it's much easier if you could use the CGDirectDisplay API.
CGDisplayCurrentMode()
then CFDictionaryGetValue() with the key "RefreshRate".
if you really need to go through GDHandle, the field you need is
called csRefreshRate, but you may need to use Fix2Long to convert
to a long... and you would need to do a list iterator proc to
iterate the mode list through DMGetIndexedDisplayModeFromList(),
which is really painful (especially if you want to be 9 and X
compatible, like I did in 10.1.4 days)...
pete
That's great I've got the information about the displays I need.
And to go full-screen, I can use CGDisplayCapture(displayID) also.
and CGDisplayGetDrawingContext(displayID) so I can use Quartz to draw
on the screen.
My problem is that I will also be using QuickTime in addition to my
own drawing to play movies to the display.
I can find no way to get QuickTime to draw to anything except an old-
style QuickDraw GWorld.
If I use QuickTime's BeginFullScreen(...) then I'm stuck using
GDHandles and GWorlds.
Is that my old option?