/*
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 boolean animating = false; public abstract void render(Graphics g); //App. defines render method Image bufferImage = null; //Image for the double buffer private Graphics bufferGraphics = null; //Canvas for double buffer private Thread t; //Background thread for rendering private Rectangle r = new Rectangle(0,0,0,0); //Double buffer bounds //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 each 30 msecs } catch(InterruptedException e){}; //Catch interruptions of sleep(). } //Update(Graphics) is called by repaint() - the system adds canvas. //Extend 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(); //Applet size change r = bounds(); //Make double buffer damage = true; //Tell application. } if (damage) render(bufferGraphics); //Ask application to render to buffer, damage = animating; // paint(g); //paste buffered image onto the applet. } //Separate paint method for application to extend if needed. public void paint(Graphics g) { if (bufferImage != null) // g.drawImage(bufferImage,0,0,this); //Paste result of render(). } }