The reason why nothing in the FLTK window works is that Fl::run() is being
called after the SDL LOOP code. Try this:
void make_window();
main()
{
make_window();
Fl::add_check(SDL UPDATE FUNCTION);
return FL::run;
}
void make_window()
{
FLTK STUFF
}
Here I use SDL UPDATE FUNCTION. What this would be is one iteration of your
SDL LOOP. Think of it as the code between the { and } of the while-loop
statement.
Doing it this way will have FLTK call the SDL UPDATE FUNCTION right before it
flushes the display and checks for events (keyboard, mouse, redrawing, etc.).
You can find the documentation for this and the rest of the FLTK API here:
http://www.fltk.org/doc-1.1/toc.html
Now, after saying all this, I cannot say if your game with be slow or
sluggish. It all depends on how long it takes the SDL UPDATE FUNCTION to
execute, including any other function that it calls. FLTK will not be able to
do anything else until your SDL UPDATE FUNCTION returns. This is why I
suggest putting the SDL UPDATE FUNCTION in its own thread. This way FLTK and
the SDL parts can happen independent of each other.
I believe this discussion is moving away from being SDL related and is
becoming off topic for this list. For more FLTK information and help, check
out the FLTK newsgroup:
Use the server: news.easysw.com in your news reader. Then subscribe to the
fltk.general newsgroup.
Or use can use the web interface here:
http://www.fltk.org/newsgroups.php
The newsgroup is very active and there are lots of people that would be
willing to help. I frequent it every day. 
AlvinOn Saturday 03 February 2007 16:52:32 Taylor “Assbone” Peterson wrote:
I’m using FLTK 1.1.x. I’m looping FLTK with FL::run().
I’m just starting to learn how to use FLTK. This is how I have it set up:
void make_window();
main(){
make_window();
SDL LOOP
return FL::run
}
void make_window(){
FLTK STUFF
}
I’m not sure what you mean by threads and threading ‘_’.
Thanks,
Taylor