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View Full Version : Large Fonts Versus Small Fonts Use in Windows


koder
12-04-2003, 02:13 PM
I have several games written in GDI. They all use dialog boxes which look great as long as the user has small fonts selected for their default font size. If they choose large fonts, then the dialogs get very large and the controls don't line up as well.
Is there a way to keep the dialog boxes the same size when the user changes to large font?
The only information I can find on the web uses MFC (CDialogTemplate) which I don't use. Most articles talk about living with this situation. I know how to get dialog box units and use them to keep the graphics lined up but the dialog boxes still get huge and the so do the controls. Since I resize the screen with Directx, some even overflow the screen.

koder
12-06-2003, 07:22 PM
When writing games, do most people not handle users selecting the large font in their display options?

Anthony Flack
12-07-2003, 12:42 AM
Most people don't use windows fonts for games.

papillon
12-07-2003, 02:16 AM
In GM, at least, you're able to get a "font pixels per inch" or variable, which allows you to set the font to the equivalent of the size you wanted on their system.

font_size = 960 / font_pixels_per_inch;

This way it comes out to what I think of as '10' on their system even if their settings are different.

Diodor
12-07-2003, 04:12 AM
I keep telling people that this problem has to do with the "scaled" property of the text they use... I have little idea what this means though - just hearsay.

TJM
12-07-2003, 09:59 AM
I have a similar problem when deciding what screen size to use for designing our web site. I think most people use 1024 X 768, but a small number still use 800 X 600. So I try to make it look best viewed under 1024 X 768. The size font people are using would also have an effect on any text that gets displayed on the screen.

Does anyone know the stats of what percentage of people are using large fonts with higher resolutions?