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resolution - how to handle your graphics

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Ok, i am wondering how to handle this. Imagine i'm coding on a 1024x768 resolution. Everything looks fine, but then someone runs my software on his 640x480 platform and all of a sudden my eventviewer is to large to handle his screen estate. I mean stuff that has dynamic boundaries like a world isn't that bad i guess, but a eventviewer or a box with a message has boundaries. How do i fix this ? I can imagine a few solutions, but i'm not sure this is the proper way. 1. take the resolution upon startup and use that to calculate boundaries for boxes 2. only 1 resolution. don't run on anything less or more. 3. disallow resize of the window but how do games do this? they usually start at one resolution and then you can set it yourself ingame. Do they start at the lowest resolution possible? I'm really at a loss how to implement this properly. And another question regarding those boxes. If i have a event in my eventviewer, do i really have to hardcode the size of the event so that it not goes through the eventbox? It seems like a tacky/hacky way to do this. Any help on how to approach this would be greatly appreciated. I'm programming on a mac on 1680x1050 now, and you can imagine that although it looks good on this machine, it would certainly be cropped on a ibook with 1024x768. Any help greatly appreciated!

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Just keep track of the resolution and recalculate the positions of the elements. This is easy if you keep track of the elements' positions as relative coordinates.

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