/*
You have my permission to use freely, as long as you keep the attribution. - Ken Perlin
Note: this BufferedApplet.html file also works as a legal BufferedApplet.java file. If you save the source under that name, you can just run javac on it.
*/
import java.awt.*;
public abstract class BufferedApplet extends java.applet.Applet implements Runnable
{
public boolean damage = true; //Flag advising app. program to rerender
public abstract void render(Graphics g); //App. program must define render method
Image bufferImage = null; //Image for the double buffer
private Graphics bufferGraphics = null; //Graphics context for double buffer
private Thread t; //Background thread for rendering
private Rectangle r = new Rectangle(0,0,0,0); //Bounding box for double buffer
//Extend the start,stop,run methods to implement double buffering.
public void start() { if (t == null) { t = new Thread(this); t.start(); } }
public void stop() { if (t != null) { t.stop(); t = null; } }
public void run() {
try {
while (true) { repaint(); t.sleep(30); } //Repaint every 30 milliseconds.
}
catch(InterruptedException e){}; //We must catch any interruptions of sleep().
}
//Update(Graphics) is called by repaint() - the system adds a Graphics context.
//We extend the update method to create a double buffer whenever necessary.
public void update(Graphics g) {
if (r.width != bounds().width || r.height != bounds().height) {
bufferImage = createImage(bounds().width, bounds().height);
bufferGraphics = bufferImage.getGraphics(); //Whenever applet changes size
r = bounds(); //we create a new double buffer
damage = true; //and tell application.
}
render(bufferGraphics); //We ask application program to render to the buffer,
damage = false; //
paint(g); //and we paste the buffered image onto the applet.
}
//Make a separate paint method in case application program wants to extend it.
public void paint(Graphics g) { //To paint when double buffering,
if (bufferImage != null) //
g.drawImage(bufferImage,0,0,this); //we just paste in result of render().
}
}