[UI] Editing cursor not changed to normal when exiting the edit area like seach bar or drop down #84706

Closed
opened 2021-01-14 12:21:15 +01:00 by Artyom Abgaryan · 20 comments

System Information
Operating system: any
Graphics card: non

Blender Version
Broken: everywhere
Worked:

Short description of error

Exact steps for others to reproduce the error
activate any search bar or text edit field on UI and move mouse out of that text field area, mouse cursor will stay in same state which is annoying

Exact steps for others to reproduce the error
Based on the default startup or an attached .blend file (as simple as possible).

**System Information** Operating system: any Graphics card: non **Blender Version** Broken: everywhere Worked: **Short description of error** **Exact steps for others to reproduce the error** activate any search bar or text edit field on UI and move mouse out of that text field area, mouse cursor will stay in same state which is annoying **Exact steps for others to reproduce the error** Based on the default startup or an attached .blend file (as simple as possible).

Added subscriber: @AbgaryanFX

Added subscriber: @AbgaryanFX

Added subscriber: @rjg

Added subscriber: @rjg

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

The cursor will change back as soon as you click anywhere else thus changing focus from the search field to another UI element. Does that match the behavior you're seeing?

The cursor will change back as soon as you click anywhere else thus changing focus from the search field to another UI element. Does that match the behavior you're seeing?
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Added subscriber: @wannes.malfait

Added subscriber: @wannes.malfait
Member

I haven't noticed this before, and it doesn't bother me, but it does seem that in most programs the cursor changes back to normal after leaving the test field even if it is still active. Programs I've looked at:

  • This website
  • Firefox search bar
  • VS Code
I haven't noticed this before, and it doesn't bother me, but it does seem that in most programs the cursor changes back to normal after leaving the test field even if it is still active. Programs I've looked at: - This website - Firefox search bar - VS Code

The cursor will change back as soon as you click anywhere else thus changing focus from the search field to another UI element. Does that match the behavior you're seeing?

@rjg, yes.
Thanks @wannes.malfait for more info.
Here are additional motion sequences called videos`
Cursor behavior in Unity
b1.mp4
and in blender
b2.mp4

> The cursor will change back as soon as you click anywhere else thus changing focus from the search field to another UI element. Does that match the behavior you're seeing? @rjg, yes. Thanks @wannes.malfait for more info. Here are additional motion sequences called videos` Cursor behavior in Unity [b1.mp4](https://archive.blender.org/developer/F9578708/b1.mp4) and in blender [b2.mp4](https://archive.blender.org/developer/F9578710/b2.mp4)

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'
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Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
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Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Member

Thanks for the report, but this isn't a bug. The cursors state reflects that wherever your mouse is, the input is handled by the text box. To test that out, try pressing ctrl-Q when the text box is active.

In Blender the "active button" is important, so while this might not look the greatest, I think changing this behavior would be misleading.

Thanks for the report, but this isn't a bug. The cursors state reflects that wherever your mouse is, the input is handled by the text box. To test that out, try pressing `ctrl-Q` when the text box is active. In Blender the "active button" is important, so while this might not look the greatest, I think changing this behavior would be misleading.
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Changed status from 'Archived' to: 'Needs Triage'

Changed status from 'Archived' to: 'Needs Triage'
Member

Actually I won't close this report because I'm not positive others will agree with that opinion.

Actually I won't close this report because I'm not positive others will agree with that opinion.
Member

Added subscriber: @Harley

Added subscriber: @Harley
Member

This isn't a bug. The cursor should change to inform the user of possible actions and it is doing its job perfectly there.

While editing that text box there are no other actions possible until you finish editing or cancel out of it. So the mouse has a deliberate pointer that is telling you that "sorry you can't do this right now because you are in the middle of text input". It could be clearer - could change to a "stopsign" cursor instead I suppose -- but that would be just as confusing and more annoying.

There is a patch (in review) to allow more things to be done while text editing. If that lands, and it allows enough other actions - like opening panels, etc - then it might make sense to change the cursor to a generic pointer.

This isn't a bug. The cursor should change to inform the user of possible actions and it is doing its job perfectly there. While editing that text box there are no other actions possible until you finish editing or cancel out of it. So the mouse has a deliberate pointer that is telling you that "sorry you can't do this right now because you are in the middle of text input". It could be clearer - could change to a "stopsign" cursor instead I suppose -- but that would be just as confusing and more annoying. There is a patch (in review) to allow more things to be done while text editing. If that lands, and it allows enough other actions - like opening panels, etc - then it might make sense to change the cursor to a generic pointer.
Member

Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
Member

I guess Unity is updating cursor status according to cursor's pixel position , whereas in blender , cursor status changes on performing on Click operation (I have no deep idea about the code) .
I don't think this is a bug. Unity and blender both are correct in their ways.

I guess `Unity` is updating cursor status according to cursor's `pixel position` , whereas in `blender` , cursor status changes on performing `on Click` operation (I have no deep idea about the code) . I don't think this is a bug. Unity and blender both are correct in their ways.
Member

@PratikPB2123 - I guess Unity is updating cursor status according to cursor's pixel position , whereas in blender , cursor status changes on performing on Click operation...

No, text editing in Blender is a modal operation. Once you start editing text you are in a section of code that allows nothing else but that Although you can continue to move your mouse about, you can't use it to affect anything else in the program - clicking anywhere just forces the text editing to end and exit the mode.

Part of the issue is the way that the mouse indicates which editor is active and therefore takes input. There is only ever one editor that takes input at a time. But you wouldn't want the mouse to work like this while editing text. Otherwise while changing the name of a object you would have to ensure that the mouse stayed within the confines of the Properties editor.

Similarly there are key binding that makes sense within the confines of text entry that you would not want to bubble outside of it. So while editing, hitting esc, backspace, tab, enter, arrows, etc have specific actions that are unrelated to the keymaps that might be set for the area that the mouse currently is in.

> @PratikPB2123 - I guess `Unity` is updating cursor status according to cursor's `pixel position` , whereas in `blender` , cursor status changes on performing `on Click` operation... No, text editing in Blender is a modal operation. Once you start editing text you are in a section of code that allows nothing else but that Although you can continue to move your mouse about, you can't use it to affect anything else in the program - clicking anywhere just forces the text editing to end and exit the mode. Part of the issue is the way that the mouse indicates which editor is active and therefore takes input. There is only ever one editor that takes input at a time. But you wouldn't want the mouse to work like this while editing text. Otherwise while changing the name of a object you would have to ensure that the mouse stayed within the confines of the Properties editor. Similarly there are key binding that makes sense within the confines of text entry that you would not want to bubble outside of it. So while editing, hitting esc, backspace, tab, enter, arrows, etc have specific actions that are unrelated to the keymaps that might be set for the area that the mouse currently is in.
Member

Oh, I did not know that . Thank you @Harley .

Oh, I did not know that . Thank you @Harley .
Member

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
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Reference: blender/blender#84706
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