//Send actions to make sure that the Texture continues displaying
        private void MakeTextureLoopFrame(string textureName)
        {
            FrameAction frameAction = new FrameAction
            {
                Name = textureName,
                Drawable = textureName,
                Value = 1
            };
            StatusAction statusAction = new StatusAction
            {
                Name = textureName,
                Drawable = textureName,
                Value = AnimationStatus.Paused
            };
            LoopAction loopActon = new LoopAction
            {
                Name = textureName,
                Drawable = textureName,
                Value = true
            };

            textureManager.ExecuteAction(statusAction);
            textureManager.ExecuteAction(frameAction);
            textureManager.ExecuteAction(loopActon);
        }
        //When something is selected from the listbox, display it on the Current Frame screen
        private void listBox_Frames_SelectedIndexChanged(object sender, EventArgs e)
        {
            Action action = () =>
            {
                if (listBox_Frames.SelectedItem == null)
                {
                    DisableFrameButtons();
                    return;
                }

                EnableFrameButtons();

                int selectedFrame = (int) listBox_Frames.SelectedItem;
                SetFieldsFromFrame(ReturnAnimation.Frames[selectedFrame]);
                lbl_FrameNumber.Text = selectedFrame.ToString();
                float width = ReturnAnimation.Frames[selectedFrame].TextureSource.Width;
                float height = ReturnAnimation.Frames[selectedFrame].TextureSource.Height;

                _frameGame.gameGraphics.ClearDrawList();

                Vector2 position = Vector2.Zero;

                if (width <= panel_FrameDisplay.Width && height <= panel_FrameDisplay.Height)
                {
                    Vector2 center =
                        StaticMethods.GetCenter(new Vector2(((width)*ReturnAnimation.Scale), (height)*ReturnAnimation.Scale));
                    position = StaticMethods.GetDrawPosition(new Vector2(panel_FrameDisplay.Width, panel_FrameDisplay.Height), center);
                }
                if (width > panel_FrameDisplay.Width || height > panel_FrameDisplay.Height)
                {
                    panel_FrameDisplay.AutoScrollMinSize = new Size((int) width, (int) height);
                    pictureBox_FrameDisplay.Location = new System.Drawing.Point(0, 0);
                }

                if (!_frameGame.gameGraphics.DoesDrawableExist(ReturnAnimation.Name))
                {
                    _frameGame.gameGraphics.AddToDrawList(new DrawParam(ReturnAnimation.Name, ReturnAnimation.Name,
                        position, DrawnType.Animation));
                }
                else
                {
                    _frameGame.gameGraphics.UpdateDrawPosition(new DrawParam(ReturnAnimation.Name, ReturnAnimation.Name,
                        position, DrawnType.Animation));
                }
                Animation drawAnimation = _frameGame.gameGraphics.GetDrawAnimation(ReturnAnimation.Name);
                drawAnimation.Frame = selectedFrame;
                _frameGame.gameGraphics.SetLoadedDrawn(drawAnimation);
                SetFrameData(saving);

                FrameAction frameAction = new FrameAction
                {
                    Name = ReturnAnimation.Name,
                    Drawable = ReturnAnimation.Name,
                    Value = selectedFrame
                };
                StatusAction statusAction = new StatusAction
                {
                    Name = ReturnAnimation.Name,
                    Drawable = ReturnAnimation.Name,
                    Value = AnimationStatus.Paused
                };
                LoopAction loopActon = new LoopAction
                {
                    Name = ReturnAnimation.Name,
                    Drawable = ReturnAnimation.Name,
                    Value = true
                };

                animationManager.ExecuteAction(statusAction);
                animationManager.ExecuteAction(frameAction);
                animationManager.ExecuteAction(loopActon);
            };
            if (!_frameGameLoaded)
            {
                LoadFrameGame(action);
                return;
            }
            action();
        }