fix(viewer): UI flicker on camera move from interactive overlays + dirty-mark leaks (#401)
* chore: sync bun.lock with 0.9.1 workspace versions Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(viewer): stop interactive overlays from starving frames and flickering the UI Every interactive item mounted a drei <Html occlude> overlay unconditionally — invisible (opacity 0) when no zone was selected, but still alive. With `occlude` as a bare boolean, drei raycasts the entire scene per overlay on every camera-move frame, and rewrites each element's z-index while toggling display when the occlusion flips. On scenes with hundreds of interactive items (recessed lights, ceiling fans) this starved the frame budget and made the whole DOM UI blink during camera moves while the WebGPU canvas stayed healthy. Overlays now mount only while a zone is selected and the item sits inside its polygon, fade in/out over 300ms (the child components stay rendered so the exit transition can play before the <Html> unmounts), and drop `occlude` entirely. eps=-1 works around a drei mount bug: its mount path writes the element transform without the distanceFactor scale, and with a static camera the eps guard never re-applies it, so freshly mounted overlays stayed mis-scaled until the camera moved. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(viewer): break down dirty nodes by kind in the perf overlay DIRTY now reads e.g. "29 (12 wall, 9 ceiling, 8 item)" — sorted by count, only non-zero kinds, with a "missing" bucket for dirty ids whose node no longer exists. Makes dirty-mark leaks attributable at a glance. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * perf(core): skip dirty marks for kinds with no dirty consumer dirtyNodes is consumed by GeometrySystem (def.geometry), FloorElevationSystem (capabilities.floorPlaced), and the legacy per-kind viewer systems. Site, building, level, zone, and guide match none of those, so their marks were never cleared: they accumulated for the whole session (every child create/delete dirties its parent), permanently defeated every consumer's empty-set early exit each frame, and polluted the perf overlay's DIRTY readout. NodeDefinition gains an explicit dirtyTracking?: boolean opt-out (default tracked — no derivable predicate exists since wall's dirty consumption lives in the viewer while zone/guide/level declare def.system for unrelated per-frame work). markDirty consults the registry; the five structural kinds opt out. Also fixes a second leak: deleteNodesAction never removed deleted ids from the dirty set, and every consumer skips missing nodes without clearing them, so marks on deleted nodes lived forever. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * style: replace concise-arrow forEach with for...of in deleteNodesAction biome's useIterableCallbackReturn rejects forEach callbacks that implicitly return a value (Set.add / clearDirty). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
5411f5abc8
commit
cf24b62c44
@@ -15,6 +15,7 @@ export const PerfMonitor = () => {
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drawCalls: 0,
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triangles: 0,
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dirty: 0,
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dirtyDetail: '',
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meshes: 0,
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lines: 0,
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sprites: 0,
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@@ -60,7 +61,20 @@ export const PerfMonitor = () => {
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const drawCalls = Math.round(totalCalls / Math.max(1, frameCount.current))
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const triangles = totalTriangles / Math.max(1, frameCount.current)
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info.reset()
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const dirty = useScene.getState().dirtyNodes.size
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const sceneState = useScene.getState()
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const dirty = sceneState.dirtyNodes.size
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let dirtyDetail = ''
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if (dirty > 0) {
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const counts = new Map<string, number>()
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for (const id of sceneState.dirtyNodes) {
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const type = sceneState.nodes[id]?.type ?? 'missing'
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counts.set(type, (counts.get(type) ?? 0) + 1)
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}
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dirtyDetail = [...counts.entries()]
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.sort((a, b) => b[1] - a[1])
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.map(([type, count]) => `${count} ${type}`)
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.join(', ')
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}
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// Count visible drawables by type so we can match scene contents
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// against the renderer's draw count and find hidden contributors.
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@@ -99,6 +113,7 @@ export const PerfMonitor = () => {
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drawCalls,
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triangles,
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dirty,
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dirtyDetail,
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meshes,
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lines,
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sprites,
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@@ -133,7 +148,7 @@ export const PerfMonitor = () => {
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GPU ${stats.gpuMs > 0 ? `${stats.gpuMs.toFixed(1)}ms (max ${stats.gpuMaxMs.toFixed(1)})` : '—'}
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DRAW ${stats.drawCalls}
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TRI ${(stats.triangles / 1000).toFixed(1)}k
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DIRTY ${stats.dirty}
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DIRTY ${stats.dirty}${stats.dirtyDetail ? ` (${stats.dirtyDetail})` : ''}
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MESH ${stats.meshes}
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LINE ${stats.lines}
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SPRITE ${stats.sprites}
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@@ -13,16 +13,32 @@ import {
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} from '@pascal-app/core'
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import { Html } from '@react-three/drei'
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import { createPortal, useFrame } from '@react-three/fiber'
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import { useState } from 'react'
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import { useEffect, useState } from 'react'
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import { type Object3D, Vector3 } from 'three'
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import { useShallow } from 'zustand/react/shallow'
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import useViewer from '../../store/use-viewer'
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const _tempVec = new Vector3()
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// ---- Parent: one overlay per interactive item ----
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// ---- Parent: one overlay per interactive item inside the selected zone ----
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//
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// The <Html> overlays only exist while a zone is selected and the item sits
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// inside it. Mounting them unconditionally is not an option: each drei <Html>
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// repositions and re-sorts its DOM element on every camera-move frame, and
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// with `occlude` it also raycasts the entire scene per overlay per frame. On
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// large scenes (hundreds of interactive items) that starves the frame budget
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// and the display/z-index churn makes the whole DOM UI flicker.
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//
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// The child components stay rendered (returning null) so an overlay can fade
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// out before its <Html> unmounts.
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export const InteractiveSystem = () => {
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const zoneId = useViewer((s) => s.selection.zoneId)
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const zonePolygon = useScene((s) => {
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if (!zoneId) return null
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const z = s.nodes[zoneId] as ZoneNode | undefined
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return z?.polygon ?? null
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})
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const interactiveNodeIds = useScene(
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useShallow((state) =>
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Object.values(state.nodes)
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@@ -34,7 +50,7 @@ export const InteractiveSystem = () => {
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return (
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<>
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{interactiveNodeIds.map((id) => (
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<ItemControlsOverlay key={id} nodeId={id} />
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<ItemControlsOverlay key={id} nodeId={id} zonePolygon={zonePolygon} />
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))}
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</>
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)
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@@ -42,7 +58,15 @@ export const InteractiveSystem = () => {
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// ---- Child: polls sceneRegistry then portals controls into the item group ----
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const ItemControlsOverlay = ({ nodeId }: { nodeId: AnyNodeId }) => {
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const FADE_MS = 300
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const ItemControlsOverlay = ({
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nodeId,
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zonePolygon,
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}: {
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nodeId: AnyNodeId
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zonePolygon: ZoneNode['polygon'] | null
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}) => {
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const node = useScene((state) => state.nodes[nodeId] as ItemNode)
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const [itemObj, setItemObj] = useState<Object3D | null>(null)
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@@ -55,29 +79,44 @@ const ItemControlsOverlay = ({ nodeId }: { nodeId: AnyNodeId }) => {
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const controlValues = useInteractive(useShallow((state) => state.items[nodeId]?.controlValues))
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const setControlValue = useInteractive((state) => state.setControlValue)
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const zoneId = useViewer((s) => s.selection.zoneId)
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const zonePolygon = useScene((s) => {
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if (!zoneId) return null
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const z = s.nodes[zoneId] as ZoneNode | undefined
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return z?.polygon ?? null
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})
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let visible = false
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if (itemObj && zonePolygon?.length) {
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itemObj.getWorldPosition(_tempVec)
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visible = pointInPolygon(_tempVec.x, _tempVec.z, zonePolygon)
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}
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if (!(itemObj && controlValues && node?.asset.interactive)) return null
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// Fade in on mount and fade out before unmounting the <Html>.
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const [mounted, setMounted] = useState(false)
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const [shown, setShown] = useState(false)
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useEffect(() => {
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if (visible) {
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setMounted(true)
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// Double rAF: the overlay has to paint once at opacity 0 before the
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// opacity-1 style lands, otherwise the fade-in transition is skipped.
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let raf2 = 0
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const raf1 = requestAnimationFrame(() => {
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raf2 = requestAnimationFrame(() => setShown(true))
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})
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return () => {
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cancelAnimationFrame(raf1)
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cancelAnimationFrame(raf2)
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}
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}
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setShown(false)
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const timeout = setTimeout(() => setMounted(false), FADE_MS)
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return () => clearTimeout(timeout)
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}, [visible])
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if (!(mounted && itemObj && controlValues && node?.asset.interactive)) return null
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const { controls } = node.asset.interactive
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const [, height] = node.asset.dimensions
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let opacity = 0
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let pointerEvents: 'auto' | 'none' = 'none'
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if (zoneId && zonePolygon?.length) {
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itemObj.getWorldPosition(_tempVec)
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const inside = pointInPolygon(_tempVec.x, _tempVec.z, zonePolygon)
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opacity = inside ? 1 : 0.1
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pointerEvents = inside ? 'auto' : 'none'
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}
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return createPortal(
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<Html center distanceFactor={8} occlude position={[0, height + 0.3, 0]} zIndexRange={[20, 0]}>
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// eps=-1 forces drei to re-apply translate/scale every frame: its mount
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// path writes a transform without the distanceFactor scale, and with a
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// static camera the eps guard would skip the fix until the camera moves.
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<Html center distanceFactor={8} eps={-1} position={[0, height + 0.3, 0]} zIndexRange={[20, 0]}>
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<div
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style={{
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display: 'flex',
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@@ -88,10 +127,10 @@ const ItemControlsOverlay = ({ nodeId }: { nodeId: AnyNodeId }) => {
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borderRadius: 8,
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padding: '8px 12px',
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minWidth: 120,
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pointerEvents,
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pointerEvents: visible ? 'auto' : 'none',
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userSelect: 'none',
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opacity,
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transition: 'opacity 0.3s ease',
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opacity: shown ? 1 : 0,
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transition: `opacity ${FADE_MS}ms ease`,
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}}
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>
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{controls.map((control, i) => (
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