bugPingus - Bugs: bug #24177, user interface issues on OpenMoko

 
 

bug #24177: user interface issues on OpenMoko

Submitter:  Paul Wise <pabs>
Submitted:  Mon 01 Sep 2008 08:30:12 AM UTC
   
 
Category:  General Stuff Severity:  3 - Normal
Item Group:  Playability Problem Status:  None
Privacy:  Public Assigned to:  None
Open/Closed:  Open Release:  0.7.2
Operating System:  Linux Planned Release:  None
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Mon 01 Sep 2008 08:33:02 AM UTC, comment #1: 

Additionally:

Cannot click on the F10/F11 things at the bottom of the screen when pingus starts for the first time.

Paul Wise <pabs>
Mon 01 Sep 2008 08:30:12 AM UTC, original submission:  

I tried pingus on the OpenMoko FreeRunner phone (running Debian sid).

Here are some issues I found with the user interface:

Assumes one resolution 800x600 instead of discovering the right resolution at runtime. On the OpenMoko it is 480x640 when in vertical orientation and 600x480 when in horizontal orientation.

Fonts and other parts of the UI are not scalable so lots of the title screens are cut off.

Pingus assumes a mouse, while the OpenMoko only has a touchscreen. With a mouse, moving it to the edges to scroll is easy, with the touchscreen it is not. An option for scrolling on devices with touch screens might be click and drag.

Pingus uses 20% CPU constantly and 30% of the memory of the device (128Mb), which isn't great for battery life or having other stuff in the background.

Watching the accelerometers could help determine the correct orientation and flip the game around so that it appears the right way up no matter which way you hold the phone.

The buttons on the bottom right (nuke, etc) are too small to put a finger on nicely, stylus would work though.

The OM FR has some touchscreen latency that can be a pain, pingus probably can't do anything about that.

Paul Wise <pabs>

 

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