Re: How to deal with different resolution screens?
- From: "Paul G. Tobey [eMVP]" <p space tobey no spam AT no instrument no spam DOT com>
- Date: Tue, 15 Jul 2008 11:48:12 -0700
No, you're wrong. Windows Mobile devices, from WM5 onward, all
automatically double pixels for applications not marked as resolution-aware.
That is, if your application is not so marked, and if it asks for the screen
resolution using SystemParametersInfo(), it will get 240x320, even though
the device is actually 480x640. Now, that's not the same as asking about
Windows CE 6.0, as that *does not* happen in Windows CE generic devices,
only Windows Mobile.
So, it doesn't fit entirely in resource editor window. So what? Any time I
make a dialog bigger than a window, I get scroll bars. I don't keep my code
short enough so that I can see the entire contents of every .cpp file in a
window, either. Maybe I'm misunderstanding you...
Paul T.
"Steve" <Steve@xxxxxxxxxxxxxxxxxxxxxxxxx> wrote in message
news:B95D0451-A732-4F9A-8D17-01BDB420D13F@xxxxxxxxxxxxxxxx
Paul, thank you for your response.
Your opinion is very important for us.
Regarding "pixel doubling" you mentioned:
Since we moved from Windows Mobile 5.0 to Win CE 6.0 based SDK this option
doesn't look applicable in my case. Am I correct?
Regarding second option:
Yes we have to support only two resolutions. The problem is that our
application runs in full screen mode on 240x320 screen. I tried to enlarge
dialog's template in resource to make it to occupy full screen on 480x640
screen. I hardly was able to do that on 19 inch PC screen. It doesn't fit
Resource Editor window. May be there is an option to scale back template
in
Resource Editor I don't know about?
Are there other ways to approach this problem?
Thank you
"Paul G. Tobey [eMVP]" wrote:
Windows Mobile already does this sort of thing to make double-resolution
devices run older programs as though they were on 240x320 screens. It's
called "pixel doubling", which you should be able to look up.
1. Yes, you can do this.
2. I don't follow. I've built dialogs in Visual Studio with much larger
display targets than 640x480! I'd say that this is actually the *easier*
of
the two options, if you only have to support two distinct resolutions.
If
you're having problems with something, maybe it's just your approach; let
us
know what exactly you're doing and what's going wrong and we might have
an
easy fix...
Paul T.
"Steve" <Steve@xxxxxxxxxxxxxxxxxxxxxxxxx> wrote in message
news:D6D4648C-F718-4B39-89C0-3E42091E56BC@xxxxxxxxxxxxxxxx
I have MFC dialog based application, which run on HP iPAQ PDA under
Windows
Mobile 5.
The iPAQ has display with resolution 240 x 320 pixels.
Now I rebuilt the application targeting custom Win CE 6.0 based SDK for
another device.
That device has display with higher resolution 480 x 640.
My question: what is correct approach to make the dialog look the same
on
both displays?
As far as I understand there are two options:
1) Write method to manually move and scale all controls in dialog and
dialog
itself
depending on current resolution. This option is not trivial, but
possible
to
implement.
2) Recreate dialog templates for all dialogs for another resolution and
load
appropriate
resource file depending on current resolution. In my case it is
practically
impossible,
since I need to create full screen dialog for 480 x 640 resolution
screen.
As far as I
understand it hardly fit Resource editor window on my 19 inch PC
screen.
Do you know any other option?
Apreciate your help.
Thanks
.
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