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@proyecto26/animatable-component

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import { EventEmitter } from '../../stencil-public-runtime'; import { IAnimatableComponent } from '../../models/animatable'; import { AnimationsType } from '../../animations'; /** * animatable-cube * * @slot - Content is placed into the cube. * @slot front-face - Content is placed into the front face of the cube. * @slot back-face - Content is placed into the back face of the cube. * @slot right-face - Content is placed into the right face of the cube. * @slot left-face - Content is placed into the left face of the cube. * @slot top-face - Content is placed into the top face of the cube. * @slot bottom-face - Content is placed into the bottom face of the cube. */ export declare class Cube implements IAnimatableComponent { /** * Animation manager for Animatable */ private manager?; el: HTMLElement; get element(): HTMLElement; /** * Name of the animation to get the keyFrames */ animation?: AnimationsType; animationDidChangeHandler(animation: AnimationsType): void; /** * Keyframes of the animation. */ keyFrames?: Keyframe[]; /** * Keyframes of the animation in string format. */ keyFramesData?: string; /** * Get keyFrames of the animation from string data. * @param text - The string with the keyFrames of the animation. */ keyFramesDidChangeHandler(text: string): void; /** * Default options of the animation. */ options?: KeyframeAnimationOptions; /** * Get options of the animation from string data. * @param text - The string with the options of the animation. */ optionsDidChangeHandler(options: KeyframeAnimationOptions): void; /** * Default options of the animation in string format. */ optionsData?: string; /** * Get options of the animation from string data. * @param text - The string with the options of the animation. */ optionsDataDidChangeHandler(text: string): void; /** * A DOMString with which to reference the animation. */ animateId?: string; /** * The number of milliseconds to delay the start of the animation. * Defaults to 0. */ delay?: number; /** * The number of milliseconds to delay after the end of an animation. */ endDelay?: number; /** * The number of milliseconds each iteration of the animation takes to complete. * Defaults to 0. */ duration?: number; /** * Direction of the animation. */ direction?: PlaybackDirection; /** * Determines how values are combined between this animation and other, * separate animations that do not specify their own specific composite operation. * Defaults to `replace`. */ composite?: CompositeOperation; /** * The rate of the animation's change over time. */ easing?: string; /** * Dictates whether the animation's effects should be reflected * by the element(s) prior to playing ("backwards"), retained after the animation * has completed playing ("forwards"), or both. Defaults to "none". */ fill?: FillMode; /** * The number of times the animation should repeat. * Defaults to `1`, and can also take a value of `Infinity` to make it repeat for as long as the element exists. */ iterations?: number; /** * Describes at what point in the iteration the animation should start. */ iterationStart?: number; /** * Determines how values build from iteration to iteration in this animation. */ iterationComposite?: IterationCompositeOperation; /** * Start the animation when the component is mounted. */ autoPlay?: boolean; /** * The class name to be applied when the animation starts */ fromClassName?: string; /** * The class name to be applied when the animation ends */ toClassName?: string; /** * Sets the current time value of the animation in milliseconds, whether running or paused. */ currentTime?: number; setCurrenTime(newValue: number): void; /** * Returns the current time value of the animation in milliseconds, whether running or paused. */ getCurrentTime(): Promise<number>; /** * Sets the scheduled time when an animation's playback should begin. */ startTime?: number; setStartTime(newValue: number): void; /** * Returns the scheduled time when an animation's playback should begin. */ getStartTime(): Promise<number>; /** * Indicates whether the animation is currently waiting * for an asynchronous operation such as initiating playback * or pausing a running animation. */ getPending(): Promise<boolean>; /** * Sets the playback rate of the animation. */ playbackRate?: number; setPlaybackRate(newValue: number): void; /** * Returns the playback rate of the animation. */ getPlaybackRate(): Promise<number>; /** * Returns an enumerated value describing the playback state of an animation. */ getPlayState(): Promise<AnimationPlayState>; /** * This event is sent when the animation is going to play. */ onStart: EventEmitter<HTMLElement>; /** * This event is sent when the animation finishes playing. */ onFinish: EventEmitter<HTMLElement>; /** * This event is sent when the animation is cancelled. */ onCancel: EventEmitter<HTMLElement>; /** * Clears all `KeyframeEffects` caused by this animation and aborts its playback. */ cancel(): Promise<void>; /** * Sets the current playback time to the end of the animation * corresponding to the current playback direction. */ finish(): Promise<void>; /** * Suspends playback of the animation. */ pause(): Promise<void>; /** * Starts or resumes playing of an animation. */ play(): Promise<void>; /** * Reverses the playback direction, meaning the animation ends at its beginning. */ reverse(): Promise<void>; /** * Clear the current animation */ clear(): Promise<void>; /** * Destroy the current animation */ destroy(): Promise<void>; /** * Initialize manager */ connectedCallback(): void; componentDidLoad(): void; componentShouldUpdate(): void; componentDidUpdate(): void; disconnectedCallback(): void; render(): any; }