setDesignResolutionSize() work strange for me

I’m using cocos2dx in a MFC win32 application with single document.
But when I resize the window bigger, the cocos2dx rendering sprites goes smaller.

code in OnSize() event:

void CHelloMFCView::OnSize(UINT nType, int cx, int cy)
{
CView::OnSize(nType, cx, cy);

if (m_bCocos2dXInited) {
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(cx, cy, kResolutionExactFit);
}
}


ori.png (403.9 KB)


scaled.png (346.2 KB)

I think you shouldn’t modify design resoultion size.
Instead, you need to modify the Frame size.
Maybe some codes like:

void CHelloMFCView::OnSize(UINT nType, int cx, int cy) {
    CView::OnSize(nType, cx, cy);
    CCEGLView::sharedOpenGLView()->setFrameSize(cx, cy);
    CCSize designSize = CCEGLView::sharedOpenGLView()->getDesignResolutionSize();
    CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, yourpolicy);
}

Thanks for your help! I look around and found something related, but it did not work for me.
[[http://www.cocos2d-x.org/projects/cocos2d-x/wiki/About_device_orientation]]

btw: It might be a little strange to getDesignResolutionSize(), and set it to the same value…

I wrote some code like this, more or less worked!

SomeView: public CCEGLView {

void resize(float width, float height) {
CCEGLViewProtocol::setFrameSize(width, height);
setDesignResolutionSize(width, height, kResolutionShowAll);

CCEGLView::resize(width, height);
}


}

The code seems displaying bad here…