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
or from within an fvwm pop-up menu:
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
Assuming you already had a builtin menu called
"Module-Popup", you could use FvwmAnimate by configuring it like
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
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 can be asked to produce an animation thru the
"SendToModule" command. The format of the command is:
- *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
Other colors can be specified using standard X color notation.
Ie. color names like "LightBlue", or RGB values like
- *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
- *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
- *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.
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
SendToModule FvwmAnimate animate sx sy sw sh dx dy dw dh
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
And if we don't want to damage the current playing state, then:
SendToModule FvwmAnimate pause
All (XTerm) Iconify on
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@example.com>. Below are the original author and
Alfredo Kengi Kojima <firstname.lastname@example.org>
These people have contributed to FvwmAnimate:
SendToModule FvwmAnimate push pause
All (XTerm) Iconify on
SendToModule FvwmAnimate pop
- Kaj Groner <email@example.com>
- Twisty iconification, configuration file parsing, man page.
- Frank Scheelen <firstname.lastname@example.org>