immersive-web / webxr-gamepads-module

Repository for the WebXR Gamepads Module
https://immersive-web.github.io/webxr-gamepads-module
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a11y short check list #55

Open himorin opened 2 years ago

himorin commented 2 years ago
himorin commented 2 years ago

@toji please cross check this.

toji commented 2 years ago

Seems reasonable! LGTM with a couple of minor notes:

  • Authors can address multiple types of input hardware (keyboard, pointing device, touch screen, voice recognition, etc.), or the technology supports hardware-agnostic input methods.
    • no, this is a module for a single type of input hardware

Theoretically the API can surface anything that produces button or axis input, and some utilities like SteamVR give users quite a bit of control over what system inputs are mapped to those buttons/axes. All of that is an implementation detail, though, and beyond the scope of this spec.

  • Authors can ensure a "meaningful" order of controls exists regardless of presentation.
    • no presentation is defined in this spec

I'm a little confused by this one? It's correct that we don't have a presentation aspect in this spec, but the controls are also prescribed a "meaningful order" by the xr-standard mapping? Not sure if that's what's being referred to here.

himorin commented 2 years ago

Seems reasonable! LGTM with a couple of minor notes:

  • Authors can address multiple types of input hardware (keyboard, pointing device, touch screen, voice recognition, etc.), or the technology supports hardware-agnostic input methods.

    • no, this is a module for a single type of input hardware

Theoretically the API can surface anything that produces button or axis input, and some utilities like SteamVR give users quite a bit of control over what system inputs are mapped to those buttons/axes. All of that is an implementation detail, though, and beyond the scope of this spec.

Ah, yes. I should write as something like 'a single type of input method' but not 'hardware'. I agree that all are an implementation detail, like some utilities may map keyboard inputs as gamepads like input. Updated as This is a module for a single type of input method which is closely connected to specific hardware. But implementation can give users quite a bit of control over what system inputs are mapped like from keyboard and all of that is an implementation detail and beyond the scope of this spec.

  • Authors can ensure a "meaningful" order of controls exists regardless of presentation.

    • no presentation is defined in this spec

I'm a little confused by this one? It's correct that we don't have a presentation aspect in this spec, but the controls are also prescribed a "meaningful order" by the xr-standard mapping? Not sure if that's what's being referred to here.

I've read this as order of multiple input devices. hrm...