Microsoft.Xna.Framework.MonoGameAndroidGameView.OnContextSet C# (CSharp) Method

OnContextSet() protected method

protected OnContextSet ( EventArgs e ) : void
e System.EventArgs
return void
        protected override void OnContextSet(EventArgs e)
        {
            // This is called when a Context is created. This will happen in
            // two ways, first when the activity is first created. Second if 
            // (and only if) the context is lost 
            // When an acivity is now paused we correctly preserve the context
            // rather than destoying it along with the Surface which is what 
            // used to happen. 

            base.OnContextSet(e);
            Android.Util.Log.Debug("MonoGame", "MonoGameAndroidGameView Context Set");

            if (_lostContext)
            {
                _lostContext = false;

                if (_game.GraphicsDevice != null)
                {
                    _game.GraphicsDevice.Initialize();

                    IsResuming = true;
                    if (_gameWindow.Resumer != null)
                    {
                        _gameWindow.Resumer.LoadContent();
                    }

                    // Reload textures on a different thread so the resumer can be drawn
                    System.Threading.Thread bgThread = new System.Threading.Thread(
                        o =>
                        {
                            Android.Util.Log.Debug("MonoGame", "Begin reloading graphics content");
                            Microsoft.Xna.Framework.Content.ContentManager.ReloadGraphicsContent();
                            Android.Util.Log.Debug("MonoGame", "End reloading graphics content");

                            // DeviceReset events
                            _game.graphicsDeviceManager.OnDeviceReset(EventArgs.Empty);
                            _game.GraphicsDevice.OnDeviceReset();

                            IsResuming = false;
                        });

                    bgThread.Start();
                }
            }
        }
        protected override void CreateFrameBuffer()