Window autofocus misbehaves #109886
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Reference: blender/blender#109886
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System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79
Blender Version
Broken: version: 3.6.0, branch: blender-v3.6-release, commit date: 2023-06-27 08:08, hash:
c7fc78b81ecb
(from steam)Worked: Never, this feature only appeared in 3.6.0
Short description of error
Autofocus between main windows works in a weird way: It doesn't autofocus between two fullscreen windows, but does autofocus between one fullscreen window and one windowed. Please see attached video for details as this is hard to describe
Exact steps for others to reproduce the error
You need at least two monitors to replicate this issue: Open Blender -> Create one more main window -> maximize both windows on both monitors and try dragging your mouse between them. It will not autofocus.
Please see the attached video.
I have also attached a photo of my physical setup, just in case.
I did test the latest build (blender-4.0.0-alpha+main.b183e3ae89a6-windows.amd64-release)
Sidenote: It'd be really cool if the autofocus thing was instant, without a one-second delay.
Thank you.
Thanks for the report. Can confirm with split screen option on single monitor.
AFAICS this is happening when window is snapped to screen borders.
On Blender 3.6.0, Windows 10
@MrKleiner
Unless I am missing something here, it works as intended.
Tried it on two monitors and it works with fullscreen windows. Also watched your video, where I can see it is also working with fullscreen windows.
Unless we are noticing different things, in your video your fullscreen windows are responding to you Blender's autofocus. I can see a shade change when you mouse over.
Instead of only noticing the title bars, to confirm use your mouse scroll button to zoom in and out of two fullscreen viewports on two different monitors. Or zoom in and out on your UV editor area, and your viewport in the other monitor. I tried it and it works flawlessly.
What you are seeing is the other window respond to mouse movement and input, but what would not work is keyboard entry and shortcuts. On Windows, keyboard events are only sent to the (one) active window, which you can see gets a different title bar color.
Instead what you want to do for testing is move your mouse to a 3DView of the other window and press "G". In older versions of Blender you would need to first click the window to activate it. With this new "auto activate" behavior the window should automatically become active and work without having to click it.
@Harley
Yes I see it does not respond with keyboard input when both windows are fullscreen. Otherwise it does.
@Harley
After further experimentation, for some reason, its working as you said it should be. I tried the following, with both windows at fullscreen:
I have no idea what I did differently from the last time I checked it, before I replied, other than close Blender and restart it.
And I am still confused, as to what the issue is.
@Harley
Alright, I believe I may have narrowed it down. Hopefully, this will help clear things out.
When I select Window > New Window, everything works as it should, keyboard input responds as it should with fullscreen windows.
However, when I select Window > New Main Window, that is when the OP issue arises. Keyboard input no longer works as it does with Window > New Window, when you have fullscreen windows open.
We can't auto-activat ALL windows, as there are some times when that is annoying. So we do so in these circumstances:
In this case we have two main windows. This works as I expect unless BOTH windows are maximized on adjacent monitors. Unfortunately the Windows API call
GetWindowRect
retrieves a rectangle that includes the window's dropshadow, which means that they are detected as overlapping if they share an edge.So this error does not require multiple monitors or the maximization of the windows. Simply make the main Blender window less than half the width of a monitor. Select Window / New Window and arrange the two windows so that they are next to each other. If they are closer than about 20 pixels they won't auto-activate.
Will have to think of a nice way to fix this. Might have to use DwmGetWindowAttribute with DWMWA_EXTENDED_FRAME_BOUNDS, but I think that is not adjusted for DPI.
@Harley hi, can we backport your fix to LTS?: #109399
Yes, but can we wait for 3.6.2? 3.6.1 is only a week away.
No problem. We can still add it to the list with a little remark "Consider this commit for 3.6.2, not 3.6.1" 😅
I added it to the list for possible inclusion in 3.6.2