Cursors

A cursor is a graphical symbol that is manipulated by a pointing device such as a mouse. For example, the user positions the cursor to:

The cursor provides the following types of important visual feedback. Keep these points in mind when you display the cursor in your program:

Creating a cursor graphic

Create a new cursor graphic for a mode or tool that is unique to your program. There are several standard cursors, such as the I-beam for text and the crosshairs for drawing. Do not make the user learn a new cursor for common functionality. Consistency across applications is an important principle of the CommonPoint human interface.

When you create a cursor graphic, make it no larger than 16 by 16 pixels. Make the graphic black unless you absolutely need to use color.

Cursors and sprites

You can associate a cursor-tracking "sprite" with the cursor during drag- and-drop operations. Sprites provide visual feedback about the operation underway. For example, when the user drags a folder, an outline of the folder moves. Or if the user is changing the fill color, a color swatch can appear attached to the pointer.



No busy cursors

Because the CommonPoint application system is multitasking, a continuing operation does not prevent the cursor from being used for another operation. Therefore, do not use a busy cursor to show that a process is ongoing; do not present a cursor such as a spinning ball or an hourglass. Confine feedback on an ongoing process to the target of the process. For example, if the user is copying an object to a container, you can show a container icon filling up.



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