luciderous wrote:I still believe you are over-complicating things here a bit and making your life needlessly more difficult, but hey - your game, your call
Yeah -- maybe
As an engineer -- my understanding is that the tranditional "list of allowed resolutions" is really an artifact of exclusive-mode directX rendering setups. SiS isn't written in directX, and even if it were, it's not graphics intensive enough to need exclusive mode.
I think the UI layout logic
needs to be at least somewhat complicated, because we do want to try and support most fullscreen monitors. That means 16x9 and 4x3 at a minimum, but, there's a few less common landscape ratios out there as well -- a quick glance at
wikipedia brings up a chart that suggests 5x4, 5x3 and 16x10 all have a small but notable market share.
Support for one aspect ratio is easy, support for 2 requires including a lot of logic for stretchable UI elements that otherwise wouldn't be necessary. Support for 3+ isn't really that much harder than 2, depending on the details of just how the strechable UI logic works. And once you've committed to a system that can accommodate some amount of stretching, letting people experiment with alternative resolutions doesn't take any extra work.
luciderous wrote:I'd at least recommend to 'lock' horizontal/vertical guides to some aspect ratios so that the window is resized uniformly within those constraints.
This is where it gets dangerous
That kind of guide/lock system is exactly the kind of feature that probably would take a lot of extra time and effort to implement. And even if I could find the necessary windows API hooks to make it happen, I suspect players would find it more confusing / frustrating than helpful -- aspect ratio-based constraints are not something that people expect when re-sizing their windows.