Hmm not sure i agree with you about assuming users won't do stupid things. I've worked as a programmer in the games industry for too long
The problem with assuming users wont do stupid things is that it's a false assumption. People *always* do stupid things.
For a little background - our game is mostly gui based - in our current engine when you stretch the screen, the gui elements re-arrange themselves automatically as they are set in relation to the screen size. Now if you go below a certain level, they will overlap and be cut off (because there is a minimum you can resize some things like text and buttons). If this happens in our game, we will get support emails complaining 'bugs'. There is currently no way around this - short of not allowing the user to resize the window.
Ok - Is there any possible way to provide a SetSize function for the window? (It should probably be there as there is a SetPosition already existing). That way, if we received a resize event which is smaller than our minimum value, we can simply call window.SetSize to our minimum size?
Lastly - having to destroy / create the window again just to set it's width/height seems way too much work for a function that should probably be there. I tried this suggestion, but it also suffers from the problem that the X/Y position of the window changes when you go through the destroy/create (on my winXP using SFML1.2). There is a way to set the X/Y position of a window - but no way to get the current x/y position.
So In Short - Can you add a SetSize() function to window, and GetPosition() (or GetLeft(), GetTop()) ?