text: import inspect
  import random
  import warnings
  import platform
  
  from tqdm import tqdm as ProgressDisplay
  import numpy as np
  
  from ..animation.animation import Animation
  from ..animation.transform import MoveToTarget, ApplyMethod
  from ..camera.camera import Camera
  from ..constants import *
  from ..container.container import Container
  from ..logger import logger
  from ..mobject.mobject import Mobject
  from ..scene.scene_file_writer import SceneFileWriter
  from ..utils.iterables import list_update
  
  
  class Scene(Container):
      """
      A Scene can be thought of as the Canvas of your animation.
      All of your own named Scenes will be subclasses of this Scene, or
      other named scenes.
  
      Use a construct() function to tell Manim what should go on in the Scene.
  
      E.G:
  
          class MyScene(Scene):
              def construct(self):
                  self.play(
                      Write(Text("Hello World!"))
                  )
  
      Some important variables to note are:
          camera: The camera object to be used for the scene.
          file_writer : The object that writes the animations in the scene to a video file.
          mobjects : The list of mobjects present in the scene.
          foreground_mobjects : List of mobjects explicitly in the foreground.
          num_plays : Number of play() functions in the scene.
          time: time elapsed since initialisation of scene.
          random_seed: The seed with which all random operations are done.
      """
      CONFIG = {
          "camera_class": Camera,
          "camera_config": {},
          "file_writer_config": {},
          "skip_animations": False,
          "always_update_mobjects": False,
          "random_seed": 0,
          "start_at_animation_number": None,
          "end_at_animation_number": None,
          "leave_progress_bars": False,
      }
  
      def __init__(self, **kwargs):
          Container.__init__(self, **kwargs)
          self.camera = self.camera_class(**self.camera_config)
          self.file_writer = SceneFileWriter(
              self, **self.file_writer_config,
          )
  
          self.mobjects = []
          # TODO, remove need for foreground mobjects
          self.foreground_mobjects = []
          self.num_plays = 0
          self.time = 0
          self.original_skipping_status = self.skip_animations
          if self.random_seed is not None:
              random.seed(self.random_seed)
              np.random.seed(self.random_seed)
  
          self.setup()
          try:
              self.construct()
          except EndSceneEarlyException:
              pass
          self.tear_down()
          self.file_writer.finish()
          self.print_end_message()
  
      def setup(self):
          """
          This is meant to be implemented by any scenes which
          are comonly subclassed, and have some common setup
          involved before the construct method is called.
          """
          pass
  
      def tear_down(self):
          """
          This is meant to be implemented by any scenes which
          are comonly subclassed, and have some common method
          to be invoked before the scene ends.
          """
          pass
  
      def construct(self):
          """
          The primary method for constructing (i.e adding content to)
          the Scene.
          """
          pass  # To be implemented in subclasses
  
      def __str__(self):
          return self.__class__.__name__
  
      def print_end_message(self):
          """
          Used internally to print the number of
          animations played after the scene ends.
          """
          logger.info("Played {} animations".format(self.num_plays))
  
      def set_variables_as_attrs(self, *objects, **newly_named_objects):
          """
          This method is slightly hacky, making it a little easier
          for certain methods (typically subroutines of construct)
          to share local variables.
          """
          caller_locals = inspect.currentframe().f_back.f_locals
          for key, value in list(caller_locals.items()):
              for o in objects:
                  if value is o:
                      setattr(self, key, value)
          for key, value in list(newly_named_objects.items()):
              setattr(self, key, value)
          return self
  
      def get_attrs(self, *keys):
          """
          Gets attributes of a scene given the attribute's identifier/name.
  
          Parameters
          ----------
          *keys : str
              Name(s) of the argument(s) to return the attribute of.
  
          Returns
          -------
          list
              List of attributes of the passed identifiers.
          """
          return [getattr(self, key) for key in keys]
  
      # Only these methods should touch the camera
      def set_camera(self, camera):
          """
          Sets the scene's camera to be the passed Camera Object.
  
          Parameters
          ----------
          camera : Camera
              The camera object to use.
          """
          self.camera = camera
  
      def get_frame(self):
          """
          Gets the current frame as NumPy array.
  
          Returns
          -------
          np.array
              NumPy array of pixel values of each pixel in screen.
              The shape of the array is height x width x 3
          """
          return np.array(self.camera.get_pixel_array())
  
      def get_image(self):
          """
          Gets current frame as PIL Image
  
          Returns
          -------
          PIL.Image
              PIL Image object of current frame.
          """
          return self.camera.get_image()
  
      def set_camera_pixel_array(self, pixel_array):
          """
          Sets the camera's pixel array to the passed pixel
          array. Does not impact what the scene currently displays.
  
          Parameters
          ----------
          pixel_array: Union[np.ndarray,list,tuple]
              Pixel array
          """
          self.camera.set_pixel_array(pixel_array)
  
      def set_camera_background(self, background):
          """
          Sets the camera to display a Pixel Array
          in the background.
  
          Parameters
          ----------
          background: Union[np.ndarray,list,tuple]
              The Pixel Array of the background.
          """
          self.camera.set_background(background)
  
      def reset_camera(self):
          """
          Resets the Camera to its original configuration.
          """
          self.camera.reset()
  
      def capture_mobjects_in_camera(self, mobjects, **kwargs): #TODO Add more detail to docstring.
          """
          This method is used internally.
          """
          self.camera.capture_mobjects(mobjects, **kwargs)
  
      def update_frame( #TODO Description in Docstring
              self,
              mobjects=None,
              background=None,
              include_submobjects=True,
              ignore_skipping=True,
              **kwargs):
          """
          Parameters:
          -----------
          mobjects: list, optional
              list of mobjects
  
          background: np.ndarray, optional
              Pixel Array for Background.
  
          include_submobjects: bool, optional
  
          ignore_skipping : bool, optional
  
          **kwargs
  
          """
          if self.skip_animations and not ignore_skipping:
              return
          if mobjects is None:
              mobjects = list_update(
                  self.mobjects,
                  self.foreground_mobjects,
              )
          if background is not None:
              self.set_camera_pixel_array(background)
          else:
              self.reset_camera()
  
          kwargs["include_submobjects"] = include_submobjects
          self.capture_mobjects_in_camera(mobjects, **kwargs)
  
      def freeze_background(self):
          self.update_frame()
          self.set_camera(Camera(self.get_frame()))
          self.clear()
      ###
  
      def update_mobjects(self, dt):
          """
          Begins updating all mobjects in the Scene.
  
          Parameters
          ----------
          dt: int or float
              Change in time between updates. Defaults (mostly) to 1/frames_per_second
          """
          for mobject in self.mobjects:
              mobject.update(dt)
  
      def should_update_mobjects(self):
          """
          Returns True if any mobject in Scene is being updated
          or if the scene has always_update_mobjects set to true.
  
          Returns
          -------
              bool
          """
          return self.always_update_mobjects or any([
              mob.has_time_based_updater()
              for mob in self.get_mobject_family_members()
          ])
  
      ###
  
      def get_time(self):
          """
          Returns time in seconds elapsed after initialisation of scene
  
          Returns
          -------
          self.time : float
              Returns time in seconds elapsed after initialisation of scene
          """
          return self.time
  
      def increment_time(self, d_time):
          """
          Increments the time elapsed after intialisation of scene by
          passed "d_time".
  
          Parameters
          ----------
          d_time : int or float
              Time in seconds to increment by.
          """
          self.time += d_time
  
      ###
  
      def get_top_level_mobjects(self):
          """
          Returns all mobjects which are not submobjects.
  
          Returns
          -------
          list
              List of top level mobjects.
          """
          # Return only those which are not in the family
          # of another mobject from the scene
          mobjects = self.get_mobjects()
          families = [m.get_family() for m in mobjects]
  
          def is_top_level(mobject):
              num_families = sum([
                  (mobject in family)
                  for family in families
              ])
              return num_families == 1
          return list(filter(is_top_level, mobjects))
  
      def get_mobject_family_members(self):
          """
          Returns list of family-members of all mobjects in scene.
          If a Circle() and a VGroup(Rectangle(),Triangle()) were added,
          it returns not only the Circle(), Rectangle() and Triangle(), but
          also the VGroup() object.
  
          Returns
          -------
          list
              List of mobject family members.
          """
          return self.camera.extract_mobject_family_members(self.mobjects)
  
      def add(self, *mobjects):
          """
          Mobjects will be displayed, from background to
          foreground in the order with which they are added.
  
          Parameters
          ---------
          *mobjects : Mobject
              Mobjects to add.
  
          Returns
          -------
          Scene
              The same scene after adding the Mobjects in.
  
          """
          mobjects = [*mobjects, *self.foreground_mobjects]
          self.restructure_mobjects(to_remove=mobjects)
          self.mobjects += mobjects
          return self
  
      def add_mobjects_among(self, values):
          """
          This is meant mostly for quick prototyping,
          e.g. to add all mobjects defined up to a point,
          call self.add_mobjects_among(locals().values())
          """
          self.add(*filter(
              lambda m: isinstance(m, Mobject),
              values
          ))
          return self
  
      def remove(self, *mobjects):
          """
          Removes mobjects in the passed list of mobjects
          from the scene and the foreground, by removing them
          from "mobjects" and "foreground_mobjects"
  
          Parameters
          ----------
          *mobjects : Mobject
              The mobjects to remove.
          """
          for list_name in "mobjects", "foreground_mobjects":
              self.restructure_mobjects(mobjects, list_name, False)
          return self
  
      def restructure_mobjects(self, to_remove,
                               mobject_list_name="mobjects",
                               extract_families=True):
          """
          tl:wr
              If your scene has a Group(), and you removed a mobject from the Group,
              this dissolves the group and puts the rest of the mobjects directly
              in self.mobjects or self.foreground_mobjects.
  
          In cases where the scene contains a group, e.g. Group(m1, m2, m3), but one
          of its submobjects is removed, e.g. scene.remove(m1), the list of mobjects
          will be edited to contain other submobjects, but not m1, e.g. it will now
          insert m2 and m3 to where the group once was.
  
          Parameters
          ----------
          to_remove : Mobject
              The Mobject to remove.
  
          mobject_list_name : str, optional
              The list of mobjects ("mobjects", "foreground_mobjects" etc) to remove from.
  
          extract_families : bool, optional
              Whether the mobject's families should be recursively extracted.
  
          Returns
          -------
          Scene
              The Scene mobject with restructured Mobjects.
          """
          if extract_families:
              to_remove = self.camera.extract_mobject_family_members(to_remove)
          _list = getattr(self, mobject_list_name)
          new_list = self.get_restructured_mobject_list(_list, to_remove)
          setattr(self, mobject_list_name, new_list)
          return self
  
      def get_restructured_mobject_list(self, mobjects, to_remove):
          """
          Given a list of mobjects and a list of mobjects to be removed, this
          filters out the removable mobjects from the list of mobjects.
  
          Parameters
          ----------
  
          mobjects : list
              The Mobjects to check.
  
          to_remove : list
              The list of mobjects to remove.
  
          Returns
          -------
          list
              The list of mobjects with the mobjects to remove removed.
          """
  
          new_mobjects = []
  
          def add_safe_mobjects_from_list(list_to_examine, set_to_remove):
              for mob in list_to_examine:
                  if mob in set_to_remove:
                      continue
                  intersect = set_to_remove.intersection(mob.get_family())
                  if intersect:
                      add_safe_mobjects_from_list(mob.submobjects, intersect)
                  else:
                      new_mobjects.append(mob)
          add_safe_mobjects_from_list(mobjects, set(to_remove))
          return new_mobjects
  
      # TODO, remove this, and calls to this
      def add_foreground_mobjects(self, *mobjects):
          """
          Adds mobjects to the foreground, and internally to the list
          foreground_mobjects, and mobjects.
  
          Parameters
          ----------
          *mobjects : Mobject
              The Mobjects to add to the foreground.
  
          Returns
          ------
          Scene
              The Scene, with the foreground mobjects added.
          """
          self.foreground_mobjects = list_update(
              self.foreground_mobjects,
              mobjects
          )
          self.add(*mobjects)
          return self
  
      def add_foreground_mobject(self, mobject):
          """
          Adds a single mobject to the foreground, and internally to the list
          foreground_mobjects, and mobjects.
  
          Parameters
          ----------
          mobject : Mobject
              The Mobject to add to the foreground.
  
          Returns
          ------
          Scene
              The Scene, with the foreground mobject added.
          """
          return self.add_foreground_mobjects(mobject)
  
      def remove_foreground_mobjects(self, *to_remove):
          """
          Removes mobjects from the foreground, and internally from the list
          foreground_mobjects.
  
          Parameters
          ----------
          *to_remove : Mobject
              The mobject(s) to remove from the foreground.
  
          Returns
          ------
          Scene
              The Scene, with the foreground mobjects removed.
          """
          self.restructure_mobjects(to_remove, "foreground_mobjects")
          return self
  
      def remove_foreground_mobject(self, mobject):
          """
          Removes a single mobject from the foreground, and internally from the list
          foreground_mobjects.
  
          Parameters
          ----------
          mobject : Mobject
              The mobject to remove from the foreground.
  
          Returns
          ------
          Scene
              The Scene, with the foreground mobject removed.
          """
          return self.remove_foreground_mobjects(mobject)
  
      def bring_to_front(self, *mobjects):
          """
          Adds the passed mobjects to the scene again,
          pushing them to he front of the scene.
  
          Parameters
          ----------
          *mobjects : Mobject
              The mobject(s) to bring to the front of the scene.
  
          Returns
          ------
          Scene
              The Scene, with the mobjects brought to the front
              of the scene.
          """
          self.add(*mobjects)
          return self
  
      def bring_to_back(self, *mobjects):
          """
          Removes the mobject from the scene and
          adds them to the back of the scene.
  
          Parameters
          ----------
          *mobjects : Mobject
              The mobject(s) to push to the back of the scene.
  
          Returns
          ------
          Scene
              The Scene, with the mobjects pushed to the back
              of the scene.
          """
          self.remove(*mobjects)
          self.mobjects = list(mobjects) + self.mobjects
          return self
  
      def clear(self):
          """
          Removes all mobjects present in self.mobjects
          and self.foreground_mobjects from the scene.
  
          Returns
          ------
          Scene
              The Scene, with all of its mobjects in
              self.mobjects and self.foreground_mobjects
              removed.
          """
          self.mobjects = []
          self.foreground_mobjects = []
          return self
  
      def get_mobjects(self):
          """
          Returns all the mobjects in self.mobjects
  
          Returns
          ------
          list
              The list of self.mobjects .
          """
          return list(self.mobjects)
  
      def get_mobject_copies(self):
          """
          Returns a copy of all mobjects present in
          self.mobjects .
  
          Returns
          ------
          list
              A list of the copies of all the mobjects
              in self.mobjects
          """
          return [m.copy() for m in self.mobjects]
  
      def get_moving_mobjects(self, *animations):
          """
          Gets all moving mobjects in the passed animation(s).
  
          Parameters
          ----------
          *animations : Animation
              The animations to check for moving mobjects.
  
          Returns
          ------
          list
              The list of mobjects that could be moving in
              the Animation(s)
          """
          # Go through mobjects from start to end, and
          # as soon as there's one that needs updating of
          # some kind per frame, return the list from that
          # point forward.
          animation_mobjects = [anim.mobject for anim in animations]
          mobjects = self.get_mobject_family_members()
          for i, mob in enumerate(mobjects):
              update_possibilities = [
                  mob in animation_mobjects,
                  len(mob.get_family_updaters()) > 0,
                  mob in self.foreground_mobjects
              ]
              if any(update_possibilities):
                  return mobjects[i:]
          return []
  
      def get_time_progression(self, run_time, n_iterations=None, override_skip_animations=False):
          """
          You will hardly use this when making your own animations.
          This method is for Manim's internal use.
  
          Returns a CommandLine ProgressBar whose fill_time
          is dependent on the run_time of an animation,
          the iterations to perform in that animation
          and a bool saying whether or not to consider
          the skipped animations.
  
          Parameters
          ----------
          run_time: float
              The run_time of the animation.
  
          n_iterations: int, optional
              The number of iterations in the animation.
  
          override_skip_animations: bool, optional
              Whether or not to show skipped animations in the progress bar.
  
          Returns
          ------
          ProgressDisplay
              The CommandLine Progress Bar.
          """
          if self.skip_animations and not override_skip_animations:
              times = [run_time]
          else:
              step = 1 / self.camera.frame_rate
              times = np.arange(0, run_time, step)
          time_progression = ProgressDisplay(
              times, total=n_iterations,
              leave=self.leave_progress_bars,
              ascii=False if platform.system() != 'Windows' else True
          )
          return time_progression
  
      def get_run_time(self, animations):
          """
          Gets the total run time for a list of animations.
  
          Parameters
          ----------
          animations: list of Animation
              A list of the animations whose total
              run_time is to be calculated.
  
          Returns
          ------
          float
              The total run_time of all of the animations in the list.
          """
  
          return np.max([animation.run_time for animation in animations])
  
      def get_animation_time_progression(self, animations):
          """
          You will hardly use this when making your own animations.
          This method is for Manim's internal use.
  
          Uses get_time_progression to obtaina
          CommandLine ProgressBar whose fill_time is
          dependent on the qualities of the passed Animation,
  
          Parameters
          ----------
          animations : list of Animation
              The list of animations to get
              the time progression for.
  
          Returns
          ------
          ProgressDisplay
              The CommandLine Progress Bar.
          """
          run_time = self.get_run_time(animations)
          time_progression = self.get_time_progression(run_time)
          time_progression.set_description("".join([
              "Animation {}: ".format(self.num_plays),
              str(animations[0]),
              (", etc." if len(animations) > 1 else ""),
          ]))
          return time_progression
  
      def compile_play_args_to_animation_list(self, *args, **kwargs):
          """
          Each arg can either be an animation, or a mobject method
          followed by that methods arguments (and potentially follow
          by a dict of kwargs for that method).
          This animation list is built by going through the args list,
          and each animation is simply added, but when a mobject method
          s hit, a MoveToTarget animation is built using the args that
          follow up until either another animation is hit, another method
          is hit, or the args list runs out.
  
          Parameters
          ----------
          *args : Animation or method of a mobject, which is followed by that method's arguments
  
          **kwargs : any named arguments like run_time or lag_ratio.
  
          Returns
          -------
          list : list of animations with the parameters applied to them.
          """
          animations = []
          state = {
              "curr_method": None,
              "last_method": None,
              "method_args": [],
          }
  
          def compile_method(state):
              if state["curr_method"] is None:
                  return
              mobject = state["curr_method"].__self__
              if state["last_method"] and state["last_method"].__self__ is mobject:
                  animations.pop()
                  # method should already have target then.
              else:
                  mobject.generate_target()
              #
              if len(state["method_args"]) > 0 and isinstance(state["method_args"][-1], dict):
                  method_kwargs = state["method_args"].pop()
              else:
                  method_kwargs = {}
              state["curr_method"].__func__(
                  mobject.target,
                  *state["method_args"],
                  **method_kwargs
              )
              animations.append(MoveToTarget(mobject))
              state["last_method"] = state["curr_method"]
              state["curr_method"] = None
              state["method_args"] = []
  
          for arg in args:
              if isinstance(arg, Animation):
                  compile_method(state)
                  animations.append(arg)
              elif inspect.ismethod(arg):
                  compile_method(state)
                  state["curr_method"] = arg
              elif state["curr_method"] is not None:
                  state["method_args"].append(arg)
              elif isinstance(arg, Mobject):
                  raise Exception("""
                      I think you may have invoked a method
                      you meant to pass in as a Scene.play argument
                  """)
              else:
                  raise Exception("Invalid play arguments")
          compile_method(state)
  
          for animation in animations:
              # This is where kwargs to play like run_time and rate_func
              # get applied to all animations
              animation.update_config(**kwargs)
  
          return animations
  
      def update_skipping_status(self):
          """
          This method is used internally to check if the current
          animation needs to be skipped or not. It also checks if
          the number of animations that were played correspond to
          the number of animations that need to be played, and
          raises an EndSceneEarlyException if they don't correspond.
          """
  
          if self.start_at_animation_number:
              if self.num_plays == self.start_at_animation_number:
                  self.skip_animations = False
          if self.end_at_animation_number:
              if self.num_plays >= self.end_at_animation_number:
                  self.skip_animations = True
                  raise EndSceneEarlyException()
  
      def handle_play_like_call(func):
          """
          This method is used internally to wrap the
          passed function, into a function that
          actually writes to the video stream.
          Simultaneously, it also adds to the number
          of animations played.
  
          Parameters
          ----------
          func : function
              The play() like function that has to be
              written to the video file stream.
  
          Returns
          -------
          function
              The play() like function that can now write
              to the video file stream.
          """
          def wrapper(self, *args, **kwargs):
              self.update_skipping_status()
              allow_write = not self.skip_animations
              self.file_writer.begin_animation(allow_write)
              func(self, *args, **kwargs)
              self.file_writer.end_animation(allow_write)
              self.num_plays += 1
          return wrapper
  
      def begin_animations(self, animations):
          """
          This method begins the list of animations that is passed,
          and adds any mobjects involved (if not already present)
          to the scene again.
  
          Parameters
          ----------
          animations : list
              List of involved animations.
  
          """
          curr_mobjects = self.get_mobject_family_members()
          for animation in animations:
              # Begin animation
              animation.begin()
              # Anything animated that's not already in the
              # scene gets added to the scene
              mob = animation.mobject
              if mob not in curr_mobjects:
                  self.add(mob)
                  curr_mobjects += mob.get_family()
  
      def progress_through_animations(self, animations):
          """
          This method progresses through each animation
          in the list passed and and updates the frames as required.
  
          Parameters
          ----------
          animations : list
              List of involved animations.
          """
          # Paint all non-moving objects onto the screen, so they don't
          # have to be rendered every frame
          moving_mobjects = self.get_moving_mobjects(*animations)
          self.update_frame(excluded_mobjects=moving_mobjects)
          static_image = self.get_frame()
          last_t = 0
          for t in self.get_animation_time_progression(animations):
              dt = t - last_t
              last_t = t
              for animation in animations:
                  animation.update_mobjects(dt)
                  alpha = t / animation.run_time
                  animation.interpolate(alpha)
              self.update_mobjects(dt)
              self.update_frame(moving_mobjects, static_image)
              self.add_frames(self.get_frame())
  
      def finish_animations(self, animations):
          """
          This function cleans up after the end
          of each animation in the passed list.
  
          Parameters
          ----------
          animations : list
              list of animations to finish.
          """
          for animation in animations:
              animation.finish()
              animation.clean_up_from_scene(self)
          self.mobjects_from_last_animation = [
              anim.mobject for anim in animations
          ]
          if self.skip_animations:
              # TODO, run this call in for each animation?
              self.update_mobjects(self.get_run_time(animations))
          else:
              self.update_mobjects(0)
  
      @handle_play_like_call
      def play(self, *args, **kwargs):
          """
          This method is used to prep the animations for rendering,
          apply the arguments and parameters required to them,
          render them, and write them to the video file.
  
          Parameters
          ----------
          *args : Animation or mobject with mobject method and params
          **kwargs : named parameters affecting what was passed in *args e.g run_time, lag_ratio etc.
          """
          if len(args) == 0:
              warnings.warn("Called Scene.play with no animations")
              return
          animations = self.compile_play_args_to_animation_list(
              *args, **kwargs
          )
          self.begin_animations(animations)
          self.progress_through_animations(animations)
          self.finish_animations(animations)
  
      def idle_stream(self):
          """
          This method is used internally to
          idle the video file_writer until an
          animation etc needs to be written
          to the video file.
          """
          self.file_writer.idle_stream()
  
      def clean_up_animations(self, *animations):
          """
          This method cleans up and removes from the
          scene all the animations that were passed
  
          Parameters
          ----------
          *animations : Animation
              Animation to clean up.
  
          Returns
          -------
          Scene
              The scene with the animations
              cleaned up.
  
          """
          for animation in animations:
              animation.clean_up_from_scene(self)
          return self
  
      def get_mobjects_from_last_animation(self):
          """
          This method returns the mobjects from the previous
          played animation, if any exist, and returns an empty
          list if not.
  
          Returns
          --------
          list
              The list of mobjects from the previous animation.
  
          """
          if hasattr(self, "mobjects_from_last_animation"):
              return self.mobjects_from_last_animation
          return []
  
      def get_wait_time_progression(self, duration, stop_condition):
          """
          This method is used internally to obtain the CommandLine
          Progressbar for when self.wait() is called in a scene.
  
          Parameters
          ----------
          duration: int or float
              duration of wait time
  
          stop_condition : function
              The function which determines whether to continue waiting.
  
          Returns
          -------
          ProgressBar
              The CommandLine ProgressBar of the wait time
  
          """
          if stop_condition is not None:
              time_progression = self.get_time_progression(
                  duration,
                  n_iterations=-1,  # So it doesn't show % progress
                  override_skip_animations=True
              )
              time_progression.set_description(
                  "Waiting for {}".format(stop_condition.__name__)
              )
          else:
              time_progression = self.get_time_progression(duration)
              time_progression.set_description(
                  "Waiting {}".format(self.num_plays)
              )
          return time_progression
  
      @handle_play_like_call
      def wait(self, duration=DEFAULT_WAIT_TIME, stop_condition=None):
          """
          This method is used to wait, and do nothing to the scene, for some
          duration.
          Updaters stop updating, nothing happens.
  
          Parameters
          ----------
          duration : float or int, optional
              The duration of wait time.
          stop_condition :
              A function that determines whether to stop waiting or not.
  
          Returns
          -------
          Scene
              The scene, after waiting.
          """
          self.update_mobjects(dt=0)  # Any problems with this?
          if self.should_update_mobjects():
              time_progression = self.get_wait_time_progression(duration, stop_condition)
              # TODO, be smart about setting a static image
              # the same way Scene.play does
              last_t = 0
              for t in time_progression:
                  dt = t - last_t
                  last_t = t
                  self.update_mobjects(dt)
                  self.update_frame()
                  self.add_frames(self.get_frame())
                  if stop_condition is not None and stop_condition():
                      time_progression.close()
                      break
          elif self.skip_animations:
              # Do nothing
              return self
          else:
              self.update_frame()
              dt = 1 / self.camera.frame_rate
              n_frames = int(duration / dt)
              frame = self.get_frame()
              self.add_frames(*[frame] * n_frames)
          return self
  
      def wait_until(self, stop_condition, max_time=60):
          """
          Like a wrapper for wait().
          You pass a function that determines whether to continue waiting,
          and a max wait time if that is never fulfilled.
  
          Parameters
          ----------
          stop_condition : function
              The function whose boolean return value determines whether to continue waiting
  
          max_time : int or float, optional
              The maximum wait time in seconds, if the stop_condition is never fulfilled.
          """
          self.wait(max_time, stop_condition=stop_condition)
  
      def force_skipping(self):
          """
          This forces the skipping of animations,
          by setting original_skipping_status to
          whatever skip_animations was, and setting
          skip_animations to True.
  
          Returns
          -------
          Scene
              The Scene, with skipping turned on.
          """
          self.original_skipping_status = self.skip_animations
          self.skip_animations = True
          return self
  
      def revert_to_original_skipping_status(self):
          """
          Forces the scene to go back to its original skipping status,
          by setting skip_animations to whatever it reads
          from original_skipping_status.
  
          Returns
          -------
          Scene
              The Scene, with the original skipping status.
          """
          if hasattr(self, "original_skipping_status"):
              self.skip_animations = self.original_skipping_status
          return self
  
      def add_frames(self, *frames):
          """
          Adds a frame to the video_file_stream
  
          Parameters
          ----------
          *frames : numpy.ndarray
              The frames to add, as pixel arrays.
          """
          dt = 1 / self.camera.frame_rate
          self.increment_time(len(frames) * dt)
          if self.skip_animations:
              return
          for frame in frames:
              self.file_writer.write_frame(frame)
  
      def add_sound(self, sound_file, time_offset=0, gain=None, **kwargs):
          """
          This method is used to add a sound to the animation.
  
          Parameters
          ----------
          sound_file : str
              The path to the sound file.
  
          time_offset : int,float, optional
              The offset in the sound file after which
              the sound can be played.
  
          gain :
  
          """
          if self.skip_animations:
              return
          time = self.get_time() + time_offset
          self.file_writer.add_sound(sound_file, time, gain, **kwargs)
  
      def show_frame(self):
          """
          Opens the current frame in the Default Image Viewer
          of your system.
          """
          self.update_frame(ignore_skipping=True)
          self.get_image().show()
  
  
  class EndSceneEarlyException(Exception):
      pass
  