import type { BoardChange, BoardColumnDef } from './types'; /** What a drop carries: the card that moved, and what it was dropped onto. */ interface DropInput { /** `getInitialData` from the dragged card. */ source: Record; /** The innermost drop target under the pointer — a card, or a lane. */ target: Record | undefined; } /** * Turns a drop into the move to report, or `null` when nothing moved. * * Both steps live in `aim.ts`, shared with the keyboard and with the line drawn * during the drag: the target becomes a slot, the slot becomes a change. Having * the drop work it out separately is how a board ends up drawing a line in one * place and committing a move to another. */ export declare function resolveBoardDrop(columns: readonly BoardColumnDef[], { source, target }: DropInput): BoardChange | null; export {}; //# sourceMappingURL=resolve-drop.d.ts.map