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angular-onscreen-material-keyboard

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This package is forked from ngx-material-keyboard with bug fixes and additional features

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import { AnimationEvent } from '@angular/animations'; import { BasePortalOutlet, ComponentPortal } from '@angular/cdk/portal'; import { ChangeDetectorRef, ComponentRef, EmbeddedViewRef, NgZone, OnDestroy } from '@angular/core'; import { Observable, Subject } from 'rxjs'; import { MatKeyboardConfig } from '../../configs/keyboard.config'; import { KeyboardAnimationState } from '../../enums/keyboard-animation-state.enum'; export declare const SHOW_ANIMATION: string; export declare const HIDE_ANIMATION: string; /** * Internal component that wraps user-provided keyboard content. * @docs-private */ export declare class MatKeyboardContainerComponent extends BasePortalOutlet implements OnDestroy { private _ngZone; private _changeDetectorRef; /** Whether the component has been destroyed. */ private _destroyed; /** The portal outlet inside of this container into which the keyboard content will be loaded. */ private _portalOutlet; /** The state of the keyboard animations. */ _animationState: KeyboardAnimationState; /** Subject for notifying that the keyboard has exited from view. */ onExit: Subject<any>; /** Subject for notifying that the keyboard has finished entering the view. */ onEnter: Subject<any>; attrRole: string; keyboardConfig: MatKeyboardConfig; constructor(_ngZone: NgZone, _changeDetectorRef: ChangeDetectorRef); onMousedown(event: MouseEvent): void; /** Attach a component portal as content to this keyboard container. */ attachComponentPortal<T>(portal: ComponentPortal<T>): ComponentRef<T>; attachTemplatePortal(): EmbeddedViewRef<any>; /** Handle end of animations, updating the state of the keyboard. */ onAnimationEnd(event: AnimationEvent): void; /** Begin animation of keyboard entrance into view. */ enter(): void; /** Begin animation of the snack bar exiting from view. */ exit(): Observable<void>; /** * Makes sure the exit callbacks have been invoked when the element is destroyed. */ ngOnDestroy(): void; /** * Waits for the zone to settle before removing the element. Helps prevent * errors where we end up removing an element which is in the middle of an animation. */ private _completeExit; }