The magic functions are:
DMGetDisplayIDByGDevice() and DMGetGDeviceByDisplayID()
The value of the type DisplayIDType can be casted to a CGDirectDisplayID.
So if you have a GDHandle, you can easily get the CGDirectDisplayID and use
the CGDirectDisplay functions.
HTH.
On 1/20/2006 10:20 PM, "Gerry Beggs" <email@hidden> wrote:
>
> On 20-Jan-06, at 1:29 PM, Peter S Lau wrote:
>
>> 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?
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