@nativescript/rive
Version:
Rive for NativeScript
125 lines (124 loc) • 3.89 kB
TypeScript
import { Property, View } from '@nativescript/core';
export declare enum TypeRiveLoop {
ONESHOT = 0,
LOOP = 1,
PINGPONG = 2,
AUTO = 3,
NONE = 4
}
export declare enum TypeRiveDirection {
BACKWARDS = 0,
FORWARDS = 1,
AUTO = 2
}
export declare enum TypeRiveFit {
FILL = 0,
CONTAIN = 1,
COVER = 2,
FIT_WIDTH = 3,
FIT_HEIGHT = 4,
NONE = 5,
SCALE_DOWN = 6
}
export declare enum TypeRiveAlignment {
TOP_LEFT = 0,
TOP_CENTER = 1,
TOP_RIGHT = 2,
CENTER_LEFT = 3,
CENTER = 4,
CENTER_RIGHT = 5,
BOTTOM_LEFT = 6,
BOTTOM_RIGHT = 7
}
export declare class RiveEvents {
view: View;
static onPlayEvent: string;
static onPauseEvent: string;
static onLoopEndEvent: string;
static onStopEvent: string;
static stateChangedEvent: string;
static receivedInputEvent: string;
static touchBeganEvent: string;
static touchCancelledEvent: string;
static touchEndedEvent: string;
static touchMovedEvent: string;
constructor(view: View);
notifyEvent(name: string, data: any): void;
}
export declare abstract class RiveViewBase extends View {
src: string;
/**
* Rive events
*/
events: RiveEvents;
autoPlay: boolean;
alignment?: TypeRiveAlignment;
fit?: TypeRiveFit;
artboard?: string;
animation?: string;
/**
* input (optional) - Specifies which input should be used.
*/
input?: string;
/**
* inputValue (optional) - Specifies which input value should be used.
*/
inputValue?: boolean;
stateMachine?: string;
loop?: TypeRiveLoop;
/**
* direction. (optional).
*/
direction?: TypeRiveDirection;
onPlay: (animation: string) => void;
onPause: (animation: string) => void;
onStop: (animation: string) => void;
onLoopEnd: (animation: string, loopMode: TypeRiveLoop) => void;
abstract play(loop?: TypeRiveLoop, direction?: TypeRiveDirection, settleInitialState?: true): void;
abstract playWithAnimations(animations?: string | string[], loop?: TypeRiveLoop, direction?: TypeRiveDirection, areStateMachines?: false, settleInitialState?: true): void;
/**
* Stops all.
*/
abstract stop(): void;
/**
* Stops any of the provided animations.
*/
abstract stopWithAnimations(animations: string | string[], areStateMachines?: false): void;
/**
* Pauses all playing animations.
*/
abstract pause(): void;
abstract pauseWithAnimations(animations: string | string[], areStateMachines?: false): void;
/**
* Reset the view by resetting the current artboard, before any animations have been applied
*
* Note: this will respect [autoplay]
*/
abstract reset(): void;
abstract fireState(stateMachineName: string, inputName: string): void;
abstract isPlaying(): boolean;
/**
* Get the currently loaded StateMachine.
*/
abstract getStateMachines(): any;
/**
* * Get the currently playing StateMachine.
*/
abstract getPlayingStateMachines(): any;
/**
* Get the currently loaded animations.
*/
abstract getAnimations(): any;
/**
* Get the currently playing animations.
*/
abstract getPlayingAnimations(): any;
}
export declare const autoPlayProperty: Property<RiveViewBase, boolean>;
export declare const fitProperty: Property<RiveViewBase, TypeRiveFit>;
export declare const alignmentProperty: Property<RiveViewBase, TypeRiveAlignment>;
export declare const artboardProperty: Property<RiveViewBase, string>;
export declare const animationProperty: Property<RiveViewBase, string>;
export declare const stateMachineProperty: Property<RiveViewBase, string>;
export declare const inputValueProperty: Property<RiveViewBase, string | number | boolean>;
export declare const srcProperty: Property<RiveViewBase, string>;