Damn those checkpoint countdown timers - how can I sniper the enemy and watch a timer as well :-) The resolution is correct, but you are looking at the wrong device. I am fairly sure you are dealing with a 3D game. When you switch to the 3D card, it has its own settings. It appears you can get the info you need by using the DirectDisplay (DirectDraw?!) calls: CGDisplayCapture( kCGDirectMainDisplay ); number = CFDictionaryGetValue( displayMode, kCGDisplayHeight ) ; CFNumberGetValue( number, kCFNumberLongType, &height ) ; number = CFDictionaryGetValue( displayMode, kCGDisplayWidth ) ; CFNumberGetValue( number, kCFNumberLongType, &width ) ; number = CFDictionaryGetValue( displayMode, kCGDisplayBitsPerPixel ) ; CFNumberGetValue( number, kCFNumberLongType, &depth ) ; number = CFDictionaryGetValue( displayMode, kCGDisplayRefreshRate ) ; CFNumberGetValue( number, kCFNumberLongType, &freq ) ; CGReleaseAllDisplays() ; There is a code lisiting and notes here: <http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL/chap3/chapter_3_section_7.html> It is C, but hopefully it will port easily - if you manage to work with all the CoreFoundation stuff. I don't think GETCPIXEL will work on the device, as it is not QuickDraw, but there must be some OpenGL equivalent? Jamin On Sunday, 21 November 2004 11:35 AM, Darron Forehand <glo@...> wrote: >Hi all, > >I'm writing a timer utility for an online game because it would be >helpful (and I really need to expand the FB^4 cells in my brain), but I >need to be able to tell what resolution the user has the game switch to >(I'm using GETCPIXEL to determine when the screen changes to a certain >scene and the timer should start). Different players, of course, use >different screen resolutions, and I'm trying to make it work universally >for them. BTW, the game is a full-screen one that doesn't allow you to >get back to the desktop when running it, so I'm using speech synthesis >to communicate the time status to the user. > >That said, I'm having some trouble. I'm using > >Width=SYSTEM(_scrnWidth) >Height=SYSTEM(_scrnHeight) > >which gives me an accurate resolution when my app is run. It's checked >frequently to see when the game is started and when the game switches >the screen resolution, but for some reason it isn't picking this up. If >I run my app without running the game and manually change the resolution >through the system preference all is well and Victoria (or whoever the >default voice is) will verbally tell me what the resolution has changed >to. But if I run the game (which again uses the full screen and doesn't >allow you to get back to the desktop, etc.) and it switches resolution, >Victoria continues to tell me that the resolution is the same as I have >my system preferences set to (I run my regular screen at 800X600, but >have the game set to run it at 1024X768). > >So here's my question after all that (lol): does the full screen mode >just not register a resolution switch for some reason (even though it is >switching and I hear the monitor click when it does)? The game is World >War II Online, if anyone was curious. ;) > >Thanks, > >Darron Forehand > >-- >