create

fun <E : Any, R> create(onEvent: (E) -> R): EventHandler<E>
fun <E : Any, R> create(id: Int, params: Array<Any?>?, onEvent: (E) -> R): EventHandler<E>
fun create(    unit: LithoRenderUnit,     bounds: Rect,     padding: Rect?,     layoutData: LithoLayoutData? = null,     parent: RenderTreeNode? = null,     poolScope: PoolScope = PoolScope.None): RenderTreeNode