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Manual: Fvwm2Animate

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	cur‐
       rently 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" and the form would be "Form".

       Assuming you already had a builtin menu called "Module-Popup", you could use FvwmAnimate by configur‐
       ing 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 exper‐
	      iment 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 "Light‐
	      Blue", 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 num‐
       bers 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 re‐
       moves 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 .  Below are the original author and acknowledg‐
       ments.

AUTHOR
       Alfredo Kengi Kojima 

ACKNOWLEDGMENTS
       These people have contributed to FvwmAnimate:

       Kaj Groner 
	      Twisty iconification, configuration file parsing, man page.

       Frank Scheelen 

3rd Berkeley Distribution		   19 October 2022 (2.7.0)			      FvwmAnimate(1)