodesThatAreDisabled = this.driver.query(node, 
QUEUED_SELECTOR, true);\n      for (let /** @type {?} */ i = 0; i < 
nodesThatAreDisabled.length; i++) {\n        
disabledElementsSet.add(nodesThatAreDisabled[i]);\n      }\n    });\n\n    
const /** @type {?} */ bodyNode = getBodyNode();\n    const /** @type {?} */ 
allEnterNodes: any[] = this.collectedEnterElements.length ?\n        
this.collectedEnterElements.filter(createIsRootFilterFn(this.collectedEnterElements))
 :\n        [];\n\n    // this must occur before the instructions are built 
below such that\n    // the :enter queries match the elements (since the 
timeline queries\n    // are fired during instruction building).
 \n    for (let /** @type {?} */ i = 0; i < allEnterNodes.length; i++) {\n      
addClass(allEnterNodes[i], ENTER_CLASSNAME);\n    }\n\n    const /** @type {?} 
*/ allLeaveNodes: any[] = [];\n    const /** @type {?} */ 
leaveNodesWithoutAnimations = new Set<any>();\n    for (let /** @type {?} */ i 
= 0; i < this.collectedLeaveElements.length; i++) {\n      const /** @type {?} 
*/ element = this.collectedLeaveElements[i];\n      const /** @type {?} */ 
details = /** @type {?} */(( element[REMOVAL_FLAG] as 
ElementAnimationState));\n      if (details && details.setForRemoval) {\n       
 addClass(element, LEAVE_CLASSNAME);\n        allLeaveNodes.push(element);\n    
    if (!details.hasAnimation) {\n          
leaveNodesWithoutAnimations.add(element);\n        }\n      }\n    }\n\n    
cleanupFns.push(() => {\n      allEnterNodes.forEach(element => 
removeClass(element, ENTER_CLASSNAME));\n      allLeaveNodes.forEach(element => 
{\n        removeClass(element, LEAVE_CLASSNAME);\n        this.proces
 sLeaveNode(element);\n      });\n    });\n\n    const /** @type {?} */ 
allPlayers: TransitionAnimationPlayer[] = [];\n    const /** @type {?} */ 
erroneousTransitions: AnimationTransitionInstruction[] = [];\n    for (let /** 
@type {?} */ i = this._namespaceList.length - 1; i >= 0; i--) {\n      const 
/** @type {?} */ ns = this._namespaceList[i];\n      
ns.drainQueuedTransitions(microtaskId).forEach(entry => {\n        const /** 
@type {?} */ player = entry.player;\n        allPlayers.push(player);\n\n       
 const /** @type {?} */ element = entry.element;\n        if (!bodyNode || 
!this.driver.containsElement(bodyNode, element)) {\n          
player.destroy();\n          return;\n        }\n\n        const /** @type {?} 
*/ instruction = /** @type {?} */(( this._buildInstruction(entry, 
subTimelines)));\n        if (instruction.errors && instruction.errors.length) 
{\n          erroneousTransitions.push(instruction);\n          return;\n       
 }\n\n        // if a unmatched transition is
  queued to go then it SHOULD NOT render\n        // an animation and cancel 
the previously running animations.\n        if (entry.isFallbackTransition) {\n 
         player.onStart(() => eraseStyles(element, instruction.fromStyles));\n  
        player.onDestroy(() => setStyles(element, instruction.toStyles));\n     
     skippedPlayers.push(player);\n          return;\n        }\n\n        // 
this means that if a parent animation uses this animation as a sub trigger\n    
    // then it will instruct the timeline builder to not add a player delay, 
but\n        // instead stretch the first keyframe gap up until the animation 
starts. The\n        // reason this is important is to prevent extra 
initialization styles from being\n        // required by the user in the 
animation.\n        instruction.timelines.forEach(tl => 
tl.stretchStartingKeyframe = true);\n\n        subTimelines.append(element, 
instruction.timelines);\n\n        const /** @type {?} */ tuple = {instruction, 
player, elemen
 t};\n\n        queuedInstructions.push(tuple);\n\n        
instruction.queriedElements.forEach(\n            element => 
getOrSetAsInMap(queriedElements, element, []).push(player));\n\n        
instruction.preStyleProps.forEach((stringMap, element) => {\n          const 
/** @type {?} */ props = Object.keys(stringMap);\n          if (props.length) 
{\n            let /** @type {?} */ setVal: Set<string> = /** @type {?} */(( 
allPreStyleElements.get(element)));\n            if (!setVal) {\n              
allPreStyleElements.set(element, setVal = new Set<string>());\n            }\n  
          props.forEach(prop => setVal.add(prop));\n          }\n        
});\n\n        instruction.postStyleProps.forEach((stringMap, element) => {\n   
       const /** @type {?} */ props = Object.keys(stringMap);\n          let 
/** @type {?} */ setVal: Set<string> = /** @type {?} */(( 
allPostStyleElements.get(element)));\n          if (!setVal) {\n            
allPostStyleElements.set(element, setVal = new Set<
 string>());\n          }\n          props.forEach(prop => setVal.add(prop));\n 
       });\n      });\n    }\n\n    if (erroneousTransitions.length) {\n      
const /** @type {?} */ errors: string[] = [];\n      
erroneousTransitions.forEach(instruction => {\n        
errors.push(`@${instruction.triggerName} has failed due to:\\n`); /** @type {?} 
*/((\n        instruction.errors)).forEach(error => errors.push(`- 
${error}\\n`));\n      });\n\n      allPlayers.forEach(player => 
player.destroy());\n      this.reportError(errors);\n    }\n\n    // these can 
only be detected here since we have a map of all the elements\n    // that have 
animations attached to them... We use a set here in the event\n    // multiple 
enter captures on the same element were caught in different\n    // renderer 
namespaces (e.g. when a @trigger was on a host binding that had *ngIf)\n    
const /** @type {?} */ enterNodesWithoutAnimations = new Set<any>();\n    for 
(let /** @type {?} */ i = 0; i < allEnterNodes.leng
 th; i++) {\n      const /** @type {?} */ element = allEnterNodes[i];\n      if 
(!subTimelines.has(element)) {\n        
enterNodesWithoutAnimations.add(element);\n      }\n    }\n\n    const /** 
@type {?} */ allPreviousPlayersMap = new Map<any, 
TransitionAnimationPlayer[]>();\n    let /** @type {?} */ sortedParentElements: 
any[] = [];\n    queuedInstructions.forEach(entry => {\n      const /** @type 
{?} */ element = entry.element;\n      if (subTimelines.has(element)) {\n       
 sortedParentElements.unshift(element);\n        this._beforeAnimationBuild(\n  
          entry.player.namespaceId, entry.instruction, 
allPreviousPlayersMap);\n      }\n    });\n\n    skippedPlayers.forEach(player 
=> {\n      const /** @type {?} */ element = player.element;\n      const /** 
@type {?} */ previousPlayers =\n          this._getPreviousPlayers(element, 
false, player.namespaceId, player.triggerName, null);\n      
previousPlayers.forEach(prevPlayer => {\n        
getOrSetAsInMap(allPreviousPlayersMap
 , element, []).push(prevPlayer);\n        prevPlayer.destroy();\n      });\n   
 });\n\n    // this is a special case for nodes that will be removed (either 
by)\n    // having their own leave animations or by being queried in a 
container\n    // that will be removed once a parent animation is complete. The 
idea\n    // here is that * styles must be identical to ! styles because of\n   
 // backwards compatibility (* is also filled in by default in many places).\n  
  // Otherwise * styles will return an empty value or auto since the element\n  
  // that is being getComputedStyle'd will not be visible (since * = 
destination)\n    const /** @type {?} */ replaceNodes = 
allLeaveNodes.filter(node => {\n      return replacePostStylesAsPre(node, 
allPreStyleElements, allPostStyleElements);\n    });\n\n    // POST STAGE: fill 
the * styles\n    const [postStylesMap, allLeaveQueriedNodes] = 
cloakAndComputeStyles(\n        this.driver, leaveNodesWithoutAnimations, 
allPostStyleElements, AUTO_STYLE)
 ;\n\n    allLeaveQueriedNodes.forEach(node => {\n      if 
(replacePostStylesAsPre(node, allPreStyleElements, allPostStyleElements)) {\n   
     replaceNodes.push(node);\n      }\n    });\n\n    // PRE STAGE: fill the ! 
styles\n    const [preStylesMap] = allPreStyleElements.size ?\n        
cloakAndComputeStyles(\n            this.driver, enterNodesWithoutAnimations, 
allPreStyleElements, PRE_STYLE) :\n        [new Map<any, ɵStyleData>()];\n\n   
 replaceNodes.forEach(node => {\n      const /** @type {?} */ post = 
postStylesMap.get(node);\n      const /** @type {?} */ pre = 
preStylesMap.get(node);\n      postStylesMap.set(node, /** @type {?} */(( { 
...post, ...pre } as any)));\n    });\n\n    const /** @type {?} */ 
rootPlayers: TransitionAnimationPlayer[] = [];\n    const /** @type {?} */ 
subPlayers: TransitionAnimationPlayer[] = [];\n    
queuedInstructions.forEach(entry => {\n      const {element, player, 
instruction} = entry;\n      // this means that it was never consumed by a 
parent
  animation which\n      // means that it is independent and therefore should 
be set for animation\n      if (subTimelines.has(element)) {\n        if 
(disabledElementsSet.has(element)) {\n          skippedPlayers.push(player);\n  
        return;\n        }\n\n        const /** @type {?} */ innerPlayer = 
this._buildAnimation(\n            player.namespaceId, instruction, 
allPreviousPlayersMap, skippedPlayersMap, preStylesMap,\n            
postStylesMap);\n        player.setRealPlayer(innerPlayer);\n\n        let /** 
@type {?} */ parentHasPriority: any = null;\n        for (let /** @type {?} */ 
i = 0; i < sortedParentElements.length; i++) {\n          const /** @type {?} 
*/ parent = sortedParentElements[i];\n          if (parent === element) 
break;\n          if (this.driver.containsElement(parent, element)) {\n         
   parentHasPriority = parent;\n            break;\n          }\n        }\n\n  
      if (parentHasPriority) {\n          const /** @type {?} */ parentPlayers 
= this.p
 layersByElement.get(parentHasPriority);\n          if (parentPlayers && 
parentPlayers.length) {\n            player.parentPlayer = 
optimizeGroupPlayer(parentPlayers);\n          }\n          
skippedPlayers.push(player);\n        } else {\n          
rootPlayers.push(player);\n        }\n      } else {\n        
eraseStyles(element, instruction.fromStyles);\n        player.onDestroy(() => 
setStyles(element, instruction.toStyles));\n        // there still might be a 
ancestor player animating this\n        // element therefore we will still add 
it as a sub player\n        // even if its animation may be disabled\n        
subPlayers.push(player);\n        if (disabledElementsSet.has(element)) {\n     
     skippedPlayers.push(player);\n        }\n      }\n    });\n\n    // find 
all of the sub players' corresponding inner animation player\n    
subPlayers.forEach(player => {\n      // even if any players are not found for 
a sub animation then it\n      // will still complete itself after the
  next tick since it's Noop\n      const /** @type {?} */ playersForElement = 
skippedPlayersMap.get(player.element);\n      if (playersForElement && 
playersForElement.length) {\n        const /** @type {?} */ innerPlayer = 
optimizeGroupPlayer(playersForElement);\n        
player.setRealPlayer(innerPlayer);\n      }\n    });\n\n    // the reason why 
we don't actually play the animation is\n    // because all that a skipped 
player is designed to do is to\n    // fire the start/done transition callback 
events\n    skippedPlayers.forEach(player => {\n      if (player.parentPlayer) 
{\n        player.parentPlayer.onDestroy(() => player.destroy());\n      } else 
{\n        player.destroy();\n      }\n    });\n\n    // run through all of the 
queued removals and see if they\n    // were picked up by a query. If not then 
perform the removal\n    // operation right away unless a parent animation is 
ongoing.\n    for (let /** @type {?} */ i = 0; i < allLeaveNodes.length; i++) 
{\n      const /** @
 type {?} */ element = allLeaveNodes[i];\n      const /** @type {?} */ details 
= /** @type {?} */(( element[REMOVAL_FLAG] as ElementAnimationState));\n      
removeClass(element, LEAVE_CLASSNAME);\n\n      // this means the element has a 
removal animation that is being\n      // taken care of and therefore the inner 
elements will hang around\n      // until that animation is over (or the parent 
queried animation)\n      if (details && details.hasAnimation) continue;\n\n    
  let /** @type {?} */ players: TransitionAnimationPlayer[] = [];\n\n      // 
if this element is queried or if it contains queried children\n      // then we 
want for the element not to be removed from the page\n      // until the 
queried animations have finished\n      if (queriedElements.size) {\n        
let /** @type {?} */ queriedPlayerResults = queriedElements.get(element);\n     
   if (queriedPlayerResults && queriedPlayerResults.length) {\n          
players.push(...queriedPlayerResults);\n        }\n\n       
  let /** @type {?} */ queriedInnerElements = this.driver.query(element, 
NG_ANIMATING_SELECTOR, true);\n        for (let /** @type {?} */ j = 0; j < 
queriedInnerElements.length; j++) {\n          let /** @type {?} */ 
queriedPlayers = queriedElements.get(queriedInnerElements[j]);\n          if 
(queriedPlayers && queriedPlayers.length) {\n            
players.push(...queriedPlayers);\n          }\n        }\n      }\n\n      
const /** @type {?} */ activePlayers = players.filter(p => !p.destroyed);\n     
 if (activePlayers.length) {\n        removeNodesAfterAnimationDone(this, 
element, activePlayers);\n      } else {\n        
this.processLeaveNode(element);\n      }\n    }\n\n    // this is required so 
the cleanup method doesn't remove them\n    allLeaveNodes.length = 0;\n\n    
rootPlayers.forEach(player => {\n      this.players.push(player);\n      
player.onDone(() => {\n        player.destroy();\n\n        const /** @type {?} 
*/ index = this.players.indexOf(player);\n        this.playe
 rs.splice(index, 1);\n      });\n      player.play();\n    });\n\n    return 
rootPlayers;\n  }\n/**\n * @param {?} namespaceId\n * @param {?} element\n * 
@return {?}\n */\nelementContainsData(namespaceId: string, element: any) {\n    
let /** @type {?} */ containsData = false;\n    const /** @type {?} */ details 
= /** @type {?} */(( element[REMOVAL_FLAG] as ElementAnimationState));\n    if 
(details && details.setForRemoval) containsData = true;\n    if 
(this.playersByElement.has(element)) containsData = true;\n    if 
(this.playersByQueriedElement.has(element)) containsData = true;\n    if 
(this.statesByElement.has(element)) containsData = true;\n    return 
this._fetchNamespace(namespaceId).elementContainsData(element) || 
containsData;\n  }\n/**\n * @param {?} callback\n * @return {?}\n 
*/\nafterFlush(callback: () => any) { this._flushFns.push(callback); }\n/**\n * 
@param {?} callback\n * @return {?}\n */\nafterFlushAnimationsDone(callback: () 
=> any) { this._whenQuietFns.push(callbac
 k); }\n/**\n * @param {?} element\n * @param {?} isQueriedElement\n * @param 
{?=} namespaceId\n * @param {?=} triggerName\n * @param {?=} toStateValue\n * 
@return {?}\n */\nprivate _getPreviousPlayers(\n      element: string, 
isQueriedElement: boolean, namespaceId?: string, triggerName?: string,\n      
toStateValue?: any): TransitionAnimationPlayer[] {\n    let /** @type {?} */ 
players: TransitionAnimationPlayer[] = [];\n    if (isQueriedElement) {\n      
const /** @type {?} */ queriedElementPlayers = 
this.playersByQueriedElement.get(element);\n      if (queriedElementPlayers) 
{\n        players = queriedElementPlayers;\n      }\n    } else {\n      const 
/** @type {?} */ elementPlayers = this.playersByElement.get(element);\n      if 
(elementPlayers) {\n        const /** @type {?} */ isRemovalAnimation = 
!toStateValue || toStateValue == VOID_VALUE;\n        
elementPlayers.forEach(player => {\n          if (player.queued) return;\n      
    if (!isRemovalAnimation && player.triggerNa
 me != triggerName) return;\n          players.push(player);\n        });\n     
 }\n    }\n    if (namespaceId || triggerName) {\n      players = 
players.filter(player => {\n        if (namespaceId && namespaceId != 
player.namespaceId) return false;\n        if (triggerName && triggerName != 
player.triggerName) return false;\n        return true;\n      });\n    }\n    
return players;\n  }\n/**\n * @param {?} namespaceId\n * @param {?} 
instruction\n * @param {?} allPreviousPlayersMap\n * @return {?}\n */\nprivate 
_beforeAnimationBuild(\n      namespaceId: string, instruction: 
AnimationTransitionInstruction,\n      allPreviousPlayersMap: Map<any, 
TransitionAnimationPlayer[]>) {\n    const /** @type {?} */ triggerName = 
instruction.triggerName;\n    const /** @type {?} */ rootElement = 
instruction.element;\n\n    // when a removal animation occurs, ALL previous 
players are collected\n    // and destroyed (even if they are outside of the 
current namespace)\n    const /** @type {?} */ ta
 rgetNameSpaceId: string|undefined =\n        instruction.isRemovalTransition ? 
undefined : namespaceId;\n    const /** @type {?} */ targetTriggerName: 
string|undefined =\n        instruction.isRemovalTransition ? undefined : 
triggerName;\n\n    instruction.timelines.map(timelineInstruction => {\n      
const /** @type {?} */ element = timelineInstruction.element;\n      const /** 
@type {?} */ isQueriedElement = element !== rootElement;\n      const /** @type 
{?} */ players = getOrSetAsInMap(allPreviousPlayersMap, element, []);\n      
const /** @type {?} */ previousPlayers = this._getPreviousPlayers(\n          
element, isQueriedElement, targetNameSpaceId, targetTriggerName, 
instruction.toState);\n      previousPlayers.forEach(player => {\n        const 
/** @type {?} */ realPlayer = /** @type {?} */(( player.getRealPlayer() as 
any));\n        if (realPlayer.beforeDestroy) {\n          
realPlayer.beforeDestroy();\n        }\n        player.destroy();\n        
players.push(player);\n   
    });\n    });\n\n    // this needs to be done so that the PRE/POST styles 
can be\n    // computed properly without interfering with the previous 
animation\n    eraseStyles(rootElement, instruction.fromStyles);\n  }\n/**\n * 
@param {?} namespaceId\n * @param {?} instruction\n * @param {?} 
allPreviousPlayersMap\n * @param {?} skippedPlayersMap\n * @param {?} 
preStylesMap\n * @param {?} postStylesMap\n * @return {?}\n */\nprivate 
_buildAnimation(\n      namespaceId: string, instruction: 
AnimationTransitionInstruction,\n      allPreviousPlayersMap: Map<any, 
TransitionAnimationPlayer[]>,\n      skippedPlayersMap: Map<any, 
AnimationPlayer[]>, preStylesMap: Map<any, ɵStyleData>,\n      postStylesMap: 
Map<any, ɵStyleData>): AnimationPlayer {\n    const /** @type {?} */ 
triggerName = instruction.triggerName;\n    const /** @type {?} */ rootElement 
= instruction.element;\n\n    // we first run this so that the previous 
animation player\n    // data can be passed into the successive animat
 ion players\n    const /** @type {?} */ allQueriedPlayers: 
TransitionAnimationPlayer[] = [];\n    const /** @type {?} */ 
allConsumedElements = new Set<any>();\n    const /** @type {?} */ 
allSubElements = new Set<any>();\n    const /** @type {?} */ allNewPlayers = 
instruction.timelines.map(timelineInstruction => {\n      const /** @type {?} 
*/ element = timelineInstruction.element;\n      
allConsumedElements.add(element);\n\n      // FIXME (matsko): make sure 
to-be-removed animations are removed properly\n      const /** @type {?} */ 
details = element[REMOVAL_FLAG];\n      if (details && 
details.removedBeforeQueried) return new NoopAnimationPlayer();\n\n      const 
/** @type {?} */ isQueriedElement = element !== rootElement;\n      const /** 
@type {?} */ previousPlayers =\n          
flattenGroupPlayers((allPreviousPlayersMap.get(element) || 
EMPTY_PLAYER_ARRAY)\n                                  .map(p => 
p.getRealPlayer()))\n              .filter(p => {\n                // the `eleme
 nt` is not apart of the AnimationPlayer definition, but\n                // 
Mock/WebAnimations\n                // use the element within their 
implementation. This will be added in Angular5 to\n                // 
AnimationPlayer\n                const /** @type {?} */ pp = /** @type {?} */(( 
p as any));\n                return pp.element ? pp.element === element : 
false;\n              });\n\n      const /** @type {?} */ preStyles = 
preStylesMap.get(element);\n      const /** @type {?} */ postStyles = 
postStylesMap.get(element);\n      const /** @type {?} */ keyframes = 
normalizeKeyframes(\n          this.driver, this._normalizer, element, 
timelineInstruction.keyframes, preStyles,\n          postStyles);\n      const 
/** @type {?} */ player = this._buildPlayer(timelineInstruction, keyframes, 
previousPlayers);\n\n      // this means that this particular player belongs to 
a sub trigger. It is\n      // important that we match this player up with the 
corresponding (@trigger.listener)\
 n      if (timelineInstruction.subTimeline && skippedPlayersMap) {\n        
allSubElements.add(element);\n      }\n\n      if (isQueriedElement) {\n        
const /** @type {?} */ wrappedPlayer = new 
TransitionAnimationPlayer(namespaceId, triggerName, element);\n        
wrappedPlayer.setRealPlayer(player);\n        
allQueriedPlayers.push(wrappedPlayer);\n      }\n\n      return player;\n    
});\n\n    allQueriedPlayers.forEach(player => {\n      
getOrSetAsInMap(this.playersByQueriedElement, player.element, 
[]).push(player);\n      player.onDone(() => 
deleteOrUnsetInMap(this.playersByQueriedElement, player.element, player));\n    
});\n\n    allConsumedElements.forEach(element => addClass(element, 
NG_ANIMATING_CLASSNAME));\n    const /** @type {?} */ player = 
optimizeGroupPlayer(allNewPlayers);\n    player.onDestroy(() => {\n      
allConsumedElements.forEach(element => removeClass(element, 
NG_ANIMATING_CLASSNAME));\n      setStyles(rootElement, 
instruction.toStyles);\n    });\n\n    //
  this basically makes all of the callbacks for sub element animations\n    // 
be dependent on the upper players for when they finish\n    
allSubElements.forEach(\n        element => { 
getOrSetAsInMap(skippedPlayersMap, element, []).push(player); });\n\n    return 
player;\n  }\n/**\n * @param {?} instruction\n * @param {?} keyframes\n * 
@param {?} previousPlayers\n * @return {?}\n */\nprivate _buildPlayer(\n      
instruction: AnimationTimelineInstruction, keyframes: ɵStyleData[],\n      
previousPlayers: AnimationPlayer[]): AnimationPlayer {\n    if 
(keyframes.length > 0) {\n      return this.driver.animate(\n          
instruction.element, keyframes, instruction.duration, instruction.delay,\n      
    instruction.easing, previousPlayers);\n    }\n\n    // special case for 
when an empty transition|definition is provided\n    // ... there is no point 
in rendering an empty animation\n    return new NoopAnimationPlayer();\n  
}\n}\n\nfunction TransitionAnimationEngine_tsickle_Closure_decl
 arations() {\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype.players;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype.newHostElements;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype.playersByElement;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype.playersByQueriedElement;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype.statesByElement;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype.disabledNodes;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype.totalAnimations;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype.totalQueuedPlayers;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype._namespaceLookup;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype._namespaceList;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype._flushFns;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype._whenQuietFns;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype.namespacesByHostElement;\n/** @type {?} 
*/\nTransitionAnimationEngine.p
 rototype.collectedEnterElements;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype.collectedLeaveElements;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype.onRemovalComplete;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype.driver;\n/** @type {?} 
*/\nTransitionAnimationEngine.prototype._normalizer;\n}\n\nexport class 
TransitionAnimationPlayer implements AnimationPlayer {\nprivate _player: 
AnimationPlayer = new NoopAnimationPlayer();\nprivate _containsRealPlayer = 
false;\nprivate _queuedCallbacks: {[name: string]: (() => any)[]} = 
{};\nprivate _destroyed = false;\npublic parentPlayer: AnimationPlayer;\npublic 
markedForDestroy: boolean = false;\n/**\n * @param {?} namespaceId\n * @param 
{?} triggerName\n * @param {?} element\n */\nconstructor(public namespaceId: 
string,\npublic triggerName: string,\npublic element: any) {}\n/**\n * @return 
{?}\n */\nget queued() { return this._containsRealPlayer == false; }\n/**\n * 
@return {?}\n */\nget destroyed() { return this._des
 troyed; }\n/**\n * @param {?} player\n * @return {?}\n 
*/\nsetRealPlayer(player: AnimationPlayer) {\n    if (this._containsRealPlayer) 
return;\n\n    this._player = player;\n    
Object.keys(this._queuedCallbacks).forEach(phase => {\n      
this._queuedCallbacks[phase].forEach(\n          callback => 
listenOnPlayer(player, phase, undefined, callback));\n    });\n    
this._queuedCallbacks = {};\n    this._containsRealPlayer = true;\n  }\n/**\n * 
@return {?}\n */\ngetRealPlayer() { return this._player; }\n/**\n * @param {?} 
name\n * @param {?} callback\n * @return {?}\n */\nprivate _queueEvent(name: 
string, callback: (event: any) => any): void {\n    
getOrSetAsInMap(this._queuedCallbacks, name, []).push(callback);\n  }\n/**\n * 
@param {?} fn\n * @return {?}\n */\nonDone(fn: () => void): void {\n    if 
(this.queued) {\n      this._queueEvent('done', fn);\n    }\n    
this._player.onDone(fn);\n  }\n/**\n * @param {?} fn\n * @return {?}\n 
*/\nonStart(fn: () => void): void {\n    if (this.qu
 eued) {\n      this._queueEvent('start', fn);\n    }\n    
this._player.onStart(fn);\n  }\n/**\n * @param {?} fn\n * @return {?}\n 
*/\nonDestroy(fn: () => void): void {\n    if (this.queued) {\n      
this._queueEvent('destroy', fn);\n    }\n    this._player.onDestroy(fn);\n  
}\n/**\n * @return {?}\n */\ninit(): void { this._player.init(); }\n/**\n * 
@return {?}\n */\nhasStarted(): boolean { return this.queued ? false : 
this._player.hasStarted(); }\n/**\n * @return {?}\n */\nplay(): void { 
!this.queued && this._player.play(); }\n/**\n * @return {?}\n */\npause(): void 
{ !this.queued && this._player.pause(); }\n/**\n * @return {?}\n */\nrestart(): 
void { !this.queued && this._player.restart(); }\n/**\n * @return {?}\n 
*/\nfinish(): void { this._player.finish(); }\n/**\n * @return {?}\n 
*/\ndestroy(): void {\n    this._destroyed = true;\n    
this._player.destroy();\n  }\n/**\n * @return {?}\n */\nreset(): void { 
!this.queued && this._player.reset(); }\n/**\n * @param {?} p\n * @return {
 ?}\n */\nsetPosition(p: any): void {\n    if (!this.queued) {\n      
this._player.setPosition(p);\n    }\n  }\n/**\n * @return {?}\n 
*/\ngetPosition(): number { return this.queued ? 0 : 
this._player.getPosition(); }\n/**\n * @return {?}\n */\nget totalTime(): 
number { return this._player.totalTime; }\n}\n\nfunction 
TransitionAnimationPlayer_tsickle_Closure_declarations() {\n/** @type {?} 
*/\nTransitionAnimationPlayer.prototype._player;\n/** @type {?} 
*/\nTransitionAnimationPlayer.prototype._containsRealPlayer;\n/** @type {?} 
*/\nTransitionAnimationPlayer.prototype._queuedCallbacks;\n/** @type {?} 
*/\nTransitionAnimationPlayer.prototype._destroyed;\n/** @type {?} 
*/\nTransitionAnimationPlayer.prototype.parentPlayer;\n/** @type {?} 
*/\nTransitionAnimationPlayer.prototype.markedForDestroy;\n/** @type {?} 
*/\nTransitionAnimationPlayer.prototype.namespaceId;\n/** @type {?} 
*/\nTransitionAnimationPlayer.prototype.triggerName;\n/** @type {?} 
*/\nTransitionAnimationPlayer.prototype.element;
 \n}\n\n/**\n * @param {?} map\n * @param {?} key\n * @param {?} value\n * 
@return {?}\n */\nfunction deleteOrUnsetInMap(map: Map<any, any[]>| {[key: 
string]: any}, key: any, value: any) {\n  let /** @type {?} */ currentValues: 
any[]|null|undefined;\n  if (map instanceof Map) {\n    currentValues = 
map.get(key);\n    if (currentValues) {\n      if (currentValues.length) {\n    
    const /** @type {?} */ index = currentValues.indexOf(value);\n        
currentValues.splice(index, 1);\n      }\n      if (currentValues.length == 0) 
{\n        map.delete(key);\n      }\n    }\n  } else {\n    currentValues = 
map[key];\n    if (currentValues) {\n      if (currentValues.length) {\n        
const /** @type {?} */ index = currentValues.indexOf(value);\n        
currentValues.splice(index, 1);\n      }\n      if (currentValues.length == 0) 
{\n        delete map[key];\n      }\n    }\n  }\n  return 
currentValues;\n}\n/**\n * @param {?} value\n * @return {?}\n */\nfunction 
normalizeTriggerValue(val
 ue: any): any {\n  // we use `!= null` here because it's the most simple\n  // 
way to test against a \"falsy\" value without mixing\n  // in empty strings or 
a zero value. DO NOT OPTIMIZE.\n  return value != null ? value : 
null;\n}\n/**\n * @param {?} node\n * @return {?}\n */\nfunction 
isElementNode(node: any) {\n  return node && node['nodeType'] === 1;\n}\n/**\n 
* @param {?} eventName\n * @return {?}\n */\nfunction 
isTriggerEventValid(eventName: string): boolean {\n  return eventName == 
'start' || eventName == 'done';\n}\n/**\n * @param {?} element\n * @param {?=} 
value\n * @return {?}\n */\nfunction cloakElement(element: any, value?: string) 
{\n  const /** @type {?} */ oldValue = element.style.display;\n  
element.style.display = value != null ? value : 'none';\n  return 
oldValue;\n}\n/**\n * @param {?} driver\n * @param {?} elements\n * @param {?} 
elementPropsMap\n * @param {?} defaultStyle\n * @return {?}\n */\nfunction 
cloakAndComputeStyles(\n    driver: AnimationDriver, elemen
 ts: Set<any>, elementPropsMap: Map<any, Set<string>>,\n    defaultStyle: 
string): [Map<any, ɵStyleData>, any[]] {\n  const /** @type {?} */ cloakVals: 
string[] = [];\n  elements.forEach(element => 
cloakVals.push(cloakElement(element)));\n\n  const /** @type {?} */ valuesMap = 
new Map<any, ɵStyleData>();\n  const /** @type {?} */ failedElements: any[] = 
[];\n\n  elementPropsMap.forEach((props: Set<string>, element: any) => {\n    
const /** @type {?} */ styles: ɵStyleData = {};\n    props.forEach(prop => {\n 
     const /** @type {?} */ value = styles[prop] = driver.computeStyle(element, 
prop, defaultStyle);\n\n      // there is no easy way to detect this because a 
sub element could be removed\n      // by a parent animation element being 
detached.\n      if (!value || value.length == 0) {\n        
element[REMOVAL_FLAG] = NULL_REMOVED_QUERIED_STATE;\n        
failedElements.push(element);\n      }\n    });\n    valuesMap.set(element, 
styles);\n  });\n\n  // we use a index variable he
 re since Set.forEach(a, i) does not return\n  // an index value for the 
closure (but instead just the value)\n  let /** @type {?} */ i = 0;\n  
elements.forEach(element => cloakElement(element, cloakVals[i++]));\n  return 
[valuesMap, failedElements];\n}\n/**\n * @param {?} nodes\n * @return {?}\n 
*/\nfunction createIsRootFilterFn(nodes: any): (node: any) => boolean {\n  
const /** @type {?} */ nodeSet = new Set(nodes);\n  const /** @type {?} */ 
knownRootContainer = new Set();\n  let /** @type {?} */ isRoot: (node: any) => 
boolean;\n  isRoot = node => {\n    if (!node) return true;\n    if 
(nodeSet.has(node.parentNode)) return false;\n    if 
(knownRootContainer.has(node.parentNode)) return true;\n    if 
(isRoot(node.parentNode)) {\n      knownRootContainer.add(node);\n      return 
true;\n    }\n    return false;\n  };\n  return isRoot;\n}\n\nconst /** @type 
{?} */ CLASSES_CACHE_KEY = '$$classes';\n/**\n * @param {?} element\n * @param 
{?} className\n * @return {?}\n */\nfunction contai
 nsClass(element: any, className: string): boolean {\n  if (element.classList) 
{\n    return element.classList.contains(className);\n  } else {\n    const /** 
@type {?} */ classes = element[CLASSES_CACHE_KEY];\n    return classes && 
classes[className];\n  }\n}\n/**\n * @param {?} element\n * @param {?} 
className\n * @return {?}\n */\nfunction addClass(element: any, className: 
string) {\n  if (element.classList) {\n    element.classList.add(className);\n  
} else {\n    let /** @type {?} */ classes: {[className: string]: boolean} = 
element[CLASSES_CACHE_KEY];\n    if (!classes) {\n      classes = 
element[CLASSES_CACHE_KEY] = {};\n    }\n    classes[className] = true;\n  
}\n}\n/**\n * @param {?} element\n * @param {?} className\n * @return {?}\n 
*/\nfunction removeClass(element: any, className: string) {\n  if 
(element.classList) {\n    element.classList.remove(className);\n  } else {\n   
 let /** @type {?} */ classes: {[className: string]: boolean} = 
element[CLASSES_CACHE_KEY];\n    if
  (classes) {\n      delete classes[className];\n    }\n  }\n}\n/**\n * @return 
{?}\n */\nfunction getBodyNode(): any|null {\n  if (typeof document != 
'undefined') {\n    return document.body;\n  }\n  return null;\n}\n/**\n * 
@param {?} engine\n * @param {?} element\n * @param {?} players\n * @return 
{?}\n */\nfunction removeNodesAfterAnimationDone(\n    engine: 
TransitionAnimationEngine, element: any, players: AnimationPlayer[]) {\n  
optimizeGroupPlayer(players).onDone(() => 
engine.processLeaveNode(element));\n}\n/**\n * @param {?} players\n * @return 
{?}\n */\nfunction flattenGroupPlayers(players: AnimationPlayer[]): 
AnimationPlayer[] {\n  const /** @type {?} */ finalPlayers: AnimationPlayer[] = 
[];\n  _flattenGroupPlayersRecur(players, finalPlayers);\n  return 
finalPlayers;\n}\n/**\n * @param {?} players\n * @param {?} finalPlayers\n * 
@return {?}\n */\nfunction _flattenGroupPlayersRecur(players: 
AnimationPlayer[], finalPlayers: AnimationPlayer[]) {\n  for (let /** @type {?} 
*/ i 
 = 0; i < players.length; i++) {\n    const /** @type {?} */ player = 
players[i];\n    if (player instanceof AnimationGroupPlayer) {\n      
_flattenGroupPlayersRecur(player.players, finalPlayers);\n    } else {\n      
finalPlayers.push( /** @type {?} */((player as AnimationPlayer)));\n    }\n  
}\n}\n/**\

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