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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 config-
       uration  commands,  configuration files, and name the internally gener-
       ated menus and forms instead of "FvwmAnimate".  During startup, FvwmAn-
       imate  defines menus and forms for configuring and controlling FvwmAni-
       mate.  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  con-
       figuration 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, FvwmAni-
       mate  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  iconifica-
              tion 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  "SendToMod-
       ule" 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 desti-
       nation of the animation.  The 2 pairs of 4 numbers,  represent  rectan-
       gles.   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 acknowledg-
       ments.


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  20 January 2006 (2.5.16)             FvwmAnimate(1)


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