I'm currently working with GLUT bindings in Rust (or I can use GLFW, doesn't matter to me), and one of the main ways that GLUT (and GLFW) manage things such as key presses is with callback functions. Getting a Rust function to act as a callback function for GLUT is easy enough, but I'm currently stuck at figuring out how I'm supposed to manipulate the world state when input happens, or when a frame "ticks", etc.
Due to the nature of Rust, just throwing an anonymous function into the callback doesn't work by itself, because impure functions might be used with an @WorldState (thus it doesn't compile), or moving a ~WorldState can only work once, and not into the 5+ callbacks I need to setup. How can I properly work with GLUT such that each callback can manipulate the WorldState in some way? (preferably safely)
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