interactive-hit-areas
millionco/skills · Agent Skill
使用於當互動元素之間有視覺上的間隔,需要滑鼠懸停或點選以響應整個區域而無死區的場合。
前往安裝 ↓總覽
| 發布者 | |
|---|---|
| 儲存庫 | millionco/skills ↗ |
| 技能資料夾 | interactive-hit-areas |
| 星 | 34 |
| 分支 | 2 |
| 附帶檔案 | 1 |
| 授權 | MIT |
| 最近更新 | 2026年6月30日 |
| 連結 | 技能原始碼 ↗ · 儲存庫 ↗ |
Mozgi 檢查
我們在技能檔案中發現的內容。詳細資訊需訂閱。
安裝
技能就是一個含 SKILL.md 的資料夾。選擇你的代理,在專案根目錄的終端機(macOS、Linux 或 Windows 的 Git Bash)執行指令。
把提示貼到 Claude、Codex 或其他助理:它會自行檢查並安裝技能。
Install the “interactive-hit-areas” skill from mozgi.io (https://mozgi.io/skills/millionco-interactive-hit-areas/) for me. 1. Download the archive: https://mozgi.io/skills/millionco-interactive-hit-areas/download If it fails, take the skill folder from the source: https://github.com/millionco/skills/tree/main/skills/interactive-hit-areas 2. Read SKILL.md and the other files. Check the skill is safe: no hidden commands, no sending data elsewhere, no scripts doing something other than described. If anything looks suspicious, stop and tell me. 3. Put the “interactive-hit-areas” folder into your agent's skills folder: .claude/skills/ for Claude Code, .agents/skills/ for Codex, .cursor/skills/ for Cursor, .gemini/skills/ for Gemini CLI. Inside the project if we are in one, otherwise in the home folder (~/.claude/skills/ etc.). 4. Make sure <skills folder>/interactive-hit-areas/SKILL.md exists. 5. Briefly tell me what this skill does and offer to try it on my task. If you cannot do a step yourself, tell me what to click or type.
git clone --depth 1 --branch main https://github.com/millionco/skills.git /tmp/skills mkdir -p .claude/skills cp -r /tmp/skills/skills/interactive-hit-areas .claude/skills/interactive-hit-areas
重新啟動 Claude Code — 技能就會出現在清單中,手動呼叫:/interactive-hit-areas。要套用到所有專案,請放在 ~/.claude/skills。
git clone --depth 1 --branch main https://github.com/millionco/skills.git /tmp/skills mkdir -p .agents/skills cp -r /tmp/skills/skills/interactive-hit-areas .agents/skills/interactive-hit-areas
Codex 會從目前資料夾往上到儲存庫根目錄,在 .agents/skills 中尋找技能;用 /skills 或 $interactive-hit-areas 呼叫。所有專案:~/.agents/skills。
git clone --depth 1 --branch main https://github.com/millionco/skills.git /tmp/skills mkdir -p .cursor/skills cp -r /tmp/skills/skills/interactive-hit-areas .cursor/skills/interactive-hit-areas
Cursor 啟動時會載入技能;在 Agent 聊天輸入「/」呼叫。Cursor 也會讀取 .claude/skills 與 .agents/skills。所有專案:~/.cursor/skills。
git clone --depth 1 --branch main https://github.com/millionco/skills.git /tmp/skills mkdir -p .gemini/skills cp -r /tmp/skills/skills/interactive-hit-areas .gemini/skills/interactive-hit-areas
任務符合時,Gemini CLI 會提議啟用技能,由你確認。所有專案:~/.gemini/skills。
安裝前請先檢視 SKILL.md 與相關檔案。點擊檔案即可預覽。
SKILL.md 內容
作者原文 · 唯讀Interactive Hit Areas
Separate the hit area (where pointer events land) from the visual area (what the user sees). Bugs happen when spacing is built so that the gap between items has no event handler — the pointer falls into a dead zone and hover/click does nothing or flickers.
The core rule
Visual spacing between interactive siblings must live INSIDE each hit target, never BETWEEN them.
- WRONG: spacing via
gap,space-x, ormarginbetween the interactive elements. The space is empty DOM — no handler — so it's dead. - RIGHT: interactive elements sit flush (no gap), each filling its full slot and carrying the handler; the visual element inside is made narrower/inset (padding,
max-width, or a centered child) so it still *looks* spaced.
Result: the entire region is a continuous strip of live targets, but it looks identical to the spaced design.
Symptom & detection
- Symptom: moving the pointer slowly between two items, the highlight blinks off in the space between them, or you must aim directly at the small visual element to trigger it.
- Detect: sweep the cursor horizontally/vertically across the whole component. If the active/hover state ever drops out while still inside the component's bounds, you have dead zones.
- The bigger the visual gap, the bigger the dead zone — so "nice airy spacing" makes it worse.
The fix (general)
1. Identify the repeating slot (one item's full share of the axis — its *pitch*).
2. Make the interactive container fill that whole slot, flush against its neighbors (remove gap/space-*/margin between siblings; use flex-1/equal grid tracks).
3. Put the handler (onMouseEnter, onClick, :hover) on that full-slot container.
4. Recreate the visual spacing *inside*: center a narrower visual element (max-width, fixed width + items-center), or use padding on the container around full-bleed content. Padding is part of the element, so it stays a live target; margin/gap is not.
React / Tailwind specifics
- Replace
gap-Nbetween hover/click items withgap-0(flush) and move the spacing inside each item (padding, or a centered child withmax-w-[Npx]). - Keep sibling rows that must stay column-aligned (e.g. bars and their labels/icons) on the same gap setting — if one row is flush and another has
gap, their centers drift apart. Flush +flex-1on both keeps centers aligned. - For lists/menus: put vertical rhythm as
py-*on each row, not asspace-y-*/gap-*between rows, when the whole row strip should be clickable. - Accessibility tie-in: this is also how you hit the 24–44px minimum target size — grow the hit area with padding while keeping the glyph small.
Worked example (bar chart)
Spaced bars where hovering anywhere over a bar's column highlights it:
// Container: flush columns, NO gap — the whole width is live.
<div className="absolute inset-0 flex items-stretch">
{bars.map((bar, i) => (
<div
key={bar.id}
// flex-1 = one full slot/pitch; full height = hover above the bar too
className="flex flex-1 flex-col items-center justify-end"
onMouseEnter={() => setHovered(i)}
onMouseLeave={() => setHovered(null)}
style={{ opacity: hovered !== null && hovered !== i ? 0.4 : 1 }}
>
<span>{bar.value}</span>
{/* visual spacing comes from the narrower CENTERED bar, not a gap */}
<div className="w-full" style={{ maxWidth: 37, height: bar.value * UNIT }} />
</div>
))}
</div>
Anti-pattern that caused the bug: flex ... gap-2 with w-full bars. The bars touched their slots, so the only spacing was the 8px gap between columns — and that gap was dead to the pointer.
When gaps between items ARE fine
Dead zones only matter when you want "anywhere in the region targets the nearest item." If items are meant to be discrete and the space between them is genuinely inert (e.g. cards on a page, unrelated buttons), gap is correct — don't force flush layouts everywhere. Apply this skill when the design intends a continuous interactive band with visual separation.
常見問題
interactive-hit-areas 技能有什麼用途?
使用於當互動元素之間有視覺上的間隔,需要滑鼠懸停或點選以響應整個區域而無死區的場合。
如何安裝 interactive-hit-areas?
打開本頁的「安裝」區塊並選擇你的代理 — Claude Code、Codex、Cursor 或 Gemini CLI:那裡有把技能資料夾複製到正確位置的現成指令。也可以複製「透過助理」分頁中的提示,讓助理自行檢查並安裝技能。
interactive-hit-areas 適用哪些 AI 模型?
技能是純 Markdown 指示(Agent Skills 格式),因此 interactive-hit-areas 適用任何讀取 SKILL.md 的代理:Claude Code、Codex、Cursor、Gemini CLI、GitHub Copilot、OpenCode 等。只有在任務符合技能描述時,模型才會載入指示。
interactive-hit-areas 是免費的嗎?
此技能由 millionco 公開發布,採用 MIT 授權。技能本身免費 — 你只需向 AI 供應商支付實際使用的 token 費用。
安裝技能安全嗎?
技能是代理會遵循的指示,安裝前請閱讀 SKILL.md 及相關檔案。技能資料夾中的腳本只有在代理執行時才會運行 — 留意它的動作,不要授予多餘權限。
技能和 MCP 伺服器或外掛有何不同?
MCP 伺服器或外掛為模型提供新工具 — 會執行並回傳結果的程式碼。技能提供的是知識與流程:如何處理任務、要遵循哪些步驟、好的成果長什麼樣子。它不需要伺服器或 API 金鑰。