+ CallbackBase::Execute( *callback, frameId );
+}
+
+void AddFramePresentedCallback( Window window, std::unique_ptr< CallbackBase > callback, int32_t frameId )
+{
+ CallbackBase::Execute( *callback, frameId );
+}
+
+EventProcessingFinishedSignalType& EventProcessingFinishedSignal( Window window )
+{
+ return GetImplementation( window ).GetScene().EventProcessingFinishedSignal();