FvwmAnimate - the fvwm animate module
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
The
FvwmAnimate module animates iconification and de-iconification or on
command. There are currently 6 different animation effects.
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
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.
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
FvwmAnimate is based on the
Animate module from Afterstep 1.5pre6.
Porting to
fvwm and lots of other changes were done by
Dan Espen
<
[email protected]>. Below are the original author and
acknowledgments.
Alfredo Kengi Kojima <
[email protected]>
These people have contributed to
FvwmAnimate:
-
Kaj Groner <[email protected]>
- Twisty iconification, configuration file parsing, man page.
-
Frank Scheelen <[email protected]>