Isn't it funny that it should happen on your boss' system ?? And scary too..
From the look of it, it appears you are showing a bitmap background and the proiblem seems to be with that not being stretched all the way. Are you doing some sort of background painting for the dialog ?
int m_iWidth, m_iHeight;
CMyDialog::CMyDialog(UINT nIDTemplate, CWnd* pParentWnd, UINT iIDD_Background)
m_Background.LoadBitmap(iIDD_Background); // lecture bitmap dans les ressources
m_Background.GetBitmap(&InfosBackground); // structure d'informations.
m_iWidth = InfosBackground.bmWidth;
m_iHeight = InfosBackground.bmHeight;
BOOL CMyDialog::OnEraseBkgnd(CDC* pDC)
// creation d'un DC en memoire
// selection du bitmap dans le DC en memoire
// transfert final du bitmap dans le dc de la view.
pDC->BitBlt( 0,0,m_iWidth, m_iHeight, &MemDC, 0, 0, SRCCOPY);
In fact, I want all my CDialog to keep exactly size I gave when I developped it and this, whatever is it's configuration (little or big font ....)
Dialog resource templates are an automatism meant to create standard dialogs which adapt in a flexible way to the user's preferences. That's why you design them using dialog units, not pixels. At run-time, the system will convert the dialog size and control positions to pixels, depending on the system font base size the user has chosen in the 'Display' control panel.
If you want to circumvent that automatism, then you can't use dialog resource templates, but need to create and position your controls programmatically to hard-coded pixel positions.
However, keep in mind that users (like your boss, in your example) usually have a good reason for changing the base font size on their system - most likely, they have a very high resolution display, or simply a weaker eyesight. As a result, every normal dialog will be resized accordingly, and all controls are moved and resized for a larger display. It is obvious that if you hard-code your dialog to fixed pixel values and font sizes, your dialog will appear smaller than other dialogs on the system, and possibly be hard to read for the user.
The cheap way out would be to resize your bitmap accordingly (as already suggested by bantisk above). You can avoid most of the loss of image quality if you provide a rather large bitmap and scale it down via StretchBlt(), using HALFTONE as the StretchBlt mode. If you absolutely need to avoid bitmap resizing, you could provide different bitmaps for different font sizes / resolutions, and choose the correct bitmap at run-time.