private void Dispose(bool disposing) { if (!this.__bDisposed) { __bDisposed = true; if (disposing) { __bBusy = true; if (__cInstrument != null) { __cInstrument.ClearResetEvent(onReset); } __cContext.Paint -= context_onPaint; __cContext.Resize -= context_onResize; __cContext.KeyUp -= Context_onKeyUp; __cContext.KeyDown -= Context_onKeyDown; __cContext.MouseUp -= context_onMouseUp; __cContext.MouseDown -= context_onMouseDown; __cContext.MouseMove -= context_onMouseMove; __cContext.MouseWheel -= context_onMouseWheel; int iCount = __cLayers.Count; for (int i = 0; i < iCount; i++) { __cLayers[i].Dispose(); } __cPainter.Dispose(); } } }
/// <summary> /// 釋放腳本資源 /// </summary> /// <param name="disposing">是否正在處理資源中</param> protected override void Dispose(bool disposing) { if (!this.__bDisposed) { __bDisposed = true; if (disposing) { __cBars.ClearResetEvent(SeriesSymbolData_onReset); base.Dispose(); } } }