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Inverse cursor color logic is (sometimes) broken #5108
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opened 2026-01-31 00:05:15 +00:00 by claunia
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Originally created by @alabuzhev on GitHub (Nov 21, 2019).
Environment
Steps to reproduce
128 128 128.Expected behavior
Cursor is visible no matter what background color is.
Actual behavior
Now you see it, now you don't.
Current "inverse" logic is too straightforward - it literally takes the inverse of the background, and for
128 128 128the inverse is...127 127 127, which is basically the same thing. Oops.Note: Legacy console handles this corner case properly, as well as all Windows versions prior to 10.
Also, legacy console inversion algorithm is not exactly "inverse" - the colors are slightly different (and subjectively more pleasant). Is it possible to get this classic inversion in the modern console please?
This issue affects a text editor app that uses console color
8(128 128 128in classic color scheme) to highlight various parts of text (e.g. current line). Sudden cursor disappearing is confusing and annoying.Example:
@alabuzhev commented on GitHub (Jul 14, 2022):
I've experimented a bit and managed to get exactly the same cursor colors as in the Classic Console:
GDI:
DX:
Atlas:
Before:
^^^ - this!
After:
The logic is pretty simple and equivalent to making the inverted color 25% darker:
@alabuzhev commented on GitHub (Jul 28, 2022):
I've added DX and Atlas renderer changes to the previous comment.
Could you have a look please?
Would a PR be welcomed?
@zadjii-msft commented on GitHub (Jul 28, 2022):
Lemme /cc @lhecker cause I think he's got some thoughts on the matter.
@lhecker commented on GitHub (Jul 28, 2022):
Correct me if I'm wrong but the XOR results in this:

But the solution for AtlasEngine is unlike that since it always subtracts 0.25 brightness so you get an intersection between input and output for
RGB(96, 96, 96).So in case of AtlasEngine we could get a bit more creative... For instance this:
This, with the help of

odd, creates a checkerboard image (background 127 gray):Or default "black" (RGB = 12) background:

We can also use the alpha channel of the cursor texture for inversion:
...and then draw a only a semi-transparent content in the glyph texture in
AtlasEngine::_drawCursorwhich results in the same darkening effect.In general I'm in favor of such a change, but I'm unsure what the best approach for the visuals is.
@alabuzhev commented on GitHub (Jul 29, 2022):
@lhecker thanks, the XOR plot is correct, or, alternatively:
Mea culpa 🤦
It was supposed to be the same, but for some reason I decided to "simplify" it...
Something like this should work (and can probably be improved further):
I'm all for creativity and fancy visuals, but it would be nice to at least have a uniform, always readable and already tested solution everywhere first, even if not the most creative one.
@zadjii-msft commented on GitHub (Aug 15, 2022):
If you'd like to submit a PR for this - go for it!
@ghost commented on GitHub (Sep 13, 2022):
:tada:This issue was addressed in #13748, which has now been successfully released as
Windows Terminal Preview v1.16.252.🎉Handy links:
@lhecker commented on GitHub (Mar 3, 2023):
BTW I'm intending to regress this issue a little bit in an upcoming version of AtlasEngine. The new rendering approach makes implementing inverted cursors, in particular the double-underline and empty-box variants, a little bit more difficult and I'd like to skip that at least in the beginning. This is because the new approach draws text in a layered approach with multiple passes and so it doesn't have the color information of each pixel readily available in order to XOR it.
So the new approach I've chosen only inspects the background color of a cell. If all components of the background color are within ±32 of #808080 gray, it chooses to consistently darken the range by -32, including the text content. In other words, it looks something like this:

I could also extend the range to ±64 and darken by -64, but I felt like this already resulted in a sufficient contrast. I hope that this will be fine, if at least until I get to implement proper inversion the way we have it now.
@alabuzhev commented on GitHub (Mar 3, 2023):
Isn't it ±16 in the picture?
@lhecker commented on GitHub (Mar 6, 2023):
Ah woops. Yes it's ±16. It results in a -32 darkening, because when you invert a +16 color you get a -16 and so the delta is 32. I've considered using ±32 with a -64 darkening as well, but wasn't sure what to best pick. I was thinking that a smaller ±N could potentially result in a better visual "consistency".
Edit: I found that
printf '\x1b[48;2;127;127;111m'produces a color that makes the cursor invisible with this approach. I suppose this happens since blue is the color humans have the hardest time differentiating. I'll try ±32 tomorrow.@alabuzhev commented on GitHub (Mar 6, 2023):
Isn't that just a plain inversion on your screenshot? ~(127, 127, 111) = (128, 128, 144)
I'd expect a color with -32 darkening applied to be, well, darker by (-32, -32, -32), not lighter by (+1, +1, +33).
@alabuzhev commented on GitHub (Mar 6, 2023):
Ah, "If all components of the background color are within...", and this one doesn't match.
±32 might help indeed.
@lhecker commented on GitHub (Mar 6, 2023):
Yeah it's a plain inversion, because one of the components isn’t within the "±16" range anymore - at least according to the way I built it (which uses 0x80/128 as the gray value to make some bit twiddling simpler). If it was 112 instead of 111 the darkening effect would apply and the cursor would be visible. Sorry, I should’ve been more specific in my edit.
But this has shown me that my approach clearly isn’t perfect yet. I‘m still hopeful that it works if I increase it to "±32", because an inversion of
127;127;95to128;128;169should hopefully be visible at least. 😅@alabuzhev commented on GitHub (Mar 6, 2023):
Alternatively, instead of "components are within the ±16 range" it could be "the distance from the center of the RGB cube is within the N range".
A sphere might capture gray-ish pixels better than a cube (with more prominent vertices and edges) and allow to specify a larger range if needed.
@lhecker commented on GitHub (Mar 6, 2023):
I just realized that I can also just draw the background XOR'd with 63 (
0x3f3f3f) where the cursor is and then draw text on top in its regular color. If I then invert the area where the cursor is (viaD3D11_BLEND_OP_SUBTRACT), it'll result in a background color as if it was XOR'd with 192 (0xc0c0c0). I'm not sure if it'll be a practical problem that the text color isn't XOR'd with 63/192, but it does at least solve the issue where the cursor is invisible on top of a gray background:Here's the current AtlasEngine for reference:
The benefit of the current approach is that colors that are close together, stay close together. However I'm not 100% certain whether that's a good thing or not...