The use cases involved are mostly intended for 60fps high-load graphics, so the kind of a11y conditions served by the DOM (screen readers) aren't as helpful in these apps. I don't think the DOM makes videogames more accessible. The Web Platform doesn't serve that case well; it isn't something this is trying to solve.
> On Jul 7, 2014, at 6:54 PM, Silvia Pfeiffer <silviapfeiff...@gmail.com> wrote: > > Has anyone considered the accessibility implications of this? IIUC > accessibility for canvas is provided through extra dom elements. So, > this would defeat that purpose. > > Silvia. > > On Tue, Jul 8, 2014 at 8:39 AM, Brian M. Blakely > <anewpage.me...@gmail.com> wrote: >> Hi Ashley, >> >> With the budding of Canvas 2D and WebGL UI frameworks, I believe that, in a >> couple years' time, the role of CSS in the cases I described will diminish >> drastically. A lot of this was kind of waiting for Apple to give the OK >> before people began committing their hearts to WebGL. >> >> >>> On Jul 7, 2014, at 5:17 PM, Ashley Gullen <ash...@scirra.com> wrote: >>> >>> Having developed a major HTML5 game engine, and given this appears to be >>> aimed at a gaming use case, I feel qualified to offer my opinion: I'm not >>> sure this is a good idea. >>> >>> Despite being 99% canvas and javascript, we use CSS to implement some >>> useful scaling modes (like letterbox fullscreen). We also use the DOM for >>> many useful features, such as form controls, divs, Twitter or Facebook >>> buttons and so on, which are positioned over the canvas. In particular text >>> inputs are useful for things like name entry or logins even for games, and >>> are typically difficult and error-prone to reimplement in only canvas and >>> javascript. >>> >>> Is there any evidence that such a mode would actually improve performance? >>> Are there benchmarks indicating the existence of a DOM, even if inert, >>> harms performance in any way? >>> >>> Ashley Gullen >>> Scirra.com >>> >>> >>> >>>> On 7 July 2014 21:35, Brian Blakely <anewpage.me...@gmail.com> wrote: >>>> Floating a concept for a document mode which eschews CSS and the DOM >>>> to enable a more jank-free Canvas surface. >>>> >>>> Depending on how this allows for optimization, might be used well for >>>> games, VR, wearables, and ultra-portable or high-performance apps. >>>> Probably most beneficial to memory usage and first paint time. Would >>>> appreciate if some vendor engineers who might be reading could chime >>>> in on this point. >>>> >>>> Strawman: >>>> >>>> Document only contains <!doctype canvas-[2d|3d]> and script elements. >>>> Everything else is ignored. "document" object is gone. >>>> >>>> A Canvas drawing surface consumes the entire viewport. It always has >>>> an opaque backing store, same as specifying getContext('2d', { alpha: >>>> false }). >>>> >>>> UA provides: >>>> * A host object representing surface's CanvasRenderingContext2D or >>>> WebGLRenderingContext (depending on specified doctype). >>>> >>>> * In lieu of DOM, an API for creating offscreen canvases (actually, >>>> this abstraction should probably exist anyway). This might live on >>>> the Context host obj, which may open a beneficial performance >>>> relationship between onscreen canvas and offscreen "children". >>>