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export declare const glob: any;
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export declare const Konva: {
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_global: any;
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version: string;
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isBrowser: boolean;
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isUnminified: boolean;
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dblClickWindow: number;
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getAngle(angle: number): number;
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enableTrace: boolean;
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pointerEventsEnabled: boolean;
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/**
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* Should Konva automatically update canvas on any changes. Default is true.
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* @property autoDrawEnabled
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* @default true
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* @name autoDrawEnabled
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* @memberof Konva
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* @example
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* Konva.autoDrawEnabled = true;
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*/
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autoDrawEnabled: boolean;
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/**
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* Should we enable hit detection while dragging? For performance reasons, by default it is false.
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* But on some rare cases you want to see hit graph and check intersections. Just set it to true.
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* @property hitOnDragEnabled
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* @default false
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* @name hitOnDragEnabled
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* @memberof Konva
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* @example
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* Konva.hitOnDragEnabled = true;
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*/
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hitOnDragEnabled: boolean;
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/**
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* Should we capture touch events and bind them to the touchstart target? That is how it works on DOM elements.
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* The case: we touchstart on div1, then touchmove out of that element into another element div2.
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* DOM will continue trigger touchmove events on div1 (not div2). Because events are "captured" into initial target.
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* By default Konva do not do that and will trigger touchmove on another element, while pointer is moving.
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* @property capturePointerEventsEnabled
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* @default false
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* @name capturePointerEventsEnabled
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* @memberof Konva
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* @example
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* Konva.capturePointerEventsEnabled = true;
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*/
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capturePointerEventsEnabled: boolean;
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_renderBackend: string;
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/**
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* Use legacy text rendering. with "middle" baseline by default.
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* @property legacyTextRendering
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* @default false
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* @name legacyTextRendering
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* @memberof Konva
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* @example
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* Konva.legacyTextRendering = true;
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*/
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legacyTextRendering: boolean;
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/**
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* Global pixel ratio configuration. KonvaJS automatically detect pixel ratio of current device.
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* But you may override such property, if you want to use your value. Set this value before any components initializations.
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* @property pixelRatio
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* @default window.devicePixelRatio || 1
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* @name pixelRatio
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* @memberof Konva
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* @example
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* // before any Konva code:
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* Konva.pixelRatio = 1;
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*/
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pixelRatio: number;
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/**
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* Drag distance property. If you start to drag a node you may want to wait until pointer is moved to some distance from start point
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* on either axis, only then start dragging. Default is 3px.
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* @property dragDistance
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* @default 3
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* @memberof Konva
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* @example
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* Konva.dragDistance = 10;
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*/
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dragDistance: number;
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/**
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* Use degree values for angle properties. You may set this property to false if you want to use radian values.
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* @property angleDeg
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* @default true
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* @memberof Konva
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* @example
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* node.rotation(45); // 45 degrees
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* Konva.angleDeg = false;
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* node.rotation(Math.PI / 2); // PI/2 radian
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*/
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angleDeg: boolean;
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/**
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* Show warnings about wrong API usage (`Konva.Util.warn`). Errors are always printed
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* @property showWarnings
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* @default true
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* @memberof Konva
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* @example
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* Konva.showWarnings = false;
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*/
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showWarnings: boolean;
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/**
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* Configure what mouse buttons can be used for drag and drop.
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* Default value is [0, 1] - left and middle mouse buttons.
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* @property dragButtons
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* @default [0, 1]
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* @memberof Konva
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* @example
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* // enable left and right mouse buttons
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* Konva.dragButtons = [0, 2];
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*/
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dragButtons: number[];
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/**
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* returns whether or not drag and drop is currently active
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* @method
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* @memberof Konva
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*/
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isDragging(): boolean;
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/**
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* returns whether or not a Transformer is currently transforming a node
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* @method
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* @memberof Konva
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*/
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isTransforming(): boolean;
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/**
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* returns whether or not a drag and drop operation is ready, but may
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* not necessarily have started
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* @method
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* @memberof Konva
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*/
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isDragReady(): boolean;
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/**
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* Should Konva release canvas elements on destroy. Default is true.
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* Useful to avoid memory leak issues in Safari on macOS/iOS.
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* @property releaseCanvasOnDestroy
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* @default true
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* @name releaseCanvasOnDestroy
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* @memberof Konva
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* @example
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* Konva.releaseCanvasOnDestroy = true;
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*/
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releaseCanvasOnDestroy: boolean;
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document: any;
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_injectGlobal(Konva: any): void;
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};
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export declare const _boundedShapes: Set<unknown>;
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export declare const _registerNode: (NodeClass: any, boundsCoverPaint?: boolean) => void;
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