Anything returned by boost::bind or its more limited std equivalents is not a function pointer. It's a (rather complicated) set of templated nested objects.
You will need to use either a free function or a static function in InputManager. I'm not fluent in GLFW but you can probably make InputManager a singleton (because GLFW only supports exactly one window) or there will be some way to store something pointer-like (for storing the this pointer of the relevant instance) as user data.
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#2BitMaster
Posted 08 October 2012 - 01:23 AM
Anything returned by boost::bind or its more limited std equivalents is not a function pointer. It's a (rather complicated) set of templated nested objects.
You will need to use either a free function or a static function in InputManager. I'm not fluent in GLFW but you can probably make InputManager a singleton (because GLFW only supports exactly one window) or there will be some way to store something pointer-like as user data.
You will need to use either a free function or a static function in InputManager. I'm not fluent in GLFW but you can probably make InputManager a singleton (because GLFW only supports exactly one window) or there will be some way to store something pointer-like as user data.
#1BitMaster
Posted 08 October 2012 - 01:23 AM
Anything returned by boost::bind or its more limited std equivalents is not a function pointer. It's a (rather complicated) set of templated nested objects.
You will need to use either a free function or a static function in InputManager. I'm not fluent in GLFW but you can probably make InputManager a singleton (because GLFW only supports exactly one Window) or there will be some way to store something pointer-like as user data.
You will need to use either a free function or a static function in InputManager. I'm not fluent in GLFW but you can probably make InputManager a singleton (because GLFW only supports exactly one Window) or there will be some way to store something pointer-like as user data.