Icard/angular-clarity-master(work.../node_modules/@angular/animations/fesm2022/animations.mjs

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/**
* @license Angular v16.2.12
* (c) 2010-2022 Google LLC. https://angular.io/
* License: MIT
*/
/**
* An injectable service that produces an animation sequence programmatically within an
* Angular component or directive.
* Provided by the `BrowserAnimationsModule` or `NoopAnimationsModule`.
*
* @usageNotes
*
* To use this service, add it to your component or directive as a dependency.
* The service is instantiated along with your component.
*
* Apps do not typically need to create their own animation players, but if you
* do need to, follow these steps:
*
* 1. Use the <code>[AnimationBuilder.build](api/animations/AnimationBuilder#build)()</code> method
* to create a programmatic animation. The method returns an `AnimationFactory` instance.
*
* 2. Use the factory object to create an `AnimationPlayer` and attach it to a DOM element.
*
* 3. Use the player object to control the animation programmatically.
*
* For example:
*
* ```ts
* // import the service from BrowserAnimationsModule
* import {AnimationBuilder} from '@angular/animations';
* // require the service as a dependency
* class MyCmp {
* constructor(private _builder: AnimationBuilder) {}
*
* makeAnimation(element: any) {
* // first define a reusable animation
* const myAnimation = this._builder.build([
* style({ width: 0 }),
* animate(1000, style({ width: '100px' }))
* ]);
*
* // use the returned factory object to create a player
* const player = myAnimation.create(element);
*
* player.play();
* }
* }
* ```
*
* @publicApi
*/
class AnimationBuilder {
}
/**
* A factory object returned from the
* <code>[AnimationBuilder.build](api/animations/AnimationBuilder#build)()</code>
* method.
*
* @publicApi
*/
class AnimationFactory {
}
/**
* Specifies automatic styling.
*
* @publicApi
*/
const AUTO_STYLE = '*';
/**
* Creates a named animation trigger, containing a list of [`state()`](api/animations/state)
* and `transition()` entries to be evaluated when the expression
* bound to the trigger changes.
*
* @param name An identifying string.
* @param definitions An animation definition object, containing an array of
* [`state()`](api/animations/state) and `transition()` declarations.
*
* @return An object that encapsulates the trigger data.
*
* @usageNotes
* Define an animation trigger in the `animations` section of `@Component` metadata.
* In the template, reference the trigger by name and bind it to a trigger expression that
* evaluates to a defined animation state, using the following format:
*
* `[@triggerName]="expression"`
*
* Animation trigger bindings convert all values to strings, and then match the
* previous and current values against any linked transitions.
* Booleans can be specified as `1` or `true` and `0` or `false`.
*
* ### Usage Example
*
* The following example creates an animation trigger reference based on the provided
* name value.
* The provided animation value is expected to be an array consisting of state and
* transition declarations.
*
* ```typescript
* @Component({
* selector: "my-component",
* templateUrl: "my-component-tpl.html",
* animations: [
* trigger("myAnimationTrigger", [
* state(...),
* state(...),
* transition(...),
* transition(...)
* ])
* ]
* })
* class MyComponent {
* myStatusExp = "something";
* }
* ```
*
* The template associated with this component makes use of the defined trigger
* by binding to an element within its template code.
*
* ```html
* <!-- somewhere inside of my-component-tpl.html -->
* <div [@myAnimationTrigger]="myStatusExp">...</div>
* ```
*
* ### Using an inline function
* The `transition` animation method also supports reading an inline function which can decide
* if its associated animation should be run.
*
* ```typescript
* // this method is run each time the `myAnimationTrigger` trigger value changes.
* function myInlineMatcherFn(fromState: string, toState: string, element: any, params: {[key:
string]: any}): boolean {
* // notice that `element` and `params` are also available here
* return toState == 'yes-please-animate';
* }
*
* @Component({
* selector: 'my-component',
* templateUrl: 'my-component-tpl.html',
* animations: [
* trigger('myAnimationTrigger', [
* transition(myInlineMatcherFn, [
* // the animation sequence code
* ]),
* ])
* ]
* })
* class MyComponent {
* myStatusExp = "yes-please-animate";
* }
* ```
*
* ### Disabling Animations
* When true, the special animation control binding `@.disabled` binding prevents
* all animations from rendering.
* Place the `@.disabled` binding on an element to disable
* animations on the element itself, as well as any inner animation triggers
* within the element.
*
* The following example shows how to use this feature:
*
* ```typescript
* @Component({
* selector: 'my-component',
* template: `
* <div [@.disabled]="isDisabled">
* <div [@childAnimation]="exp"></div>
* </div>
* `,
* animations: [
* trigger("childAnimation", [
* // ...
* ])
* ]
* })
* class MyComponent {
* isDisabled = true;
* exp = '...';
* }
* ```
*
* When `@.disabled` is true, it prevents the `@childAnimation` trigger from animating,
* along with any inner animations.
*
* ### Disable animations application-wide
* When an area of the template is set to have animations disabled,
* **all** inner components have their animations disabled as well.
* This means that you can disable all animations for an app
* by placing a host binding set on `@.disabled` on the topmost Angular component.
*
* ```typescript
* import {Component, HostBinding} from '@angular/core';
*
* @Component({
* selector: 'app-component',
* templateUrl: 'app.component.html',
* })
* class AppComponent {
* @HostBinding('@.disabled')
* public animationsDisabled = true;
* }
* ```
*
* ### Overriding disablement of inner animations
* Despite inner animations being disabled, a parent animation can `query()`
* for inner elements located in disabled areas of the template and still animate
* them if needed. This is also the case for when a sub animation is
* queried by a parent and then later animated using `animateChild()`.
*
* ### Detecting when an animation is disabled
* If a region of the DOM (or the entire application) has its animations disabled, the animation
* trigger callbacks still fire, but for zero seconds. When the callback fires, it provides
* an instance of an `AnimationEvent`. If animations are disabled,
* the `.disabled` flag on the event is true.
*
* @publicApi
*/
function trigger(name, definitions) {
return { type: 7 /* AnimationMetadataType.Trigger */, name, definitions, options: {} };
}
/**
* Defines an animation step that combines styling information with timing information.
*
* @param timings Sets `AnimateTimings` for the parent animation.
* A string in the format "duration [delay] [easing]".
* - Duration and delay are expressed as a number and optional time unit,
* such as "1s" or "10ms" for one second and 10 milliseconds, respectively.
* The default unit is milliseconds.
* - The easing value controls how the animation accelerates and decelerates
* during its runtime. Value is one of `ease`, `ease-in`, `ease-out`,
* `ease-in-out`, or a `cubic-bezier()` function call.
* If not supplied, no easing is applied.
*
* For example, the string "1s 100ms ease-out" specifies a duration of
* 1000 milliseconds, and delay of 100 ms, and the "ease-out" easing style,
* which decelerates near the end of the duration.
* @param styles Sets AnimationStyles for the parent animation.
* A function call to either `style()` or `keyframes()`
* that returns a collection of CSS style entries to be applied to the parent animation.
* When null, uses the styles from the destination state.
* This is useful when describing an animation step that will complete an animation;
* see "Animating to the final state" in `transitions()`.
* @returns An object that encapsulates the animation step.
*
* @usageNotes
* Call within an animation `sequence()`, `{@link animations/group group()}`, or
* `transition()` call to specify an animation step
* that applies given style data to the parent animation for a given amount of time.
*
* ### Syntax Examples
* **Timing examples**
*
* The following examples show various `timings` specifications.
* - `animate(500)` : Duration is 500 milliseconds.
* - `animate("1s")` : Duration is 1000 milliseconds.
* - `animate("100ms 0.5s")` : Duration is 100 milliseconds, delay is 500 milliseconds.
* - `animate("5s ease-in")` : Duration is 5000 milliseconds, easing in.
* - `animate("5s 10ms cubic-bezier(.17,.67,.88,.1)")` : Duration is 5000 milliseconds, delay is 10
* milliseconds, easing according to a bezier curve.
*
* **Style examples**
*
* The following example calls `style()` to set a single CSS style.
* ```typescript
* animate(500, style({ background: "red" }))
* ```
* The following example calls `keyframes()` to set a CSS style
* to different values for successive keyframes.
* ```typescript
* animate(500, keyframes(
* [
* style({ background: "blue" }),
* style({ background: "red" })
* ])
* ```
*
* @publicApi
*/
function animate(timings, styles = null) {
return { type: 4 /* AnimationMetadataType.Animate */, styles, timings };
}
/**
* @description Defines a list of animation steps to be run in parallel.
*
* @param steps An array of animation step objects.
* - When steps are defined by `style()` or `animate()`
* function calls, each call within the group is executed instantly.
* - To specify offset styles to be applied at a later time, define steps with
* `keyframes()`, or use `animate()` calls with a delay value.
* For example:
*
* ```typescript
* group([
* animate("1s", style({ background: "black" })),
* animate("2s", style({ color: "white" }))
* ])
* ```
*
* @param options An options object containing a delay and
* developer-defined parameters that provide styling defaults and
* can be overridden on invocation.
*
* @return An object that encapsulates the group data.
*
* @usageNotes
* Grouped animations are useful when a series of styles must be
* animated at different starting times and closed off at different ending times.
*
* When called within a `sequence()` or a
* `transition()` call, does not continue to the next
* instruction until all of the inner animation steps have completed.
*
* @publicApi
*/
function group(steps, options = null) {
return { type: 3 /* AnimationMetadataType.Group */, steps, options };
}
/**
* Defines a list of animation steps to be run sequentially, one by one.
*
* @param steps An array of animation step objects.
* - Steps defined by `style()` calls apply the styling data immediately.
* - Steps defined by `animate()` calls apply the styling data over time
* as specified by the timing data.
*
* ```typescript
* sequence([
* style({ opacity: 0 }),
* animate("1s", style({ opacity: 1 }))
* ])
* ```
*
* @param options An options object containing a delay and
* developer-defined parameters that provide styling defaults and
* can be overridden on invocation.
*
* @return An object that encapsulates the sequence data.
*
* @usageNotes
* When you pass an array of steps to a
* `transition()` call, the steps run sequentially by default.
* Compare this to the `{@link animations/group group()}` call, which runs animation steps in
*parallel.
*
* When a sequence is used within a `{@link animations/group group()}` or a `transition()` call,
* execution continues to the next instruction only after each of the inner animation
* steps have completed.
*
* @publicApi
**/
function sequence(steps, options = null) {
return { type: 2 /* AnimationMetadataType.Sequence */, steps, options };
}
/**
* Declares a key/value object containing CSS properties/styles that
* can then be used for an animation [`state`](api/animations/state), within an animation
*`sequence`, or as styling data for calls to `animate()` and `keyframes()`.
*
* @param tokens A set of CSS styles or HTML styles associated with an animation state.
* The value can be any of the following:
* - A key-value style pair associating a CSS property with a value.
* - An array of key-value style pairs.
* - An asterisk (*), to use auto-styling, where styles are derived from the element
* being animated and applied to the animation when it starts.
*
* Auto-styling can be used to define a state that depends on layout or other
* environmental factors.
*
* @return An object that encapsulates the style data.
*
* @usageNotes
* The following examples create animation styles that collect a set of
* CSS property values:
*
* ```typescript
* // string values for CSS properties
* style({ background: "red", color: "blue" })
*
* // numerical pixel values
* style({ width: 100, height: 0 })
* ```
*
* The following example uses auto-styling to allow an element to animate from
* a height of 0 up to its full height:
*
* ```
* style({ height: 0 }),
* animate("1s", style({ height: "*" }))
* ```
*
* @publicApi
**/
function style(tokens) {
return { type: 6 /* AnimationMetadataType.Style */, styles: tokens, offset: null };
}
/**
* Declares an animation state within a trigger attached to an element.
*
* @param name One or more names for the defined state in a comma-separated string.
* The following reserved state names can be supplied to define a style for specific use
* cases:
*
* - `void` You can associate styles with this name to be used when
* the element is detached from the application. For example, when an `ngIf` evaluates
* to false, the state of the associated element is void.
* - `*` (asterisk) Indicates the default state. You can associate styles with this name
* to be used as the fallback when the state that is being animated is not declared
* within the trigger.
*
* @param styles A set of CSS styles associated with this state, created using the
* `style()` function.
* This set of styles persists on the element once the state has been reached.
* @param options Parameters that can be passed to the state when it is invoked.
* 0 or more key-value pairs.
* @return An object that encapsulates the new state data.
*
* @usageNotes
* Use the `trigger()` function to register states to an animation trigger.
* Use the `transition()` function to animate between states.
* When a state is active within a component, its associated styles persist on the element,
* even when the animation ends.
*
* @publicApi
**/
function state(name, styles, options) {
return { type: 0 /* AnimationMetadataType.State */, name, styles, options };
}
/**
* Defines a set of animation styles, associating each style with an optional `offset` value.
*
* @param steps A set of animation styles with optional offset data.
* The optional `offset` value for a style specifies a percentage of the total animation
* time at which that style is applied.
* @returns An object that encapsulates the keyframes data.
*
* @usageNotes
* Use with the `animate()` call. Instead of applying animations
* from the current state
* to the destination state, keyframes describe how each style entry is applied and at what point
* within the animation arc.
* Compare [CSS Keyframe Animations](https://www.w3schools.com/css/css3_animations.asp).
*
* ### Usage
*
* In the following example, the offset values describe
* when each `backgroundColor` value is applied. The color is red at the start, and changes to
* blue when 20% of the total time has elapsed.
*
* ```typescript
* // the provided offset values
* animate("5s", keyframes([
* style({ backgroundColor: "red", offset: 0 }),
* style({ backgroundColor: "blue", offset: 0.2 }),
* style({ backgroundColor: "orange", offset: 0.3 }),
* style({ backgroundColor: "black", offset: 1 })
* ]))
* ```
*
* If there are no `offset` values specified in the style entries, the offsets
* are calculated automatically.
*
* ```typescript
* animate("5s", keyframes([
* style({ backgroundColor: "red" }) // offset = 0
* style({ backgroundColor: "blue" }) // offset = 0.33
* style({ backgroundColor: "orange" }) // offset = 0.66
* style({ backgroundColor: "black" }) // offset = 1
* ]))
*```
* @publicApi
*/
function keyframes(steps) {
return { type: 5 /* AnimationMetadataType.Keyframes */, steps };
}
/**
* Declares an animation transition which is played when a certain specified condition is met.
*
* @param stateChangeExpr A string with a specific format or a function that specifies when the
* animation transition should occur (see [State Change Expression](#state-change-expression)).
*
* @param steps One or more animation objects that represent the animation's instructions.
*
* @param options An options object that can be used to specify a delay for the animation or provide
* custom parameters for it.
*
* @returns An object that encapsulates the transition data.
*
* @usageNotes
*
* ### State Change Expression
*
* The State Change Expression instructs Angular when to run the transition's animations, it can
*either be
* - a string with a specific syntax
* - or a function that compares the previous and current state (value of the expression bound to
* the element's trigger) and returns `true` if the transition should occur or `false` otherwise
*
* The string format can be:
* - `fromState => toState`, which indicates that the transition's animations should occur then the
* expression bound to the trigger's element goes from `fromState` to `toState`
*
* _Example:_
* ```typescript
* transition('open => closed', animate('.5s ease-out', style({ height: 0 }) ))
* ```
*
* - `fromState <=> toState`, which indicates that the transition's animations should occur then
* the expression bound to the trigger's element goes from `fromState` to `toState` or vice versa
*
* _Example:_
* ```typescript
* transition('enabled <=> disabled', animate('1s cubic-bezier(0.8,0.3,0,1)'))
* ```
*
* - `:enter`/`:leave`, which indicates that the transition's animations should occur when the
* element enters or exists the DOM
*
* _Example:_
* ```typescript
* transition(':enter', [
* style({ opacity: 0 }),
* animate('500ms', style({ opacity: 1 }))
* ])
* ```
*
* - `:increment`/`:decrement`, which indicates that the transition's animations should occur when
* the numerical expression bound to the trigger's element has increased in value or decreased
*
* _Example:_
* ```typescript
* transition(':increment', query('@counter', animateChild()))
* ```
*
* - a sequence of any of the above divided by commas, which indicates that transition's animations
* should occur whenever one of the state change expressions matches
*
* _Example:_
* ```typescript
* transition(':increment, * => enabled, :enter', animate('1s ease', keyframes([
* style({ transform: 'scale(1)', offset: 0}),
* style({ transform: 'scale(1.1)', offset: 0.7}),
* style({ transform: 'scale(1)', offset: 1})
* ]))),
* ```
*
* Also note that in such context:
* - `void` can be used to indicate the absence of the element
* - asterisks can be used as wildcards that match any state
* - (as a consequence of the above, `void => *` is equivalent to `:enter` and `* => void` is
* equivalent to `:leave`)
* - `true` and `false` also match expression values of `1` and `0` respectively (but do not match
* _truthy_ and _falsy_ values)
*
* <div class="alert is-helpful">
*
* Be careful about entering end leaving elements as their transitions present a common
* pitfall for developers.
*
* Note that when an element with a trigger enters the DOM its `:enter` transition always
* gets executed, but its `:leave` transition will not be executed if the element is removed
* alongside its parent (as it will be removed "without warning" before its transition has
* a chance to be executed, the only way that such transition can occur is if the element
* is exiting the DOM on its own).
*
*
* </div>
*
* ### Animating to a Final State
*
* If the final step in a transition is a call to `animate()` that uses a timing value
* with no `style` data, that step is automatically considered the final animation arc,
* for the element to reach the final state, in such case Angular automatically adds or removes
* CSS styles to ensure that the element is in the correct final state.
*
*
* ### Usage Examples
*
* - Transition animations applied based on
* the trigger's expression value
*
* ```HTML
* <div [@myAnimationTrigger]="myStatusExp">
* ...
* </div>
* ```
*
* ```typescript
* trigger("myAnimationTrigger", [
* ..., // states
* transition("on => off, open => closed", animate(500)),
* transition("* <=> error", query('.indicator', animateChild()))
* ])
* ```
*
* - Transition animations applied based on custom logic dependent
* on the trigger's expression value and provided parameters
*
* ```HTML
* <div [@myAnimationTrigger]="{
* value: stepName,
* params: { target: currentTarget }
* }">
* ...
* </div>
* ```
*
* ```typescript
* trigger("myAnimationTrigger", [
* ..., // states
* transition(
* (fromState, toState, _element, params) =>
* ['firststep', 'laststep'].includes(fromState.toLowerCase())
* && toState === params?.['target'],
* animate('1s')
* )
* ])
* ```
*
* @publicApi
**/
function transition(stateChangeExpr, steps, options = null) {
return { type: 1 /* AnimationMetadataType.Transition */, expr: stateChangeExpr, animation: steps, options };
}
/**
* Produces a reusable animation that can be invoked in another animation or sequence,
* by calling the `useAnimation()` function.
*
* @param steps One or more animation objects, as returned by the `animate()`
* or `sequence()` function, that form a transformation from one state to another.
* A sequence is used by default when you pass an array.
* @param options An options object that can contain a delay value for the start of the
* animation, and additional developer-defined parameters.
* Provided values for additional parameters are used as defaults,
* and override values can be passed to the caller on invocation.
* @returns An object that encapsulates the animation data.
*
* @usageNotes
* The following example defines a reusable animation, providing some default parameter
* values.
*
* ```typescript
* var fadeAnimation = animation([
* style({ opacity: '{{ start }}' }),
* animate('{{ time }}',
* style({ opacity: '{{ end }}'}))
* ],
* { params: { time: '1000ms', start: 0, end: 1 }});
* ```
*
* The following invokes the defined animation with a call to `useAnimation()`,
* passing in override parameter values.
*
* ```js
* useAnimation(fadeAnimation, {
* params: {
* time: '2s',
* start: 1,
* end: 0
* }
* })
* ```
*
* If any of the passed-in parameter values are missing from this call,
* the default values are used. If one or more parameter values are missing before a step is
* animated, `useAnimation()` throws an error.
*
* @publicApi
*/
function animation(steps, options = null) {
return { type: 8 /* AnimationMetadataType.Reference */, animation: steps, options };
}
/**
* Executes a queried inner animation element within an animation sequence.
*
* @param options An options object that can contain a delay value for the start of the
* animation, and additional override values for developer-defined parameters.
* @return An object that encapsulates the child animation data.
*
* @usageNotes
* Each time an animation is triggered in Angular, the parent animation
* has priority and any child animations are blocked. In order
* for a child animation to run, the parent animation must query each of the elements
* containing child animations, and run them using this function.
*
* Note that this feature is designed to be used with `query()` and it will only work
* with animations that are assigned using the Angular animation library. CSS keyframes
* and transitions are not handled by this API.
*
* @publicApi
*/
function animateChild(options = null) {
return { type: 9 /* AnimationMetadataType.AnimateChild */, options };
}
/**
* Starts a reusable animation that is created using the `animation()` function.
*
* @param animation The reusable animation to start.
* @param options An options object that can contain a delay value for the start of
* the animation, and additional override values for developer-defined parameters.
* @return An object that contains the animation parameters.
*
* @publicApi
*/
function useAnimation(animation, options = null) {
return { type: 10 /* AnimationMetadataType.AnimateRef */, animation, options };
}
/**
* Finds one or more inner elements within the current element that is
* being animated within a sequence. Use with `animate()`.
*
* @param selector The element to query, or a set of elements that contain Angular-specific
* characteristics, specified with one or more of the following tokens.
* - `query(":enter")` or `query(":leave")` : Query for newly inserted/removed elements (not
* all elements can be queried via these tokens, see
* [Entering and Leaving Elements](#entering-and-leaving-elements))
* - `query(":animating")` : Query all currently animating elements.
* - `query("@triggerName")` : Query elements that contain an animation trigger.
* - `query("@*")` : Query all elements that contain an animation triggers.
* - `query(":self")` : Include the current element into the animation sequence.
*
* @param animation One or more animation steps to apply to the queried element or elements.
* An array is treated as an animation sequence.
* @param options An options object. Use the 'limit' field to limit the total number of
* items to collect.
* @return An object that encapsulates the query data.
*
* @usageNotes
*
* ### Multiple Tokens
*
* Tokens can be merged into a combined query selector string. For example:
*
* ```typescript
* query(':self, .record:enter, .record:leave, @subTrigger', [...])
* ```
*
* The `query()` function collects multiple elements and works internally by using
* `element.querySelectorAll`. Use the `limit` field of an options object to limit
* the total number of items to be collected. For example:
*
* ```js
* query('div', [
* animate(...),
* animate(...)
* ], { limit: 1 })
* ```
*
* By default, throws an error when zero items are found. Set the
* `optional` flag to ignore this error. For example:
*
* ```js
* query('.some-element-that-may-not-be-there', [
* animate(...),
* animate(...)
* ], { optional: true })
* ```
*
* ### Entering and Leaving Elements
*
* Not all elements can be queried via the `:enter` and `:leave` tokens, the only ones
* that can are those that Angular assumes can enter/leave based on their own logic
* (if their insertion/removal is simply a consequence of that of their parent they
* should be queried via a different token in their parent's `:enter`/`:leave` transitions).
*
* The only elements Angular assumes can enter/leave based on their own logic (thus the only
* ones that can be queried via the `:enter` and `:leave` tokens) are:
* - Those inserted dynamically (via `ViewContainerRef`)
* - Those that have a structural directive (which, under the hood, are a subset of the above ones)
*
* <div class="alert is-helpful">
*
* Note that elements will be successfully queried via `:enter`/`:leave` even if their
* insertion/removal is not done manually via `ViewContainerRef`or caused by their structural
* directive (e.g. they enter/exit alongside their parent).
*
* </div>
*
* <div class="alert is-important">
*
* There is an exception to what previously mentioned, besides elements entering/leaving based on
* their own logic, elements with an animation trigger can always be queried via `:leave` when
* their parent is also leaving.
*
* </div>
*
* ### Usage Example
*
* The following example queries for inner elements and animates them
* individually using `animate()`.
*
* ```typescript
* @Component({
* selector: 'inner',
* template: `
* <div [@queryAnimation]="exp">
* <h1>Title</h1>
* <div class="content">
* Blah blah blah
* </div>
* </div>
* `,
* animations: [
* trigger('queryAnimation', [
* transition('* => goAnimate', [
* // hide the inner elements
* query('h1', style({ opacity: 0 })),
* query('.content', style({ opacity: 0 })),
*
* // animate the inner elements in, one by one
* query('h1', animate(1000, style({ opacity: 1 }))),
* query('.content', animate(1000, style({ opacity: 1 }))),
* ])
* ])
* ]
* })
* class Cmp {
* exp = '';
*
* goAnimate() {
* this.exp = 'goAnimate';
* }
* }
* ```
*
* @publicApi
*/
function query(selector, animation, options = null) {
return { type: 11 /* AnimationMetadataType.Query */, selector, animation, options };
}
/**
* Use within an animation `query()` call to issue a timing gap after
* each queried item is animated.
*
* @param timings A delay value.
* @param animation One ore more animation steps.
* @returns An object that encapsulates the stagger data.
*
* @usageNotes
* In the following example, a container element wraps a list of items stamped out
* by an `ngFor`. The container element contains an animation trigger that will later be set
* to query for each of the inner items.
*
* Each time items are added, the opacity fade-in animation runs,
* and each removed item is faded out.
* When either of these animations occur, the stagger effect is
* applied after each item's animation is started.
*
* ```html
* <!-- list.component.html -->
* <button (click)="toggle()">Show / Hide Items</button>
* <hr />
* <div [@listAnimation]="items.length">
* <div *ngFor="let item of items">
* {{ item }}
* </div>
* </div>
* ```
*
* Here is the component code:
*
* ```typescript
* import {trigger, transition, style, animate, query, stagger} from '@angular/animations';
* @Component({
* templateUrl: 'list.component.html',
* animations: [
* trigger('listAnimation', [
* ...
* ])
* ]
* })
* class ListComponent {
* items = [];
*
* showItems() {
* this.items = [0,1,2,3,4];
* }
*
* hideItems() {
* this.items = [];
* }
*
* toggle() {
* this.items.length ? this.hideItems() : this.showItems();
* }
* }
* ```
*
* Here is the animation trigger code:
*
* ```typescript
* trigger('listAnimation', [
* transition('* => *', [ // each time the binding value changes
* query(':leave', [
* stagger(100, [
* animate('0.5s', style({ opacity: 0 }))
* ])
* ]),
* query(':enter', [
* style({ opacity: 0 }),
* stagger(100, [
* animate('0.5s', style({ opacity: 1 }))
* ])
* ])
* ])
* ])
* ```
*
* @publicApi
*/
function stagger(timings, animation) {
return { type: 12 /* AnimationMetadataType.Stagger */, timings, animation };
}
/**
* An empty programmatic controller for reusable animations.
* Used internally when animations are disabled, to avoid
* checking for the null case when an animation player is expected.
*
* @see {@link animate}
* @see {@link AnimationPlayer}
* @see {@link ɵAnimationGroupPlayer AnimationGroupPlayer}
*
* @publicApi
*/
class NoopAnimationPlayer {
constructor(duration = 0, delay = 0) {
this._onDoneFns = [];
this._onStartFns = [];
this._onDestroyFns = [];
this._originalOnDoneFns = [];
this._originalOnStartFns = [];
this._started = false;
this._destroyed = false;
this._finished = false;
this._position = 0;
this.parentPlayer = null;
this.totalTime = duration + delay;
}
_onFinish() {
if (!this._finished) {
this._finished = true;
this._onDoneFns.forEach(fn => fn());
this._onDoneFns = [];
}
}
onStart(fn) {
this._originalOnStartFns.push(fn);
this._onStartFns.push(fn);
}
onDone(fn) {
this._originalOnDoneFns.push(fn);
this._onDoneFns.push(fn);
}
onDestroy(fn) {
this._onDestroyFns.push(fn);
}
hasStarted() {
return this._started;
}
init() { }
play() {
if (!this.hasStarted()) {
this._onStart();
this.triggerMicrotask();
}
this._started = true;
}
/** @internal */
triggerMicrotask() {
queueMicrotask(() => this._onFinish());
}
_onStart() {
this._onStartFns.forEach(fn => fn());
this._onStartFns = [];
}
pause() { }
restart() { }
finish() {
this._onFinish();
}
destroy() {
if (!this._destroyed) {
this._destroyed = true;
if (!this.hasStarted()) {
this._onStart();
}
this.finish();
this._onDestroyFns.forEach(fn => fn());
this._onDestroyFns = [];
}
}
reset() {
this._started = false;
this._finished = false;
this._onStartFns = this._originalOnStartFns;
this._onDoneFns = this._originalOnDoneFns;
}
setPosition(position) {
this._position = this.totalTime ? position * this.totalTime : 1;
}
getPosition() {
return this.totalTime ? this._position / this.totalTime : 1;
}
/** @internal */
triggerCallback(phaseName) {
const methods = phaseName == 'start' ? this._onStartFns : this._onDoneFns;
methods.forEach(fn => fn());
methods.length = 0;
}
}
/**
* A programmatic controller for a group of reusable animations.
* Used internally to control animations.
*
* @see {@link AnimationPlayer}
* @see {@link animations/group group}
*
*/
class AnimationGroupPlayer {
constructor(_players) {
this._onDoneFns = [];
this._onStartFns = [];
this._finished = false;
this._started = false;
this._destroyed = false;
this._onDestroyFns = [];
this.parentPlayer = null;
this.totalTime = 0;
this.players = _players;
let doneCount = 0;
let destroyCount = 0;
let startCount = 0;
const total = this.players.length;
if (total == 0) {
queueMicrotask(() => this._onFinish());
}
else {
this.players.forEach(player => {
player.onDone(() => {
if (++doneCount == total) {
this._onFinish();
}
});
player.onDestroy(() => {
if (++destroyCount == total) {
this._onDestroy();
}
});
player.onStart(() => {
if (++startCount == total) {
this._onStart();
}
});
});
}
this.totalTime = this.players.reduce((time, player) => Math.max(time, player.totalTime), 0);
}
_onFinish() {
if (!this._finished) {
this._finished = true;
this._onDoneFns.forEach(fn => fn());
this._onDoneFns = [];
}
}
init() {
this.players.forEach(player => player.init());
}
onStart(fn) {
this._onStartFns.push(fn);
}
_onStart() {
if (!this.hasStarted()) {
this._started = true;
this._onStartFns.forEach(fn => fn());
this._onStartFns = [];
}
}
onDone(fn) {
this._onDoneFns.push(fn);
}
onDestroy(fn) {
this._onDestroyFns.push(fn);
}
hasStarted() {
return this._started;
}
play() {
if (!this.parentPlayer) {
this.init();
}
this._onStart();
this.players.forEach(player => player.play());
}
pause() {
this.players.forEach(player => player.pause());
}
restart() {
this.players.forEach(player => player.restart());
}
finish() {
this._onFinish();
this.players.forEach(player => player.finish());
}
destroy() {
this._onDestroy();
}
_onDestroy() {
if (!this._destroyed) {
this._destroyed = true;
this._onFinish();
this.players.forEach(player => player.destroy());
this._onDestroyFns.forEach(fn => fn());
this._onDestroyFns = [];
}
}
reset() {
this.players.forEach(player => player.reset());
this._destroyed = false;
this._finished = false;
this._started = false;
}
setPosition(p) {
const timeAtPosition = p * this.totalTime;
this.players.forEach(player => {
const position = player.totalTime ? Math.min(1, timeAtPosition / player.totalTime) : 1;
player.setPosition(position);
});
}
getPosition() {
const longestPlayer = this.players.reduce((longestSoFar, player) => {
const newPlayerIsLongest = longestSoFar === null || player.totalTime > longestSoFar.totalTime;
return newPlayerIsLongest ? player : longestSoFar;
}, null);
return longestPlayer != null ? longestPlayer.getPosition() : 0;
}
beforeDestroy() {
this.players.forEach(player => {
if (player.beforeDestroy) {
player.beforeDestroy();
}
});
}
/** @internal */
triggerCallback(phaseName) {
const methods = phaseName == 'start' ? this._onStartFns : this._onDoneFns;
methods.forEach(fn => fn());
methods.length = 0;
}
}
const ɵPRE_STYLE = '!';
/**
* @module
* @description
* Entry point for all animation APIs of the animation package.
*/
/**
* @module
* @description
* Entry point for all public APIs of this package.
*/
// This file is not used to build this module. It is only used during editing
/**
* Generated bundle index. Do not edit.
*/
export { AUTO_STYLE, AnimationBuilder, AnimationFactory, NoopAnimationPlayer, animate, animateChild, animation, group, keyframes, query, sequence, stagger, state, style, transition, trigger, useAnimation, AnimationGroupPlayer as ɵAnimationGroupPlayer, ɵPRE_STYLE };
//# sourceMappingURL=animations.mjs.map