Re: Grumbling about bugs - Was: [WIP] ElkArte 1.0 Release Candidate 1 - release notes
Reply #30 –
The CSS is half-finished?
Re: Grumbling about bugs - Was: [WIP] ElkArte 1.0 Release Candidate 1 - release notes
Reply #33 –
Not really, to me it can even go "stable" in that conditions.
As long as it works it's fine.
Re: Grumbling about bugs - Was: [WIP] ElkArte 1.0 Release Candidate 1 - release notes
Reply #34 –
Yeah I wasn't all that serious. It's nowhere near as rough as 2.0.x RC1 (or even 2.0.x RC2). As I've threatened, I should have time to do a bit of polishing this month anyway. It all basically works but some of the CSS could be better organised, just to keep up with the "make theming easier for peeps" plan.
Re: Grumbling about bugs - Was: [WIP] ElkArte 1.0 Release Candidate 1 - release notes
Reply #35 –
Oh, serious suggestion here: at the moment the menu suystem defaults to hover, with click only available for logged-in members.
This is not good for guests on touchscreen, who realistically will make up a significant proportion of anyone using an Elk site. It's a bit silly feeding people a responsive and mobile-capable theme, but with a menu system that is tailored for operation with a mouse.
The current setup is a relic from the days before touchscreen was important. It came about via CSS-only drops being added to 2.0.x, then Superfish being added to 2.1 Alpha, then Superclick being finally added to Elk, with the result that Superclick was the "afterthought".
Gvien the whole mobile-first emphasis these days, it would be better to make the menu system default to click/tap operation, with hover being selectable for logged-in members that want it.
Re: Grumbling about bugs - Was: [WIP] ElkArte 1.0 Release Candidate 1 - release notes
Reply #36 –
I'd like to have the ability to have a dark variant including editor theming before it goes RC, Final, Happy, whatever. But I guess if going to that next state of readiness means code changes should slow down I'm fine with just hacking up the code to work.
Re: Grumbling about bugs - Was: [WIP] ElkArte 1.0 Release Candidate 1 - release notes
Reply #37 –
Oh I thought the dark variant shiz was being sorted. If not, then that defo should be done before RC. That's a pretty major oversight.
Re: Grumbling about bugs - Was: [WIP] ElkArte 1.0 Release Candidate 1 - release notes
Reply #40 –
Hover vs click. Obviously click by default is bad on desktop browsers. Just enable it on (window.touch) browsers that aren't logged in.
Or alternatively rewrite your menu code. Wedge for instance works for mobile with clicks without the need to add a silly library. Its almost 100% css3 code.
Re: Grumbling about bugs - Was: [WIP] ElkArte 1.0 Release Candidate 1 - release notes
Reply #44 –
My main menu was done 50% CSS 50% JS back in the day. Actually, I learned JavaScript in order to write that menu. I was very proud of it. I even force-pushed it into Aeva Media 2.10, even though it was most useless in there (too few menu entries to show!).
The fact that I managed to turn it into 100% CSS while actually improving usability is a bonus for me.
Of course, usability != accessibility. And I'm not talking about accessibility here. I try to keep my code accessible, but if I truly wanted to make Wedge accessible, I wouldn't be using menus, because even a click-to-open menu requires some targeting, which disabled users might not be comfortable with.
You've got to draw a line and determine whether you want your software to be "reasonably X, and great at Y", or "great at X, and reasonably Y". It always trumps being "perfect at X/Y, and very bad at Y/X".