admin wrote:I have my own iPhone now so I can study it live.
That is quite the best news I have received all day;~)
admin wrote:In the example file, the thumbs make sense as you can click on each image.
Yes, I agree... with only three thumbs. I was referring
to the 100(s) of thumbs on top of the gallery image of
my albums which regularly exceed 100 images.
I think you call it the thumbstrip?
admin wrote:
To have a play button, try pasting this code in mobile.js together with the navigation arrows:
It didn't work when RoadRash suggested it and it still
doesn't now;~/ The 'button', as it were, sort of appears
but there is definitely no play functionality occurring.
There is still a language problem. Every time you
specify that odd miniature half-chevron character
I see it on screen but my browser shows a diamond
shaped error query character until I substitute it
with some alias that works better. For the moment
I've just used a bullet character of low opacity on
account that it remains dysfunctional.
admin wrote:
Alternatively, a regular controlbar can be used, but it must be styled so that the buttons are easier to hit.
How big? On a similar vein, I suggested the
MobiOne emulator... does its emulation accurately
reflect what you see on your iPhone? I've pointed
MobiOne to my attempts at an iPhone-friendly
site and was able to navigate and use everything
tolerably well with what it calls Multi-Touch Mode
activated. This puts a big fuzzy ball onscreen...
seems to work well but I don't know how accurately
it might be representing the average human digit.
For instance it is perfectly capable of using the
given controlbar's icons on a gallery... if your
mobile.js file's disabling line is disabled.
For instance the MobiOne emulator's Multi-Touch
Mode fuzzy ball cursor is easily able to properly
use the control icons shown in the captions of
RoadRash's demo album:
http://roadrash.no/hs-support/example-g ... ption.html
Thoughts?