Pulling in initial English from tuxpaint-docs

Documentation is now maintained in a separate source repository,
'tuxpaint-docs', which allows for easier and more consisten
translation of the documentation.  Pulling in initial version of
these docs, which contain a variety of minor updates (and also a
few which had previously only been available as plain TXT are now
available as HTML).

Pulling in the English stuff.
This commit is contained in:
Bill Kendrick 2021-02-05 00:40:17 -08:00
parent 9dd4dcf4aa
commit 72019b15d1
19 changed files with 3322 additions and 5810 deletions

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@ -8,7 +8,7 @@ http://www.tuxpaint.org/
$Id$
2021.January.18 (0.9.26)
2021.February.5 (0.9.26)
* New Features
------------
* [WIP] Larger UI buttons
@ -24,10 +24,14 @@ $Id$
* Documentation updates
---------------------
* Expanded the steps for making and posting releases.
* Documentation is now maintained in a separate source repository,
'tuxpaint-docs', which allows for easier and more consisten
translation of the documentation. Pulling in initial version of
these docs, which contain a variety of minor updates (and also a
few which had previously only been available as plain TXT are now
available as HTML).
* Mended some broken relative links in README.html that
pointed to other parts of the docs.
* Expanded the steps for making and posting releases.
* Documented how to build Tux Paint using old macOS
Mark K. Kim <markuskimius@gmail.com>

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@ -1,24 +1,22 @@
Tux Paint
version 0.9.26
Advanced Stamps HOWTO
version 0.9.26 Advanced Stamps 'How-To'
Copyright 2006-2008 by Albert Cahalan for the Tux Paint project
New Breed Software
albert@users.sf.net
Copyright © 2006-2021 by Albert Cahalan and others; see AUTHORS.
http://www.tuxpaint.org/
About this HOWTO
About this 'How-To'
This HOWTO assumes that you want to make an excellent Tux Paint stamp,
in PNG bitmapped format, from a JPEG image (e.g., a digital photograph).
There are easier and faster methods that produce lower quality.
This 'How-To' assumes that you want to make an excellent Tux Paint
stamp, in PNG bitmapped format, from a JPEG image (e.g., a digital
photograph). There are easier and faster methods that produce lower
quality.
This HOWTO assumes you are dealing with normal opaque objects. Dealing
with semi-transparent objects (fire, moving fan blade, kid's baloon) or
light-giving objects (fire, lightbulb, sun) is best done with custom
software. Images with perfect solid-color backgrounds are also best done
with custom software, but are not troublesome to do as follows.
This 'How-To' assumes you are dealing with normal opaque objects.
Dealing with semi-transparent objects (fire, moving fan blade, kid's
balloon) or light-giving objects (fire, lightbulb, sun) is best done
with custom software. Images with perfect solid-color backgrounds are
also best done with custom software, but are not troublesome to do as
follows.
Image choice is crucial
@ -36,13 +34,14 @@ Image choice is crucial
suitable images. (Note: the *.mil sites include non-military content,
too!)
Your own images can be placed in the Public Domain by declaring it so.
(Hire a lawyer if you feel the need for legal advice.)
Your own images can be placed in the Public Domain or a suitable
license, such as the Creative Commons CC0 by declaring it so. (Hire a
lawyer if you feel the need for legal advice.)
For personal use, any image you can legitimately modify and use for
your own personal use should be fine.
Image Size and Orientation:
Image Size and Orientation
You need an image that has a useful orientation. Perspective is an
enemy. Images that show an object from the corner are difficult to fit
@ -67,12 +66,11 @@ Image choice is crucial
will need to draw new ones. If only one is buried, you might be able
to copy the other one as a replacement.
Prepare the image:
Prepare the image
First of all, be sure to avoid re-saving the image as a JPEG. This
causes quality loss. There is a special tool called jpegtran that lets
you crop an image without the normal quality loss. If you want a GUI for
it, use ljcrop. Otherwise, use it like this:
you crop an image without the normal quality loss.
jpegtran -trim -copy none -crop 512x1728+160+128 < src.jpg >
cropped.jpg
@ -90,27 +88,27 @@ Prepare the image:
top to bottom you will need something like this:
1. unmodified image (write-protect this if you can)
2. an image you will modify — the "WIP" layer
2. an image you will modify — the "work in progress" layer
3. solid green (write-protect this if you can)
4. solid magenta (write-protect this if you can)
5. unmodified image (write-protect this if you can)
Give the WIP layer a rough initial mask. You might start with a
selection, or by using the grayscale value of the WIP layer. You might
invert the mask.
Give the work in progress (WIP) layer a rough initial mask. You might
start with a selection, or by using the grayscale value of the WIP
layer. You might invert the mask.
Warning: once you have the mask, you may not rotate or scale the image
normally. This would cause data loss. You will be given special scaling
instructions later.
Prepare the mask:
Prepare the mask
Get used to doing Ctrl-click and Alt-click on the thumbnail images in
the layers dialog. You will need this to control what you are looking at
and what you are editing. Sometimes you will be editing things you can't
see. For example, you might edit the mask of the WIP layer while looking
at the unmodified image. Pay attention so you don't screw up. Always
verify that you are editing the right thing.
Get used to doing [Ctrl]-click and [Alt]-click on the thumbnail images
in the layers dialog. You will need this to control what you are looking
at and what you are editing. Sometimes you will be editing things you
can't see. For example, you might edit the mask of the WIP layer while
looking at the unmodified image. Pay attention so you don't screw up.
Always verify that you are editing the right thing.
Set an unmodified image as what you will view (the top one is easiest).
Set the WIP mask as what you will edit. At some point, perhaps not
@ -163,7 +161,7 @@ Prepare the mask:
expected color. Invert the selection, then paint these away using the
pencil tool. Do this operation for both white and black.
Replace the fringe and junk pixels:
Replace the fringe and junk pixels
Still viewing the mask, select by color. Choose black. Shrink the
selection by several pixels, being sure to NOT shrink from the edges of
@ -187,7 +185,7 @@ Replace the fringe and junk pixels:
* composited over magenta (mask enabled)
* original (the top or bottom layer)
* composited over the original (mask enabled)
* raw WIP layer (mask DISABLED)
* raw WIP layer (mask disabled)
To reduce accidents, you may wish to select only those pixels that are
not grey in the mask. (Select by color from the mask, choose black, add
@ -236,7 +234,7 @@ Save the image for Tux Paint
almost certain to destroy all the 0% opaque areas. So here is a better
way...
A Safer Way to Save:
A Safer Way to Save
Drag the mask from the layers dialog to the unused portion of the
toolbar (right after the last drawing tool). This will create a new
@ -260,7 +258,7 @@ Save the image for Tux Paint
painted-away surroundings, without any mask thumbnail in the layers
dialog. If you scaled the mask, then scale this image in exactly the
same way. Save this image as a NetPBM portable pixmap (".ppm") file.
(Note: ppm, not pgm.) (If you choose the RAW PPM format, the second
(Note: .ppm, not .pgm.) (If you choose the RAW PPM format, the second
byte of the file should be the ASCII digit "6", hex byte 0x36.)
Now you need to merge the two files into one. Do that with the

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@ -2,10 +2,10 @@
Tux Paint
version 0.9.26
Copyright (c) 2002-2020 by various contributors; see AUTHORS.txt
Copyright © 2002-2021 by various contributors; see AUTHORS.
http://www.tuxpaint.org/
June 14, 2002 - December 27, 2020
30 January 2021
----------------------------------------------------------------------
@ -18,16 +18,16 @@
| * Brushes |
| * Brush Options |
| * Stamps |
| * Images |
| * Description Text |
| * Sound Effects |
| * Descriptive Sound |
| * Stamp Images |
| * Stamp Descriptive Text |
| * Stamp Sound Effects |
| * Stamp Descriptive Sound |
| * Stamp Options |
| * Pre-Mirrored and Flipped Images |
| * Pre-Mirrored and Flipped Stamps |
| * Fonts |
| * 'Starters' |
| * Coloring-Book Style |
| * Scene-Style |
| * Coloring-Book Style Starters |
| * Scene-Style Starters |
| * 'Templates' |
| * Translations |
| * Alternative Input Methods |
@ -36,11 +36,11 @@
----------------------------------------------------------------------
If you wish to add or change things like Brushes, Starters, Rubber Stamps
If you wish to add or change things like Brushes, Starters, Rubber Stamps,
and other content used by Tux Paint, you can do so fairly easily by simply
adding, changing, or removing files where Tux Paint looks for them.
Note: You'll need to restart Tux Paint for the changes to take effect.
Note: You'll need to re-launch Tux Paint for the changes to take effect.
----------------------------------------------------------------------
@ -53,7 +53,8 @@ Where Files Go
Linux and Unix
Where this directory goes depends on what value was set for
"DATA_PREFIX" when Tux Paint was built. See INSTALL.txt for details.
"DATA_PREFIX" when Tux Paint was built. See 'Install documentation'
for details.
By default, though, the directory is:
@ -82,7 +83,7 @@ Where Files Go
clicking the Tux Paint icon the in Finder. (If you have a mouse
with more than one button, you can simply right-click the icon.)
2. Select "Show Contents" from the menu that appears. A new Finder
window will appear with a folder inside called "Contents."
window will appear with a folder inside called "Contents".
3. Open the "Contents" folder and open the "Resources" folder found
inside.
4. There, you will find various sub-folders, such as "starters",
@ -101,48 +102,45 @@ Where Files Go
/Library/Application Support/TuxPaint/
It also looks for files in the user's "Application Support" folder:
/Users/(username)/Library/Application Support/TuxPaint/
When you upgrade to a newer version of Tux Paint, the contents of
this TuxPaint folder will stay the same and remain accessible by all
users of Tux Paint.
this "TuxPaint" folder will stay the same, and remain accessible by
all users of Tux Paint.
----------------------------------------------------------------------
Personal Files
You can also create brushes, stamps, fonts and 'starters' in your own
directory (folder) for Tux Paint to find.
You can also create brushes, stamps, 'starters', templates, and fonts
in your own user account directory (folder) for Tux Paint to find.
Windows
Your personal Tux Paint folder is stored in your "Application Data".
For example, on newer Windows (set up for an English-speaking user):
Your personal Tux Paint folder is stored in your personal
"Application Data". For example, on newer Windows:
C:\Documents and Settings\(username)\Application Data\TuxPaint\
macOS
Your personal Tux Paint folder is stored in your "Application
Support" folder:
Your personal Tux Paint folder is stored in your personal
"Application Support" folder:
/Users/(username)/Library/Application Support/TuxPaint/
Linux and Unix
Your personal Tux Paint directory is "$(HOME)/.tuxpaint/" (also
known as "~/.tuxpaint/".
Your personal Tux Paint files go into a 'hidden directory' found in
your account's home directory: "$(HOME)/.tuxpaint/" (also known as
"~/.tuxpaint/").
That is, if your home directory is "/home/karl", then your Tux Paint
directory is "/home/karl/.tuxpaint/".
That is, if your home directory is "/home/tux", then your personal
Tux Paint files go in "/home/tux/.tuxpaint/".
Don't forget the period (".") before the 'tuxpaint'!
Don't forget the period (".") before the "tuxpaint"!
To add brushes, stamps fonts, and 'starters,' create subdirectories
under your personal Tux Paint directory named "brushes", "stamps",
"fonts" and "starters" respectively.
To add your own brushes, stamps, 'starters,' templates, and fonts,
create subdirectories under your personal Tux Paint directory named
"brushes", "stamps", "starters", "templates", "fonts", respectively.
(For example, if you created a brush named "flower.png", you would put
it in "~/.tuxpaint/brushes/" under Linux or Unix.)
@ -167,11 +165,12 @@ Brushes
attributes. To do this, you need to create a 'data file' for the
brush.
A brush data file is simply a text file containing the options.
A brush's data file is simply a plain ASCII text file containing the
options for the brush.
The file has the same name as the PNG image, but a ".dat" extension.
(e.g., "brush.png"'s data file is the text file "brush.dat" in the
same directory.)
(e.g., "brush.png"'s data file is the text file "brush.dat", found in
the same directory.)
Brush Spacing
@ -180,7 +179,7 @@ Brushes
will be the brush's height, divided by 4.
Add a line containing the line "spacing=N" to the brush's data file,
where N is the spacing you want for the brush. (The lower the
where "N" is the spacing you want for the brush. (The lower the
number, the more often the brush is drawn.)
Animated Brushes
@ -192,7 +191,7 @@ Brushes
brush is 30x30 and you have 5 frames, the image should be 150x30.
Add a line containing the line "frames=N" to the brush's data file,
where N is the number of frames in the brush.
where "N" is the number of frames in the brush.
Note: If you'd rather the frames be flipped through randomly, rather
than sequentially, also add a line containing "random" to the
@ -210,14 +209,14 @@ Brushes
region is used for no motion. The top right is used for motion
that's both up, and to the right. And so on.
Add a line containing the line "directional" to the brush's data
Add a line containing the word "directional" to the brush's data
file.
Animated Directional Brushes
You may mix both animated and directional features into one brush.
Use both options ("frames=N" and "directional"), in separate lines
in the brush's "".dat" file.
in the brush's ".dat" file.
Lay the brush out so that each 3x3 set of directional shapes are
laid out across a wide PNG image. For example, if the brush is 30x30
@ -229,8 +228,8 @@ Brushes
directory.
Note: If your new brushes all come out as solid squares or rectangles,
it's because you forgot to use alpha transparency! See the documentation
file "PNG.txt" for more information and tips.
it's because you forgot to use alpha transparency! See the 'PNG
documentation' in Tux Paint for more information and tips.
----------------------------------------------------------------------
@ -241,7 +240,7 @@ Stamps
stamps. (For example, you can have a "holidays" folder with "halloween"
and "christmas" sub-folders.)
Images
Stamp Images
Rubber Stamps in Tux Paint can be made up of a number of separate
files. The one file that is required is, of course, the picture
@ -258,35 +257,35 @@ Stamps
(smaller).
SVGs are vector-based, and will be scaled appropriately for the canvas
being used in Tux Paint.
size being used in Tux Paint.
Note: If your new PNG stamps all have solid rectangular-shaped
outlines of a solid color (e.g., white or black), it's because you
forgot to use alpha transparency! See the documentation file "PNG.txt"
for more information and tips.
Note: If your new PNG-based stamps all come out as solid squares or
rectangles, it's because you forgot to use alpha transparency! See the
'PNG documentation' in Tux Paint for more information and tips.
Note: If your new SVG stamps seem to have a lot of whitespace, make
sure the SVG 'document' is no larger than the shape(s) within. If they
are being clipped, make sure the 'document' is large enough to contain
the shape(s). See the documentation file "SVG.txt" for more
the shape(s). See the 'SVG documentation' in Tux Paint for more
information and tips.
Advanced Users: The Advanced Stamps HOWTO describes, in detail, how to
make PNG images which will scale perfectly when used as stamps in Tux
Paint.
Advanced Users: The 'Advanced Stamps How-To' document describes, in
detail, how to make PNG images which will scale perfectly when used as
stamps in Tux Paint.
----------------------------------------------------------------------
Description Text
Stamp Descriptive Text
Text (".TXT") files with the same name as the PNG or SVG. (e.g.,
"picture.png"'s description is stored in "picture.txt" in the same
directory.)
Tux Paint will display descriptive text when a stamp is selected.
These are placed in plain text files with the same name as the PNG or
SVG, but with a ".txt" filename extension. (e.g., "stamp.png"'s
description is stored in "stamp.txt" in the same directory.)
The first line of the text file will be used as the US English
description of the stamp's image. It must be encoded in UTF-8.
Language Support
Localization Support
Additional lines can be added to the text file to provide
translations of the description, to be displayed when Tux Paint is
@ -295,12 +294,12 @@ Stamps
The beginning of the line should correspond to the language code of
the language in question (e.g., "fr" for French, and "zh_TW" for
Traditional Chinese), followed by ".utf8=" and the translated
description (encoded in UTF-8).
description (Unicode, encoded in UTF-8).
There are scripts in the "po" directory for converting the text
files to PO format (and back) for easy translation to different
languages. Therefore you should never add or change translations in
the .txt files directly.
For Tux Paint developers: There are scripts in the "po" directory
for converting the text files to PO format (and back) for easy
translation to different languages. Therefore you should never add
or change translations in the ".txt" files directly.
If no translation is available for the language Tux Paint is
currently running in, the US English text is used.
@ -313,65 +312,73 @@ Stamps
----------------------------------------------------------------------
Sound Effects
Stamp Sound Effects
WAVE (".wav") or OGG Vorbis (".ogg") files with the same name as the
PNG or SVG. (e.g., "picture.svg"'s sound effect is the sound file
"picture.wav" in the same directory.)
Tux Paint can play a sound effect when a stamp is selected. For
example, the sound of a duck quaking when selecting a duck, or a brief
piece of music when a musical instrument is chosen. Files may be in
"WAVE (".wav")" or "OGG Vorbis (".ogg")" formats, and are given same
name as the PNG or SVG image. (e.g., "stamp.svg"'s sound effect is the
sound file "stamp.ogg" in the same directory.)
Language Support
Localization Support
For sounds for different locales (e.g., if the sound is someone
saying a word, and you want translated versions of the word said),
also create WAV or OGG files with the locale's label in the
filename, in the form: "STAMP_LOCALE.EXT"
filename, in the form: "stamp_LOCALE.EXT"
"picture.png"'s sound effect, when Tux Paint is run in Spanish mode,
would be "picture_es.wav". In French mode, "picture_fr.wav". In
Brazilian Portuguese mode, "picture_pt_BR.wav". And so on...
"stamp.png"'s sound effect, when Tux Paint is run in Spanish mode,
would be "stamp.png". In French mode, "stamp_es.wav". In Brazilian
Portuguese mode, "stamp_fr.wav". And so on...
If no localized sound effect can be loaded, Tux Paint will attempt
to load the 'default' sound file. (e.g., "picture.wav")
to load the 'default' sound file. (e.g., "stamp.wav")
Note: For descriptive sounds (not sound effects, like a bang or a bird
chirping), consider using the Descriptive Sounds, described below.
chirping), consider using descriptive sounds; see 'Stamp Descriptive
Sound', below.
----------------------------------------------------------------------
Descriptive Sound
Stamp Descriptive Sound
WAVE (".wav") or OGG Vorbis (".ogg") files with the same name as the
PNG or SVG, followed by "_desc" (e.g., "picture.svg"'s descriptive
sound is the sound file "picture_desc.ogg" in the same directory.)
Tux Paint can also play a descriptive sound when a stamp is selected.
For example, the sound of someone saying the word "duck" when
selecting a duck, or the name of a musical instrument when one is
chosen. Files may be in "WAVE (".wav")" or "OGG Vorbis (".ogg")"
formats, and are given same name as the PNG or SVG image, with "_desc"
at the end. (e.g., "stamp.svg"'s descriptive sound is the sound file
"stamp_desc.ogg" in the same directory.)
Language Support
Localization Support
For descriptions in different languages, also create WAV or OGG
For descriptive sounds for different locales, also create WAV or OGG
files with both "_desc" and the locale's label in the filename, in
the form: "STAMP_desc_LOCALE.EXT"
the form: "stamp_desc_LOCALE.EXT"
"picture.png"'s descriptive sound, when Tux Paint is run in Spanish
mode, would be "picture_desc_es.wav". In French mode,
"picture_desc_fr.wav". In Brazilian Portuguese mode,
"picture_desc_br_PT.wav". And so on...
"stamp.png"'s descriptive sound, when Tux Paint is run in Spanish
mode, would be "stamp_desc_es.wav". In French mode,
"stamp_desc_fr.wav". In Brazilian Portuguese mode,
"stamp_desc_pt_BR.wav". And so on...
If no localized descriptive sound can be loaded, Tux Paint will
attempt to load the 'default' descriptive sound file. (e.g.,
"picture_desc.wav")
attempt to load the 'default' sound file. (e.g., "stamp_desc.wav")
----------------------------------------------------------------------
Stamp Options
Aside from a graphical shape, a textual description, and a sound
effect, stamps can also be given other attributes. To do this, you
need to create a 'data file' for the stamp.
Aside from a graphical shape, a textual description, a sound effect,
and a descriptive sound, stamps can also be given other attributes. To
do this, you need to create a 'data file' for the stamp.
A stamp data file is simply a text file containing the options.
A stamp's data file is simply a plain ASCII text file containing the
options for the stamp.
The file has the same name as the PNG or SVG image, but a ".dat"
extension. (e.g., "picture.png"'s data file is the text file
"picture.dat" in the same directory.)
extension. (e.g., "stamp.png"'s data file is the text file
"stamp.dat", found in the same directory.)
Colored Stamps
@ -406,18 +413,18 @@ Stamps
Tux Paint use one of a number of methods when tinting it. Add
one of the following lines to the stamp's data file:
"tinter=normal" (default)
Normal tinter — "tinter=normal" (the default)
This is the normal tinting mode. (Hue range is ±18°, 27
replace.)
"tinter=anyhue"
'Any hue' tinter — "tinter=anyhue"
This remaps all hues in the stamp. (Hue range is ±180°.)
"tinter=narrow"
This like 'anyhue', but a narrower hue angle. (Hue range
is ±6°, 9 replace.)
Narrow tinter — "tinter=narrow"
This like the "anyhue" option, but with a narrower hue
angle. (Hue range is ±6°, 9 replace.)
"tinter=vector"
Vector tinter — "tinter=vector"
This maps 'black through white' to 'black through
destination'.
@ -432,33 +439,38 @@ Stamps
stamps are symmetrical, so letting the user flip or mirror them
isn't useful.
To make a stamp un-flippable, add the option "noflip" to the stamp's
data file.
To prevent a stamp from being flipped vertically, add the option
"noflip" to the stamp's data file.
To keep a stamp from being mirrored, add a line containing the word
To prevent a stamp from being mirrored horizontally, add the option
"nomirror" to the stamp's data file.
Initial Stamp Size
By default, Tux Paint assumes that your stamp is sized appropriately
for unscaled display on a 608x472 canvas. This is the original Tux
for unscaled display on a 608x472 canvas. This was the original Tux
Paint canvas size, provided by a 640x480 screen. Tux Paint will then
adjust the stamp according to the current canvas size and, if
enabled, the user's stamp size controls.
If your stamp would be too big or too small, you can specify a scale
factor. If your stamp would be 2.5 times as wide (or tall) as it
should be, add the option "scale 40%" or "scale 5/2" or "scale 2.5"
or "scale 2:5" to your image. You may include an "=" if you wish, as
in "scale=40%".
should be, add one of the following options, which represent the
same adjustment, to the stamp's data file. (An equals sign, "=", may
be included after the word "scale".)
* "scale 40%"
* "scale 5/2"
* "scale 2.5"
* "scale 2:5"
Windows Users
You can use NotePad or WordPad to create these file. Be sure to save
it as Plain Text, and make sure the filename has ".dat" at the end,
and not ".txt"...
Use NotePad or WordPad to edit/create these files. Be sure to save
them as plain-text, and make sure they have a ".txt" extension at
the end of the filename.
Pre-Mirrored and Flipped Images
Pre-Mirrored and Flipped Stamps
In some cases, you may wish to provide a pre-drawn version of a
stamp's mirror-image, flipped image, or even both. For example,
@ -471,9 +483,9 @@ Stamps
".png" or ".svg" graphics file with the same name, except with
"_mirror" before the filename extension.
For example, for the stamp "truck.png" you would create another file
named "truck_mirror.png", which will be used when the stamp is
mirrored (rather than using a backwards version of 'truck.png').
For example, for the stamp "stamp.png" you would create another file
named "stamp_mirror.png", which will be used when the stamp is
mirrored (rather than using a backwards version of "stamp.png").
As of Tux Paint 0.9.18, you may similarly provide a pre-flipped image
with "_flip" in the name, and/or an image that is both mirrored and
@ -491,22 +503,20 @@ Fonts
Simply place them in the "fonts" directory. Tux Paint will load the font
and provide four different sizes in the 'Letters' selector when using
the 'Text' tool.
the 'Text' and 'Label' tools.
----------------------------------------------------------------------
'Starters'
'Starter' images appear in the 'New' dialog, along with solid color
background choices. (Note: In earlier versions of Tux Paint, they
appeared in the 'Open' dialog, together with saved drawings.)
background choices.
Unlike pictures drawn in Tux Paint by users and then opened later,
opening a 'starter' creates a new drawing. When you save, the 'starter'
image is not overwritten. Additionally, as you edit your new picture,
the contents of the original 'starter' affect it.
When you use a 'starter' image, make modifications, and save it, the
original 'starter' image is not overwritten. Additionally, as you edit
your new picture, the contents of the original 'starter' can affect it.
Coloring-Book Style
Coloring-Book Style Starters
The most basic kind of 'starter' is similar to a picture in a coloring
book. It's an outline of a shape which you can then color in and add
@ -514,22 +524,13 @@ Fonts
outline remains 'above' what you draw. You can erase the parts of the
drawing you made, but you can't erase the outline.
To create this kind of 'starter' image, simply draw an outlined
picture in a paint program, make the rest of the graphic transparent
(that will come out as white in Tux Paint), and save it as a PNG
format file.
To create this kind of 'starter' image, simply create an outlined
black and white picture in a paint program, and save it as a raster
PNG file, or vector SVG. If saving as a PNG, you may optionally render
the image as black-and-transparent, rather than black-and-white, but
(as of Tux Paint 0.9.21) this is not required.
Note: Previous to Tux Paint 0.9.21, images needed to be black and
transparent. As of 0.9.21, if a Starter is black and white, with no
transparency, white will be converted to transparent when the Starter
is opened.
Note: Previous to Tux Paint 0.9.22, Starters had to be in PNG or JPEG
(backgrounds only) format. As of 0.9.22, they may be in SVG (vector
graphics) or KPX (templates from Kid Pix, another childrens' drawing
program; they are special files which simply contain a JPEG within).
Scene-Style
Scene-Style Starters
Along with the 'coloring-book' style overlay, you can also provide a
separate background image as part of a 'starter' picture. The overlay
@ -539,7 +540,7 @@ Fonts
When the 'Eraser' tool is used on a picture based on this kind of
'starter' image, rather than turning the canvas to a solid color, such
as white, it returns that part of the canvas to the original
background picture from the 'starter'.
background picture from the 'starter' image.
By creating both an overlay and a background, you can create a
'starter' which simulates depth. Imagine a background that shows the
@ -548,34 +549,29 @@ Fonts
'in front of' the reef.
To create this kind of 'starter' picture, simply create an overlay
(with transparency) as described above, and save it as a PNG. Then
create another image (without transparency), and save it with the same
filename, but with "-back" appended to the name. (e.g.,
"reef-back.png" would be the background ocean picture that corresponds
to the "reef.png" overlay, or foreground.)
(with transparency) and save it as a PNG. Then create another image
(without transparency), and save it with the same filename, but with
"-back" (short for 'background') appended to the name. (e.g.,
"starter-back.png" would be the background ocean picture that
corresponds to the overlay, or foreground.)
The 'starter' images should be the same size as Tux Paint's canvas. (See
the "Loading Other Pictures into Tux Paint" section of README for
details on sizing.) If they are not, they will be stretched, without
affecting the shape ("aspect ratio"); however some smudging may be
applied to the edges.
For best results, 'starter' images should be at least the same size as
Tux Paint's drawing canvas. (See the "Loading Other Pictures into Tux
Paint" section of Tux Paint's main documentation (README) for details on
sizing.) If they are not, they will be stretched or scaled. This is done
without affecting the shape ("aspect ratio"); however some smudging may
be applied to the edges.
Place them in the "starters" directory. When the 'New' dialog is
accessed in Tux Paint, the 'starter' images will appear in the screen
that appears, after the various solid color choices.
Note: 'Starters' can't be saved over from within Tux Paint, since
loading a 'starter' is really like creating a new image. (Instead of
being blank, though there's already something there to work with.) The
'Save' command simply creates a new picture, like it would if the 'New'
command had been used.
Note: 'Starters' are 'attached' to saved pictures, via a small text file
that has the same name as the saved file, but with ".dat" as the
extension. This allows the overlay and background, if any, to continue
to affect the drawing even after Tux Paint has been quit, or another
picture loaded or started. (In other words, if you base a drawing on a
'starter' image, it will always be affected by it.)
extension. This allows it to continue to affect the drawing even after
Tux Paint has been quit, or another picture is loaded or a new image is
created. (In other words, if you base a drawing on a 'starter' image, it
will always be affected by it.)
----------------------------------------------------------------------
@ -590,44 +586,39 @@ Fonts
'template' image is not overwritten. Unlike 'starters', there is no
immutable 'layer' above the canvas. You may draw over any part of it.
When the 'Eraser' tool is used on a picture based on a 'template',
rather than turning the canvas to a solid color, such as white, it
returns that part of the canvas to the original picture from the
'template'.
When the 'Eraser' tool is used on a picture based on this kind of
'template' image, rather than turning the canvas to a solid color, such
as white, it returns that part of the canvas to the original background
picture from the 'template' image.
'Templates' are simply image files (in PNG, JPG, SVG or KPX format). No
preparation or conversion should be required.
'Templates' are simply image files (in PNG, JPEG, SVG, or KPX (KidPix)
format). No preparation or conversion should be required.
The 'template' images should be the same size as Tux Paint's canvas.
(See the "Loading Other Pictures into Tux Paint" section of README for
details on sizing.) If they are not, they will be stretched, without
affecting the shape ("aspect ratio"); however some smudging may be
applied to the edges.
For best results, 'template' images should be at least the same size as
Tux Paint's drawing canvas. (See the "Loading Other Pictures into Tux
Paint" section of Tux Paint's main documentation (README) for details on
sizing.) If they are not, they will be stretched or scaled. This is done
without affecting the shape ("aspect ratio"); however some smudging may
be applied to the edges.
Place them in the "templates" directory. When the 'New' dialog is
accessed in Tux Paint, the 'template' images will appear in the screen
that appears, after the various solid color choices and 'starters'.
Note: 'Templates' can't be saved over from within Tux Paint, since
loading a 'template' is really like creating a new image. (Instead of
being blank, though there's already something there to work with.) The
'Save' command simply creates a new picture, like it would if the 'New'
command had been used.
that appears, after the various solid color choices.
Note: 'Templates' are 'attached' to saved pictures, via a small text
file that has the same name as the saved file, but with ".dat" as the
extension. This allows the background to continue to be available to the
drawing (e.g., when using the 'Eraser' tool) even after Tux Paint has
been quit, or another picture loaded or started. (In other words, if you
base a drawing on a 'template' image, it will always be affected by it.)
extension. This allows it to continue to affect the drawing even after
Tux Paint has been quit, or another picture is loaded or a new image is
created. (In other words, if you base a drawing on a 'template' image,
it will always be affected by it.)
----------------------------------------------------------------------
Translations
Tux Paint supports numerous languages, thanks to use of the "gettext"
localization library. (See OPTIONS for how to change locales in Tux
Paint.)
localization library. (See "Options documentation" for how to change
locales in Tux Paint.)
To translate Tux Paint to a new language, copy the translation template
file, "tuxpaint.pot" (found in Tux Paint's source code, in the folder
@ -651,8 +642,13 @@ Translations
msgid "Click and drag to draw large bricks."
msgstr "Haz clic y arrastra para dibujar ladrillos grandes."
A graphical tool, called poEdit (http://www.poedit.net/), is available
for Linux, Windows and macOS.
Various tools exist to manage gettext translation catalogs, so you don't
have to edit them by hand in a text editor. Here are a few:
* Poedit
* Gtranslator (GNOME Translator)
* Virtraal
* Lokalize
Note: It is best to always work off of the latest Tux Paint text catalog
template ("tuxpaint.pot"), since new text is added, and old text is
@ -673,22 +669,22 @@ Translations
to the Git source code repository so that you may commit your changes
directly.
Note: Additional locale support also requires additions to Tux Paint's
source code (/src/i18n.h and /src/i18n.c), and requires updates to the
Makefile, to have the ".po" gettext catalog source files compiled into
".mo" files, and installed, for use at runtime.
Note: Support for new locales requires making additions to Tux Paint's
source code ("/src/i18n.h" and "/src/i18n.c"), and requires updates to
the Makefile, to ensure the ".po" files are compiled into ".mo" files,
and available for use at runtime.
----------------------------------------------------------------------
Alternative Input Methods
As of version 0.9.17, Tux Paint's "Text" tool can provide alternative
input methods for some languages. For example, when Tux Paint is running
with a Japanese locale, the right [Alt] key can be pressed to cycle
between Latin, Romanized Hiragana and Romanized Katakana modes. This
allows native characters and words to be entered into the "Text" tool by
typing one or more keys on a keyboard with Latin characters (e.g., a US
QWERTY keyboard).
Tux Paint's 'Text' and 'Label' tools can provide alternative input
methods for some languages. For example, when Tux Paint is running with
a Japanese locale, the right [Alt] key can be pressed to cycle between
Latin, Romanized Hiragana and Romanized Katakana modes. This allows
native characters and words to be entered into the 'Text' and 'Label'
tools by typing one or more keys on a keyboard with Latin characters
(e.g., a US QWERTY keyboard).
To create an input method for a new locale, create a text file with a
name based on the locale (e.g., "ja" for Japanese), with ".im" as the
@ -697,7 +693,7 @@ Alternative Input Methods
The ".im" file can have multiple character mapping sections for
different character mapping modes. For example, on a Japanese typing
system, typing [K] [A] in Hiragana mode generates a different Unicode
character than typing [K] [A] in Katakana mode.
character ("か") than typing [K] [A] in Katakana mode ("カ").
List the character mappings in this file, one per line. Each line should
contain (separated by whitespace):
@ -707,7 +703,7 @@ Alternative Input Methods
some sequences to map to words)
* the keycode sequence (the ASCII characters that must be entered to
generate the Unicode character)
* a flag (or "-")
* a flag (or "-" if none)
Start additional character mapping sections with a line containign the
word "section".
@ -738,21 +734,22 @@ Alternative Input Methods
used in Korean to handle Batchim, which may carry over to the next
character.
Note: Additional input method support also requires additions to Tux
Paint's source code (/src/im.c), and requires updates to the Makefile,
to have the ".im" files installed, for use at runtime.
Note: Support for new input methods requires making additions to Tux
Paint's source code ("/src/im.c"), and requires updates to the Makefile,
to ensure the ".im" files are available for use at runtime.
----------------------------------------------------------------------
On-screen Keyboard
As of version 0.9.22, Tux Paint's "Text" and "Label" tools can present
As of version 0.9.22, Tux Paint's 'Text' and 'Label' tools can present
an on-screen keyboard that allows the pointer (via a mouse, eye-tracking
systems, etc.) to be used to input characters. Files that describe the
layout and available keys are stored in Tux Paint's "osk" directory.
Each keyboard layout is defined by a number of files (some of which may
be shared by different layouts). We'll use the QWERTY keyboard as an
example:
layout and available keys are stored in Tux Paint "osk" directory. Each
keyboard layout is defined by a number of files (some of which may be
shared by different layouts).
We'll use the QWERTY keyboard as an example:
Layout overview file ("qwerty.layout")
@ -774,15 +771,15 @@ On-screen Keyboard
Keyboard layout file ("qwerty.h_layout")
This describes how big the keyboard is (as a W×H grid), and lists each
key with its numeric keycode (see the "keymap" file, below), the width
it should be drawn at (typically "1.0", to take one space on the
keyboard, but in the example below, notice the "TAB" and "SPACE" keys
are much wider), the character or text to display on the key,
depending on which modifier keys have been pressed (one each for: no
modifiers, [Shift], [AltGr], and [Shift]+[AltGr]), and finally whether
or not the key is affected by the [CapsLock] key (use "1") or [AltGr]
(alternate graphics) key (use "2"), or not at all (use "0").
This describes how big the keyboard is (as a "width × height" grid),
and lists each key with its numeric keycode (see the "keymap" file,
below), the width it should be drawn at (typically "1.0", to take one
space on the keyboard, but in the example below, notice the "TAB" and
"SPACE" keys are much wider), the character or text to display on the
key, depending on which modifier keys have been pressed (one each for:
no modifiers, [Shift], [AltGr], and [Shift] + [AltGr]), and finally
whether or not the key is affected by the [CapsLock] key (use "1") or
[AltGr] (alternate graphics) key (use "2"), or not at all (use "0").
WIDTH 15
HEIGHT 5
@ -814,7 +811,7 @@ On-screen Keyboard
KEY 133 2.0 Cmp Cmp Cmp Cmp 0
# The ALT or ALTGR keys are used in im to switch the input mode.
# The ALT or ALTGR keys are used in im to switch the input mode
KEY 64 2.0 Alt Alt Alt Alt 0
# Space
@ -880,14 +877,14 @@ On-screen Keyboard
Composemap file ("en_US.UTF-8_Compose")
This file describes characters that can be composed by multiple
This file describes single characters that can be composed by multiple
inputs. For example, "[Compose]" followed by "[A]" and "[E]" can be
used to create the "æ" character.
The file that comes with Tux Paint is based on the US English UTF-8
(Unicode) composemap that comes with X.Org's X Window system. The
current version from the Xlib library as a web page at
https://www.x.org/releases/current/doc/libX11/i18n/compose/en_US.UTF-8.html).
current version from the Xlib library has a web located page at
https://www.x.org/releases/current/doc/libX11/i18n/compose/en_US.UTF-8.html.
Keysym definitions file ("keysymdef.h")
@ -896,6 +893,9 @@ On-screen Keyboard
(e.g., "XK_equal" corresponds to "U+003D", for the character "="
("EQUALS SIGN").
Note: This file is not compiled into Tux Paint, but is read and parsed
at runtime.
It is unlikely that any modification will be required of this file.
----------------------------------------------------------------------

View file

@ -1,11 +1,10 @@
Tux Paint
version 0.9.26
Frequently Asked Questions
version 0.9.26 Frequently Asked Questions
Copyright (c) 2002-2020 by various contributors; see AUTHORS.txt
Copyright © 2002-2021 by various contributors; see AUTHORS.
http://www.tuxpaint.org/
September 14, 2002 - December 27, 2020
23 January 2021
----------------------------------------------------------------------
@ -24,12 +23,12 @@ Drawing-related
If you installed Tux Paint, but did not install the separate,
optional "Stamps" collection, quit Tux Paint and install it now.
It should be available from the same place you got the main
Tux Paint program. (Note: As of version 0.9.14, Tux Paint comes
with a small collection of example stamps.)
It should be available from the same place you got the main Tux
Paint program. (Note: As of version 0.9.14, Tux Paint comes with a
small collection of example stamps.)
If you don't want to install the default collection of stamps, you
can just create your own. See the EXTENDING TUX PAINT
can just create your own. See the "Extending Tux Paint"
documentation for more on creating PNG and SVG image files, TXT
text description files, Ogg Vorbis, MP3 or WAV sound files, and
DAT text data files that make up stamps.
@ -39,15 +38,15 @@ Drawing-related
(Either via a "--nostamps" option to Tux Paint's command line, or
"nostamps=yes" in the configuration file.)
If so, either change/remove the "nostamps" option, or you can
override it with "--stamps" on the command line or "nostamps=no"
or "stamps=yes" in a configuration file.
Either change/remove the "nostamps" option, or you can override it
with "--stamps" on the command line or either "nostamps=no" or
"stamps=yes" in a configuration file.
The Magic "Fill" Tool Looks Bad
The "Fill" Tool Looks Bad
Tux Paint is probably comparing exact pixel colors when filling.
This is faster, but looks worse. Run the command
"tuxpaint --version" from a command line, and you should see,
This is faster, but looks worse. Run the command "tuxpaint
--verbose-version" from a command line, and you should see,
amongst the other output: "Low Quality Flood Fill enabled".
To change this, you must rebuild Tux Paint from source. Be sure to
@ -61,8 +60,8 @@ Drawing-related
Tux Paint was built with low-quality (but faster) stamp outlines.
Rebuild Tux Paint from source. Be sure to remove or comment out
any line that says:
To change this, you must rebuild Tux Paint from source. Be sure to
remove or comment out any line that says:
#define LOW_QUALITY_STAMP_OUTLINE
@ -75,12 +74,13 @@ Interface Problems
Stamp thumbnails in the Stamp Selector look bad
Tux Paint was probably compiled with the faster, lower quality
thumbnail code enabled. Run the command: "tuxpaint --version" from
a command line. If, amongst the other output, you see the text:
"Low Quality Thumbnails enabled", then this is what's happening.
thumbnail code enabled. Run the command: "tuxpaint
--verbose-version" from a command line. If, amongst the other
output, you see the text: "Low Quality Thumbnails enabled", then
this is what's happening.
Rebuild Tux Paint from source. Be sure to remove or comment out
any line that says:
To change this, you must rebuild Tux Paint from source. Be sure to
remove or comment out any line that says:
#define LOW_QUALITY_THUMBNAILS
@ -93,13 +93,13 @@ Interface Problems
The color picker buttons are ugly squares, not pretty buttons!
Tux Paint was probably compiled with the nice looking color
selector buttons disabled. Run the command: "tuxpaint --version"
from a command line. If, amongst the other output, you see the
text: "Low Quality Color Selector enabled", then this is what's
happening.
selector buttons disabled. Run the command: "tuxpaint
--verbose-version" from a command line. If, amongst the other
output, you see the text: "Low Quality Color Selector enabled",
then this is what's happening.
Rebuild Tux Paint from source. Be sure to remove or comment out
any line that says:
To change this, you must rebuild Tux Paint from source. Be sure to
remove or comment out any line that says:
#define LOW_QUALITY_COLOR_SELECTOR
@ -109,26 +109,11 @@ Interface Problems
The "uppercase" option is on.
If you're running Tux Paint from a command-line, make sure you're
not giving it an "--uppercase" option.
Either change/remove the "uppercase" option, or you can override
it with "--mixedcase" on the command line or either "uppercase=no"
or "mixedcase=yes" in a configuration file.
If you're running Tux Paint by double-clicking an icon, check the
properties of the icon to see if "--uppercase" is listed as a
command-line argument.
If "--uppercase" isn't being sent on the command line, check
Tux Paint's configuration file ("~/.tuxpaintrc" under Linux and
Unix, "tuxpaint.cfg" under Windows) for a line reading:
"uppercase=yes".
Either remove that line, or simply run Tux Paint with the
command-line argument: "--mixedcase", which will override the
uppercase setting.
Or use Tux Paint Config. and make sure "Show Uppercase Text Only"
(under "Languages") is not checked.
Tux Paint is in a different language!
Tux Paint is in a different language
Make sure your locale setting is correct. See "Tux Paint won't
switch to my language", below.
@ -136,13 +121,13 @@ Interface Problems
* Linux and Unix users: Make sure the locale is available
Make sure the locale you want is available. Check your
"/etc/locale.gen" file. See the OPTIONS documentation for the
locales Tux Paint uses (especially when using the "--lang"
option).
"/etc/locale.gen" file. See the "Options Documentation" for
the locales Tux Paint uses (especially when using the
"--lang" option).
Note: Debian and derivative (e.g., Ubuntu) users can simply
run "dpkg-reconfigure locales" if the locales are managed by
"dpkg."
"dpkg".
* If you're using the "--lang" command-line option
@ -170,7 +155,7 @@ Interface Problems
The appropriate fonts for such locales can be downloaded from
the Tux Paint website:
http://www.tuxpaint,org/download/fonts/
http://www.tuxpaint.org/download/fonts/
----------------------------------------------------------------------
@ -186,20 +171,20 @@ Printing
the Common Unix Printing System, and do not have "cups-lpr"
installed), you will need to specify an appropriate command using
the "printcommand" option in Tux Paint's configuration file. (See
the OPTIONS documentation.)
the "Options Documentation".)
Note: Versions of Tux Paint prior to 0.9.15 used a different
default command for printing, "pngtopnm | pnmtops | lpr", as
Tux Paint output PNG format, rather than PostScript.
default command for printing, "pngtopnm | pnmtops | lpr", as Tux
Paint output PNG format, rather than PostScript.
If you had changed your "printcommand" option prior to Tux Paint
0.9.15, you will need to go back and alter it to accept
PostScript.
I get the message "You can't print yet!" when I go to print!
I get the message "You can't print yet!" when I go to print
The "print delay" option is on. You can only print once every
X seconds.
The "print delay" option is on. You can only print once every X
seconds.
If you're running Tux Paint from a command-line, make sure you're
not giving it a "--printdelay=..." option.
@ -209,22 +194,18 @@ Printing
command-line argument.
If a "--printdelay=..." option isn't being sent on the command
line, check Tux Paint's configuration file ("~/.tuxpaintrc" under
Linux and Unix, "tuxpaint.cfg" under Windows) for a line reading:
line, check Tux Paint's configuration file for a line reading:
"printdelay=...".
Either remove that line, set the delay value to 0 (no delay), or
decrease the delay to a value you prefer. (See the OPTIONS
documentation).
decrease the delay to a value you prefer. (See the "Options
Documentation".)
Or, you can simply run Tux Paint with the command-line argument:
"--printdelay=0", which will override the configuration file's
setting, and allow unlimited printing. (You won't have to wait
between prints.)
Or use Tux Paint Config. and make sure "Print Delay" (under
"Printing") is set to "0 seconds."
I simply can't print! The button is greyed out!
The "no print" option is on.
@ -233,12 +214,12 @@ Printing
not giving it a "--noprint" option.
If you're running Tux Paint by double-clicking an icon, check the
properties of the icon to see if "--noprint" is listed as an
argument.
properties of the icon to see if "--noprint" is listed as a
command-line argument.
If "--noprint" isn't on the command-line, check Tux Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading: "noprint=yes".
If a "--noprint" option isn't being sent on the command line,
check Tux Paint's configuration file for a line reading:
"noprint=yes".
Either remove that line, or simply run Tux Paint with the
command-line argument: "--print", which will override the
@ -254,7 +235,7 @@ Saving
Where does Tux Paint save my drawings?
Unless you asked Tux Paint to save into a specific location (using
the 'savedir' option), Tux Paint saves into a standard location on
the "savedir" option), Tux Paint saves into a standard location on
your local drive:
Windows Vista, Windows 8, Windows 10
@ -273,15 +254,15 @@ Saving
Support/TuxPaint/saved/
Linux / Unix
In the user's $HOME directory, under a ".tuxpaint"
subfolder:
In the user's home directory ("$HOME"), under a
".tuxpaint" subfolder:
e.g., /home/username/.tuxpaint/saved/
The images are stored as PNG bitmaps, which most modern programs
should be able to load (image editors, word processors, web
browsers, etc.)
Tux Paint always saves over my old picture!
Tux Paint always saves over my old picture
The "save over" option is enabled. (This disables the prompt that
would appear when you click 'Save.')
@ -290,12 +271,12 @@ Saving
not giving it a "--saveover" option.
If you're running Tux Paint by double-clicking an icon, check the
properties of the icon to see if "--saveover" is listed as an
argument.
properties of the icon to see if "--saveover" is listed as a
command-line argument.
If "--saveover" isn't on the command-line, check Tux Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading: "saveover=yes".
If a "--saveover" option isn't being sent on the command line,
check Tux Paint's configuration file for a line reading:
"saveover=yes".
Either remove that line, or simply run Tux Paint with the
command-line argument: "--saveoverask", which will override the
@ -359,22 +340,25 @@ Audio Problems
program is "blocking" the sound device), then Tux Paint may
be running with a "no sound" option.
Make sure you're not running Tux Paint with the "--nosound"
option as a command-line argument. (See the OPTIONS
documentation for details.)
If you're running Tux Paint from a command-line, make sure
you're not giving it a "--nosound" option.
If it's not, then check the configuration file
("/etc/tuxpaint/tuxpaint.conf" and "~/.tuxpaintrc" under
Linux and Unix, and "tuxpaint.cfg" under Windows) for a line
reading: "nosound=yes".
If you're running Tux Paint by double-clicking an icon, check
the properties of the icon to see if "--nosound" is listed as
a command-line argument.
If a "--nosound" option isn't being sent on the command line,
check Tux Paint's configuration file for a line reading:
"nosound=yes".
Either remove that line, or simply run Tux Paint with the
command-line argument: "--sound", which will override the
configuration file's setting.
Alternatively, you can use Tux Paint Config. to change the
configuration file. Make sure "Enable Sound Effects" (under
"Video & Sound") is checked, then click "Apply".
Or, you can simply run Tux Paint with the command-line
argument: "Enable Sound Effects", which will override the
configuration file's setting, and allow unlimited printing.
(You won't have to wait between prints.)
* Were sounds temporarily disabled?
@ -389,7 +373,7 @@ Audio Problems
To test whether sound support was enabled when Tux Paint was
compiled, run Tux Paint from a command line, like so:
tuxpaint --version
tuxpaint --verbose-version
If, amongst the other information, you see "Sound disabled",
then the version of Tux Paint you're running has sound
@ -405,26 +389,28 @@ Audio Problems
* Press [Alt] + [S] while in Tux Paint to temporarily disable
sounds. (Press that key sequence again to re-enable sounds.)
* Run Tux Paint with the "no sound" option:
* Use Tux Paint Config to uncheck the "Enable Sound
Effects" option (under "Video & Sound").
* Edit Tux Paint's configuration file (see OPTIONS for
details) and add a line containing "nosound=yes".
* Run "tuxpaint --nosound" from the command line or
shortcut or desktop icon.
* Recompile Tux Paint with sound support disabled. (See
above and INSTALL.txt.)
* Edit Tux Paint's configuration file (see "Options
Documentation" for details) and add a line containing
"nosound=yes".
* Or use Tux Paint Config. and make sure "Enable Sound
Effects" (under "Video & Sound") is not checked.
* Alternatively, recompile Tux Paint with sound support
disabled. (See above, and the 'Install' documentation.
The stereo panning of sound effects is bothersome; can sound effects be
monophonic?
Run Tux Paint with the "no stereo" option:
* Use Tux Paint Config to uncheck the "Enable Stereo Sound"
option (under "Video & Sound").
* Edit Tux Paint's configuration file (see OPTIONS for details)
and add a line containing "nostereo=yes".
* Run "tuxpaint --nostereo" from the command line or shortcut
or desktop icon.
* Edit Tux Paint's configuration file (see "Options
Documentation" for details) and add a line containing
"nostereo=yes".
* Or use Tux Paint Config. and make sure "Enable Stereo
Effects" (under "Video & Sound") is not checked.
The sound effects sound strange
@ -432,15 +418,16 @@ Audio Problems
(The buffer size chosen.)
Please e-mail us with details about your computer system.
(Operating system and version, sound card, which version of
Tux Paint you're running (run "tuxpaint --version" to verify), and
so on.)
(Operating system and version, sound card, which version of Tux
Paint you're running (run "tuxpaint --version" to verify), and so
on.)
----------------------------------------------------------------------
Fullscreen Mode Problems
When I run Tux Paint full-screen and ALT-TAB out, the window turns black!
When I run Tux Paint full-screen and [Alt] + [Tab] out, the window turns
black!
This is apparently a bug in the SDL library. Sorry.
When I run Tux Paint full-screen, it has large borders around it
@ -448,8 +435,8 @@ Fullscreen Mode Problems
Linux users - Your X-Window server is probably not set with the
ability to switch to the desired resolution: 800×600. (or whatever
resolution you have Tux Paint set to run at.) (This is typically
done manually under the X-Window server by pressing
[Ctrl]-[Alt]-[KeyPad Plus] and -[KeyPad Minus].)
done manually under the X-Window server by pressing [Ctrl] + [Alt]
+ [Keypad Plus] and [Ctrl] + [Alt] + [Keypad Minus].)
For this to work, your monitor must support that resolution, and
you need to have it listed in your X server configuration.
@ -463,7 +450,7 @@ Fullscreen Mode Problems
Add "800x600" (or whatever resolution(s) you want) to the
appropriate "Modes" line. (e.g., in the "Display" subsection that
contains 24-bit color depth ("Depth 24"), which is what Tux Paint
tries to use.) e.g.:
tries to use.)
Modes "1280x1024" "1024x768" "800x600" "640x480"
@ -479,12 +466,11 @@ Fullscreen Mode Problems
not giving it a "--fullscreen" option.
If you're running Tux Paint by double-clicking an icon, check the
properties of the icon to see if "--fullscreen" is listed as an
argument.
properties of the icon to see if "--fullscreen" is listed as a
command-line argument.
If "--fullscreen" isn't on the command-line, check Tux Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading:
If a "--fullscreen" option isn't being sent on the command line,
check Tux Paint's configuration file for a line reading:
"fullscreen=yes".
Either remove that line, or simply run Tux Paint with the
@ -505,8 +491,8 @@ Other Probelms
30 seconds. (On Unix/Linux, this message would appear in a
terminal console if you ran Tux Paint from a command-line. On
Windows, this message would appear in a file named "stdout.txt" in
the same folder where TuxPaint.exe resides (e.g., in
C:\Program Files\TuxPaint).
the same folder where TuxPaint.exe resides (e.g., in "C:\Program
Files\TuxPaint").
A lockfile ("~/.tuxpaint/lockfile.dat" on Linux and Unix,
"userdata\lockfile.dat" on Windows) is used to make sure Tux Paint
@ -521,38 +507,38 @@ Other Probelms
stored (e.g., on a shared network drive), then you'll need to
disable this feature.
To disable the lockfile, add the "--nolockfile" argument to
Tux Paint's command-line.
To disable the lockfile, add the "--nolockfile" argument to Tux
Paint's command-line, or "nolockfile=yes" to the configuration
file.
I can't quit Tux Paint
The "noquit" option is set. This disables the "Quit" button in
The "no quit" option is set. This disables the "Quit" button in
Tux Paint's toolbar (greying it out), and prevents Tux Paint from
being quit using the [Escape] key.
being exited via the [Escape] key.
If Tux Paint is not in fullscreen mode, simply click the window
close button on Tux Paint's title bar. (i.e., the "(x)" at the
upper right.)
close button on Tux Paint's title bar. (i.e., the "ⓧ" at the upper
right.)
If Tux Paint is in fullscreen mode, you will need to use the
[Shift] + [Control] + [Escape] sequence on the keyboard to quit
Tux Paint.
(Note: with or without "noquit" set, you can always use the [Alt]
(Note: with or without "no quit" set, you can always use the [Alt]
+ [F4] combination on your keyboard to quit Tux Paint.)
I don't want "noquit" mode enabled!
I don't want "no quit" mode enabled!
If you're running Tux Paint from a command-line, make sure you're
not giving it a "--noquit" option.
If you're running Tux Paint by double-clicking an icon, check the
properties of the icon to see if "--noquit" is listed as an
argument.
properties of the icon to see if "--noquit" is listed as a
command-line argument.
If "--noquit" isn't on the command-line, check Tux Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading: "noquit=yes".
If a "--noquit" option isn't being sent on the command line, check
Tux Paint's configuration file for a line reading: "noquit=yes".
Either remove that line, or simply run Tux Paint with the
command-line argument: "--quit", which will override the
@ -568,8 +554,8 @@ Other Probelms
finds while loading them), then it was probably compiled with
debugging output turned on.
Rebuild Tux Paint from source. Be sure to remove or comment out
any line that says:
To change this, you must rebuild Tux Paint from source. Be sure to
remove or comment out any line that says:
#define DEBUG
@ -600,23 +586,23 @@ Other Probelms
tuxpaint.cfg
Then, any options sent as command-line arguments are used.
Finally, any options sent as command-line arguments are used.
This means that if anything is set in a configuration file that
you don't want set, you'll need to either change the config. file
(if you can), or override the option on the command-line.
For example, if "/etc/tuxpaint/tuxpaint.conf" includes an option
to disable sound:
For example, on Linux and Unix, if "/etc/tuxpaint/tuxpaint.conf"
includes this option to disable sound...
nosound=yes
You can reenable sound by either adding this option to your own
".tuxpainrc" file:
...then you can reenable sound by either adding this option to
your own ".tuxpaintrc" file:
sound=yes
Or by using this command-line argument:
...or by using this command-line argument:
--sound

View file

@ -1,426 +1,387 @@
INSTALL.txt for Tux Paint
Tux Paint
version 0.9.26
Installation Documentation
Tux Paint - A simple drawing program for children.
Copyright © 2002-2021 by various contributors; see AUTHORS.
http://www.tuxpaint.org/
Copyright (c) 2002-2020
Various contributors (see below, and AUTHORS.txt)
http://www.tuxpaint.org/
June 27, 2002 - July 25, 2020
$Id$
30 January 2021
----------------------------------------------------------------------
Requirements:
-------------
Windows Users:
--------------
The Windows version of Tux Paint comes pre-packaged with the
necessary pre-compiled libraries (in ".DLL" form), so no extra
downloading is needed.
libSDL
------
Tux Paint requires the Simple DirectMedia Layer Library (libSDL),
an Open Source multimedia programming library available under the
GNU Lesser General Public License (LGPL).
Along with libSDL, Tux Paint depends on a number of other SDL 'helper'
libraries: SDL_Image (for graphics files), SDL_TTF and (optionally)
SDL_Pango (for True Type Font support) and, optionally,
SDL_Mixer (for sound effects).
Tux Paint requires the Simple DirectMedia Layer Library (libSDL), an
Open Source multimedia programming library available under the GNU
Lesser General Public License (LGPL).
Along with libSDL, Tux Paint depends on a number of other SDL 'helper'
libraries: SDL_Image (for graphics files), SDL_TTF and (optionally)
SDL_Pango (for True Type Font support) and, optionally, SDL_Mixer (for
sound effects).
Linux/Unix Users:
-----------------
The SDL libraries are available as source-code, or as RPM or Debian
packages for various distributions of Linux. They can be downloaded
from:
libSDL: http://www.libsdl.org/
SDL_Image: http://www.libsdl.org/projects/SDL_image/
SDL_TTF: http://www.libsdl.org/projects/SDL_ttf/
SDL_Pango: http://sourceforge.net/projects/sdlpango/ [OPTIONAL]
SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/ [OPTIONAL]
The SDL libraries are available as source-code, or as RPM or Debian
packages for various distributions of Linux. They can be downloaded
from:
They are also typically available along with your Linux distribution
(e.g. on an installation CD, or available via package maintainance
software like Debian's "apt-get").
* libSDL: http://www.libsdl.org/
* SDL_Image: http://www.libsdl.org/projects/SDL_image/
* SDL_TTF: http://www.libsdl.org/projects/SDL_ttf/
* SDL_Pango: http://sourceforge.net/projects/sdlpango/ (optional)
* SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/ (optional)
NOTE: When installing from packages, be sure to ALSO install the
"-devel" versions of the packages. (For example, install both
"SDL-1.2.4.rpm" AND "SDL-1.2.4-devel.rpm")
They are also typically available along with your Linux distribution
(e.g. on an installation media, or available via package
maintainance software like Debian's "apt").
Other Libraries:
----------------
Tux Paint also takes advantage of a number of other
free, LGPL'd libraries. Under Linux, just like SDL, they should
either already be installed, or are readily available for installation
as part of your Linux distribution.
Note: When installing libraries from packages, be sure to ALSO
install the development versions of the packages. (For example,
install both "SDL-1.2.4.rpm" and "SDL-1.2.4-devel.rpm".)
Other Libraries
Tux Paint also takes advantage of a number of other free, LGPL'd
libraries. Under Linux, just like SDL, they should either already be
installed, or are readily available for installation as part of your
Linux distribution.
libPNG
------
Tux Paint uses PNG (Portable Network Graphics) format for its
data files. SDL_image will require libPNG be installed.
http://www.libpng.org/pub/png/libpng.html
Tux Paint uses PNG (Portable Network Graphics) format for its data
files. SDL_image will require libPNG be installed.
http://www.libpng.org/pub/png/libpng.html
gettext
-------
Tux Paint uses your system's locale settings along with the
"gettext" library to support various languages (e.g., Spanish).
You'll need the gettext library installed.
http://www.gnu.org/software/gettext/
Tux Paint uses your system's locale settings along with the
"gettext" library to support various languages (e.g., Spanish).
You'll need the gettext library installed.
http://www.gnu.org/software/gettext/
libpaper (Linux/Unix only)
--------------------------
As of Tux Paint 0.9.17, Tux Paint can determine your system's
default paper size (e.g., A4 or Letter), or can be told to use a
particular paper size, thanks to libpaper.
http://www.debian.org/
As of Tux Paint 0.9.17, Tux Paint can determine your system's
default paper size (e.g., A4 or Letter), or can be told to use a
particular paper size, thanks to "libpaper".
https://github.com/naota/libpaper
FriBiDi
-------
As of Tux Paint 0.9.21, Tux Paint's "Text" tool supports bidirectional
languages, thanks to the FriBiDi library:
http://fribidi.org/
Tux Paint's "Text" and also "Label" tools support bidirectional
languages, thanks to the "FriBiDi" library.
http://fribidi.org/
SVG graphics support
--------------------
As of Tux Paint 0.9.17, Tux Paint can load SVG
(Scalable Vector Graphics) images as stamps.
Two sets of libraries are supported, and SVG support can be
completely disabled (via "make SVG_LIB:=")
librsvg-2, libCairo2 [newer libraries]
--------------------------------------------------------------
libRSVG 2
http://librsvg.sourceforge.net/
As of Tux Paint 0.9.17, Tux Paint can load SVG (Scalable Vector
Graphics) images as stamps. Two sets of libraries are supported, and
SVG support can be completely disabled (via "make SVG_LIB:=")
Cairo 2
http://www.cairographics.org/
librsvg-2 & libCairo2 (newer libraries)
Also depends on:
GdkPixbuf
GLib
http://www.gtk.org/
* libRSVG 2: http://librsvg.sourceforge.net/
* Cairo 2: http://www.cairographics.org/
* These also depend on the following:
* GdkPixbuf & GLib: http://www.gtk.org/
* Pango: http://www.pango.org/
Pango
http://www.pango.org/
Older SVG libraries
Older libraries
-------------------------------
libcairo1
libsvg1
libsvg-cairo1
http://www.cairographics.org/
Also depends on:
libxml2
* libcairo1, libsvg1, & libsvg-cairo1:
http://www.cairographics.org/
* These also depend on the following:
* libxml2: https://gitlab.gnome.org/GNOME/libxml2
Animated GIF Export feature
---------------------------
So support export of animated GIFs (slideshows), the
"libimagequant" library (from the "pngquant2" project)
is required.
https://github.com/ImageOptim/libimagequant
To support export of animated GIFs (slideshows), the "libimagequant"
library (from the "pngquant2" project) is required.
NetPBM Tools [OPTIONAL] [No longer used, by default]
------------------------
Under Linux and Unix, the NetPBM tools are what are currently
used for printing. (A PNG is generated by TuxPaint, and converted
into a PostScript using the 'pngtopnm' and 'pnmtops' NetPBM command-line
tools.)
https://github.com/ImageOptim/libimagequant
http://netpbm.sourceforge.net/
NetPBM Tools (optional) No longer used, by default
Under Linux and Unix, earlier versions of Tux Paint used the NetPBM
tools to assist with printing. (A PNG is generated by Tux Paint, and
converted into a PostScript using the 'pngtopnm' and 'pnmtops'
NetPBM command-line tools.)
http://netpbm.sourceforge.net/
Compiling and Installation:
---------------------------
Tux Paint is released under the GNU General Public License (GPL)
(see "COPYING.txt" for details), and therefore the 'source code' to
the program is included.
Tux Paint is released under the GNU General Public License (GPL) (see
"COPYING.txt" for details), and therefore the 'source code' to the
program is available freely.
Windows Users:
--------------
Compiling:
----------
Tux Paint comes pre-compiled for Windows, so no compilation is
necessary.
As of February 2005 (starting with Tux Paint 0.9.15), the Makefile
includes support for building on a Windows system using MinGW/MSYS.
( http://www.mingw.org/ )
As of February 2005 (starting with Tux Paint 0.9.15), the "Makefile"
includes support for building on a Windows system using MinGW/MSYS
(http://www.mingw.org/).
After configuring the environment and building and installing all the
dependencies, use these commands, in MSYS, to build, install and run:
After configuring the environment and building and installing all
the dependencies, use these commands, in MSYS, to build, install and
run:
Prior to version 0.9.20:
$ make win32
$ make install-win32
$ tuxpaint
$ make win32
$ make install-win32
$ tuxpaint
Version 0.9.20 and beyond:
$ make
$ make install
$ tuxpaint
$ make
$ make install
$ tuxpaint
Use the following command to build a version suitable for
redistribution with the installer or in a zip-file:
Use the following command to build a version suitable for
redistribution with the installer or in a zip-file:
$ make bdist-win32
$ make bdist-win32
Or if building for Win9x/ME:
Or if building for Win9x/ME:
$ BDIST_WIN9X=1 make bdist-win32
$ BDIST_WIN9X=1 make bdist-win32
Before any of the above will work, you need to configure the
environment and build or install the libraries that Tux Paint depends
upon. John Popplewell put together some instructions for doing that
here:
Before any of the above will work, you need to configure the
environment and build or install the libraries that Tux Paint
depends upon. John Popplewell put together some instructions for
doing that here:
http://www.johnnypops.co.uk/tuxpaint/
http://www.johnnypops.co.uk/tuxpaint/
Read the relevant notes if building for Win9X/ME.
Read the relevant notes if building for Win9X/ME.
Installer:
----------
Double-click the Tux Paint installer executable (.EXE file) and
follow the instructions.
Running the Installer:
First, you will be asked to agree to the license.
(It is the GNU General Public License (GPL), which is also
available as "COPYING.txt".)
Double-click the Tux Paint installer executable (.EXE file) and
follow the instructions.
You will then be asked whether you want to install shortcuts
to Tux Paint in your Windows Start Menu and on your Windows Desktop.
(Both options are set by default.)
First, you will be asked to agree to the license. (It is the GNU
General Public License (GPL), which is also available as
"COPYING.txt".)
Then you will be asked where you wish to install Tux Paint.
The default should be suitable, as long as there is space available.
Otherwise, pick a different location.
You will then be asked whether you want to install shortcuts to Tux
Paint in your Windows Start Menu and on your Windows Desktop. (Both
options are set by default.)
At this point, you can click 'Install' to install Tux Paint!
Then you will be asked where you wish to install Tux Paint. The
default should be suitable, as long as there is space available.
Otherwise, pick a different location.
At this point, you can click 'Install' to install Tux Paint!
Changing the Settings Using the Shortcut:
-----------------------------------------
To change program settings, right-click on the TuxPaint shortcut
and select 'Properties' (at the bottom).
Make sure the 'Shortcut' tab is selected in the window that
appears, and examine the 'Target:' field. You should see
something like this :
To change program settings, right-click on the TuxPaint shortcut and
select 'Properties' (at the bottom).
"C:\Program Files\TuxPaint\TuxPaint.exe"
Make sure the 'Shortcut' tab is selected in the window that appears,
and examine the 'Target:' field. You should see something like this:
You can now add command-line options which will be enabled when
you double-click the icon.
"C:\Program Files\TuxPaint\TuxPaint.exe"
For example, to make the game run in fullscreen mode,
with simple shapes (no rotation option) and in French,
add the options (after 'TuxPaint.exe'), like so:
You can now add command-line options which will be enabled when you
double-click the icon.
"C:\Program Files\TuxPaint\TuxPaint.exe" -f -s --lang french
For example, to make the game run in fullscreen mode, with simple
shapes (no rotation option) and in French, add the options (after
'TuxPaint.exe'), like so:
(See "README.txt" for a full list of available command-line options.)
"C:\Program Files\TuxPaint\TuxPaint.exe" -f -s --lang french
If you make a mistake or it all disappears use Ctrl-Z to undo or
just hit the [ESC] key and the box will close with no changes made
(unless you pushed the "Apply" button!).
(See the main documentation for a full list of available
command-line options.)
When you have finished, click "OK."
If you make a mistake or it all disappears use [Ctrl] + [Z] to undo
or just hit the [Esc] key and the box will close with no changes
made (unless you pushed the "Apply" button!).
If Something Goes Wrong
-----------------------
If, when you double-click on the shortcut to run the game,
nothing happens, it is probably because some of these command-line
options are wrong. Open an Explorer like before, and look for a file
called 'stderr.txt' in the TuxPaint folder.
When you have finished, click "OK."
It will contain a description of what was wrong. Usually it will
just be due to incorrect character-case (capital 'Z' instead
of lowercase 'z') or a missing (or extra) '-' (dash).
If Something Goes Wrong:
If, when you double-click on the shortcut to run Tux Paint, nothing
happens, it is probably because some of these command-line options
are wrong. Open an Explorer like before, and look for a file called
"stderr.txt" in the TuxPaint folder.
It will contain a description of what was wrong. Usually it will
just be due to incorrect character-case (capital 'Z' instead of
lowercase 'z') or a missing (or extra) '-' (dash).
Linux/Unix Users:
-----------------
Compiling:
----------
Note: Currently, Tux Paint does not use autoconf/automake, so there
is no "./configure" script to run. (Sorry!) Compiling should be
straight-forward though, assuming everything Tux Paint needs is installed.
To compile the program from source, simply run the following command
from a shell prompt (e.g., "$"):
Note: Tux Paint does not use autoconf/automake, so there is no
"./configure" script to run. Compiling should be straight-forward
though, assuming everything Tux Paint needs is installed.
$ make
To compile the program from source, simply run the following command
from a shell prompt (e.g., "$"):
Disabling SVG support (and hence Cairo, libSVG and svg-cairo dependencies):
---------------------------------------------------------------------------
To disable SVG support (e.g., if your system is not currently supported
by the Cairo library or other SVG-related dependencies), you can
run "make" with "SVG_LIB= SVG_CFLAGS= NOSVGFLAG=NOSVG" added:
$ make
$ make SVG_LIB= SVG_CFLAGS=
Disabling SVG support (and hence Cairo, libSVG, and svg-cairo dependencies):
To disable SVG support (e.g., if your system is not currently
supported by the Cairo library or other SVG-related dependencies),
you can run "make" with "SVG_LIB= SVG_CFLAGS= NOSVGFLAG=NOSVG"
added:
$ make SVG_LIB= SVG_CFLAGS=
Disabling Pango support (and hence Pango, Cairo, etc. dependencies):
--------------------------------------------------------------------
Prior to version 0.9.18, Tux Paint used the libSDL_ttf library for
rendering text using TrueType Fonts. Since 0.9.18, libSDL_Pango is
used, as it has much greater support for internationalization.
However, if you wish to disable the use of SDL_Pango, you may do so
running "make" with "SDL_PANGO_LIB=" added:
$ make SDL_PANGO_LIB=
Prior to version 0.9.18, Tux Paint used the libSDL_ttf library for
rendering text using TrueType Fonts. Since 0.9.18, libSDL_Pango is
used, as it has much greater support for internationalization.
However, if you wish to disable the use of SDL_Pango, you may do so
running "make" with "SDL_PANGO_LIB=" added:
$ make SDL_PANGO_LIB=
Disabling Sound at Compile-time:
--------------------------------
If you don't have a sound card, or would prefer to build the program
with no sound support (and therefore without a the SDL_mixer dependency),
you can run "make" with "SDL_MIXER_LIB=" added:
$ make SDL_MIXER_LIB=
If you don't have a sound card, or would prefer to build the program
with no sound support (and therefore without a the SDL_mixer
dependency), you can run "make" with "SDL_MIXER_LIB=" added:
$ make SDL_MIXER_LIB=
Other options:
--------------
Various other options (e.g., installation paths) may be overridden;
see them in "Makefile" for further details.
Various other options (e.g., installation paths) may be overridden;
see them in "Makefile" for further details.
If you get errors:
------------------
If you receive any errors during compile-time, make sure you have
the appropriate libraries installed (see above). If using packaged
versions of the libraries (e.g., RPMs under RedHat or DEBs under Debian),
be sure to get the corresponding "-dev" or "-devel" packages as well,
otherwise you won't be able to compile Tux Paint (and other programs)
from source!
If you receive any errors during compile-time, make sure you have
the appropriate libraries installed (see above). If using packaged
versions of the libraries (e.g., RPMs under RedHat or DEBs under
Debian), be sure to get the corresponding "-dev" or "-devel"
packages as well, otherwise you won't be able to compile Tux Paint
(and other programs) from source!
Installing:
-----------
Assuming no fatal errors occured, you can now install the program
so that it can be run by users on the system. By default, this must
be done by the "root" user ('superuser'). Switch to "root" by
typing the command:
Installng:
$ su
Assuming no fatal errors occured, you can now install the program so
that it can be run by users on the system. By default, this must be
done by the "root" user ('superuser'). Switch to "root" by typing
the command:
Enter "root"'s password at the prompt. You should now be "root"
(with a prompt like "#"). To install the program and its
data files, type:
$ su
# make install
Enter "root"'s password at the prompt. You should now be "root"
(with a prompt like "#"). To install the program and its data files,
type:
Finally, you can switch back to your regular user by exiting
superuser mode:
# make install
# exit
Finally, you can switch back to your regular user by exiting
superuser mode:
# exit
Alternatively, you may be able to simply use the "sudo" command
(e.g., on Ubuntu Linux):
Alternatively, you may be able to simply use the "sudo" command
(e.g., on Ubuntu Linux):
$ sudo make install
NOTE: By default, "tuxpaint", the executable program, is
placed in "/usr/local/bin/". The data files (images, sounds, etc.)
are placed in "/usr/local/share/tuxpaint/".
$ sudo make install
Note: By default, "tuxpaint", the executable program, is placed in
"/usr/local/bin/". The data files (images, sounds, etc.) are placed
in "/usr/local/share/tuxpaint/".
Changing Where Things Go
------------------------
You can change where things will go by setting Makefile variables
on the command line. DESTDIR is used to place output in a staging
area for package creation. "PREFIX" is the basis of where all other
files go, and is, by default, set to "/usr/local".
Other variables are:
BIN_PREFIX
Where the "tuxpaint" binary will be installed.
(Set to "$(PREFIX)/bin" by default - e.g., "/usr/local/bin")
You can change where things will go by setting "Makefile"variables
on the command line. "DESTDIR" is used to place output in a
staging area for package creation. "PREFIX" is the basis of where
all other files go, and is, by default, set to "/usr/local".
DATA_PREFIX
Where the data files (sound, graphics, brushes, stamps, fonts)
will go, and where Tux Paint will look for them when it's run.
(Set to "$(PREFIX)/share/tuxpaint")
Other variables are:
DOC_PREFIX
Where the documentation text files (the "docs" directory) will go.
(Set to "$(PREFIX)/share/doc/tuxpaint")
BIN_PREFIX
Where the "tuxpaint" binary will be installed. (Set to
"$(PREFIX)/bin" by default - e.g., "/usr/local/bin")
MAN_PREFIX
Where the manual page for Tux Paint will go.
(Set to "$(PREFIX)/share/man")
DATA_PREFIX
Where the data files (sound, graphics, brushes, stamps,
fonts) will go, and where Tux Paint will look for them
when it's run. (Set to "$(PREFIX)/share/tuxpaint")
ICON_PREFIX $(PREFIX)/share/pixmaps
X11_ICON_PREFIX $(PREFIX)/X11R6/include/X11/pixmaps
GNOME_PREFIX $(PREFIX)/share/gnome/apps/Graphics
KDE_PREFIX $(PREFIX)/share/applnk/Graphics
Where the icons and launchers (for GNOME and KDE) will go.
DOC_PREFIX
Where the documentation text files (the "docs" directory)
will go. (Set to "$(PREFIX)/share/doc/tuxpaint")
LOCALE_PREFIX
Where the translation files for Tux Paint will go, and where
Tux Paint will look for them.
(Set to "$(PREFIX)/share/locale/")
(Final location of a translation file will be
under the locale's directory (e.g., "es" for Spanish),
within the "LC_MESSAGES" subdirectory.)
MAN_PREFIX
Where the manual page for Tux Paint will go. (Set to
"$(PREFIX)/share/man")
FIXME: This list is out of date. See Makefile and Makefile-i18n for
a complete list.
ICON_PREFIX — $(PREFIX)/share/pixmaps
X11_ICON_PREFIX — $(PREFIX)/X11R6/include/X11/pixmaps
GNOME_PREFIX — $(PREFIX)/share/gnome/apps/Graphics
KDE_PREFIX — $(PREFIX)/share/applnk/Graphics
Where the icons and launchers (for GNOME and KDE) will go.
LOCALE_PREFIX
Where the translation files for Tux Paint will go, and
where Tux Paint will look for them. (Set to
"$(PREFIX)/share/locale/") (Final location of a
translation file will be under the locale's directory
(e.g., "es" for Spanish), within the "LC_MESSAGES"
subdirectory.)
Note: This list is out of date. See "Makefile" and "Makefile-i18n"
for a complete list.
Debugging:
----------
Debugging (to stdout, e.g. terminal, or to a "stdout.txt" file, on Windows)
can be enabled by setting "DEBUG" (and, if verbose logging is wanted,
"VERBOSE") #define's in src/debug.h.
Debugging (to "STDOUT", e.g. to the terminal, or to a "stdout.txt" file,
on Windows) can be enabled by setting "DEBUG" (and, if verbose logging
is wanted, "VERBOSE") #defines in "src/debug.h".
Uninstalling Tux Paint:
-----------------------
Windows
-------
Using the Uninstaller
---------------------
If you installed the Start Menu shortcuts (the default), then go to the
TuxPaint folder and select "Uninstall". A box will be displayed that will
confirm that you are about to uninstall Tux Paint and, if you are certain
that you want to permanently remove Tux Paint, click on the 'Uninstall'
button.
When it has finished, click on the close button.
If you installed the Start Menu shortcuts (the default), then go to
the TuxPaint folder and select "Uninstall". A box will be displayed
that will confirm that you are about to uninstall Tux Paint and, if
you are certain that you want to permanently remove Tux Paint, click
on the 'Uninstall' button.
It is also possible to use the entry "TuxPaint (remove only)" in the
Control Panel Add/Remove programs section.
When it has finished, click on the close button.
NOTE: because the pictures that are created are saved inside the Tux Paint
folder, this folder and the 'userdata' folder inside it are NOT removed.
Using the Control Panel
It is also possible to use the entry "TuxPaint (remove only)" in the
Control Panel Add/Remove programs section.
Linux
-----
Within the Tux Paint source directory (where you compiled Tux Paint),
you can use a 'Makefile' target to uninstall Tux Paint.
By default, this must be done by the "root" user ('superuser').
(See the installation instructions above for further information.)
Switch to "root" by typing the command:
$ su
Enter "root"'s password at the prompt. You should now be "root"
(with a prompt like "#"). To uninstall the program and its data files
(the default rubber-stamp images, if any, will also be removed), type:
# make uninstall
Finally, you can switch back to your regular user by exiting
superuser mode:
# exit
Within the Tux Paint source directory (where you compiled Tux Paint),
you can use the "make uninstall" target to uninstall Tux Paint. By
default, this must be done by the "root" user ('superuser'), but if
you installed Tux Paint somewhere else (e.g., using a "PREFIX=..."
setting to "make" and "make install"), you may not, and will want to
provide those same settings here. (See the installation instructions
above for further information.)

View file

@ -3,19 +3,19 @@
Options Documentation
Copyright (c) 2002-2021 by various contributors; see AUTHORS.txt
Copyright © 2002-2021 by various contributors; see AUTHORS.
http://www.tuxpaint.org/
January 18, 2021
22 January 2021
----------------------------------------------------------------------
Tux Paint Config.
As of Tux Paint version 0.9.14, a graphical tool is available that
allows you to change Tux Paint's behavior. However, if you'd rather not
install and use this tool, or want a better understanding of the
available options, please continue reading.
A graphical tool is available that allows you to change Tux Paint's
behavior. However, if you'd rather not install and use this tool, or
want a better understanding of the available options, please continue
reading.
----------------------------------------------------------------------
@ -176,8 +176,8 @@ Windows Users
lpr
Note: Versions of Tux Paint prior to 0.9.15 sent PNG format data
to the print command (which defaulted to
"pngtopnm | pnmtops | lpr").
to the print command (which defaulted to "pngtopnm | pnmtops |
lpr").
If you set an alternative printcommand in the configuration file
prior to version 0.9.15, you will need to change it.
@ -187,10 +187,9 @@ Windows Users
(Linux and Unix only)
Use the command COMMAND to print a PostScript format file when
the 'Print' button is clicked while the [Alt] modifier key is
being held. (This is typically used for providing a print
dialog, similar to when pressing [Alt]+'Print' in Windows and
macOS.)
the 'Print' button is clicked while the modifier key is being
held. (This is typically used for providing a print dialog,
similar to when pressing [Alt]+'Print' in Windows and macOS.)
If this option is not specifically not set, the default command
is KDE's graphical print dialog:
@ -202,12 +201,12 @@ Windows Users
(Windows and macOS only)
Tux Paint will use a printer configuration file when printing.
Push the [Alt] key while clicking the 'Print' button in
Tux Paint to cause a Windows print dialog window to appear.
Push the [Alt] key while clicking the 'Print' button in Tux
Paint to cause a Windows print dialog window to appear.
(Note: This only works when not running Tux Paint in fullscreen
mode.) Any configuration changes made in this dialog will be
saved to the file "userdata/print.cfg", and used again, as long
saved to the file "userdata/print.cfg" , and used again, as long
as the "printcfg" option is set.
altprint=always
@ -259,7 +258,7 @@ Windows Users
To make Tux Paint ignore the lockfile, allowing it to run again,
even if it was just launched less than 30 seconds ago, enable
this setting in the configuration file, or run Tux Paint with
the '--nolockfile' option on the command-line.
the --nolockfile option on the command-line.
By default, the lockfile is stored in "~/.tuxpaint/" under Linux
and Unix, and "userdata\" under Windows.
@ -334,9 +333,8 @@ Windows Users
sysfonts=yes
This option causes Tux Paint to attempt to load fonts (for use
in the Text tool) from your operating system. Normally,
Tux Paint will only load the ones that came bundled with
Tux Paint.
in the Text tool) from your operating system. Normally, Tux
Paint will only load the ones that came bundled with Tux Paint.
alllocalefonts=yes
@ -446,63 +444,63 @@ Windows Users
joystick-btn-brush=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt to select the brush tool.
a shortcut to select the brush tool.
joystick-btn-stamp=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt to select the stamp tool.
a shortcut to select the stamp tool.
joystick-btn-lines=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt to select the lines tool.
a shortcut to select the lines tool.
joystick-btn-shapes=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt to select the shapes tool.
a shortcut to select the shapes tool.
joystick-btn-text=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt to select the text tool.
a shortcut to select the text tool.
joystick-btn-label=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt to select the label tool.
a shortcut to select the label tool.
joystick-btn-magic=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt to select the magic tool.
a shortcut to select the magic tool.
joystick-btn-undo=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt to the undo tool.
a shortcut to invoke the undo tool.
joystick-btn-redo=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt to the redo tool.
a shortcut to select redo tool.
joystick-btn-eraser=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt for selecting the eraser tool.
a shortcut to select eraser tool.
joystick-btn-new=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt to launch the dialog for opening a new draw.
a shortcut to launch the dialog for creating a new drawing.
joystick-btn-open=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt to launch the dialog for opening an existing draw.
a shortcut to launch the dialog for opening an existing drawing.
joystick-btn-save=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt for saving the draw.
a shortcut to save the drawing.
joystick-btn-pgsetup=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt to launch the page setup dialog for printing.
a shortcut to launch the page setup dialog for printing.
joystick-btn-print=BUTTON NUMBER
Selects the joystick button number, as seen by SDL, that will be
a shortcurt to print.
a shortcut to print.
joystick-buttons-ignore=BUTTON1,BUTTON2,...
A set of joystick button numbers, as seen by SDL, that should be
@ -518,7 +516,7 @@ Windows Users
stamp, which depends on the stamp itself, and Tux Paint's
current canvas size.
Specifc "default" to let Tux Paint decide (it's standard
Specify "default" to let Tux Paint decide (its standard
behavior).
keyboard=yes
@ -529,7 +527,7 @@ Windows Users
Features:
* Fine movement within canvas, or coarse movement if [Shift]
* Fine movement within canvas, or coarse movement if default
is held.
* Coarse movement within tool button areas.
* Key controls:
@ -567,18 +565,16 @@ Windows Users
If you do not override it, the default location is:
* Linux & Unix — Under a hidden directory named ".tuxpaint"
in your home directory (aka "~" or "$HOME")
Example: "/home/username/.tuxpaint/saved/"
in your home directory (aka ".tuxpaint" or "~")
Example: /home/username/.tuxpaint/saved/
* Windows — Inside a folder named "TuxPaint" in your
"Application Data" folder.
Example:
"C:\Documents and Settings\Username\Application Data\TuxPaint\saved\"
Example: C:\Documents and Settings\Username\Application
Data\TuxPaint\saved\
* macOS — Inside a folder named "TuxPaint" in your
"Application Support" folder.
Example:
"/Users/Username/Library/Application Support/TuxPaint/saved/"
Example: /Users/Username/Library/Application
Support/TuxPaint/saved/
Note: When specifying a Windows drive (e.g., "H:\"), you must
also specify a subdirectory.
@ -596,22 +592,18 @@ Windows Users
Use this option to change where Tux Paint exports files — single
images, or animated GIF slideshows — for external use.
If you do not override it, the default location is determined as
follows:
If you do not override it, the default location is:
* Linux & Unix — If available, wherever your desktop
environment is configured for pictures to be stored, based
on your XDG (X Desktop Group) configuration. (Try running
the command-line "xdg-user-dir PICTURES" to find out.)
Typically (in an English locale), this will be a
"Pictures/" subdirectory in your home directory (i.e.,
"$HOME/Pictures/" aka "~/Pictures").
Typically (in an English locale), this will be a "Pictures"
subdirectory in your home directory (i.e., "$HOME/Pictures"
aka "~/Pictures").
Tux Paint will fall back to using that typical directory,
of no XDG configuration can be read, or nothing is set for
"XDG_PICTURES_DIR".
* Windows — TBD!
* macOS — TBD!
@ -623,9 +615,9 @@ Windows Users
The directory itself (e.g., "~/Pictures/TuxPaint") will be
created, if it doesn't exist.
If the parent directory (e.g., "~/Pictures") also does not
exist, Tux Paint will attempt to create it as well (but not any
directories higher than that).
If the parent directory (e.g., "~/Pictures/TuxPaint") also does
not exist, Tux Paint will attempt to create it as well (but not
any directories higher than that).
Example: exportdir=/home/penguin/TuxPaintExports
@ -636,24 +628,22 @@ Windows Users
specific to the current user).
Tux Paint will search for subdirectories/subfolders named
"brushes", "stamps", "starters", "templates", and "fonts" under
"brushes", "stamps", "3$brushes", "templates", and "fonts" under
the specified data directory.
If you do not override it, the default location is:
* Linux & Unix — Under a hidden directory named ".tuxpaint"
in your home directory (aka "~" or "$HOME")
Example: "/home/username/.tuxpaint/brushes/"
in your home directory (aka ".tuxpaint" or "~")
Example: /home/username/.tuxpaint/brushes/
* Windows — Inside a folder named "TuxPaint" in your
"Application Data" folder.
Example:
"C:\Documents and Settings\Username\Application Data\TuxPaint\brushes\"
Example: C:\Documents and Settings\Username\Application
Data\TuxPaint\brushes\
* macOS — Inside a folder named "TuxPaint" in your
"Application Support" folder.
Example:
"/Users/Username/Library/Application Support/TuxPaint/brushes/"
Example: /Users/Username/Library/Application
Support/TuxPaint/brushes/
Note: Prior to version 0.9.18, Tux Paint would use the same
setting or default as for "savedir" to search for data files. As
@ -700,16 +690,16 @@ Windows Users
You may override Tux Paint's default color palette by creating a
plain ASCII text file that describes the colors you want, and
pointing to that file using the colorfile option.
pointing to that file using the "colorfile" option.
The file should list one color per line. Colors are defined in
terms of their Red, Green and Blue values, each from 0 (off) to
255 (brightest). (For more information, try Wikipedia's "RGB
color model" article.)
Colors may be listed using three decimal numbers (e.g.,
"255 68 136") or a 6- or 3-digit-long hexadecimal 'triplet'
(e.g., "#ff4488" or "#F48").
Colors may be listed using three decimal numbers (e.g., "255 68
136") or a 6- or 3-digit-long hexadecimal 'triplet' (e.g.,
"#ff4488" or "#F48").
After the color definition (on the same line) you may enter text
to describe the color. Tux will display this text when the color
@ -987,7 +977,7 @@ Windows Users
----------------------------------------------------------------------
Overriding System Config. Options using .tuxpaintrc
Overriding System Config. Options
(For Linux and Unix users)
@ -1138,8 +1128,8 @@ Windows Users
strings (e.g., "de_DE" for German) to use.
(If your locale is already set, e.g. with the "$LANG"
environment variable, this option is not necessary, since
Tux Paint honors your environment's setting, if possible.)
environment variable, this option is not necessary, since Tux
Paint honors your environment's setting, if possible.)
--nosysconfig
@ -1154,15 +1144,14 @@ Windows Users
Command-Line Informational Options
The following options display some informative text on the screen.
Tux Paint doesn't actually start up and run afterwards, however.
The following options display some informative text on the screen. Tux
Paint doesn't actually start up and run afterwards, however.
--version
--verbose-version
Display the version number and date of the copy of Tux Paint
you are running. The "--verbose-version" also lists what
compile-time options were set. (See INSTALL.txt and
FAQ.txt).
compile-time options were set. (See INSTALL and FAQ).
--copying
Show brief license information about copying Tux Paint.
@ -1506,17 +1495,17 @@ Setting Your Environment's Locale
Note: Debian users may be able to simply run the command
"dpkg-reconfigure locales" as root to bring up a configuration
dialog. Ubuntu users may be able to run
"sudo dpkg-reconfigure localeconf" (the "localeconf" package may
need to be installed first), or may need to edit the file
"/var/lib/locales/supported.d/local" first, and add locales they
want, from the list found in "/usr/share/i18n/SUPPORTED".
dialog. Ubuntu users may be able to run "sudo dpkg-reconfigure
localeconf" (the "localeconf" package may need to be installed
first), or you may need to edit the file "dpkg-reconfigure locales"
first, and add locales they want, from the list found in
"/var/lib/locales/supported.d/local".
Then, before running Tux Paint, set your "$LANG" environment
variable to one of the locales listed above. (If you want all
programs that can be translated to be, you may wish to place the
following in your login script; e.g. ~/.profile, ~/.bashrc,
~/.cshrc, etc.)
following in your login script; e.g. "~/.profile", "~/.bashrc",
"~/.cshrc", etc.)
For example, in a Bourne Shell (like BASH):
@ -1536,41 +1525,16 @@ Setting Your Environment's Locale
files by default. So this section is only for people trying
different languages.
The simplest thing to do is to use the '--lang' switch in the
shortcut (see "INSTALL.txt"). However, by using an MSDOS Prompt
window, it is also possible to issue a command like this:
The simplest thing to do is to use the "--lang" switch in the
shortcut (see "INSTALL"). However, by using an MSDOS Prompt window,
it is also possible to issue a command like this:
set LANG=es_ES
...which will set the language for the lifetime of that DOS window.
For something more permanent, try editing your computer's
'autoexec.bat' file using Windows' "sysedit" tool:
Windows 95/98
1. Click on the 'Start' button, and select 'Run...'.
2. Type "sysedit" into the 'Open:' box (with or without quotes).
3. Click 'OK'.
4. Locate the AUTOEXEC.BAT window in the System Configuration
Editor.
5. Add the following at the bottom of the file:
set LANG=es_ES
6. Close the System Configuration Editor, answering yes to save the
changes.
7. Restart your machine.
To affect the entire machine, and all applications, it is possible
to use the "Regional Settings" control panel:
1. Click on the 'Start' button, and select
'Settings | Control Panel'.
2. Double click on the "Regional Settings" globe.
3. Select a language/region from the drop down list.
4. Click 'OK'.
5. Restart your machine when prompted.
"autoexec.bat" file using Windows' "sysedit" tool:
Special Fonts
@ -1585,8 +1549,8 @@ Setting Your Environment's Locale
Tux Paint was built without Pango support, special fonts should no
longer be necessary.
When running Tux Paint in a language that requires its own font,
Tux Paint will try to load the font file from its system-wide "fonts"
When running Tux Paint in a language that requires its own font, Tux
Paint will try to load the font file from its system-wide "fonts"
directory (under a "locale" subdirectory). The name of the file
corresponds to the first two letters in the 'locale' code of the
language (e.g., "ko" for Korean, "ja" for Japanese, "zh_tw" for

View file

@ -1,149 +1,82 @@
PNG.txt for Tux Paint
Tux Paint
version 0.9.26
PNG Documentation
Tux Paint - A simple drawing program for children.
Copyright © 2007-2021 by various contributors; see AUTHORS.
http://www.tuxpaint.org/
Copyright 2002-2007 by Bill Kendrick and others
bill@newbreedsoftware.com
http://www.tuxpaint.org/
June 27, 2002 - June 19, 2007
$Id$
30 January 2021
----------------------------------------------------------------------
About PNGs
----------
PNG is the Portable Network Graphic format. It is an open standard,
not burdened by patents (like GIFs). It is a highly compressed format
(though not "lossy" like JPEGs - lossiness allows files to be much
smaller, but introduces 'mistakes' in the image when saved), and
supports 24-bit color (16.7 million colors) as well as a full
"alpha channel" - that is, each pixel can have a varying degree of
transparency.
For more information, visit: http://www.libpng.org/
PNG is the Portable Network Graphic format. It is an open standard, not
burdened by patents (like GIFs). It is a highly compressed format (though
not "lossy" like JPEGs - lossiness allows files to be much smaller, but
introduces 'mistakes' in the image when saved), and supports 24-bit color
(16.7 million colors) as well as a full "alpha channel" - that is, each
pixel can have a varying degree of transparency.
These features (openness, losslessness, compression, transparency/alpha)
make it the best choice for Tux Paint. (Tux Paint's support for the PNG
format comes from the Open Source SDL_Image library, which in turn gets
it from the libPNG library.)
For more information, visit: http://www.libpng.org/
Support for many colors allows photo-quality "rubber stamp" images to
be used in Tux Paint, and alpha transparency allows for high-quality
"paint brushes."
These features (openness, losslessness, compression, transparency/alpha)
make it the best choice for Tux Paint. (Tux Paint's support for the PNG
format comes from the Open Source SDL_Image library, which in turn gets it
from the libPNG library.)
Support for many colors allows photo-quality "rubber stamp" images to be
used in Tux Paint, and alpha transparency allows for high-quality brushes.
How To Make PNGs
----------------
The following is a very _brief_ list of ways to create PNGs or
convert existing images into PNGs.
The following is a very brief list of ways to create PNGs or convert
existing images into PNGs.
Linux/Unix Users
----------------
The GIMP
--------
The best tool with which to create PNG images for use in Tux Paint is
the GNU Image Manipulation Program ("The GIMP"), a high-quality
Open Source interactive drawing and photo editing program.
GIMP & Krita
It's probably already installed on your Linux system. If not, it's
almost definitely available on the install CD or from your
distribution's download site. Otherwise:
Excellent tools with which to create PNG images for use in Tux Paint are
GIMP and Krita, both high-quality Open Source interactive drawing and
photo editing programs.
http://www.gimp.org/
Krita
-----
Krita is a painting and image editing application for KOffice.
http://koffice.kde.org/krita/
It is likely that one or both are already installed on your system. If
not, they should be readily available from your Linux distribution's
software repository. If not, or to learn more, visit http://www.gimp.org/
and http://www.krita.org/, respectively.
Command-line Tools
NetPBM
------
The Portable Bitmap tools (collectively known as "NetPBM") is a
collection of Open Source command-line tools which convert to and from
various formats, including GIF, TIFF, BMP, PNG, and many more.
NOTE: The NetPBM formats (Portable Bitmap: PBM,
Portable Greymap: PGM, Portable Pixmap: PPM, and the catch-all
Portable Any Map: PNM) do not support alpha, so any transparency
information (e.g. from within a GIF) will be lost! Use The GIMP!
It's probably already installed on your Linux system. If not, it's
almost definitely available on the install CD or from your
distribution's download site. Otherwise:
http://netpbm.sourceforge.net/
The Portable Bitmap tools (collectively known as "NetPBM") is a collection
of Open Source command-line tools which convert to and from various
formats, including GIF, TIFF, BMP, PNG, and many more.
It is possible that it's already installed on your system. If not, they it
be readily available from your Linux distribution's software repository.
If not, or to learn more, visit http://netpbm.sourceforge.net/.
cjpeg/djpeg
-----------
The "cjpeg" and "djpeg" command-line programs convert between
the NetPBM Portable Any Map (PNM) format and JPEGs.
It's probably already installed on your Linux system.
(Under Debian, this is available in the package "libjpeg-progs".)
If not, it's almost definitely available on the install CD or from
your distribution's download site. Otherwise:
ftp://ftp.uu.net/graphics/jpeg/
The "cjpeg" and "djpeg" command-line programs convert between the NetPBM
Portable Any Map (PNM) format and JPEGs. It is possible that it's already
installed on your system. If not, they it be readily available from your
Linux distribution's software repository. If not, or to learn more, visit
https://jpegclub.org/.
Windows Users
-------------
The Gimp
http://www.gimp.org/~tml/gimp/win32/
Canvas (Deneba)
http://www.deneba.com/products/canvas8/default2.html
CorelDRAW (Corel)
http://www.corel.com/
Fireworks (Macromedia)
http://macromedia.com/software/fireworks/
Illustrator (Adobe)
http://www.adobe.com/products/illustrator/main.html
Paint Shop Pro (Jasc)
http://www.jasc.com/products/psp/
Photoshop (Adobe)
http://www.adobe.com/products/photoshop/main.html
PIXresizer (Bluefive software)
http://bluefive.pair.com/pixresizer.htm
* CorelDRAW (Corel) — http://www.corel.com/
* Illustrator (Adobe) — http://www.adobe.com/products/illustrator.html
* Paint Shop Pro (Corel) — https://www.paintshoppro.com/
* Photoshop (Adobe) — http://www.adobe.com/products/photoshop.html
* PIXresizer (Bluefive software) —
http://bluefive.pair.com/pixresizer.htm
Macintosh Users
---------------
Canvas (Deneba)
http://www.deneba.com/products/canvas8/default2.html
CorelDRAW (Corel)
http://www.corel.com/
Fireworks (Macromedia)
http://macromedia.com/software/fireworks/
GraphicConverter (Lemke Software)
http://www.lemkesoft.de/us_gcabout.html
Illustrator (Adobe)
http://www.adobe.com/products/illustrator/main.html
Photoshop (Adobe)
http://www.adobe.com/products/photoshop/main.html
More Info.
----------
The libPNG website lists image editors and image converts that
support the PNG format:
http://www.libpng.org/pub/png/pngaped.html
http://www.libpng.org/pub/png/pngapcv.html
* CorelDRAW (Corel) — http://www.corel.com/
* GraphicConverter (Lemke Software) —
https://www.lemkesoft.de/mac-fotobearbeitung-mac-diashow-mac-grafikprogramm-mac-bildbetrachter/
* Illustrator (Adobe) — http://www.adobe.com/products/illustrator.html
* Photoshop (Adobe) — http://www.adobe.com/products/photoshop.html

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@ -1,50 +1,55 @@
SIGNALS.txt for Tux Paint
Tux Paint
version 0.9.26
Signals Documentation
Tux Paint - A simple drawing program for children.
Copyright © 2019-2021 by various contributors; see AUTHORS.
http://www.tuxpaint.org/
Copyright 2019 by Bill Kendrick and others
bill@newbreedsoftware.com
http://www.tuxpaint.org/
30 January 2021
April 3, 2019
----------------------------------------------------------------------
Tux Paint responds to the following signals (which can be
sent to the program's process via `kill` or `killall`, for
example).
Tux Paint responds to the following signals (which can be sent to the
program's process via `kill` or `killall`, for example).
* SIGTERM (also, [Ctrl]+[C] from a terminal running "tuxpaint")
SIGTERM (also, [Ctrl] + [C] from a terminal running `tuxpaint`)
Tux Paint responds as if the "Quit" button were pressed,
or the desktop environment was told to close Tux Paint
(e.g., by clicking a window close button, or pressing
[Alt]+[F4] on most systems).
Tux Paint responds as if the "Quit" button were pressed, or the
desktop environment was told to close Tux Paint (e.g., by clicking
a window close button, or pressing [Alt] + [F4] on most systems).
From the main interface, Tux Paint will prompt whether or
not you wish to quit, and (unless overridden by "--autosave")
if you'd like to save the current drawing (if unsaved),
and if so, and it's a modified version of an existing drawing
(unless overridden by "--saveover" or "--saveovernew"),
whether or not to overwrite the existing drawing, or save
to a new file.
From the main interface, Tux Paint will prompt whether or not you
wish to quit, and (unless overridden by the auto-save option, e.g.
"--autosave") if you'd like to save the current drawing (if
unsaved), and if so, and it's a modified version of an existing
drawing (unless overridden by the options to save over old images,
or always save new images; e.g. "--saveover" and "--saveovernew",
respectively), whether or not to overwrite the existing drawing,
or save to a new file.
From other parts of the interface, the signal is currently
interpreted as a request to go back (e.g., from the
"New" dialog back to the main interface), as if a "Back"
button in Tux Paint were clicked, or the [Esc] key pressed.
Note: From other parts of the interface, the signal is currently
interpreted as a request to go back (e.g., from the "New" dialog
back to the main interface), as if a "Back" button in Tux Paint
were clicked, or the [Esc] was key pressed.
* SIGUSR1 & SIGUSR2
Example: killall tuxpaint
Tux Paint responds by setting its "--autosave" option, and either
"--saveovernew" (for SIGUSR1) or "--saveover" (for SIGUSR2),
and sending itself a SIGTERM signal.
SIGUSR1 & SIGUSR2
So, from the main interface, Tux Paint should quit almost immediately,
with no questions asked.
Tux Paint responds by setting its auto-save option (as if it had
been launched with "--autosave"), as well as either the option to
always save new images (as if launched with "--saveovernew") in
the case of receiving a SIGUSR1 signal, or to always save over the
existing image (as if launched with "--saveover") in the case of
receiving SIGUSR2. Then Tux Paint sends itself a SIGTERM signal,
in an attempt to quit. (See above.)
From other parts of the interface, unfortunately, Tux Paint
will go back one level in the interface. Therefore, at this time,
it may be necessary to send this signal to Tux Paint a few times,
for it to quit completely.
So, from the main interface, Tux Paint should quit almost
immediately, with no questions asked.
e.g., `killall -s SIGUSR1 tuxpaint`
Note: From other parts of the interface, unfortunately, Tux Paint
will go back one level in the interface. Therefore, at this time,
it may be necessary to send this signal to Tux Paint a few times,
for it to quit completely.
Example: killall -s SIGUSR1 tuxpaint

View file

@ -1,49 +1,34 @@
SVG.txt for Tux Paint
Tux Paint
version 0.9.26
SVG Documentation
Tux Paint - A simple drawing program for children.
Copyright © 2007-2021 by various contributors; see AUTHORS.
http://www.tuxpaint.org/
Copyright 2002-2007 by Bill Kendrick and others
bill@newbreedsoftware.com
http://www.tuxpaint.org/
30 January 2021
June 19, 2007 - June 19, 2007
$Id$
----------------------------------------------------------------------
About SVGs
SVG (Scalable Vector Graphics) is an open standard used to describe
two-dimensional vector graphics. It is great for diagrams and shapes,
while PNGs are better for photographs. SVG files are a bit like instructions
on how to make an image. This means that they can be resized without looking
pixelated or blocky.
SVG (Scalable Vector Graphics) is an open standard used to describe
two-dimensional vector graphics. It is great for diagrams and shapes,
while PNGs are better for photographs. SVG files are a bit like
instructions on how to make an image. This means that they can be resized
without looking pixelated or blocky.
Wikipedia, an online user-driven encyclopedia, has lots more info:
http://en.wikipedia.org/wiki/Scalable_Vector_Graphics
SVGs On the Web
---------------
Web browsers like Mozilla Firefox, Apple's Safari and Opera have some
SVG support. A plugin is available to see SVG images in older versions of
Microsoft Internet Explorer ( http://www.adobe.com/svg/viewer/install/ ).
For more information, visit: https://www.w3.org/Graphics/SVG/
How to make SVGs
----------------
Linux/Unix users
----------------
A popular Open Source program used to make SVGs is Inkscape
( http://www.inkscape.org/ ). This will most likely be packaged for
your distribution / operating system.
An earlier program (which Inkscape is based on) is Sodipodi
( http://www.sodipodi.com/ ).
An excellent tool with which to create SVG images for use in Tux Paint is
Inkscape, a high-quality Open Source interactive drawing program.
Libraries which support SVG include Cairo ( http://cairographics.org/ )
and Batik ( http://xmlgraphics.apache.org/batik/ ).
Mac and Windows users
---------------------
Inkscape is available for Mac OSX and Windows. (See above.)
Commercial software like Adobe Illustrator, CorelDRAW and Microsoft Visio
have SVG support.
It is likely that is already installed on your system. If not, it should
be readily available from your Linux distribution's software repository.
If not, or to learn more, visit http://www.inkscape.org/, respectively.
Mac and Windows users
* CorelDRAW (Corel) — http://www.corel.com/
* Illustrator (Adobe) — http://www.adobe.com/products/illustrator.html

View file

@ -1,11 +1,8 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<meta name="generator"
content="HTML Tidy for HTML5 for Linux version 5.6.0">
<title>
Tux Paint Advanced Stamps HOWTO
</title>
Tux Paint Advanced Stamps 'How-To' </title>
<meta http-equiv="Content-Type"
content="text/html; charset=utf-8">
</head>
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<img src="../../html/images/tuxpaint-title.png"
width="205"
height="210"
alt="Tux&nbsp;Paint"><br>
version 0.9.26<br>
Advanced Stamps HOWTO
</h1>
alt="Tux Paint"><br>
version 0.9.26 Advanced Stamps 'How-To' </h1>
<p>
Copyright 2006-2008 by Albert Cahalan for the Tux Paint
project<br>
New Breed Software
</p>
<p>
<a href=
"mailto:albert@users.sf.net">albert@users.sf.net</a><br>
<a href=
"http://www.tuxpaint.org/">http://www.tuxpaint.org/</a>
Copyright &copy; 2006-2021 by Albert Cahalan and others; see AUTHORS.<br>
<a href="http://www.tuxpaint.org/">http://www.tuxpaint.org/</a>
</p>
</center>
<h2>
About this HOWTO
</h2>
About this 'How-To' </h2>
<blockquote>
<p>
This HOWTO assumes that you want to make an excellent
Tux&nbsp;Paint stamp, in PNG bitmapped format, from a JPEG
image (e.g., a digital photograph). There are easier and
faster methods that produce lower quality.
</p>
This 'How-To' assumes that you want to make an excellent Tux Paint stamp, in PNG bitmapped format, from a JPEG image (e.g., a digital photograph). There are easier and faster methods that produce lower quality. </p>
<p>
This HOWTO assumes you are dealing with normal opaque
objects. Dealing with semi-transparent objects (fire,
moving fan blade, kid's baloon) or light-giving objects
(fire, lightbulb, sun) is best done with custom software.
Images with perfect solid-color backgrounds are also best
done with custom software, but are not troublesome to do as
follows.
</p>
This 'How-To' assumes you are dealing with normal opaque objects. Dealing with semi-transparent objects (fire, moving fan blade, kid's balloon) or light-giving objects (fire, lightbulb, sun) is best done with custom software. Images with perfect solid-color backgrounds are also best done with custom software, but are not troublesome to do as follows. </p>
</blockquote>
<h2>
Image choice is crucial
</h2>
Image choice is crucial </h2>
<blockquote>
<h3>
License
</h3>
License </h3>
<blockquote>
<p>
If you wish to submit artwork to the Tux&nbsp;Paint
developers for consideration for inclusion in the
official project, or if you wish to release your own copy
of Tux&nbsp;Paint, bundled with your own graphics, you
need an image that is compatible with the GNU <a href=
"../COPYING.txt">General Public License</a> used by
Tux&nbsp;Paint.
</p>
If you wish to submit artwork to the Tux Paint developers for consideration for inclusion in the official project, or if you wish to release your own copy of Tux Paint, bundled with your own graphics, you need an image that is compatible with the GNU General Public License used by Tux Paint. </p>
<p>
Images produced by the US government are Public Domain,
but be aware that the US government sometimes uses other
images on the web. <a href=
"http://images.google.com/">Google image</a> queries
including either <code>site:gov</code> or
<code>site:mil</code> will supply many suitable images.
(Note: the *.mil sites include non-military content,
too!)
</p>
Images produced by the US government are Public Domain, but be aware that the US government sometimes uses other images on the web. <a href="http://images.google.com/">Google image</a> queries including either <code>site:gov</code> or <code>site:mil</code> will supply many suitable images. (Note: the *.mil sites include non-military content, too!) </p>
<p>
Your own images can be placed in the Public&nbsp;Domain
by declaring it so. (Hire a lawyer if you feel the need
for legal advice.)
</p>
Your own images can be placed in the Public Domain or a suitable license, such as the <a href="https://creativecommons.org/publicdomain/zero/1.0/">Creative Commons CC0</a> by declaring it so. (Hire a lawyer if you feel the need for legal advice.) </p>
<p>
For personal use, any image you can legitimately modify
and use for your own personal use should be fine.
</p>
For personal use, any image you can legitimately modify and use for your own personal use should be fine. </p>
</blockquote>
<h3>
Image Size and Orientation:
</h3>
Image Size and Orientation </h3>
<blockquote>
<p>
You need an image that has a useful orientation.
Perspective is an enemy. Images that show an object from
the corner are difficult to fit into a nice drawing. As a
general rule, telephoto side views are the best. The
impossible ideal is that, for example, two wheels of a
car are perfectly hidden behind the other two.
</p>
You need an image that has a useful orientation. Perspective is an enemy. Images that show an object from the corner are difficult to fit into a nice drawing. As a general rule, telephoto side views are the best. The impossible ideal is that, for example, two wheels of a car are perfectly hidden behind the other two. </p>
<p>
Rotating an image can make it blurry, especially if you
only rotate by a few degrees. Images that don't need
rotation are best, images that need lots of rotation (30
to 60 degrees) are next best, and images that need just a
few degrees are worst. Rotation will also make an image
darker because most image editing software is very bad
about gamma handling. (Rotation is only legitimate for
gamma=1.0 images.)
</p>
Rotating an image can make it blurry, especially if you only rotate by a few degrees. Images that don't need rotation are best, images that need lots of rotation (30 to 60 degrees) are next best, and images that need just a few degrees are worst. Rotation will also make an image darker because most image editing software is very bad about gamma handling. (Rotation is only legitimate for gamma=1.0 images.) </p>
<p>
Very large images are more forgiving of mistakes, and
thus easier to work with. Choose an image with an object
that is over 1000 pixels across if you can. You can
shrink this later to hide your mistakes.
</p>
Very large images are more forgiving of mistakes, and thus easier to work with. Choose an image with an object that is over 1000 pixels across if you can. You can shrink this later to hide your mistakes. </p>
<p>
Be sure that the image is not too grainy, dim, or washed
out.
</p>
Be sure that the image is not too grainy, dim, or washed out. </p>
<p>
Pay attention to feet and wheels. If they are buried in
something, you will need to draw new ones. If only one is
buried, you might be able to copy the other one as a
replacement.
</p>
Pay attention to feet and wheels. If they are buried in something, you will need to draw new ones. If only one is buried, you might be able to copy the other one as a replacement. </p>
</blockquote>
</blockquote>
<h2>
Prepare the image:
</h2>
Prepare the image </h2>
<blockquote>
<p>
First of all, be sure to avoid re-saving the image as a
JPEG. This causes quality loss. There is a special tool
called <a href=
"http://gnuwin32.sourceforge.net/packages/jpeg.htm">jpegtran</a>
that lets you crop an image without the normal quality
loss. If you want a GUI for it, use <a href=
"http://astron.berkeley.edu/~mperrin/software/ljcrop/">ljcrop</a>.
Otherwise, use it like this:
</p>
First of all, be sure to avoid re-saving the image as a JPEG. This causes quality loss. There is a special tool called <a href="https://jpegclub.org/">jpegtran</a> that lets you crop an image without the normal quality loss. </p>
<blockquote>
<p>
<code>jpegtran -trim -copy none -crop 512x1728+160+128
&lt; src.jpg &gt; cropped.jpg</code>
<code>jpegtran -trim -copy none -crop 512x1728+160+128 &lt; src.jpg &gt; cropped.jpg</code>
</p>
</blockquote>
<p>
Bring that image up in your image editor. If you didn't
crop it yet, you may find that your image editor is very
slow. Rotate and crop the image as needed. Save the image —
choose whatever native format supports layers, masks,
alpha, etc. <a href="http://www.gimp.org/">GIMP</a> users
should choose "XCF", and Adobe Photoshop users should
choose "PSD", for example.
</p>
Bring that image up in your image editor. If you didn't crop it yet, you may find that your image editor is very slow. Rotate and crop the image as needed. Save the image — choose whatever native format supports layers, masks, alpha, etc. <a href="http://www.gimp.org/">GIMP</a> users should choose "XCF", and Adobe Photoshop users should choose "PSD", for example. </p>
<p>
If you have rotated or cropped the image in your image
editor, flatten it now. You need to have just one RGB layer
<i>without mask or alpha</i>.
</p>
If you have rotated or cropped the image in your image editor, flatten it now. You need to have just one RGB layer <i>without mask or alpha</i>. </p>
<p>
Open the layers dialog box. Replicate the one layer several
times. From top to bottom you will need something like
this:
</p>
Open the layers dialog box. Replicate the one layer several times. From top to bottom you will need something like this: </p>
<ol>
<li>unmodified image (write-protect this if you can)
</li>
<li>an image you will modify — the "WIP" layer
</li>
<li>solid green (write-protect this if you can)
</li>
<li>solid magenta (write-protect this if you can)
</li>
<li>unmodified image (write-protect this if you can)
<li>unmodified image (write-protect this if you can)</li>
<li>an image you will modify — the "work in progress" layer</li>
<li>solid green (write-protect this if you can)</li>
<li>solid magenta (write-protect this if you can)</li>
<li>unmodified image (write-protect this if you can)</li>
</li>
</ol>
<p>
Give the WIP layer a rough initial mask. You might start
with a selection, or by using the grayscale value of the
WIP layer. You might invert the mask.
</p>
Give the work in progress (WIP) layer a rough initial mask. You might start with a selection, or by using the grayscale value of the WIP layer. You might invert the mask. </p>
<p>
<b>Warning:</b> once you have the mask, you may not rotate
or scale the image normally. This would cause data loss.
You will be given special scaling instructions later.
</p>
<b>Warning:</b> once you have the mask, you may not rotate or scale the image normally. This would cause data loss. You will be given special scaling instructions later. </p>
</blockquote>
<h2>
Prepare the mask:
</h2>
Prepare the mask </h2>
<blockquote>
<p>
Get used to doing Ctrl-click and Alt-click on the thumbnail
images in the layers dialog. You will need this to control
what you are looking at and what you are editing. Sometimes
you will be editing things you can't see. For example, you
might edit the mask of the WIP layer while looking at the
unmodified image. Pay attention so you don't screw up.
Always verify that you are editing the right thing.
</p>
Get used to doing <b>[Ctrl]</b>-click and <b>[Alt]</b>-click on the thumbnail images in the layers dialog. You will need this to control what you are looking at and what you are editing. Sometimes you will be editing things you can't see. For example, you might edit the mask of the WIP layer while looking at the unmodified image. Pay attention so you don't screw up. Always verify that you are editing the right thing. </p>
<p>
Set an unmodified image as what you will view (the top one
is easiest). Set the WIP mask as what you will edit. At
some point, perhaps not immediately, you should magnify the
image to about 400% (each pixel of the image is seen and
edited as a 4x4 block of pixels on your screen).
</p>
Set an unmodified image as what you will view (the top one is easiest). Set the WIP mask as what you will edit. At some point, perhaps not immediately, you should magnify the image to about 400% (each pixel of the image is seen and edited as a 4x4 block of pixels on your screen). </p>
<p>
Select parts of the image that need to be 100% opaque or 0%
opaque. If you can select the object or background somewhat
accurately by color, do so. As needed to avoid selecting
any pixels that should be partially opaque (generally at
the edge of the object) you should grow, shrink, and invert
the selection.
</p>
Select parts of the image that need to be 100% opaque or 0% opaque. If you can select the object or background somewhat accurately by color, do so. As needed to avoid selecting any pixels that should be partially opaque (generally at the edge of the object) you should grow, shrink, and invert the selection. </p>
<p>
Fill the 100% opaque areas with white, and the 0% opaque
areas with black. This is most easily done by drag-and-drop
from the foreground/background color indicator. You should
not see anything happen, because you are viewing the
unmodified image layer while editing the mask of the WIP
layer. Large changes might be noticable in the thumbnail.
</p>
Fill the 100% opaque areas with white, and the 0% opaque areas with black. This is most easily done by drag-and-drop from the foreground/background color indicator. You should not see anything happen, because you are viewing the unmodified image layer while editing the mask of the WIP layer. Large changes might be noticable in the thumbnail. </p>
<p>
Now you must be zoomed in.
</p>
Now you must be zoomed in. </p>
<p>
Check your work. Hide the top unmodified image layer.
Display just the mask, which should be a white object on a
black background (probably with unedited grey at the edge).
Now display the WIP layer normally, so that the mask is
active. This should show your object over top of the next
highest enabled layer, which should be green or magenta as
needed for maximum contrast. You might wish to flip back
and forth between those backgrounds by repeatedly clicking
to enable/disable the green layer. Fix any obvious and easy
problems by editing the mask while viewing the mask.
</p>
Check your work. Hide the top unmodified image layer. Display just the mask, which should be a white object on a black background (probably with unedited grey at the edge). Now display the WIP layer normally, so that the mask is active. This should show your object over top of the next highest enabled layer, which should be green or magenta as needed for maximum contrast. You might wish to flip back and forth between those backgrounds by repeatedly clicking to enable/disable the green layer. Fix any obvious and easy problems by editing the mask while viewing the mask. </p>
<p>
Go back to viewing the top unmodified layer while editing
the WIP mask. Set your drawing tool the paintbrush. For the
brush, choose a small fuzzy circle. The 5x5 size is good
for most uses.
</p>
Go back to viewing the top unmodified layer while editing the WIP mask. Set your drawing tool the paintbrush. For the brush, choose a small fuzzy circle. The 5x5 size is good for most uses. </p>
<p>
With a steady hand, trace around the image. Use black
around the outside, and white around the inside. Avoid
making more than one pass without switching colors (and
thus sides).
</p>
With a steady hand, trace around the image. Use black around the outside, and white around the inside. Avoid making more than one pass without switching colors (and thus sides). </p>
<p>
Flip views a bit, checking to see that the mask is working
well. When the WIP layer is composited over the green or
magenta, you should see a tiny bit of the original
background as an ugly fringe around the edge. If this
fringe is missing, then you made the object mask too small.
The fringe consists of pixels that are neither 100% object
nor 0% object. For them, the mask should be neither 100%
nor 0%. The fringe gets removed soon.
</p>
Flip views a bit, checking to see that the mask is working well. When the WIP layer is composited over the green or magenta, you should see a tiny bit of the original background as an ugly fringe around the edge. If this fringe is missing, then you made the object mask too small. The fringe consists of pixels that are neither 100% object nor 0% object. For them, the mask should be neither 100% nor 0%. The fringe gets removed soon. </p>
<p>
View and edit the mask. Select by color, choosing either
black or white. Most likely you will see unselected specks
that are not quite the expected color. Invert the
selection, then paint these away using the pencil tool. Do
this operation for both white and black.
</p>
View and edit the mask. Select by color, choosing either black or white. Most likely you will see unselected specks that are not quite the expected color. Invert the selection, then paint these away using the pencil tool. Do this operation for both white and black. </p>
</blockquote>
<h2>
Replace the fringe and junk pixels:
</h2>
Replace the fringe and junk pixels </h2>
<blockquote>
<p>
Still viewing the mask, select by color. Choose black.
Shrink the selection by several pixels, being sure to NOT
shrink from the edges of the mask (the shrink helps you
avoid and recover from mistakes).
</p>
Still viewing the mask, select by color. Choose black. Shrink the selection by several pixels, being sure to NOT shrink from the edges of the mask (the shrink helps you avoid and recover from mistakes). </p>
<p>
Now disable the mask. View and edit the unmasked WIP layer.
Using the color picker tool, choose a color that is average
for the object. Drag-and-drop this color into the
selection, thus removing most of the non-object pixels.
</p>
Now disable the mask. View and edit the unmasked WIP layer. Using the color picker tool, choose a color that is average for the object. Drag-and-drop this color into the selection, thus removing most of the non-object pixels. </p>
<p>
This solid color will compress well and will help prevent
ugly color fringes when Tux&nbsp;Paint scales the image
down. If the edge of the object has multiple colors that
are very different, you should split up your selection so
that you can color the nearby background to be similar.
</p>
This solid color will compress well and will help prevent ugly color fringes when Tux Paint scales the image down. If the edge of the object has multiple colors that are very different, you should split up your selection so that you can color the nearby background to be similar. </p>
<p>
Now you will paint away the existing edge fringe. Be sure
that you are editing and viewing the WIP image. Frequent
layer visibility changes will help you to see what you are
doing. You are likely to use all of:
</p>
Now you will paint away the existing edge fringe. Be sure that you are editing and viewing the WIP image. Frequent layer visibility changes will help you to see what you are doing. You are likely to use all of: </p>
<ul>
<li>composited over green (mask enabled)
</li>
<li>composited over magenta (mask enabled)
</li>
<li>original (the top or bottom layer)
</li>
<li>composited over the original (mask enabled)
</li>
<li>raw WIP layer (mask DISABLED)
</li>
<li>composited over green (mask enabled)</li>
<li>composited over magenta (mask enabled)</li>
<li>original (the top or bottom layer)</li>
<li>composited over the original (mask enabled)</li>
<li>raw WIP layer (mask <strong>disabled</strong>)</li>
</ul>
<p>
To reduce accidents, you may wish to select only those
pixels that are not grey in the mask. (Select by color from
the mask, choose black, add mode, choose white, invert.
Alternately: Select all, select by color from the mask,
subtract mode, choose black, choose white.) If you do this,
you'll probably want to expand the selection a bit and/or
hide the "crawling ants" line that marks the selection.
</p>
To reduce accidents, you may wish to select only those pixels that are not grey in the mask. (Select by color from the mask, choose black, add mode, choose white, invert. Alternately: Select all, select by color from the mask, subtract mode, choose black, choose white.) If you do this, you'll probably want to expand the selection a bit and/or hide the "crawling ants" line that marks the selection. </p>
<p>
Use the clone tool and the brush tool. Vary the opacity as
needed. Use small round brushes mostly, perhaps 3x3 or 5x5,
fuzzy or not. (It is generally nice to pair up fuzzy
brushes with 100% opacity and non-fuzzy brushes with about
70% opacity.) Unusual drawing modes can be helpful with
semi-transparent objects.
</p>
Use the clone tool and the brush tool. Vary the opacity as needed. Use small round brushes mostly, perhaps 3x3 or 5x5, fuzzy or not. (It is generally nice to pair up fuzzy brushes with 100% opacity and non-fuzzy brushes with about 70% opacity.) Unusual drawing modes can be helpful with semi-transparent objects. </p>
<p>
The goal is to remove the edge fringe, both inside and
outside of the object. The inside fringe, visible when the
object is composited over magenta or green, must be removed
for obvious reasons. The outside fringe must also be
removed because it will become visible when the image is
scaled down. As an example, consider a 2x2 region of pixels
at the edge of a sharp-edged object. The left half is black
and 0% opaque. The right half is white and 100% opaque.
That is, we have a white object on a black background. When
Tux&nbsp;Paint scales this to 50% (a 1x1 pixel area), the
result will be a grey 50% opaque pixel. The correct result
would be a white 50% opaque pixel. To get this result, we
would paint away the black pixels. They matter, despite
being 0% opaque.
</p>
The goal is to remove the edge fringe, both inside and outside of the object. The inside fringe, visible when the object is composited over magenta or green, must be removed for obvious reasons. The outside fringe must also be removed because it will become visible when the image is scaled down. As an example, consider a 2x2 region of pixels at the edge of a sharp-edged object. The left half is black and 0% opaque. The right half is white and 100% opaque. That is, we have a white object on a black background. When Tux Paint scales this to 50% (a 1x1 pixel area), the result will be a grey 50% opaque pixel. The correct result would be a white 50% opaque pixel. To get this result, we would paint away the black pixels. They matter, despite being 0% opaque. </p>
<p>
Tux&nbsp;Paint can scale images down by a very large
factor, so it is important to extend the edge of your
object outward by a great deal. Right at the edge of your
object, you should be very accurate about this. As you go
outward away from the object, you can get a bit sloppy. It
is reasonable to paint outward by a dozen pixels or more.
The farther you go, the more Tux&nbsp;Paint can scale down
without creating ugly color fringes. For areas that are
more than a few pixels away from the object edge, you
should use the pencil tool (or sloppy select with
drag-and-drop color) to ensure that the result will
compress well.
</p>
Tux Paint can scale images down by a very large factor, so it is important to extend the edge of your object outward by a great deal. Right at the edge of your object, you should be very accurate about this. As you go outward away from the object, you can get a bit sloppy. It is reasonable to paint outward by a dozen pixels or more. The farther you go, the more Tux Paint can scale down without creating ugly color fringes. For areas that are more than a few pixels away from the object edge, you should use the pencil tool (or sloppy select with drag-and-drop color) to ensure that the result will compress well. </p>
</blockquote>
<h2>
Save the image for Tux Paint
</h2>
Save the image for Tux Paint </h2>
<blockquote>
<p>
It is very easy to ruin your hard work. Image editors can
silently destroy pixels in 0% opaque areas. The conditions
under which this happens may vary from version to version.
If you are very trusting, you can try saving your image
directly as a PNG. Be sure to read it back in again to
verify that the 0% opaque areas didn't turn black or white,
which would create fringes when Tux&nbsp;Paint scales the
image down. If you need to scale your image to save space
(and hide your mistakes), you are almost certain to destroy
all the 0% opaque areas. So here is a better way...
</p>
It is very easy to ruin your hard work. Image editors can silently destroy pixels in 0% opaque areas. The conditions under which this happens may vary from version to version. If you are very trusting, you can try saving your image directly as a PNG. Be sure to read it back in again to verify that the 0% opaque areas didn't turn black or white, which would create fringes when Tux Paint scales the image down. If you need to scale your image to save space (and hide your mistakes), you are almost certain to destroy all the 0% opaque areas. So here is a better way... </p>
<h3>
A Safer Way to Save:
</h3>
A Safer Way to Save </h3>
<blockquote>
<p>
Drag the mask from the layers dialog to the unused
portion of the toolbar (right after the last drawing
tool). This will create a new image consisting of one
layer that contains the mask data. Scale this as desired,
remembering the settings you use. Often you should start
with an image that is about 700 to 1500 pixels across,
and end up with one that is 300 to 400.
</p>
Drag the mask from the layers dialog to the unused portion of the toolbar (right after the last drawing tool). This will create a new image consisting of one layer that contains the mask data. Scale this as desired, remembering the settings you use. Often you should start with an image that is about 700 to 1500 pixels across, and end up with one that is 300 to 400. </p>
<p>
Save the mask image as a NetPBM portable greymap
("<code>.pgm</code>") file. (If you are using an old
release of The&nbsp;GIMP, you might need to convert the
image to greyscale before you can save it.) Choose the
more compact "RAW&nbsp;PGM" format. (The second character
of the file should be the ASCII digit "5", hex byte
0x35.)
</p>
Save the mask image as a NetPBM portable greymap ("<code>.pgm</code>") file. (If you are using an old release of The GIMP, you might need to convert the image to greyscale before you can save it.) Choose the more compact "RAW PGM" format. (The second character of the file should be the ASCII digit "5", hex byte 0x35.) </p>
<p>
You may close the mask image.
</p>
You may close the mask image. </p>
<p>
Going back to the multi-layer image, now select the WIP
layer. As you did with the mask, drag this from the
layers dialog to the toolbar. You should get a
single-layer image of your WIP data. If the mask came
along too, get rid of it. You should be seeing the object
and the painted-away surroundings, without any mask
thumbnail in the layers dialog. If you scaled the mask,
then scale this image in exactly the same way. Save this
image as a NetPBM portable pixmap ("<code>.ppm</code>")
file. (Note: ppm, not pgm.) (If you choose the
RAW&nbsp;PPM format, the second byte of the file should
be the ASCII digit "6", hex byte 0x36.)
</p>
Going back to the multi-layer image, now select the WIP layer. As you did with the mask, drag this from the layers dialog to the toolbar. You should get a single-layer image of your WIP data. If the mask came along too, get rid of it. You should be seeing the object and the painted-away surroundings, without any mask thumbnail in the layers dialog. If you scaled the mask, then scale this image in exactly the same way. Save this image as a NetPBM portable pixmap ("<code>.ppm</code>") file. (Note: <code>.ppm</code>, not <code>.pgm</code>.) (If you choose the RAW PPM format, the second byte of the file should be the ASCII digit "6", hex byte 0x36.) </p>
<p>
Now you need to merge the two files into one. Do that
with the <a href=
"http://netpbm.sourceforge.net/">pnmtopng</a> command,
like this:
</p>
Now you need to merge the two files into one. Do that with the <a href="http://netpbm.sourceforge.net/">pnmtopng</a> command, like this: </p>
<blockquote>
<p>
<code>pnmtopng -force -compression 9 -alpha mask.pgm
fg.ppm &gt; final-stamp.png</code>
<code>pnmtopng -force -compression 9 -alpha mask.pgm fg.ppm &gt; final-stamp.png</code>
</p>
</blockquote>
</blockquote>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<title>
Tux Paint Installation Documentation </title>
<meta http-equiv="Content-Type"
content="text/html; charset=utf-8">
</head>
<body bgcolor="#FFFFFF"
text="#000000"
link="#0000FF"
vlink="#FF0000"
alink="#FF00FF">
<center>
<h1>
<img src="../../html/images/tuxpaint-title.png"
width="205"
height="210"
alt="Tux Paint"><br>
version 0.9.26<br/>
Installation Documentation </h1>
<p>
Copyright &copy; 2002-2021 by various contributors; see AUTHORS.<br>
<a href="http://www.tuxpaint.org/">http://www.tuxpaint.org/</a>
</p>
<p>
30 January 2021 </p>
</center>
<hr>
<h2>Requirements:</h2>
<blockquote>
<h3>libSDL</h3>
<blockquote>
<p>
Tux Paint requires the Simple DirectMedia Layer Library (libSDL), an Open Source multimedia programming library available under the GNU Lesser General Public License (LGPL). </p>
<p>
Along with libSDL, Tux Paint depends on a number of other SDL 'helper' libraries: SDL_Image (for graphics files), SDL_TTF and (optionally) SDL_Pango (for True Type Font support) and, optionally, SDL_Mixer (for sound effects). </p>
<h4>Linux/Unix Users:</h4>
<blockquote>
<p>
The SDL libraries are available as source-code, or as RPM or Debian packages for various distributions of Linux. They can be downloaded from: </p>
<ul>
<li>libSDL: <a href="http://www.libsdl.org/">http://www.libsdl.org/</a></li>
<li>SDL_Image: <a href="http://www.libsdl.org/projects/SDL_image/">http://www.libsdl.org/projects/SDL_image/</a></li>
<li>SDL_TTF: <a href="http://www.libsdl.org/projects/SDL_ttf/">http://www.libsdl.org/projects/SDL_ttf/</a></li>
<li>SDL_Pango: <a href="http://sourceforge.net/projects/sdlpango/">http://sourceforge.net/projects/sdlpango/</a> (optional)</li>
<li>SDL_Mixer: <a href="http://www.libsdl.org/projects/SDL_mixer/">http://www.libsdl.org/projects/SDL_mixer/</a> (optional)</li>
</ul>
<p>
They are also typically available along with your Linux distribution (e.g. on an installation media, or available via package maintainance software like Debian's "<code>apt</code>"). </p>
<p>
<b>Note:</b> When installing libraries from packages, be sure to ALSO install the development versions of the packages. (For example, install both "<code>SDL-1.2.4.rpm</code>" <em>and</em> "<code>SDL-1.2.4-devel.rpm</code>".) </p>
</blockquote>
</blockquote>
<h3>Other Libraries</h3>
<blockquote>
<p>
Tux Paint also takes advantage of a number of other free, LGPL'd libraries. Under Linux, just like SDL, they should either already be installed, or are readily available for installation as part of your Linux distribution. </p>
<h4>libPNG</h4>
<blockquote>
<p>
Tux Paint uses PNG (Portable Network Graphics) format for its data files. SDL_image will require libPNG be installed. </p>
<p>
<a href="http://www.libpng.org/pub/png/libpng.html">http://www.libpng.org/pub/png/libpng.html</a>
</p>
</blockquote>
<h4>gettext</h4>
<blockquote>
<p>
Tux Paint uses your system's locale settings along with the "gettext" library to support various languages (e.g., Spanish). You'll need the gettext library installed. </p>
<p>
<a href="http://www.gnu.org/software/gettext/">http://www.gnu.org/software/gettext/</a>
</p>
</blockquote>
<h4>libpaper (Linux/Unix only)</h4>
<blockquote>
<p>
As of Tux Paint 0.9.17, Tux Paint can determine your system's default paper size (e.g., A4 or Letter), or can be told to use a particular paper size, thanks to "libpaper". </p>
<p>
<a href="https://github.com/naota/libpaper">https://github.com/naota/libpaper</a>
</p>
</blockquote>
<h4>FriBiDi</h4>
<blockquote>
<p>
Tux Paint's "Text" and also "Label" tools support bidirectional languages, thanks to the "FriBiDi" library. </p>
<p>
<a href="http://fribidi.org/">http://fribidi.org/</a>
</p>
</blockquote>
<h4>SVG graphics support</h4>
<blockquote>
<p>
As of Tux Paint 0.9.17, Tux Paint can load SVG (Scalable Vector Graphics) images as stamps. Two sets of libraries are supported, and SVG support can be completely disabled (via "<code>make SVG_LIB:=</code>") </p>
<h5>librsvg-2 &amp; libCairo2 (newer libraries)</h5>
<ul>
<li>libRSVG 2: <a href="http://librsvg.sourceforge.net/">http://librsvg.sourceforge.net/</a></li>
<li>Cairo 2: <a href="http://www.cairographics.org/">http://www.cairographics.org/</a></li>
<li>These also depend on the following: <ul>
<li>GdkPixbuf &amp; GLib: <a href="http://www.gtk.org/">http://www.gtk.org/</a></li>
<li>Pango: <a href="http://www.pango.org/">http://www.pango.org/</a></li>
</ul>
</li>
</ul>
<h5>Older SVG libraries</h5>
<ul>
<li>libcairo1, libsvg1, &amp; libsvg-cairo1: <a href="http://www.cairographics.org/">http://www.cairographics.org/</a></li>
<li>These also depend on the following: <ul>
<li>libxml2: <a href="https://gitlab.gnome.org/GNOME/libxml2">https://gitlab.gnome.org/GNOME/libxml2</a></li>
</ul>
</li>
</ul>
</blockquote>
<h4>Animated GIF Export feature</h4>
<blockquote>
<p>
To support export of animated GIFs (slideshows), the "libimagequant" library (from the "pngquant2" project) is required. </p>
<p>
<a href="https://github.com/ImageOptim/libimagequant">https://github.com/ImageOptim/libimagequant</a>
</p>
</blockquote>
<h4>NetPBM Tools (optional) No longer used, by default</h4>
<blockquote>
<p>
Under Linux and Unix, earlier versions of Tux Paint used the NetPBM tools to assist with printing. (A PNG is generated by Tux Paint, and converted into a PostScript using the '<code>pngtopnm</code>' and '<code>pnmtops</code>' NetPBM command-line tools.) </p>
<p>
<a href="http://netpbm.sourceforge.net/">http://netpbm.sourceforge.net/</a>
</p>
</blockquote>
</blockquote>
</blockquote>
<h2>Compiling and Installation:</h2>
<blockquote>
<p>
Tux Paint is released under the GNU General Public License (GPL) (see "COPYING.txt" for details), and therefore the 'source code' to the program is available freely. </p>
<h3>Windows Users:</h3>
<blockquote>
<h4>Compiling:</h4>
<blockquote>
<p>
As of February 2005 (starting with Tux Paint 0.9.15), the "<code>Makefile</code>" includes support for building on a Windows system using MinGW/MSYS (<a href="http://www.mingw.org/">http://www.mingw.org/</a>). </p>
<p>
After configuring the environment and building and installing all the dependencies, use these commands, in MSYS, to build, install and run: </p>
<h5>Prior to version 0.9.20:</h5>
<blockquote>
<code>
$ make win32<br/>
$ make install-win32<br/>
$ tuxpaint
</code>
</blockquote>
<h5>Version 0.9.20 and beyond:</h5>
<blockquote>
<code>
$ make<br/>
$ make install<br/>
$ tuxpaint
</code>
</blockquote>
<p>
Use the following command to build a version suitable for redistribution with the installer or in a zip-file: </p>
<blockquote>
<code>
$ make bdist-win32
</code>
</blockquote>
<p>
Or if building for Win9x/ME: </p>
<blockquote>
<code>
$ BDIST_WIN9X=1 make bdist-win32
</code>
</blockquote>
<p>
Before any of the above will work, you need to configure the environment and build or install the libraries that Tux Paint depends upon. John Popplewell put together some instructions for doing that here: </p>
<p>
<a href="http://www.johnnypops.co.uk/tuxpaint/">http://www.johnnypops.co.uk/tuxpaint/</a>
</p>
<p>
Read the relevant notes if building for Win9X/ME. </p>
</blockquote>
<h4>Running the Installer:</h4>
<blockquote>
<p>
Double-click the Tux Paint installer executable (.EXE file) and follow the instructions.
<p>
First, you will be asked to agree to the license. (It is the GNU General Public License (GPL), which is also available as "COPYING.txt".) </p>
<p>
You will then be asked whether you want to install shortcuts to Tux Paint in your Windows Start Menu and on your Windows Desktop. (Both options are set by default.) </p>
<p>
Then you will be asked where you wish to install Tux Paint. The default should be suitable, as long as there is space available. Otherwise, pick a different location. </p>
<p>
At this point, you can click 'Install' to install Tux Paint! </p>
</blockquote>
<h4>Changing the Settings Using the Shortcut:</h4>
<blockquote>
<p>
To change program settings, right-click on the TuxPaint shortcut and select 'Properties' (at the bottom). </p>
<p>
Make sure the 'Shortcut' tab is selected in the window that appears, and examine the 'Target:' field. You should see something like this: </p>
<blockquote>
<code>
"C:\Program Files\TuxPaint\TuxPaint.exe"
</code>
</blockquote>
<p>
You can now add command-line options which will be enabled when you double-click the icon. </p>
<p>
For example, to make the game run in fullscreen mode, with simple shapes (no rotation option) and in French, add the options (after 'TuxPaint.exe'), like so: </p>
<blockquote>
<code>
"C:\Program Files\TuxPaint\TuxPaint.exe" -f -s --lang french
</code>
</blockquote>
<p>
(See the main documentation for a full list of available command-line options.) </p>
<p>
If you make a mistake or it all disappears use <b><code>[Ctrl]</code></b> + <b><code>[Z]</code></b> to undo or just hit the <b><code>[Esc]</code></b> key and the box will close with no changes made (unless you pushed the "Apply" button!). </p>
<p>
When you have finished, click "OK." </p>
</blockquote>
<h4>If Something Goes Wrong:</h4>
<blockquote>
<p>
If, when you double-click on the shortcut to run Tux Paint, nothing happens, it is probably because some of these command-line options are wrong. Open an Explorer like before, and look for a file called "<code>stderr.txt</code>" in the TuxPaint folder. </p>
<p>
It will contain a description of what was wrong. Usually it will just be due to incorrect character-case (capital 'Z' instead of lowercase 'z') or a missing (or extra) '-' (dash). </p>
</blockquote>
</blockquote>
<h3>Linux/Unix Users:</h3>
<blockquote>
<h4>Compiling:</h4>
<blockquote>
<p>
Note: Tux Paint does not use <code>autoconf</code>/<code>automake</code>, so there is no "<code>./configure</code>" script to run. Compiling should be straight-forward though, assuming everything Tux Paint needs is installed. </p>
<p>
To compile the program from source, simply run the following command from a shell prompt (e.g., "$"): </p>
<blockquote>
<code>
$ make
</code>
</blockquote>
</blockquote>
<h4>
Disabling SVG support (and hence Cairo, libSVG, and svg-cairo dependencies): </h4>
<blockquote>
<p>
To disable SVG support (e.g., if your system is not currently supported by the Cairo library or other SVG-related dependencies), you can run "<code>make</code>" with "<code>SVG_LIB= SVG_CFLAGS= NOSVGFLAG=NOSVG</code>" added:
<blockquote>
<code>
$ make SVG_LIB= SVG_CFLAGS=
</code>
</blockquote>
</blockquote>
<h4>
Disabling Pango support (and hence Pango, Cairo, etc. dependencies): </h4>
<blockquote>
<p>
Prior to version 0.9.18, Tux Paint used the <code>libSDL_ttf</code> library for rendering text using TrueType Fonts. Since 0.9.18, <code>libSDL_Pango</code> is used, as it has much greater support for internationalization. However, if you wish to disable the use of SDL_Pango, you may do so running "<code>make</code>" with "<code>SDL_PANGO_LIB=</code>" added: </p>
<blockquote>
<code>
$ make SDL_PANGO_LIB=
</code>
</blockquote>
</blockquote>
<h4>Disabling Sound at Compile-time:</h4>
<blockquote>
If you don't have a sound card, or would prefer to build the program with no sound support (and therefore without a the <code>SDL_mixer</code> dependency), you can run "<code>make</code>" with "<code>SDL_MIXER_LIB=</code>" added: </p>
<blockquote>
<code>
$ make SDL_MIXER_LIB=
</code>
</blockquote>
</blockquote>
<h4>Other options:</h4>
<blockquote>
<p>
Various other options (e.g., installation paths) may be overridden; see them in "<code>Makefile</code>" for further details. </p>
</blockquote>
<h4>If you get errors:</h4>
<blockquote>
<p>
If you receive any errors during compile-time, make sure you have the appropriate libraries installed (see above). If using packaged versions of the libraries (e.g., RPMs under RedHat or DEBs under Debian), be sure to get the corresponding "<code>-dev</code>" or "<code>-devel</code>" packages as well, otherwise you won't be able to compile Tux Paint (and other programs) from source! </p>
</blockquote>
<h4>Installng:</h4>
<blockquote>
<p>
Assuming no fatal errors occured, you can now install the program so that it can be run by users on the system. By default, this must be done by the "root" user ('superuser'). Switch to "root" by typing the command: </p>
<blockquote>
<code>
$ su
</code>
</blockquote>
<p>
Enter "root"'s password at the prompt. You should now be "root" (with a prompt like "#"). To install the program and its data files, type: </p>
<blockquote>
<code>
# make install
</code>
</blockquote>
<p>
Finally, you can switch back to your regular user by exiting superuser mode: </p>
<blockquote>
<code>
# exit
</code>
</blockquote>
<p>
Alternatively, you may be able to simply use the "sudo" command (e.g., on Ubuntu Linux): </p>
<blockquote>
<code>
$ sudo make install
</code>
</blockquote>
<p>
<b>Note:</b> By default, "<code>tuxpaint</code>", the executable program, is placed in "<code>/usr/local/bin/</code>". The data files (images, sounds, etc.) are placed in "<code>/usr/local/share/tuxpaint/</code>". </p>
<h5>Changing Where Things Go</h5>
<blockquote>
<p>
You can change where things will go by setting "<code>Makefile</code>"variables on the command line. "<code>DESTDIR</code>" is used to place output in a staging area for package creation. "<code>PREFIX</code>" is the basis of where all other files go, and is, by default, set to "<code>/usr/local</code>". </p>
<p>
Other variables are: </p>
<dl>
<dt><code>BIN_PREFIX</code></dt>
<dd>
Where the "<code>tuxpaint</code>" binary will be installed. (Set to "<code>$(PREFIX)/bin</code>" by default - e.g., "<code>/usr/local/bin</code>") </dd>
<dt><code>DATA_PREFIX</code></dt>
<dd>
Where the data files (sound, graphics, brushes, stamps, fonts) will go, and where Tux Paint will look for them when it's run. (Set to "<code>$(PREFIX)/share/tuxpaint</code>") </dd>
<dt><code>DOC_PREFIX</code></dt>
<dd>
Where the documentation text files (the "<code>docs</code>" directory) will go. (Set to "<code>$(PREFIX)/share/doc/tuxpaint</code>") </dd>
<dt><code>MAN_PREFIX</code></dt>
<dd>
Where the manual page for Tux Paint will go. (Set to "<code>$(PREFIX)/share/man</code>") </dd>
<dt><code>ICON_PREFIX</code> &mdash; <code>$(PREFIX)/share/pixmaps</code></dt>
<dt><code>X11_ICON_PREFIX</code> &mdash; <code>$(PREFIX)/X11R6/include/X11/pixmaps</code></dt>
<dt><code>GNOME_PREFIX</code> &mdash; <code>$(PREFIX)/share/gnome/apps/Graphics</code></dt>
<dt><code>KDE_PREFIX</code> &mdash; <code>$(PREFIX)/share/applnk/Graphics</code></dt>
<dd>
Where the icons and launchers (for GNOME and KDE) will go. </dd>
<dt><code>LOCALE_PREFIX</code></dt>
<dd>
Where the translation files for Tux Paint will go, and where Tux Paint will look for them. (Set to "<code>$(PREFIX)/share/locale/</code>") (Final location of a translation file will be under the locale's directory (e.g., "<code>es</code>" for Spanish), within the "<code>LC_MESSAGES</code>" subdirectory.) </dd>
</dl>
<p>
<b>Note:</b> This list is out of date. See "<code>Makefile</code>" and "<code>Makefile-i18n</code>" for a complete list. </p>
</blockquote>
</blockquote>
</blockquote>
</blockquote>
<h2>Debugging:</h2>
<blockquote>
Debugging (to "STDOUT", e.g. to the terminal, or to a "<code>stdout.txt</code>" file, on Windows) can be enabled by setting "<code>DEBUG</code>" (and, if verbose logging is wanted, "<code>VERBOSE</code>") <code>#define</code>s in "<code>src/debug.h</code>". </blockquote>
<h2>Uninstalling Tux Paint:</h2>
<blockquote>
<h3>Windows</h3>
<blockquote>
<h4>Using the Uninstaller</h4>
<blockquote>
<p>
If you installed the Start Menu shortcuts (the default), then go to the TuxPaint folder and select "Uninstall". A box will be displayed that will confirm that you are about to uninstall Tux Paint and, if you are certain that you want to permanently remove Tux Paint, click on the 'Uninstall' button. </p>
<p>
When it has finished, click on the close button. </p>
</blockquote>
<h4>Using the Control Panel</h4>
<blockquote>
<p>
It is also possible to use the entry "TuxPaint (remove only)" in the Control Panel Add/Remove programs section. </p>
</blockquote>
</blockquote>
<h3>Linux</h3>
<blockquote>
<p>
Within the Tux Paint source directory (where you compiled Tux Paint), you can use the "<code>make uninstall</code>" target to uninstall Tux Paint. By default, this must be done by the "root" user ('superuser'), but if you installed Tux Paint somewhere else (e.g., using a "<code>PREFIX=...</code>" setting to "<code>make</code>" and "<code>make install</code>"), you may not, and will want to provide those same settings here. (See the installation instructions above for further information.) </p>
</blockquote>
<blockquote>
</body>
</html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<title>
Tux Paint PNG Documentation </title>
<meta http-equiv="Content-Type"
content="text/html; charset=utf-8">
</head>
<body bgcolor="#FFFFFF"
text="#000000"
link="#0000FF"
vlink="#FF0000"
alink="#FF00FF">
<center>
<h1>
<img src="../../html/images/tuxpaint-title.png"
width="205"
height="210"
alt="Tux Paint"><br>
version 0.9.26<br/>
PNG Documentation </h1>
<p>
Copyright &copy; 2007-2021 by various contributors; see AUTHORS.<br>
<a href="http://www.tuxpaint.org/">http://www.tuxpaint.org/</a>
</p>
<p>
30 January 2021 </p>
</center>
<hr>
<h2>About PNGs</h2>
<p>
PNG is the Portable Network Graphic format. It is an open standard, not burdened by patents (like GIFs). It is a highly compressed format (though not "lossy" like JPEGs - lossiness allows files to be much smaller, but introduces 'mistakes' in the image when saved), and supports 24-bit color (16.7 million colors) as well as a full "alpha channel" - that is, each pixel can have a varying degree of transparency. </p>
<p>
For more information, visit: <a href="http://www.libpng.org/">http://www.libpng.org/</a> </p>
<p>
These features (openness, losslessness, compression, transparency/alpha) make it the best choice for Tux Paint. (Tux Paint's support for the PNG format comes from the Open Source SDL_Image library, which in turn gets it from the libPNG library.) </p>
<p>
Support for many colors allows photo-quality "rubber stamp" images to be used in Tux Paint, and alpha transparency allows for high-quality brushes. </p>
<h2>How To Make PNGs</h2>
<p>The following is a very <em>brief</em> list of ways to create PNGs or convert existing images into PNGs.
<h3>GIMP &amp; Krita</h3>
<p>
Excellent tools with which to create PNG images for use in Tux Paint are GIMP and Krita, both high-quality Open Source interactive drawing and photo editing programs. </p>
<p>
It is likely that one or both are already installed on your system. If not, they should be readily available from your Linux distribution's software repository. If not, or to learn more, visit <a href="http://www.gimp.org/">http://www.gimp.org/</a> and <a href="http://www.krita.org/">http://www.krita.org/</a>, respectively. </p>
<h3>Command-line Tools</h3>
<h4>NetPBM</h4>
<p>
The Portable Bitmap tools (collectively known as "NetPBM") is a collection of Open Source command-line tools which convert to and from various formats, including GIF, TIFF, BMP, PNG, and many more. </p>
<p>
It is possible that it's already installed on your system. If not, they it be readily available from your Linux distribution's software repository. If not, or to learn more, visit <a href="http://netpbm.sourceforge.net/">http://netpbm.sourceforge.net/</a>. </p>
<h4>cjpeg/djpeg</h4>
<p>
The "cjpeg" and "djpeg" command-line programs convert between the NetPBM Portable Any Map (PNM) format and JPEGs.
It is possible that it's already installed on your system. If not, they it be readily available from your Linux distribution's software repository. If not, or to learn more, visit <a href="https://jpegclub.org/">https://jpegclub.org/</a>. </p>
<h3>Windows Users</h3>
<ul>
<li> <cite>CorelDRAW</cite>
(Corel)
&mdash;
<a href="http://www.corel.com/">http://www.corel.com/</a>
<li> <cite>Illustrator</cite>
(Adobe)
&mdash;
<a href="http://www.adobe.com/products/illustrator.html">http://www.adobe.com/products/illustrator.html</a>
<li> <cite>Paint Shop Pro</cite>
(Corel)
&mdash;
<a href="https://www.paintshoppro.com/">https://www.paintshoppro.com/</a>
<li> <cite>Photoshop</cite>
(Adobe)
&mdash;
<a href="http://www.adobe.com/products/photoshop.html">http://www.adobe.com/products/photoshop.html</a>
<li> <cite>PIXresizer</cite>
(Bluefive software)
&mdash;
<a href="http://bluefive.pair.com/pixresizer.htm">http://bluefive.pair.com/pixresizer.htm</a>
</ul>
<h3>Macintosh Users</h3>
<ul>
<li> <cite>CorelDRAW</cite>
(Corel)
&mdash;
<a href="http://www.corel.com/">http://www.corel.com/</a>
<li> <cite>GraphicConverter</cite>
(Lemke Software)
&mdash;
<a href="https://www.lemkesoft.de/mac-fotobearbeitung-mac-diashow-mac-grafikprogramm-mac-bildbetrachter/">https://www.lemkesoft.de/mac-fotobearbeitung-mac-diashow-mac-grafikprogramm-mac-bildbetrachter/</a>
<li> <cite>Illustrator</cite>
(Adobe)
&mdash;
<a href="http://www.adobe.com/products/illustrator.html">http://www.adobe.com/products/illustrator.html</a>
<li> <cite>Photoshop</cite>
(Adobe)
&mdash;
<a href="http://www.adobe.com/products/photoshop.html">http://www.adobe.com/products/photoshop.html</a>
</ul>
</body>
</html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<title>
Tux Paint Signals Documentation </title>
<meta http-equiv="Content-Type"
content="text/html; charset=utf-8">
</head>
<body bgcolor="#FFFFFF"
text="#000000"
link="#0000FF"
vlink="#FF0000"
alink="#FF00FF">
<center>
<h1>
<img src="../../html/images/tuxpaint-title.png"
width="205"
height="210"
alt="Tux Paint"><br>
version 0.9.26<br/>
Signals Documentation </h1>
<p>
Copyright &copy; 2019-2021 by various contributors; see AUTHORS.<br>
<a href="http://www.tuxpaint.org/">http://www.tuxpaint.org/</a>
</p>
<p>
30 January 2021 </p>
</center>
<hr>
<p>
Tux Paint responds to the following signals (which can be sent to the program's process via `<code>kill</code>` or `<code>killall</code>`, for example). </p>
<dl>
<dt>
<code>SIGTERM</code>
(also, <b><code>[Ctrl]</code></b> + <b><code>[C]</code></b> from a terminal running `<code>tuxpaint</code>`) </dt>
<dd>
<p>
Tux Paint responds as if the "Quit" button were pressed, or the desktop environment was told to close Tux Paint (e.g., by clicking a window close button, or pressing <b><code>[Alt]</code></b> + <b><code>[F4]</code></b> on most systems). </p>
<p>
From the main interface, Tux Paint will prompt whether or not you wish to quit, and (unless overridden by the auto-save option, e.g. "<code>--autosave</code>") if you'd like to save the current drawing (if unsaved), and if so, and it's a modified version of an existing drawing (unless overridden by the options to save over old images, or always save new images; e.g. "<code>--saveover</code>" and "<code>--saveovernew</code>", respectively), whether or not to overwrite the existing drawing, or save to a new file. </p>
<p>
<b>Note:</b> From other parts of the interface, the signal is currently interpreted as a request to go back (e.g., from the "New" dialog back to the main interface), as if a "Back" button in Tux Paint were clicked, or the <b><code>[Esc]</code></b> was key pressed. </p>
<p>
Example: <code>killall tuxpaint</code> </p>
</dd>
<dt>
<code>SIGUSR1</code> &amp; <code>SIGUSR2</code>
</dt>
<dd>
<p>
Tux Paint responds by setting its auto-save option (as if it had been launched with "<code>--autosave</code>"), as well as either the option to always save new images (as if launched with "<code>--saveovernew</code>") in the case of receiving a <code>SIGUSR1</code> signal, or to always save over the existing image (as if launched with "<code>--saveover</code>") in the case of receiving <code>SIGUSR2</code>. Then Tux Paint sends itself a <code>SIGTERM</code> signal, in an attempt to quit. (See above.) </p>
<p>
So, from the main interface, Tux Paint should quit almost immediately, with no questions asked. </p>
<p>
<b>Note:</b> From other parts of the interface, unfortunately, Tux Paint will go back one level in the interface. Therefore, at this time, it may be necessary to send this signal to Tux Paint a few times, for it to quit completely. </p>
<p>
Example: <code>killall -s SIGUSR1 tuxpaint</code> </p>
</dd>
</dl>
</body>
</html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<title>
Tux Paint SVG Documentation </title>
<meta http-equiv="Content-Type"
content="text/html; charset=utf-8">
</head>
<body bgcolor="#FFFFFF"
text="#000000"
link="#0000FF"
vlink="#FF0000"
alink="#FF00FF">
<center>
<h1>
<img src="../../html/images/tuxpaint-title.png"
width="205"
height="210"
alt="Tux Paint"><br>
version 0.9.26<br/>
SVG Documentation </h1>
<p>
Copyright &copy; 2007-2021 by various contributors; see AUTHORS.<br>
<a href="http://www.tuxpaint.org/">http://www.tuxpaint.org/</a>
</p>
<p>
30 January 2021 </p>
</center>
<hr>
<h2>About SVGs</h2>
<p>
SVG (Scalable Vector Graphics) is an open standard used to describe two-dimensional vector graphics. It is great for diagrams and shapes, while PNGs are better for photographs. SVG files are a bit like instructions on how to make an image. This means that they can be resized without looking pixelated or blocky. </p>
<p>
For more information, visit: <a href="https://www.w3.org/Graphics/SVG/">https://www.w3.org/Graphics/SVG/</a> </p>
<h2>How to make SVGs</h2>
<p>
An excellent tool with which to create SVG images for use in Tux Paint is Inkscape, a high-quality Open Source interactive drawing program. </p>
<p>
It is likely that is already installed on your system. If not, it should be readily available from your Linux distribution's software repository. If not, or to learn more, visit <a href="http://www.inkscape.org/">http://www.inkscape.org/</a>, respectively. </p>
<h2>Mac and Windows users</h2>
<ul>
<li> <cite>CorelDRAW</cite>
(Corel)
&mdash;
<a href="http://www.corel.com/">http://www.corel.com/</a>
<li> <cite>Illustrator</cite>
(Adobe)
&mdash;
<a href="http://www.adobe.com/products/illustrator.html">http://www.adobe.com/products/illustrator.html</a>
</ul>
</body>
</html>