Resizable window would probably provide a lot of trouble when making game, as you would have to automate hell a lot of stuff to look correct on different sizes. Especially if you'd want it to look nice. I myself have 2 resolutions in my game, 1024x768 and 1366x768, and I sometimes find it challenging to make things look good in both resolutions (especially things like menus, where I generally do them for non-wide screen, so it fits nicely, but on widescreen they look a bit too spaced out). Now imagine trying to make everything look nice, or at least not overlap with resolutions ranging from 640x480 to 1920x1200.
Although I would like an option like sf::Style::None
in the link you posted (or like java's JFrame.setUndecorated(true);
), could be useful for start splash screens, like in Skyrim perhaps.
By jlnr (dev)
Date 2013-08-17 01:22
The short answer is - lack of time, as usual :)
The longer answer is that I wanted to see if I could move Gosu onto GLFW and then rewrite the windowing code without having to touch X11 myself. And then GLFW 3 was "around the corner", so it didn't seem to make sense to use GLFW 2 anymore (even though a GLFW 2 fork of Gosu exists on github). And GLFW 3 was only released in June, after which I haven't had time to look at it again.