Replaced Spanish w/ new content from tuxpaint-docs

Some already-translated (but very out-of-date) content
has been replaced with not-yet-translated (i.e., English) content.

Translators may want to look at the previous revisions of these
files when translating the new 'tuxpaint-docs' gettext catalog.
Sorry to cause extra work here, if I've done so.
This commit is contained in:
Bill Kendrick 2021-02-05 00:54:42 -08:00
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Tux Paint
versión 0.9.26 Advanced Stamps 'How-To'
Copyright © 2006-2021 by Albert Cahalan and others; see AUTHORS.
http://www.tuxpaint.org/
About this 'How-To'
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 '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
License
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.
Images produced by the US government are Public Domain, but be aware
that the US government sometimes uses other images on the web. Google
image queries including either site:gov or site:mil will supply many
suitable images. (Note: the *.mil sites include non-military content,
too!)
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
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.
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.)
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.
Be sure that the image is not too grainy, dim, or washed out.
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.
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.
jpegtran -trim -copy none -crop 512x1728+160+128 < src.jpg >
cropped.jpg
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. GIMP users should choose "XCF", and Adobe
Photoshop users should choose "PSD", for example.
If you have rotated or cropped the image in your image editor, flatten
it now. You need to have just one RGB layer without mask or alpha.
Open the layers dialog box. Replicate the one layer several times. From
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 "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 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
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
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).
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.
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.
Now you must be zoomed in.
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.
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.
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).
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.
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.
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
the mask (the shrink helps you avoid and recover from mistakes).
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.
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.
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:
* composited over green (mask enabled)
* composited over magenta (mask enabled)
* original (the top or bottom layer)
* composited over the original (mask enabled)
* 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
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.
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.
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.
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.
Save the image for Tux Paint
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...
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
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.
Save the mask image as a NetPBM portable greymap (".pgm") 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.)
You may close the mask image.
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 (".ppm") file.
(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
pnmtopng command, like this:
pnmtopng -force -compression 9 -alpha mask.pgm fg.ppm >
final-stamp.png

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AUTORES.txt de Tux Paint
Tux Paint - Un programa de dibujo simple para niños.
Copyright (c) 2002 por Bill Kendrick
bill@newbreedsoftware.com
http://www.newbreedsoftware.com/tuxpaint/
17 de Junio de 2002 - 21 de Noviembre de 2002
* Diseño y Programación:
Bill Kendrick <bill@newbreedsoftware.com>
New Breed Software
http://www.newbreedsoftware.com/
Algoritmo de figuras rellenas basado en una descripción del libro
"Computer Graphics: C Version," (c) Prentice Hall 1997
por Donald Hearn y M. Pauline Baker.
[ NOTA: Actualmente no utilizado. ]
Código de relleno basado en el ejemplo de Wikipedia:
http://www.wikipedia.org/wiki/Flood_fill/C_example
por Damian Yerrick - http://www.wikipedia.org/wiki/Damian_Yerrick
* Gráficos
* Botones de la IU - Creados usando el guión para botones "AquaPro" de
The GIMP. Copyright (C) 2001 Denis Bodor <b.bodor@calixo.net>
* Íconos de la IU - Creados por Bill Kendrick usando The GIMP
* Representación tipo dibujo animado de "Tux", el pingüino de Linux
Creada por Sam "Criswell" Hart <criswell@geekcomix.com>
Tux diseñado originalmente por Larry Ewing <lewing@isc.tamue.edu>
http://www.isc.tamu.edu/~lewing/linux/
* Pinceles creados usando The GIMP
http://www.gimp.org/
* Tipos de Letra
* "efont-serif.ttf" por Electronic Font Open Laboratory
http://openlab.ring.gr.jp/efont/serif/
Bajo licencia GPL, Copyright 2000-2001 Kazuhiko <kazuhiko@ring.gr.jp>
* "default_font.ttf" es "FreeSans.ttf" de las Free UCS Outline Fonts.
http://www.freesoftware.fsf.org/freefont/
Bajo licencia GPL, Copyright 2002 Primoz Peterlin
<primoz.peterlin@biofiz.mf.uni-lj.si> y otros
* Sonido
* Varios grabados por Bill Kendrick
* Bloques - Pila de cartuchos de Nintendo NES golpeándose entre sí.
* Desenfoque - Micrófono contra la almohadilla del ratón.
* Tiza - Micrófono contra la cabellera.
* Desvanecimiento - Rana chillona.
* Muchos otros tomados de varios lugares de la web.
* Editado utilizando SOX
http://sox.sourceforge.net/
* Editado utilizando Audacity
http://www.audacity.org/
* Traducciones
* Catalán
Pere Pujal Carabantes <ppujal@airtel.net>
* Checo
Peter Sterba <sterba@sterba.com>
Martin <barin@email.cz>,
(Coming soon) Ales <garalda@email.cz>
* Danés
Rasmus Erik Voel Jensen <i18n@solsort.dk>
* Holandés
Herman Bruyninckx <Herman.Bruyninckx@mech.kuleuven.ac.be>
Geert Stams <geertstams@wanadoo.nl>
* Finlandés
Tarmo Toikkanen <tarmo.toikkanen@iki.fi>
* Francés
Jacques Chion <Jacques.Chion@wanadoo.fr>
Charles Vidal <vidalc@club-internet.fr>
* Alemán
Fabian Franz <FabianFranz@gmx.de>
* Islandés
Pjetur G. Hjaltason <pjetur@pjetur.net>
* Italiano
Marco Milanesi <kpanic@pavia.linux.it>
* Húngaro (próximamente)
Török Gábor <gabo@linuxmania.hu>
* Noruego
Karl Ove Hufthammer <karl@huftis.org>
* Polaco (próximamente)
Jacek Poplawski <jpopl@interia.pl>
* Portugués (Brasilero)
Daniel José Viana <danjovic@vespanet.com.br>
Dedicado a mi amada hija Scarlet
* Español
Gabriel Gazzán <ggabriel@internet.com.uy>
* Sueco
Daniel Andersson <daniel@septum.org>
* Turco
Doruk Fisek <dfisek@fisek.com.tr>
* Ports y Empaque
* Versión para Windows 32 bits
John Popplewell <john@johnnypops.demon.co.uk>
* Paquete para Debian
Ben Armstrong <synrg@sanctuary.nslug.ns.ca>
* Paquete para NetBSD
Thomas Klausner <wiz@danbala.ifoer.tuwien.ac.at>
* Versión para Mac OS X
Darrell Walisser <walisser@mac.com>
* Soporte / Probadores
Tux4Kids.org, Sam Hart (encargado del proyecto Tux4Kids)
¡Muchos otros en la comunidad! (Pruebas, corrección de errores,
comentarios, alabanzas)
Ver también: CHANGES.txt (en inglés)

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Extending
Tux Paint
versión 0.9.26
Copyright © 2002-2021 by various contributors; see AUTHORS.
http://www.tuxpaint.org/
30 enero 2021
----------------------------------------------------------------------
+------------------------------------------+
|Table of Contents |
|------------------------------------------|
| * Where Files Go |
| * Standard Files |
| * Personal Files |
| * Brushes |
| * Brush Options |
| * Stamps |
| * Stamp Images |
| * Stamp Descriptive Text |
| * Stamp Sound Effects |
| * Stamp Descriptive Sound |
| * Stamp Options |
| * Pre-Mirrored and Flipped Stamps |
| * Fonts |
| * 'Starters' |
| * Coloring-Book Style Starters |
| * Scene-Style Starters |
| * 'Templates' |
| * Translations |
| * Alternative Input Methods |
| * On-screen Keyboard |
+------------------------------------------+
----------------------------------------------------------------------
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 re-launch Tux Paint for the changes to take effect.
----------------------------------------------------------------------
Where Files Go
Standard Files
Tux Paint looks for its various data files in its 'data' directory.
Linux and Unix
Where this directory goes depends on what value was set for
"DATA_PREFIX" when Tux Paint was built. See 'Install documentation'
for details.
By default, though, the directory is:
/usr/local/share/tuxpaint/
If you installed from a package, it is more likely to be:
/usr/share/tuxpaint/
Windows
Tux Paint looks for a directory called 'data' in the same directory
as the executable. This is the directory that the installer used
when installing Tux Paint e.g.:
C:\Program Files\TuxPaint\data
macOS
Tux Paint stores its data files inside the "Tux Paint" application
icon (which is actually a special kind of folder on macOS & Mac OS X
before it). The following steps explain how to get to the folders
within it:
1. Bring up a 'context' menu by holding the [Control] key and
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".
3. Open the "Contents" folder and open the "Resources" folder found
inside.
4. There, you will find various sub-folders, such as "starters",
"stamps", "brushes", etc. Adding new content to these folders
will make the content available to any user that launches this
copy (icon) of Tux Paint.
Note: If you install a newer version of Tux Paint and replace or
discard the old version, you will lose changes made by following the
instructions above, so keep backups of your new content (stamps,
brushes, etc.).
Tux Paint also looks for files in a "TuxPaint" folder that you can
place in your system's "Application Support" folder (found under
"Library" at the root of your filesystem):
/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.
----------------------------------------------------------------------
Personal Files
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 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 personal
"Application Support" folder:
/Users/(username)/Library/Application Support/TuxPaint/
Linux and Unix
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/tux", then your personal
Tux Paint files go in "/home/tux/.tuxpaint/".
Don't forget the period (".") before the "tuxpaint"!
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.)
----------------------------------------------------------------------
Brushes
The brushes used for drawing with the 'Brush' and 'Lines' tools in Tux
Paint are simply PNG image files.
The alpha (transparency) of the PNG image is used to determine the shape
of the brush, which means that the shape can be 'anti-aliased' and even
partially-transparent!
Greyscale pixels in the brush PNG will be drawn using the
currently-selected color in Tux Paint. Color pixels will be tinted.
Brush Options
Aside from a graphical shape, brushes can also be given other
attributes. To do this, you need to create a 'data file' for the
brush.
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", found in
the same directory.)
Brush Spacing
As of Tux Paint version 0.9.16, you can now specify the spacing for
brushes (that is, how often they are drawn). By default, the spacing
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
number, the more often the brush is drawn.)
Animated Brushes
As of Tux Paint version 0.9.16, you may now create animated brushes.
As the brush is used, each frame of the animation is drawn.
Lay each frame out across a wide PNG image. For example, if your
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.
Note: If you'd rather the frames be flipped through randomly, rather
than sequentially, also add a line containing "random" to the
brush's data file.
Directional Brushes
As of Tux Paint version 0.9.16, you may now create directional
brushes. As the brush is used, different shapes are drawn, depending
on the direction the brush is going.
The directional shapes are divided into a 3x3 square in a PNG image.
For example, if your brush is 30x30, the image should be 90x90, and
each of the direction's shapes placed in a 3x3 grid. The center
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 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.
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
and there are 5 frames, it would be 450x90. (The leftmost 150x90
pixels of the image represent the 9 direction shapes for the first
frame, for example.)
Place the brush image PNGs (and any data text files) in the "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 'PNG
documentation' in Tux Paint for more information and tips.
----------------------------------------------------------------------
Stamps
All stamp-related files go in the "stamps" directory. It's useful to
create subdirectories and sub-subdirectories there to organize the
stamps. (For example, you can have a "holidays" folder with "halloween"
and "christmas" sub-folders.)
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
itself.
As of Tux Paint version 0.9.17, Stamps may be either PNG bitmap images
or SVG vector images. They can be full-color or greyscale. The alpha
(transparency) channel of PNGs is used to determine the actual shape
of the picture (otherwise you'll stamp a large rectangle on your
drawings).
PNGs can be any size, and Tux Paint (by default) provides a set of
sizing buttons to let the user scale the stamp up (larger) and down
(smaller).
SVGs are vector-based, and will be scaled appropriately for the canvas
size being used in Tux Paint.
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 'SVG documentation' in Tux Paint for more
information and tips.
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.
----------------------------------------------------------------------
Stamp Descriptive Text
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.
Localization Support
Additional lines can be added to the text file to provide
translations of the description, to be displayed when Tux Paint is
running in a different locale (like French or Spanish).
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 (Unicode, encoded in UTF-8).
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.
Windows Users
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.
----------------------------------------------------------------------
Stamp Sound Effects
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.)
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"
"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., "stamp.wav")
Note: For descriptive sounds (not sound effects, like a bang or a bird
chirping), consider using descriptive sounds; see 'Stamp Descriptive
Sound', below.
----------------------------------------------------------------------
Stamp Descriptive Sound
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.)
Localization Support
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"
"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' sound file. (e.g., "stamp_desc.wav")
----------------------------------------------------------------------
Stamp Options
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'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., "stamp.png"'s data file is the text file
"stamp.dat", found in the same directory.)
Colored Stamps
Stamps can be made to be either "colorable" or "tintable."
Colorable
"Colorable" stamps they work much like brushes - you pick the
stamp to get the shape, and then pick the color you want it to be.
(Symbol stamps, like the mathematical and musical ones, are an
example.)
Nothing about the original image is used except the transparency
(from "alpha" channel). The color of the stamp comes out solid.
Add a line containing the word "colorable" to the stamp's data
file.
Tinted
"Tinted" stamps are similar to "colorable" ones, except the
details of the original image are kept. (To put it technically,
the original image is used, but its hue is changed, based on the
currently-selected color.)
Add a line containing the word "tintable" to the stamp's data
file.
Tinting Options:
Depending on the contents of your stamp, you might want to have
Tux Paint use one of a number of methods when tinting it. Add
one of the following lines to the stamp's data file:
Normal tinter — "tinter=normal" (the default)
This is the normal tinting mode. (Hue range is ±18°, 27
replace.)
'Any hue' tinter — "tinter=anyhue"
This remaps all hues in the stamp. (Hue range is ±180°.)
Narrow tinter — "tinter=narrow"
This like the "anyhue" option, but with a narrower hue
angle. (Hue range is ±6°, 9 replace.)
Vector tinter — "tinter=vector"
This maps 'black through white' to 'black through
destination'.
Unalterable Stamps
By default, a stamp can be flipped upside down, shown as a mirror
image, or both. This is done using the control buttons below the
stamp selector, at the lower right side of the screen in Tux Paint.
Sometimes, it doesn't make sense for a stamp to be flippable or
mirrored; for example, stamps of letters or numbers. Sometimes
stamps are symmetrical, so letting the user flip or mirror them
isn't useful.
To prevent a stamp from being flipped vertically, add the option
"noflip" to the stamp's data file.
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 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 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
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 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,
imagine a picture of a fire truck with the words "Fire Department"
written across the side. You probably do not want that text to appear
backwards when the image is flipped!
To create a mirrored version of a stamp that you want Tux Paint to
use, rather than mirroring one on its own, simply create a second
".png" or ".svg" graphics file with the same name, except with
"_mirror" before the filename extension.
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
flipped, by naming it "_mirror_flip".
Note: If the user flips and mirrors an image, and a pre-drawn
"_mirror_flip" doesn't exist, but either "_flip" or "_mirror" does, it
will be used, and mirrored or flipped, respectively.
----------------------------------------------------------------------
Fonts
The fonts used by Tux Paint are TrueType Fonts (TTF).
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' and 'Label' tools.
----------------------------------------------------------------------
'Starters'
'Starter' images appear in the 'New' dialog, along with solid color
background choices.
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 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
details to. In Tux Paint, as you draw, type text, or stamp stamps, the
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 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.
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
acts the same: it can't be drawn over, erased, or affected by 'Magic'
tools. However, the background can be!
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' image.
By creating both an overlay and a background, you can create a
'starter' which simulates depth. Imagine a background that shows the
ocean, and an overlay that's a picture of a reef. You can then draw
(or stamp) fish in the picture. They'll appear in the ocean, but never
'in front of' the reef.
To create this kind of 'starter' picture, simply create an overlay
(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.)
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' 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 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.)
----------------------------------------------------------------------
'Templates'
'Template' images also appear in the 'New' dialog, along with solid
color background choices and 'Starters'. (Note: Tux Paint prior to
version 0.9.22 did not have the 'Template' feature.)
Unlike pictures drawn in Tux Paint by users and then opened later,
opening a 'template' creates a new drawing. When you save, the
'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 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, JPEG, SVG, or KPX (KidPix)
format). No preparation or conversion should be required.
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.
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 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 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
"src/po/"). Rename the copy as a ".po" file, with an appropriate name
for the locale you're translating to (e.g., "es.po" for Spanish; or
"pt_BR.po" for Brazilian Portuguese, versus "pt.po" or "pt_PT.po" for
Portuguese spoken in Portugal.)
Open the newly-created ".po" file — you can edit in a plain text edtior,
such as Emacs, Pico or VI on Linux, or NotePad on Windows. The original
English text used in Tux Paint is listed in lines starting with "msgid".
Enter your translations of each of these pieces of text in the empty
"msgstr" lines directly below the corresponding "msgid" lines. (Note: Do
not remove the quotes.)
Example:
msgid "Smudge"
msgstr "Manchar"
msgid "Click and drag to draw large bricks."
msgstr "Haz clic y arrastra para dibujar ladrillos grandes."
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
occasionally changed. The text catalog for the upcoming, unreleased
version of Tux Paint can be found in Tux Paint's Git repository (see:
http://www.tuxpaint.org/download/source/git/), and on the Tux Paint
website at http://www.tuxpaint.org/help/po/.
To edit an existing translation, download the latest ".po" file for that
language, and edit it as described above.
You may send new or edited translation files to Bill Kendrick, lead
developer of Tux Paint, at: bill@newbreedsoftware.com, or post them to
the "tuxpaint-i18n" mailing list (see: http://www.tuxpaint.org/lists/).
Alternatively, if you have an account with SourceForge.net, you can
request to be added to the "tuxpaint" project and receive write-access
to the Git source code repository so that you may commit your changes
directly.
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
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
extension (e.g., "ja.im").
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 ("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):
* the Unicode value of the character, in hexadecimal (more than one
character can be listed, separated by a colon (':'), this allowing
some sequences to map to words)
* the keycode sequence (the ASCII characters that must be entered to
generate the Unicode character)
* a flag (or "-" if none)
Start additional character mapping sections with a line containign the
word "section".
Example:
# Hiragana
304B ka -
304C ga -
304D ki -
304E gi -
304D:3083 kya -
3063:305F tta -
# Katakana
section
30AB ka -
30AC ga -
30AD ki -
30AE gi -
Note: Blank lines within the ".im" file will be ignored, as will any
text following a "#" (pound/hash) character — it can be used to denote
comments, as seen in the example above.
Note: Meanings of the flags are locale-specific, and are processed by
the language-specific source code in "src/im.c". For example, "b" is
used in Korean to handle Batchim, which may carry over to the next
character.
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
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 "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")
This is a text file that specifies the other files used to describe
the layout and key mappings.
layout qwerty.h_layout
keymap us-intl-altgr-dead-keys.keymap
composemap en_US.UTF-8_Compose
keysymdefs keysymdef.h
keyboardlist qwerty.layout default.layout
Note: Blank lines within the ".layout" file will be ignored, as will
any text following a "#" (pound/hash) character — it can be used to
denote comments, as seen in the example above.
The "keyboardlist" line describes which layouts to switch to, when the
user clicks the left and right buttons on the keyboard. (See below.)
Keyboard layout file ("qwerty.h_layout")
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
KEY 49 1.0 ` ~ ` ~ 0
KEY 10 1.0 1 ! ¡ ¹ 0
KEY 11 1.0 2 @ ² ˝ 0
KEY 12 1.0 3 # · ³ 0
KEY 13 1.0 4 $ ¤ £ 0
KEY 14 1.0 5 % € ¸ 0
KEY 15 1.0 6 ^ ¼ ^ 0
...
KEY 21 1.0 = + × ÷ 0
KEY 22 2.0 DELETE DELETE DELETE DELETE 0
NEWLINE
KEY 23 1.5 TAB TAB TAB TAB 0
KEY 24 1.0 q Q ä Ä 1
KEY 25 1.0 w W å Å 1
KEY 26 1.0 e E é É 1
KEY 27 1.0 r R ® ® 1
...
NEWLINE
# Arrow to left will change to the previous keyboard
KEY 2 1.0 <- <- <- <- 0
KEY 133 2.0 Cmp Cmp Cmp Cmp 0
# The ALT or ALTGR keys are used in im to switch the input mode
KEY 64 2.0 Alt Alt Alt Alt 0
# Space
KEY 65 7.0 SPACE SPACE SPACE SPACE 0
KEY 108 2.0 AltGr AltGr AltGr AltGr 0
# Arrow to right will change to the next keyboard
KEY 1 1.0 -> -> -> -> 0
Notice here that alphabetic keys ([Q], [W], etc.) will be affected by
[CapsLock], while numeric keys ([1], [2], etc.), [Space], and so on,
will not.
Keycodes up to "8" are reserved for internal use. The ones currently
used are described below.
* 0 — empty button
* 1 — next layout (per the layout file's "keyboardlist" setting)
* 2 — previous layout (per the layout file's "keyboardlist" setting)
Keymap file ("us-intl-altgr-dead-keys.keymap")
This file defines which numeric keycodes (seen in the keyboard layout
files, such as "qwerty.h_layout" described above) should be mapped to
which actual characters that an application such as Tux Paint expects
to receive when keys (e.g., on a real keyboard) are pressed.
If you're using an operating system such as Linux, which runs X-Window
and has the "xmodmap" command-line tool available, you can run it with
the ("print keymap expressions" option, "-pke", to generate a keymap
file.
keycode 9 = Escape NoSymbol Escape Escape
keycode 10 = 1 exclam exclamdown onesuperior 1 exclam 1 exclam
NoSymbol onesuperior
keycode 11 = 2 at twosuperior dead_doubleacute 2 at 2 at onehalf
twosuperior
keycode 12 = 3 numbersign periodcentered threesuperior dead_macron
periodcentered
...
keycode 52 = z Z ae AE Arabic_hamzaonyeh asciitilde guillemotright
NoSymbol Greek_zeta Greek_ZETA U037D U03FF
keycode 53 = x X x X Arabic_hamza Arabic_sukun guillemotleft
NoSymbol Greek_chi Greek_CHI rightarrow leftarrow
keycode 54 = c C copyright cent Arabic_hamzaonwaw braceright
Greek_psi Greek_PSI copyright
keycode 55 = v V v V Arabic_ra braceleft Greek_omega Greek_OMEGA
U03D6
keycode 56 = b B b B UFEFB UFEF5 Greek_beta Greek_BETA U03D0
keycode 57 = n N ntilde Ntilde Arabic_alefmaksura Arabic_maddaonalef
Greek_nu Greek_NU U0374 U0375
keycode 58 = m M mu mu Arabic_tehmarbuta apostrophe Greek_mu
Greek_MU U03FB U03FA
keycode 59 = comma less ccedilla Ccedilla Arabic_waw comma comma
less guillemotleft
keycode 60 = period greater dead_abovedot dead_caron Arabic_zain
period period greater guillemotright periodcentered
keycode 61 = slash question questiondown dead_hook Arabic_zah
Arabic_question_mark slash question
keycode 62 = Shift_R NoSymbol Shift_R Shift_R
...
Composemap file ("en_US.UTF-8_Compose")
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 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")
This file (which is a C programming language header file) is also from
the X Window System. It defines the Unicode values of each keycap
(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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INSTALACION.txt de Tux Paint Tux Paint
versión 0.9.26
Installation Documentation
Tux Paint - Un programa de dibujo simple para niños. Copyright © 2002-2021 by various contributors; see AUTHORS.
http://www.tuxpaint.org/
Copyright 2002 por Bill Kendrick 30 enero 2021
bill@newbreedsoftware.com
http://www.newbreedsoftware.com/tuxpaint/
27 de Junio de 2002 - 5 de Noviembre de 2002 ----------------------------------------------------------------------
Requirements:
Requerimientos:
---------------
Usuarios de Windows:
--------------------
La versión Windows de Tux Paint viene pre-empacada con todas las
bibliotecas necesarias pre-compiladas (en forma de ".DLL"), por lo
tanto no se necesita bajar nada extra.
libSDL libSDL
------
Tux Paint requiere Simple DirectMedia Layer Library (libSDL),
una biblioteca de programación multimedia de Código Abierto
disponible bajo la licencia GNU Lesser General Public License (LGPL).
Junto con libSDL, Tux Paint depende de una cantidad de otras bibliotecas Tux Paint requires the Simple DirectMedia Layer Library (libSDL), an
de 'ayuda' de SDL: SDL_Image (para archivos gráficos), SDL_TTF (para el Open Source multimedia programming library available under the GNU
soporte de Fuentes True Type) y, opcionalmente, SDL_Mixer (para efectos de Lesser General Public License (LGPL).
sonido).
Usuarios de Linux/Unix: Along with libSDL, Tux Paint depends on a number of other SDL 'helper'
----------------------- libraries: SDL_Image (for graphics files), SDL_TTF and (optionally)
Las bibliotecas SDL están disponibles como código-fuente o como paquetes SDL_Pango (for True Type Font support) and, optionally, SDL_Mixer (for
RPM o Debian para varias distribuciones de Linux. Pueden ser bajadas sound effects).
desde:
libSDL: http://www.libsdl.org/ Linux/Unix Users:
SDL_Image: http://www.libsdl.org/projects/SDL_image/
SDL_TTF: http://www.libsdl.org/projects/SDL_ttf/
SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/ [OPCIONAL]
También suelen estar disponibles con tu distribución Linux The SDL libraries are available as source-code, or as RPM or Debian
(p.ej.: en uno de los CDs de instalación, o disponibles vía programas packages for various distributions of Linux. They can be downloaded
de mantenimiento de software como el "apt-get" de Debian). from:
NOTA: Al instalar desde paquetes, asegúrate de instalar TAMBIÉN las * libSDL: http://www.libsdl.org/
versiones "-devel" de los paquetes. (Por ejemplo, instala tanto * SDL_Image: http://www.libsdl.org/projects/SDL_image/
"SDL-1.2.4.rpm" como "SDL-1.2.4-devel.rpm") * 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)
Otras Bibliotecas: They are also typically available along with your Linux distribution
------------------ (e.g. on an installation media, or available via package
Tux Paint también saca partido de varias otras bibliotecas libres bajo maintainance software like Debian's "apt").
licencia LGPL. Bajo Linux, como en el caso de la SDL, ya deberían estar
instaladas también, o deberán estar listas para su instalación como parte Note: When installing libraries from packages, be sure to ALSO
de tu distribución Linux. 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 libPNG
------
Tux Paint usa el formato PNG (Portable Network Graphics) para sus Tux Paint uses PNG (Portable Network Graphics) format for its data
archivos de información. SDL_image requiere que libPNG esté instalada. files. SDL_image will require libPNG be installed.
http://www.libpng.org/pub/png/libpng.html http://www.libpng.org/pub/png/libpng.html
FreeType2
---------
Tux Paint usa fuentes TTF (True Type Font) para dibujar texto.
SDL_ttf requiere la biblioteca FreeType2.
http://www.freetype.org/
gettext gettext
-------
Tux Paint utiliza las preferencias locales de tu sistema conjuntamente Tux Paint uses your system's locale settings along with the
con la biblioteca "gettext" para soportar varios idiomas "gettext" library to support various languages (e.g., Spanish).
(p.ej: Español). Necesitarás tener la biblioteca gettext instalada. You'll need the gettext library installed.
http://www.gnu.org/software/gettext/ http://www.gnu.org/software/gettext/
Herramientas NetPBM [OPCIONAL] libpaper (Linux/Unix only)
------------------------------
Bajo Linux y Unix, las herramientas NetPBM son las actualmente usadas As of Tux Paint 0.9.17, Tux Paint can determine your system's
para imprimir. (Una PNG es generada por TuxPaint y convertida a default paper size (e.g., A4 or Letter), or can be told to use a
PostScript usando las herramientas de línea de comandos de NetPBM particular paper size, thanks to "libpaper".
'pngtopnm' y 'pnmtops'.)
https://github.com/naota/libpaper
FriBiDi
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/
* Cairo 2: http://www.cairographics.org/
* These also depend on the following:
* GdkPixbuf & GLib: http://www.gtk.org/
* Pango: http://www.pango.org/
Older SVG libraries
* 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
To support export of animated GIFs (slideshows), the "libimagequant"
library (from the "pngquant2" project) is required.
https://github.com/ImageOptim/libimagequant
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/ http://netpbm.sourceforge.net/
Compiling and Installation:
Compilación e Instalación: Tux Paint is released under the GNU General Public License (GPL) (see
-------------------------- "COPYING.txt" for details), and therefore the 'source code' to the
Tux Paint se entrega bajo la licencia GNU General Public License (GPL) program is available freely.
(ver "COPYING.txt" por más detalles) y por lo tanto el 'código fuente'
del programa está incluido.
Usuarios de Windows: Windows Users:
--------------------
Compilación:
------------
Tux Paint viene pre-compilado para Windows, por lo tanto no se
necesita compilación. [Eventualmente, pondremos aquí información
acerca de como recompilar para Windows. Mientras tanto, estás por
las tuyas. ¡Lo sentimos!]
Instalación: Compiling:
-----------
Hacer doble clic sobre el ejecutable (archivo .EXE) del instalador del
Tux Paint y seguir las instrucciones.
En primer lugar se preguntará si se está de acuerdo con la licencia. As of February 2005 (starting with Tux Paint 0.9.15), the "Makefile"
(Es la Licencia Pública General de GNU (GPL), la cual también está includes support for building on a Windows system using MinGW/MSYS
disponible en el archivo "COPIADO.txt".) (http://www.mingw.org/).
A continuación se consultará si se desean instalar accesos directos a After configuring the environment and building and installing all
Tux Paint en el Menú Inicio y en el Escritorio de Windows. the dependencies, use these commands, in MSYS, to build, install and
(Ambas opciones están habilitadas por defecto.) run:
Luego se consultará sobre dónde se desea instalar el Tux Paint. Prior to version 0.9.20:
La opción por defecto debería ser apropiada, en tanto haya espacio
disponible. En caso contrario, escoger una ubicación diferente.
¡En este punto, sólo resta hacer clic en 'Install' para instalar Tux $ make win32
Paint! $ make install-win32
$ tuxpaint
Cambiando las preferencias Utilizando el Acceso Directo: Version 0.9.20 and beyond:
--------------------------------------------------------
Para cambiar las preferencias del programa, hacer clic derecho sobre el
acceso directo del TuxPaint y seleccionar 'Propiedades' (abajo).
Asegurarse de que la etiqueta 'Acceso directo' esté seleccionada en la $ make
ventana que aparece y examinar el campo 'Destino:'. Se debería ver $ make install
algo como esto: $ tuxpaint
"C:\Archivos de Programa\Tuxpaint\TuxPaint.exe" Use the following command to build a version suitable for
redistribution with the installer or in a zip-file:
Ahora es posible agregar opciones de línea de comando, las que entrarán $ make bdist-win32
en acción al hacer doble clic sobre el ícono.
Por ejemplo, para hacer que el juego funcione a pantalla completa, Or if building for Win9x/ME:
con figuras simplificadas (sin opción de rotación) y en Español,
agregar estas opciones (luego de 'TuxPaint.exe'):
"C:\Archivos de Programa\Tuxpaint\TuxPaint.exe" -f -s --lang spanish $ BDIST_WIN9X=1 make bdist-win32
(Ver "LEEME.txt" para una lista completa de las opciones de línea de Before any of the above will work, you need to configure the
comando disponibles.) environment and build or install the libraries that Tux Paint
depends upon. John Popplewell put together some instructions for
doing that here:
Si se cometiera un error o si todo desapareciera, utilizar Ctrl-Z para http://www.johnnypops.co.uk/tuxpaint/
deshacer o simplemente presionar la tecla [ESC] para cerrar el diálogo
sin aplicar los cambios (¡a menos que se hubiera presionado el botón
"Aplicar"!).
Una vez finalizado, hecer clic en "Aceptar". Read the relevant notes if building for Win9X/ME.
Running the Installer:
Si Algo Sale Mal Double-click the Tux Paint installer executable (.EXE file) and
---------------- follow the instructions.
Si al hacer doble clic en el acceso directo para ejecutar el juego
nada sucede, es probable que sea porque algunas de las opciones de
línea de comando están mal. Abrir un Explorador como antes y buscar un
archivo llamado 'stderr.txt' en la carpeta del TuxPaint.
Este contendrá una descripción de lo que estuvo mal. Usualmente será First, you will be asked to agree to the license. (It is the GNU
sólo debido a una mayúscula o minúscula incorrecta ('Z' en vez de 'z') General Public License (GPL), which is also available as
o un guión '-' de menos o de más. "COPYING.txt".)
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.)
Usuarios Linux/Unix: Then you will be asked where you wish to install Tux Paint. The
-------------------- default should be suitable, as long as there is space available.
Compilación: Otherwise, pick a different location.
------------
Nota: Al presente, Tux Paint no utiliza autoconf/automake, por lo que
no hay un guión "./configure" que ejecutar. (¡Lo sentimos!) Sin
embargo compilarlo no debería presentar complicaciones, asumiendo que
todo lo que el Tux Paint necesita esté instalado.
Para compilar el programa desde las fuentes, simplemente ejecutar el At this point, you can click 'Install' to install Tux Paint!
siguiente comando desde un prompt del shell (p.ej.: "$"):
Changing the Settings Using the Shortcut:
To change program settings, right-click on the TuxPaint shortcut and
select 'Properties' (at the bottom).
Make sure the 'Shortcut' tab is selected in the window that appears,
and examine the 'Target:' field. You should see something like this:
"C:\Program Files\TuxPaint\TuxPaint.exe"
You can now add command-line options which will be enabled when you
double-click the icon.
For example, to make the game run in fullscreen mode, with simple
shapes (no rotation option) and in French, add the options (after
'TuxPaint.exe'), like so:
"C:\Program Files\TuxPaint\TuxPaint.exe" -f -s --lang french
(See the main documentation for a full list of available
command-line options.)
If you make a mistake or it all disappears use [Ctrl] + [Z] to undo
or just hit the [Esc] key and the box will close with no changes
made (unless you pushed the "Apply" button!).
When you have finished, click "OK."
If Something Goes Wrong:
If, when you double-click on the shortcut to run Tux Paint, nothing
happens, it is probably because some of these command-line options
are wrong. Open an Explorer like before, and look for a file called
"stderr.txt" in the TuxPaint folder.
It will contain a description of what was wrong. Usually it will
just be due to incorrect character-case (capital 'Z' instead of
lowercase 'z') or a missing (or extra) '-' (dash).
Linux/Unix Users:
Compiling:
Note: Tux Paint does not use autoconf/automake, so there is no
"./configure" script to run. Compiling should be straight-forward
though, assuming everything Tux Paint needs is installed.
To compile the program from source, simply run the following command
from a shell prompt (e.g., "$"):
$ make $ make
Deshabilitando el Sonido al Compilar: Disabling SVG support (and hence Cairo, libSVG, and svg-cairo dependencies):
-------------------------------------
Alternativamente, si no hubiera tarjeta de sonido, o si se prefieriera
compilar el programa sin soporte para sonido (por lo que SDL_mixer no
tendría que ser instalada), se puede ejecutar "make" con "nosound" como
'target':
$ make nosound 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=
Si aparecen errores: Disabling Pango support (and hence Pango, Cairo, etc. dependencies):
--------------------
Si aparecen errores durante la compilación, asegurarse de tener
instaladas las bibliotecas apropiadas (ver arriba). Si se están
utilizando versiones empacadas de las bibliotecas (p.ej: RPMs bajo
RedHat o DEBs bajo Debian), asegurarse también de obtener los paquetes
correspondientes "-dev" o "-devel", ¡de otro modo no será posible
compilar Tux Paint (y otros programas) a partir del código fuente!
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:
Instalación: $ make SDL_PANGO_LIB=
------------
Asumiendo que no hayan ocurrido errores fatales, ahora es posible Disabling Sound at Compile-time:
instalar el programa para que pueda ser ejecutado por los usuarios del
sistema. Por defecto, esto debe ser hecho por el usuario "root" If you don't have a sound card, or would prefer to build the program
('superusuario'). Volverse "root" ingresando el comando: 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.
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!
Installng:
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:
$ su $ su
Ingresar la clave de "root" cuando sea solicitada. Ahora se debería Enter "root"'s password at the prompt. You should now be "root"
estar en modo "root" (con un prompt así: #). Para instalar el programa (with a prompt like "#"). To install the program and its data files,
y sus archivos de datos, tipear: type:
# make install # make install
Finalmente, volver al usuario regular saliendo del modo Finally, you can switch back to your regular user by exiting
superusuario: superuser mode:
# exit # exit
Alternatively, you may be able to simply use the "sudo" command
(e.g., on Ubuntu Linux):
NOTA: Por defecto, "tuxpaint", el programa ejecutable, está ubicado $ sudo make install
en "/usr/local/bin/". Los archivos de datos (imágenes, sonidos, etc.)
están ubicados en "/usr/local/share/tuxpaint/".
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/".
Chambiando las Cosas de Lugar Changing Where Things Go
-----------------------------
Es posible cambiar las cosas de lugar usando las variables 'prefix' You can change where things will go by setting "Makefile"variables
al hacer Makefile. "PREFIX" es la base de a donde todos los demás on the command line. "DESTDIR" is used to place output in a
archivos irán, y está fijado por defecto en "/usr/local". 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:
Otras variables son:
BIN_PREFIX BIN_PREFIX
Donde será instalado el binario "tuxpaint". Where the "tuxpaint" binary will be installed. (Set to
(Fijado por defecto en "$(PREFIX)/bin" - p.ej.: "/usr/local/bin") "$(PREFIX)/bin" by default - e.g., "/usr/local/bin")
DATA_PREFIX DATA_PREFIX
Donde irán los archivos de datos (sonido, gráficos, pinceles, Where the data files (sound, graphics, brushes, stamps,
sellos, fuentes), y donde el Tux Paint los buscará al ejecutarse. fonts) will go, and where Tux Paint will look for them
(Fijado en "$(PREFIX)/share/tuxpaint") when it's run. (Set to "$(PREFIX)/share/tuxpaint")
DOC_PREFIX DOC_PREFIX
Donde irán los los archivos de texto de la documentación (el Where the documentation text files (the "docs" directory)
directorio "docs"). (Fijado en "$(PREFIX)/share/doc/tuxpaint") will go. (Set to "$(PREFIX)/share/doc/tuxpaint")
MAN_PREFIX MAN_PREFIX
Donde irá la página de manual del Tux Paint. Where the manual page for Tux Paint will go. (Set to
(Fijado en "$(PREFIX)/share/man") "$(PREFIX)/share/man")
ICON_PREFIX $(PREFIX)/share/pixmaps ICON_PREFIX — $(PREFIX)/share/pixmaps
X11_ICON_PREFIX $(PREFIX)/X11R6/include/X11/pixmaps
GNOME_PREFIX $(PREFIX)/share/gnome/apps/Graphics X11_ICON_PREFIX — $(PREFIX)/X11R6/include/X11/pixmaps
KDE_PREFIX $(PREFIX)/share/applnk/Graphics
Donde irán los íconos y lanzadores (para GNOME y KDE). GNOME_PREFIX — $(PREFIX)/share/gnome/apps/Graphics
KDE_PREFIX — $(PREFIX)/share/applnk/Graphics
Where the icons and launchers (for GNOME and KDE) will go.
LOCALE_PREFIX LOCALE_PREFIX
Donde irán los archivos de traducción del Tux Paint, y donde Where the translation files for Tux Paint will go, and
Tux Paint los buscará. where Tux Paint will look for them. (Set to
(Fijado en "$(PREFIX)/share/locale/") "$(PREFIX)/share/locale/") (Final location of a
(La ubicación final de un archivo de traducción será bajo el translation file will be under the locale's directory
directorio de la respectiva localización [p.ej.: "es" para (e.g., "es" for Spanish), within the "LC_MESSAGES"
Español] dentro del subdirectorio "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. 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:
Desinstalando Tux Paint:
------------------------
Windows Windows
-------
Utilizando el Desinstalador
---------------------------
Si se instalaron los accesos directos del Menú Inicio (por defecto),
entonces ir a la carpeta del TuxPaint y seleccionar "Uninstall".
Un diálogo aparecerá que confirmará que se está a punto de desinstalar
Tux Paint y consultará si se lo quiere remover permanentemente, hacer
clic en el botón 'Uninstall'.
Una vez haya terminado, hacer clic en el botón Cerrar. Using the Uninstaller
También es posible utilizar la entrada "TuxPaint (remove only)" en la If you installed the Start Menu shortcuts (the default), then go to
sección Agregar/Quitar Programas del Panel de Control. 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.
NOTA: Como las imágenes creadas con el programa se almacenan dentro de When it has finished, click on the close button.
la carpeta del Tux Paint, ésta así como la sub-carpeta 'userdata' NO son
removidas.
Using the Control Panel
It is also possible to use the entry "TuxPaint (remove only)" in the
Control Panel Add/Remove programs section.
Linux Linux
-----
Dentro del directorio de fuentes del Tux Paint (donde se compiló el
programa), es posible utilizar un 'target' de 'Makefile' para desinstalar
Tux Paint. Por defecto, esto debe ser hecho por el usuario "root"
('superusuario').
(Ver las instrucciones de instalación arriba por más información.)
Volverse "root" tipeando el comando: Within the Tux Paint source directory (where you compiled Tux Paint),
you can use the "make uninstall" target to uninstall Tux Paint. By
$ su default, this must be done by the "root" user ('superuser'), but if
you installed Tux Paint somewhere else (e.g., using a "PREFIX=..."
Ingresar la clave de "root" cuando sea solicitada. Ahora se debería setting to "make" and "make install"), you may not, and will want to
estar en modo "root" (con un prompt así: #). Para desinstalar el programa provide those same settings here. (See the installation instructions
y sus archivos de datos (las imágenes de los sellos incluidos, si hubiera, above for further information.)
también serán removidas), tipear:
# make uninstall
Finalmente, volver al usuario regular saliendo del modo
superusuario:
# exit

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PNG.txt del Tux Paint Tux Paint
versión 0.9.26
PNG Documentation
Tux Paint - Un programa de dibujo simple para niños. Copyright © 2007-2021 by various contributors; see AUTHORS.
http://www.tuxpaint.org/
Copyright 2002 por Bill Kendrick 30 enero 2021
bill@newbreedsoftware.com
http://www.newbreedsoftware.com/tuxpaint/
27 de Junio de 2002 - 7 de Noviembre de 2002 ----------------------------------------------------------------------
About PNGs
Acerca de las 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
PNG es el formato de imágenes "Portable Network Graphic". Es un not "lossy" like JPEGs - lossiness allows files to be much smaller, but
estándar abierto, no gravado por ninguna patente (como el GIF). introduces 'mistakes' in the image when saved), and supports 24-bit color
Es un formato altamente comprimido (aunque sin provocar "pérdidas" (16.7 million colors) as well as a full "alpha channel" - that is, each
como el JPEG - la pérdida de calidad permite a los archivos ser más pixel can have a varying degree of transparency.
pequeños, pero introduce 'errores' en la imagen al ser guardada),
también soporta color de 24 bits (16,7 millones de colores) así como
un completo "canal alfa" - esto es, cada pixel puede tener un grado
variable de trasparencia.
Por más información, visitar: http://www.libpng.org/ For more information, visit: http://www.libpng.org/
Estas características (apertura, sin pérdidas, compresión, These features (openness, losslessness, compression, transparency/alpha)
transparencia/alfa) lo hacen la mejor elección para el TuxPaint. make it the best choice for Tux Paint. (Tux Paint's support for the PNG
(El soporte para el formato PNG del Tux Paint es provisto por la format comes from the Open Source SDL_Image library, which in turn gets it
biblioteca de Código Abierto SDL_Image, la cual a su vez lo obtiene from the libPNG library.)
de la biblioteca libPNG.)
Su soporte de gran cantidad de colores permite la utilización de Support for many colors allows photo-quality "rubber stamp" images to be
"sellos de goma" con imágenes de calidad fotográfica en Tux Paint used in Tux Paint, and alpha transparency allows for high-quality brushes.
y la tranparencia por alfa permite obtener "pinceles" de alta calidad.
How To Make PNGs
Cómo Hacer PNGs The following is a very brief list of ways to create PNGs or convert
--------------- existing images into PNGs.
La siguiente es una muy breve lista de algunas formas de crear PNGs o
convertir imágenes existentes a PNG.
GIMP & Krita
Usuarios de Linux/Unix 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
The GIMP photo editing programs.
--------
La mejor herramienta con qué crear imágenes PNG para usar en Tux Paint
es el "GNU Image Manipulation Program" (o simplemente "el GIMP"), un
programa intercativo de dibujo y edición fotográfica de alta calidad
de Código Abierto.
Probablemente ya esté instalado en tu sistema Linux. Si no fuera así, It is likely that one or both are already installed on your system. If
es casi seguro que esté para instalar en el CD de instalación o en el not, they should be readily available from your Linux distribution's
sitio de descargas de tu distribución. O de lo contrario en: software repository. If not, or to learn more, visit http://www.gimp.org/
and http://www.krita.org/, respectively.
http://www.gimp.org/
Krita
-----
Krita es una aplicación de pintura y edición de imágenes para KOffice.
http://koffice.kde.org/krita/
Command-line Tools
NetPBM NetPBM
------
Las herramientas Portable Bitmap (conocidas en conjunto como "NetPBM")
son una colección herramientas de línea-de-comandos de Código Abierto
que convierten a y desde varios formatos, incluyendo: GIF, TIFF, BMP,
PNG y muchos más.
NOTA: Los formatos de NetPBM (Portable Bitmap: PBM, The Portable Bitmap tools (collectively known as "NetPBM") is a collection
Portable Greymap: PGM, Portable Pixmap: PPM y el abarcalo todo of Open Source command-line tools which convert to and from various
Portable Any Map: PNM) no soportan alfa, ¡por lo tanto cualquier formats, including GIF, TIFF, BMP, PNG, and many more.
información de transparencia (p.ej.: de una GIF) se perderá!
¡Mejor usa The GIMP!
Probablemente ya esté instalado en tu sistema Linux. Si no fuera así,
es casi seguro que esté para instalar en el CD de instalación o en el
sitio de descargas de tu distribución. O de lo contrario en:
http://netpbm.sourceforge.net/
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 cjpeg/djpeg
-----------
Los programas de línea-de-comando "cjpeg" y "djpeg" convierten entre
el formato Portable Any Map (PNM) de NetPBM y JPEGs.
Probablemente ya esté instalado en tu sistema Linux. The "cjpeg" and "djpeg" command-line programs convert between the NetPBM
(En Debian, está disponible en el paquete "libjpeg-progs".) Portable Any Map (PNM) format and JPEGs. It is possible that it's already
Si no fuera así, es casi seguro que esté para instalar en el CD installed on your system. If not, they it be readily available from your
de instalación o en el sitio de descargas de tu distribución. Linux distribution's software repository. If not, or to learn more, visit
O de lo contrario en: https://jpegclub.org/.
ftp://ftp.uu.net/graphics/jpeg/ Windows Users
* 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
Usuarios de Windows 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/
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
Usuarios de Macintosh
---------------------
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
Más Información
---------------
En el sitio libPNG hay una lista de editores y conversores de imagen que
soportan el formato PNG:
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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Tux Paint
versión 0.9.26
Signals Documentation
Copyright © 2019-2021 by various contributors; see AUTHORS.
http://www.tuxpaint.org/
30 enero 2021
----------------------------------------------------------------------
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`)
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 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.
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.
Example: killall tuxpaint
SIGUSR1 & SIGUSR2
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.)
So, from the main interface, Tux Paint should quit almost
immediately, with no questions asked.
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

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Tux Paint
versión 0.9.26
SVG Documentation
Copyright © 2007-2021 by various contributors; see AUTHORS.
http://www.tuxpaint.org/
30 enero 2021
----------------------------------------------------------------------
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.
For more information, visit: https://www.w3.org/Graphics/SVG/
How to make SVGs
An excellent tool with which to create SVG images for use in Tux Paint is
Inkscape, a high-quality Open Source interactive drawing program.
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

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<title>
Tux Paint Advanced Stamps 'How-To' </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>
versi&oacute;n 0.9.26 Advanced Stamps 'How-To' </h1>
<p>
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 'How-To' </h2>
<blockquote>
<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 '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>
<blockquote>
<h3>
License </h3>
<blockquote>
<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>
<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>
</blockquote>
<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>
<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>
<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>
</blockquote>
</blockquote>
<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="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>
</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>
<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>
<ol>
<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 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>
</blockquote>
<h2>
Prepare the mask </h2>
<blockquote>
<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>
<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>
<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>
<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>
<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>
</blockquote>
<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>
<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 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>
<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 <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>
<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 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 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>
<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 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>
<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>
<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>
<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>
<blockquote>
<p>
<code>pnmtopng -force -compression 9 -alpha mask.pgm fg.ppm &gt; final-stamp.png</code>
</p>
</blockquote>
</blockquote>
</blockquote>
</body>
</html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<title>
Tux Paint Frequently Asked Questions </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>
versi&oacute;n 0.9.26 Frequently Asked Questions </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>
23 enero 2021 </p>
</center>
<hr>
<h2>
Drawing-related </h2>
<dl>
<dt>
Fonts I added to Tux Paint only show squares </dt>
<dd>
The TrueType Font you're using might have the wrong encoding. If it's 'custom' encoded, for example, you can try running it through FontForge (<a href="http://fontforge.sourceforge.net/">http://fontforge.sourceforge.net/</a>) to convert it to an ISO-8859 format. (Email us if you need help with special fonts.) </dd>
<dt>
The Rubber Stamp tool is greyed out! </dt>
<dd>
<p>
This means that Tux Paint either couldn't find any stamp images, or was asked not to load them. </p>
<p>
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. <i>(Note: As of version 0.9.14, Tux Paint comes with a small collection of example stamps.)</i> </p>
<p>
If you don't want to install the default collection of stamps, you 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. </p>
<p>
Finally, if you installed stamps, and think they should be loading, check to see that the "nostamps" option isn't being set. (Either via a "<code>--nostamps</code>" option to Tux Paint's command line, or "<code>nostamps=yes</code>" in the configuration file.) </p>
<p>
Either change/remove the "nostamps" option, or you can override it with "<code>--stamps</code>" on the command line or either "<code>nostamps=no</code>" or "<code>stamps=yes</code>" in a configuration file. </p>
</dd>
<dt>
The "Fill" Tool Looks Bad </dt>
<dd>
<p>
Tux Paint is probably comparing exact pixel colors when filling. This is faster, but looks worse. Run the command "<code>tuxpaint --verbose-version</code>" from a command line, and you should see, amongst the other output: "Low Quality Flood Fill enabled". </p>
<p>
To change this, you must rebuild Tux Paint from source. Be sure to remove or comment out any line that says: </p>
<blockquote>
<p>
<code>#define LOW_QUALITY_FLOOD_FILL</code>
</p>
</blockquote>
<p>
in the "tuxpaint.c" file in the "src" directory. </p>
</dd>
<dt>
Stamp outlines are always rectangles </dt>
<dd>
<p>
Tux Paint was built with low-quality (but faster) stamp outlines. </p>
<p>
To change this, you must rebuild Tux Paint from source. Be sure to remove or comment out any line that says: </p>
<blockquote>
<p>
<code>#define LOW_QUALITY_STAMP_OUTLINE</code>
</p>
</blockquote>
<p>
in the "tuxpaint.c" file in the "src" directory. </p>
</dd>
</dl>
<hr>
<h2>
Interface Problems </h2>
<dl>
<dt>
Stamp thumbnails in the Stamp Selector look bad </dt>
<dd>
<p>
Tux Paint was probably compiled with the faster, lower quality thumbnail code enabled. Run the command: "<code>tuxpaint --verbose-version</code>" from a command line. If, amongst the other output, you see the text: "Low Quality Thumbnails enabled", then this is what's happening. </p>
<p>
To change this, you must rebuild Tux Paint from source. Be sure to remove or comment out any line that says: </p>
<blockquote>
<p>
<code>#define LOW_QUALITY_THUMBNAILS</code>
</p>
</blockquote>
<p>
in the "tuxpaint.c" file in the "src" directory. </p>
</dd>
<dt>
Pictures in the 'Open' dialog look bad </dt>
<dd>
"Low Quality Thumbnails" is probably enabled. See: "Stamp thumbnails in the Stamp Selector look bad", above. </dd>
<dt>
The color picker buttons are ugly squares, not pretty buttons! </dt>
<dd>
<p>
Tux Paint was probably compiled with the nice looking color selector buttons disabled. Run the command: "<code>tuxpaint --verbose-version</code>" from a command line. If, amongst the other output, you see the text: "Low Quality Color Selector enabled", then this is what's happening. </p>
<p>
To change this, you must rebuild Tux Paint from source. Be sure to remove or comment out any line that says: </p>
<blockquote>
<p>
<code>#define LOW_QUALITY_COLOR_SELECTOR</code>
</p>
</blockquote>
<p>
in the "tuxpaint.c" file in the "src" directory. </p>
</dd>
<dt>
All of the text is in uppercase! </dt>
<dd>
<p>
The "uppercase" option is on. </p>
<p>
Either change/remove the "uppercase" option, or you can override it with "<code>--mixedcase</code>" on the command line or either "<code>uppercase=no</code>" or "<code>mixedcase=yes</code>" in a configuration file. </dd>
<dt>
Tux Paint is in a different language </dt>
<dd>
Make sure your locale setting is correct. See "Tux Paint won't switch to my language", below. </dd>
<dt>
Tux Paint won't switch to my language </dt>
<dd>
<ul>
<li>
<i>Linux and Unix users: Make sure the locale is available</i>
<p>
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 "<code>--lang</code>" option). </p>
<p>
Note: Debian and derivative (e.g., Ubuntu) users can simply run "<code>dpkg-reconfigure locales</code>" if the locales are managed by "dpkg". </p>
</li>
<li>If you're using the "<code>--lang</code>" command-line option <p>
Try using the "<code>--locale</code>" command-line option, or your operating system's locale settings (e.g., the "<code>$LANG</code>" environment variable), and please e-mail us regarding your trouble. </p>
</li>
<li>If you're using the "<code>--locale</code>" command-line option <p>
If this doesn't work, please e-mail us regarding your trouble. </p>
</li>
<li>If you're trying to use your Operating System's locale <p>
If this doesn't work, please e-mail us regarding your trouble. </p>
</li>
<li>Make sure you have the necessary font <p>
Some translations require their own font. Chinese and Korean, for example, need Chinese and Korean TrueType Fonts installed and placed in the proper location, respectively. </p>
<p>
The appropriate fonts for such locales can be downloaded from the Tux Paint website: </p>
<blockquote>
<p>
<a href=
"http://www.tuxpaint.org/download/fonts/">http://www.tuxpaint.org/download/fonts/</a>
</p>
</blockquote>
</li>
</ul>
</dd>
</dl>
<hr>
<h2>
Printing </h2>
<dl>
<dt>
Tux Paint won't print, gives an error, or prints garbage (Unix/Linux) </dt>
<dd>
<p>
Tux Paint prints by creating a PostScript rendition of the picture and sending it to an external command. By default, this command is the "<code>lpr</code>" printing tool. </p>
<p>
If that program is not available (for example, you're using CUPS, the Common Unix Printing System, and do not have "<code>cups-lpr</code>" installed), you will need to specify an appropriate command using the "<code>printcommand</code>" option in Tux Paint's configuration file. (See the "Options Documentation".) </p>
<p>
<i>Note:</i> Versions of Tux Paint prior to 0.9.15 used a different default command for printing, "<code>pngtopnm | pnmtops | lpr</code>", as Tux Paint output PNG format, rather than PostScript. </p>
<p>
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. </p>
</dd>
<dt>
I get the message "You can't print yet!" when I go to print </dt>
<dd>
<p>
The "print delay" option is on. You can only print once every <i>X</i> seconds. </p>
<p>
If you're running Tux Paint from a command-line, make sure you're not giving it a "<code>--printdelay=...</code>" option. </p>
<p>
If you're running Tux Paint by double-clicking an icon, check the properties of the icon to see if "<code>--printdelay=...</code>" is listed as a command-line argument. </p>
<p>
If a "<code>--printdelay=...</code>" option isn't being sent on the command line, check Tux Paint's configuration file for a line reading: "<code>printdelay=...</code>". </p>
<p>
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".) </p>
<p>
Or, you can simply run Tux Paint with the command-line argument: "<code>--printdelay=0</code>", which will override the configuration file's setting, and allow unlimited printing. (You won't have to wait between prints.) </p>
</dd>
<dt>
I simply can't print! The button is greyed out! </dt>
<dd>
<p>
The "no print" option is on. </p>
<p>
If you're running Tux Paint from a command-line, make sure you're not giving it a "<code>--noprint</code>" option. </p>
<p>
If you're running Tux Paint by double-clicking an icon, check the properties of the icon to see if "<code>--noprint</code>" is listed as a command-line argument. </p>
<p>
If a "<code>--noprint</code>" option isn't being sent on the command line, check Tux Paint's configuration file for a line reading: "<code>noprint=yes</code>". </p>
<p>
Either remove that line, or simply run Tux Paint with the command-line argument: "<code>--print</code>", which will override the configuration file's setting. </p>
<p>
Or use Tux Paint Config. and make sure "Allow Printing" (under "Printing") is checked. </p>
</dd>
</dl>
<hr>
<h2>
Saving </h2>
<dl>
<dt>
Where does Tux Paint save my drawings? </dt>
<dd>
<p>
Unless you asked Tux Paint to save into a specific location (using the "savedir" option), Tux Paint saves into a standard location on your local drive: </p>
<dl>
<dt>
Windows Vista, Windows 8, Windows 10
</dt>
<dd>
In the user's "AppData" folder:<br> e.g., <code>C:\Users\<i>Username</i>\AppData\Roaming\TuxPaint\saved</code> </dd>
<dt>
Windows 95, 98, ME, 2000, XP
</dt>
<dd>
In the user's "Application Data" folder:<br> e.g., <code>C:\Documents and Settings\<i>Username</i>\Application Data\TuxPaint\saved</code> </dd>
<dt>
macOS
</dt>
<dd>
In the user's "Application Support" folder:<br> e.g., <code>/Users/<i>Username</i>/Library/Applicaton Support/TuxPaint/saved/</code> </dd>
<dt>
Linux / Unix
</dt>
<dd>
In the user's home directory ("<code>$HOME</code>"), under a ".tuxpaint" subfolder:<br> e.g., <code>/home/<i>username</i>/.tuxpaint/saved/</code> </dd>
</dl>
<p>
The images are stored as PNG bitmaps, which most modern programs should be able to load (image editors, word processors, web browsers, etc.) </p>
</dd>
<dt>
Tux Paint always saves over my old picture </dt>
<dd>
<p>
The "save over" option is enabled. (This disables the prompt that would appear when you click 'Save.') </p>
<p>
If you're running Tux Paint from a command-line, make sure you're not giving it a "<code>--saveover</code>" option. </p>
<p>
If you're running Tux Paint by double-clicking an icon, check the properties of the icon to see if "<code>--saveover</code>" is listed as a command-line argument. </p>
<p>
If a "--saveover" option isn't being sent on the command line, check Tux Paint's configuration file for a line reading: "saveover=yes". </p>
<p>
Either remove that line, or simply run Tux Paint with the command-line argument: "<code>--saveoverask</code>", which will override the configuration file's setting. </p>
<p>
Or use Tux Paint Config. and make sure "Ask Before Overwriting" (under "Saving") is checked. </p>
<p>
Also, see "Tux Paint always saves a new picture!", below. </p>
</dd>
<dt>
Tux Paint always saves a new picture! </dt>
<dd>
<p>
The "never save over" option is enabled. (This disables the prompt that would appear when you click 'Save.') </p>
<p>
If you're running Tux Paint from a command-line, make sure you're not giving it a "<code>--saveovernew</code>" option. </p>
<p>
If you're running Tux Paint by double-clicking an
icon, check the properties of the icon to see if
"<code>--saveovernew</code>" is listed as an argument.
</p>
<p>
If "<code>--saveovernew</code>" 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:
"<code>saveover=new</code>".
</p>
<p>
Either remove that line, or simply run Tux Paint with the command-line argument: "<code>--saveoverask</code>", which will override the configuration file's setting. </p>
<p>
Or use Tux Paint Config. and make sure "Ask Before Overwriting" (under "Saving") is checked. </p>
<p>
Also, see "Tux Paint always saves over my old
picture!", above.
</p>
</dd>
</dl>
<hr>
<h2>
Audio Problems </h2>
<dl>
<dt>
There's no sound! </dt>
<dd>
<ul>
<li>
<em>First, check the obvious:</em>
<ul>
<li>Are your speakers connected and turned on?</li>
<li>Is the volume turned up on your speakers?</li>
<li>Is the volume turned up in your Operating System's "mixer?"</li>
<li>Are you certain you're using a computer with a sound card?</li>
<li>Are any other programs running that use sound? (They may be 'blocking' Tux Paint from accessing your sound device)</li>
<li>(Unix/Linux) Are you using a sound system, such as aRts, ESD or GStreamer? If so, try setting the "SDL_AUDIODRIVER" environment variable before running Tux Paint (e.g., "<code>export SDL_AUDIODRIVER=arts</code>"). Or, run Tux Paint through the system's rerouter (e.g., run "<code>artsdsp tuxpaint</code>" or "<code>esddsp tuxpaint</code>", instead of simply "<code>tuxpaint</code>"). </li>
</ul>
</li>
<li>
<em>Is sound disabled in Tux Paint?</em>
<p>
If sound seems to work otherwise (and you're sure no other program is "blocking" the sound device), then Tux Paint may be running with a "no sound" option. </p>
<p>
If you're running Tux Paint from a command-line, make sure you're not giving it a "--nosound" option. </p>
<p>
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. </p>
If a "<code>--nosound</code>" option isn't being sent on the command line, check Tux Paint's configuration file for a line reading: "<code>nosound=yes</code>". </p>
<p>
Either remove that line, or simply run Tux Paint with the command-line argument: "<code>--sound</code>", which will override the configuration file's setting. </p>
<p>
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.) </p>
</li>
<li>
<em>Were sounds temporarily disabled?</em>
<p>
Even if sounds are enabled in Tux Paint, it is possible to disable and re-enable them temporarily using the <b>[Alt]</b> + <b>[S]</b> key sequence. Try pressing those keys to see if sounds begin working again. </p>
</li>
<li>
<em>Was Tux Paint built without sound support?</em>
<p>
Tux Paint may have been compiled with sound support disabled. To test whether sound support was enabled when Tux Paint was compiled, run Tux Paint from a command line, like so: </p>
<blockquote>
<p>
<code>tuxpaint --verbose-version</code>
</p>
</blockquote>
<p>
If, amongst the other information, you see "Sound disabled", then the version of Tux Paint you're running has sound disabled. Recompile Tux Paint, and be sure NOT to build the "nosound" target. (i.e., don't run "<code>make nosound</code>") Be sure the SDL_mixer library and its development headers are available! </p>
</li>
</ul>
</dd>
<dt>
Tux Paint makes too much noise! Can I turn them off? </dt>
<dd>
<p>
Yes, there are a number of ways to disable sounds in Tux Paint: </p>
<ul>
<li>Press <b>[Alt]</b> + <b>[S]</b> while in Tux Paint to temporarily disable sounds. (Press that key sequence again to re-enable sounds.) </li>
<li>Run Tux Paint with the "no sound" option: <ul>
<li>Run "<code>tuxpaint --nosound</code>" from the command line or shortcut or desktop icon. </li>
<li>Edit Tux Paint's configuration file (see "Options Documentation" for details) and add a line containing "<code>nosound=yes</code>". </li>
<li>
Or use Tux Paint Config. and make sure "Enable Sound Effects" (under "Video &amp; Sound") is not checked. </li>
<li>
Alternatively, recompile Tux Paint with sound support disabled. (See above, and the 'Install' documentation. </li>
</ul>
</li>
</ul>
</dd>
<dt>
The stereo panning of sound effects is bothersome; can sound effects be monophonic? </dt>
<dd>
<p>
Run Tux Paint with the "no stereo" option: </p>
<ul>
<li>Run "<code>tuxpaint --nostereo</code>" from the command line or shortcut or desktop icon. </li>
<li>Edit Tux Paint's configuration file (see "Options Documentation" for details) and add a line containing "<code>nostereo=yes</code>". </li>
<li>
Or use Tux Paint Config. and make sure "Enable Stereo Effects" (under "Video &amp; Sound") is not checked. </li>
</ul>
</dd>
<dt>
The sound effects sound strange </dt>
<dd>
<p>
This could have to do with how SDL and SDL_mixer were initialized. (The buffer size chosen.) </p>
<p>
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 "<code>tuxpaint --version</code>" to verify), and so on.) </p>
</dd>
</dl>
<hr>
<h2>
Fullscreen Mode Problems </h2>
<dl>
<dt>
When I run Tux Paint full-screen and <b>[Alt]</b> + <b>[Tab]</b> out, the window turns black! </dt>
<dd>
This is apparently a bug in the SDL library. Sorry. </dd>
<dt>
When I run Tux Paint full-screen, it has large borders around it </dt>
<dd>
<p>
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 <b>[Ctrl]</b> + <b>[Alt]</b> + <b>[Keypad Plus]</b> and <b>[Ctrl]</b> + <b>[Alt]</b> + <b>[Keypad Minus]</b>.) </p>
<p>
For this to work, your monitor must support that resolution, and you need to have it listed in your X server configuration. </p>
<p>
Check the "Display" subsection of the "Screen" section of your XFree86 or X.org configuration file (typically "<code>/etc/X11/XF86Config-4</code>" or "<code>/etc/X11/XF86Config</code>", depending on the version of XFree86 you're using; 3.x or 4.x, respectively, or "<code>/etc/X11/xorg.conf</code>" for X.org). </p>
<p>
Add "<code>800x600</code>" (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.) </p>
<blockquote>
<p>
<code>Modes "1280x1024" "1024x768" "800x600" "640x480"</code>
</p>
</blockquote>
<p>
Note that some Linux distributions have tools that can make these changes for you. Debian users can run the command "<code>dpkg-reconfigure xserver-xfree86</code>" as root, for example. </p>
</dd>
<dt>
Tux Paint keeps running in Full Screen mode - I want it windowed! </dt>
<dd>
<p>
The "fullscreen" option is set. </p>
<p>
If you're running Tux Paint from a command-line, make sure you're not giving it a "<code>--fullscreen</code>" option. </p>
<p>
If you're running Tux Paint by double-clicking an icon, check the properties of the icon to see if "<code>--fullscreen</code>" is listed as a command-line argument. </p>
<p>
If a "<code>--fullscreen</code>" option isn't being sent on the command line, check Tux Paint's configuration file for a line reading: "<code>fullscreen=yes</code>". </p>
<p>
Either remove that line, or simply run Tux Paint with the command-line argument: "<code>--windowed</code>", which will override the configuration file's setting. </p>
<p>
Or use Tux Paint Config. and make sure "Fullscreen" (under "Video &amp; Sound") is not checked. </p>
</dd>
</dl>
<hr>
<h2>
Other Probelms </h2>
<dl>
<dt>
Tux Paint won't run </dt>
<dd>
<p>
If Tux Paint aborts with the message: "You're already running a copy of Tux Paint!", this means it has been launched in the last 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 "<code>stdout.txt</code>" in the same folder where <code>TuxPaint.exe</code> resides (e.g., in "<code>C:\Program Files\TuxPaint</code>"). </p>
<p>
A lockfile ("~/.tuxpaint/lockfile.dat" on Linux and Unix, "userdata\lockfile.dat" on Windows) is used to make sure Tux Paint isn't run too many times at once (e.g., due to a child impatiently clicking its icon more than once). </p>
<p>
Even if the lockfile exists, it contains the 'time' Tux Paint was last run. If it's been more than 30 seconds, Tux Paint should run fine, and simply update the lockfile with the current time. </p>
<p>
If multiple users are sharing the directory where this file is stored (e.g., on a shared network drive), then you'll need to disable this feature. </p>
<p>
To disable the lockfile, add the "<code>--nolockfile</code>" argument to Tux Paint's command-line, or "<code>nolockfile=yes</code>" to the configuration file. </p>
</dd>
<dt>
I can't quit Tux Paint </dt>
<dd>
<p>
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 exited via the <b>[Escape]</b> key. </p>
<p>
If Tux Paint is not in fullscreen mode, simply click the window close button on Tux Paint's title bar. (i.e., the "&#9447;" at the upper right.) </p>
<p>
If Tux Paint is in fullscreen mode, you will need to use the <b>[Shift]</b> + <b>[Control]</b> + <b>[Escape]</b> sequence on the keyboard to quit Tux Paint. </p>
<p>
(Note: with or without "no quit" set, you can always use the <b>[Alt]</b> + <b>[F4]</b> combination on your keyboard to quit Tux Paint.) </p>
</dd>
<dt>
I don't want "no quit" mode enabled! </dt>
<dd>
<p>
If you're running Tux Paint from a command-line, make sure you're not giving it a "--noquit" option. </p>
<p>
If you're running Tux Paint by double-clicking an icon, check the properties of the icon to see if "<code>--noquit</code>" is listed as a command-line argument. </p>
<p>
If a "<code>--noquit</code>" option isn't being sent on the command line, check Tux Paint's configuration file for a line reading: "<code>noquit=yes</code>". </p>
<p>
Either remove that line, or simply run Tux Paint with the command-line argument: "<code>--quit</code>", which will override the configuration file's setting. </p>
<p>
Or use Tux Paint Config. and make sure "Disable Quit Button and [Escape] Key" (under "Simplification") is not checked. </p>
</dd>
<dt>
Tux Paint keeps writing weird messages to the screen / to a text file </dt>
<dd>
<p>
A few messages are normal, but if Tux Paint is being extremely verbose (like listing the name of every rubber-stamp image it finds while loading them), then it was probably compiled with debugging output turned on. </p>
<p>
To change this, you must rebuild Tux Paint from source. Be sure to remove or comment out any line that says: </p>
<blockquote>
<p>
<code>#define DEBUG</code>
</p>
</blockquote>
<p>
in the "tuxpaint.c" file in the "src" directory. </p>
</dd>
<dt>
Tux Paint is using options I didn't specify! </dt>
<dd>
<p>
By default, Tux Paint first looks at configuration files for options. </p>
<ul>
<li>
<i>Unix and Linux</i>
<p>
Under Unix and Linux, it first examines the system-wide configuration file, located here: </p>
<blockquote>
<p>
<code>/etc/tuxpaint/tuxpaint.conf</code>
</p>
</blockquote>
<p>
It then examines the user's personal configuration file: </p>
<blockquote>
<p>
<code>~/.tuxpaintrc</code>
</p>
</blockquote>
<p>
Finally, any options sent as command-line arguments are used. </p>
</li>
<li>
<i>Windows</i>
<p>
Under Windows, Tux Paint first examines the configuration file: </p>
<blockquote>
<p>
<code>tuxpaint.cfg</code>
</p>
</blockquote>
<p>
Finally, any options sent as command-line arguments are used. </p>
</li>
</ul>
<p>
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. </p>
<p>
For example, on Linux and Unix, if "/etc/tuxpaint/tuxpaint.conf" includes this option to disable sound... </p>
<blockquote>
<p>
<code>nosound=yes</code>
</p>
</blockquote>
<p>
...then you can reenable sound by either adding this option to your own ".tuxpaintrc" file: </p>
<blockquote>
<p>
<code>sound=yes</code>
</p>
</blockquote>
<p>
...or by using this command-line argument: </p>
<blockquote>
<p>
<code>--sound</code>
</p>
</blockquote>
<p>
Linux and Unix users can also disable the system-wide configuration file by including the following command-line argument: </p>
<blockquote>
<p>
<code>--nosysconfig</code>
</p>
</blockquote>
<p>
Tux Paint will then only look at "~/.tuxpaintrc" and command-line arguments to determine what options should be set. </p>
</dd>
</dl>
<hr>
<h2>
Help / Contact </h2>
<p>
Any questions you don't see answered? Please let us know! You can subscribe and post to our "tuxpaint-users" mailing list: </p>
<blockquote>
<p>
<a href="http://www.tuxpaint.org/lists/">http://www.tuxpaint.org/lists/</a>
</p>
</blockquote>
<p>
Or, contact lead developer Bill Kendrick directly: </p>
<blockquote>
<p>
<a href=
"mailto:bill@newbreedsoftware.com">bill@newbreedsoftware.com</a>
</p>
</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>
versi&oacute;n 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 enero 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>
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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>
versi&oacute;n 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 enero 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>
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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>
versi&oacute;n 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 enero 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>
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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>
versi&oacute;n 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 enero 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>