Hopefully a basic question about lwjgl/slick2d

		Dimension dim = new Dimension(1024, 768);
		minWidth = (int) dim.getWidth();
		minHeight = (int) dim.getHeight();
		camera = new Camera(dim);
		GraphicsConfiguration gc = gd.getDefaultConfiguration();
		bi = gc.createCompatibleImage(minWidth, minHeight);
		if(g2d == null)
			g2d = bi.createGraphics();
		drawFrame(g2d);
		Graphics2D g = (Graphics2D) buffer.getDrawGraphics();

		//later this will be used for scaling purposes
		if(fill)
			g.drawImage(bi, 0, 0, sWidth, sHeight, 0, 0, minWidth, minHeight, null);
		else
			g.drawImage(bi, 0, 0, sWidth, sHeight, 0, 0, minWidth, minHeight, null);
		g.dispose();
		if(!buffer.contentsLost())
			buffer.show();
		Toolkit.getDefaultToolkit().sync();
		if(screenShot) {
			snap.takeScreenShot(bi);
			screenShot = false;
		}

the above code is from my game that DOES NOT use lwjgl/slick2d.

what i am trying to do in slick2d is set the displayMode to the users screen size and make it full screen but have the graphics object that is drawn onto be 1024x768, then depending on a boolean, either draw the image to the users screen size, draw to the highest resolution with the aspect ratio of 4:3, or draw the image in the center of the screen at 1024x768. so basically i need access to when the image is actually displayed on the screen if that makes any sense, just like how i have done it in the above snippet. when the game starts it made it full screen but created a compatible image of 1024x768 and i draw everything in the game to that image then just draw the whole image to the size of my screen. (I really hope this made sense)

I guess a better way of asking this question is, is there a way to setDisplayMode() to fullscreen but have all the graphics be drawn onto an image that is 1024x768, then depending on an option either scale the image to fullscreen, scale it as big as a can keeping the aspect ratio, or centering the image and keeping the original size?

NOTE: I do not want to change the users screen resolution.

As far as I know, the code snippet you give can be translated pretty much one-on-one to Slick2D. You can draw to an Image’s graphics context using its getGraphics method. So set the mode to fullscreen, then draw to your Image, then draw the Image on the screen.

I know that Slick’s gameContainer contains a getAspectRatio method, but I’ve not yet got it to work reliably. Anyways, I found the whole aspect ratio stuff too complicated to deal with anyway, and rely on the user’s graphics drivers to handle that for me.

Hope that helps. What you are trying to do does sound a bit over-complicated though ;D

Well I want the resolution to be at 1024x768 without actually changing the screen resolution. The only way I know of doing that it to create at image of that size, then draw everything to that image and when you show it on screen u just draw it full screen. The only thing I can do in slick it seems is change the resolution. I basically, in pseudo code, app.setGameResolution(1024, 768);
App.setDisplayMode(1920, 1080);