July 9, 2012

HTML5: Mobile web dev notes for games & fancy interfaces

Note: Use vendor prefixes for CSS3 styles mentioned here.
  • Bind to touchend events rather than click events for far more responsive click/tap handling. This is one of the most elementary steps to make a mobile site feel more app-like. Mobile boilerplate has a nice way to do this (see the fastButton methods).
  • Lock your window in place by canceling a touchmove event on document:
    var lockTouchScreen = function( locks ) {
      if( locks == true ) {
        document.ontouchmove = function( event ) {
      } else {
        document.ontouchmove = null;
  • Hide the browser address bar to gain more screen real estate. There's another nice method for this in the Mobile boilerplate project (see hideUrlBar). An important note about this working properly: your content has to be tall enough to convince the browser it needs to hide the address bar. This may require manually setting the height property of an outer container to $(window).height() + 50 before calling hideUrlBar().
  • Use transform: translate3d(0,0,0) to hardware accelerate the movement and CSS animation of individual HTML elements. This is true for all version of iOS, and Android 4.0 and newer. However, there are some potential side-effects described below.
  • Using the above hardware acceleration trick will accelerate any CSS animations that are added to the same element, such as opacity, background-color, width, etc.
  • Sometimes z-index is ignored if you've used transform: translate3d(0,0,0) and placed a non-accelerated button above an accelerated element. The accelerated element can block clicks or touch events. (iOS)
  • Adding this acceleration to sub-elements inside an accelerated container can further improve performance. For example, a series of img elements inside a larger element that's being positioned with translate3d (iOS)
  • Swapping a background image with a class toggle on an element that's been hardware-accelerated can lead to the element disappearing. (Intermittent on iOS)
  • Android ignores z-position in translate3d positioning as of this posting
  • Android ignores background-size in 2.x versions, and possibly later versions, though Android 4.x seems to fix the problem.
  • iOS can get really chunky when it's loading images. For less chunky loading, use containers with smaller background images, and use webkit scaling to size them up to the right size.
  • Make sure you're loading @2x images for retina screens, or larger screens if you need to fill up a larger area. Also make sure you're not double-loading by using max and min pixel density media queries:
    (-webkit-min-device-pixel-ratio: 1.5)
    (-webkit-max-device-pixel-ratio: 1.5)
  • It really can't hurt to turn off backface-visibility: none - this is a common optimization in 3D programming, though I would expect browsers to handle it by default?
  • Holding a touch down on some versions of Android will reduce the image quality of images on the page, thus increasing framerate significantly for elements that are being animated or updated each frame. This fact could be exploited for gaming purposes...
  • Using scale and translate3d at the same time on an element will break on Android 2.x and maybe others. For better cross-platform positioning/sclaing, use the technique described in my previous post.
  • This Android transform bug is not only on the same element - if a container that's been scaled has a child element with a transform, animating transition or backface-visibility defined, the outer container will lose its scale. This is a MAJOR bug in Android 2.2 and 2.3, and there are probably other properties that will break transform: scale().
  • Detect pinch gesture capabilities with isEventSupported('gesturestart'), using the event support detection method by Kangax. Then use my GestureCallback class to perform the pinch detection, or fall back to another input style.
  • The default iOS menu that shows when an iOS user taps & holds an img element can be blocked if the img element is within a container that has a transform: translate3d(0,0,0); applied to it. Though, much like the button-blocking note above, by adding transform: translate3d(0,0,0); to the img, the issue is solved.
  • Likewise on Android, this same menu that lets you save or copy an img can be blocked when using the touchstart event-canceling trick that's needed to provide a draggable interface. I'm not sure what a good fix would be for this if you want to use the image menu inside a draggable element.
  • When detecting accelerometer support, it's not enough to check existence of the devicemotion event. You have to read the properties of the incoming event and check for real numbers. Something like: if( event.acceleration != undefined && event.acceleration.x != undefined ) var hasAccel = true;
  • iOS caches the previous page you've visited, so if you press the browser back button, you can end up in a broken state if your page requires a re-initialization that would've happened on $(document).ready(). In my case, I was using document.location = '/new-location';. To force a reload if the user comes back via the browser back button, I used the following code:
    document.location = '/new-location';
    // reload page if we end up back at a cached page
    The browser will execute the timeout the user comes back, and problem solved.
More to come...

1 comment:

  1. Excellent list! Thanks for sharing, didn't know about those translate3d function tricks!

    They will be very helpful in my next HTML5 game project.