Function CE::Application::GLFWOpenGL::make_context(CE::Input::System&, const Options&)

Function Documentation

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.

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.