- From: Benjamin Hawkes-Lewis <bhawkeslewis@googlemail.com>
- Date: Sun, 30 Jan 2011 18:09:26 +0000
- To: Richard Schwerdtfeger <schwer@us.ibm.com>
- Cc: public-canvas-api@w3.org, public-canvas-api-request@w3.org, public-html-a11y@w3.org
On Sun, Jan 30, 2011 at 4:45 PM, Richard Schwerdtfeger <schwer@us.ibm.com> wrote: >> + Suggestion 2: Define effects of non-canvas transformations on >> setCaretSelectionRect() [snip] >> An example of the subtleties here would be when a canvas element is >> subjected to warping using CSS 3D transforms: >> > This API is targeted at Canvas and not CSS and SVG. It sounds like you want > to extract this API and put it elsewhere. That would be good, if possible (James's draft suggests a generic focusPosition() method for magnifiers), but it's not what this suggestion is about. Rather this is about how behaviors external to the canvas element can change where canvas content appears on screen, and so change the information that needs to be given to magnifiers if they are going to correctly focus the current caret or selection. >> How must user agents compute a "rectangle" in such a case? For example, >> must >> they compute the rectangle within the canvas context, then compute the >> (transformed) pixel coordinates on the screen, then compute a rectangle >> that >> embraces all four corners? >> > You use the drawing path relative to the canvas upper left position. You > then add the coordinates of the upper left corner of the upper left hand > corner of the canvas. The coordinates of the rectangle are a best fit: > > Assuming coordinates are relative to the top left of a device context (Only > OS/2 did it cartesian coordinate based) > > - minium top, left coordinate = top left > - max bottom, minumum left coordinate = bottom left > - max bottom, max right = bottom right > - minimum top, maxium right - top right > > There's your rectangle. You *cannot* assume screen coordinates of content drawn into a canvas context from the screen coordinates of the top left corner of the canvas element. For example, imagine you have a canvas element's top left corner at 5,5. And you have a selection rectangle at the top left of the canvas context, so also at 5,5, and imagine it is 10 wide and 10 long. If the canvas element is not subject to any transforms, then we can compute the bottom right is at screen coordinates 15,15. But now imagine the entire canvas element has been rotated clockwise 90 degrees clockwise using its top left corner as an anchor. If a magnifier draws focus between 5,5 and 15,15, it will miss the text it was supposed to be focusing as on screen it will be rotated out of the magnifiers focus. Things get even more funky if the transform applied to the canvas element (or an ancestor element) warps it rather than rotating it. >> + Suggestion 3: Define caretBlinkRate() on a canvas-independent interface I did not see a reply to this point. Do you agree or disagree this would be better? >> + Suggestion 4: Allow privacy exemption to caretBlinkRate() >> >> caretBlinkRate() could be used for profiling users, so UAs must be allowed >> not >> to share this data if the user does not want to be profiled. >> > > I don't see how a blink rate could be used to profile a user. People may just > not like a high blink rate. Their system defaults and their expressed preferences are information that can be used to track them. I refer you to the EFF's research into user fingerprinting: http://panopticlick.eff.org/ If people with disabilities are more likely to have an unusual blink rate, then in addition to tracking them, their blink rate can be used to infer that they have a disability. -- Benjamin Hawkes-Lewis
Received on Sunday, 30 January 2011 18:11:04 UTC