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Unified Diff: third_party/pkg/angular/lib/core_dom/animation.dart

Issue 256553002: Revert "Update all Angular libs (run update_all.sh)." (Closed) Base URL: https://dart.googlecode.com/svn/branches/bleeding_edge/dart
Patch Set: Created 6 years, 8 months ago
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Index: third_party/pkg/angular/lib/core_dom/animation.dart
diff --git a/third_party/pkg/angular/lib/core_dom/animation.dart b/third_party/pkg/angular/lib/core_dom/animation.dart
deleted file mode 100644
index 2a6c99b1eb9295c717c39d97e771690dfbca3b16..0000000000000000000000000000000000000000
--- a/third_party/pkg/angular/lib/core_dom/animation.dart
+++ /dev/null
@@ -1,139 +0,0 @@
-part of angular.core.dom_internal;
-
-/**
- * The [Animate] service provides dom lifecycle management, detection and
- * analysis of css animations, and hooks for custom animations. When any of
- * these animations are run, [Animation]s are returned so the animation can be
- * controlled and so that custom dom manipulations can occur when animations
- * complete.
- */
-@Injectable()
-class Animate {
- /**
- * Add the [cssClass] to the classes on [element] after running any
- * defined animations.
- */
- Animation addClass(dom.Element element, String cssClass) {
- element.classes.add(cssClass);
- return new NoOpAnimation();
- }
-
- /**
- * Remove the [cssClass] from the classes on [element] after running any
- * defined animations.
- */
- Animation removeClass(dom.Element element, String cssClass) {
- element.classes.remove(cssClass);
- return new NoOpAnimation();
- }
-
- /**
- * Perform an 'enter' animation for each element in [nodes]. The elements
- * must exist in the dom. This is equivalent to running enter on each element
- * in [nodes] and returning Future.wait(handles); for the onCompleted
- * property on [Animation].
- */
- Animation insert(Iterable<dom.Node> nodes, dom.Node parent,
- { dom.Node insertBefore }) {
- util.domInsert(nodes, parent, insertBefore: insertBefore);
- return new NoOpAnimation();
- }
-
- /**
- * Perform a 'remove' animation for each element in [nodes]. The elements
- * must exist in the dom and should not be detached until the [onCompleted]
- * future on the [Animation] is executed AND the [AnimationResult] is
- * [AnimationResult.COMPLETED] or [AnimationResult.COMPLETED_IGNORED].
- *
- * This is equivalent to running remove on each element in [nodes] and
- * returning Future.wait(handles); for the onCompleted property on
- * [Animation].
- */
- Animation remove(Iterable<dom.Node> nodes) {
- util.domRemove(nodes.toList(growable: false));
- return new NoOpAnimation();
- }
-
- /**
- * Perform a 'move' animation for each element in [nodes]. The elements
- * must exist in the dom. This is equivalent to running move on each element
- * in [nodes] and returning Future.wait(handles); for the onCompleted
- * property on [Animation].
- */
- Animation move(Iterable<dom.Node> nodes, dom.Node parent,
- { dom.Node insertBefore }) {
- util.domMove(nodes, parent, insertBefore: insertBefore);
- return new NoOpAnimation();
- }
-}
-
-
-/**
- * Animation handle for controlling and listening to animation completion.
- */
-abstract class Animation {
- /**
- * Executed once when the animation is completed with the type of completion
- * result.
- */
- async.Future<AnimationResult> get onCompleted;
-
- /**
- * Stop and complete the animation immediately. This has no effect if the
- * animation has already completed.
- *
- * The onCompleted future will be executed if the animation has not been
- * completed.
- */
- void complete();
-
- /**
- * Stop and cancel the animation immediately. This has no effect if the
- * animation has already completed.
- *
- * The onCompleted future will be executed if the animation has not been
- * completed.
- */
- void cancel();
-}
-
-/**
- * Completed animation handle that is used when an animation is ignored and the
- * final effect of the animation is immediately completed.
- *
- * TODO(codelogic): consider making a singleton instance. Depends on how future
- * behaves.
- */
-class NoOpAnimation extends Animation {
- async.Future<AnimationResult> _future;
- get onCompleted {
- if (_future == null) {
- _future = new async.Future.value(AnimationResult.COMPLETED_IGNORED);
- }
- return _future;
- }
-
- complete() { }
- cancel() { }
-}
-
-/**
- * Final result of an animation after it is no longer attached to the element.
- */
-class AnimationResult {
- /// Animation was run (if it exists) and completed successfully.
- static const COMPLETED = const AnimationResult._('COMPLETED');
-
- /// Animation was skipped, but should be continued.
- static const COMPLETED_IGNORED = const AnimationResult._('COMPLETED_IGNORED');
-
- /// A [CANCELED] animation should not proceed with it's final effects.
- static const CANCELED = const AnimationResult._('CANCELED');
-
- /// Convenience method if you don't care exactly how an animation completed
- /// only that it did.
- bool get isCompleted => this == COMPLETED || this == COMPLETED_IGNORED;
-
- final String value;
- const AnimationResult._(this.value);
-}
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