FvwmAnimate

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  06 November 2016 (2.6.8)             FvwmAnimate(1)