/**
 * Shared pulse overlay rendering utilities.
 *
 * Pulse is a brief visual flash (glow/overlay) applied to scene nodes when
 * their aggregated value changes. Each node carries `_pulseIntensity` (0–1),
 * `_pulseColor`, and optionally `_pulseGlowRadius`.
 *
 * Three visual variants:
 * - **Rect overlay**: semi-transparent fillRect on top of the bar/cell
 * - **Circle glow ring**: expanding stroke ring around a point
 * - **Path fill overlay**: re-traces an arbitrary path and fills with glow
 */
interface PulseFields {
    _pulseIntensity?: number;
    _pulseColor?: string;
    _pulseGlowRadius?: number;
}
/**
 * Returns true if the node has an active pulse effect.
 */
export declare function hasPulse(node: PulseFields): boolean;
/**
 * Render a rectangular pulse overlay (used by bar, heatmap, and network rect renderers).
 * Call this after drawing the main fill/stroke for the rectangle.
 */
export declare function renderRectPulse(ctx: CanvasRenderingContext2D, node: PulseFields & {
    x: number;
    y: number;
    w: number;
    h: number;
}, alphaMultiplier?: number): void;
/**
 * Render a circular glow ring pulse (used by point and network circle renderers).
 * Call this after drawing the main circle fill/stroke.
 */
export declare function renderCirclePulse(ctx: CanvasRenderingContext2D, node: PulseFields & {
    x?: number;
    y?: number;
    cx?: number;
    cy?: number;
    r: number;
}, alphaMultiplier?: number): void;
/**
 * Render a path-based fill pulse (used by area, wedge, and geo renderers).
 * The caller must trace the path onto ctx BEFORE calling this function,
 * or pass a Path2D object as the third argument (for geo renderers).
 * This function sets alpha/fillStyle and calls ctx.fill().
 */
export declare function renderPathPulse(ctx: CanvasRenderingContext2D, node: PulseFields, path?: Path2D, alphaMultiplier?: number): void;
export {};
