1FvwmAnimate(1)                   Fvwm Modules                   FvwmAnimate(1)
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NAME

6       FvwmAnimate - the fvwm animate module
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SYNOPSIS

9       Module FvwmAnimate [ModuleAlias]
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11       FvwmAnimate  can  only  be invoked by fvwm.  Command line invocation of
12       the FvwmAnimate module will not work.
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14       From within the .fvwm2rc file, FvwmAnimate is spawned as follows:
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16       Module FvwmAnimate
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18       or from within an fvwm pop-up menu:
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20       DestroyMenu Module-Popup
21       AddToMenu   Module-Popup "Modules" Title
22       + "Fvwm Animate Icons" Module FvwmAnimate ModuleAlias
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DESCRIPTION

27       The FvwmAnimate module animates iconification and  de-iconification  or
28       on command.  There are currently 6 different animation effects.
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INVOCATION

32       FvwmAnimate  must  be invoked by the fvwm window manager.  When invoked
33       with the OptionalName argument, the ModuleAlias is used to find config‐
34       uration  commands,  configuration files, and name the internally gener‐
35       ated menus and forms instead of "FvwmAnimate".  During startup, FvwmAn‐
36       imate  defines menus and forms for configuring and controlling FvwmAni‐
37       mate.  The default menu name is "MenuFvwmAnimate" and the form name  is
38       "FormFvwmAnimate".   If  the  optional  name is used, the menu would be
39       "Menu<ModuleAlias>" and the form would be "Form<ModuleAlias>".
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41       Assuming you already had a  builtin  menu  called  "Module-Popup",  you
42       could use FvwmAnimate by configuring it like this:
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44       AddToFunc "StartFunction" "I" Module FvwmAnimate
45       AddToMenu "Module-Popup" "Control Animation" Popup MenuFvwmAnimate
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CONFIGURATION OPTIONS

50       Since  the pop up menu "MenuFvwmAnimate" allows complete control of the
51       FvwmAnimate module, you don't really have to know what any of the  con‐
52       figuration commands are.  This section describes them anyway.
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54       FvwmAnimate  gets  configuration  info from fvwm's module configuration
55       database (see fvwm(1), section MODULE COMMANDS).  In addition, FvwmAni‐
56       mate  reads the file $HOME/.FvwmAnimate, and accepts commands from fvwm
57       and its modules as it runs.
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59       If ModuleAlias is used to  start FvwmAnimate, the optional name is used
60       in  all  commands,  messages, menus and forms generated by  FvwmAnimate
61       and in the configuration file name.   Unlike other fvwm modules,  there
62       is little reason to use the optional name.
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65       *FvwmAnimate: Color color
66              Tells  FvwmAnimate  what  color  to  draw  with.   The  color is
67              "XOR'ed" (exclusive ORed) onto the background.  Depending on the
68              display  type  you are using,  the effect this causes will vary.
69              Especially on 8-bit displays, it helps if the  background  is  a
70              solid  color.   You  have  to experiment with this to see how it
71              works.
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73              The default color is not really a color and can  be  entered  as
74              "Black^White",  or  more simply "None".  This is the same as the
75              default XOR mask used by fvwm for move and resize frames.
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77              Other colors can be specified using standard X  color  notation.
78              Ie. color names like "LightBlue", or RGB values like "#FFFFFF".
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81       *FvwmAnimate: Pixmap pixmap
82              Tells FvwmAnimate to use pixmap to draw with. This can be useful
83              if *FvwmAnimate: Color gives poor results.
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86       *FvwmAnimate: Delay msecs
87              Tells FvwmAnimate how many milliseconds to sleep between  frames
88              of animation.
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91       *FvwmAnimate: Iterations iterations
92              Tells FvwmAnimate how many steps to break the animation into.
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95       *FvwmAnimate: Twist twist
96              Tells  FvwmAnimate  how many revolutions to twist the iconifica‐
97              tion frame.
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100       *FvwmAnimate: Width width
101              Tells FvwmAnimate how wide a line to  draw  with.   The  default
102              width of 0 (zero) is a fast line of Width 1.
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105       *FvwmAnimate: Effect mode
106              Tells  FvwmAnimate which animation effect to use.  Currently the
107              effects are: Frame, Lines, Flip, Turn, Zoom3D, Twist Random, and
108              None.   None  is normally set in the configuration file, in-case
109              FvwmAnimate is started automatically,  but  an  individual  user
110              doesn't want it running.
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113       *FvwmAnimate: Stop
114              Tells FvwmAnimate to stop.
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117       *FvwmAnimate: Save
118              Tells  FvwmAnimate  to  save the current configuration in a file
119              named ".FvwmAnimate" in the users  home  directory.   This  same
120              file is read automatically by FvwmAnimate during startup.
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COMMANDS

124       FvwmAnimate  can  be asked to produce an animation thru the "SendToMod‐
125       ule" command.  The format of the command is:
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127            SendToModule FvwmAnimate animate sx sy sw sh dx dy dw dh
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129       The second word must match the name FvwmAnimate is started with.  The 8
130       fields  after  animate must be numbers.  The first 4 are for the source
131       (or starting) location of the animation.  The last 4 are for the desti‐
132       nation  of  the animation.  The 2 pairs of 4 numbers, represent rectan‐
133       gles.  The first 2 numbers are the x and y location of the upper  right
134       corner.  The next 2 numbers are the width and height.  One or more spa‐
135       ces can separate the fields in the command.
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137       Modules can use the "SendToModule" command to animate "NoIcon" windows,
138       or  you  can  think up your own ways to have all kinds of fun with this
139       command.
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141       Additional available commands are: pause, play, push,  pop  and  reset.
142       These may be space separated.
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144       pause  causes a module to not temporarily produce any animations.  play
145       causes a module to produce an animation again.  push stores the current
146       playing  state  for  a  future  and pop restores it.  reset removes all
147       stored states and sets playing on.
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149       Suppose, we don't want to wait for all 40 xterms to be animated:
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151            SendToModule FvwmAnimate pause
152            All (XTerm) Iconify on
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154       And if we don't want to damage the current playing state, then:
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156            SendToModule FvwmAnimate push pause
157            All (XTerm) Iconify on
158            SendToModule FvwmAnimate pop
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ORIGIN

163       FvwmAnimate is based on the  Animate  module  from  Afterstep  1.5pre6.
164       Porting  to  fvwm  and  lots  of  other  changes were done by Dan Espen
165       <despen@telcordia.com>.  Below are the original author and  acknowledg‐
166       ments.
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AUTHOR

170       Alfredo Kengi Kojima <kojima@inf.ufrgs.br>
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ACKNOWLEDGMENTS

174       These people have contributed to FvwmAnimate:
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177       Kaj Groner <kajg@mindspring.com>
178              Twisty iconification, configuration file parsing, man page.
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181       Frank Scheelen <scheelen@worldonline.nl>
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1853rd Berkeley Distribution  05 September 2019 (2.6.9)            FvwmAnimate(1)
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