- From: Kornel Lesiński <kornel@geekhood.net>
- Date: Mon, 15 Jul 2013 01:05:50 +0100
- To: whatwg@lists.whatwg.org
On Sat, 13 Jul 2013 08:13:03 +0100, Tobie Langel <tobie.langel@gmail.com> wrote: > It is not uncommon for mobile experiences to rely on the accelerometer > as an input mechanism, for example to control page scrolling (e.g. > Instapaper) or for gameplay. > > In such cases, auto-rotation of the viewport is completely disruptive to > the user's experience and needs to be inhibited. Indeed, this ruins accelerometer-based games. It's also slightly problematic in applications using compass (augumented reality or navigation apps pointing user towards a direction) - auto-rotation misfires when person rotates themselves while holding phone in front of them. Inhibiting auto-rotation may be sufficient, and shouldn't be too annoying. Browsers might even have option to unlock rotation (e.g. Instapaper shows rotation lock switch when you shake the device). I suspect that games designed for being locked in a particular screen orientation will be forcing users to rotate device to desired orientation first (e.g. I can imagine racing games to refuse to start the race until user rotates device to landscape) — but maybe that's a good thing? Since specific, locked screen orientation is mostly needed in games, and forced rotation is disruptive to other things on the screen (e.g. moving buttons/addressbar to other physical edge of the screen), maybe it should be tied to the Fullscreen API? element.requestFullscreen({orientation:'landscape', autorotation:false}) -- regards, Kornel
Received on Monday, 15 July 2013 00:06:29 UTC