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Switching open windows by shift or ctrl-click bypasses the modifier key and registers as a simple click instead
Open, Confirmed, MediumPublic


System Information
Win7x64 GTX660M

Blender Version
Broken: 2.70 f93bc76
Worked: (optional)

Short description of error
If multiple windows are open (but same Blender instance), shift+click or ctrl+click on the unfocused one (to pan or zoom in a viewport for instance) will be taken as a simple click instead. It makes working with floating viewports difficult since one must focus the window first, then act.

Exact steps for others to reproduce the error
Pop out a new 3D view by shift-clicking the corner, switch from one to the other using click with any modifier key (ctrl or shift).



Event Timeline

Hadrien Brissaud (hadrien) raised the priority of this task from to Needs Triage by Developer.
Hadrien Brissaud (hadrien) updated the task description. (Show Details)

I had a fix for this but it broke on ms-windows for some reason.

Heres an alternate fix:

... though its a bit odd to handle key-down events differently to key-up events.

Bastien Montagne (mont29) lowered the priority of this task from Needs Triage by Developer to Normal.May 10 2014, 8:28 AM

@Campbell Barton (campbellbarton), why not just go ahead with this fix? otherwise make it a TODO.

@Thomas Dinges (dingto) might be interested in testing it.

Still happening for me, both on Windows and Fedora.

Sergey Sharybin (sergey) triaged this task as Needs Information from User priority.Aug 24 2015, 10:37 AM

Does it happen with both 2.75a release and latest builds from

Yes, both on Windows and Fedora, release and buildbot.
(Fedora with Wayland if that is relevant)

Sergey Sharybin (sergey) raised the priority of this task from Needs Information from User to Confirmed, Medium.Aug 24 2015, 2:29 PM

Can actually confirm the issue on Debian Jessie + KDE.

@Campbell Barton (campbellbarton), do you have any inputs here?

I've committed 2 different fixes for this. Both times they caused issues for other users which I couldn't redo,
Infact this has already been reported and moved to TODO (T40155).

The last fix is still in the code, but commented out (rBfd781c109531960c750ad62cf3ffd099b4ba8868)

I wouldn't mind enabling this at the beginning of a release cycle, then spend time/effort to get to the bottom of the problem... test on different platforms... whatever it takes.

For anyone interested to test, uncomment USE_WIN_ACTIVATE define in source/blender/windowmanager/intern/wm_window.c.

See also: T34255 T40317 T40155

Tried the fix, doesn't work for me :/ (yes, I un-commented USE_WIN_ACTIVATE)

Adding After Release project to increase chance that we won't forget it ;)

Sergey Sharybin (sergey) closed this task as Archived.Feb 2 2016, 4:11 PM
Sergey Sharybin (sergey) claimed this task.

As was mentioned above -- it's a known TODO (

Surely improvements are welcome but better to have this happen outside of the bug tracker work. Thanks for the report, but archiving it now.

Not sure why's that assigned to me. Was mentioned as a TODO. Is fine if someone looks into this report, but then assign to self. And maybe change type from to a TODO.

I don't mean to "me too"; just wanted to point out that at least for some users (e.g. me) this issue basically breaks using multiple windows due to all the accidental incorrect mouse issues that come from it. The only way I can use Blender multi-monitor is to have one big window stretched across multiple screens, which requires window manager rules to remember the window position, and since the monitors are different sizes, awkward workarounds to handle that, etc. Thanks for any time you have to look at it.