view pyink/domview.py @ 1532:4a92b639a1cd

Clear selection set when switching current scene. To clear selection set after switching away from current to another scene. It avoids Inkscape select on nodes they are not saw after switching.
author Thinker K.F. Li <thinker@codemud.net>
date Fri, 30 Sep 2011 12:31:33 +0800
parents 9e7e5f79acc6
children
line wrap: on
line source

import random
import dom_event
from tween import TweenObject
from trait import trait, require, composite


## \brief Compare two nodes with ID.
#
# \return True if node1 ID equivalent to ndoe2 ID.
#
def _id_eq(node1, node2):
    try:
        node1_id = node1.getAttribute('id')
    except:
        return False

    try:
        node2_id = node2.getAttribute('id')
    except:
        return False
    return node1_id == node2_id


class Layer:
    def __init__(self, node):
	self.scenes = []
	self.group = node
	pass

    def get_name(self):
        layer_name = self.group.getAttribute('inkscape:label')
        return layer_name

    def set_name(self, layer_name):
        self.group.setAttribute('inkscape:label', layer_name)
        pass
    pass


class Timeline(object):
    def __init__(self, scenes_node):
        self.scenes_node = scenes_node
        pass

    def name(self):
    	try:
            name = self.scenes_node.getAttribute('name')
	except:
	    name='default'
        return name

    def rename(self, new_name):
        scenes_node = self.scenes_node
        scenes_node.setAttribute('name', new_name)
        pass
    pass


class Transition(object):
    node = None
    condition = None
    target = None
    action = None
    path = None
    
    def __init__(self, node=None):
        self.node = node
        pass

    def set_condition(self, cond):
        node = self.node

        node.setAttribute('condition', cond)
        self.condition = cond
        pass

    def set_action(self, action):
        self.action = action
        node = self.node
        node.setAttribute('action', action)
        pass

    def set_path(self, path):
        self.path = path
        node = self.node
        path_txt = ' '.join([str(c) for c in path])
        node.setAttribute('path', path_txt)
        pass

    def reparse(self):
        node = self.node
        condition = node.getAttribute('condition')
        target = node.getAttribute('target')
        try:
            action = node.getAttribute('action')
        except:
            action = None
            pass
        try:
            path = node.getAttribute('path').strip().split()
            path = [float(c) for c in path]
        except:
            path = None
            pass
        
        self.condition = condition
        self.target = target
        self.action = action
        self.path = path
        pass

    def update_node(self):
        node = self.node
        node.setAttribute('condition', self.condition)
        node.setAttribute('target', self.target)
        if self.action:
            node.setAttribute('action', self.action)
            pass
        if self.path:
            node.setAttribute('path', self.path)
            pass
        pass

    ## \brief Create a node according status of the object.
    #
    # A new node is created for the object, and attributes of the node
    # is initialized with information from the object.
    #
    def create_node(self, doc):
        node = doc.createElement('ns0:transition')
        self.node = node
        self.update_node()
        
        return node
    
    @staticmethod
    def parse_transition(node):
        trn = Transition(node)
        trn.reparse()
        return trn
    pass


## \brief A state in a FSM
#
# Every component can have a FSM to describe its behavior.  Every
# state has an entry action and transitions to other states.  Every
# transition can have a transition action.
#
# The FSM of a component is defined as a child of ns0:component node.
# \verbatim
# <ns0:component>
#     <ns0:states start_state="UP">
#         <ns0:state name="UP" entry_action="entry action">
#             <ns0:transition target="DOWN"
#                             condition="button_down" action="..."/>
#         </ns0:state>
#     </ns0:states>
# </ns0:/component>
# \endverbatim
#
class State(object):
    name = None
    entry_action = None
    transitions = None
    r = None
    x = 0
    y = 0
    
    def __init__(self, node=None):
        self.node = node
        self.transitions = {}
        pass

    def rename(self, name):
        self.name = name
        self.node.setAttribute('name', name)
        pass

    def set_entry_action(self, action):
        self.entry_action = action
        self.node.setAttribute('entry_action', action)
        pass

    def set_r(self, r):
        self.r = r
        self.node.setAttribute('r', str(r))
        pass

    def set_xy(self, x, y):
        self.x = x
        self.y = y
        self.node.setAttribute('x', str(x))
        self.node.setAttribute('y', str(y))
        pass

    def reparse(self):
        node = self.node
        
        name = node.getAttribute('name')
        try:
            entry_action = node.getAttribute('entry_action')
        except:
            entry_action = None
            pass
        try:
            r = float(node.getAttribute('r'))
        except:
            r = None
            pass
        try:
            x = float(node.getAttribute('x'))
        except:
            x = 0
            pass
        try:
            y = float(node.getAttribute('y'))
        except:
            y = 0
            pass
        
        all_transitions = [Transition.parse_transition(child)
                           for child in node.childList()
                           if child.name() == 'ns0:transition']
        transitions = dict([(trn.condition, trn)
                            for trn in all_transitions])
        
        self.name = name
        self.transitions = transitions
        self.entry_action = entry_action
        self.r = r
        self.x = x
        self.y = y
        pass

    def update_node(self):
        node = self.node
        
        node.setAttribute('name', self.name)
        if self.entry_action:
            node.setAttribute('entry_action', self.entry_action)
            pass
        if self.r:
            node.setAttribute('r', self.r)
            pass
        if self.x:
            node.setAttribute('x', self.x)
            pass
        if self.y:
            node.setAttribute('y', self.y)
            pass

        transitions = self.transitions
        for trn in transitions:
            trn.update_node()
            pass
        pass

    def create_node(self, doc):
        node = doc.createElement('ns0:state')
        self.node = node

        self.update_node()
        
        return node

    @staticmethod
    def parse_state(node):
        state = State(node)
        state.reparse()
        
        return state

    def change_transition_cond(self, old_cond, new_cond):
        transitions = self.transitions
        trn = transitions[old_cond]
        del transitions[old_cond]
        transitions[new_cond] = trn

        trn.set_condition(new_cond)
        pass

    def add_transition(self, cond, target):
        transitions = self.transitions
        assert cond not in transitions
        
        node = self.node
        
        trn = Transition()
        trn.condition = cond
        trn.target = target
        trn_node = trn.create_node(node.document())

        node.appendChild(trn_node)
        transitions[cond] = trn
        pass

    def rm_transition(self, cond):
        transitions = self.transitions
        if cond not in transitions:
            raise ValueError, \
                'There is no transition defined for this condition (%s)' % \
                (cond)
        
        trn = transitions[cond]
        trn_node = trn.node
        node = self.node
        
        node.removeChild(trn_node)
        del transitions[cond]
        pass

    def all_transitions(self):
        return self.transitions.keys()

    def get_transition(self, cond):
        transitions = self.transitions
        transition = transitions[cond]
        return transition

    def chg_transition_cond(self, cond, new_cond):
        transitions = self.transitions
        
        trn = transitions[cond]
        trn.set_condition(new_cond)
        
        del transitions[cond]
        transitions[new_cond] = trn
        pass
    pass


class Component(object):
    #
    # \param comp_node is None for main component.
    #
    def __init__(self, comp_mgr, comp_node):
        self._comp_mgr = comp_mgr
        self.node = comp_node
        self.layers = []
        self.timelines = []
        self.fsm_states = {}
        self.fsm_states_node = None
        self.fsm_start_state = None

        if comp_node:
            self._initialize_comp()
            pass
        pass

    def _initialize_comp(self):
        comp_node = self.node
        for child in comp_node.childList():
            if child.name() == 'ns0:scenes':
                break
            pass
        else:                   # no any ns0:scenes
            doc = self._comp_mgr._doc
            scenes_node = doc.createElement('ns0:scenes')
            scenes_node.setAttribute('name', 'default')
            
            node_id = self._comp_mgr.new_id()
            scenes_node.setAttribute('id', node_id)
            
            comp_node.appendChild(scenes_node)
            pass
        pass

    def _get_comp_node(self):
        return self.node or self._comp_mgr._metadata_node

    def name(self):
        if self.node:
            name = self.node.getAttribute('name')
        else:
            name = 'main'
            pass
        return name

    def all_timeline_names(self):
        names = [tl.name() for tl in self.timelines]
        return names

    def parse_timelines(self):
        self.timelines[:] = []
        
        if self.node:           # main component has None value for self.node
            assert self.node.name() == 'ns0:component'
            pass
        
        comp_node = self._get_comp_node()
        for child in comp_node.childList():
            if child.name() == 'ns0:scenes':
                tl = Timeline(child)
                self.timelines.append(tl)
                print '    ' + tl.name()
                pass
            pass
        pass

    ## \brief Parse FSM from a ns0:states node.
    #
    def parse_states(self):
        comp_node = self._get_comp_node()
        assert (not comp_node) or comp_node.name() in ('ns0:component',
                                                       'svg:metadata')
        
        states_nodes = [node
                        for node in comp_node.childList()
                        if node.name() == 'ns0:states']
        if not states_nodes:
            self.fsm_states = {}
            return
        states_node = states_nodes[0]
        
        try:
            self.fsm_start_state = states_node.getAttribute('start_state')
        except:
            pass
        
        state_nodes = [child
                       for child in states_node.childList()
                       if child.name() == 'ns0:state']
        states = [State.parse_state(state_node) for state_node in state_nodes]
        self.fsm_states = dict([(state.name, state) for state in states])

        self.fsm_states_node = states_node
        pass

    def get_timeline(self, name):
        for tl in self.timelines:
            if tl.name() == name:
                return tl
            pass
        raise ValueError, 'invalid timeline name - %s' % (name)

    def has_timeline(self, name):
        for tl in self.timelines:
            if tl.name() == name:
                return True
            pass
        return False

    def add_timeline(self, name):
        if self.has_timeline(name):
            raise ValueError, \
                'try add a timeline with duplicated name - %s' % (name)
        
        doc = self._comp_mgr._doc
        comp_node = self._get_comp_node()
        
        scenes_node = doc.createElement('ns0:scenes')
        scenes_node.setAttribute('name', name)
        node_id = self._comp_mgr.new_id()
        scenes_node.setAttribute('id', node_id)

        comp_node.appendChild(scenes_node)

        tl = Timeline(scenes_node)
        self.timelines.append(tl)
        pass

    ## \brief Add a timeline for an existed scenes node.
    #
    def add_timeline_scenes(self, scenes_node):
        tl = Timeline(scenes_node)
        name = tl.name()
        if self.has_timeline(name):
            raise ValueError, \
                'name of scenes node of a timeline is duplicated'

        self.timeline.append(tl)
        pass

    def rm_timeline(self, name):
        for i, tl in enumerate(self.timelines):
            if tl.name() == name:
                comp_node = self._get_comp_node()
                comp_node.removeChild(tl.scenes_node)
                
                del self.timelines[i]
                return
            pass
        raise ValueError, 'try to remove a non-existed timeline - %s' % (name)

    def rename_timeline(self, timeline_name, new_name):
        for i, tl in enumerate(self.timelines):
            if tl.name() == timeline_name:
                tl.rename(new_name)
                return
            pass
        raise ValueError, 'try to remove a non-existed timeline - %s' % (name)

    def rename(self, new_name):
        self.node.setAttribute('name', new_name)
        pass

    def _create_states_node(self):
        node = self._get_comp_node()
        doc = self._comp_mgr._doc

        states_node = doc.createElement('ns0:states')
        node.appendChild(states_node)
        self.fsm_states_node = states_node
        pass

    def get_start_state_name(self):
        return self.fsm_start_state

    def set_start_state(self, state_name):
        assert state_name in self.fsm_states
        self.fsm_start_state = state_name
        pass

    def all_state_names(self):
        return self.fsm_states.keys()

    def get_state(self, name):
        return self.fsm_states[name]

    def add_state(self, name):
        if not self.fsm_states_node:
            self._create_states_node()
            pass
        
        doc = self._comp_mgr._doc
        
        if name in self.fsm_states:
            raise KeyError, \
                'Add a state with a name (%s) been used' % (name)
        
        state = State()
        state.name = name
        self.fsm_states[name] = state

        state_node = state.create_node(doc)
        states_node = self.fsm_states_node
        states_node.appendChild(state_node)
        pass

    def rename_state(self, state_name, new_name):
        if new_name in self.fsm_states:
            raise ValueError, 'New state name %s is duplicated' % (new_name)
        
        state = self.fsm_states[state_name]
        del self.fsm_states[state_name]
        self.fsm_states[new_name] = state
        
        state.rename(new_name)
        pass

    def rm_state(self, name):
        fsm_states = self.fsm_states
        state = fsm_states[name]
        del self.fsm_states[name]

        state_node = state.node
        states_node = self.fsm_states_node
        states_node.removeChild(state_node)
        pass
    pass


## \brief A mix-in for class component_manager for UI updating.
#
# This class collects all methods for supporting UI updating.
#
class component_manager_ui_update(object):
    ## \brief Update the list of components.
    #
    def reparse_components(self):
        saved_cur_comp = self._cur_comp
        self._components[:] = [self._main_comp]
        self._comp_names.clear()
        self._parse_components()

        for comp in self._components:
            if comp.name() == saved_cur_comp.name():
                self._cur_comp = comp
                break
            pass
        else:
            self._cur_comp = self._main_comp
            pass
        pass

    ## \brief Update the list of timelines of current component.
    #
    def reparse_timelines(self):
        comp = self._cur_comp
        saved_cur_timeline = self._cur_timeline
        comp.parse_timelines()
        
        for timeline in comp.timelines:
            if timeline.name() == saved_cur_timeline.name():
                self._cur_timeline = timeline
                break
            pass
        else:
            self._cur_timeline = comp.timelines[0]
            pass
        pass
    pass


## \brief A trait for class domview for managing components.
#
# This class is responsible for manage components and timelines.  It
# is also responsible for switching component and timeline.  Switching
# to a component is actually switching to a timeline in another
# component.  When switch to a timeline, it actuall change
# domview._scense_node, parent of all scene nodes of a component, and
# domview._layers_parent, parent of all layer group of a component.
# domview relys on these two variables to operate on right component
# and timeline.  (It should be changed to get more hint with
# meaningful names.)
#
# FIXME: The root node is always the 'main' component.  It is a
# special case with slightly different in structure.  It should be
# removed and normalized to normal components.
#
@trait
class component_manager(component_manager_ui_update):
    _scenes_node = require
    _metadata_node = require
    _doc = require
    _root = require
    _layers = require
    _layers_parent = require
    _cur_comp = require
    new_id = require
    get_node = require
    reset = require

    def __init__(self):
        super(component_manager, self).__init__()
        self._components_node = None
        self._components = []
        self._comp_names = set()
        self._main_comp = None
        self._cur_timeline = None
        self._components_group = None
        pass

    def _set_main_component(self):
        comp = Component(self, None)
        comp.layers = self._layers
        scenes_node = self._scenes_node
        timeline = Timeline(scenes_node)
        comp.timelines = [timeline]
        comp.parse_states()

        self._components.append(comp)
        self._comp_names.add('main')
        
        self._main_comp = comp
        pass

    def _parse_components(self):
        comp_names = self._comp_names
        components_node = self._components_node
        for child in components_node.childList():
            child_node_name = child.name()
            if child_node_name != 'ns0:component':
                continue
            
            child_name = child.getAttribute('name')
            if child_name in comp_names:
                raise ValueError, 'duplicate component name %s' % (child_name)

            comp = Component(self, child)
            comp.parse_timelines()
            comp.parse_states()
            
            self._components.append(comp)
            
            comp_names.add(child_name)
            pass
        pass

    ## \brief To initialize subtree of metadata.
    #
    # This method is called by domview._init_metadata().
    #
    def _component_manager_init_metadata(self):
        metadata_node = self._metadata_node

        # Make sure ns0:components in metadata
	for n in metadata_node.childList():
	    if n.name() == 'ns0:components':
		self._components_node = n
		break
	    pass
	else:
	    components_node = \
                self._doc.createElement("ns0:components")
	    metadata_node.appendChild(components_node)
	    self._components_node = components_node
	    pass
        
        # Make sure the group for containing components.
        for n in self._root.childList():
            if n.name() != 'svg:g':
                continue
            try:
                nlabel = n.getAttribute('inkscape:label')
            except:
                continue
            if nlabel == 'components':
                self._components_group = n
                break
            pass
        else:                   # no components group
            components_group = self._doc.createElement('svg:g')
            components_group.setAttribute('inkscape:label', 'components')
            gid = self.new_id()
            components_group.setAttribute('id', gid)
            
            self._root.appendChild(components_group)
            self._components_group = components_group
            pass
        pass

    def _start_component_manager(self):
        self._component_manager_init_metadata()
        self._set_main_component()
        self._parse_components()

        self._cur_comp = self._main_comp
        tl = self._main_comp.get_timeline('default')
        self._cur_timeline = tl
        self._scenes_node = tl.scenes_node
        pass

    ## \brief Create component group
    #
    # A component group is a group with a layers group as child.
    # The layers group is where layer groups is in.
    #
    def _create_component_group(self):
        doc = self._doc
        group = doc.createElement('svg:g')
        gid = self.new_id()
        group.setAttribute('id', gid)
        
        self._components_group.appendChild(group)

        # Create layers group
        layers_group = doc.createElement('svg:g')
        gid = self.new_id()
        layers_group.setAttribute('id', gid)
        layers_group.setAttribute('inkscape:label', 'layers')
        group.appendChild(layers_group)
        
        return group

    ## \brief Create a ns0:component node for a given name.
    #
    # \param comp_name is the name of the created component.
    # \param comp_group_id is the component group.
    # \return a ns0:component node.
    #
    def _create_component_node(self, comp_name, comp_group_id):
        comp_node = self._doc.createElement('ns0:component')
        comp_id = self.new_id()
        comp_node.setAttribute('id', comp_id)
        comp_node.setAttribute('name', comp_name)
        comp_node.setAttribute('ref', comp_group_id)
        self._components_node.appendChild(comp_node)
        return comp_node

    ## \brief Get Component object associated with the given name.
    #
    def _get_component(self, comp_name):
        if comp_name in self._comp_names:
            for comp in self._components:
                if comp.name() == comp_name:
                    return comp
                pass
            pass
        raise ValueError, 'can not find component node - %s' % (comp_name)
    
    ## \brief Create a layer group for give layer of a component.
    #
    def _create_comp_layer_group(self, layers_group, layer_name):
        doc = self._doc
        gid = self.new_id()
        
        layer_group = doc.createElement('svg:g')
        layer_group.setAttribute('id', gid)
        layer_group.setAttribute('inkscape:label', layer_name)
        layer_group.setAttribute('inkscape:groupmode', 'layer')
        layers_group.appendChild(layer_group)
        
        return layer_group
    
    ## \brief Return group of specified layer in a component.
    #
    # This is here for getting layer group without switch current
    # component.
    #
    def _get_group_of_component_layer(self, comp_name, layer_idx):
        comp = self._get_component(comp_name)
        layer = comp.layers[layer_idx]
        return layer.group

    def _get_layers_group_of_component(self, comp_name):
        if comp_name == 'main':
            return self._root
        
        comp_group = self.get_component_group(comp_name)
        layers_group = comp_group.firstChild()
        assert layers_group.getAttribute('inkscape:label') == 'layers'
        
        return layers_group
    
    def all_comp_names(self):
        return [comp.name() for comp in self._components]

    def has_component(self, name):
        return name in self._comp_names

    def hide_component(self, comp_name):
        if comp_name == 'main':
            comp = self._get_component(comp_name)
            for layer in comp.layers:
                group = layer.group
                group.setAttribute('style', 'display: none')
                pass
            return

        comp_group = self.get_component_group(comp_name)
        comp_group.setAttribute('style', 'display: none')
        pass

    def show_component(self, comp_name):
        if comp_name == 'main':
            comp = self._get_component(comp_name)
            for layer in comp.layers:
                group = layer.group
                group.setAttribute('style', '')
                pass
            return

        comp_group = self.get_component_group(comp_name)
        comp_group.setAttribute('style', '')
        pass

    def switch_component(self, comp_name):
        old_comp = self._cur_comp
        
        comp = self._get_component(comp_name)
        self._cur_comp = comp
        self._layers = comp.layers
        comp_name = self._cur_comp.name()
        # for domview
        self._layers_parent = \
            self._get_layers_group_of_component(comp_name)
        
        self.make_sure_timeline()

        try:
            comp_grp = self.get_component_group(old_comp.name())
            old_comp_existed = True
        except ValueError:
            old_comp_existed = False
            pass
        
        if old_comp_existed:
            self.hide_component(old_comp.name())
            pass
        
        self.show_component(comp.name())
        pass

    def add_component(self, comp_name):
        if self.has_component(comp_name):
            raise ValueError, \
                'try add a component with existed name %s' % (comp_name)
        
        comp_group = self._create_component_group()
        comp_group_id = comp_group.getAttribute('id')
        comp_node = self._create_component_node(comp_name, comp_group_id)
        
        comp = Component(self, comp_node)
        comp.parse_timelines()

        self._components.append(comp)
        self._comp_names.add(comp_name)

        # Create Layer1 (at least one layer for a component)
        layers_group = self._get_layers_group_of_component(comp_name)
        layer_group = self._create_comp_layer_group(layers_group, 'Layer1')
        layer = Layer(layer_group)
        comp.layers.append(layer)
        
        self.hide_component(comp_name)
        pass

    def add_component_node(self, comp_node):
        comp = Component(self, comp_node)
        comp_name = comp.name()
        if self.has_component(comp_name):
            raise ValueError, \
                'the name of a ns0:component is duplicated'

        self._components.append(comp)
        self._comp_names.add(comp_name)
        pass

    def rm_component(self, comp_name):
        comp = self._get_component(comp_name)
        comp_name = comp.name()
        comp_node = comp.node
        comp_group = self.get_component_group(comp_name)
        
        self._components.remove(comp)
        self._comp_names.remove(comp_name)
        self._components_node.removeChild(comp_node)
        self._components_group.removeChild(comp_group)
        pass

    def rename_component(self, comp_name, new_name):
        comp = self._get_component(comp_name)
        comp.rename(new_name)
        self._comp_names.remove(comp_name)
        self._comp_names.add(new_name)
        pass
    
    def get_component_group(self, comp_name):
        comp = self._get_component(comp_name)
        
        comp_name = comp.name()
        if comp_name == 'main':
            return self._root
        
        comp_node = comp.node
        gid = comp_node.getAttribute('ref')
        comp_group = self.get_node(gid)
        return comp_group

    def get_current_component(self):
        return self._cur_comp.name()

    ## \brief Hide scene groups of current timeline.
    #
    # This method all scene groups of current timeline invisible.
    #
    def _hide_current_timeline(self):
        tl = self._cur_timeline
        scenes_node = tl.scenes_node
        for child in scenes_node.childList():
            if child.name() != 'ns0:scene':
                continue
            gid = child.getAttribute('ref')
            group = self.get_node(gid)
            group.setAttribute('style', 'display: none')
            pass
        pass
    
    def switch_timeline(self, timeline_name):
        if self._cur_timeline:
            self._hide_current_timeline()
            pass
        
        tl = self._cur_comp.get_timeline(timeline_name)
        self._cur_timeline = tl
        self._scenes_node = tl.scenes_node # of class domview

        # Make domview to rescan layers and scenes.
        self.reset()            # from domview

        cur_comp_name = self.get_current_component()
        cur_comp_node = self.get_component_group(cur_comp_name)
        cur_comp_node.setAttribute("cur_timeline", timeline_name)
        pass

    def make_sure_timeline(self):
        cur_comp_name = self.get_current_component()
        cur_comp_node = self.get_component_group(cur_comp_name)
        try:
            timeline_name = cur_comp_node.getAttribute("cur_timeline")
        except KeyError:
            timeline_name = self.all_timeline_names()[0]
            pass
        self._cur_timeline = None
        self.switch_timeline(timeline_name)
        pass

    def add_timeline(self, timeline_name):
        self._cur_comp.add_timeline(timeline_name)
        pass

    def rm_timeline(self, timeline_name):
        self._cur_comp.rm_timeline(timeline_name)
        pass

    def rename_timeline_of_component(self, timeline_name, new_name, comp_name):
        comp = self._get_component(comp_name)
        comp.rename_timeline(timeline_name, new_name)

        comp_node = self.get_component_group(comp_name)
        try:
            cur_timeline_name = comp_node.getAttribute("cur_timeline")
        except KeyError:
            return
        if timeline_name == cur_timeline_name:
            comp_node.setAttribute('cur_timeline', new_name)
            pass
        pass

    def rename_timeline(self, timeline_name, new_name):
        comp_name = self._cur_comp.name()
        self.rename_timeline_of_component(timeline_name, new_name, comp_name)
        pass

    def all_timeline_names(self):
        r = self._cur_comp.all_timeline_names()
        return r

    def has_timeline(self, name):
        r = self._cur_comp.has_timeline(name)
        return r

    def get_current_timeline(self):
        return self._cur_timeline.name()

    ## \brief Add a new component from a group node.
    #
    # The group node is reparented to the group of first layer of
    # specified component.
    #
    def mv_group_to_component(self, group, comp_name):
        group_parent = group.parent()
        if group_parent:
            group_parent.removeChild(group)
            pass
        
        layer_group = self._get_group_of_component_layer(comp_name, 0)
        layer_group.appendChild(group)
        pass

    ## \brief Create a link to a component.
    #
    # \param parent_group is where the link will be pliaced in.
    # \return link node.
    #
    def link_to_component(self, comp_name, parent_group):
        layers_group = self._get_layers_group_of_component(comp_name)
        
        use_node = self._doc.createElement('svg:use')
        layers_group_id = layers_group.getAttribute('id')
        use_node.setAttribute('xlink:href', '#' + layers_group_id)
        use_node_id = self.new_id()
        use_node.setAttribute('id', use_node_id)
        use_node.setAttribute('use_component', 'true')

        parent_group.appendChild(use_node)
        
        return use_node

    ## \brief Remember current frame and layer on the scenes node.
    #
    def remember_current_frame(self, layer_idx, frame_idx):
        if not isinstance(layer_idx, int):
            raise TypeError, 'layer index should be a integer'
        if not isinstance(frame_idx, int):
            raise TypeError, 'frame index should be a integer'
        
        timeline_name = self.get_current_timeline()
        timeline = self._cur_comp.get_timeline(timeline_name)
        timeline_scenes = timeline.scenes_node
        timeline_scenes.setAttribute('cur_layer', str(layer_idx))
        timeline_scenes.setAttribute('cur_frame', str(frame_idx))
        pass

    ## \brief Get current frame and layer from the scenes node.
    #
    def get_current_frame(self):
        timeline_name = self.get_current_timeline()
        timeline = self._cur_comp.get_timeline(timeline_name)
        timeline_scenes = timeline.scenes_node
        try:
            cur_layer = timeline_scenes.getAttribute('cur_layer')
        except KeyError:
            cur_layer_idx = 0
        else:
            cur_layer_idx = int(cur_layer)
            pass
        try:
            cur_frame = timeline_scenes.getAttribute('cur_frame')
        except KeyError:
            cur_frame_idx = 0
        else:
            cur_frame_idx = int(cur_frame)
            pass

        return cur_layer_idx, cur_frame_idx
    pass


## \brief A trait for management FSM associated with current component.
#
@trait
class FSM_manager(object):
    _get_component = require

    def __init__(self):
        super(FSM_manager, self).__init__()
        pass
    
    def all_state_names(self, comp_name):
        comp = self._get_component(comp_name)
        return comp.all_state_names()

    def get_start_state_name(self, comp_name):
        comp = self._get_component(comp_name)
        return comp.get_start_state_name()

    ## \brief To return state object for the given name.
    #
    # This method should only be used by component_manager internally.
    #
    def _get_state(self, comp_name, state_name):
        comp = self._get_component(comp_name)
        return comp.get_state(state_name)

    def rm_state(self, comp_name, state_name):
        comp = self._get_component(comp_name)
        comp.rm_state(state_name)
        pass

    def add_state(self, comp_name, state_name):
        comp = self._get_component(comp_name)
        comp.add_state(state_name)
        pass

    def rename_state(self, comp_name, state_name, new_name):
        comp = self._get_component(comp_name)
        comp.rename_state(state_name, new_name)
        pass

    def set_start_state(self, comp_name, state_name):
        comp = self._get_component(comp_name)
        comp.set_start_state(state_name)
        pass

    def set_state_entry_action(self, comp_name, state_name, entry_action):
        state = self._get_state(comp_name, state_name)
        state.set_entry_action(entry_action)
        pass

    def set_state_r(self, comp_name, state_name, r):
        state = self._get_state(comp_name, state_name)
        state.set_r(r)
        pass

    def set_state_xy(self, comp_name, state_name, x, y):
        state = self._get_state(comp_name, state_name)
        state.set_xy(x, y)
        pass

    def get_state_entry_action(self, comp_name, state_name):
        state = self._get_state(comp_name, state_name)
        action = state.entry_action
        return action

    def get_state_r(self, comp_name, state_name):
        state = self._get_state(comp_name, state_name)
        r = state.r
        return r

    def get_state_xy(self, comp_name, state_name):
        state = self._get_state(comp_name, state_name)
        xy = state.x, state.y
        return xy

    def all_transitions(self, comp_name, state_name):
        state = self._get_state(comp_name, state_name)
        trn_names = state.all_transitions()
        return trn_names

    def add_transition(self, comp_name, state_name, cond, target):
        state = self._get_state(comp_name, state_name)
        state.add_transition(cond, target)
        pass

    def rm_transition(self, comp_name, state_name, cond):
        state = self._get_state(comp_name, state_name)
        state.rm_transition(cond)
        pass

    def change_transition_cond(self, comp_name, state_name,
                               old_cond, new_cond):
        state = self._get_state(comp_name, state_name)
        state.change_transition_cond(old_cond, new_cond)
        pass

    def get_transition(self, comp_name, state_name, cond):
        state = self._get_state(comp_name, state_name)
        trn = state.get_transition(cond)
        
        cond = trn.condition
        target = trn.target
        action = trn.action
        path = trn.path
        
        return cond, target, action, path

    def set_transition_action(self, comp_name, state_name, cond, action):
        state = self._get_state(comp_name, state_name)
        trn = state.get_transition(cond)
        trn.set_action(action)
        pass

    def set_transition_path(self, comp_name, state_name, cond, path):
        state = self._get_state(comp_name, state_name)
        trn = state.get_transition(cond)
        trn.set_path(path)
        pass

    def chg_transition_cond(self, comp_name, state_name, cond, new_cond):
        state = self._get_state(comp_name, state_name)
        state.chg_transition_cond(cond, new_cond)
        pass
    pass


## \brief Parser for scenes nodes.
#
# This class parses scenes nodes and collect ID of all nodes.
#
@trait
class scenes_parser(object):
    _root = require
    _scenes_node = require
    _id2node = require
    _group2scene = require
    current = require
    _maxframe = require
    
    def _find_maxframe(self, scenes_node):
	maxframe = 0
	for child in scenes_node.childList():
	    if child.name() != 'ns0:scene':
		continue
	    
	    try:
		start = child.getAttribute('start')
		maxframe = max(int(start), maxframe)
	    except:
		pass
	    try:
		end = child.getAttribute('end')
		maxframe = max(int(end), maxframe)
	    except:
		pass
	    pass
	return maxframe

    ## \brief Collect ID of nodes in the document.
    #
    # It is used to implement a fast mapping from an ID to the respective node.
    #
    def _collect_node_ids(self):
	self._id2node = {}
	root = self._root
	for n in root.childList():
	    self._collect_node_ids_recursive(n)
	    pass
	pass
    
    def _collect_node_ids_recursive(self, node):
	try:
	    node_id = node.getAttribute('id')
	except:
            pass
        else:
            self._id2node[node_id] = node
            pass
        
	for n in node.childList():
	    self._collect_node_ids_recursive(n)
	    pass
	pass
    
    def parse_one_scene(self, scene_node):
	assert scene_node.name() == 'ns0:scene'

	start = int(scene_node.getAttribute("start"))
	try:
	    end = int(scene_node.getAttribute("end"))
	except:
	    end = start
	    pass
	
	try:
	    scene_type = scene_node.getAttribute('type')
	    if scene_type == None:
		scene_type = 'normal'
		pass
	except:
	    scene_type = 'normal'
	    pass

	return start, end, scene_type

    def _parse_one_scenes(self, scenes_node):
	try:
	    cur = int(n.getAttribute("current"))
	except:
	    cur = 0
	    pass
	self.current = cur
	
	for scene_node in scenes_node.childList():
	    if scene_node.name() != 'ns0:scene':
		continue

	    try:
		start, end, scene_type = self.parse_one_scene(scene_node)
                group_id = scene_node.getAttribute("ref")
	    except:             # the scene node is incompleted.
		continue
	    
	    self._group2scene[group_id] = scene_node
	    pass
	pass

    ## \brief Parse all scenes node in svg:metadata subtree.
    #
    def _collect_all_scenes(self):
        scenes_node = self._scenes_node
        self._parse_one_scenes(scenes_node)
        self._maxframe = self._find_maxframe(scenes_node)
        pass
	pass
    
    ## \brief Return the node with given ID.
    #
    def get_node(self, node_id):
	value = self._id2node[node_id]
        if isinstance(value, list):
            return value[-1]
        return value

    ## \brief Return a scene node corresponding to a scene group of given ID.
    #
    def get_scene(self, group_id):
	return self._group2scene[group_id]

    def new_id(self):
	while True:
	    candidate = 's%d' % int(random.random()*100000)
	    if candidate not in self._id2node:
		return candidate
	    pass
	pass
    pass

## \brief Monitor changes of DOM-tree.
#
# This class monitors DOM-tree to maintain _maxframe and maps for node ID to
# node and scene group ID to scene node.
@composite
class domview_monitor(object):
    use_traits = (scenes_parser,)

    method_map_traits = {
        scenes_parser._find_maxframe: '_find_maxframe',
        scenes_parser._collect_all_scenes: '_collect_all_scenes',
        scenes_parser._collect_node_ids: '_collect_node_ids'}
    
    def __init__(self, *args, **kws):
	super(domview_monitor, self).__init__()

	self._maxframe = 0
	self._id2node = {}	# map ID to the node in the DOM tree.
	self._group2scene = {}	# map ID of a group to associated scene node.
	pass
    
    def _start_monitor(self):
	self._collect_node_ids()
	self._collect_all_scenes()
	
	doc = self._doc
	dom_event.addEventListener(doc, 'DOMNodeInserted',
                                   self._on_insert_node, None)
	dom_event.addEventListener(doc, 'DOMNodeRemoved',
                                   self._on_remove_node, None)
	dom_event.addEventListener(doc, 'DOMAttrModified',
                                   self._on_attr_modified, None)
	pass

    ## \brief Add a node to id2node mapping.
    #
    # domview_monitor._id2node is a multiple mapping to map a key to
    # multiple node.  The reason that it is not a single mapping is
    # Inkscape would insert a node with the ID from the node been
    # copied, and change its ID to a unique one later.  So, we must
    # provide the capability to handle two or more nodes with the same
    # ID.
    def _map_id2node(self, node, node_id):
        if node_id in self._id2node:
            old_value = self._id2node[node_id]
            if isinstance(old_value, list):
                old_value.append(node)
            else:
                self._id2node[node_id] = [old_value, node]
                pass
        else:
            self._id2node[node_id] = node
            pass
        pass

    def _unmap_id2node(self, node, node_id):
        if node_id not in self._id2node:
            raise ValueError, 'invalide node ID (%s)' % (node_id)

        value = self._id2node[node_id]
        if isinstance(value, list):
            value.remove(node)
            if not value:
                del self._id2node[node_id]
                pass
            pass
        else:
            del self._id2node[node_id]
            pass
        pass

    ## \brief Rescan the tree.
    #
    def _monitor_reparse(self):
        self._maxframe = 0
        self._id2node = {}
        self._group2scene = {}

        self._collect_node_ids()
        self._collect_all_scenes()
        pass

    def _on_insert_node(self, node, child):
	for cchild in child.childList():
	    self._on_insert_node(child, cchild)
	    pass
	
	try:
	    child_id = child.getAttribute('id')
	except:
	    pass
	else:
            self._map_id2node(child, child_id)
	    pass

	if child.name() == 'ns0:scene' and _id_eq(node, self._scenes_node):
	    try:
		ref = child.getAttribute('ref')
	    except:
		pass
	    else:
		if ref not in self._group2scene:
		    self._group2scene[ref] = child
		    pass
		pass

	    try:
		start = child.getAttribute('start')
		self._maxframe = max(int(start), self._maxframe)
	    except:
		pass
	    try:
		start = child.getAttribute('end')
		self._maxframe = max(int(start), self._maxframe)
	    except:
		pass
	    pass
	pass	    

    def _on_remove_node(self, node, child):
	for cchild in child.childList():
	    self._on_remove_node(child, cchild)
	    pass
	
	try:
	    child_id = child.getAttribute('id')
	except:
	    pass
	else:
            self._unmap_id2node(child, child_id)
	    pass
	
	if child.name() == 'ns0:scene' and _id_eq(node, self._scenes_node):
	    try:
		ref = child.getAttribute('ref')
	    except:
		pass
	    else:
		del self._group2scene[ref]
		pass

	    try:
		if int(child.getAttribute('start')) == self._maxframe or \
                        int(child.getAttribute('end')) == self._maxframe:
		    self._maxframe = self._find_maxframe(node)
		    pass
	    except:
		pass
	    pass
	pass

    def _on_attr_modified(self, node, name, old_value, new_value):
        if old_value == new_value:
            return
        
	if name == 'id':
	    if old_value and old_value in self._id2node:
                self._unmap_id2node(node, old_value)
		pass
            if new_value:
                self._map_id2node(node, new_value)
                pass
	    pass
	elif name == 'ref' and node.name() == 'ns0:scene':
            parent_node = node.parent()
            scenes_node = self._scenes_node
            if not _id_eq(parent_node, scenes_node):
                return          # not in current timeline
            
	    if old_value:
		node = self._group2scene[old_value] # use old node.  Binding
						    # may generate a new
						    # wrapper.
		del self._group2scene[old_value]
		pass
	    if new_value:
		self._group2scene[new_value] = node
		pass
	    pass
	elif (name in ('start', 'end')) and node.name() == 'ns0:scene':
            parent_node = node.parent()
            scenes_node = self._scenes_node
            if not _id_eq(parent_node, scenes_node):
                return          # not in current timeline
            
            try:
                new_value = int(new_value)
                old_value = int(old_value)
            except TypeError:
                self._maxframe = self._find_maxframe(scenes_node)
            else:
                if old_value == self._maxframe and old_value > new_value:
                    # _maxframe may be reduced.
                    self._maxframe = self._find_maxframe(scenes_node)
                else:
                    self._maxframe = max(int(new_value), self._maxframe)
                    pass
                pass
	    pass
	pass
    pass


## \brief Iterator to travel a sub-tree of DOM.
#
def _DOM_iterator(node):
    nodes = [node]
    while nodes:
	node = nodes.pop(0)
	child = node.firstChild()
	while child:
	    nodes.append(child)
	    child = child.next()
	    pass
	yield node
	pass
    pass


@trait
class layers_parser(object):
    _doc = require
    _layers = require
    _layers_parent = require
    get_scene = require
    get_node = require
    new_id = require
    get_current_component = require
    _get_layers_group_of_component = require
    _create_comp_layer_group = require
    
    def parse_all_layers(self):
	layers = self._layers
        layers_parent = self._layers_parent
	
	for child in layers_parent.childList():
	    if child.name() != 'svg:g':
		continue
            
            try:
                label = child.getAttribute('inkscape:label')
            except:
                pass
            else:               # has no label
                if label == 'components':
                    continue
                pass

	    layer_group = child
	    layer = Layer(layer_group)
	    layer.idx = len(layers)
	    layers.append(layer)
	    self.parse_layer(layer.idx)
	    pass
	pass
    
    def parse_layer(self, layer_idx):
	layer = self._layers[layer_idx]
	layer_group = layer.group
	
	for child in layer_group.childList():
	    if child.name() != 'svg:g':
		continue
	    try:
		child_id = child.getAttribute('id')
		scene_node = self.get_scene(child_id)
	    except:
		continue
	    
	    layer.scenes.append(scene_node)
	    pass
	pass
    
    def get_layer_num(self):
	return len(self._layers)

    def _make_unique_layer_name(self, idx):
        names = [layer.get_name() for layer in self._layers]
        
        idx = idx + 1
        name = 'Layer%d' % (idx)
        while name in names:
            idx = idx + 1
            name = 'Layer%d' % (idx)
            pass
        return name

    def get_layer_name(self, layer_idx):
        layers = self._layers
        layer = layers[layer_idx]
        return layer.get_name()

    def set_layer_name(self, layer_idx, name):
        layers = self._layers
        layer = layers[layer_idx]
        layer.set_name(name)
        pass

    ## \brief Add/insert a layer at given position.
    #
    # \param layer_idx is the position in the layer list.
    #
    def insert_layer(self, layer_idx):
	layers = self._layers
	
        comp_name = self.get_current_component()
        layers_group = self._get_layers_group_of_component(comp_name)
        layer_name = self._make_unique_layer_name(layer_idx)
        layer_group = self._create_comp_layer_group(layers_group, layer_name)
        
	layer = Layer(layer_group)
	if layer_idx >= len(layers):
	    layers.append(layer)
	else:
	    layers.insert(layer_idx, layer)
	    for idx in range(layer_idx, len(layers)):
		layers[idx].idx = idx
		pass
	    pass
	pass

    ## \brief Manage a existed layer group
    #
    # This method scan layer groups of all managed layers, and find a
    # proper place to insert it.
    #
    # \return -1 for error, or layer index.
    #
    def manage_layer_group(self, layer_group_id):
        layer_group = self.get_node(layer_group_id)
        new_layer = Layer(layer_group)

        if not self._layers:
            new_layer.idx = 0
            self._layers.append(new_layer)
            return 0
        
        #
        # Scan who is after the given group
        #
        next_group = layer_group.next()
        while next_group:
            next_group_id = next_group.getAttribute('id')
            
            for vlayer in self._layers:
                vlayer_group_id = vlayer.group.getAttribute('id')
                if vlayer_group_id == next_group_id:
                    # This layer group is after given one.
                    self._layers.insert(vlayer.idx, new_layer)
                    
                    for idx in range(vlayer.idx, len(self._layers)):
                        self._layers[idx].idx = idx
                        pass
                    return new_layer.idx
                pass
            
            next_group = next_group.next()
            pass
        
        #
        # Is the given group after last layer group?
        #
        tail_group = self._layers[-1].group.next()
        while tail_group:
            tail_group_id = tail_group.getAttribute('id')
            
            if tail_group_id == layer_group_id:
                # it is after last layer group.
                new_layer.idx = len(self._layers)
                self._layers.append(new_layer)
                return new_layer.idx
            
            tail_group = tail_group.next()
            pass

        return -1             # error, can not determinze the position
    
    ## \brief Remove layer and associated scene nodes and scene groups.
    #
    def rm_layer(self, layer_idx):
	layers = self._layers

        layer = layers[layer_idx]
        for scene_node in layer.scenes:
            scene_group_id = scene_node.getAttribute('ref')
            try:
                scene_group_node = self.get_node(scene_group_id)
                if scene_group_node.parent(): # keep from crashing
                    scene_group_node.parent().removeChild(scene_group_node)
                    pass
            except:
                pass
            
            if scene_node.parent(): # keep from crashing
                scene_node.parent().removeChild(scene_node)
		pass
	    pass
	
        comp_name = self.get_current_component()
        layers_group = self._get_layers_group_of_component(comp_name)
        layers_group.removeChild(layer.group)

	del layers[layer_idx]

	for idx in range(layer_idx, len(layers)):
	    layers[idx].idx = idx
	    pass
	pass

    def get_layer_group(self, layer_idx):
	layer = self._layers[layer_idx]
	return layer.group

    def get_all_scene_node_of_layer(self, layer_idx):
	layer = self._layers[layer_idx]
	return layer.scenes

    def get_layer_data(self, layer_idx):
	layer = self._layers[layer_idx]
	try:
	    data = layer.data
	except:
	    return None
	return data

    def set_layer_data(self, layer_idx, data):
	layer = self._layers[layer_idx]
	layer.data = data
	pass

    def create_layer_dup_group(self, layer_idx):
	layer = self._layers[layer_idx]
	
	dup_group = self._doc.createElement('svg:g')
	gid = self.new_id()
	dup_group.setAttribute('id', gid)
	dup_group.setAttribute('inkscape:label', 'dup')
	dup_group.setAttribute('sodipodi:insensitive', '1')
	dup_group.setAttribute('style', '')

	layer.group.appendChild(dup_group)
	
	return dup_group

    ## \brief Return associated layer index of given layer group.
    #
    # \return -1 for error.
    #
    def find_layer_of_group(self, group_id):
        for layer_idx, layer in enumerate(self._layers):
            if layer.group.getAttribute('id') == group_id:
                return layer_idx
            pass
        return -1

    def reset_layers(self):
        self._layers[:] = []
        self.parse_all_layers()
        pass
    pass

## \brief This layer provide a data view to the DOM-tree.
#
# This class maintains layers information, and provides functions to create,
# change and destroy scene node and scene group.  A scene node is a 'ns0:scene'
# in 'ns0:scenes' tag.  A scene group is respective 'svg:g' for a scene.
#
@composite
class domview(domview_monitor):
    use_traits = (component_manager, layers_parser, FSM_manager)
    
    method_map_traits = {component_manager._start_component_manager:
                             '_start_component_manager',
                         component_manager._get_component:
                             '_get_component',
                         component_manager._get_layers_group_of_component:
                             '_get_layers_group_of_component',
                         component_manager._create_comp_layer_group:
                             '_create_comp_layer_group'}

    # Declare variables, here, for keeping tracking
    _doc = None
    _root = None
    # Required by component_manager and FSM_manager
    _cur_comp = None
    
    def __init__(self, *args, **kws):
	super(domview, self).__init__()
        self._metadata_node = None
        #
        # Following two variables would be changed by class
        # component_manager to switch components and timelines.
        #
        self._scenes_node = None
        self._layers_parent = None
        self._layers = []
	pass

    ## \brief Create a scenes node if not existed.
    #
    def _init_metadata(self):
        self._layers_parent = self._root

	for node in self._root.childList():
	    if node.name() == 'svg:metadata':
		break
	    pass
	else:
	    raise RuntimeError, \
		'can not find <svg:metadata> node in the document'

        self._metadata_node = node
	
	for n in node.childList():
	    if n.name() == 'ns0:scenes':
		self._scenes_node = n
		break
	    pass
	else:
	    ns = "http://madbutterfly.sourceforge.net/DTD/madbutterfly.dtd"
	    self._root.setAttribute("xmlns:ns0", ns)
	    scenes_node = self._doc.createElement("ns0:scenes")
            scenes_node_id = 'main_default_scenes'
            scenes_node.setAttribute('id', scenes_node_id)
            scenes_node.setAttribute('name', 'default')
	    node.appendChild(scenes_node)
	    self._scenes_node = scenes_node
	    pass
	pass

    def handle_doc_root(self, doc, root):
	self._doc = doc
	self._root = root
	
	self._init_metadata()
	self._start_monitor()	# from domview_monitor
        self._start_component_manager()
        self.reset_layers()
	pass

    def reset(self):
        self._monitor_reparse() # from domview_monitor
        self.reset_layers()
	pass
   
    def dumpattr(self, n):
	s = ""
	for a,v in n.attrib.items():
	    s = s + ("%s=%s"  % (a,v))
	    pass
	return s
	
    def dump(self, node, l=0):
	print " " * l*2,"<", node.tag, self.dumpattr(node),">"
	for n in node:
	    self.dump(n, l+1)
	    pass
	print " " * l * 2,"/>"
	pass

    ## \brief Create and add a ns0:scene node under ns0:scenes subtree.
    #
    def add_scene_node(self, layer_idx, start, end,
		       frame_type=TweenObject.TWEEN_TYPE_NORMAL,
		       ref=None):
	type_names = ('normal', 'scale')
	scenes_node = self._scenes_node
	doc = self._doc
	
	scene_node = doc.createElement('ns0:scene')
	self.chg_scene_node(scene_node, start=start)
	if start != end:
	    self.chg_scene_node(scene_node, end=end)
	    pass
	type_name = type_names[frame_type]
	self.chg_scene_node(scene_node, tween_type=type_name)
	if ref:
	    self.chg_scene_node(scene_node, ref=ref)
	    pass
	
	scenes_node.appendChild(scene_node)
        
        self._layers[layer_idx].scenes.append(scene_node)
	
	return scene_node

    ## \brief Manage a existed scene node at given layer.
    #
    def manage_scene_node(self, layer_idx, scene_node):
        self._layers[layer_idx].scenes.append(scene_node)
        pass

    ## \brief Change attributes of a scene node.
    #
    # This is here to monitor changes of scene node.
    def chg_scene_node(self, scene_node, start=None, end=None,
			tween_type=None, ref=None):
	if start is not None:
	    scene_node.setAttribute('start', str(start))
	    pass
	if end is not None:
	    scene_node.setAttribute('end', str(end))
	    pass
	if tween_type is not None:
	    scene_node.setAttribute('type', tween_type)
	    pass
	if ref is not None:
	    scene_node.setAttribute('ref', ref)
	    pass
	pass

    ## \brief Remove scene node from DOM-tree.
    #
    def rm_scene_node(self, scene_node):
        if not scene_node.parent():
            return              # without this, may crash the Inkscape.
        
	self._scenes_node.removeChild(scene_node)
        for layer in self._layers:
            try:
                layer.scenes.remove(scene_node)
            except ValueError:  # not in the list
                pass
            else:
                break
            pass
	pass

    ## \brief Remove scene node and asssociated scene group from DOM.
    #
    # It will remove as many as possible.  Does not complain about
    # error in the procedure of removing.
    #
    def rm_scene_node_n_group(self, scene_node):
	scene_group_id = scene_node.getAttribute('ref')
        try:
            scene_group_node = self.get_node(scene_group_id)
            if scene_group_node.parent(): # Check it, or crash the
                                          # Inkscape.
                scene_group_node.parent().removeChild(scene_group_node)
                pass
        except:
            pass
	
        try:
            self.rm_scene_node(scene_node)
        except:
            pass
	pass

    ## \brief Create and add a svg:g for a scene under a group for a layer.
    #
    def add_scene_group(self, layer_idx):
	layer = self._layers[layer_idx]
	doc = self._doc
	
	scene_group = doc.createElement('svg:g')
	gid = self.new_id()
	scene_group.setAttribute("id", gid)
	scene_group.setAttribute("inkscape:groupmode", "layer")
        scene_group.setAttribute('scene_group', 'true')

	layer.group.appendChild(scene_group)
	
	return scene_group
    
    ## \brief Find layer index and scene info for a given scene node.
    #
    # \return (-1, None) for error.
    #
    def find_layer_n_scene_of_node(self, node_id):
	for layer_idx, layer in enumerate(self._layers):
	    for scene_node in layer.scenes:
		scene_group_id = scene_node.getAttribute('ref')
		if scene_group_id == node_id:
		    return layer_idx, scene_node
		pass
	    pass
	return -1, None

    def insert_frames(self, layer_idx, frame_idx, num):
	layer = self._layers[layer_idx]
	for scene_node in layer.scenes:
	    start, end, tween_type = self.parse_one_scene(scene_node)
	    if start >= frame_idx:
		self.chg_scene_node(scene_node, start=(start + num))
		pass
	    if end >= frame_idx:
		self.chg_scene_node(scene_node, end=(end + num))
		pass
	    pass
	pass

    ## \brief add the current position to the undo buffer
    #
    def mark_undo(self, msg):
    	self._doc.done("none", msg)
    	pass

    ## \brief Remove frames
    #
    # - Scenes covered by removing range were removed.
    # - Scenes after removing range were shifted left.
    #
    def rm_frames(self, layer_idx, frame_idx, num):
	layer = self._layers[layer_idx]
	
	last_rm = frame_idx + num - 1 # last removed frame
	for scene_node in layer.scenes:
	    start, end, tween_type = \
		self.parse_one_scene(scene_node)
	    
	    if end < frame_idx:
		continue
            
	    if start > last_rm:	# this scene is at right side
		self.chg_scene_node(scene_node,
				    start=(start - num),
				    end=(end - num))
	    else:	 # this scene is covered by removing range
                self.rm_scene_node_n_group(scene_node)
		pass
	    pass
	pass

    def get_max_frame(self):
	return self._maxframe
    
    ## \brief Copy children of a group.
    #
    # Duplicate children of a group, and append them to another group.
    #
    def copy_group_children(self, src_group, dst_group):
	# Search for the duplicated group
	doc = self._doc
        
        dup_group = src_group.duplicate(doc)
        
	old_nodes = _DOM_iterator(src_group)
        new_nodes = _DOM_iterator(dup_group)
        new_gids = set()
	for old_node in old_nodes:
	    old_node_id = old_node.getAttribute('id')
            new_node = new_nodes.next()
	    new_node.setAttribute('ns0:duplicate-src', old_node_id)
            
            #
            # Change ID here, or inkscape would insert the node with
            # the same ID, and change it later to avoid duplication.
            # But, our event handler would be called before changing
            # ID.  It would confuse our code.  We change ID of nodes
            # before inserting them into the DOM-tree.
            #
            gid = self.new_id()
            while gid in new_gids:
                gid = self.new_id()
                pass
            new_gids.add(gid)
            new_node.setAttribute('id', gid)
	    pass

        for child in dup_group.childList():
            dup_group.removeChild(child) # prevent from crash
            dst_group.appendChild(child)
            pass
	pass

    ## \brief Clone children of a source group to a destinate group.
    #
    # It create a 'svg:use' node for every child of the source group,
    # and append nodes to the desitnate group.
    #
    def clone_group_children(self, src_group, dst_group):
        doc = self._doc

        for src_child in src_group.childList():
            src_child_id = src_child.getAttribute('id')
            dst_child_id = self.new_id()
            
            dst_child = doc.createElement('svg:use')
            dst_child.setAttribute('id', dst_child_id)
            dst_child.setAttribute('xlink:href', '#' + src_child_id)
            dst_child.setAttribute('ns0:duplicate-src', src_child_id)
            dst_group.appendChild(dst_child)
            pass
        pass

    ## \brief To test a graphic node.
    #
    # A graphic node is a SVG node that is not layer group, scene
    # group, ... etc.  It is only a normal node in a layer group or a
    # scene group.
    def is_graph_node(self, node):
        try:
            mode = node.getAttribute('inkscape:groupmode')
        except:
            pass
        else:
            if mode == 'layer':
                return False
            pass

        try:
            label = node.geteAttribute('inkscape:label')
        except:
            pass
        else:
            return False
        
        try:
            scene_group = node.geteAttribute('scene_group')
        except:
            pass
        else:
            if scene_group == 'true':
                return False
            pass
        
        return True
    pass