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FvwmAnimate(1) FvwmAnimate(1)
NAME
FvwmAnimate - the Fvwm Animate module
SYNOPSIS
FvwmAnimate is spawned by fvwm, so no command line invocation will
work. From within the .fvwm2rc file, FvwmAnimate is spawned as fol-
lows:
Module FvwmAnimate
or from within an fvwm pop-up menu:
DestroyMenu Module-Popup
AddToMenu Module-Popup "Modules" Title
+ "Fvwm Animate Icons" Module FvwmAnimate OptionalName
DESCRIPTION
The FvwmAnimate module animates iconification and de-iconification or
on command. There are currently 6 different animation effects.
INVOCATION
No command line invocation is possible. FvwmAnimate must be invoked by
the fvwm window manager. When invoked with the OptionalName argument,
the OptionalName 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<OptionalName>" and the
form would be "Form<OptionalName>".
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 config info from fvwm's module configuration database
(see fvwm2(1), section MODULE COMMANDS). In addition, FvwmAnimate
reads the file $HOME/.FvwmAnimate, and accepts commands from fvwm and
its modules as it runs.
If OptionalName is used to start FvwmAnimate, the optional name is
used in all commands, messages, menus and forms generated by FvwmAni-
mate 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
word "animate" must be in lower case. The next 8 fields must be num-
bers. 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.
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 3 July 2001 FvwmAnimate(1)
Man(1) output converted with
man2html and wrapped by fishsponge
This page was generated on Wed Sep 19 20:02:17 BST 2007
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