public void clearInterval(UITimer timer) { if (timer != null) { timer.Stop(); } }
/// <summary>Called before the game/scene is unloaded to remove any timers.</summary> public static void OnUnload(Document document) { if (FirstActive != null) { int count = 0; UITimer current = FirstActive; FirstActive = null; while (current != null) { if (document == null || current.Document == document) { count++; current.Stop(); } current = current.Next; } if (count != 0) { Dom.Log.Add("Cleared " + count + " leaked interval timers. This message is harmless but can help discover if you have accidentally left setInterval running (note: marquee uses these timers too)."); } } }
/// <summary>Call this to stop a scrolling marquee.</summary> public void Stop() { if (!Active) { return; } // Doesn't bubble: Dom.Event e = new Dom.Event("stop"); e.SetTrusted(false); if (dispatchEvent(e)) { Active = false; // Stop and clear the timer: Timer.Stop(); Timer = null; } }
/// <summary>Call this to stop a scrolling marquee.</summary> public void Stop() { if (!Active) { return; } Active = false; // Stop and clear the timer: Timer.Stop(); Timer = null; Element.Run("onstop"); }