docs: add api doc for programmatic animation classes (#24668)

PR Close #24668
This commit is contained in:
Judy Bogart 2018-06-25 16:16:59 -07:00 committed by Ben Lesh
parent 9117fa199c
commit 98f336c0fb
5 changed files with 147 additions and 30 deletions

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@ -9,31 +9,42 @@ import {AnimationMetadata, AnimationOptions} from './animation_metadata';
import {AnimationPlayer} from './players/animation_player';
/**
* AnimationBuilder is an injectable service that is available when the {@link
* BrowserAnimationsModule BrowserAnimationsModule} or {@link NoopAnimationsModule
* NoopAnimationsModule} modules are used within an application.
* An injectable service that produces an animation sequence programmatically within an
* Angular component or directive.
* Provided by the `BrowserAnimationsModule` or `NoopAnimationsModule`.
*
* The purpose of this service is to produce an animation sequence programmatically within an
* angular component or directive.
* @usageNotes
*
* Programmatic animations are first built and then a player is created when the build animation is
* attached to an element.
* 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 `build()` method to create a programmatic animation using the
* `animate()` function. 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
* // remember to include the BrowserAnimationsModule module for this to work...
* // 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 build the animation
* // first define a reusable animation
* const myAnimation = this._builder.build([
* style({ width: 0 }),
* animate(1000, style({ width: '100px' }))
* ]);
*
* // then create a player from it
* // use the returned factory object to create a player
* const player = myAnimation.create(element);
*
* player.play();
@ -41,22 +52,29 @@ import {AnimationPlayer} from './players/animation_player';
* }
* ```
*
* When an animation is built an instance of {@link AnimationFactory AnimationFactory} will be
* returned. Using that an {@link AnimationPlayer AnimationPlayer} can be created which can then be
* used to start the animation.
*
* @experimental Animation support is experimental.
*/
export abstract class AnimationBuilder {
/**
* Builds a factory for producing a defined animation.
* @param animation A reusable animation definition.
* @returns A factory object that can create a player for the defined animation.
* @see `animate()`
*/
abstract build(animation: AnimationMetadata|AnimationMetadata[]): AnimationFactory;
}
/**
* An instance of `AnimationFactory` is returned from {@link AnimationBuilder#build
* AnimationBuilder.build}.
* A factory object returned from the `AnimationBuilder`.`build()` method.
*
* @experimental Animation support is experimental.
*/
export abstract class AnimationFactory {
/**
* Creates an `AnimationPlayer` instance for the reusable animation defined by
* the `AnimationBuilder`.`build()` method that created this factory.
* Attaches the new player a DOM element.
* @param element The DOM element to which to attach the animation.
* @param options A set of options that can include a time delay and
* additional developer-defined parameters.
*/
abstract create(element: any, options?: AnimationOptions): AnimationPlayer;
}

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@ -38,11 +38,33 @@
* @experimental Animation support is experimental.
*/
export interface AnimationEvent {
/**
* The name of the state from which the animation is triggered.
*/
fromState: string;
/**
* The name of the state in which the animation completes.
*/
toState: string;
/**
* The time it takes the animation to complete, in milliseconds.
*/
totalTime: number;
/**
* The animation phase in which the callback was invoked, one of
* "start" or "done".
*/
phaseName: string;
/**
* The element to which the animation is attached.
*/
element: any;
/**
* Internal.
*/
triggerName: string;
/**
* Internal.
*/
disabled: boolean;
}

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@ -9,6 +9,14 @@
import {scheduleMicroTask} from '../util';
import {AnimationPlayer} from './animation_player';
/**
* A programmatic controller for a group of reusable animations.
* Used internally to control animations.
*
* @see `AnimationPlayer`
* @see `{@link animations/group group()}`
*
*/
export class AnimationGroupPlayer implements AnimationPlayer {
private _onDoneFns: Function[] = [];
private _onStartFns: Function[] = [];

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@ -8,37 +8,110 @@
import {scheduleMicroTask} from '../util';
/**
* AnimationPlayer controls an animation sequence that was produced from a programmatic animation.
* (see {@link AnimationBuilder AnimationBuilder} for more information on how to create programmatic
* animations.)
* Provides programmatic control of a reusable animation sequence,
* built using the `build()` method of `AnimationBuilder`. The `build()` method
* returns a factory, whose `create()` method instantiates and initializes this interface.
*
* @see `AnimationBuilder`
* @see `AnimationFactory`
* @see `animate()`
*
* @experimental Animation support is experimental.
*/
export interface AnimationPlayer {
/**
* Provides a callback to invoke when the animation finishes.
* @param fn The callback function.
* @see `finish()`
*/
onDone(fn: () => void): void;
/**
* Provides a callback to invoke when the animation starts.
* @param fn The callback function.
* @see `run()`
*/
onStart(fn: () => void): void;
/**
* Provides a callback to invoke after the animation is destroyed.
* @param fn The callback function.
* @see `destroy()`
* @see `beforeDestroy()`
*/
onDestroy(fn: () => void): void;
/**
* Initializes the animation.
*/
init(): void;
/**
* Reports whether the animation has started.
* @returns True if the animation has started, false otherwise.
*/
hasStarted(): boolean;
/**
* Runs the animation, invoking the `onStart()` callback.
*/
play(): void;
/**
* Pauses the animation.
*/
pause(): void;
/**
* Restarts the paused animation.
*/
restart(): void;
/**
* Ends the animation, invoking the `onDone()` callback.
*/
finish(): void;
/**
* Destroys the animation, after invoking the `beforeDestroy()` callback.
* Calls the `onDestroy()` callback when destruction is completed.
*/
destroy(): void;
/**
* Resets the animation to its initial state.
*/
reset(): void;
/**
* Sets the position of the animation.
* @param position A 0-based offset into the duration, in milliseconds.
*/
setPosition(position: any /** TODO #9100 */): void;
/**
* Reports the current position of the animation.
* @returns A 0-based offset into the duration, in milliseconds.
*/
getPosition(): number;
/**
* The parent of this player, if any.
*/
parentPlayer: AnimationPlayer|null;
/**
* The total run time of the animation, in milliseconds.
*/
readonly totalTime: number;
/**
* Provides a callback to invoke before the animation is destroyed.
*/
beforeDestroy?: () => any;
/** @internal */
/** @internal
* Internal
*/
triggerCallback?: (phaseName: string) => void;
/** @internal */
/** @internal
* Internal
*/
disabled?: boolean;
}
/**
* @experimental Animation support is experimental.
* 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 `animate()`
* @see `AnimationPlayer`
* @see `GroupPlayer`
*
*/
export class NoopAnimationPlayer implements AnimationPlayer {
private _onDoneFns: Function[] = [];

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@ -28,7 +28,6 @@ export interface AnimationAnimateRefMetadata extends AnimationMetadata {
options: AnimationOptions | null;
}
/** @experimental */
export declare abstract class AnimationBuilder {
abstract build(animation: AnimationMetadata | AnimationMetadata[]): AnimationFactory;
}
@ -44,7 +43,6 @@ export interface AnimationEvent {
triggerName: string;
}
/** @experimental */
export declare abstract class AnimationFactory {
abstract create(element: any, options?: AnimationOptions): AnimationPlayer;
}
@ -85,7 +83,6 @@ export declare interface AnimationOptions {
};
}
/** @experimental */
export interface AnimationPlayer {
beforeDestroy?: () => any;
parentPlayer: AnimationPlayer | null;
@ -174,7 +171,6 @@ export declare function group(steps: AnimationMetadata[], options?: AnimationOpt
export declare function keyframes(steps: AnimationStyleMetadata[]): AnimationKeyframesSequenceMetadata;
/** @experimental */
export declare class NoopAnimationPlayer implements AnimationPlayer {
parentPlayer: AnimationPlayer | null;
readonly totalTime: number;