{"version":3,"sources":["node_modules/@angular/animations/fesm2022/animations.mjs","node_modules/ngx-spinner/fesm2022/ngx-spinner.mjs"],"sourcesContent":["/**\n * @license Angular v19.2.0\n * (c) 2010-2024 Google LLC. https://angular.io/\n * License: MIT\n */\n\nimport { DOCUMENT } from '@angular/common';\nimport * as i0 from '@angular/core';\nimport { inject, Injectable, ANIMATION_MODULE_TYPE, ViewEncapsulation, ɵRuntimeError, Inject } from '@angular/core';\n\n/**\n * @description Constants for the categories of parameters that can be defined for animations.\n *\n * A corresponding function defines a set of parameters for each category, and\n * collects them into a corresponding `AnimationMetadata` object.\n *\n * @publicApi\n */\nvar AnimationMetadataType = /*#__PURE__*/function (AnimationMetadataType) {\n /**\n * Associates a named animation state with a set of CSS styles.\n * See [`state()`](api/animations/state)\n */\n AnimationMetadataType[AnimationMetadataType[\"State\"] = 0] = \"State\";\n /**\n * Data for a transition from one animation state to another.\n * See `transition()`\n */\n AnimationMetadataType[AnimationMetadataType[\"Transition\"] = 1] = \"Transition\";\n /**\n * Contains a set of animation steps.\n * See `sequence()`\n */\n AnimationMetadataType[AnimationMetadataType[\"Sequence\"] = 2] = \"Sequence\";\n /**\n * Contains a set of animation steps.\n * See `{@link animations/group group()}`\n */\n AnimationMetadataType[AnimationMetadataType[\"Group\"] = 3] = \"Group\";\n /**\n * Contains an animation step.\n * See `animate()`\n */\n AnimationMetadataType[AnimationMetadataType[\"Animate\"] = 4] = \"Animate\";\n /**\n * Contains a set of animation steps.\n * See `keyframes()`\n */\n AnimationMetadataType[AnimationMetadataType[\"Keyframes\"] = 5] = \"Keyframes\";\n /**\n * Contains a set of CSS property-value pairs into a named style.\n * See `style()`\n */\n AnimationMetadataType[AnimationMetadataType[\"Style\"] = 6] = \"Style\";\n /**\n * Associates an animation with an entry trigger that can be attached to an element.\n * See `trigger()`\n */\n AnimationMetadataType[AnimationMetadataType[\"Trigger\"] = 7] = \"Trigger\";\n /**\n * Contains a re-usable animation.\n * See `animation()`\n */\n AnimationMetadataType[AnimationMetadataType[\"Reference\"] = 8] = \"Reference\";\n /**\n * Contains data to use in executing child animations returned by a query.\n * See `animateChild()`\n */\n AnimationMetadataType[AnimationMetadataType[\"AnimateChild\"] = 9] = \"AnimateChild\";\n /**\n * Contains animation parameters for a re-usable animation.\n * See `useAnimation()`\n */\n AnimationMetadataType[AnimationMetadataType[\"AnimateRef\"] = 10] = \"AnimateRef\";\n /**\n * Contains child-animation query data.\n * See `query()`\n */\n AnimationMetadataType[AnimationMetadataType[\"Query\"] = 11] = \"Query\";\n /**\n * Contains data for staggering an animation sequence.\n * See `stagger()`\n */\n AnimationMetadataType[AnimationMetadataType[\"Stagger\"] = 12] = \"Stagger\";\n return AnimationMetadataType;\n}(AnimationMetadataType || {});\n/**\n * Specifies automatic styling.\n *\n * @publicApi\n */\nconst AUTO_STYLE = '*';\n/**\n * Creates a named animation trigger, containing a list of [`state()`](api/animations/state)\n * and `transition()` entries to be evaluated when the expression\n * bound to the trigger changes.\n *\n * @param name An identifying string.\n * @param definitions An animation definition object, containing an array of\n * [`state()`](api/animations/state) and `transition()` declarations.\n *\n * @return An object that encapsulates the trigger data.\n *\n * @usageNotes\n * Define an animation trigger in the `animations` section of `@Component` metadata.\n * In the template, reference the trigger by name and bind it to a trigger expression that\n * evaluates to a defined animation state, using the following format:\n *\n * `[@triggerName]=\"expression\"`\n *\n * Animation trigger bindings convert all values to strings, and then match the\n * previous and current values against any linked transitions.\n * Booleans can be specified as `1` or `true` and `0` or `false`.\n *\n * ### Usage Example\n *\n * The following example creates an animation trigger reference based on the provided\n * name value.\n * The provided animation value is expected to be an array consisting of state and\n * transition declarations.\n *\n * ```ts\n * @Component({\n * selector: \"my-component\",\n * templateUrl: \"my-component-tpl.html\",\n * animations: [\n * trigger(\"myAnimationTrigger\", [\n * state(...),\n * state(...),\n * transition(...),\n * transition(...)\n * ])\n * ]\n * })\n * class MyComponent {\n * myStatusExp = \"something\";\n * }\n * ```\n *\n * The template associated with this component makes use of the defined trigger\n * by binding to an element within its template code.\n *\n * ```html\n * \n *
[AnimationBuilder.build](api/animations/AnimationBuilder#build)()
method\n * to create a programmatic animation. The method returns an `AnimationFactory` instance.\n *\n * 2. Use the factory object to create an `AnimationPlayer` and attach it to a DOM element.\n *\n * 3. Use the player object to control the animation programmatically.\n *\n * For example:\n *\n * ```ts\n * // import the service from BrowserAnimationsModule\n * import {AnimationBuilder} from '@angular/animations';\n * // require the service as a dependency\n * class MyCmp {\n * constructor(private _builder: AnimationBuilder) {}\n *\n * makeAnimation(element: any) {\n * // first define a reusable animation\n * const myAnimation = this._builder.build([\n * style({ width: 0 }),\n * animate(1000, style({ width: '100px' }))\n * ]);\n *\n * // use the returned factory object to create a player\n * const player = myAnimation.create(element);\n *\n * player.play();\n * }\n * }\n * ```\n *\n * @publicApi\n */\nlet AnimationBuilder = /*#__PURE__*/(() => {\n class AnimationBuilder {\n static ɵfac = function AnimationBuilder_Factory(__ngFactoryType__) {\n return new (__ngFactoryType__ || AnimationBuilder)();\n };\n static ɵprov = /* @__PURE__ */i0.ɵɵdefineInjectable({\n token: AnimationBuilder,\n factory: () => (() => inject(BrowserAnimationBuilder))(),\n providedIn: 'root'\n });\n }\n return AnimationBuilder;\n})();\n/*#__PURE__*/(() => {\n (typeof ngDevMode === \"undefined\" || ngDevMode) && void 0;\n})();\n/**\n * A factory object returned from the\n * [AnimationBuilder.build](api/animations/AnimationBuilder#build)()
\n * method.\n *\n * @publicApi\n */\nclass AnimationFactory {}\nlet BrowserAnimationBuilder = /*#__PURE__*/(() => {\n class BrowserAnimationBuilder extends AnimationBuilder {\n animationModuleType = inject(ANIMATION_MODULE_TYPE, {\n optional: true\n });\n _nextAnimationId = 0;\n _renderer;\n constructor(rootRenderer, doc) {\n super();\n const typeData = {\n id: '0',\n encapsulation: ViewEncapsulation.None,\n styles: [],\n data: {\n animation: []\n }\n };\n this._renderer = rootRenderer.createRenderer(doc.body, typeData);\n if (this.animationModuleType === null && !isAnimationRenderer(this._renderer)) {\n // We only support AnimationRenderer & DynamicDelegationRenderer for this AnimationBuilder\n throw new ɵRuntimeError(3600 /* RuntimeErrorCode.BROWSER_ANIMATION_BUILDER_INJECTED_WITHOUT_ANIMATIONS */, (typeof ngDevMode === 'undefined' || ngDevMode) && 'Angular detected that the `AnimationBuilder` was injected, but animation support was not enabled. ' + 'Please make sure that you enable animations in your application by calling `provideAnimations()` or `provideAnimationsAsync()` function.');\n }\n }\n build(animation) {\n const id = this._nextAnimationId;\n this._nextAnimationId++;\n const entry = Array.isArray(animation) ? sequence(animation) : animation;\n issueAnimationCommand(this._renderer, null, id, 'register', [entry]);\n return new BrowserAnimationFactory(id, this._renderer);\n }\n static ɵfac = function BrowserAnimationBuilder_Factory(__ngFactoryType__) {\n return new (__ngFactoryType__ || BrowserAnimationBuilder)(i0.ɵɵinject(i0.RendererFactory2), i0.ɵɵinject(DOCUMENT));\n };\n static ɵprov = /* @__PURE__ */i0.ɵɵdefineInjectable({\n token: BrowserAnimationBuilder,\n factory: BrowserAnimationBuilder.ɵfac,\n providedIn: 'root'\n });\n }\n return BrowserAnimationBuilder;\n})();\n/*#__PURE__*/(() => {\n (typeof ngDevMode === \"undefined\" || ngDevMode) && void 0;\n})();\nclass BrowserAnimationFactory extends AnimationFactory {\n _id;\n _renderer;\n constructor(_id, _renderer) {\n super();\n this._id = _id;\n this._renderer = _renderer;\n }\n create(element, options) {\n return new RendererAnimationPlayer(this._id, element, options || {}, this._renderer);\n }\n}\nclass RendererAnimationPlayer {\n id;\n element;\n _renderer;\n parentPlayer = null;\n _started = false;\n constructor(id, element, options, _renderer) {\n this.id = id;\n this.element = element;\n this._renderer = _renderer;\n this._command('create', options);\n }\n _listen(eventName, callback) {\n return this._renderer.listen(this.element, `@@${this.id}:${eventName}`, callback);\n }\n _command(command, ...args) {\n issueAnimationCommand(this._renderer, this.element, this.id, command, args);\n }\n onDone(fn) {\n this._listen('done', fn);\n }\n onStart(fn) {\n this._listen('start', fn);\n }\n onDestroy(fn) {\n this._listen('destroy', fn);\n }\n init() {\n this._command('init');\n }\n hasStarted() {\n return this._started;\n }\n play() {\n this._command('play');\n this._started = true;\n }\n pause() {\n this._command('pause');\n }\n restart() {\n this._command('restart');\n }\n finish() {\n this._command('finish');\n }\n destroy() {\n this._command('destroy');\n }\n reset() {\n this._command('reset');\n this._started = false;\n }\n setPosition(p) {\n this._command('setPosition', p);\n }\n getPosition() {\n return unwrapAnimationRenderer(this._renderer)?.engine?.players[this.id]?.getPosition() ?? 0;\n }\n totalTime = 0;\n}\nfunction issueAnimationCommand(renderer, element, id, command, args) {\n renderer.setProperty(element, `@@${id}:${command}`, args);\n}\n/**\n * The following 2 methods cannot reference their correct types (AnimationRenderer &\n * DynamicDelegationRenderer) since this would introduce a import cycle.\n */\nfunction unwrapAnimationRenderer(renderer) {\n const type = renderer.ɵtype;\n if (type === 0 /* AnimationRendererType.Regular */) {\n return renderer;\n } else if (type === 1 /* AnimationRendererType.Delegated */) {\n return renderer.animationRenderer;\n }\n return null;\n}\nfunction isAnimationRenderer(renderer) {\n const type = renderer.ɵtype;\n return type === 0 /* AnimationRendererType.Regular */ || type === 1 /* AnimationRendererType.Delegated */;\n}\n\n/**\n * An empty programmatic controller for reusable animations.\n * Used internally when animations are disabled, to avoid\n * checking for the null case when an animation player is expected.\n *\n * @see {@link animate}\n * @see {@link AnimationPlayer}\n *\n * @publicApi\n */\nclass NoopAnimationPlayer {\n _onDoneFns = [];\n _onStartFns = [];\n _onDestroyFns = [];\n _originalOnDoneFns = [];\n _originalOnStartFns = [];\n _started = false;\n _destroyed = false;\n _finished = false;\n _position = 0;\n parentPlayer = null;\n totalTime;\n constructor(duration = 0, delay = 0) {\n this.totalTime = duration + delay;\n }\n _onFinish() {\n if (!this._finished) {\n this._finished = true;\n this._onDoneFns.forEach(fn => fn());\n this._onDoneFns = [];\n }\n }\n onStart(fn) {\n this._originalOnStartFns.push(fn);\n this._onStartFns.push(fn);\n }\n onDone(fn) {\n this._originalOnDoneFns.push(fn);\n this._onDoneFns.push(fn);\n }\n onDestroy(fn) {\n this._onDestroyFns.push(fn);\n }\n hasStarted() {\n return this._started;\n }\n init() {}\n play() {\n if (!this.hasStarted()) {\n this._onStart();\n this.triggerMicrotask();\n }\n this._started = true;\n }\n /** @internal */\n triggerMicrotask() {\n queueMicrotask(() => this._onFinish());\n }\n _onStart() {\n this._onStartFns.forEach(fn => fn());\n this._onStartFns = [];\n }\n pause() {}\n restart() {}\n finish() {\n this._onFinish();\n }\n destroy() {\n if (!this._destroyed) {\n this._destroyed = true;\n if (!this.hasStarted()) {\n this._onStart();\n }\n this.finish();\n this._onDestroyFns.forEach(fn => fn());\n this._onDestroyFns = [];\n }\n }\n reset() {\n this._started = false;\n this._finished = false;\n this._onStartFns = this._originalOnStartFns;\n this._onDoneFns = this._originalOnDoneFns;\n }\n setPosition(position) {\n this._position = this.totalTime ? position * this.totalTime : 1;\n }\n getPosition() {\n return this.totalTime ? this._position / this.totalTime : 1;\n }\n /** @internal */\n triggerCallback(phaseName) {\n const methods = phaseName == 'start' ? this._onStartFns : this._onDoneFns;\n methods.forEach(fn => fn());\n methods.length = 0;\n }\n}\n\n/**\n * A programmatic controller for a group of reusable animations.\n * Used internally to control animations.\n *\n * @see {@link AnimationPlayer}\n * @see {@link animations/group group}\n *\n */\nclass AnimationGroupPlayer {\n _onDoneFns = [];\n _onStartFns = [];\n _finished = false;\n _started = false;\n _destroyed = false;\n _onDestroyFns = [];\n parentPlayer = null;\n totalTime = 0;\n players;\n constructor(_players) {\n this.players = _players;\n let doneCount = 0;\n let destroyCount = 0;\n let startCount = 0;\n const total = this.players.length;\n if (total == 0) {\n queueMicrotask(() => this._onFinish());\n } else {\n this.players.forEach(player => {\n player.onDone(() => {\n if (++doneCount == total) {\n this._onFinish();\n }\n });\n player.onDestroy(() => {\n if (++destroyCount == total) {\n this._onDestroy();\n }\n });\n player.onStart(() => {\n if (++startCount == total) {\n this._onStart();\n }\n });\n });\n }\n this.totalTime = this.players.reduce((time, player) => Math.max(time, player.totalTime), 0);\n }\n _onFinish() {\n if (!this._finished) {\n this._finished = true;\n this._onDoneFns.forEach(fn => fn());\n this._onDoneFns = [];\n }\n }\n init() {\n this.players.forEach(player => player.init());\n }\n onStart(fn) {\n this._onStartFns.push(fn);\n }\n _onStart() {\n if (!this.hasStarted()) {\n this._started = true;\n this._onStartFns.forEach(fn => fn());\n this._onStartFns = [];\n }\n }\n onDone(fn) {\n this._onDoneFns.push(fn);\n }\n onDestroy(fn) {\n this._onDestroyFns.push(fn);\n }\n hasStarted() {\n return this._started;\n }\n play() {\n if (!this.parentPlayer) {\n this.init();\n }\n this._onStart();\n this.players.forEach(player => player.play());\n }\n pause() {\n this.players.forEach(player => player.pause());\n }\n restart() {\n this.players.forEach(player => player.restart());\n }\n finish() {\n this._onFinish();\n this.players.forEach(player => player.finish());\n }\n destroy() {\n this._onDestroy();\n }\n _onDestroy() {\n if (!this._destroyed) {\n this._destroyed = true;\n this._onFinish();\n this.players.forEach(player => player.destroy());\n this._onDestroyFns.forEach(fn => fn());\n this._onDestroyFns = [];\n }\n }\n reset() {\n this.players.forEach(player => player.reset());\n this._destroyed = false;\n this._finished = false;\n this._started = false;\n }\n setPosition(p) {\n const timeAtPosition = p * this.totalTime;\n this.players.forEach(player => {\n const position = player.totalTime ? Math.min(1, timeAtPosition / player.totalTime) : 1;\n player.setPosition(position);\n });\n }\n getPosition() {\n const longestPlayer = this.players.reduce((longestSoFar, player) => {\n const newPlayerIsLongest = longestSoFar === null || player.totalTime > longestSoFar.totalTime;\n return newPlayerIsLongest ? player : longestSoFar;\n }, null);\n return longestPlayer != null ? longestPlayer.getPosition() : 0;\n }\n beforeDestroy() {\n this.players.forEach(player => {\n if (player.beforeDestroy) {\n player.beforeDestroy();\n }\n });\n }\n /** @internal */\n triggerCallback(phaseName) {\n const methods = phaseName == 'start' ? this._onStartFns : this._onDoneFns;\n methods.forEach(fn => fn());\n methods.length = 0;\n }\n}\nconst ɵPRE_STYLE = '!';\n\n/**\n * @module\n * @description\n * Entry point for all animation APIs of the animation package.\n */\n\n/**\n * @module\n * @description\n * Entry point for all public APIs of this package.\n */\n\n// This file is not used to build this module. It is only used during editing\n\n/**\n * Generated bundle index. Do not edit.\n */\n\nexport { AUTO_STYLE, AnimationBuilder, AnimationFactory, AnimationMetadataType, NoopAnimationPlayer, animate, animateChild, animation, group, keyframes, query, sequence, stagger, state, style, transition, trigger, useAnimation, AnimationGroupPlayer as ɵAnimationGroupPlayer, BrowserAnimationBuilder as ɵBrowserAnimationBuilder, ɵPRE_STYLE };\n","import * as i0 from '@angular/core';\nimport { Injectable, InjectionToken, Pipe, Component, ChangeDetectionStrategy, Optional, Inject, Input, ViewChild, NgModule, makeEnvironmentProviders } from '@angular/core';\nimport { BehaviorSubject, Subject } from 'rxjs';\nimport { filter, takeUntil } from 'rxjs/operators';\nimport { trigger, state, style, transition, animate } from '@angular/animations';\nimport * as i1 from '@angular/platform-browser';\nimport { NgIf, NgFor, CommonModule } from '@angular/common';\nconst _c0 = [\"overlay\"];\nconst _c1 = [\"*\"];\nfunction NgxSpinnerComponent_div_0_div_2_div_1_Template(rf, ctx) {\n if (rf & 1) {\n i0.ɵɵelement(0, \"div\");\n }\n}\nfunction NgxSpinnerComponent_div_0_div_2_Template(rf, ctx) {\n if (rf & 1) {\n i0.ɵɵelementStart(0, \"div\");\n i0.ɵɵtemplate(1, NgxSpinnerComponent_div_0_div_2_div_1_Template, 1, 0, \"div\", 6);\n i0.ɵɵelementEnd();\n }\n if (rf & 2) {\n const ctx_r0 = i0.ɵɵnextContext(2);\n i0.ɵɵclassMap(ctx_r0.spinner.class);\n i0.ɵɵstyleProp(\"color\", ctx_r0.spinner.color);\n i0.ɵɵadvance();\n i0.ɵɵproperty(\"ngForOf\", ctx_r0.spinner.divArray);\n }\n}\nfunction NgxSpinnerComponent_div_0_div_3_Template(rf, ctx) {\n if (rf & 1) {\n i0.ɵɵelement(0, \"div\", 7);\n i0.ɵɵpipe(1, \"safeHtml\");\n }\n if (rf & 2) {\n const ctx_r0 = i0.ɵɵnextContext(2);\n i0.ɵɵproperty(\"innerHTML\", i0.ɵɵpipeBind1(1, 1, ctx_r0.template), i0.ɵɵsanitizeHtml);\n }\n}\nfunction NgxSpinnerComponent_div_0_Template(rf, ctx) {\n if (rf & 1) {\n i0.ɵɵelementStart(0, \"div\", 2, 0);\n i0.ɵɵtemplate(2, NgxSpinnerComponent_div_0_div_2_Template, 2, 5, \"div\", 3)(3, NgxSpinnerComponent_div_0_div_3_Template, 2, 3, \"div\", 4);\n i0.ɵɵelementStart(4, \"div\", 5);\n i0.ɵɵprojection(5);\n i0.ɵɵelementEnd()();\n }\n if (rf & 2) {\n const ctx_r0 = i0.ɵɵnextContext();\n i0.ɵɵstyleProp(\"background-color\", ctx_r0.spinner.bdColor)(\"z-index\", ctx_r0.spinner.zIndex)(\"position\", ctx_r0.spinner.fullScreen ? \"fixed\" : \"absolute\");\n i0.ɵɵproperty(\"@.disabled\", ctx_r0.disableAnimation)(\"@fadeIn\", \"in\");\n i0.ɵɵadvance(2);\n i0.ɵɵproperty(\"ngIf\", !ctx_r0.template);\n i0.ɵɵadvance();\n i0.ɵɵproperty(\"ngIf\", ctx_r0.template);\n i0.ɵɵadvance();\n i0.ɵɵstyleProp(\"z-index\", ctx_r0.spinner.zIndex);\n }\n}\nconst LOADERS = {\n \"ball-8bits\": 16,\n \"ball-atom\": 4,\n \"ball-beat\": 3,\n \"ball-circus\": 5,\n \"ball-climbing-dot\": 4,\n \"ball-clip-rotate\": 1,\n \"ball-clip-rotate-multiple\": 2,\n \"ball-clip-rotate-pulse\": 2,\n \"ball-elastic-dots\": 5,\n \"ball-fall\": 3,\n \"ball-fussion\": 4,\n \"ball-grid-beat\": 9,\n \"ball-grid-pulse\": 9,\n \"ball-newton-cradle\": 4,\n \"ball-pulse\": 3,\n \"ball-pulse-rise\": 5,\n \"ball-pulse-sync\": 3,\n \"ball-rotate\": 1,\n \"ball-running-dots\": 5,\n \"ball-scale\": 1,\n \"ball-scale-multiple\": 3,\n \"ball-scale-pulse\": 2,\n \"ball-scale-ripple\": 1,\n \"ball-scale-ripple-multiple\": 3,\n \"ball-spin\": 8,\n \"ball-spin-clockwise\": 8,\n \"ball-spin-clockwise-fade\": 8,\n \"ball-spin-clockwise-fade-rotating\": 8,\n \"ball-spin-fade\": 8,\n \"ball-spin-fade-rotating\": 8,\n \"ball-spin-rotate\": 2,\n \"ball-square-clockwise-spin\": 8,\n \"ball-square-spin\": 8,\n \"ball-triangle-path\": 3,\n \"ball-zig-zag\": 2,\n \"ball-zig-zag-deflect\": 2,\n cog: 1,\n \"cube-transition\": 2,\n fire: 3,\n \"line-scale\": 5,\n \"line-scale-party\": 5,\n \"line-scale-pulse-out\": 5,\n \"line-scale-pulse-out-rapid\": 5,\n \"line-spin-clockwise-fade\": 8,\n \"line-spin-clockwise-fade-rotating\": 8,\n \"line-spin-fade\": 8,\n \"line-spin-fade-rotating\": 8,\n pacman: 6,\n \"square-jelly-box\": 2,\n \"square-loader\": 1,\n \"square-spin\": 1,\n timer: 1,\n \"triangle-skew-spin\": 1\n};\nconst DEFAULTS = {\n BD_COLOR: \"rgba(51,51,51,0.8)\",\n SPINNER_COLOR: \"#fff\",\n Z_INDEX: 99999\n};\nconst PRIMARY_SPINNER = \"primary\";\nclass NgxSpinner {\n constructor(init) {\n Object.assign(this, init);\n }\n static create(init) {\n if (!init?.template && !init?.type) {\n console.warn(`[ngx-spinner]: Property \"type\" is missed. Please, provide animation type to