fix(animations): do not treat a `0` animation state as `void`
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@ -1218,7 +1218,7 @@ function normalizeTriggerValue(value: any): string {
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case 'boolean':
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return value ? '1' : '0';
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default:
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return value ? value.toString() : null;
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return value != null ? value.toString() : null;
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}
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}
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@ -223,6 +223,44 @@ export function main() {
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]);
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});
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it('should allow a state value to be `0`', () => {
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@Component({
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selector: 'if-cmp',
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template: `
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<div [@myAnimation]="exp"></div>
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`,
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animations: [trigger(
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'myAnimation',
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[
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transition(
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'0 => 1', [style({height: '0px'}), animate(1234, style({height: '100px'}))]),
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transition(
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'* => 1', [style({width: '0px'}), animate(4567, style({width: '100px'}))])
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])]
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})
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class Cmp {
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exp: any = false;
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}
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TestBed.configureTestingModule({declarations: [Cmp]});
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const engine = TestBed.get(ɵAnimationEngine);
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const fixture = TestBed.createComponent(Cmp);
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const cmp = fixture.componentInstance;
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cmp.exp = 0;
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fixture.detectChanges();
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engine.flush();
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resetLog();
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cmp.exp = 1;
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fixture.detectChanges();
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engine.flush();
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expect(getLog().length).toEqual(1);
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const player = getLog().pop() !;
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expect(player.duration).toEqual(1234);
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});
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it('should always cancel the previous transition if a follow-up transition is not matched',
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fakeAsync(() => {
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@Component({
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