FvwmAnimate(1) Fvwm Modules FvwmAnimate(1)
NAME
FvwmAnimate - the fvwm animate module
SYNOPSIS
Module FvwmAnimate [ModuleAlias]
FvwmAnimate can only be invoked by fvwm. Command line invocation of
the FvwmAnimate module will not work.
From within the .fvwm2rc file,
FvwmAnimate is spawned as follows:
Module FvwmAnimate
or from within an fvwm pop-up menu:
DestroyMenu Module-Popup
AddToMenu Module-Popup "Modules" Title
+ "Fvwm Animate Icons" Module FvwmAnimate ModuleAlias
DESCRIPTION
The
FvwmAnimate module animates iconification and de-iconification or
on command. There are currently 6 different animation effects.
INVOCATION
FvwmAnimate must be invoked by the
fvwm window manager. When invoked
with the
OptionalName argument, the
ModuleAlias is used to find
configuration commands, configuration files, and name the internally
generated menus and forms instead of "FvwmAnimate". During startup,
FvwmAnimate defines menus and forms for configuring and controlling
FvwmAnimate. The default menu name is "MenuFvwmAnimate" and the form
name is "FormFvwmAnimate". If the optional name is used, the menu
would be "Menu<ModuleAlias>" and the form would be
"Form<ModuleAlias>".
Assuming you already had a builtin menu called "Module-Popup", you
could use FvwmAnimate by configuring it like this:
AddToFunc "StartFunction" "I" Module FvwmAnimate
AddToMenu "Module-Popup" "Control Animation" Popup MenuFvwmAnimate
CONFIGURATION OPTIONS
Since the pop up menu "MenuFvwmAnimate" allows complete control of
the
FvwmAnimate module, you don't really have to know what any of the
configuration commands are. This section describes them anyway.
FvwmAnimate gets configuration info from
fvwm's module configuration
database (see
fvwm(1), section
MODULE COMMANDS). In addition,
FvwmAnimate reads the file $HOME/.FvwmAnimate, and accepts commands
from fvwm and its modules as it runs.
If
ModuleAlias is used to start FvwmAnimate, the optional name is
used in all commands, messages, menus and forms generated by
FvwmAnimate and in the configuration file name. Unlike other fvwm
modules, there is little reason to use the optional name.
*FvwmAnimate: Color
color Tells
FvwmAnimate what color to draw with. The color is
"XOR'ed" (exclusive ORed) onto the background. Depending on
the display type you are using, the effect this causes will
vary. Especially on 8-bit displays, it helps if the
background is a solid color. You have to experiment with this
to see how it works.
The default color is not really a color and can be entered as
"Black^White", or more simply "None". This is the same as the
default XOR mask used by fvwm for move and resize frames.
Other colors can be specified using standard X color notation.
Ie. color names like "LightBlue", or RGB values like
"#FFFFFF".
*FvwmAnimate: Pixmap
pixmap Tells
FvwmAnimate to use
pixmap to draw with. This can be
useful if
*FvwmAnimate: Color gives poor results.
*FvwmAnimate: Delay
msecs Tells
FvwmAnimate how many milliseconds to sleep between
frames of animation.
*FvwmAnimate: Iterations
iterations Tells
FvwmAnimate how many steps to break the animation into.
*FvwmAnimate: Twist
twist Tells
FvwmAnimate how many revolutions to twist the
iconification frame.
*FvwmAnimate: Width
width Tells
FvwmAnimate how wide a line to draw with. The default
width of 0 (zero) is a fast line of Width 1.
*FvwmAnimate: Effect
mode Tells
FvwmAnimate which animation effect to use. Currently
the effects are:
Frame,
Lines,
Flip,
Turn,
Zoom3D,
Twist Random, and
None.
None is normally set in the configuration
file, in-case FvwmAnimate is started automatically, but an
individual user doesn't want it running.
*FvwmAnimate: Stop
Tells
FvwmAnimate to stop.
*FvwmAnimate: Save
Tells
FvwmAnimate to save the current configuration in a file
named ".FvwmAnimate" in the users home directory. This same
file is read automatically by FvwmAnimate during startup.
COMMANDS
FvwmAnimate can be asked to produce an animation thru the
"SendToModule" command. The format of the command is:
SendToModule FvwmAnimate animate sx sy sw sh dx dy dw dh
The second word must match the name
FvwmAnimate is started with. The
8 fields after
animate must be numbers. The first 4 are for the
source (or starting) location of the animation. The last 4 are for
the destination of the animation. The 2 pairs of 4 numbers,
represent rectangles. The first 2 numbers are the x and y location
of the upper right corner. The next 2 numbers are the width and
height. One or more spaces can separate the fields in the command.
Modules can use the "SendToModule" command to animate "NoIcon"
windows, or you can think up your own ways to have all kinds of fun
with this command.
Additional available commands are:
pause,
play,
push,
pop and
reset.
These may be space separated.
pause causes a module to not temporarily produce any animations.
play causes a module to produce an animation again.
push stores the
current playing state for a future and
pop restores it.
reset removes all stored states and sets playing on.
Suppose, we don't want to wait for all 40 xterms to be animated:
SendToModule FvwmAnimate pause
All (XTerm) Iconify on
And if we don't want to damage the current playing state, then:
SendToModule FvwmAnimate push pause
All (XTerm) Iconify on
SendToModule FvwmAnimate pop
ORIGIN
FvwmAnimate is based on the
Animate module from Afterstep 1.5pre6.
Porting to
fvwm and lots of other changes were done by
Dan Espen <despen@telcordia.com>. Below are the original author and
acknowledgments.
AUTHOR
Alfredo Kengi Kojima <kojima@inf.ufrgs.br>
ACKNOWLEDGMENTS
These people have contributed to
FvwmAnimate:
Kaj Groner <kajg@mindspring.com>
Twisty iconification, configuration file parsing, man page.
Frank Scheelen <scheelen@worldonline.nl>
3rd Berkeley Distribution 19 October 2022 (2.7.0) FvwmAnimate(1)