I just started going through the SDL tutorial lessons at http://lazyfoo.net/tutorials/SDL/index.php and am working on the first lesson (Lesson 01). I am hand-translating the C/C++ code to Go using the github.com/veandco/go-sdl2
library.
This is my code:
package main
import (
"github.com/veandco/go-sdl2/sdl"
)
const screenWidth, screenHeight = 800, 600
func main() {
defer sdl.Quit()
if err := sdl.Init(sdl.INIT_VIDEO); err != nil {
panic(err)
}
window, err := sdl.CreateWindow("SDL Tutorial",
int32(sdl.WINDOWPOS_UNDEFINED), int32(sdl.WINDOWPOS_UNDEFINED),
screenWidth, screenHeight, uint32(sdl.WINDOW_SHOWN))
if err != nil {
panic(err)
}
defer window.Destroy()
screenSurface, err := window.GetSurface()
if err != nil {
panic(err)
}
if err = screenSurface.FillRect(nil,
sdl.MapRGB(screenSurface.Format, 0xff, 0xff, 0xff)); err != nil {
panic(err)
}
if err = window.UpdateSurface(); err != nil {
panic(err)
}
sdl.Delay(2000)
}
The first time it ran, it drew a blank (white background) window, but every time after that, it has drawn a transparent window, showing the desktop windows that are running behind it.
I'm not sure what I am doing wrong.
I am running Go 1.10 on the KDE window manager on Ubuntu 17.10, if it makes any difference.
UPDATE
The problem is not occurring when I run XFCE instead of KDE.
SDL_WINDOWEVENT
). You can't just draw once and expect things to stay on screen, or even ever be visible (e.g. your draw happened before window manager was ready to show your window), especially with compositing window managers. – keltar