     {
         animate(xAxisDuration: 0.0, yAxisDuration: yAxisDuration, easingOption: .EaseInOutSine)
     }
-}+}

        }
    }
    
    @objc private func animationLoop()
    {
        var currentTime: NSTimeInterval = CACurrentMediaTime()
        var elapsedTime: NSTimeInterval = currentTime - _startTime
        if (_enabledX)
        {

        _easingX = easingX
        _easingY = easingY
        
        // Take care of the first frame if rendering is already scheduled...
        updateAnimationPhases(_startTime)
        
        if (_enabledX || _enabledY)
        {
            _displayLink.addToRunLoop(NSRunLoop.mainRunLoop(), forMode: NSRunLoopCommonModes)
