+ bool nextFrame = false;
+ uint32_t frameIndex = mImageCache->GetCurrentFrameIndex();
+
+ if( mIsJumpTo )
+ {
+ mIsJumpTo = false;
+ frameIndex = mFrameIndexForJumpTo;
+ }
+ else if( mActionStatus == DevelAnimatedImageVisual::Action::PAUSE )
+ {
+ return false;
+ }
+ else if( mActionStatus == DevelAnimatedImageVisual::Action::STOP )
+ {
+ frameIndex = 0;
+ if( mStopBehavior == DevelImageVisual::StopBehavior::FIRST_FRAME )
+ {
+ frameIndex = 0;
+ }
+ else if( mStopBehavior == DevelImageVisual::StopBehavior::LAST_FRAME )
+ {
+ frameIndex = mFrameCount - 1;
+ }
+ else
+ {
+ return false; // Do not draw already rendered scene twice.
+ }
+ }
+ else
+ {
+ if( mFrameCount > 1 )
+ {
+ nextFrame = true;
+ frameIndex++;
+ if( frameIndex >= mFrameCount )
+ {
+ frameIndex %= mFrameCount;
+ ++mCurrentLoopIndex;
+ }
+
+ if(mLoopCount >= 0 && mCurrentLoopIndex >= mLoopCount)
+ {
+ // This will stop timer
+ mActionStatus = DevelAnimatedImageVisual::Action::STOP;
+ return DisplayNextFrame();
+ }
+ }
+
+ unsigned int delay = mImageCache->GetFrameInterval( frameIndex );
+ if( delay > 0u )
+ {
+ if( mFrameDelayTimer.GetInterval() != delay )
+ {
+ mFrameDelayTimer.SetInterval( delay );
+ }
+ }
+ }
+
+ DALI_LOG_INFO( gAnimImgLogFilter,Debug::Concise,"AnimatedImageVisual::DisplayNextFrame(this:%p) CurrentFrameIndex:%d\n", this, frameIndex);
+
+ TextureSet textureSet;
+ if(nextFrame)
+ {
+ textureSet = mImageCache->NextFrame();
+ }
+ else
+ {
+ textureSet = mImageCache->Frame( frameIndex );
+ }
+
+ if( textureSet )
+ {
+ SetImageSize( textureSet );
+ if( mImpl->mRenderer )
+ {
+ mImpl->mRenderer.SetTextures( textureSet );
+ }
+ }
+
+ continueTimer = ( mActionStatus == DevelAnimatedImageVisual::Action::PLAY ) ? true : false;