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

View file

@ -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.
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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.
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