- From: Tobie Langel <tobie@fb.com>
- Date: Fri, 10 Feb 2012 09:16:06 +0000
- To: Jordan Dobson <jordandobson@gmail.com>, timeless <timeless@gmail.com>
- CC: "public-webapps@w3.org" <public-webapps@w3.org>
Absolutely. This is currently handled at the application level by the games themselves, which is ridiculous. If there was a proper way for a game to specify in what orientation it was supposed to be played, then conflicts between the game's needs and the device's current orientation could be handled at system level and be consistent across all applications. --tobie On 2/10/12 8:29 AM, "Jordan Dobson" <jordandobson@gmail.com> wrote: >One way people do this today already is to use media queries to hide the >UI when it's rotated into an orientation they don't support. >Example: > >* http://mrgan.com/pieguy/ >* http://cl.ly/E5fw >* http://cl.ly/E56V > >Hope this helps if anyone is looking to do anything similar in the near >future. > >- Jordan > >On Thu, Feb 9, 2012 at 9:28 PM, timeless <timeless@gmail.com> wrote: > > >Personally I consider this a QoI issue for UAs. > >There will be lots of web pages that won't support / use this >auto-rotation suppressor. UAs will need and want to let their users >deal with this. > >The BlackBerry PlayBook for instance has an item for it: swipe in from >top right corner, tap the orientation widget, select lock orientation, >tap the application content area, move on with life. > >I'm not saying it's perfect, and I've been planning to write out more >detailed proposals for more advanced things, but sometimes adding a >web-API doesn't really help the user. This isn't a web page problem, >it's a system problem, and the user will benefit from having a >*single* and *consistent* method for addressing it across all >applications, native, web, and web written by other people who decide >to put buttons and widgets in places the user won't expect. > >Disclaimer: while my employer isn't endorsing my opinion, I'm happy to >use its products. > >On 2/8/12, Tobie Langel <tobie@fb.com> wrote: >> The general use case is any UI that's been designed exclusively for >> portrait or landscape mode because displaying it in the other mode >>either >> doesn't make any sense (e.g. most platform games), requires some >>artifice >> that the designer wanted to avoid (e.g. to function in landscape mode, >> e-readers rely on the book metaphor), or isn't cost effective (i.e. it >> requires designing two radically different UIs instead of one). >> >> --tobie >> >> On 2/8/12 9:16 AM, "Marcos Caceres" <w3c@marcosc.com> wrote: >> >>> >>> >>> >>>On Wednesday, 8 February 2012 at 07:39, Charles Pritchard wrote: >>> >>>> In case it's needed; use case: >>>> >>>> User is drawing a sketch on their mobile phone and their rotation is >>>>intentional as if they are working with a physical piece of paper. >>>or a car game where the driving is controlled by how much the device is >>>rotated (you want the orientation locked, probably to landscape)© There >>>are other games, like Rolando [1], that make use of both portrait, >>>landscape, and a kind of "fixed mode"© where the orientation is "fixed" >>>no matter what way you rotate the screen (think of rotating a video >>>camera© the world in the view finder stays "fixed") >>> >>>[1] http://rolando.ngmoco.com/ >> >> >> > > > >-- >Sent from my mobile device > > > > > > > >-- >Jordan Dobson ? Designer / Developer ? 425-444-8014 ? JordanDobson.com ><http://JordanDobson.com> >
Received on Friday, 10 February 2012 09:16:37 UTC