Re: Screen resolution and dialog size
From: Balboos (balboos_at_masonicbrother.com.No.Spam)
Date: 03/16/04
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Date: Tue, 16 Mar 2004 23:26:05 GMT
When I do my resizing, I created a routine that includes (as an option)
the design size screen resolution, and then get the current screen
resolution to create scaling factors for all of the controls. These are
applied to the fonts, as well.
Now, when I 'down sized' below design resolution, it looked rather poor
(granularity of font sizes as they get smaller?). The best you can do
is test for the current resolution and have a separate set of font sizes
that can work with this (these) reduced resolutions.
These days, I design at 800x600 - and it's rare, indeed, that someone's
unit is set to a lower resolution then that. Somewhere in the MSDN,
they actually do suggest one design at low screen resolution (not taking
into account that extreme inconvenience of trying to work with a low
resolution screen). My way of handling this is sizing the dialog box to
screen units from a 'low res' prototype size, and sizing controls and
fonts to fit - later, when scaled upwards, everything's in good shape.
One last caveat: I generally force dialogs to full-screen size in
OnInitDlg().
Balboos
David Lowndes wrote:
>>Yes GetWindowRect() returns rect, but it is adjusted rect in case of small
>>screen resolution.
>
>
> I'm not sure what you mean Peter, can you explain in a bit more detail
> - perhaps with some example figures to clarify things.
>
>
>
>>It would help to retrieve original rect - from dialog resource, and compare
>>it with
>>rect retrieved with GetWindowRect().
>
>
> The dialog is designed in "dialog units" not pixels specifically so
> that it scales with the current dialog font.
>
>
>>Or some other way to detect decreased dialog - when screen resolution is
>>small.
>
>
> Presumably you've designed a dialog that's too big to show on a low
> resolution display (such as std VGA 640x480)? If so, what do you
> expect to do in this situation?
>
> Dave
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