1.在对话框类中定义几个浮点型变量m_nDlgWidth ,m_nDlgHeight ,m_nWidth,m_nHeight ,m_Multiple_width,m_Mutiple_heith以及一个布尔变量change_flag(初始化为FALSE)
2.在oninitdlg中 计算出当前对话框的大小与最大化后大小,注意要用float值,不然误差很大.
CRect rect;
::GetWindowRect(m_hWnd,rect); //这里m_hWnd为窗口句柄,如果不存在此变量则在该行代码前加一句:
//HWND hWnd=GetSafeHwnd( );
ScreenToClient(rect);
m_nDlgWidth = rect.right - rect.left;
m_nDlgHeight = rect.bottom - rect.top;
//计算分辨率
m_nWidth = GetSystemMetrics(SM_CXSCREEN);
m_nHeight = GetSystemMetrics(SM_CYSCREEN);
//计算放大倍数
m_Multiple_width = float(m_nWidth)/float(m_nDlgWidth);
m_Mutiple_heith = float(m_nHeight)/float(m_nDlgHeight);
change_flag=TRUE;//这个是成员变量bool形,用来判断onsize执行时oninitdlg是否已经执行了
2. 给对话框添加 onsize消息:
void EnviromentConfigDlg::OnSize(UINT nType, int cx, int cy)
{
CDialog::OnSize(nType, cx, cy);
if (change_flag)//如果确定oninitdlg已经调用完毕.
{
ReSize(IDC_STATIC1);
ReSize(IDC_TREE_ALARM);
ReSize(IDC_STATIC2);
ReSize(IDC_TREE_CAMERA);
ReSize(IDC_STATIC3);
ReSize(IDC_LIST_TYPE);
ReSize(IDOK);
ReSize(IDC_STATIC4);
ReSize(IDC_LIST_INFO); //ReSize里面是自己的控件ID
//恢复放大倍数,并保存 (确保还原时候能够还原到原来的大小)
m_Multiple_width = float(1)/ m_Multiple_width ;
m_Mutiple_heith = float(1)/m_Mutiple_heith ;
}
}
3.刷新控件:根据比例计算控件缩放的大小,然后movewindow 到新矩形上
void EnviromentConfigDlg::ReSize(int nID)
{
CRect Rect;
GetDlgItem(nID)->GetWindowRect(Rect);
ScreenToClient(Rect);
//计算控件左上角点
CPoint OldTLPoint,TLPoint;
OldTLPoint = Rect.TopLeft();
TLPoint.x = long(OldTLPoint.x *m_Multiple_width);
TLPoint.y = long(OldTLPoint.y * m_Mutiple_heith );
//计算控件右下角点
CPoint OldBRPoint,BRPoint;
OldBRPoint = Rect.BottomRight();
BRPoint.x = long(OldBRPoint.x *m_Multiple_width);
BRPoint.y = long(OldBRPoint.y * m_Mutiple_heith );
//移动控件到新矩形
Rect.SetRect(TLPoint,BRPoint);
GetDlgItem(nID)->MoveWindow(Rect,TRUE);
}
这样,你就可以随心所遇的放大与缩小你的对话框了,控件也跟着比例缩小放大。
此方法唯一的缺点就是当对话框在最小化后或者还原后控件容易丢失或者失去控制,尽管可以在OnSize函数中进行相应操作:
if(nType!=SIZE_MINIMIZED)
{
//do your work
}
但是总是不能尽善尽美,所以还是推荐用封装好的EasySize类进行操作。