hm.. looks like you're mixing up 2d and gui here ..
create a mainwindow, put a canvas on it, that'll be your drawing area for all your old 2d functions. next to the canvas you can put your buttons ..
If you don't want to see the window border (the _[]x and the dragbar etc.), then use flag 0 for createwindow. and put a canvas on it, the size of the window you created.
for full-screen: you could (1) define a window as big as your screeen with a similar sized canvas on it.
Or (2) create a window as big as your screen, put a canvas on it which equals the size of your preferred 'output' and stretch it to the size of the window. e.g. in a 1024x768 window you can place a 640x480 canvas and stretch it to 1024x768. Now you can draw for 640x480, and still see it at 1024x768.
If you make a game which should have a user-customizable resolution, without supporting special resolution-optimized gfx, use option 2.
create a mainwindow, put a canvas on it, that'll be your drawing area for all your old 2d functions. next to the canvas you can put your buttons ..
If you don't want to see the window border (the _[]x and the dragbar etc.), then use flag 0 for createwindow. and put a canvas on it, the size of the window you created.
for full-screen: you could (1) define a window as big as your screeen with a similar sized canvas on it.
Or (2) create a window as big as your screen, put a canvas on it which equals the size of your preferred 'output' and stretch it to the size of the window. e.g. in a 1024x768 window you can place a 640x480 canvas and stretch it to 1024x768. Now you can draw for 640x480, and still see it at 1024x768.
If you make a game which should have a user-customizable resolution, without supporting special resolution-optimized gfx, use option 2.