After some trial and error I have suceeded in embedding SFML within a GTK Widget, and thought I would share.
public sealed class GraphicalWidget
: DrawingArea
{ // The following is for windows systems. For linux systems, replace with the following line; for multiplatform setups, wrap these lines in #if blocks // [DllImport("gdk-x11-2.0", Entry Point = "IntPtr gdk_x11_drawable_get_xid", CallingConvention = CallingConvention.Cdecl)] [DllImport
("libgdk-win32-2.0-0.dll", EntryPoint
= "gdk_win32_drawable_get_handle", CallingConvention
= CallingConvention
.Cdecl)] private static extern IntPtr GetGraphicsHandle
(IntPtr window
); public RenderWindow RenderWindow
{ get; private set; } public GraphicalWidget
() : base() { // Avoid double buffering - SFML already does this for us, and leaving it one will result in "flickering" in the widget DoubleBuffered
= false; } protected override void OnRealized
() { base.OnRealized(); // Wait until OnRealized to create the RenderWindow, since the GdkWindow is null until such RenderWindow
= new RenderWindow
(GetGraphicsHandle
()); } protected override bool OnExposeEvent
(EventExpose evnt
) { var ok
= base.OnExposeEvent(evnt
); // Check the current szie of the SFML Render var sfmlSize
= new SFML
.System.Vector2u( (uint)evnt
.Area.Width,
(uint)evnt
.Area.Height); if (RenderWindow
.Size != sfmlSize
) RenderWindow
.Size = sfmlSize
; RenderWindow
.Clear(SFML
.Graphics.Color.Green); // TODO: SFML Draw calls go here RenderWindow
.Display(); // Ensure the GTK system is aware that we need to be redrawn QueueDraw
(); return ok
; } private IntPtr GetGraphicsHandle
() => GetGraphicsHandle
(GdkWindow
.Handle); As a warning, I have not tested this on Linux - the calling convention may need to be adjusted