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+{"version":3,"file":"animations-browser.umd.min.js","sources":["../../../../packages/animations/browser/src/render/transition_animation_engine.ts","../../../../packages/animations/browser/src/util.ts","../../../../packages/animations/browser/src/render/animation_engine_next.ts","../../../../packages/animations/browser/src/render/web_animations/web_animations_player.ts","../../../../packages/animations/browser/src/render/web_animations/web_animations_driver.ts","../../../../packages/animations/browser/src/dsl/style_normalization/web_animations_style_normalizer.ts","../../../../packages/animations/browser/src/dsl/animation_transition_factory.ts","../../../../packages/animations/browser/src/dsl/animation_trigger.ts","../../../../packages/animations/browser/src/render/timeline_animation_engine.ts","../../../../packages/animations/browser/src/dsl/animation_ast_builder.ts","../../../../packages/animations/browser/src/dsl/element_instruction_map.ts","../../../../packages/animations/browser
 
/src/dsl/animation_timeline_builder.ts","../../../../packages/animations/browser/src/dsl/animation.ts","../../../../packages/animations/browser/src/dsl/style_normalization/animation_style_normalizer.ts","../../../../node_modules/tslib/tslib.es6.js","../../../../packages/animations/browser/src/render/shared.ts","../../../../packages/animations/browser/src/render/animation_driver.ts","../../../../packages/animations/browser/src/dsl/animation_transition_instruction.ts","../../../../packages/animations/browser/src/dsl/animation_timeline_instruction.ts","../../../../packages/animations/browser/src/dsl/animation_transition_expr.ts"],"sourcesContent":["/**\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 AnimationGroupPlayer, ɵPRE_S
 TYLE 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 {?} */ QUEUE
 D_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 
/** @type {?} */ REMOVAL_F
 LAG = '__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 /** @t
 ype {?} */ 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 
_hostClassName: 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 \"${\n          name}\" because the provided event is 
undefined!`);\n    }\n\n    if (!isTriggerEventValid(phase)) {\n      throw new 
Error(`The provided animation trigger event 
 \"${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 {?} 
*/ is
 Removal = 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.matchStyles(toState.va
 lue, 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 
{?} rootElement\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._destroyInnerNodes(elem
 ent, 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 has completed\n    l
 et /** @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 stage we know that th
 e 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 {?} */ toS
 tate = 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, context);\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'] = microtaskId;\n            l
 istenOnPlayer(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.hostElement;\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, AnimationTransitionNamespac
 e>();\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: AnimationTransitio
 nNamespace, 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, hostElement);\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.delet
 e(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      namespaceId,\n      setF
 orRemoval: 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 /** @t
 ype {?} */ 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.driver.query(contain
 erElement, 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.destroyInnerAnimations(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 {?} */ cleanupFns: 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        
optimizeGroupPlay
 er(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 /** 
@type {?} */ allPreStyl
 eElements = 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.processLeaveNode(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, element};\n\n        queu
 edInstructions.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.length; i++) {\n      c
 onst /** @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    allLeaveQu
 eriedNodes.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.playersByElement.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.players.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(callback); }\n/**\n * @par
 am {?} 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.triggerName != 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 {?} */ targetNameSpaceId: st
 ring|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 animation players\n    co
 nst /** @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 
`element` 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 (timeline
 Instruction.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 mak
 es 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_declarations() 
{\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.prototype.collectedE
 nterElements;\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._destroyed; }\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.queued) {\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 */\nsetPositio
 n(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 * @par
 am {?} 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(value: 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, 
elements: Set<any>, eleme
 ntPropsMap: 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 here since Set.forEac
 h(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 containsClass(element: an
 y, 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.le
 ngth; 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/**\n * @param {?} a\n * @param {?} b\n * @return {?}\n */\nfunction 
objEquals(a: {[key: string]: any}, b: {[key: string]: any}): boolean {\n  const 
/** @type {?} */ k1 = Object.keys(a);\n  const /** @type {?} */ k2 = 
Object.keys(b);\n  if (k1.length != k2.length) return false;\n  for (let /** 
@type {?} */ i = 0; i < k1.length; i++) {\n    const /** @type {?} */ prop = 
k1[i];\n    if (!b.hasOwnProperty(prop) || a[prop] !== b[prop]) return false;\n 
 }\n  return true;\n}\n/**\n * @param {?} element\n * @param {?} 
allPreStyleElements\n * @param {?} allPostStyleElements\n * @return {?}\n 
*/\nfunction replacePostStylesAsPre(\n    element: any, allPreStyleElements: 
Map<any, Set<string>>,\n    allPostStyleElements
 : Map<any, Set<string>>): boolean {\n  const /** @type {?} */ postEntry = 
allPostStyleElements.get(element);\n  if (!postEntry) return false;\n\n  let 
/** @type {?} */ preEntry = allPreStyleElements.get(element);\n  if (preEntry) 
{\n    postEntry.forEach(data => /** @type {?} */(( preEntry)).add(data));\n  } 
else {\n    allPreStyleElements.set(element, postEntry);\n  }\n\n  
allPostStyleElements.delete(element);\n  return true;\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 {AnimateTimings, AnimationMetadata, 
AnimationMetadataType, AnimationOptions, sequence, ɵStyleData} from 
'@angular/animations';\nimport {Ast as AnimationAst, AstVisitor as 
AnimationAstVisitor} from './dsl/animation_ast';\nimport {AnimationDslVisitor} 
from './dsl/animation_dsl_visitor';\n\nexport const ONE_SECOND = 
1000;\n\nexport const SUBS
 TITUTION_EXPR_START = '{{';\nexport const SUBSTITUTION_EXPR_END = 
'}}';\nexport const ENTER_CLASSNAME = 'ng-enter';\nexport const LEAVE_CLASSNAME 
= 'ng-leave';\nexport const ENTER_SELECTOR = '.ng-enter';\nexport const 
LEAVE_SELECTOR = '.ng-leave';\nexport const NG_TRIGGER_CLASSNAME = 
'ng-trigger';\nexport const NG_TRIGGER_SELECTOR = '.ng-trigger';\nexport const 
NG_ANIMATING_CLASSNAME = 'ng-animating';\nexport const NG_ANIMATING_SELECTOR = 
'.ng-animating';\n\nexport function resolveTimingValue(value: string | number) 
{\n  if (typeof value == 'number') return value;\n\n  const matches = (value as 
string).match(/^(-?[\\.\\d]+)(m?s)/);\n  if (!matches || matches.length < 2) 
return 0;\n\n  return _convertTimeValueToMS(parseFloat(matches[1]), 
matches[2]);\n}\n\nfunction _convertTimeValueToMS(value: number, unit: string): 
number {\n  switch (unit) {\n    case 's':\n      return value * ONE_SECOND;\n  
  default:  // ms or something else\n      return value;\n  }\n}\n\nexport 
function resolv
 eTiming(\n    timings: string | number | AnimateTimings, errors: any[], 
allowNegativeValues?: boolean) {\n  return timings.hasOwnProperty('duration') 
?\n      <AnimateTimings>timings :\n      
parseTimeExpression(<string|number>timings, errors, 
allowNegativeValues);\n}\n\nfunction parseTimeExpression(\n    exp: string | 
number, errors: string[], allowNegativeValues?: boolean): AnimateTimings {\n  
const regex = 
/^(-?[\\.\\d]+)(m?s)(?:\\s+(-?[\\.\\d]+)(m?s))?(?:\\s+([-a-z]+(?:\\(.+?\\))?))?$/i;\n
  let duration: number;\n  let delay: number = 0;\n  let easing: string = '';\n 
 if (typeof exp === 'string') {\n    const matches = exp.match(regex);\n    if 
(matches === null) {\n      errors.push(`The provided timing value \"${exp}\" 
is invalid.`);\n      return {duration: 0, delay: 0, easing: ''};\n    }\n\n    
duration = _convertTimeValueToMS(parseFloat(matches[1]), matches[2]);\n\n    
const delayMatch = matches[3];\n    if (delayMatch != null) {\n      delay = 
_convertTimeValueToMS(Math.f
 loor(parseFloat(delayMatch)), matches[4]);\n    }\n\n    const easingVal = 
matches[5];\n    if (easingVal) {\n      easing = easingVal;\n    }\n  } else 
{\n    duration = <number>exp;\n  }\n\n  if (!allowNegativeValues) {\n    let 
containsErrors = false;\n    let startIndex = errors.length;\n    if (duration 
< 0) {\n      errors.push(`Duration values below 0 are not allowed for this 
animation step.`);\n      containsErrors = true;\n    }\n    if (delay < 0) {\n 
     errors.push(`Delay values below 0 are not allowed for this animation 
step.`);\n      containsErrors = true;\n    }\n    if (containsErrors) {\n      
errors.splice(startIndex, 0, `The provided timing value \"${exp}\" is 
invalid.`);\n    }\n  }\n\n  return {duration, delay, easing};\n}\n\nexport 
function copyObj(\n    obj: {[key: string]: any}, destination: {[key: string]: 
any} = {}): {[key: string]: any} {\n  Object.keys(obj).forEach(prop => { 
destination[prop] = obj[prop]; });\n  return destination;\n}\n\nexport function
  normalizeStyles(styles: ɵStyleData | ɵStyleData[]): ɵStyleData {\n  const 
normalizedStyles: ɵStyleData = {};\n  if (Array.isArray(styles)) {\n    
styles.forEach(data => copyStyles(data, false, normalizedStyles));\n  } else 
{\n    copyStyles(styles, false, normalizedStyles);\n  }\n  return 
normalizedStyles;\n}\n\nexport function copyStyles(\n    styles: ɵStyleData, 
readPrototype: boolean, destination: ɵStyleData = {}): ɵStyleData {\n  if 
(readPrototype) {\n    // we make use of a for-in loop so that the\n    // 
prototypically inherited properties are\n    // revealed from the backFill 
map\n    for (let prop in styles) {\n      destination[prop] = styles[prop];\n  
  }\n  } else {\n    copyObj(styles, destination);\n  }\n  return 
destination;\n}\n\nexport function setStyles(element: any, styles: ɵStyleData) 
{\n  if (element['style']) {\n    Object.keys(styles).forEach(prop => {\n      
const camelProp = dashCaseToCamelCase(prop);\n      element.style[camelProp] = 
styles[prop];\
 n    });\n  }\n}\n\nexport function eraseStyles(element: any, styles: 
ɵStyleData) {\n  if (element['style']) {\n    Object.keys(styles).forEach(prop 
=> {\n      const camelProp = dashCaseToCamelCase(prop);\n      
element.style[camelProp] = '';\n    });\n  }\n}\n\nexport function 
normalizeAnimationEntry(steps: AnimationMetadata | AnimationMetadata[]):\n    
AnimationMetadata {\n  if (Array.isArray(steps)) {\n    if (steps.length == 1) 
return steps[0];\n    return sequence(steps);\n  }\n  return steps as 
AnimationMetadata;\n}\n\nexport function validateStyleParams(\n    value: 
string | number, options: AnimationOptions, errors: any[]) {\n  const params = 
options.params || {};\n  const matches = extractStyleParams(value);\n  if 
(matches.length) {\n    matches.forEach(varName => {\n      if 
(!params.hasOwnProperty(varName)) {\n        errors.push(\n            `Unable 
to resolve the local animation param ${varName} in the given list of 
values`);\n      }\n    });\n  }\n}\n\nconst PARAM_
 REGEX =\n    new 
RegExp(`${SUBSTITUTION_EXPR_START}\\\\s*(.+?)\\\\s*${SUBSTITUTION_EXPR_END}`, 
'g');\nexport function extractStyleParams(value: string | number): string[] {\n 
 let params: string[] = [];\n  if (typeof value === 'string') {\n    const val 
= value.toString();\n\n    let match: any;\n    while (match = 
PARAM_REGEX.exec(val)) {\n      params.push(match[1] as string);\n    }\n    
PARAM_REGEX.lastIndex = 0;\n  }\n  return params;\n}\n\nexport function 
interpolateParams(\n    value: string | number, params: {[name: string]: any}, 
errors: any[]): string|number {\n  const original = value.toString();\n  const 
str = original.replace(PARAM_REGEX, (_, varName) => {\n    let localVal = 
params[varName];\n    // this means that the value was never overidden by the 
data passed in by the user\n    if (!params.hasOwnProperty(varName)) {\n      
errors.push(`Please provide a value for the animation param ${varName}`);\n     
 localVal = '';\n    }\n    return localVal.toString();\n  });\
 n\n  // we do this to assert that numeric values stay as they are\n  return 
str == original ? value : str;\n}\n\nexport function iteratorToArray(iterator: 
any): any[] {\n  const arr: any[] = [];\n  let item = iterator.next();\n  while 
(!item.done) {\n    arr.push(item.value);\n    item = iterator.next();\n  }\n  
return arr;\n}\n\nexport function mergeAnimationOptions(\n    source: 
AnimationOptions, destination: AnimationOptions): AnimationOptions {\n  if 
(source.params) {\n    const p0 = source.params;\n    if (!destination.params) 
{\n      destination.params = {};\n    }\n    const p1 = destination.params;\n  
  Object.keys(p0).forEach(param => {\n      if (!p1.hasOwnProperty(param)) {\n  
      p1[param] = p0[param];\n      }\n    });\n  }\n  return 
destination;\n}\n\nconst DASH_CASE_REGEXP = /-+([a-z0-9])/g;\nexport function 
dashCaseToCamelCase(input: string): string {\n  return 
input.replace(DASH_CASE_REGEXP, (...m: any[]) => 
m[1].toUpperCase());\n}\n\nexport function allowPreviou
 sPlayerStylesMerge(duration: number, delay: number) {\n  return duration === 0 
|| delay === 0;\n}\n\nexport function visitDslNode(\n    visitor: 
AnimationDslVisitor, node: AnimationMetadata, context: any): any;\nexport 
function visitDslNode(\n    visitor: AnimationAstVisitor, node: 
AnimationAst<AnimationMetadataType>, context: any): any;\nexport function 
visitDslNode(visitor: any, node: any, context: any): any {\n  switch 
(node.type) {\n    case AnimationMetadataType.Trigger:\n      return 
visitor.visitTrigger(node, context);\n    case AnimationMetadataType.State:\n   
   return visitor.visitState(node, context);\n    case 
AnimationMetadataType.Transition:\n      return visitor.visitTransition(node, 
context);\n    case AnimationMetadataType.Sequence:\n      return 
visitor.visitSequence(node, context);\n    case AnimationMetadataType.Group:\n  
    return visitor.visitGroup(node, context);\n    case 
AnimationMetadataType.Animate:\n      return visitor.visitAnimate(node, 
context);\n    
 case AnimationMetadataType.Keyframes:\n      return 
visitor.visitKeyframes(node, context);\n    case AnimationMetadataType.Style:\n 
     return visitor.visitStyle(node, context);\n    case 
AnimationMetadataType.Reference:\n      return visitor.visitReference(node, 
context);\n    case AnimationMetadataType.AnimateChild:\n      return 
visitor.visitAnimateChild(node, context);\n    case 
AnimationMetadataType.AnimateRef:\n      return visitor.visitAnimateRef(node, 
context);\n    case AnimationMetadataType.Query:\n      return 
visitor.visitQuery(node, context);\n    case AnimationMetadataType.Stagger:\n   
   return visitor.visitStagger(node, context);\n    default:\n      throw new 
Error(`Unable to resolve animation metadata node #${node.type}`);\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 
{AnimationMeta
 data, 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;\nprivate _triggerCache: {[key: string]: 
AnimationTrigger} = {};\npublic onRemovalComplete = (element: any, context: 
any) => {};\n/**\n * @param {?} driver\n * @param {?} normalizer\n 
*/\nconstructor(driver: AnimationDriver, normalizer: AnimationStyl
 eNormalizer) {\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 {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.forEach(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   
   previousStyleP
 rops.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    

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