+
+ if( mPlayState != DevelImageVisual::PlayState::PLAYING && !mNeedRender && !mDestroyThread )
+ {
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Wait\n" );
+
+ if( mPlayState == DevelImageVisual::PlayState::STOPPED )
+ {
+ // Reset the current loop
+ mCurrentLoop = 0;
+ }
+ mConditionalWait.Wait( lock );
+ }
+