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How to implement "Play area" and "control area" for scenes and games screens #93
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I should note that since Fourier 1.0 will not have interactive descriptions, my understanding is that we could get away with deferring the "play area" vs "control area" design for 1.0, ignore @jessegreenberg does that sound right? And does this have any impact on our ability to implement |
Regarding the two issues in #93 (comment), I am hopeful that these are supported by If that doesn't work out, I could imagine changes so we have a
Yes, that is right. |
My understanding was that "play area" and "control area" are implemented by adding Nodes to |
Yes, that is correct. And I agree that pdomOrder would address points made in phetsims/joist#721. |
From 6/10/21 Fourier meeting notes in phetsims/joist#721 (comment):
|
Since we're not going to address "play area" and "control area" for Fourier 1.0, I'm going to unassign myself from this issue. But feel free to loop me back in if you'd like my input. |
Related to phetsims/fourier-making-waves#76... We're running into a problem with “play area” and “control area” for the Wave Game screen in Fourier. This problem is not specific to Fourier. It occurs for most game screens, and likely for screens with "scenes". I'm creating this issue in vegas mainly because I didn't know where else to put it, so feel free to transfer it to another repo.
In a typical screen, UI components are assigned to either the “play area” or the “control area”, but not both. Each screen has a ScreenView, and this assignment is implemented by adding UI components as children of the ScreenView’s
playAreaNode
orcontrolAreaNode
.A typical game screen transitions (animates) between 2 user interfaces: a set of level selection buttons, and one of N level. Let's call these user interfaces "scenes". In Fourier, there are 6 scenes: level-selecton buttons, Level 1, Level 2, Level 3, Level 4, Level 5. The animated transition is handled by
TransitionNode
.Two problems:
(1) Only one of the scenes is visible at a time. They may each have their own logical “play area” and “control area”. And they are dynamically added and removed from the screen. (TransitionNode has an option to either change their visibility, or actually add/remove them from the scene graph.)
(2) The scenes must be children of TransitionNode. So it's impossible to add the UI components for each scene to
playAreaNode
orcontrolAreaNode
. We could add TransitionNode to eitherplayAreaNode
orcontrolAreaNode
, but then everything is either "play area" or "control area".I suspect that this problem also extends to simulatons that have "scenes", like Equality Explorer, Number Line: Integers, etc. But I think that game screens are the most severe case.
Thoughts from the a11y team on how to proceed in general? For the long-term? For the short-term and Fourier?
I'll start by assigning to @jessegreenberg. Also assigning to @arouinfar, since she's responsible for the Fourier "play area" and "control area" specification in phetsims/fourier-making-waves#76.
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