/* * Copyright (c) 1995-1997 Sun Microsystems, Inc. All Rights Reserved. * * Permission to use, copy, modify, and distribute this software * and its documentation for NON-COMMERCIAL purposes and without * fee is hereby granted provided that this copyright notice * appears in all copies. Please refer to the file "copyright.html" * for further important copyright and licensing information. * * SUN MAKES NO REPRESENTATIONS OR WARRANTIES ABOUT THE SUITABILITY OF * THE SOFTWARE, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED * TO THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * PARTICULAR PURPOSE, OR NON-INFRINGEMENT. SUN SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. */ import java.awt.*; /* * Based on Arthur van Hoff's animation examples, this application * can serve as a template for all animation applications. */ public class AnimatorApplication extends Frame implements Runnable { int frameNumber = -1; int delay; Thread animatorThread; boolean frozen = false; AnimatorApplication(int fps, String windowTitle) { super(windowTitle); delay = (fps > 0) ? (1000 / fps) : 100; } public void startAnimation() { //Create and start the animating thread. if (frozen) { //Do nothing. The user has requested that we //stop changing the image. } else { //Start animating! if (animatorThread == null) { animatorThread = new Thread(this); } animatorThread.start(); } } public void stopAnimation() { //Stop the animating thread. animatorThread = null; } public boolean mouseDown(Event e, int x, int y) { if (frozen) { frozen = false; startAnimation(); } else { frozen = true; stopAnimation(); } return true; } public boolean handleEvent(Event e) { switch (e.id) { case Event.WINDOW_ICONIFY: stopAnimation(); break; case Event.WINDOW_DEICONIFY: startAnimation(); break; case Event.WINDOW_DESTROY: System.exit(0); break; } return super.handleEvent(e); } public void run() { //Just to be nice, lower this thread's priority //so it can't interfere with other processing going on. Thread.currentThread().setPriority(Thread.MIN_PRIORITY); //Remember the starting time long startTime = System.currentTimeMillis(); //This is the animation loop. while (Thread.currentThread() == animatorThread) { //Advance the animation frame. frameNumber++; //Display it. repaint(); //Delay depending on how far we are behind. try { startTime += delay; Thread.sleep(Math.max(0, startTime-System.currentTimeMillis())); } catch (InterruptedException e) { break; } } } //Draw the current frame of animation. public void paint(Graphics g) { g.drawString("Frame " + frameNumber, 5, 50); } public static void main(String args[]) { AnimatorApplication animator = null; int fps = 10; // Get frames per second from the command line argument if (args.length > 0) { try { fps = Integer.parseInt(args[0]); } catch (Exception e) {} } animator = new AnimatorApplication(fps, "Animator"); animator.resize(200, 60); animator.show(); animator.startAnimation(); } }