I can change the method to take a `GLFWvidmode*` instead and create a `Rect` to pass to `initWithRect`.

 Developers need to retrieve the available video modes:
`GLFWmonitor *monitor = glfwGetPrimaryMonitor();`
`int count = 0;`
`const GLFWvidmode *modes = glfwGetVideoModes(monitor, &count);`

And choose one that's appropriate for their game. I can add a method that returns that array in CCGLView.

Ultimately, GLFW expects a width and height when creating the window, and it chooses the closest available video mode. You cannot directly pass it a `GLFWvidMode`.