// Native events are forwarded here from OKBaseInitializer. This makes // the API consistent for using OKManager as a configuration point // for OpenKit. That is, developers can setup event handlers with: // // OKManager.ViewWillAppear += HandleViewWillAppear; // // And the method definition of HandleViewWillAppear will look like this: // // static void HandleViewWillAppear(object sender, EventArgs e) { // // Pause gameplay. // } // public static void HandleNativeEvent(object sender, OKNativeEvent ev) { switch (ev) { case OKNativeEvent.viewWillAppear: if (ViewWillAppear != null) { ViewWillAppear(sender, EventArgs.Empty); } break; case OKNativeEvent.viewDidAppear: if (ViewDidAppear != null) { ViewDidAppear(sender, EventArgs.Empty); } break; case OKNativeEvent.viewWillDisappear: if (ViewWillDisappear != null) { ViewWillDisappear(sender, EventArgs.Empty); } break; case OKNativeEvent.viewDidDisappear: if (ViewDidDisappear != null) { ViewDidDisappear(sender, EventArgs.Empty); } break; default: break; } }
// Native events are forwarded here from OKBaseInitializer. This makes // the API consistent for using OKManager as a configuration point // for OpenKit. That is, developers can setup event handlers with: // // OKManager.ViewWillAppear += HandleViewWillAppear; // // And the method definition of HandleViewWillAppear will look like this: // // static void HandleViewWillAppear(object sender, EventArgs e) { // // Pause gameplay. // } // public static void HandleNativeEvent(object sender, OKNativeEvent ev) { switch (ev) { case OKNativeEvent.viewWillAppear: if (ViewWillAppear != null) ViewWillAppear(sender, EventArgs.Empty); break; case OKNativeEvent.viewDidAppear: if (ViewDidAppear != null) ViewDidAppear(sender, EventArgs.Empty); break; case OKNativeEvent.viewWillDisappear: if (ViewWillDisappear != null) ViewWillDisappear(sender, EventArgs.Empty); break; case OKNativeEvent.viewDidDisappear: if (ViewDidDisappear != null) ViewDidDisappear(sender, EventArgs.Empty); break; default: break; } }