Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-07-04 Thread Tobie Langel
On Thursday, July 4, 2013 at 4:20 PM, Mounir Lamouri wrote:
 On 24/04/13 11:13, Tobie Langel wrote:
  While some of the original use cases required dynamically modifying 
  orientation lock (e.g. the Game within a game experience[5]), key use cases 
  simply require a declarative, page-wide setting, as described by David 
  Bruant on the WHAT WG mailing list[6].
 
 (First, I am so sorry for the huge delay...)

Np. Thanks for getting back to me on this. :) 
 I think we should not use CSS Device Adaptation to set the orientation.
 I am actually not sure how well CSS would handle media queries to have
 rules based on the orientation and setting the orientation from CSS.
 Wouldn't we risk to end up in an infinite loop?

Seems this is handled in section 7 of the spec[a]. Honestly, I don't have 
enough background in this area to assess how well.
 In addition, with the current work of having manifest files applying to
 regular web pages [1], we can hope that web pages that want to have a
 specific orientation could simply use a manifest file. I think using a
 manifest could be a good solution for that kind of use cases [2].

I don't really have an opinion here, except I'd love to see implementors 
converge on a solution and implement it. :)
 This said, how do you expect the orientation to work when set
 declaratively? Should the declaration be set as soon as authorised (on
 Firefox Android, that means being fullscreen [3])? It might provide an
 odd user experience. An alternative would be to only fulfil the
 declarative orientation if the page is allowed to set it at load time.

If authorization is required, I'd imagine the app would be launched fullscreen 
with a modal dialog / overlay requiring user authorization. If denied the 
browser would fallback the regular display mode (with chrome).

Best,

--tobie
---
[a]: http://dev.w3.org/csswg/css-device-adapt/#media-queries




Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-06-10 Thread Lars Knudsen
On Wed, Apr 24, 2013 at 1:00 PM, Kenneth Rohde Christiansen 
kenneth.r.christian...@intel.com wrote:

 Hi there,

 CSS Device Adaptation should hopefully be enabled on all browsers (desktop
 and mobile) unlike the viewport meta tag, which cannot be enabled on
 desktop browsers easily as many desktop sites actually comes with a
 viewport meta tag which is ignored. Having that not being ignored breaks
 the sites.

 MS already enabled a subset of the CSS Device Adaptation spec in IE10
 desktop.

 I support adding some CSSOM API's for CSS Device Adaptation, but I would
 not do so for the viewport meta tag, which has its share of issues. I would
 also like the CSS Device Adaptation, orientation lock and Fullscreen to
 integrate. Especially it would be nice to click on an element in portrait
 and have it go fullscreen in landscape mode and lock, all with a nice
 animation.


IMO, this would be a much more clean and easy to understand solution than
providing a separate API for orientation lock.  It would also remove 1
unknown element when game developers try to juggle mappings between
xyz-accelerometer data vs media query orientation vs device normal
orientation (as some propose to have natural landscape and natural
portrait devices - something I really think would just add to the
confusion).

Allow me to quote myself from an earlier other thread on a proposed
orientation lock API:


As long as both MediaQueries, xyz-accelerometer data, orientation lock and
more *all* are aligned, this could work.
However, we need to have this tested with a bunch of developers - to see
where they make mistakes caused by possible confusion.

My own opinion on this is still to keep it in a specific orientation also
(e.g. portrait up) as 0 degrees, as it makes everything more easy to
handle
when the basics are kept static.  I can tell you that even inside the same
company (mobile phone manufacturer), I have seen mistakes in the mapping
of the xyz-accelerometer values *alone* between units coming from slightly
different branches.  This was because some were landscape devices
and some were portrait and everything have to match from the low level HW
to the high level javascript API.

If we make sure that a device - no matter how the rest of the UI is turning
- is always considered 0 degrees when held - e.g. portrait up, (x,y,z)
= (0,1,0), then:

1. non-game developers can be happy with lock to landscape and never need
to worry about the inner workings  and
2. game developers (using the accelerometer) won't have to reinvent strange
mappings when juggling media queries, accelerometer and orientation lock.

If we allow natural landscape units and natural portrait units - then
in some cases, when in a landscape locked game, the gravity goes in the
direction of negative X - and in some cases it goes in the direction of
negative Y.  And it gets worse if you don't even know which landscape
(left or right up) you got.

If we enforce that the device always has 0 degrees when held portrait up
(Y positive pointing at 90 degrees) - then lock to landscape right up
always gives gravity in negative X.



The problem might sound like a small one - but as a web game developer, I
would MUCH rather develop for devices, where I know that in my
landscape-left game, natural UP is X+ than being forced to buy and test on
all thinkable devices out there because the spec allows for manufacturers
to have natural landscape units, where full screen portrait could
be anything (really) when mapping the xyz accelerometer data to my game.


br
Lars




 Cheers
 Kenneth



 On Wed, Apr 24, 2013 at 12:13 PM, Tobie Langel to...@w3.org wrote:

 Hi,

 Screen orientation lock is critical to a whole set of mobile games
 (especially those which rely on the accelerometer to control the gameplay).
 It's great that it is now considered for specification and implementation.

 I had collected some use cases a while back[1], some of which led to
 use-cases[2], requirements[3] and suggestions[4] in the Coremob report.

 While some of the original use cases required dynamically modifying
 orientation lock (e.g. the Game within a game experience[5]), key use cases
 simply require a declarative, page-wide setting, as described by David
 Bruant on the WHAT WG mailing list[6].

 The current proposal[7] only targets the dynamic setting through a JS API
 and leaves the more declarative approach to other specs[8]. It mentions the
 Web Application Manifest Format and Management APIs[9] and CSS Device
 Adaptation[10].

 Now, CSS Device Adaptation, as used in the Viewport META element[11] is
 ubiquitous on mobile. It seems like a natural fit for a declarative
 orientation lock, so much so that it's already specified in the spec[12].

 However, the syntax to dynamically read or modify the Viewport META
 element is cumbersome and error prone (you're talking document.cookie-like
 string splitting/concatenation with unspecified separators, etc.[12]).

 Instead of providing a dedicated API to 

Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-06-10 Thread Kenneth Rohde Christiansen
Hi there,

On Mon, Jun 10, 2013 at 10:58 AM, Lars Knudsen lar...@gmail.com wrote:

 IMO, this would be a much more clean and easy to understand solution than
 providing a separate API for orientation lock.  It would also remove 1
 unknown element when game developers try to juggle mappings between
 xyz-accelerometer data vs media query orientation vs device normal
 orientation (as some propose to have natural landscape and natural
 portrait devices - something I really think would just add to the
 confusion).

That is good to hear; it is very important that all this feel natural
to developers without digging into a lot of spec details.

Kenneth



Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-06-06 Thread Kenneth Rohde Christiansen
As I understand it, the CSS specs never refer to device pixels, but
always to CSS pixels which are basically your DIPs, so the confusion
only arises from the fact that browsers did DPI adjustment (upscaled
the content to use real CSS values in CSS units - aka DIPs) but forgot
to do it for everything.

As Apple did the upscaling in their core system/toolkit, everything
stayed in CSS units from day one, where as other browsers such as
Android and Qt (Nokia N9) did the upscaling in the browser itself and
forgot to adjust all web facing values.

Kenneth

On Wed, Jun 5, 2013 at 4:34 PM, John Mellor joh...@chromium.org wrote:
 Sounds reasonable. I think the main things that are missing are explanations
 of the knock-on effects of Device Adaptation (and the meta viewport tag).

 For example the CSSOM View module claims that all its dimensions are in CSS
 pixels. But if you look at what mobile browsers return for something like
 screen.width, they either return Device Independent Pixels (DIPs) or
 physical device pixels. It's only for things like window.innerWidth that
 mobile browsers actually return a value in CSS pixels. Now, returning DIPs
 does in fact best match the intent of the spec for screen.width (indeed the
 definition of a CSS pixel is actually the definition of a DIP, and they used
 to be the same thing until pinch zoom and viewports made them scale
 independently); but the CSS specs need to accept that there are more kinds
 of pixels than there used to be, and fix these ambiguities, if we want
 mobile browsers to converge on a single behaviour.


 On Wed, Jun 5, 2013 at 2:59 PM, Kenneth Rohde Christiansen
 kenneth.christian...@gmail.com wrote:

 I think it should be. You think anything is missing?

 Kenneth


 On Wed, Jun 5, 2013 at 3:51 PM, Simon Pieters sim...@opera.com wrote:

 On Wed, 24 Apr 2013 13:00:48 +0200, Kenneth Rohde Christiansen
 kenneth.r.christian...@intel.com wrote:

 I support adding some CSSOM API's for CSS Device Adaptation, but I would
 not do so for the viewport meta tag, which has its share of issues.


 There's currently
 http://dev.w3.org/csswg/css-device-adapt/#dom-interfaces

 Is that sufficient?

 --
 Simon Pieters
 Opera Software




 --
 Kenneth Rohde Christiansen
 Senior Engineer, WebKit, Qt, EFL
 Phone  +45 4294 9458 / E-mail kenneth at webkit.org

 ﹆﹆﹆





-- 
Kenneth Rohde Christiansen
Senior Engineer, WebKit, Qt, EFL
Phone  +45 4294 9458 / E-mail kenneth at webkit.org

﹆﹆﹆



Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-06-06 Thread Kenneth Rohde Christiansen
In order for CSS Device Adaptation and Fullscreen to work better
together and work with orientation lock in fullscreen mode, I suggest
(idea by Rune) we extend the view-mode media feature with the
following syntax

@media all and (view-mode: fullscreen(#element1)) {
@viewport {
orientation: portrait;
}
}

@media all and (view-mode: fullscreen(#element2)) {
@viewport {
orientation: landscape;
}
}

This way a page can have multiple fullscreen enabled elements which
each their viewport configuration which will be applied when they
enter fullscreen.

Cheers
Kenneth

On Thu, Jun 6, 2013 at 11:04 AM, Kenneth Rohde Christiansen
kenneth.christian...@gmail.com wrote:
 As I understand it, the CSS specs never refer to device pixels, but
 always to CSS pixels which are basically your DIPs, so the confusion
 only arises from the fact that browsers did DPI adjustment (upscaled
 the content to use real CSS values in CSS units - aka DIPs) but forgot
 to do it for everything.

 As Apple did the upscaling in their core system/toolkit, everything
 stayed in CSS units from day one, where as other browsers such as
 Android and Qt (Nokia N9) did the upscaling in the browser itself and
 forgot to adjust all web facing values.

 Kenneth

 On Wed, Jun 5, 2013 at 4:34 PM, John Mellor joh...@chromium.org wrote:
 Sounds reasonable. I think the main things that are missing are explanations
 of the knock-on effects of Device Adaptation (and the meta viewport tag).

 For example the CSSOM View module claims that all its dimensions are in CSS
 pixels. But if you look at what mobile browsers return for something like
 screen.width, they either return Device Independent Pixels (DIPs) or
 physical device pixels. It's only for things like window.innerWidth that
 mobile browsers actually return a value in CSS pixels. Now, returning DIPs
 does in fact best match the intent of the spec for screen.width (indeed the
 definition of a CSS pixel is actually the definition of a DIP, and they used
 to be the same thing until pinch zoom and viewports made them scale
 independently); but the CSS specs need to accept that there are more kinds
 of pixels than there used to be, and fix these ambiguities, if we want
 mobile browsers to converge on a single behaviour.


 On Wed, Jun 5, 2013 at 2:59 PM, Kenneth Rohde Christiansen
 kenneth.christian...@gmail.com wrote:

 I think it should be. You think anything is missing?

 Kenneth


 On Wed, Jun 5, 2013 at 3:51 PM, Simon Pieters sim...@opera.com wrote:

 On Wed, 24 Apr 2013 13:00:48 +0200, Kenneth Rohde Christiansen
 kenneth.r.christian...@intel.com wrote:

 I support adding some CSSOM API's for CSS Device Adaptation, but I would
 not do so for the viewport meta tag, which has its share of issues.


 There's currently
 http://dev.w3.org/csswg/css-device-adapt/#dom-interfaces

 Is that sufficient?

 --
 Simon Pieters
 Opera Software




 --
 Kenneth Rohde Christiansen
 Senior Engineer, WebKit, Qt, EFL
 Phone  +45 4294 9458 / E-mail kenneth at webkit.org

 ﹆﹆﹆





 --
 Kenneth Rohde Christiansen
 Senior Engineer, WebKit, Qt, EFL
 Phone  +45 4294 9458 / E-mail kenneth at webkit.org

 ﹆﹆﹆



-- 
Kenneth Rohde Christiansen
Senior Engineer, WebKit, Qt, EFL
Phone  +45 4294 9458 / E-mail kenneth at webkit.org

﹆﹆﹆



Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-06-06 Thread John Mellor
There is a distinction to be made between DIPs and CSS pixels. Take a
portrait iPhone 4 for example:
- screen is 640 device pixels wide
- device pixel ratio is 2

CSS pixels are affected by pinch zooming:

If you use meta name=viewport content=width=device-width,
initial-scale=1 then:
- screen.width is fixed at 320 DIPs
- document.documentElement.clientWidth is fixed* at 320 CSS pixels
- window.innerWidth is initially 320 CSS pixels, but decreases when the
user pinch zooms in, since zooming in makes CSS pixels larger, and hence
less of them fit onscreen at once.

CSS pixels are also affected by viewports:

If you have no meta viewport or @viewport rule, then mobile browsers will
set your page width to a fallback value of around 980 CSS pixels, and so:
- screen.width is still fixed at 320 DIPs
- document.documentElement.clientWidth is fixed* at 980 CSS pixels
- window.innerWidth is initially 980 CSS pixels, but decreases when the
user pinch zooms in. When zoomed to a scale of 1, CSS pixels are the same
size as DIPs, window.innerWidth is 320, and content is now as legible as it
would have been if width=device-width had been used.

*: the reason that document.documentElement.clientWidth remains fixed, even
though it's unit is CSS pixels, is that when you zoom you're no longer
measuring the same distance, instead the distance being measured (the page
width) scales in proportion to the page.


On Thu, Jun 6, 2013 at 10:04 AM, Kenneth Rohde Christiansen 
kenneth.christian...@gmail.com wrote:

 As I understand it, the CSS specs never refer to device pixels, but
 always to CSS pixels which are basically your DIPs, so the confusion
 only arises from the fact that browsers did DPI adjustment (upscaled
 the content to use real CSS values in CSS units - aka DIPs) but forgot
 to do it for everything.

 As Apple did the upscaling in their core system/toolkit, everything
 stayed in CSS units from day one, where as other browsers such as
 Android and Qt (Nokia N9) did the upscaling in the browser itself and
 forgot to adjust all web facing values.

 Kenneth

 On Wed, Jun 5, 2013 at 4:34 PM, John Mellor joh...@chromium.org wrote:
  Sounds reasonable. I think the main things that are missing are
 explanations
  of the knock-on effects of Device Adaptation (and the meta viewport tag).
 
  For example the CSSOM View module claims that all its dimensions are in
 CSS
  pixels. But if you look at what mobile browsers return for something like
  screen.width, they either return Device Independent Pixels (DIPs) or
  physical device pixels. It's only for things like window.innerWidth that
  mobile browsers actually return a value in CSS pixels. Now, returning
 DIPs
  does in fact best match the intent of the spec for screen.width (indeed
 the
  definition of a CSS pixel is actually the definition of a DIP, and they
 used
  to be the same thing until pinch zoom and viewports made them scale
  independently); but the CSS specs need to accept that there are more
 kinds
  of pixels than there used to be, and fix these ambiguities, if we want
  mobile browsers to converge on a single behaviour.
 
 
  On Wed, Jun 5, 2013 at 2:59 PM, Kenneth Rohde Christiansen
  kenneth.christian...@gmail.com wrote:
 
  I think it should be. You think anything is missing?
 
  Kenneth
 
 
  On Wed, Jun 5, 2013 at 3:51 PM, Simon Pieters sim...@opera.com wrote:
 
  On Wed, 24 Apr 2013 13:00:48 +0200, Kenneth Rohde Christiansen
  kenneth.r.christian...@intel.com wrote:
 
  I support adding some CSSOM API's for CSS Device Adaptation, but I
 would
  not do so for the viewport meta tag, which has its share of issues.
 
 
  There's currently
  http://dev.w3.org/csswg/css-device-adapt/#dom-interfaces
 
  Is that sufficient?
 
  --
  Simon Pieters
  Opera Software
 
 
 
 
  --
  Kenneth Rohde Christiansen
  Senior Engineer, WebKit, Qt, EFL
  Phone  +45 4294 9458 / E-mail kenneth at webkit.org
 
  ﹆﹆﹆
 
 



 --
 Kenneth Rohde Christiansen
 Senior Engineer, WebKit, Qt, EFL
 Phone  +45 4294 9458 / E-mail kenneth at webkit.org

 ﹆﹆﹆



Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-06-06 Thread Kenneth Rohde Christiansen
Hi there

On Thu, Jun 6, 2013 at 12:15 PM, John Mellor joh...@chromium.org wrote:
 There is a distinction to be made between DIPs and CSS pixels. Take a
 portrait iPhone 4 for example:
 - screen is 640 device pixels wide
 - device pixel ratio is 2

 CSS pixels are affected by pinch zooming:

 If you use meta name=viewport content=width=device-width,
 initial-scale=1 then:
 - screen.width is fixed at 320 DIPs
 - document.documentElement.clientWidth is fixed* at 320 CSS pixels
 - window.innerWidth is initially 320 CSS pixels, but decreases when the user
 pinch zooms in, since zooming in makes CSS pixels larger, and hence less of
 them fit onscreen at once.

The units are still in CSS units. If you query the
(-webkit-device-pixel-ratio) it will still be 2. The innerWidth is
showing how many CSS units you are seeing of the contents inside the
viewport,, and that is still calculated in CSS units, not device
units.

 CSS pixels are also affected by viewports:

 If you have no meta viewport or @viewport rule, then mobile browsers will
 set your page width to a fallback value of around 980 CSS pixels, and so:
 - screen.width is still fixed at 320 DIPs
 - document.documentElement.clientWidth is fixed* at 980 CSS pixels
 - window.innerWidth is initially 980 CSS pixels, but decreases when the user
 pinch zooms in. When zoomed to a scale of 1, CSS pixels are the same size as
 DIPs, window.innerWidth is 320, and content is now as legible as it would
 have been if width=device-width had been used.

 *: the reason that document.documentElement.clientWidth remains fixed, even
 though it's unit is CSS pixels, is that when you zoom you're no longer
 measuring the same distance, instead the distance being measured (the page
 width) scales in proportion to the page.


 On Thu, Jun 6, 2013 at 10:04 AM, Kenneth Rohde Christiansen
 kenneth.christian...@gmail.com wrote:

 As I understand it, the CSS specs never refer to device pixels, but
 always to CSS pixels which are basically your DIPs, so the confusion
 only arises from the fact that browsers did DPI adjustment (upscaled
 the content to use real CSS values in CSS units - aka DIPs) but forgot
 to do it for everything.

 As Apple did the upscaling in their core system/toolkit, everything
 stayed in CSS units from day one, where as other browsers such as
 Android and Qt (Nokia N9) did the upscaling in the browser itself and
 forgot to adjust all web facing values.

 Kenneth

 On Wed, Jun 5, 2013 at 4:34 PM, John Mellor joh...@chromium.org wrote:
  Sounds reasonable. I think the main things that are missing are
  explanations
  of the knock-on effects of Device Adaptation (and the meta viewport
  tag).
 
  For example the CSSOM View module claims that all its dimensions are in
  CSS
  pixels. But if you look at what mobile browsers return for something
  like
  screen.width, they either return Device Independent Pixels (DIPs) or
  physical device pixels. It's only for things like window.innerWidth that
  mobile browsers actually return a value in CSS pixels. Now, returning
  DIPs
  does in fact best match the intent of the spec for screen.width (indeed
  the
  definition of a CSS pixel is actually the definition of a DIP, and they
  used
  to be the same thing until pinch zoom and viewports made them scale
  independently); but the CSS specs need to accept that there are more
  kinds
  of pixels than there used to be, and fix these ambiguities, if we want
  mobile browsers to converge on a single behaviour.
 
 
  On Wed, Jun 5, 2013 at 2:59 PM, Kenneth Rohde Christiansen
  kenneth.christian...@gmail.com wrote:
 
  I think it should be. You think anything is missing?
 
  Kenneth
 
 
  On Wed, Jun 5, 2013 at 3:51 PM, Simon Pieters sim...@opera.com wrote:
 
  On Wed, 24 Apr 2013 13:00:48 +0200, Kenneth Rohde Christiansen
  kenneth.r.christian...@intel.com wrote:
 
  I support adding some CSSOM API's for CSS Device Adaptation, but I
  would
  not do so for the viewport meta tag, which has its share of issues.
 
 
  There's currently
  http://dev.w3.org/csswg/css-device-adapt/#dom-interfaces
 
  Is that sufficient?
 
  --
  Simon Pieters
  Opera Software
 
 
 
 
  --
  Kenneth Rohde Christiansen
  Senior Engineer, WebKit, Qt, EFL
  Phone  +45 4294 9458 / E-mail kenneth at webkit.org
 
  ﹆﹆﹆
 
 



 --
 Kenneth Rohde Christiansen
 Senior Engineer, WebKit, Qt, EFL
 Phone  +45 4294 9458 / E-mail kenneth at webkit.org

 ﹆﹆﹆





--
Kenneth Rohde Christiansen
Senior Engineer, WebKit, Qt, EFL
Phone  +45 4294 9458 / E-mail kenneth at webkit.org

﹆﹆﹆



Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-06-06 Thread John Mellor
 The innerWidth is showing how many CSS units you are seeing of the
contents inside the viewport

I agree. My point was that screen.width is measured in DIPs not CSS pixels,
and hence screen.width often returns different values from
window.innerWidth -- depending on zoom and viewport -- even though
screen.width and window.innerWidth are both measuring the same distance:
the width of the device.

 not device units

Indeed, nothing exposed to the web should be in device pixels (the very
existence of device pixels should only be detectable using the device pixel
ratio, which exposes the ratio between device pixels and DIPs, and things
like CSS4 image-set).


On Thu, Jun 6, 2013 at 11:21 AM, Kenneth Rohde Christiansen 
kenneth.christian...@gmail.com wrote:

 Hi there

 On Thu, Jun 6, 2013 at 12:15 PM, John Mellor joh...@chromium.org wrote:
  There is a distinction to be made between DIPs and CSS pixels. Take a
  portrait iPhone 4 for example:
  - screen is 640 device pixels wide
  - device pixel ratio is 2
 
  CSS pixels are affected by pinch zooming:
 
  If you use meta name=viewport content=width=device-width,
  initial-scale=1 then:
  - screen.width is fixed at 320 DIPs
  - document.documentElement.clientWidth is fixed* at 320 CSS pixels
  - window.innerWidth is initially 320 CSS pixels, but decreases when the
 user
  pinch zooms in, since zooming in makes CSS pixels larger, and hence less
 of
  them fit onscreen at once.

 The units are still in CSS units. If you query the
 (-webkit-device-pixel-ratio) it will still be 2. The innerWidth is
 showing how many CSS units you are seeing of the contents inside the
 viewport,, and that is still calculated in CSS units, not device
 units.

  CSS pixels are also affected by viewports:
 
  If you have no meta viewport or @viewport rule, then mobile browsers will
  set your page width to a fallback value of around 980 CSS pixels, and so:
  - screen.width is still fixed at 320 DIPs
  - document.documentElement.clientWidth is fixed* at 980 CSS pixels
  - window.innerWidth is initially 980 CSS pixels, but decreases when the
 user
  pinch zooms in. When zoomed to a scale of 1, CSS pixels are the same
 size as
  DIPs, window.innerWidth is 320, and content is now as legible as it would
  have been if width=device-width had been used.
 
  *: the reason that document.documentElement.clientWidth remains fixed,
 even
  though it's unit is CSS pixels, is that when you zoom you're no longer
  measuring the same distance, instead the distance being measured (the
 page
  width) scales in proportion to the page.
 
 
  On Thu, Jun 6, 2013 at 10:04 AM, Kenneth Rohde Christiansen
  kenneth.christian...@gmail.com wrote:
 
  As I understand it, the CSS specs never refer to device pixels, but
  always to CSS pixels which are basically your DIPs, so the confusion
  only arises from the fact that browsers did DPI adjustment (upscaled
  the content to use real CSS values in CSS units - aka DIPs) but forgot
  to do it for everything.
 
  As Apple did the upscaling in their core system/toolkit, everything
  stayed in CSS units from day one, where as other browsers such as
  Android and Qt (Nokia N9) did the upscaling in the browser itself and
  forgot to adjust all web facing values.
 
  Kenneth
 
  On Wed, Jun 5, 2013 at 4:34 PM, John Mellor joh...@chromium.org
 wrote:
   Sounds reasonable. I think the main things that are missing are
   explanations
   of the knock-on effects of Device Adaptation (and the meta viewport
   tag).
  
   For example the CSSOM View module claims that all its dimensions are
 in
   CSS
   pixels. But if you look at what mobile browsers return for something
   like
   screen.width, they either return Device Independent Pixels (DIPs) or
   physical device pixels. It's only for things like window.innerWidth
 that
   mobile browsers actually return a value in CSS pixels. Now, returning
   DIPs
   does in fact best match the intent of the spec for screen.width
 (indeed
   the
   definition of a CSS pixel is actually the definition of a DIP, and
 they
   used
   to be the same thing until pinch zoom and viewports made them scale
   independently); but the CSS specs need to accept that there are more
   kinds
   of pixels than there used to be, and fix these ambiguities, if we want
   mobile browsers to converge on a single behaviour.
  
  
   On Wed, Jun 5, 2013 at 2:59 PM, Kenneth Rohde Christiansen
   kenneth.christian...@gmail.com wrote:
  
   I think it should be. You think anything is missing?
  
   Kenneth
  
  
   On Wed, Jun 5, 2013 at 3:51 PM, Simon Pieters sim...@opera.com
 wrote:
  
   On Wed, 24 Apr 2013 13:00:48 +0200, Kenneth Rohde Christiansen
   kenneth.r.christian...@intel.com wrote:
  
   I support adding some CSSOM API's for CSS Device Adaptation, but I
   would
   not do so for the viewport meta tag, which has its share of issues.
  
  
   There's currently
   http://dev.w3.org/csswg/css-device-adapt/#dom-interfaces
  
   Is that sufficient?
  
   

Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-06-06 Thread Kenneth Rohde Christiansen
You can say that screen.width expresses the screen size in CSS px
units and independently of the document scale, unlike
window.innerWidth which expresses the amount of CSS px units
(horizontally) of the document which you see given the current
document scale.

Maybe you have suggestions for how to clarify this in the specs?

On Thu, Jun 6, 2013 at 12:32 PM, John Mellor joh...@chromium.org wrote:
 The innerWidth is showing how many CSS units you are seeing of the
 contents inside the viewport

 I agree. My point was that screen.width is measured in DIPs not CSS pixels,
 and hence screen.width often returns different values from window.innerWidth
 -- depending on zoom and viewport -- even though screen.width and
 window.innerWidth are both measuring the same distance: the width of the
 device.

 not device units

 Indeed, nothing exposed to the web should be in device pixels (the very
 existence of device pixels should only be detectable using the device pixel
 ratio, which exposes the ratio between device pixels and DIPs, and things
 like CSS4 image-set).


 On Thu, Jun 6, 2013 at 11:21 AM, Kenneth Rohde Christiansen
 kenneth.christian...@gmail.com wrote:

 Hi there

 On Thu, Jun 6, 2013 at 12:15 PM, John Mellor joh...@chromium.org wrote:
  There is a distinction to be made between DIPs and CSS pixels. Take a
  portrait iPhone 4 for example:
  - screen is 640 device pixels wide
  - device pixel ratio is 2
 
  CSS pixels are affected by pinch zooming:
 
  If you use meta name=viewport content=width=device-width,
  initial-scale=1 then:
  - screen.width is fixed at 320 DIPs
  - document.documentElement.clientWidth is fixed* at 320 CSS pixels
  - window.innerWidth is initially 320 CSS pixels, but decreases when the
  user
  pinch zooms in, since zooming in makes CSS pixels larger, and hence less
  of
  them fit onscreen at once.

 The units are still in CSS units. If you query the
 (-webkit-device-pixel-ratio) it will still be 2. The innerWidth is
 showing how many CSS units you are seeing of the contents inside the
 viewport,, and that is still calculated in CSS units, not device
 units.

  CSS pixels are also affected by viewports:
 
  If you have no meta viewport or @viewport rule, then mobile browsers
  will
  set your page width to a fallback value of around 980 CSS pixels, and
  so:
  - screen.width is still fixed at 320 DIPs
  - document.documentElement.clientWidth is fixed* at 980 CSS pixels
  - window.innerWidth is initially 980 CSS pixels, but decreases when the
  user
  pinch zooms in. When zoomed to a scale of 1, CSS pixels are the same
  size as
  DIPs, window.innerWidth is 320, and content is now as legible as it
  would
  have been if width=device-width had been used.
 
  *: the reason that document.documentElement.clientWidth remains fixed,
  even
  though it's unit is CSS pixels, is that when you zoom you're no longer
  measuring the same distance, instead the distance being measured (the
  page
  width) scales in proportion to the page.
 
 
  On Thu, Jun 6, 2013 at 10:04 AM, Kenneth Rohde Christiansen
  kenneth.christian...@gmail.com wrote:
 
  As I understand it, the CSS specs never refer to device pixels, but
  always to CSS pixels which are basically your DIPs, so the confusion
  only arises from the fact that browsers did DPI adjustment (upscaled
  the content to use real CSS values in CSS units - aka DIPs) but forgot
  to do it for everything.
 
  As Apple did the upscaling in their core system/toolkit, everything
  stayed in CSS units from day one, where as other browsers such as
  Android and Qt (Nokia N9) did the upscaling in the browser itself and
  forgot to adjust all web facing values.
 
  Kenneth
 
  On Wed, Jun 5, 2013 at 4:34 PM, John Mellor joh...@chromium.org
  wrote:
   Sounds reasonable. I think the main things that are missing are
   explanations
   of the knock-on effects of Device Adaptation (and the meta viewport
   tag).
  
   For example the CSSOM View module claims that all its dimensions are
   in
   CSS
   pixels. But if you look at what mobile browsers return for something
   like
   screen.width, they either return Device Independent Pixels (DIPs) or
   physical device pixels. It's only for things like window.innerWidth
   that
   mobile browsers actually return a value in CSS pixels. Now, returning
   DIPs
   does in fact best match the intent of the spec for screen.width
   (indeed
   the
   definition of a CSS pixel is actually the definition of a DIP, and
   they
   used
   to be the same thing until pinch zoom and viewports made them scale
   independently); but the CSS specs need to accept that there are more
   kinds
   of pixels than there used to be, and fix these ambiguities, if we
   want
   mobile browsers to converge on a single behaviour.
  
  
   On Wed, Jun 5, 2013 at 2:59 PM, Kenneth Rohde Christiansen
   kenneth.christian...@gmail.com wrote:
  
   I think it should be. You think anything is missing?
  
   Kenneth
  
  
   On Wed, Jun 5, 2013 at 

Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-06-06 Thread John Mellor
I think what I'm trying to say is that CSS px units ... independently of
the document scale should be termed DIPs, and CSS px units ... given
the current document scale should be termed CSS pixels, and that it's
clearer to think of these as two separate pixel units. And regardless of
naming, specs (especially CSSOM View) should clarify which of the two they
mean when they talk about CSS pixels.


On Thu, Jun 6, 2013 at 11:37 AM, Kenneth Rohde Christiansen 
kenneth.christian...@gmail.com wrote:

 You can say that screen.width expresses the screen size in CSS px
 units and independently of the document scale, unlike
 window.innerWidth which expresses the amount of CSS px units
 (horizontally) of the document which you see given the current
 document scale.

 Maybe you have suggestions for how to clarify this in the specs?

 On Thu, Jun 6, 2013 at 12:32 PM, John Mellor joh...@chromium.org wrote:
  The innerWidth is showing how many CSS units you are seeing of the
  contents inside the viewport
 
  I agree. My point was that screen.width is measured in DIPs not CSS
 pixels,
  and hence screen.width often returns different values from
 window.innerWidth
  -- depending on zoom and viewport -- even though screen.width and
  window.innerWidth are both measuring the same distance: the width of the
  device.
 
  not device units
 
  Indeed, nothing exposed to the web should be in device pixels (the very
  existence of device pixels should only be detectable using the device
 pixel
  ratio, which exposes the ratio between device pixels and DIPs, and things
  like CSS4 image-set).
 
 
  On Thu, Jun 6, 2013 at 11:21 AM, Kenneth Rohde Christiansen
  kenneth.christian...@gmail.com wrote:
 
  Hi there
 
  On Thu, Jun 6, 2013 at 12:15 PM, John Mellor joh...@chromium.org
 wrote:
   There is a distinction to be made between DIPs and CSS pixels. Take a
   portrait iPhone 4 for example:
   - screen is 640 device pixels wide
   - device pixel ratio is 2
  
   CSS pixels are affected by pinch zooming:
  
   If you use meta name=viewport content=width=device-width,
   initial-scale=1 then:
   - screen.width is fixed at 320 DIPs
   - document.documentElement.clientWidth is fixed* at 320 CSS pixels
   - window.innerWidth is initially 320 CSS pixels, but decreases when
 the
   user
   pinch zooms in, since zooming in makes CSS pixels larger, and hence
 less
   of
   them fit onscreen at once.
 
  The units are still in CSS units. If you query the
  (-webkit-device-pixel-ratio) it will still be 2. The innerWidth is
  showing how many CSS units you are seeing of the contents inside the
  viewport,, and that is still calculated in CSS units, not device
  units.
 
   CSS pixels are also affected by viewports:
  
   If you have no meta viewport or @viewport rule, then mobile browsers
   will
   set your page width to a fallback value of around 980 CSS pixels, and
   so:
   - screen.width is still fixed at 320 DIPs
   - document.documentElement.clientWidth is fixed* at 980 CSS pixels
   - window.innerWidth is initially 980 CSS pixels, but decreases when
 the
   user
   pinch zooms in. When zoomed to a scale of 1, CSS pixels are the same
   size as
   DIPs, window.innerWidth is 320, and content is now as legible as it
   would
   have been if width=device-width had been used.
  
   *: the reason that document.documentElement.clientWidth remains fixed,
   even
   though it's unit is CSS pixels, is that when you zoom you're no longer
   measuring the same distance, instead the distance being measured (the
   page
   width) scales in proportion to the page.
  
  
   On Thu, Jun 6, 2013 at 10:04 AM, Kenneth Rohde Christiansen
   kenneth.christian...@gmail.com wrote:
  
   As I understand it, the CSS specs never refer to device pixels, but
   always to CSS pixels which are basically your DIPs, so the confusion
   only arises from the fact that browsers did DPI adjustment (upscaled
   the content to use real CSS values in CSS units - aka DIPs) but
 forgot
   to do it for everything.
  
   As Apple did the upscaling in their core system/toolkit, everything
   stayed in CSS units from day one, where as other browsers such as
   Android and Qt (Nokia N9) did the upscaling in the browser itself and
   forgot to adjust all web facing values.
  
   Kenneth
  
   On Wed, Jun 5, 2013 at 4:34 PM, John Mellor joh...@chromium.org
   wrote:
Sounds reasonable. I think the main things that are missing are
explanations
of the knock-on effects of Device Adaptation (and the meta viewport
tag).
   
For example the CSSOM View module claims that all its dimensions
 are
in
CSS
pixels. But if you look at what mobile browsers return for
 something
like
screen.width, they either return Device Independent Pixels (DIPs)
 or
physical device pixels. It's only for things like window.innerWidth
that
mobile browsers actually return a value in CSS pixels. Now,
 returning
DIPs
does in fact best match the intent of the 

Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-06-05 Thread Simon Pieters
On Wed, 24 Apr 2013 13:00:48 +0200, Kenneth Rohde Christiansen  
kenneth.r.christian...@intel.com wrote:



I support adding some CSSOM API's for CSS Device Adaptation, but I would
not do so for the viewport meta tag, which has its share of issues.


There's currently http://dev.w3.org/csswg/css-device-adapt/#dom-interfaces

Is that sufficient?

--
Simon Pieters
Opera Software



Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-06-05 Thread Kenneth Rohde Christiansen
I think it should be. You think anything is missing?

Kenneth


On Wed, Jun 5, 2013 at 3:51 PM, Simon Pieters sim...@opera.com wrote:

 On Wed, 24 Apr 2013 13:00:48 +0200, Kenneth Rohde Christiansen 
 kenneth.r.christiansen@intel.**com kenneth.r.christian...@intel.com
 wrote:

  I support adding some CSSOM API's for CSS Device Adaptation, but I would
 not do so for the viewport meta tag, which has its share of issues.


 There's currently http://dev.w3.org/csswg/css-**
 device-adapt/#dom-interfaceshttp://dev.w3.org/csswg/css-device-adapt/#dom-interfaces

 Is that sufficient?

 --
 Simon Pieters
 Opera Software




-- 
Kenneth Rohde Christiansen
Senior Engineer, WebKit, Qt, EFL
Phone  +45 4294 9458 / E-mail kenneth at webkit.org

﹆﹆﹆


Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-06-05 Thread John Mellor
Sounds reasonable. I think the main things that are missing are
explanations of the knock-on effects of Device Adaptation (and the meta
viewport tag).

For example the CSSOM View http://dev.w3.org/csswg/cssom-view/ module
claims that all its dimensions are in CSS
pixelshttp://dev.w3.org/csswg/cssom-view/#css-pixels.
But if you look at what mobile browsers return for something like
screen.width, they either return Device Independent Pixels (DIPs) or
physical device pixels. It's only for things like window.innerWidth that
mobile browsers actually return a value in CSS pixels. Now, returning DIPs
does in fact best match the intent of the spec for screen.width
(indeed the definition
of a CSS pixel http://dev.w3.org/csswg/css-values/#reference-pixel is
actually the definition of a DIP, and they used to be the same thing until
pinch zoom and viewports made them scale independently); but the CSS specs
need to accept that there are more kinds of pixels than there used to be,
and fix these ambiguities, if we want mobile browsers to converge on a
single behaviour.


On Wed, Jun 5, 2013 at 2:59 PM, Kenneth Rohde Christiansen 
kenneth.christian...@gmail.com wrote:

 I think it should be. You think anything is missing?

 Kenneth


 On Wed, Jun 5, 2013 at 3:51 PM, Simon Pieters sim...@opera.com wrote:

 On Wed, 24 Apr 2013 13:00:48 +0200, Kenneth Rohde Christiansen 
 kenneth.r.christiansen@intel.**com kenneth.r.christian...@intel.com
 wrote:

  I support adding some CSSOM API's for CSS Device Adaptation, but I would
 not do so for the viewport meta tag, which has its share of issues.


 There's currently http://dev.w3.org/csswg/css-**
 device-adapt/#dom-interfaceshttp://dev.w3.org/csswg/css-device-adapt/#dom-interfaces

 Is that sufficient?

 --
 Simon Pieters
 Opera Software




 --
 Kenneth Rohde Christiansen
 Senior Engineer, WebKit, Qt, EFL
 Phone  +45 4294 9458 / E-mail kenneth at webkit.org

 ﹆﹆﹆



Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-04-25 Thread Kenneth Rohde Christiansen
Hi there,

On Wed, Apr 24, 2013 at 2:35 PM, Tobie Langel to...@w3.org wrote:
 On Wednesday, April 24, 2013 at 1:00 PM, Kenneth Rohde Christiansen wrote:
 Hi there,

 CSS Device Adaptation should hopefully be enabled on all browsers (desktop 
 and mobile) unlike the viewport meta tag, which cannot be enabled on desktop 
 browsers easily as many desktop sites actually comes with a viewport meta 
 tag which is ignored. Having that not being ignored breaks the sites.

 *Sigh*


 MS already enabled a subset of the CSS Device Adaptation spec in IE10 
 desktop.

 I support adding some CSSOM API's for CSS Device Adaptation, but I would not 
 do so for the viewport meta tag, which has its share of issues.

 Understandably given the above. Outside of the IE10 implementation mentioned 
 above, have other implementors committed to implement the CSS part of CSS 
 Device Adaptation?


We are looking at enabling it for Chromium, no ETA on that though, as
there seems to be some interest from Android and Opera as well.

 I would also like the CSS Device Adaptation, orientation lock and Fullscreen 
 to integrate. Especially it would be nice to click on an element in portrait 
 and have it go fullscreen in landscape mode and lock, all with a nice 
 animation.

 Agreed. These should work together as much as possible.

 Thanks for your comments.

 --tobie




--
Kenneth Rohde Christiansen
Senior Engineer, WebKit, Qt, EFL
Phone  +45 4294 9458 / E-mail kenneth at webkit.org

﹆﹆﹆



[screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-04-24 Thread Tobie Langel
Hi,

Screen orientation lock is critical to a whole set of mobile games (especially 
those which rely on the accelerometer to control the gameplay). It's great that 
it is now considered for specification and implementation.

I had collected some use cases a while back[1], some of which led to 
use-cases[2], requirements[3] and suggestions[4] in the Coremob report.

While some of the original use cases required dynamically modifying orientation 
lock (e.g. the Game within a game experience[5]), key use cases simply require 
a declarative, page-wide setting, as described by David Bruant on the WHAT WG 
mailing list[6].

The current proposal[7] only targets the dynamic setting through a JS API and 
leaves the more declarative approach to other specs[8]. It mentions the Web 
Application Manifest Format and Management APIs[9] and CSS Device 
Adaptation[10].

Now, CSS Device Adaptation, as used in the Viewport META element[11] is 
ubiquitous on mobile. It seems like a natural fit for a declarative orientation 
lock, so much so that it's already specified in the spec[12].

However, the syntax to dynamically read or modify the Viewport META element is 
cumbersome and error prone (you're talking document.cookie-like string 
splitting/concatenation with unspecified separators, etc.[12]).

Instead of providing a dedicated API to cater strictly for the screen 
orientation lock use case, wouldn't it make more sense and be more consistent 
to provide a CSSOM[14] API for the whole Viewport META element, and use 
matchMedia listeners[15] instead of orientationchange events?

This would allow declarative setting through the Viewport META element, dynamic 
modification through the CSSOM API, and event handling through the matchMedia 
interface, all of which are well known and commonly used by developers.

Thanks for your time.

--tobie
---
[1]: http://tobie.github.io/ORIENTATIONLOCK-UCR/index.html
[2]: 
http://coremob.github.io/coremob-2012/FR-coremob-20130131.html#play-a-2d-game
[3]: 
http://coremob.github.io/coremob-2012/FR-coremob-20130131.html#req-orientation-lock
[4]: 
http://coremob.github.io/coremob-2012/FR-coremob-20130131.html#screen-orientation
[5]: 
http://tobie.github.io/ORIENTATIONLOCK-UCR/index.html#game-within-a-game-experience
[6]: http://lists.w3.org/Archives/Public/public-whatwg-archive/2013Apr/0078.html
[7]: https://dvcs.w3.org/hg/screen-orientation/raw-file/tip/Overview.html
[8]: 
https://dvcs.w3.org/hg/screen-orientation/raw-file/tip/Overview.html#declarative-orientation-locking
[9]: https://dvcs.w3.org/hg/app-manifest/raw-file/tip/index.html
[10]: http://dev.w3.org/csswg/css-device-adapt/
[11]: http://dev.w3.org/csswg/css-device-adapt/#viewport-meta
[12]: 
http://dev.w3.org/csswg/css-device-adapt/#the-lsquoorientationrsquo-descriptor
[13]: 
https://developer.mozilla.org/en-US/docs/Mobile/Viewport_meta_tag#Background
[14]: http://dev.w3.org/csswg/cssom/
[15]: http://dev.w3.org/csswg/cssom-view/#the-mediaquerylist-interface







Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-04-24 Thread Kenneth Rohde Christiansen
Hi there,

CSS Device Adaptation should hopefully be enabled on all browsers (desktop
and mobile) unlike the viewport meta tag, which cannot be enabled on
desktop browsers easily as many desktop sites actually comes with a
viewport meta tag which is ignored. Having that not being ignored breaks
the sites.

MS already enabled a subset of the CSS Device Adaptation spec in IE10
desktop.

I support adding some CSSOM API's for CSS Device Adaptation, but I would
not do so for the viewport meta tag, which has its share of issues. I would
also like the CSS Device Adaptation, orientation lock and Fullscreen to
integrate. Especially it would be nice to click on an element in portrait
and have it go fullscreen in landscape mode and lock, all with a nice
animation.

Cheers
Kenneth



On Wed, Apr 24, 2013 at 12:13 PM, Tobie Langel to...@w3.org wrote:

 Hi,

 Screen orientation lock is critical to a whole set of mobile games
 (especially those which rely on the accelerometer to control the gameplay).
 It's great that it is now considered for specification and implementation.

 I had collected some use cases a while back[1], some of which led to
 use-cases[2], requirements[3] and suggestions[4] in the Coremob report.

 While some of the original use cases required dynamically modifying
 orientation lock (e.g. the Game within a game experience[5]), key use cases
 simply require a declarative, page-wide setting, as described by David
 Bruant on the WHAT WG mailing list[6].

 The current proposal[7] only targets the dynamic setting through a JS API
 and leaves the more declarative approach to other specs[8]. It mentions the
 Web Application Manifest Format and Management APIs[9] and CSS Device
 Adaptation[10].

 Now, CSS Device Adaptation, as used in the Viewport META element[11] is
 ubiquitous on mobile. It seems like a natural fit for a declarative
 orientation lock, so much so that it's already specified in the spec[12].

 However, the syntax to dynamically read or modify the Viewport META
 element is cumbersome and error prone (you're talking document.cookie-like
 string splitting/concatenation with unspecified separators, etc.[12]).

 Instead of providing a dedicated API to cater strictly for the screen
 orientation lock use case, wouldn't it make more sense and be more
 consistent to provide a CSSOM[14] API for the whole Viewport META element,
 and use matchMedia listeners[15] instead of orientationchange events?

 This would allow declarative setting through the Viewport META element,
 dynamic modification through the CSSOM API, and event handling through the
 matchMedia interface, all of which are well known and commonly used by
 developers.

 Thanks for your time.

 --tobie
 ---
 [1]: http://tobie.github.io/ORIENTATIONLOCK-UCR/index.html
 [2]:
 http://coremob.github.io/coremob-2012/FR-coremob-20130131.html#play-a-2d-game
 [3]:
 http://coremob.github.io/coremob-2012/FR-coremob-20130131.html#req-orientation-lock
 [4]:
 http://coremob.github.io/coremob-2012/FR-coremob-20130131.html#screen-orientation
 [5]:
 http://tobie.github.io/ORIENTATIONLOCK-UCR/index.html#game-within-a-game-experience
 [6]:
 http://lists.w3.org/Archives/Public/public-whatwg-archive/2013Apr/0078.html
 [7]: https://dvcs.w3.org/hg/screen-orientation/raw-file/tip/Overview.html
 [8]:
 https://dvcs.w3.org/hg/screen-orientation/raw-file/tip/Overview.html#declarative-orientation-locking
 [9]: https://dvcs.w3.org/hg/app-manifest/raw-file/tip/index.html
 [10]: http://dev.w3.org/csswg/css-device-adapt/
 [11]: http://dev.w3.org/csswg/css-device-adapt/#viewport-meta
 [12]:
 http://dev.w3.org/csswg/css-device-adapt/#the-lsquoorientationrsquo-descriptor
 [13]:
 https://developer.mozilla.org/en-US/docs/Mobile/Viewport_meta_tag#Background
 [14]: http://dev.w3.org/csswg/cssom/
 [15]: http://dev.w3.org/csswg/cssom-view/#the-mediaquerylist-interface








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Re: [screen-orient] why not provide at CSSOM API to CSS Device Adaptation instead?

2013-04-24 Thread Tobie Langel
On Wednesday, April 24, 2013 at 1:00 PM, Kenneth Rohde Christiansen wrote:
 Hi there,
 
 CSS Device Adaptation should hopefully be enabled on all browsers (desktop 
 and mobile) unlike the viewport meta tag, which cannot be enabled on desktop 
 browsers easily as many desktop sites actually comes with a viewport meta tag 
 which is ignored. Having that not being ignored breaks the sites.
*Sigh* 
 
 MS already enabled a subset of the CSS Device Adaptation spec in IE10 desktop.
 
 I support adding some CSSOM API's for CSS Device Adaptation, but I would not 
 do so for the viewport meta tag, which has its share of issues.
Understandably given the above. Outside of the IE10 implementation mentioned 
above, have other implementors committed to implement the CSS part of CSS 
Device Adaptation?
 I would also like the CSS Device Adaptation, orientation lock and Fullscreen 
 to integrate. Especially it would be nice to click on an element in portrait 
 and have it go fullscreen in landscape mode and lock, all with a nice 
 animation.

Agreed. These should work together as much as possible.

Thanks for your comments.

--tobie