Re: Audio Games with Rust?

I do have a question. I'm using winit, erupt, etc. and creating my window, possible drawing surfaces, etc., manually, just so I can say I went through the experience (not to mention its fun, though a lot of code). Winit has a .run() method on its event loop:

pub fn run<F>(self, event_handler: F) -> !where F: 'static + FnMut(Event<T>, &EventLoopWindowTarget<T>, &mut ControlFlow)

This is something I've ran into a lot, and am curious on an ergonomic way of solving it. I want to do something like C++'s lambda capture specifier [&]. One way I know of, that works, is to make all the things I'm going to need static, but I really, really don't like doing that. I can use a move, at the cost of having all of this inaccessible after the .run() method exits (though that's not a problem here). So what, specifically, are my options? I want my game loop to run somewhere, but is the window event loop a good place for all of that work to go?



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