import { EventEmitter, OnDestroy } from '@angular/core'; import { AnimationOptions, BMCompleteEvent, BMCompleteLoopEvent, BMEnterFrameEvent, BMSegmentStartEvent, BMDestroyEvent, BMRenderFrameErrorEvent, BMConfigErrorEvent } from './symbols'; import { AnimationLoader } from './animation-loader'; import { LottieEventsFacade } from './events-facade'; export declare class BaseDirective implements OnDestroy { private platformId; private animationLoader; options: AnimationOptions | null; containerClass: string | null; styles: Partial | null; width: string | null; height: string | null; /** * `animationCreated` is dispatched after calling `loadAnimation` */ animationCreated: EventEmitter; /** * `complete` is dispatched after completing the last frame */ complete: EventEmitter; /** * `loopComplete` is dispatched after completing frame loop */ loopComplete: EventEmitter; /** * `enterFrame` is dispatched after entering the new frame */ enterFrame: EventEmitter; /** * `segmentStart` is dispatched when the new segment is adjusted */ segmentStart: EventEmitter; /** * Original event name is `config_ready`. `config_ready` is dispatched * after the needed renderer is configured */ configReady: EventEmitter; /** * Original event name is `data_ready`. `data_ready` is dispatched * when all parts of the animation have been loaded */ dataReady: EventEmitter; /** * Original event name is `DOMLoaded`. `DOMLoaded` is dispatched * when elements have been added to the DOM */ domLoaded: EventEmitter; /** * `destroy` will be dispatched in the `ngOnDestroy` hook of the service, * it's useful for releasing resources */ destroy: EventEmitter; /** * `error` will be dispatched if the lottie player could not render * some frame or parse config */ error: EventEmitter; private destroy$; constructor(platformId: string, animationLoader: AnimationLoader); ngOnDestroy(): void; protected setWidthAndHeight(): void; protected loadAnimation(container: HTMLElement | HTMLCanvasElement, eventsFacade: LottieEventsFacade, instance: BaseDirective): void; }