/* * Swing 1.1 version (compatible with both JDK 1.1 and Java 2). */ import java.awt.*; import java.awt.event.*; import javax.swing.*; /* * Based on Arthur van Hoff's animation examples, this application * can serve as a template for all animation applications. */ public class AnimatorApplication extends JFrame implements Runnable { AnimappPanel animappPanel; int frameNumber = -1; int delay; Thread animatorThread; boolean frozen = false; AnimatorApplication(int fps, String windowTitle) { super(windowTitle); delay = (fps > 0) ? (1000 / fps) : 100; animappPanel = new AnimappPanel(); getContentPane().add(animappPanel); addMouseListener(new MouseAdapter() { public void mousePressed(MouseEvent e) { if (frozen) { frozen = false; startAnimation(); } else { frozen = true; stopAnimation(); } } }); addWindowListener(new WindowAdapter() { public void windowIconified(WindowEvent e) { stopAnimation(); } public void windowDeiconified(WindowEvent e) { startAnimation(); } public void windowClosing(WindowEvent e) { System.exit(0); } }); } public void startAnimation() { 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 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(); //Remember which thread we are. Thread currentThread = Thread.currentThread(); //This is the animation loop. while (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; } } } class AnimappPanel extends JPanel { public AnimappPanel() {} //Draw the current frame of animation. public void paintComponent(Graphics g) { super.paintComponent(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.setSize(200, 60); animator.setVisible(true); animator.startAnimation(); } }