- void PauseAnimation();
-
- /**
- * @brief Render one frame. The current frame number will be increased.
- */
- void RenderFrame();
-
- /**
- * @brief This callback is called after the first frame is ready.
- * @param[in] callback The resource ready callback
- */
- void SetResourceReadyCallback( EventThreadCallback* callback );
-
- /**
- * @brief This callback is called after the animation is finished.
- * @param[in] callback The animation finished callback
- */
- void SetAnimationFinishedCallback( EventThreadCallback* callback );
-
- /**
- * @brief Enable looping for 'count' repeats. -1 means to repeat forever.
- * @param[in] count The number of times to loop
- */
- void SetLoopCount( int32_t count );
-
- /**
- * @brief Gets the loop count. -1 means to repeat forever.
- * @return The number of times to loop
- */
- int32_t GetLoopCount() const;
-
- /**
- * @brief Set the playing range.
- * @param[in] range Two values between [0,1] to specify minimum and maximum progress.
- * The animation will play between those values.
- */
- void SetPlayRange( Vector2 range );
-
- /**
- * @brief Gets the playing range.
- * @return The play range defined for the animation
- */
- Vector2 GetPlayRange() const;
-
- /**
- * @brief Get the play state
- * @return The play state
- */
- DevelImageVisual::PlayState GetPlayState() const;
-
- /**
- * @brief Queries whether the resource is ready.
- * @return true if ready, false otherwise
- */
- bool IsResourceReady() const;
-
- /**
- * @brief Sets the progress of the animation.
- * @param[in] progress The new progress as a normalized value between [0,1] or between the play range if specified.
- */
- void SetCurrentProgress( float progress );
-
- /**
- * @brief Retrieves the current progress of the animation.
- * @return The current progress as a normalized value between [0,1]
- */
- float GetCurrentProgress() const;