Function CE::Application::GLFWOpenGL::make_context(CE::Input::System&, const Options&)
Defined in File glfw-backend.h
Function Documentation
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std::unique_ptr<CE::Runtime::Context> CE::Application::GLFWOpenGL::make_context(CE::Input::System &input, const Options &config = Options{})
Declaration:
[[nodiscard]]Assemble the GLFW display/window, its OpenGL presentation context, the OpenGL renderer and resource provider, and the selected input adapter.
Assemble owned display/window, OpenGL presentation, renderer/resources and borrowed input.
The default overload owns a dedicated input adapter. The explicit-input overload borrows that adapter; the caller keeps it alive through context teardown. Runtime initialization makes the context current and attaches input before game initialization.
See also
- Parameters:
input – Adapter retained by the caller through context teardown; construction does not initialize or poll it.
config – Window/presentation/execution defaults copied during assembly.
- Returns:
Owned runtime Context; initialize it on the platform owner before game initialization. Nonpositive dimensions or negative swap interval throw invalid_args. Display/window/allocation failures clean up completed owned components; no runtime rendering starts here.