+ * @brief Enumeration for what state the animation is in.
+ *
+ * Note: Calling Reset() on this class will NOT reset the animation. It will call BaseHandle::Reset() which drops the object handle.
+ *
+ * @SINCE_1_1.21
+ */
+ enum State : uint8_t
+ {
+ STOPPED, ///< Animation has stopped @SINCE_1_1.21
+ PLAYING, ///< The animation is playing @SINCE_1_1.21
+ PAUSED ///< The animation is paused @SINCE_1_1.21
+ };
+
+ /**
+ * @brief Enumeration for what looping mode is in.
+ *
+ * @SINCE_1_2.60
+ */
+ enum LoopingMode : uint8_t
+ {
+ RESTART, ///< When the animation arrives at the end in looping mode, the animation restarts from the beginning. @SINCE_1_2.60
+ AUTO_REVERSE ///< When the animation arrives at the end in looping mode, the animation reverses direction and runs backwards again. @SINCE_1_2.60
+ };
+
+ /**
+ * @brief Creates an uninitialized Animation; this can be initialized with Animation::New().