'\" t .\" Title: FvwmAnimate .\" Author: [see the "AUTHOR(S)" section] .\" Generator: Asciidoctor 2.0.20 .\" Date: 2024-03-09 .\" Manual: Fvwm Modules .\" Source: \ \& .\" Language: English .\" .TH "FVWMANIMATE" "1" "2024-03-09" "\ \&" "Fvwm Modules" .ie \n(.g .ds Aq \(aq .el .ds Aq ' .ss \n[.ss] 0 .nh .ad l .de URL \fI\\$2\fP <\\$1>\\$3 .. .als MTO URL .if \n[.g] \{\ . mso www.tmac . am URL . ad l . . . am MTO . ad l . . . LINKSTYLE blue R < > .\} .SH "NAME" FvwmAnimate \- the fvwm animate module .SH "SYNOPSIS" .sp Module FvwmAnimate [ModuleAlias] .sp \fBFvwmAnimate\fP can only be invoked by fvwm. Command line invocation of the FvwmAnimate module will not work. .sp From within the .fvwm2rc file, \fBFvwmAnimate\fP is spawned as follows: .sp .if n .RS 4 .nf .fam C Module FvwmAnimate .fam .fi .if n .RE .sp or from within an fvwm pop\-up menu: .sp .if n .RS 4 .nf .fam C DestroyMenu Module\-Popup AddToMenu Module\-Popup "Modules" Title + "Fvwm Animate Icons" Module FvwmAnimate ModuleAlias .fam .fi .if n .RE .SH "DESCRIPTION" .sp The \fBFvwmAnimate\fP module animates iconification and de\-iconification or on command. There are currently 6 different animation effects. .SH "INVOCATION" .sp \fBFvwmAnimate\fP must be invoked by the \fBfvwm\fP window manager. When invoked with the \fIOptionalName\fP argument, the \fIModuleAlias\fP 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" and the form would be "Form". .sp Assuming you already had a builtin menu called "Module\-Popup", you could use FvwmAnimate by configuring it like this: .sp .if n .RS 4 .nf .fam C AddToFunc "StartFunction" "I" Module FvwmAnimate AddToMenu "Module\-Popup" "Control Animation" Popup MenuFvwmAnimate .fam .fi .if n .RE .SH "CONFIGURATION OPTIONS" .sp Since the pop up menu "MenuFvwmAnimate" allows complete control of the \fBFvwmAnimate\fP module, you don\(cqt really have to know what any of the configuration commands are. This section describes them anyway. .sp \fBFvwmAnimate\fP gets configuration info from \fBfvwm\fP\*(Aqs module configuration database (see \fIfvwm\fP(1), section \fBMODULE COMMANDS\fP). In addition, \fBFvwmAnimate\fP reads the file $HOME/.FvwmAnimate, and accepts commands from fvwm and its modules as it runs. .sp If \fIModuleAlias\fP 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. .sp *FvwmAnimate: Color color .RS 4 Tells \fBFvwmAnimate\fP what color to draw with. The color is "XOR\(cqed" (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. .sp 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. .sp Other colors can be specified using standard X color notation. Ie. color names like "LightBlue", or RGB values like "#FFFFFF". .RE .sp *FvwmAnimate: Pixmap pixmap .RS 4 Tells \fBFvwmAnimate\fP to use \fBpixmap\fP to draw with. This can be useful if \fB*FvwmAnimate: Color\fP gives poor results. .RE .sp *FvwmAnimate: Delay msecs .RS 4 Tells \fBFvwmAnimate\fP how many milliseconds to sleep between frames of animation. .RE .sp *FvwmAnimate: Iterations iterations .RS 4 Tells \fBFvwmAnimate\fP how many steps to break the animation into. .RE .sp *FvwmAnimate: Twist twist .RS 4 Tells \fBFvwmAnimate\fP how many revolutions to twist the iconification frame. .RE .sp *FvwmAnimate: Width width .RS 4 Tells \fBFvwmAnimate\fP how wide a line to draw with. The default width of 0 (zero) is a fast line of Width 1. .RE .sp *FvwmAnimate: Effect mode .RS 4 Tells \fBFvwmAnimate\fP which animation effect to use. Currently the effects are: \fIFrame\fP, \fILines\fP, \fIFlip\fP, \fITurn\fP, \fIZoom3D\fP, \fITwist\fP \fIRandom\fP, and \fINone\fP. \fINone\fP is normally set in the configuration file, in\-case FvwmAnimate is started automatically, but an individual user doesn\(cqt want it running. .RE .sp *FvwmAnimate: Stop .RS 4 Tells \fBFvwmAnimate\fP to stop. .RE .sp *FvwmAnimate: Save .RS 4 Tells \fBFvwmAnimate\fP 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. .RE .SH "COMMANDS" .sp \fBFvwmAnimate\fP can be asked to produce an animation thru the "SendToModule" command. The format of the command is: .sp .if n .RS 4 .nf .fam C SendToModule FvwmAnimate animate sx sy sw sh dx dy dw dh .fam .fi .if n .RE .sp The second word must match the name \fBFvwmAnimate\fP is started with. The 8 fields after \fIanimate\fP 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. .sp 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. .sp Additional available commands are: \fIpause\fP, \fIplay\fP, \fIpush\fP, \fIpop\fP and \fIreset\fP. These may be space separated. .sp \fIpause\fP causes a module to not temporarily produce any animations. \fIplay\fP causes a module to produce an animation again. \fIpush\fP stores the current playing state for a future and \fIpop\fP restores it. \fIreset\fP removes all stored states and sets playing on. .sp Suppose, we don\(cqt want to wait for all 40 xterms to be animated: .sp .if n .RS 4 .nf .fam C SendToModule FvwmAnimate pause All (XTerm) Iconify on .fam .fi .if n .RE .sp And if we don\(cqt want to damage the current playing state, then: .sp .if n .RS 4 .nf .fam C SendToModule FvwmAnimate push pause All (XTerm) Iconify on SendToModule FvwmAnimate pop .fam .fi .if n .RE .SH "ORIGIN" .sp \fBFvwmAnimate\fP is based on the \fBAnimate\fP module from Afterstep 1.5pre6. Porting to \fBfvwm\fP and lots of other changes were done by \fIDan Espen\fP \c .MTO "despen\(attelcordia.com" "" "." Below are the original author and acknowledgments. .SH "AUTHOR" .sp \fIAlfredo Kengi Kojima\fP \c .MTO "kojima\(atinf.ufrgs.br" "" "" .SH "ACKNOWLEDGMENTS" .sp These people have contributed to \fBFvwmAnimate\fP: .sp Kaj Groner \c .MTO "kajg\(atmindspring.com" "" "" .RS 4 Twisty iconification, configuration file parsing, man page. .RE .sp Frank Scheelen \c .MTO "scheelen\(atworldonline.nl" "" "" .RS 4 .RE