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Tux Paint
version 0.9.23
Advanced Stamps HOWTO
Copyright 2006-2008 by Albert Cahalan for the Tux Paint project
New Breed Software
albert@users.sf.net
http://www.tuxpaint.org/
About this HOWTO
This HOWTO assumes that you want to make an excellent Tux Paint stamp,
in PNG bitmapped format, from a JPEG image (e.g., a digital photograph).
There are easier and faster methods that produce lower quality.
This HOWTO assumes you are dealing with normal opaque objects. Dealing
with semi-transparent objects (fire, moving fan blade, kid's baloon) or
light-giving objects (fire, lightbulb, sun) is best done with custom
software. Images with perfect solid-color backgrounds are also best done
with custom software, but are not troublesome to do as follows.
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 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. If you want a GUI for
it, use ljcrop. Otherwise, use it like this:
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 "WIP" layer
3. solid green (write-protect this if you can)
4. solid magenta (write-protect this if you can)
5. unmodified image (write-protect this if you can)
Give the WIP layer a rough initial mask. You might start with a
selection, or by using the grayscale value of the WIP layer. You might
invert the mask.
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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docs/en/EXTENDING.txt Normal file
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Tux Paint
version 0.9.23
Extending Tux Paint
Copyright 2002-2016 by Bill Kendrick and others
New Breed Software
bill@newbreedsoftware.com
http://www.tuxpaint.org/
June 14, 2002 - December 11, 2016
----------------------------------------------------------------------
If you wish to add or change things like Brushes and Rubber Stamps used by
Tux Paint, you can do it fairly easily by simply putting or removing files
on your hard disk.
Note: You'll need to restart 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.txt 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
Mac OS X
Tux Paint stores its data files inside the "Tux Paint" application
(which is actually a special kind of folder on Mac OS X). The
following steps explain how to get to the folders within:
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 the "starters", "stamps" and "brushes"
folders. 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 hard disk):
/Library/Application Support/TuxPaint/
It also looks for files in the user's "Application Support" folder:
/Users/(user name)/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, fonts and 'starters' in your own
directory (folder) for Tux Paint to find.
Windows
Your personal Tux Paint folder is stored in your "Application Data".
For example, on newer Windows (set up for an English-speaking user):
C:\Documents and Settings\(user name)\Application Data\TuxPaint\
Mac OS X
Your personal Tux Paint folder is stored in your "Application
Support" folder:
/Users/(user name)/Library/Application Support/ TuxPaint/
Linux and Unix
Your personal Tux Paint directory is "$(HOME)/.tuxpaint/" (also
known as "~/.tuxpaint/".
That is, if your home directory is "/home/karl", then your Tux Paint
directory is "/home/karl/.tuxpaint/".
Don't forget the period (".") before the 'tuxpaint'!
To add brushes, stamps fonts, and 'starters,' create subdirectories
under your personal Tux Paint directory named "brushes", "stamps",
"fonts" and "starters" respectively.
(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 images should be no wider than 40 pixels across and no taller than
40 pixels high. (i.e., the maximum size can be 40 x 40.)
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 data file is simply a text file containing the options.
The file has the same name as the PNG image, but a ".dat" extension.
(e.g., "brush.png"'s data file is the text file "brush.dat" in the
same directory.)
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 line "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 documentation
file "PNG.txt" 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.)
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
being used in Tux Paint.
Note: If your new PNG stamps all have solid rectangular-shaped
outlines of a solid color (e.g., white or black), it's because you
forgot to use alpha transparency! See the documentation file "PNG.txt"
for more information and tips.
Note: If your new SVG stamps seem to have a lot of whitespace, make
sure the SVG 'document' is no larger than the shape(s) within. If they
are being clipped, make sure the 'document' is large enough to contain
the shape(s). See the documentation file "SVG.txt" for more
information and tips.
Advanced Users: The Advanced Stamps HOWTO describes, in detail, how to
make PNG images which will scale perfectly when used as stamps in
Tux Paint.
----------------------------------------------------------------------
Description Text
Text (".TXT") files with the same name as the PNG or SVG. (e.g.,
"picture.png"'s description is stored in "picture.txt" in the same
directory.)
The first line of the text file will be used as the US English
description of the stamp's image. It must be encoded in UTF-8.
Language Support
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 (encoded in UTF-8).
There are scripts in the "po" directory for converting the text
files to PO format (and back) for easy translation to different
languages. Therefore you should never add or change translations in
the .txt files directly.
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 ".txt" at the end of the
filename...
----------------------------------------------------------------------
Sound Effects
WAVE (".wav") or OGG Vorbis (".ogg") files with the same name as the
PNG or SVG. (e.g., "picture.svg"'s sound effect is the sound file
"picture.wav" in the same directory.)
Language 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"
"picture.png"'s sound effect, when Tux Paint is run in Spanish mode,
would be "picture_es.wav". In French mode, "picture_fr.wav". In
Brazilian Portuguese mode, "picture_pt_BR.wav". And so on...
If no localized sound effect can be loaded, Tux Paint will attempt
to load the 'default' sound file. (e.g., "picture.wav")
Note: For descriptive sounds (not sound effects, like a bang or a bird
chirping), consider using the Descriptive Sounds, described below.
----------------------------------------------------------------------
Descriptive Sound
WAVE (".wav") or OGG Vorbis (".ogg") files with the same name as the
PNG or SVG, followed by "_desc" (e.g., "picture.svg"'s descriptive
sound is the sound file "picture_desc.ogg" in the same directory.)
Language Support
For descriptions in different languages, also create WAV or OGG
files with both "_desc" and the locale's label in the filename, in
the form: "STAMP_desc_LOCALE.EXT"
"picture.png"'s descriptive sound, when Tux Paint is run in Spanish
mode, would be "picture_desc_es.wav". In French mode,
"picture_desc_fr.wav". In Brazilian Portuguese mode,
"picture_desc_br_PT.wav". And so on...
If no localized descriptive sound can be loaded, Tux Paint will
attempt to load the 'default' descriptive sound file. (e.g.,
"picture_desc.wav")
----------------------------------------------------------------------
Stamp Options
Aside from a graphical shape, a textual description, and a sound
effect, stamps can also be given other attributes. To do this, you
need to create a 'data file' for the stamp.
A stamp data file is simply a text file containing the options.
The file has the same name as the PNG or SVG image, but a ".dat"
extension. (e.g., "picture.png"'s data file is the text file
"picture.dat" in the same directory.)
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 numer of methods when tinting it. Add one
of the following lines to the stamp's data file:
"tinter=normal" (default)
This is the normal tinting mode. (Hue range is
+/- 18 degrees, 27 replace.)
"tinter=anyhue"
This remaps all hues in the stamp. (Hue range is
+/- 180 degrees.)
"tinter=narrow"
This like 'anyhue', but a narrower hue angle. (Hue range
is +/- 6 degrees, 9 replace.)
"tinter=vector"
This is map '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 make a stamp un-flippable, add the option "noflip" to the stamp's
data file.
To keep a stamp from being mirrored, add a line containing the word
"nomirror" to the stamp's data file.
Initial Stamp Size
By default, Tux Paint assumes that your stamp is sized appropriately
for unscaled display on a 608x472 canvas. This is the original
Tux Paint canvas size, provided by a 640x480 screen. Tux Paint will
then adjust the stamp according to the current canvas size and, if
enabled, the user's stamp size controls.
If your stamp would be too big or too small, you can specify a scale
factor. If your stamp would be 2.5 times as wide (or tall) as it
should be, add the option "scale 40%" or "scale 5/2" or "scale 2.5"
or "scale 2:5" to your image. You may include an "=" if you wish, as
in "scale=40%".
Windows Users
You can use NotePad or WordPad to create these file. Be sure to save
it as Plain Text, and make sure the filename has ".dat" at the end,
and not ".txt"...
Pre-Mirrored and Flipped Images
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 "truck.png" you would create another file
named "truck_mirror.png", which will be used when the stamp is
mirrored (rather than using a backwards version of 'truck.png').
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' tool.
----------------------------------------------------------------------
'Starters'
'Starter' images appear in the 'New' dialog, along with solid color
background choices. (Note: In earlier versions of Tux Paint, they
appeared in the 'Open' dialog, together with saved drawings.)
Unlike pictures drawn in Tux Paint by users and then opened later,
opening a 'starter' creates a new drawing. When you save, the 'starter'
image is not overwritten. Additionally, as you edit your new picture,
the contents of the original 'starter' affect it.
Coloring-Book Style
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 draw an outlined
picture in a paint program, make the rest of the graphic transparent
(that will come out as white in Tux Paint), and save it as a PNG
format file.
Note: Previous to Tux Paint 0.9.21, images needed to be black and
transparent. As of 0.9.21, if a Starter is black and white, with no
transparency, white will be converted to transparent when the Starter
is opened.
Note: Previous to Tux Paint 0.9.22, Starters had to be in PNG or JPEG
(backgrounds only) format. As of 0.9.22, they may be in SVG (vector
graphics) or KPX (templates from Kid Pix, another childrens' drawing
program; they are special files which simply contain a JPEG within).
Scene-Style
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'.
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) as described above, and save it as a PNG. Then
create another image (without transparency), and save it with the same
filename, but with "-back" appended to the name. (e.g.,
"reef-back.png" would be the background ocean picture that corresponds
to the "reef.png" overlay, or foreground.)
The 'starter' images should be the same size as Tux Paint's canvas. (See
the "Loading Other Pictures into Tux Paint" section of README for
details on sizing.) If they are not, they will be stretched, without
affecting the shape ("aspect ratio"); however some smudging may be
applied to the edges.
Place them in the "starters" directory. When the 'New' dialog is
accessed in Tux Paint, the 'starter' images will appear in the screen
that appears, after the various solid color choices.
Note: 'Starters' can't be saved over from within Tux Paint, since
loading a 'starter' is really like creating a new image. (Instead of
being blank, though there's already something there to work with.) The
'Save' command simply creates a new picture, like it would if the 'New'
command had been used.
Note: 'Starters' are 'attached' to saved pictures, via a small text file
that has the same name as the saved file, but with ".dat" as the
extension. This allows the overlay and background, if any, to continue
to affect the drawing even after Tux Paint has been quit, or another
picture loaded or started. (In other words, if you base a drawing on a
'starter' image, it will always be affected by it.)
----------------------------------------------------------------------
'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 a 'template',
rather than turning the canvas to a solid color, such as white, it
returns that part of the canvas to the original picture from the
'template'.
'Templates' are simply image files (in PNG, JPG, SVG or KPX format). No
preparation or conversion should be required.
The 'template' images should be the same size as Tux Paint's canvas.
(See the "Loading Other Pictures into Tux Paint" section of README for
details on sizing.) If they are not, they will be stretched, without
affecting the shape ("aspect ratio"); however some smudging may be
applied to the edges.
Place them in the "templates" directory. When the 'New' dialog is
accessed in Tux Paint, the 'template' images will appear in the screen
that appears, after the various solid color choices and 'starters'.
Note: 'Templates' can't be saved over from within Tux Paint, since
loading a 'template' is really like creating a new image. (Instead of
being blank, though there's already something there to work with.) The
'Save' command simply creates a new picture, like it would if the 'New'
command had been used.
Note: 'Templates' are 'attached' to saved pictures, via a small text
file that has the same name as the saved file, but with ".dat" as the
extension. This allows the background to continue to be available to the
drawing (e.g., when using the 'Eraser' tool) even after Tux Paint has
been quit, or another picture loaded or started. (In other words, if you
base a drawing on a 'template' image, it will always be affected by it.)
----------------------------------------------------------------------
Translations
Tux Paint supports numerous languages, thanks to use of the "gettext"
localization library. (See OPTIONS 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."
A graphical tool, called poEdit (http://www.poedit.net/), is available
for Linux, Windows and Mac OS X.
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 CVS repository (see:
http://www.tuxpaint.org/download/source/cvs/), 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 CVS source code repository so that you may commit your changes
directly.
Note: Additional locale support also requires additions to Tux Paint's
source code (/src/i18n.h and /src/i18n.c), and requires updates to the
Makefile, to have the ".po" gettext catalog source files compiled into
".mo" files, and installed, for use at runtime.
Alternative Input Methods
As of version 0.9.17, Tux Paint's "Text" tool can provide alternative
input methods for some languages. For example, when Tux Paint is running
with a Japanese locale, the right [Alt] key can be pressed to cycle
between Latin, Romanized Hiragana and Romanized Katakana modes. This
allows native characters and words to be entered into the "Text" tool by
typing one or more keys on a keyboard with Latin characters (e.g., a
US QWERTY keyboard).
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 than typing [K] [A] in Katakana mode.
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 "-")
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: Additional input method support also requires additions to
Tux Paint's source code (/src/im.c), and requires updates to the
Makefile, to have the ".im" files installed, for use at runtime.

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Tux Paint
version 0.9.23
Frequently Asked Questions
Copyright 2002-2017 by Bill Kendrick and others
New Breed Software
bill@newbreedsoftware.com
http://www.tuxpaint.org/
September 14, 2002 - December, 2017
Drawing-related
* Fonts I added to Tux Paint only show squares
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 (http://fontforge.sourceforge.net/) to convert it to an
ISO-8859 format. (Email us if you need help with special fonts.)
* The Rubber Stamp tool is greyed out!
This means that Tux Paint either couldn't find any stamp images, or
was asked not to load them.
If you installed Tux Paint, but did not install the separate, optional
"Stamps" collection, quit Tux Paint and install it now. It should be
available from the same place you got the main Tux Paint program.
(Note: As of version 0.9.14, Tux Paint comes with a small collection
of example stamps.)
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.
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
"--nostamps" option to Tux Paint's command line, or "nostamps=yes" in
the configuration file.)
If so, either change/remove the "nostamps" option, or you can override
it with "--stamps" on the command line or "nostamps=no" or
"stamps=yes" in a configuration file.
* The Magic "Fill" Tool Looks Bad
Tux Paint is probably comparing exact pixel colors when filling.
This is faster, but looks worse. Run the command
"tuxpaint --version" from a command line, and you should see,
amongst the other output: "Low Quality Flood Fill enabled".
To change this, you must rebuild Tux Paint from source. Be sure
to remove or comment out any line that says:
#define LOW_QUALITY_FLOOD_FILL
in the "tuxpaint.c" file in the "src" directory.
* Stamp outlines are always rectangles
Tux Paint was built with low-quality (but faster) stamp outlines.
Rebuild Tux Paint from source. Be sure to remove or comment out
any line that says:
#define LOW_QUALITY_STAMP_OUTLINE
in the "tuxpaint.c" file in the "src" directory.
Interface Problems
* Stamp thumbnails in the Stamp Selector look bad
Tux Paint was probably compiled with the faster, lower quality
thumbnail code enabled. Run the command: "tuxpaint --version" from a
command line. If, amongst the other output, you see the text: "Low
Quality Thumbnails enabled", then this is what's happening.
Rebuild Tux Paint from source. Be sure to remove or comment out any
line that says:
#define LOW_QUALITY_THUMBNAILS
in the "tuxpaint.c" file in the "src" directory.
* Pictures in the 'Open' dialog look bad
"Low Quality Thumbnails" is probably enabled. See: "Stamp thumbnails
in the Stamp Selector look bad", above.
* The color picker buttons are ugly squares, not pretty buttons!
Tux Paint was probably compiled with the nice looking color selector
buttons disabled. Run the command: "tuxpaint --version" from a command
line. If, amongst the other output, you see the text: "Low Quality
Color Selector enabled", then this is what's happening.
Rebuild Tux Paint from source. Be sure to remove or comment out any
line that says:
#define LOW_QUALITY_COLOR_SELECTOR
in the "tuxpaint.c" file in the "src" directory.
* All of the text is in uppercase!
The "uppercase" option is on.
If you're running Tux Paint from a command-line, make sure you're not
giving it an "--uppercase" option.
If you're running Tux Paint by double-clicking an icon, check the
properties of the icon to see if "--uppercase" is listed as a
command-line argument.
If "--uppercase" isn't being sent on the command line, check
Tux Paint's configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading: "uppercase=yes".
Either remove that line, or simply run Tux Paint with the command-line
argument: "--mixedcase", which will override the uppercase setting.
Or use Tux Paint Config. and make sure "Show Uppercase Text Only"
(under "Languages") is not checked.
* Tux Paint is in a different language!
Make sure your locale setting is correct. See "Tux Paint won't switch
to my language", below.
* Tux Paint won't switch to my language
* Linux and Unix users: Make sure the locale is available
Make sure the locale you want is available. Check your
"/etc/locale.gen" file. See the OPTIONS documentation for the
locales Tux Paint uses (especially when using the "--lang"
option).
Note: Debian users can simply run "dpkg-reconfigure locales" if
the locales are managed by "dpkg."
* If you're using the "--lang" command-line option
Try using the "--locale" command-line option, or your
operating system's locale settings (e.g., the "$LANG"
environment variable), and please e-mail us regarding your
trouble.
* If you're using the "--locale" command-line option
If this doesn't work, please e-mail us regarding your
trouble.
* If you're trying to use your Operating System's locale
If this doesn't work, please e-mail us regarding your
trouble.
* Make sure you have the necessary font
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.
The appropriate fonts for such locales can be downloaded
from the Tux Paint website:
http://www.tuxpaint,org/download/fonts/
Printing
* Tux Paint won't print, gives an error, or prints garbage (Unix/Linux)
Tux Paint prints by creating a PostScript rendition of the picture and
sending it to an external command. By default, this command is the
"lpr" printing tool.
If that program is not available (for example, you're using CUPS, the
Common Unix Printing System, and do not have "cups-lpr" installed),
you will need to specify an appropriate command using the
"printcommand" option in Tux Paint's configuration file. (See the
OPTIONS documentation.)
Note: Versions of Tux Paint prior to 0.9.15 used a different default
command for printing, "pngtopnm | pnmtops | lpr", as Tux Paint output
PNG format, rather than PostScript.
If you had changed your "printcommand" option prior to Tux Paint
0.9.15, you will need to go back and alter it to accept PostScript.
* I get the message "You can't print yet!" when I go to print!
The "print delay" option is on. You can only print once every
X seconds.
If you're running Tux Paint from a command-line, make sure you're not
giving it a "--printdelay=..." option.
If you're running Tux Paint by double-clicking an icon, check the
properties of the icon to see if "--printdelay=..." is listed as a
command-line argument.
If a "--printdelay=..." option isn't being sent on the command line,
check Tux Paint's configuration file ("~/.tuxpaintrc" under Linux and
Unix, "tuxpaint.cfg" under Windows) for a line reading:
"printdelay=...".
Either remove that line, set the delay value to 0 (no delay), or
decrease the delay to a value you prefer. (See the OPTIONS
documentation).
Or, you can simply run Tux Paint with the command-line argument:
"--printdelay=0", which will override the configuration file's
setting, and allow unlimited printing. (You won't have to wait between
prints.)
Or use Tux Paint Config. and make sure "Print Delay" (under
"Printing") is set to "0 seconds."
* I simply can't print! The button is greyed out!
The "no print" option is on.
If you're running Tux Paint from a command-line, make sure you're not
giving it a "--noprint" option.
If you're running Tux Paint by double-clicking an icon, check the
properties of the icon to see if "--noprint" is listed as an argument.
If "--noprint" isn't on the command-line, check Tux Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading: "noprint=yes".
Either remove that line, or simply run Tux Paint with the command-line
argument: "--print", which will override the configuration file's
setting.
Or use Tux Paint Config. and make sure "Allow Printing" (under
"Printing") is checked.
Saving
* Where are my pictures?
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:
Windows Vista
In the user's "AppData" folder:
e.g., C:\Users\Username\AppData\Roaming\TuxPaint\saved
Windows 95, 98, ME, 2000, XP
In the user's "Application Data" folder:
e.g., C:\Documents and Settings\Username\Application
Data\TuxPaint\saved
Mac OS X
In the user's "Application Support" folder:
e.g., /Users/Username/Library/Applicaton
Support/TuxPaint/saved/
Linux / Unix
In the user's $HOME directory, under a ".tuxpaint"
subfolder:
e.g., /home/username/.tuxpaint/saved/
The images are stored as PNG bitmaps, which most modern programs
should be able to load (image editors, word processors, web browsers,
etc.)
* Tux Paint always saves over my old picture!
The "save over" option is enabled. (This disables the prompt that
would appear when you click 'Save.')
If you're running Tux Paint from a command-line, make sure you're not
giving it a "--saveover" option.
If you're running Tux Paint by double-clicking an icon, check the
properties of the icon to see if "--saveover" is listed as an
argument.
If "--saveover" isn't on the command-line, check Tux Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading: "saveover=yes".
Either remove that line, or simply run Tux Paint with the command-line
argument: "--saveoverask", which will override the configuration
file's setting.
Or use Tux Paint Config. and make sure "Ask Before Overwriting" (under
"Saving") is checked.
Also, see "Tux Paint always saves a new picture!", below.
* Tux Paint always saves a new picture!
The "never save over" option is enabled. (This disables the prompt
that would appear when you click 'Save.')
If you're running Tux Paint from a command-line, make sure you're not
giving it a "--saveovernew" option.
If you're running Tux Paint by double-clicking an icon, check the
properties of the icon to see if "--saveovernew" is listed as an
argument.
If "--saveovernew" isn't on the command-line, check Tux Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading: "saveover=new".
Either remove that line, or simply run Tux Paint with the command-line
argument: "--saveoverask", which will override the configuration
file's setting.
Or use Tux Paint Config. and make sure "Ask Before Overwriting" (under
"Saving") is checked.
Also, see "Tux Paint always saves over my old picture!", above.
Audio Problems
* There's no sound!
* First, check the obvious:
* Are your speakers connected and turned on?
* Is the volume turned up on your speakers?
* Is the volume turned up in your Operating System's "mixer?"
* Are you certain you're using a computer with a sound card?
* Are any other programs running that use sound? (They may be
'blocking' Tux Paint from accessing your sound device)
* (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.,
"export SDL_AUDIODRIVER=arts"). Or, run Tux Paint through
the system's rerouter (e.g., run "artsdsp tuxpaint" or
"esddsp tuxpaint", instead of simply "tuxpaint").
* Is sound disabled in Tux Paint?
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.
Make sure you're not running Tux Paint with the "--nosound"
option as a command-line argument. (See the OPTIONS documentation
for details.)
If it's not, then check the configuration file
("/etc/tuxpaint/tuxpaint.conf" and "~/.tuxpaintrc" under Linux
and Unix, and "tuxpaint.cfg" under Windows) for a line reading:
"nosound=yes".
Either remove that line, or simply run Tux Paint with the
command-line argument: "--sound", which will override the
configuration file's setting.
Alternatively, you can use Tux Paint Config. to change the
configuration file. Make sure "Enable Sound Effects" (under
"Video & Sound") is checked, then click "Apply".
* Were sounds temporarily disabled?
Even if sounds are enabled in Tux Paint, it is possible to
disable and re-enable them temporarily using the [Alt] + [S] key
sequence. Try pressing those keys to see if sounds begin working
again.
* Was Tux Paint built without sound support?
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:
tuxpaint --version
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 "make nosound") Be sure the SDL_mixer
library and its development headers are available!
* Tux Paint makes too much noise! Can I turn them off?
Yes, there are a number of ways to disable sounds in Tux Paint:
* Press [Alt] + [S] while in Tux Paint to temporarily disable
sounds. (Press that key sequence again to re-enable sounds.)
* Run Tux Paint with the "no sound" option:
* Use Tux Paint Config to uncheck the "Enable Sound Effects"
option (under "Video & Sound").
* Edit Tux Paint's configuration file (see OPTIONS for
details) and add a line containing "nosound=yes".
* Run "tuxpaint --nosound" from the command line or shortcut
or desktop icon.
* Recompile Tux Paint with sound support disabled. (See above
and INSTALL.txt.)
* The sound effects sound strange
This could have to do with how SDL and SDL_mixer were initialized.
(The buffer size chosen.)
Please e-mail us with details about your computer system. (Operating
system and version, sound card, which version of Tux Paint you're
running (run "tuxpaint --version" to verify), and so on.)
Fullscreen Mode Problems
* When I run Tux Paint full-screen and ALT-TAB out, the window turns
black!
This is apparently a bug in the SDL library. Sorry.
* When I run Tux Paint full-screen, it has large borders around it
Linux users - Your X-Window server is probably not set with the
ability to switch to the desired resolution: 800×600. (or whatever
resolution you have Tux Paint set to run at.) (This is typically done
manually under the X-Window server by pressing [Ctrl]-[Alt]-[KeyPad
Plus] and -[KeyPad Minus].)
For this to work, your monitor must support that resolution, and you
need to have it listed in your X server configuration.
Check the "Display" subsection of the "Screen" section of your XFree86
or X.org configuration file (typically "/etc/X11/XF86Config-4" or
"/etc/X11/XF86Config", depending on the version of XFree86 you're
using; 3.x or 4.x, respectively, or "/etc/X11/xorg.conf" for X.org).
Add "800x600" (or whatever resolution(s) you want) to the appropriate
"Modes" line. (e.g., in the "Display" subsection that contains 24-bit
color depth ("Depth 24"), which is what Tux Paint tries to use.) e.g.:
Modes "1280x1024" "1024x768" "800x600" "640x480"
Note that some Linux distributions have tools that can make these
changes for you. Debian users can run the command "dpkg-reconfigure
xserver-xfree86" as root, for example.
* Tux Paint keeps running in Full Screen mode - I want it windowed!
The "fullscreen" option is set.
If you're running Tux Paint from a command-line, make sure you're not
giving it a "--fullscreen" option.
If you're running Tux Paint by double-clicking an icon, check the
properties of the icon to see if "--fullscreen" is listed as an
argument.
If "--fullscreen" isn't on the command-line, check Tux Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading: "fullscreen=yes".
Either remove that line, or simply run Tux Paint with the command-line
argument: "--windowed", which will override the configuration file's
setting.
Or use Tux Paint Config. and make sure "Fullscreen" (under "Video &
Sound") is not checked.
Other Probelms
* Tux Paint won't run
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 "stdout.txt" in the same folder
where TuxPaint.exe resides (e.g., in C:\Program Files\TuxPaint).
A lockfile ("~/.tuxpaint/lockfile.dat" on Linux and Unix,
"userdata\lockfile.dat" on Windows) is used to make sure Tux Paint
isn't run too many times at once (e.g., due to a child impatiently
clicking its icon more than once).
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.
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.
To disable the lockfile, add the "--nolockfile" argument to
Tux Paint's command-line.
* I can't quit Tux Paint
The "noquit" option is set. This disables the "Quit" button in
Tux Paint's toolbar (greying it out), and prevents Tux Paint from
being quit using the [Escape] key.
If Tux Paint is not in fullscreen mode, simply click the window close
button on Tux Paint's title bar. (i.e., the "(x)" at the upper right.)
If Tux Paint is in fullscreen mode, you will need to use the [Shift] +
[Control] + [Escape] sequence on the keyboard to quit Tux Paint.
(Note: with or without "noquit" set, you can always use the [Alt] +
[F4] combination on your keyboard to quit Tux Paint.)
* I don't want "noquit" mode enabled!
If you're running Tux Paint from a command-line, make sure you're not
giving it a "--noquit" option.
If you're running Tux Paint by double-clicking an icon, check the
properties of the icon to see if "--noquit" is listed as an argument.
If "--noquit" isn't on the command-line, check Tux Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading: "noquit=yes".
Either remove that line, or simply run Tux Paint with the command-line
argument: "--quit", which will override the configuration file's
setting.
Or use Tux Paint Config. and make sure "Disable Quit Button and
[Escape] Key" (under "Simplification") is not checked.
* Tux Paint keeps writing weird messages to the screen / to a text file
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.
Rebuild Tux Paint from source. Be sure to remove or comment out any
line that says:
#define DEBUG
in the "tuxpaint.c" file in the "src" directory.
* Tux Paint is using options I didn't specify!
By default, Tux Paint first looks at configuration files for options.
* Unix and Linux
Under Unix and Linux, it first examines the system-wide
configuration file, located here:
/etc/tuxpaint/tuxpaint.conf
It then examines the user's personal configuration file:
~/.tuxpaintrc
Finally, any options sent as command-line arguments are used.
* Windows
Under Windows, Tux Paint first examines the configuration file:
tuxpaint.cfg
Then, any options sent as command-line arguments are used.
This means that if anything is set in a configuration file that you
don't want set, you'll need to either change the config. file (if you
can), or override the option on the command-line.
For example, if "/etc/tuxpaint/tuxpaint.conf" includes an option to
disable sound:
nosound=yes
You can reenable sound by either adding this option to your own
".tuxpainrc" file:
sound=yes
Or by using this command-line argument:
--sound
Linux and Unix users can also disable the system-wide configuration
file by including the following command-line argument:
--nosysconfig
Tux Paint will then only look at "~/.tuxpaintrc" and command-line
arguments to determine what options should be set.
Help / Contact
Any questions you don't see answered? Let me know!
bill@newbreedsoftware.com
Or post to our 'tuxpaint-users' mailing list:
http://www.tuxpaint.org/lists/

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INSTALL.txt for Tux Paint
Tux Paint - A simple drawing program for children.
Copyright 2002-2007 by Bill Kendrick and others
bill@newbreedsoftware.com
http://www.tuxpaint.org/
June 27, 2002 - July 12, 2007
$Id$
Requirements:
-------------
Windows Users:
--------------
The Windows version of Tux Paint comes pre-packaged with the
necessary pre-compiled libraries (in ".DLL" form), so no extra
downloading is needed.
libSDL
------
Tux Paint requires the Simple DirectMedia Layer Library (libSDL),
an Open Source multimedia programming library available under the
GNU Lesser General Public License (LGPL).
Along with libSDL, Tux Paint depends on a number of other SDL 'helper'
libraries: SDL_Image (for graphics files), SDL_TTF and (optionally)
SDL_Pango (for True Type Font support) and, optionally,
SDL_Mixer (for sound effects).
Linux/Unix Users:
-----------------
The SDL libraries are available as source-code, or as RPM or Debian
packages for various distributions of Linux. They can be downloaded
from:
libSDL: http://www.libsdl.org/
SDL_Image: http://www.libsdl.org/projects/SDL_image/
SDL_TTF: http://www.libsdl.org/projects/SDL_ttf/
SDL_Pango: http://sourceforge.net/projects/sdlpango/ [OPTIONAL]
SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/ [OPTIONAL]
They are also typically available along with your Linux distribution
(e.g. on an installation CD, or available via package maintainance
software like Debian's "apt-get").
NOTE: When installing from packages, be sure to ALSO install the
"-devel" versions of the packages. (For example, install both
"SDL-1.2.4.rpm" AND "SDL-1.2.4-devel.rpm")
Other Libraries:
----------------
Tux Paint also takes advantage of a number of other
free, LGPL'd libraries. Under Linux, just like SDL, they should
either already be installed, or are readily available for installation
as part of your Linux distribution.
libPNG
------
Tux Paint uses PNG (Portable Network Graphics) format for its
data files. SDL_image will require libPNG be installed.
http://www.libpng.org/pub/png/libpng.html
gettext
-------
Tux Paint uses your system's locale settings along with the
"gettext" library to support various languages (e.g., Spanish).
You'll need the gettext library installed.
http://www.gnu.org/software/gettext/
libpaper (Linux/Unix only)
--------------------------
As of Tux Paint 0.9.17, Tux Paint can determine your system's
default paper size (e.g., A4 or Letter), or can be told to use a
particular paper size, thanks to libpaper.
http://www.debian.org/
FriBiDi
-------
As of Tux Paint 0.9.21, Tux Paint's "Text" tool supports 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/
Also depends on:
GdkPixbuf
GLib
http://www.gtk.org/
Pango
http://www.pango.org/
Older libraries
-------------------------------
libcairo1
libsvg1
libsvg-cairo1
http://www.cairographics.org/
Also depends on:
libxml2
NetPBM Tools [OPTIONAL] [No longer used, by default]
------------------------
Under Linux and Unix, the NetPBM tools are what are currently
used for printing. (A PNG is generated by TuxPaint, and converted
into a PostScript using the 'pngtopnm' and 'pnmtops' NetPBM command-line
tools.)
http://netpbm.sourceforge.net/
Compiling and Installation:
---------------------------
Tux Paint is released under the GNU General Public License (GPL)
(see "COPYING.txt" for details), and therefore the 'source code' to
the program is included.
Windows Users:
--------------
Compiling:
----------
Tux Paint comes pre-compiled for Windows, so no compilation is
necessary.
As of February 2005 (starting with Tux Paint 0.9.15), the Makefile
includes support for building on a Windows system using MinGW/MSYS.
( http://www.mingw.org/ )
After configuring the environment and building and installing all the
dependencies, use these commands, in MSYS, to build, install and run:
Prior to version 0.9.20:
$ make win32
$ make install-win32
$ tuxpaint
Version 0.9.20 and beyond:
$ make
$ make install
$ tuxpaint
Use the following command to build a version suitable for
redistribution with the installer or in a zip-file:
$ make bdist-win32
Or if building for Win9x/ME:
$ BDIST_WIN9X=1 make bdist-win32
Before any of the above will work, you need to configure the
environment and build or install the libraries that Tux Paint depends
upon. John Popplewell put together some instructions for doing that
here:
http://johnnypops.demon.co.uk/mingw/index.html
Read the relevant notes if building for Win9X/ME.
Installer:
----------
Double-click the Tux Paint installer executable (.EXE file) and
follow the instructions.
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".)
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.)
Then you will be asked where you wish to install Tux Paint.
The default should be suitable, as long as there is space available.
Otherwise, pick a different location.
At this point, you can click 'Install' to install Tux Paint!
Changing the Settings Using the Shortcut:
-----------------------------------------
To change program settings, right-click on the TuxPaint shortcut
and select 'Properties' (at the bottom).
Make sure the 'Shortcut' tab is selected in the window that
appears, and examine the 'Target:' field. You should see
something like this :
"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 "README.txt" 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 the game,
nothing happens, it is probably because some of these command-line
options are wrong. Open an Explorer like before, and look for a file
called 'stderr.txt' in the TuxPaint folder.
It will contain a description of what was wrong. Usually it will
just be due to incorrect character-case (capital 'Z' instead
of lowercase 'z') or a missing (or extra) '-' (dash).
Linux/Unix Users:
-----------------
Compiling:
----------
Note: Currently, Tux Paint does not use autoconf/automake, so there
is no "./configure" script to run. (Sorry!) Compiling should be
straight-forward though, assuming everything Tux Paint needs is installed.
To compile the program from source, simply run the following command
from a shell prompt (e.g., "$"):
$ make
Disabling SVG support (and hence Cairo, libSVG and svg-cairo dependencies):
---------------------------------------------------------------------------
To disable SVG support (e.g., if your system is not currently supported
by the Cairo library or other SVG-related dependencies), you can
run "make" with "SVG_LIB= SVG_CFLAGS= NOSVGFLAG=NOSVG" added:
$ make SVG_LIB= SVG_CFLAGS=
Disabling Pango support (and hence Pango, Cairo, etc. dependencies):
--------------------------------------------------------------------
Prior to version 0.9.18, Tux Paint used the libSDL_ttf library for
rendering text using TrueType Fonts. Since 0.9.18, libSDL_Pango is
used, as it has much greater support for internationalization.
However, if you wish to disable the use of SDL_Pango, you may do so
running "make" with "SDL_PANGO_LIB=" added:
$ make SDL_PANGO_LIB=
Disabling Sound at Compile-time:
--------------------------------
If you don't have a sound card, or would prefer to build the program
with no sound support (and therefore without a the SDL_mixer dependency),
you can run "make" with "SDL_MIXER_LIB=" added:
$ make SDL_MIXER_LIB=
If you 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!
Installing:
-----------
Assuming no fatal errors occured, you can now install the program
so that it can be run by users on the system. By default, this must
be done by the "root" user ('superuser'). Switch to "root" by
typing the command:
$ su
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:
# make install
Finally, you can switch back to your regular user by exiting
superuser mode:
# exit
Alternatively, you may be able to simply use the "sudo" command
(e.g., on Ubuntu Linux):
$ sudo make install
NOTE: By default, "tuxpaint", the executable program, is
placed in "/usr/local/bin/". The data files (images, sounds, etc.)
are placed in "/usr/local/share/tuxpaint/".
Changing Where Things Go
------------------------
You can change where things will go by setting Makefile variables
on the command line. DESTDIR is used to place output in a staging
area for package creation. "PREFIX" is the basis of where all other
files go, and is, by default, set to "/usr/local".
Other variables are:
BIN_PREFIX
Where the "tuxpaint" binary will be installed.
(Set to "$(PREFIX)/bin" by default - e.g., "/usr/local/bin")
DATA_PREFIX
Where the data files (sound, graphics, brushes, stamps, fonts)
will go, and where Tux Paint will look for them when it's run.
(Set to "$(PREFIX)/share/tuxpaint")
DOC_PREFIX
Where the documentation text files (the "docs" directory) will go.
(Set to "$(PREFIX)/share/doc/tuxpaint")
MAN_PREFIX
Where the manual page for Tux Paint will go.
(Set to "$(PREFIX)/share/man")
ICON_PREFIX $(PREFIX)/share/pixmaps
X11_ICON_PREFIX $(PREFIX)/X11R6/include/X11/pixmaps
GNOME_PREFIX $(PREFIX)/share/gnome/apps/Graphics
KDE_PREFIX $(PREFIX)/share/applnk/Graphics
Where the icons and launchers (for GNOME and KDE) will go.
LOCALE_PREFIX
Where the translation files for Tux Paint will go, and where
Tux Paint will look for them.
(Set to "$(PREFIX)/share/locale/")
(Final location of a translation file will be
under the locale's directory (e.g., "es" for Spanish),
within the "LC_MESSAGES" subdirectory.)
FIXME: This list is out of date. See Makefile and Makefile-i18n for
a complete list.
Uninstalling Tux Paint:
-----------------------
Windows
-------
Using the Uninstaller
---------------------
If you installed the Start Menu shortcuts (the default), then go to the
TuxPaint folder and select "Uninstall". A box will be displayed that will
confirm that you are about to uninstall Tux Paint and, if you are certain
that you want to permanently remove Tux Paint, click on the 'Uninstall'
button.
When it has finished, click on the close button.
It is also possible to use the entry "TuxPaint (remove only)" in the
Control Panel Add/Remove programs section.
NOTE: because the pictures that are created are saved inside the Tux Paint
folder, this folder and the 'userdata' folder inside it are NOT removed.
Linux
-----
Within the Tux Paint source directory (where you compiled Tux Paint),
you can use a 'Makefile' target to uninstall Tux Paint.
By default, this must be done by the "root" user ('superuser').
(See the installation instructions above for further information.)
Switch to "root" by typing the command:
$ su
Enter "root"'s password at the prompt. You should now be "root"
(with a prompt like "#"). To uninstall the program and its data files
(the default rubber-stamp images, if any, will also be removed), type:
# make uninstall
Finally, you can switch back to your regular user by exiting
superuser mode:
# exit

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

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Tux Paint
version 0.9.23
A simple drawing program for children
Copyright 2002-2017 by Bill Kendrick and others
New Breed Software & Tux4Kids
bill@newbreedsoftware.com
http://www.tuxpaint.org/
June 14, 2002 - December 3, 2017
----------------------------------------------------------------------
+------------------------------------------------------------------------+
|Table of Contents |
|------------------------------------------------------------------------|
| * About |
| * Using Tux Paint |
| * Loading Other Pictures into Tux Paint |
| * Further Reading |
| * How to Get Help |
+------------------------------------------------------------------------+
----------------------------------------------------------------------
About
What Is 'Tux Paint?'
Tux Paint is a free drawing program designed for young children (kids
ages 3 and up). It has a simple, easy-to-use interface, fun sound
effects, and an encouraging cartoon mascot who helps guide children as
they use the program. It provides a blank canvas and a variety of
drawing tools to help your child be creative.
License:
Tux Paint is an Open Source project, Free Software released under the
GNU General Public License (GPL). It is free, and the 'source code'
behind the program is available. (This allows others to add features,
fix bugs, and use parts of the program in their own GPL'd software.)
See COPYING.txt for the full text of the GPL license.
Objectives:
Easy and Fun
Tux Paint is meant to be a simple drawing program for young
children. It is not meant as a general-purpose drawing tool.
It is meant to be fun and easy to use. Sound effects and a
cartoon character help let the user know what's going on, and
keeps them entertained. There are also extra-large
cartoon-style mouse pointer shapes.
Extensibility
Tux Paint is extensible. Brushes and "rubber stamp" shapes can
be dropped in and pulled out. For example, a teacher can drop
in a collection of animal shapes and ask their students to
draw an ecosystem. Each shape can have a sound which is
played, and textual facts which are displayed, when the child
selects the shape.
Portability
Tux Paint is portable among various computer platforms:
Windows, Macintosh, Linux, etc. The interface looks the same
among them all. Tux Paint runs suitably well on older systems
(like a Pentium 133), and can be built to run better on slow
systems.
Simplicity
There is no direct access to the computer's underlying
intricacies. The current image is kept when the program quits,
and reappears when it is restarted. Saving images requires no
need to create filenames or use the keyboard. Opening an image
is done by selecting it from a collection of thumbnails.
Access to other files on the computer is restricted.
----------------------------------------------------------------------
Using Tux Paint
Loading Tux Paint
Linux/Unix Users
Tux Paint should have placed a laucher icon in your KDE and/or GNOME
menus, under 'Graphics.'
Alternatively, you can run the following command at a shell prompt
(e.g., "$"):
$ tuxpaint
If any errors occur, they will be displayed on the terminal (to
"stderr").
----------------------------------------------------------------------
Windows Users
[Icon]
Tux Paint
If you installed Tux Paint on your computer using the
'Tux Paint Installer,' it will have asked you whether you wanted a
'Start' menu short-cut, and/or a desktop shortcut. If you agreed,
you can simply run Tux Paint from the 'Tux Paint' section of your
'Start' menu (e.g., under "All Programs" on Windows XP), or by
double-clicking the "Tux Paint" icon on your desktop.
If you installed Tux Paint using the 'ZIP-file' download, or if you
used the 'Tux Paint Installer,' but chose not to have shortcuts
installed, you'll need to double-click the "tuxpaint.exe" icon in
the 'Tux Paint' folder on your computer.
By default, the 'Tux Paint Installer' will put Tux Paint's folder in
"C:\Program Files\", though you may have changed this when the
installer ran.
If you used the 'ZIP-file' download, Tux Paint's folder will be
wherever you put it when you unzipped the ZIP file.
----------------------------------------------------------------------
Mac OS X Users
Simply double-click the "Tux Paint" icon.
----------------------------------------------------------------------
Title Screen
When Tux Paint first loads, a title/credits screen will appear.
[Title Screenshot]
Once loading is complete, press a key or click on the mouse to
continue. (Or, after about 30 seconds, the title screen will go away
automatically.)
----------------------------------------------------------------------
Main Screen
The main screen is divided into the following sections:
Left Side: Toolbar
The toolbar contains the drawing and editing controls.
[Tools: Paint, Stamp, Lines, Shapes, Text, Magic, Label, Undo, Redo,
Eraser, New, Open, Save, Print, Quit]
Middle: Drawing Canvas
The largest part of the screen, in the center, is the drawing
canvas. This is, obviously, where you draw!
[(Canvas)]
Note: The size of the drawing canvas depends on the size of
Tux Paint. You can change the size of Tux Paint using the
Tux Paint Config. configuration tool, or by other means. See
the OPTIONS documentation for more details.
Right Side: Selector
Depending on the current tool, the selector shows different
things. e.g., when the Paint Brush tool is selected, it shows
the various brushes available. When the Rubber Stamp tool is
selected, it shows the different shapes you can use.
[Selectors - Brushes, Letters, Shapes, Stamps]
Lower: Colors
A palette of available colors are shown near the bottom of the
screen.
[Colors - Black, White, Red, Pink, Orange, Yellow, Green, Cyan, Blue,
Purple, Brown, Grey]
On the far right are two special color options, the
"color picker", which has an outline of an eye-dropper, and
allows you to pick a color found within your drawing, and the
rainbow palette, which allows you to pick a color from within
a box containing thousands of colors.
(NOTE: You can define your own colors for Tux Paint. See the
"Options" documentation.)
Bottom: Help Area
At the very bottom of the screen, Tux, the Linux Penguin,
provides tips and other information while you draw.
(For example: 'Pick a shape. Click to pick the center, drag, then let go
when it is the size you want. Move around to rotate it, and click to draw
it.)
----------------------------------------------------------------------
Available Tools
Drawing Tools
Paint (Brush)
The Paint Brush tool lets you draw freehand, using various
brushes (chosen in the Selector on the right) and colors
(chosen in the Color palette towards the bottom).
If you hold the mouse button down, and move the mouse, it
will draw as you move.
As you draw, a sound is played. The bigger the brush, the
lower the pitch.
----------------------------------------------------------------------
Stamp (Rubber Stamp)
The Stamp tool is like a set of rubber stamps or stickers.
It lets you paste pre-drawn or photographic images (like a
picture of a horse, or a tree, or the moon) in your picture.
As you move the mouse around the canvas, an outline follows
the mouse, showing where the stamp will be placed, and how
big it will be.
There can be numerous categories of stamps (e.g., animals,
plants, outer space, vehicles, people, etc.). Use the Left
and Right arrows to cycle through the collections.
Prior to 'stamping' an image onto your drawing, various
effects can sometimes be applied (depending on the stamp):
* Some stamps can be colored or tinted. If the color
palette below the canvas is activated, you can click
the colors to change the tint or color of the stamp
before placing it in the picture.
* Stamps can be shrunk and expanded, by clicking within
the triangular-shaped series of bars at the bottom
right; the larger the bar, the larger the stamp will
appear in your picture.
* Many stamps may be flipped vertically, or displayed as
a mirror-image, using the control buttons at the bottom
right.
Different stamps can have different sound effects and/or
descriptive (spoken) sounds. Buttons at the lower left (near
Tux, the Linux penguin) allow you to re-play the sound
effects and descriptive sounds for the currently-selected
stamp.
(NOTE: If the "nostampcontrols" option is set, Tux Paint
won't display the Mirror, Flip, Shrink and Grow controls for
stamps. See the "Options" documentation.)
----------------------------------------------------------------------
Lines
This tool lets you draw straight lines using the various
brushes and colors you normally use with the Paint Brush.
Click the mouse and hold it to choose the starting point of
the line. As you move the mouse around, a thin 'rubber-band'
line will show where the line will be drawn.
Let go of the mouse to complete the line. A "sproing!" sound
will play.
----------------------------------------------------------------------
Shapes
This tool lets you draw some simple filled, and un-filled
shapes.
Select a shape from the selector on the right (circle,
square, oval, etc.).
In the canvas, click the mouse and hold it to stretch the
shape out from where you clicked. Some shapes can change
proportion (e.g., rectangle and oval), others cannot (e.g.,
square and circle).
Let go of the mouse when you're done stretching.
Normal Mode
Now you can move the mouse around the canvas to
rotate the shape.
Click the mouse button again and the shape will
be drawn in the current color.
Simple Shapes Mode
If simple shapes are enabled (e.g., with the
"--simpleshapes" option), the shape will be
drawn on the canvas when you let go of the
mouse button. (There's no rotation step.)
----------------------------------------------------------------------
Text and Label
Choose a font (from the 'Letters' available on the right)
and a color (from the color palette near the bottom). Click
on the screen and a cursor will appear. Type text and it
will show up on the screen.
Press [Enter] or [Return] and the text will be drawn onto
the picture and the cursor will move down one line.
Alternatively, press [Tab] and the text will be drawn onto
the picture, but the cursor will move to the right of the
text, rather than down a line, and to the left. (This can be
useful to create a line of text with mixed colors, fonts,
styles and sizes: Like this.)
Clicking elsewhere in the picture while the text entry is
still active causes the current line of text to move to that
location (where you can continue editing it).
Text versus Label
The Text tool is the original text-entry tool
in Tux Paint. Text entered using this tool
can't be modified or moved later, since it
becomes part of the drawing. However, because
the text becomes part of the picture, it can be
drawn over or modified using Magic tool effects
(e.g., smudged, tinted, embossed, etc.)
When using the Label tool (which was added to
Tux Paint in version 0.9.22), the text 'floats'
over the image, and the details of the label
(the text, the position of the label, the font
choice and the color) get stored separately.
This allows the label to be repositioned or
edited later.
The Label tool can be disabled (e.g., by
selecting "Disable 'Label' Tool" in
Tux Paint Config. or running Tux Paint with the
"--nolabel" command-line option).
International Character Input
Tux Paint allows inputting characters in
different languages. Most Latin characters
(A-Z, ñ, è, etc.) can by entered directly. Some
languages require that Tux Paint be switched
into an alternate input mode before entering,
and some characters must be composed using
numerous keypresses.
When Tux Paint's locale is set to one of the
languages that provide alternate input modes, a
key is used to cycle through normal (Latin
character) and locale-specific mode or modes.
Currently supported locales, the input methods
available, and the key to toggle or cycle
modes, are listed below. Note: Many fonts do
not include all characters for all languages,
so sometimes you'll need to change fonts to see
the characters you're trying to type.
* Japanese — Romanized Hiragana and
Romanized Katakana — right [Alt]
* Korean — Hangul 2-Bul — right [Alt] or
left [Alt]
* Traditional Chinese — right [Alt] or
left [Alt]
* Thai — right [Alt]
----------------------------------------------------------------------
Magic (Special Effects)
The 'Magic' tool is actually a set of special tools. Select
one of the "magic" effects from the selector on the right.
Then, depending on the tool, you can either click and drag
around the picture, and/or simply click the picture once, to
apply the effect.
If the tool can be used by clicking and dragging, a
'painting' button will be available on the left, below the
list of "magic" tools on the right side of the screen. If
the tool can affect the entire picture at once, an
'entire picture' button will be available on the right.
See the instructions for each Magic tool (in the
'magic-docs' folder).
----------------------------------------------------------------------
Eraser
This tool is similar to the Paint Brush. Wherever you click
(or click and drag), the picture will be erased. (This may
be white, some other color, or to a background picture,
depending on the picture.)
A number of eraser sizes are available, both round and
square..
As you move the mouse around, a square outline follows the
pointer, showing what part of the picture will be erased to
white.
As you erase, a "squeaky clean" eraser/wiping sound is
played.
----------------------------------------------------------------------
Other Controls
Undo
Clicking this tool will undo the last drawing action. You
can even undo more than once!
Note: You can also press [Control]-[Z] on the keyboard to
undo.
----------------------------------------------------------------------
Redo
Clicking this tool will redo the drawing action you just
"undid" with the 'Undo' button.
As long as you don't draw again, you can redo as many times
as you had "undone!"
Note: You can also press [Control]-[R] on the keyboard to
redo.
----------------------------------------------------------------------
New
Clicking the "New" button will start a new drawing. A dialog
will appear where you may choose to start a new picture
using a solid background color, or using a 'Starter' image
(see below). You will first be asked whether you really want
to do this.
Note: You can also press [Control]-[N] on the keyboard to
start a new drawing.
'Starter' Images
'Starters' can be like a page from a coloring book (a
black-and-white outline of a picture, which you can then
color in), or like a 3D photograph, where you draw the
bits in between.
When you load a 'Starter,' draw on it, and then click
'Save,' it creates a new picture file (it doesn't
overwrite the original 'Starter,' so you can use it again
later).
----------------------------------------------------------------------
Open
This shows you a list of all of the pictures you've saved.
If there are more than can fit on the screen, use the "Up"
and "Down" arrows at the top and bottom of the list to
scroll through the list of pictures.
Click a picture to select it, then...
* Click the green "Open" button at the lower left of
the list to load the selected picture.
(Alternatively, you can double-click a picture's icon
to load it.)
* Click the brown "Erase" (trash can) button at the
lower right of the list to erase the selected
picture. (You will be asked to confirm.)
Note: As of version 0.9.22, the picture will be
placed in your desktop's trash can, on Linux only.
* Click the blue "Slides" (slide projector) button at
the lower left to go to slideshow mode. See "Slides",
below, for details.
* Or click the red "Back" arrow button at the lower
right of the list to cancel and return to the picture
you were drawing.
If choose to open a picture, and your current drawing hasn't
been saved, you will be prompted as to whether you want to
save it or not. (See "Save," below.)
Note: You can also press [Control]-[O] on the keyboard to
get the 'Open' dialog.
----------------------------------------------------------------------
Save
This saves your current picture.
If you haven't saved it before, it will create a new entry
in the list of saved images. (i.e., it will create a new
file)
Note: It won't ask you anything (e.g., for a filename). It
will simply save the picture, and play a "camera shutter"
sound effect.
If you HAVE saved the picture before, or this is a picture
you just loaded using the "Open" command, you will first be
asked whether you want to save over the old version, or
create a new entry (a new file).
(NOTE: If either the "saveover" or "saveovernew" options are
set, it won't ask before saving over. See the "Options"
documentation.)
Note: You can also press [Control]-[S] on the keyboard to
save.
----------------------------------------------------------------------
Print
Click this button and your picture will be printed!
On most platforms, you can also hold the [Alt] key (called
[Option] on Macs) while clicking the 'Print' button to get a
printer dialog. Note that this may not work if you're
running Tux Paint in fullscreen mode. See below.
Disabling Printing
If the "noprint" option was set (either with
"noprint=yes" in Tux Paint's configuration
file, or using "--noprint" on the
command-line), the "Print" button will be
disabled.
See the "Options" documentation.)
Restricting Printing
If the "printdelay" option was used (either
with "printdelay=SECONDS" in the configuration
file, or using "--printdelay=SECONDS" on the
command-line), you can only print once every
SECONDS seconds.
For example, with "printdelay=60", you can
print only once a minute.
See the "Options" documentation.)
Printing Commands
(Linux and Unix only)
Tux Paint prints by generating a PostScript
representation of the drawing and sending it to
an external program. By default, the program
is:
lpr
This command can be changed by setting the
"printcommand" value in Tux Paint's
configuration file.
If the [Alt] key on the keyboard is being
pushed while clicking the 'Print' button, as
long as you're not in fullscreen mode, an
alternative program is run. By default, the
program is KDE's graphical print dialog:
kprinter
This command can be changed by setting the
"altprintcommand" value in Tux Paint's
configuration file.
For information on how to change the printing
commands, see the "Options" documentation.
Printer Settings
(Windows and Mac OS X)
By default, Tux Paint simply prints to the
default printer with default settings when the
'Print' button is pushed.
However, if you hold the [Alt] (or [Option])
key on the keyboard while pushing the button,
as long as you're not in fullscreen mode, your
operating system's printer dialog will appear,
where you can change the settings.
You can have the printer configuration changes
stored by using the "printcfg" option, either
by using "--printcfg" on the command-line, or
"printcfg=yes" in Tux Paint's own configuration
file ("tuxpaint.cfg").
If the "printcfg" option is used, printer
settings will be loaded from the file
"print.cfg" in your personal folder (see
below). Any changes will be saved there as
well.
See the "Options" documentation.)
Printer Dialog Options
By default, Tux Paint only shows the printer
dialog (or, on Linux/Unix, runs the
"altprintcommand", e.g., "kprinter" instead of
"lpr") if the [Alt] (or [Option]) key is held
while clicking the 'Print' button.
However, this behavior can be changed. You can
have the printer dialog always appear by using
"--altprintalways" on the command-line, or
"altprint=always" in Tux Paint's configuration
file. Or, you can prevent the [Alt]/[Option]
key from having any effect by using
"--altprintnever", or "altprint=never".
See the "Options" documentation.)
----------------------------------------------------------------------
Slides (under "Open")
The "Slides" button is available in the "Open" dialog. It
displays a list of your saved files, just like the "Open"
dialog.
Click each of the images you wish to display in a
slideshow-style presentation, one by one. A digit will
appear over each image, letting you know in which order they
will be displayed.
You can click a selected image to unselect it (take it out
of your slideshow).
A sliding scale at the lower left of the screen (next to the
"Play" button) can be used to adjust the speed of the
slideshow, from slowest to fastest. Choose the leftmost
setting to disable automatic advancement — you will need to
press a key or click to go to the next slide (see below).
Note: The slowest setting does not automatically advance
through the slides. Use it for when you want to step through
them manually.
When you're ready, click the "Play" button to begin the
slideshow. (Note: If you hadn't selected ANY images, then
ALL images will be played in the slideshow.)
During the slideshow, press [Space], [Enter] or [Return] or
the [Right Arrow], or click the "Next" button at the lower
left, to manually advance to the next slide. Press [Left] to
go back to the previous slide.
Press [Escape], or click the "Back" button at the lower
right, to exit the slideshow and return to the slideshow
image selection screen.
Click "Back" in the slideshow image selection screen to
return to the "Open" dialog.
Quit
Clicking the "Quit" button, closing the Tux Paint window, or
pushing the [Escape] key will quit Tux Paint.
You will first be prompted as to whether you really want to
quit.
If you choose to quit, and you haven't saved the current
picture, you will first be asked if wish to save it. If it's
not a new image, you will then be asked if you want to save
over the old version, or create a new entry. (See "Save"
above.)
NOTE: If the image is saved, it will be reloaded
automatically the next time you run Tux Paint!
NOTE: The "Quit" button and [Escape] key can be disabled
(e.g., by selecting "Disable 'Quit' Button" in
Tux Paint Config. or running Tux Paint with the "--noquit"
command-line option).
In that case, the "window close" button on Tux Paint's title
bar (if not in fullscreen mode) or the [Alt] + [F4] key
sequence may be used to quit.
If neither of those are possible, the key sequence of
[Shift] + [Control] + [Escape] may be used to quit. (See the
"Options" documentation.)
Sound Muting
There is no on-screen control button at this time, but by
pressing [Alt] + [S], sound effects can be disabled and
re-enabled (muted and unmuted) while the program is running.
Note that if sounds are completely disabled (e.g., by
unselecting "Enable Sound Effects" in Tux Paint Config or
running Tux Paint with the "--nosound" command-line option),
the [Alt] + [S] key sequence has no effect. (i.e., it cannot
be used to turn on sounds when the parent/teacher wants them
disabled.)
----------------------------------------------------------------------
Loading Other Pictures into Tux Paint
Since Tux Paint's 'Open' dialog only displays pictures you created with
Tux Paint, what if you want to load some other picture or photograph
into Tux Paint to edit?
To do so, you simply need to convert the picture into a PNG (Portable
Network Graphic) image file, and place it in Tux Paint's "saved"
directory:
Windows Vista
Inside the user's "AppData" folder, e.g.:
"C:\Users\(user name)\AppData\Roaming\TuxPaint\saved\"
Windows 95, 98, ME, 2000, XP
Inside the user's "Application Data" folder, e.g.: "C:\Documents
and Settings\(user name)\Application Data\TuxPaint\saved\"
Mac OS X
Inside the user's "Library" folder:
"/Users/(user name)/Library/Application
Support/Tux Paint/saved/"
Linux/Unix
Inside a hidden ".tuxpaint" directory, in the user's home
directory: "$(HOME)/.tuxpaint/saved/"
Note: It is from this folder that you can copy or open pictures drawn in
Tux Paint using other applications.
Using 'tuxpaint-import'
Linux and Unix users can use the "tuxpaint-import" shell script which
gets installed when you install Tux Paint. It uses some NetPBM tools
to convert the image ("anytopnm"), resize it so that it will fit in
Tux Paint's canvas ("pnmscale"), and convert it to a PNG ("pnmtopng").
It also uses the "date" command to get the current time and date,
which is the file-naming convention Tux Paint uses for saved files.
(Remember, you are never asked for a 'filename' when you go to Save or
Open pictures!)
To use 'tuxpaint-import', simply run the command from a command-line
prompt and provide it the name(s) of the file(s) you wish to convert.
They will be converted and placed in your Tux Paint 'saved' directory.
(Note: If you're doing this for a different user - e.g., your child,
you'll need to make sure to run the command under their account.)
Example:
$ tuxpaint-import grandma.jpg
grandma.jpg -> /home/username/.tuxpaint/saved/20020921123456.png
jpegtopnm: WRITING A PPM FILE
The first line ("tuxpaint-import grandma.jpg") is the command to run.
The following two lines are output from the program while it's
working.
Now you can load Tux Paint, and a version of that original picture
will be available under the 'Open' dialog. Just double-click its icon!
Doing it Manually
Windows, Mac OS X and BeOS users must currently do the conversion
manually.
Load a graphics program that is capable of both loading your picture
and saving a PNG format file. (See the documentation file "PNG.txt"
for a list of suggested software, and other references.)
When Tux Paint loads an image that's not the same size as its drawing
canvas, it scales (and sometimes smears the edges of) the image so
that it fits within the canvas.
To avoid having the image stretched or smeared, you can resize it to
Tux Paint's canvas size. This size depends on the size of the
Tux Paint window, or resolution at which Tux Paint is run, if in
fullscreen. (Note: The default resolution is 800x600.) See
"Calculating Image Dimensions", below.
Save the picture in PNG format. It is highly recommended that you name
the filename using the current date and time, since that's the
convention Tux Paint uses:
YYYYMMDDhhmmss.png
* YYYY = Year
* MM = Month (01-12)
* DD = Day (01-31)
* HH = Hour, in 24-hour format (00-23)
* mm = Minute (00-59)
* ss = Second (00-59)
e.g.:
20020921130500 - for September 21, 2002, 1:05:00pm
Place this PNG file in your Tux Paint 'saved' directory. (See above.)
Calculating Image Dimensions
The width of Tux Paint's canvas is simply the width of the window
(e.g., 640, 800 or 1024 pixels), minus 192.
Calculating the height of Tux Paint's canvas requires multiple
steps:
1. Take the height of the window (e.g, 480, 600 or 768 pixels) and
subtract 144
2. Take the result of Step 1 and divide it by 48
3. Take the result of Step 2 and round it down (e.g., 9.5 becomes
simply 9)
4. Take the result of Step 3 and multiply it by 48
5. Finally, take the result of Step 4 and add 40
Example: Tux Paint running at fullscreen on a 1440x900 display.
* The canvas width is simply 1440 - 192, or 1248.
* The canvas height is calculated as:
1. 900 - 144, or 756
2. 756 / 48, or 15.75
3. 15.75 rounded down, or 15
4. 15 * 48, or 720
5. 720 + 40, or 760
So the canvas within a 1440x900 Tux Paint window is 1248x760.
----------------------------------------------------------------------
Further Reading
Other documentation included with Tux Paint (in the "docs"
folder/directory) include:
* "Magic" Tool Documentation ("magic-docs")
Documentation for each of the currently-installed "Magic" tools.
* AUTHORS.txt
List of authors and contributors.
* CHANGES.txt
Summary of changed between releases.
* COPYING.txt
Copying license (The GNU General Public License).
* INSTALL.txt
Instructions for compiling/installing, when applicable.
* EXTENDING.html
Detailed instructions on creating brushes, stamps and starters, and
adding fonts, to extend Tux Paint.
* OPTIONS.html
Detailed instructions on command-line and configuration-file
options, for those who don't want to use Tux Paint Config.
* PNG.txt
Notes on creating PNG format bitmapped images for use in Tux Paint.
* SVG.txt
Notes on creating SVG format vector images for use in Tux Paint.
----------------------------------------------------------------------
How to Get Help
If you need help, feel free to contact New Breed Software:
http://www.newbreedsoftware.com/
You may also wish to participate in the numerous Tux Paint mailing
lists:
http://www.tuxpaint.org/lists/

49
docs/en/SVG.txt Normal file
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SVG.txt for Tux Paint
Tux Paint - A simple drawing program for children.
Copyright 2002-2007 by Bill Kendrick and others
bill@newbreedsoftware.com
http://www.tuxpaint.org/
June 19, 2007 - June 19, 2007
$Id$
SVG (Scalable Vector Graphics) is an open standard used to describe
two-dimensional vector graphics. It is great for diagrams and shapes,
while PNGs are better for photographs. SVG files are a bit like instructions
on how to make an image. This means that they can be resized without looking
pixelated or blocky.
Wikipedia, an online user-driven encyclopedia, has lots more info:
http://en.wikipedia.org/wiki/Scalable_Vector_Graphics
SVGs On the Web
---------------
Web browsers like Mozilla Firefox, Apple's Safari and Opera have some
SVG support. A plugin is available to see SVG images in older versions of
Microsoft Internet Explorer ( http://www.adobe.com/svg/viewer/install/ ).
How to make SVGs
----------------
Linux/Unix users
----------------
A popular Open Source program used to make SVGs is Inkscape
( http://www.inkscape.org/ ). This will most likely be packaged for
your distribution / operating system.
An earlier program (which Inkscape is based on) is Sodipodi
( http://www.sodipodi.com/ ).
Libraries which support SVG include Cairo ( http://cairographics.org/ )
and Batik ( http://xmlgraphics.apache.org/batik/ ).
Mac and Windows users
---------------------
Inkscape is available for Mac OSX and Windows. (See above.)
Commercial software like Adobe Illustrator, CorelDRAW and Microsoft Visio
have SVG support.

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html><head><title>Tux Paint Advanced Stamps HOWTO</title>
<meta http-equiv="Content-Type" content="text/html; charset=us-ascii">
</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&nbsp;Paint"><br>
version
0.9.23
<br>
Advanced Stamps HOWTO</h1>
<p>Copyright 2006-2008 by Albert Cahalan for the Tux Paint project<br>
New Breed Software</p>
<p><a href="mailto:albert@users.sf.net">albert@users.sf.net</a><br>
<a href="http://www.tuxpaint.org/">http://www.tuxpaint.org/</a></p>
</center>
<h2>About this HOWTO</h2>
<blockquote>
<p>This HOWTO assumes that you want to make an excellent Tux&nbsp;Paint
stamp, in PNG bitmapped format, from a JPEG image (e.g., a digital
photograph). There are easier and faster methods that
produce lower quality.</p>
<p>This HOWTO assumes you are dealing with normal opaque objects. Dealing
with semi-transparent objects (fire, moving fan blade, kid's baloon)
or light-giving objects (fire, lightbulb, sun) is best done with custom
software. Images with perfect solid-color backgrounds are also best done
with custom software, but are not troublesome to do as follows.</p>
</blockquote>
<h2>Image choice is crucial</h2>
<blockquote>
<h3>License</h3>
<blockquote>
<p>If you wish to submit artwork to the Tux&nbsp;Paint developers for
consideration for inclusion in the official project, or if you wish to
release your own copy of Tux&nbsp;Paint, bundled with your own graphics,
you need an image that is compatible with the GNU
<a href="../COPYING.txt">General Public License</a> used by
Tux&nbsp;Paint.</p>
<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>
Your own images can be placed in the Public&nbsp;Domain by declaring it
so. (Hire a lawyer if you feel the need for legal advice.)</p>
<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="http://gnuwin32.sourceforge.net/packages/jpeg.htm">jpegtran</a>
that lets you crop an image without the normal quality loss. If you want a
GUI for it, use
<a href="http://astron.berkeley.edu/~mperrin/software/ljcrop/">ljcrop</a>.
Otherwise, use it like this:</p>
<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 &mdash; 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>an image you will modify &mdash; the "WIP" layer
<li>solid green (write-protect this if you can)
<li>solid magenta (write-protect this if you can)
<li>unmodified image (write-protect this if you can)
</ol>
<p>Give the WIP layer a rough initial mask. You might start with a
selection, or by using the grayscale value of the WIP layer. You might
invert the mask.</p>
<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 Ctrl-click and Alt-click on the thumbnail images in the
layers dialog. You will need this to control what you are looking at and
what you are editing. Sometimes you will be editing things you can't see.
For example, you might edit the mask of the WIP layer while looking at the
unmodified image. Pay attention so you don't screw up. Always verify that
you are editing the right thing.</p>
<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&nbsp;Paint scales the image down. If the edge of the
object has multiple colors that are very different, you should split up
your selection so that you can color the nearby background to be
similar.</p>
<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>composited over magenta (mask enabled)
<li>original (the top or bottom layer)
<li>composited over the original (mask enabled)
<li>raw WIP layer (mask DISABLED)
</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&nbsp;Paint scales this
to 50% (a 1x1 pixel area), the result will be a grey 50% opaque pixel.
The correct result would be a white 50% opaque pixel. To get this
result, we would paint away the black pixels. They matter, despite
being 0% opaque.</p>
<p>Tux&nbsp;Paint can scale images down by a very large factor, so it is
important to extend the edge of your object outward by a great deal.
Right at the edge of your object, you should be very accurate about this.
As you go outward away from the object, you can get a bit sloppy. It is
reasonable to paint outward by a dozen pixels or more. The farther you go,
the more Tux&nbsp;Paint can scale down without creating ugly color fringes.
For areas that are more than a few pixels away from the object edge, you
should use the pencil tool (or sloppy select with drag-and-drop color) to
ensure that the result will compress well.</p>
</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&nbsp;Paint scales the image down.
If you need to scale your image to save space (and hide your mistakes), you
are almost certain to destroy all the 0% opaque areas. So here is a better
way...</p>
<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&nbsp;GIMP, you might need
to convert the image to greyscale before you can save it.) Choose the
more compact "RAW&nbsp;PGM" format. (The second character of the file
should be the ASCII digit "5", hex byte 0x35.)</p>
<p>You may close the mask image.</p>
<p>Going back to the multi-layer image, now select the WIP layer. As you
did with the mask, drag this from the layers dialog to the toolbar. You
should get a single-layer image of your WIP data. If the mask came along
too, get rid of it. You should be seeing the object and the painted-away
surroundings, without any mask thumbnail in the layers dialog. If you
scaled the mask, then scale this image in exactly the same way. Save
this image as a NetPBM portable pixmap ("<code>.ppm</code>") file.
(Note: ppm, not pgm.) (If you choose the RAW&nbsp;PPM format, the
second byte of the file should be the ASCII digit "6", hex byte 0x36.)</p>
<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>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html><head><title>Extending Tux Paint</title>
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</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&nbsp;Paint"><br>
version
0.9.23
<br>
Extending Tux Paint</h1>
<p>Copyright 2002-2016 by Bill Kendrick and others<br>
New Breed Software</p>
<p><a href="mailto:bill@newbreedsoftware.com">bill@newbreedsoftware.com</a><br>
<a href="http://www.tuxpaint.org/">http://www.tuxpaint.org/</a></p>
<p>June 14, 2002 - December 11, 2016</p>
</center>
<hr size=2 noshade>
<p>If you wish to add or change things like Brushes and Rubber Stamps
used by Tux&nbsp;Paint, you can do it fairly easily by simply putting
or removing files on your hard disk.</p>
<p>Note: You'll need to restart Tux&nbsp;Paint for the changes to take
effect.</p>
<h2>Where Files Go</h2>
<blockquote>
<h3>Standard Files</h3>
<blockquote>
<p>Tux&nbsp;Paint looks for its various data files in its
'data' directory.</p>
<h4>Linux and Unix</h4>
<blockquote>
<p>Where this directory goes depends on what value was set for
"<code>DATA_PREFIX</code>" when Tux&nbsp;Paint was built. See
INSTALL.txt for details.</p>
<p>By default, though, the directory is:</p>
<blockquote><code>
/usr/local/share/tuxpaint/
</code></blockquote>
<p>If you installed from a package, it is more likely to be:</p>
<blockquote><code>
/usr/share/tuxpaint/
</code></blockquote>
</blockquote>
<h4>Windows</h4>
<blockquote>
<p>Tux&nbsp;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&nbsp;Paint e.g.:</p>
<blockquote><code>
C:\Program&nbsp;Files\TuxPaint\data
</code></blockquote>
</blockquote>
<h4>Mac OS X</h4>
<blockquote>
<p>Tux&nbsp;Paint stores its data files inside the "Tux&nbsp;Paint"
application (which is actually a special kind of folder on
Mac&nbsp;OS&nbsp;X). The following steps explain how to get to
the folders within:</p>
<ol>
<li>Bring up a 'context' menu by holding the [Control] key and clicking
the Tux&nbsp;Paint icon the in Finder. (If you have a mouse with more
than one button, you can simply right-click the icon.)</li>
<li>Select "Show&nbsp;Contents" from the menu that appears.
A new Finder window will appear with a folder inside called
"Contents."</li>
<li>Open the "Contents" folder and open the "Resources" folder found
inside.</li>
<li>There, you will find the "starters", "stamps" and "brushes"
folders. Adding new content to these folders will make the content
available to any user that launches this copy (icon) of
Tux&nbsp;Paint.</li>
</ol>
<p><em>Note:</em> If you install a newer version of Tux&nbsp;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.).</p>
<p>Tux&nbsp;Paint also looks for files in a "TuxPaint" folder
that you can place in your system's "Application&nbsp;Support" folder
(found under "Library" at the root of your hard disk):</p>
<blockquote><code>
/Library/Application&nbsp;Support/TuxPaint/
</code></blockquote>
<p>It also looks for files in the user's "Application Support" folder:
</p>
<blockquote><code>
/Users/<i>(user&nbsp;name)</i>/Library/Application Support/TuxPaint/
</code></blockquote>
<p>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.</p>
</blockquote>
</blockquote>
<hr size=1 noshade>
<h3>Personal Files</h3>
<blockquote>
<p>You can also create brushes, stamps, fonts and 'starters' in your
own directory (folder) for Tux&nbsp;Paint to find.</p>
<h4>Windows</h4>
<blockquote>
<p>Your personal Tux&nbsp;Paint folder is stored in your
"Application Data". For example, on newer Windows (set up
for an English-speaking user):</p>
<blockquote><code>
C:\Documents and Settings\<i>(user&nbsp;name)</i>\Application
Data\TuxPaint\
</code></blockquote>
</blockquote>
<h4>Mac OS X</h4>
<blockquote>
<p>Your personal Tux&nbsp;Paint folder is stored in your
"Application Support" folder:
<blockquote><code>
/Users/<i>(user&nbsp;name)</i>/Library/Application Support/
TuxPaint/</code>
</code></blockquote>
</blockquote>
<h4>Linux and Unix</h4>
<blockquote>
<p>Your personal Tux&nbsp;Paint directory is
"<code>$(HOME)/.tuxpaint/</code>" (also known as
"<code>~/.tuxpaint/</code>".</p>
<p>That is, if your home directory is "<code>/home/karl</code>", then
your Tux&nbsp;Paint directory is
"<code>/home/karl/.tuxpaint/</code>".</p>
<p>Don't forget the period ("<code>.</code>") before the
'<code>tuxpaint</code>'!</p>
</blockquote>
<p>To add brushes, stamps fonts, and 'starters,' create subdirectories
under your personal Tux&nbsp;Paint directory named
"<code><b>brushes</b></code>", "<code><b>stamps</b></code>",
"<code><b>fonts</b></code>" and
"<code><b>starters</b></code>" respectively.</p>
<p>(For example, if you created a brush named "<code>flower.png</code>",
you would put it in "<code>~/.tuxpaint/brushes/</code>" under Linux or
Unix.)</p>
</blockquote>
</blockquote>
<hr size=1 noshade>
<h2>Brushes</h2>
<blockquote>
<p>The brushes used for drawing with the 'Brush' and 'Lines' tools in
Tux&nbsp;Paint are simply PNG image files.</p>
<img src="../../html/images/brush_edit.png" width=123 height=147 alt="" align=right>
<p>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!</p>
<p>Greyscale pixels in the brush PNG will be drawn using the
currently-selected color in Tux&nbsp;Paint. Color pixels will be
tinted.</p>
<p>Brush images should be no wider than 40&nbsp;pixels across and
no taller than 40&nbsp;pixels high. (i.e., the maximum size
can be 40&nbsp;x&nbsp;40.)</p>
<h3>Brush Options</h3>
<blockquote>
<p>Aside from a graphical shape, brushes can also be given other
attributes. To do this, you need to create a 'data&nbsp;file'
for the brush.</p>
<p>A brush data file is simply a text file containing the options.</p>
<p>The file has the same name as the PNG image, but a "<code>.dat</code>"
extension. (e.g., "<code>brush.png</code>"'s data file is the text
file "<code>brush.dat</code>" in the same directory.)</p>
<h4>Brush Spacing</h4>
<blockquote>
<p>As of Tux&nbsp;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.</p>
<p>Add a line containing the line "<code><b>spacing=<i>N</i></b></code>"
to the brush's data file, where <i>N</i> is the spacing you want
for the brush. (The lower the number, the more often the brush is
drawn.)</p>
</blockquote>
<h4>Animated Brushes</h4>
<blockquote>
<p>As of Tux&nbsp;Paint version 0.9.16, you may now create animated
brushes. As the brush is used, each frame of the animation is
drawn.</p>
<p>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.</p>
<p>Add a line containing the line "<code><b>frames=<i>N</i></b></code>"
to the brush's data file, where <i>N</i> is the number of frames
in the brush.</p>
<p><b>Note:</b> If you'd rather the frames be flipped through
randomly, rather than sequentially, also add a line containing
"<code><b>random</b></code>" to the brush's data file.</p>
</blockquote>
<h4>Directional Brushes</h4>
<blockquote>
<p>As of Tux&nbsp;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.</p>
<p>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.</p>
<p>Add a line containing the line "<code><b>directional</b></code>"
to the brush's data file.</p>
</blockquote>
<h4>Animated Directional Brushes</h4>
<blockquote>
<p>You may mix both animated and directional features into one
brush. Use both options ("<code><b>frames=<i>N</i></b></code>" and
"<code><b>directional</b></code>"), in separate lines in the
brush's "<code>".dat</code>" file.</p>
<p>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.)</p>
</blockquote>
</blockquote>
<p>Place the brush image PNGs (and any data text files) in the
"<code><b>brushes</b></code>" directory.</p>
<p>Note: If your new brushes all come out as solid squares or rectangles,
it's because you forgot to use alpha transparency! See the documentation
file "PNG.txt" for more information and tips.</p>
<br clear=all>
</blockquote>
<hr size=1 noshade>
<h2>Stamps</h2>
<blockquote>
<p>All stamp-related files go in the "<code><b>stamps</b></code>" directory.
It's useful to create subdirectories and sub-subdirectories
there to organize the stamps. (For example, you can have a
"<code>holidays</code>" folder with "<code>halloween</code>" and
"<code>christmas</code>" sub-folders.)</p>
<h3>Images</h3>
<blockquote>
<p>Rubber Stamps in Tux&nbsp;Paint can be made up of a number of separate
files. The one file that is required is, of course, the picture
itself.</p>
<img src="../../html/images/stamp_edit.png" width=128 height=147 alt="" align=right>
<p>As of Tux&nbsp;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).</p>
<p>PNGs can be any size, and Tux&nbsp;Paint (by default) provides
a set of sizing buttons to let the user scale the stamp up (larger)
and down (smaller).</p>
<p>SVGs are vector-based, and will be scaled appropriately for the
canvas being used in Tux&nbsp;Paint.</p>
<p>Note: If your new PNG stamps all have solid rectangular-shaped outlines
of a solid color (e.g., white or black), it's because you forgot to use
alpha transparency! See the documentation file
"<a href="../PNG.txt">PNG.txt</a>" for more information and tips.</p>
<p>Note: If your new SVG stamps seem to have a lot of whitespace,
make sure the SVG 'document' is no larger than the shape(s) within.
If they are being clipped, make sure the 'document' is large enough
to contain the shape(s). See the documentation file
"<a href="../SVG.txt">SVG.txt</a>" for more information and tips.</p>
<p><b>Advanced Users:</b> The
<a href="ADVANCED-STAMPS-HOWTO.html">Advanced Stamps HOWTO</a> describes,
in detail, how to make PNG images which will scale perfectly when used as
stamps in Tux&nbsp;Paint.</p>
<br clear=all>
</blockquote>
<hr size=1 noshade>
<h3>Description Text</h3>
<blockquote>
<p>Text (".TXT") files with the same name as the PNG or SVG.
(e.g., "<code>picture.png</code>"'s description is stored in
"<code>picture.txt</code>" in the same directory.)</p>
<p>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.</p>
<h4>Language Support</h4>
<blockquote>
<p>Additional lines can be added to the text file to provide
translations of the description, to be displayed when Tux&nbsp;Paint
is running in a different locale (like French or Spanish).</p>
<p>The beginning of the line should correspond to the language code
of the language in question (e.g., "<code>fr</code>" for French, and
"<code>zh_TW</code>" for Traditional Chinese), followed by
"<code>.utf8=</code>" and the translated description (encoded
in UTF-8).</p>
<p>There are scripts in the "<code>po</code>" 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.</p>
<p>If no translation is available for the language Tux&nbsp;Paint
is currently running in, the US English text is used.</p>
</blockquote>
<h4>Windows Users</h4>
<blockquote>
<p>Use NotePad or WordPad to edit/create these files.
Be sure to save them as Plain Text, and make sure they have
"<code>.txt</code>" at the end of the filename...</p>
</blockquote>
</blockquote>
<hr size=1 noshade>
<h3>Sound Effects</h3>
<blockquote>
<p>WAVE (".wav") or OGG Vorbis (".ogg")
files with the same name as the PNG or SVG.
(e.g., "<code>picture.svg</code>"'s sound effect is the sound file
"<code>picture.wav</code>" in the same directory.)</p>
<h4>Language Support</h4>
<blockquote>
<p>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: "<code><b>STAMP_LOCALE.EXT</b></code>"</p>
<p>"<code>picture.png</code>"'s sound effect, when Tux&nbsp;Paint is run
in Spanish mode, would be "<code>picture_es.wav</code>".
In French mode, "<code>picture_fr.wav</code>". In Brazilian
Portuguese mode, "<code>picture_pt_BR.wav</code>". And so on...</p>
<p>If no localized sound effect can be loaded, Tux&nbsp;Paint will
attempt to load the 'default' sound file.
(e.g., "<code>picture.wav</code>")</p>
</blockquote>
<p>Note: For descriptive sounds (not sound effects, like a bang or
a bird chirping), consider using the Descriptive&nbsp;Sounds,
described below.</p>
</blockquote>
<hr size=1 noshade>
<h3>Descriptive Sound</h3>
<blockquote>
<p>WAVE (".wav") or OGG Vorbis (".ogg")
files with the same name as the PNG or SVG, followed by
"<code>_desc</code>" (e.g., "<code>picture.svg</code>"'s descriptive
sound is the sound file "<code>picture_desc.ogg</code>" in the same
directory.)</p>
<h4>Language Support</h4>
<blockquote>
<p>For descriptions in different languages,
also create WAV or OGG files with both "<code>_desc</code>" and
the locale's label in the filename, in
the form: "<code><b>STAMP_desc_LOCALE.EXT</b></code>"</p>
<p>"<code>picture.png</code>"'s descriptive sound, when Tux&nbsp;Paint
is run in Spanish mode, would be "<code>picture_desc_es.wav</code>".
In French mode, "<code>picture_desc_fr.wav</code>". In
Brazilian Portuguese mode, "<code>picture_desc_br_PT.wav</code>".
And so on...</p>
<p>If no localized descriptive sound can be loaded, Tux&nbsp;Paint will
attempt to load the 'default' descriptive sound file.
(e.g., "<code>picture_desc.wav</code>")</p>
</blockquote>
</blockquote>
<hr size=1 noshade>
<h3>Stamp Options</h3>
<blockquote>
<p>Aside from a graphical shape, a textual description, and a sound
effect, stamps can also be given other attributes. To do this, you need
to create a 'data&nbsp;file' for the stamp.</p>
<p>A stamp data file is simply a text file containing the options.</p>
<p>The file has the same name as the PNG or SVG image, but a
"<code>.dat</code>" extension. (e.g., "<code>picture.png</code>"'s
data file is the text file "<code>picture.dat</code>" in the same
directory.)</p>
<h4>Colored Stamps</h4>
<blockquote>
<p>Stamps can be made to be either "colorable" or "tintable."</p>
<h5>Colorable</h5>
<blockquote>
<p>"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.)</p>
<p>Nothing about the original image is used except the transparency
(from "alpha" channel). The color of the stamp comes out solid.</p>
<center><img src="../../html/images/ex_colorable.png" width=74 height=92
alt=""></center>
<p>Add a line containing the word "<code><b>colorable</b></code>"
to the stamp's data file.</p>
</blockquote>
<h5>Tinted</h5>
<blockquote>
<p>"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.)</p>
<center><img src="../../html/images/ex_tintable.png" width=151 height=78
alt=""></center>
<p>Add a line containing the word "<code><b>tintable</b></code>"
to the stamp's data file.</p>
<h6>Tinting Options:</h6>
<blockquote>
<p>Depending on the contents of your stamp, you might want to
have Tux&nbsp;Paint use one of a numer of methods when tinting it.
Add one of the following lines to the stamp's data file:</p>
<dl>
<dt>"<code><b>tinter=normal</b></code>" (default)</dt>
<dd>This is the normal tinting mode. (Hue range is
+/-&nbsp;18&nbsp;degrees, 27 replace.)</dd>
<dt>"<code><b>tinter=anyhue</b></code>"</dt>
<dd>This remaps all hues in the stamp. (Hue range is
+/-&nbsp;180&nbsp;degrees.)</dd>
<dt>"<code><b>tinter=narrow</b></code>"</dt>
<dd>This like 'anyhue', but a narrower hue angle.
(Hue range is +/-&nbsp;6&nbsp;degrees, 9 replace.)</dd>
<dt>"<code><b>tinter=vector</b></code>"</dt>
<dd>This is map 'black through white' to
'black through destination'.</dd>
</dl>
</blockquote>
</blockquote>
</blockquote>
<h4>Unalterable Stamps</h4>
<blockquote>
<p>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&nbsp;Paint.</p>
<p>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.</p>
<p>To make a stamp un-flippable, add the option
"<code><b>noflip</b></code>" to the stamp's data file.</p>
<p>To keep a stamp from being mirrored, add a line containing the word
"<code><b>nomirror</b></code>" to the stamp's data file.</p>
</blockquote>
<h4>Initial Stamp Size</h4>
<blockquote>
<p>By default, Tux&nbsp;Paint assumes that your stamp is sized
appropriately for unscaled display on a 608x472 canvas. This is
the original Tux&nbsp;Paint canvas size, provided by a 640x480 screen.
Tux&nbsp;Paint will then adjust the stamp according to the current
canvas size and, if enabled, the user's stamp size controls.</p>
<p>If your stamp would be too big or too small, you can specify
a scale factor. If your stamp would be 2.5 times as wide (or tall)
as it should be, add the option "<code><b>scale 40%</b></code>" or
"<code><b>scale 5/2</b></code>" or "<code><b>scale 2.5</b></code>"
or "<code><b>scale 2:5</b></code>" to your image. You may include
an "<code><b>=</b></code>" if you wish, as in
"<code><b>scale=40%</b></code>".</p>
</blockquote>
<h4>Windows Users</h4>
<blockquote>
<p>You can use NotePad or WordPad to create these file.
Be sure to save it as Plain Text, and make sure the filename
has "<code>.dat</code>" at the end, and not "<code>.txt</code>"...</p>
</blockquote>
</blockquote>
<h3>Pre-Mirrored and Flipped Images</h3>
<blockquote>
<p>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&nbsp;truck with the words
"<i>Fire&nbsp;Department</i>" written across the side. You probably
do not want that text to appear backwards when the image is flipped!</p>
<p>To create a mirrored version of a stamp that you want Tux&nbsp;Paint
to use, rather than mirroring one on its own, simply create a second
"<code>.png</code>" or "<code>.svg</code>" graphics file with the
same name, except with "<code><b>_mirror</b></code>" before the filename
extension.</p>
<p>For example, for the stamp "<code><b>truck.png</b></code>" you would
create another file named "<code><b>truck_mirror.png</b></code>", which
will be used when the stamp is mirrored (rather than using a
backwards version of '<code>truck.png</code>').</p>
<p>As of Tux&nbsp;Paint 0.9.18, you may similarly provide a pre-flipped
image with "<code><b>_flip</b></code>" in the name, and/or an image that
is both mirrored and flipped, by naming it
"<code><b>_mirror_flip</b></code>".</p>
<p><b>Note:</b> If the user flips and mirrors an image, and a pre-drawn
"<code>_mirror_flip</code>" doesn't exist, but either "<code>_flip</code>"
or "<code>_mirror</code>" does, it will be used, and mirrored or flipped,
respectively.</p>
</blockquote>
</blockquote>
<hr size=1 noshade>
<h2>Fonts</h2>
<blockquote>
<img src="../../html/images/fontsizes.png" width=48 height=48 alt="" align=right>
<p>The fonts used by Tux&nbsp;Paint are TrueType&nbsp;Fonts (TTF).</p>
<p>Simply place them in the "<code><b>fonts</b></code>" directory.
Tux&nbsp;Paint will load the font and provide four different sizes
in the 'Letters' selector when using the 'Text' tool.</p>
<br clear=all>
</blockquote>
<hr size=1 noshade>
<h2>'Starters'</h2>
<blockquote>
<img src="../../html/images/open_open.png" width=48 height=48 alt="" align=right>
<p>'Starter' images appear in the 'New' dialog, along with solid
color background choices. (Note: In earlier versions of Tux&nbsp;Paint,
they appeared in the 'Open' dialog, together with saved drawings.)</p>
<p>Unlike pictures drawn in Tux&nbsp;Paint by users and then opened
later, opening a 'starter' creates a new drawing. When you save, the
'starter' image is not overwritten. Additionally, as you edit your new
picture, the contents of the original 'starter' affect it.</p>
<b>Coloring-Book Style</b>
<blockquote>
<p>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&nbsp;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.</p>
<p>To create this kind of 'starter' image, simply draw an outlined
picture in a paint program, make the rest of the graphic transparent
(that will come out as white in Tux&nbsp;Paint), and save it as a
PNG format file.</p>
<p><b>Note:</b> Previous to Tux Paint 0.9.21, images needed to be
black and transparent. As of 0.9.21, if a Starter is black and white,
with no transparency, white will be converted to transparent when the
Starter is opened.</p>
<p><b>Note:</b> Previous to Tux Paint 0.9.22, Starters had to be in
PNG or JPEG (backgrounds only) format. As of 0.9.22, they may be in
SVG (vector graphics) or KPX (templates from Kid Pix, another childrens'
drawing program; they are special files which simply contain a JPEG
within).</p>
</blockquote>
<b>Scene-Style</b>
<blockquote>
<p>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!</p>
<p>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'.</p>
<p>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.</p>
<p>To create this kind of 'starter' picture, simply create an overlay
(with transparency) as described above, and save it as a PNG.
Then create another image (without transparency), and save it with
the same filename, but with "<code>-back</code>" appended to the
name. (e.g., "<code>reef-back.png</code>" would be the background
ocean picture that corresponds to the "<code>reef.png</code>"
overlay, or foreground.)</p>
</blockquote>
<p>The 'starter' images should be the same size as Tux&nbsp;Paint's
canvas. (See the "Loading Other Pictures into Tux&nbsp;Paint" section of
<a href="README.html">README</a> for details on sizing.) If they are not,
they will be stretched, without affecting the shape ("aspect ratio");
however some smudging may be applied to the edges.</p>
<p>Place them in the "<code><b>starters</b></code>" directory.
When the 'New' dialog is accessed in Tux&nbsp;Paint, the 'starter'
images will appear in the screen that appears, after the various solid color
choices.</p>
<p><b>Note:</b> 'Starters' can't be saved over from within Tux&nbsp;Paint,
since loading a 'starter' is really like creating a new image.
(Instead of being blank, though there's already something there to work
with.) The 'Save' command simply creates a new picture, like it would
if the 'New' command had been used.</p>
<p><b>Note:</b> 'Starters' are 'attached' to saved pictures, via a
small text file that has the same name as the saved file, but with
"<code>.dat</code>" as the extension. This allows the overlay and
background, if any, to continue to affect the drawing even after
Tux&nbsp;Paint has been quit, or another picture loaded or started.
(In other words, if you base a drawing on a 'starter' image, it will
always be affected by it.)</p>
<br clear=all>
</blockquote>
<hr size=1 noshade>
<h2>'Templates'</h2>
<blockquote>
<img src="../../html/images/open_open.png" width=48 height=48 alt="" align=right>
<p>'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.)</p>
<p>Unlike pictures drawn in Tux&nbsp;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.</p>
<p>When the 'Eraser' tool is used on a picture based on a 'template',
rather than turning the canvas to a solid color, such as white, it
returns that part of the canvas to the original picture from the
'template'.</p>
<p>'Templates' are simply image files (in PNG, JPG, SVG or KPX format).
No preparation or conversion should be required.</p>
<p>The 'template' images should be the same size as Tux&nbsp;Paint's
canvas. (See the "Loading Other Pictures into Tux&nbsp;Paint" section of
<a href="README.html">README</a> for details on sizing.) If they are not,
they will be stretched, without affecting the shape ("aspect ratio");
however some smudging may be applied to the edges.</p>
<p>Place them in the "<code><b>templates</b></code>" directory.
When the 'New' dialog is accessed in Tux&nbsp;Paint, the 'template'
images will appear in the screen that appears, after the various solid color
choices and 'starters'.</p>
<p><b>Note:</b> 'Templates' can't be saved over from within Tux&nbsp;Paint,
since loading a 'template' is really like creating a new image.
(Instead of being blank, though there's already something there to work
with.) The 'Save' command simply creates a new picture, like it would
if the 'New' command had been used.</p>
<p><b>Note:</b> 'Templates' are 'attached' to saved pictures, via a
small text file that has the same name as the saved file, but with
"<code>.dat</code>" as the extension. This allows the background
to continue to be available to the drawing (e.g., when using the 'Eraser'
tool) even after Tux&nbsp;Paint has been quit, or another picture loaded
or started. (In other words, if you base a drawing on a 'template' image,
it will always be affected by it.)</p>
<br clear=all>
</blockquote>
<hr size=1 noshade>
<h2>Translations</h2>
<blockquote>
<p>Tux Paint supports numerous languages, thanks to use of the
"gettext" localization library. (See <a href="OPTIONS.html">OPTIONS</a>
for how to change locales in Tux&nbsp;Paint.)</p>
<p>To translate Tux&nbsp;Paint to a new language, copy the translation
template file, "<code>tuxpaint.pot</code>" (found in Tux&nbsp;Paint's
source code, in the folder "<code>src/po/</code>"). Rename the copy as a
"<code>.po</code>" file, with an appropriate name for the locale you're
translating to (e.g., "<code>es.po</code>" for Spanish; or
"<code>pt_BR.po</code>" for Brazilian&nbsp;Portuguese, versus
"<code>pt.po</code>" or "<code>pt_PT.po</code>" for Portuguese spoken in
Portugal.)</p>
<p>Open the newly-created "<code>.po</code>" file &mdash; you can edit
in a <i>plain</i> text edtior, such as Emacs, Pico or VI on Linux, or
NotePad on Windows. The original English text used in Tux&nbsp;Paint
is listed in lines starting with "<code>msgid</code>". Enter your
translations of each of these pieces of text in the empty
"<code>msgstr</code>" lines directly below the corresponding
"<code>msgid</code>" lines. (<i>Note:</i> Do not remove the quotes.)</p>
<p>Example:</p>
<blockquote>
<p><code>msgid "Smudge"<br>
msgstr "<u>Manchar</u>"<br>
&nbsp;<br>
msgid "Click and drag to draw large bricks."<br>
msgstr "<u>Haz clic y arrastra para dibujar ladrillos grandes.</u>"
</code></p>
</blockquote>
<p>A graphical tool, called <i><b>poEdit</b></i>
(<a href="http://www.poedit.net/">http://www.poedit.net/</a>), is available
for Linux, Windows and Mac&nbsp;OS&nbsp;X.</p>
<p><i>Note:</i> It is best to always work off of the <i>latest</i>
Tux&nbsp;Paint text catalog template ("<code>tuxpaint.pot</code>"),
since new text is added, and old text is occasionally changed.
The text catalog for the upcoming, unreleased version of Tux&nbsp;Paint
can be found in Tux&nbsp;Paint's CVS repository
(see: <a href="http://www.tuxpaint.org/download/source/cvs/">http://www.tuxpaint.org/download/source/cvs/</a>),
and on the Tux&nbsp;Paint website at
<a href="http://www.tuxpaint.org/help/po/">http://www.tuxpaint.org/help/po/</a>.</p>
<p>To edit an existing translation, download the latest "<code>.po</code>"
file for that language, and edit it as described above.</p>
<p>You may send new or edited translation files to Bill&nbsp;Kendrick,
lead developer of Tux&nbsp;Paint, at:
<a href="mailto:bill@newbreedsoftware.com">bill@newbreedsoftware.com</a>,
or post them to the "tuxpaint-i18n" mailing list
(see: <a href="http://www.tuxpaint.org/lists/">http://www.tuxpaint.org/lists/</a>).</p>
<p>Alternatively, if you have an account with
<a href="http://www.sourceforge.net/">SourceForge.net</a>, you can request
to be added to the "<code>tuxpaint</code>" project and receive write-access
to the CVS source code repository so that you may commit your changes
directly.</p>
<p><i>Note:</i> Additional locale support also requires additions
to Tux&nbsp;Paint's source code (<code>/src/i18n.h</code> and
<code>/src/i18n.c</code>), and requires updates to the <code>Makefile</code>,
to have the "<code>.po</code>" gettext catalog source files compiled into
"<code>.mo</code>" files, and installed, for use at runtime.</p>
</blockquote>
<h2>Alternative Input Methods</h2>
<blockquote>
<p>As of version 0.9.17, Tux&nbsp;Paint's "Text" tool can provide
alternative input methods for some languages. For example, when
Tux&nbsp;Paint is running with a Japanese locale, the
<b>right&nbsp;[Alt]</b> key can be pressed to cycle between Latin,
Romanized Hiragana and Romanized Katakana modes.
This allows native characters and words to be entered into the "Text" tool by
typing one or more keys on a keyboard with Latin characters (e.g., a
US&nbsp;QWERTY keyboard).</p>
<p>To create an input method for a new locale, create a text file
with a name based on the locale (e.g., "<code>ja</code>" for Japanese),
with "<code>.im</code>" as the extension (e.g., "<code>ja.im</code>").</p>
<p>The "<code>.im</code>" file can have multiple character mapping sections
for different character mapping modes. For example, on a Japanese typing
system, typing <b>[K]</b>&nbsp;<b>[A]</b> in Hiragana mode generates a
different Unicode character than typing
<b>[K]</b>&nbsp;<b>[A]</b> in Katakana mode.</p>
<p>List the character mappings in this file, one per line. Each line should
contain (separated by whitespace):</p>
<ul>
<li>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)
<li>the keycode sequence (the ASCII characters that must be entered to
generate the Unicode character)
<li>a flag (or "<code>-</code>")
</ul>
<p>Start additional character mapping sections with a line containign the word
"<code>section</code>".</p>
<p>Example:</p>
<blockquote>
<p><code># Hiragana<br>
304B &nbsp; ka &nbsp; -<br>
304C &nbsp; ga &nbsp; -<br>
304D &nbsp; ki &nbsp; -<br>
304E &nbsp; gi &nbsp; -<br>
304D:3083 &nbsp; kya &nbsp; -<br>
3063:305F &nbsp; tta &nbsp; -<br>
&nbsp;<br>
# Katakana<br>
section<br>
30AB &nbsp; ka &nbsp; -<br>
30AC &nbsp; ga &nbsp; -<br>
30AD &nbsp; ki &nbsp; -<br>
30AE &nbsp; gi &nbsp; -
</code></p>
</blockquote>
<p><i>Note:</i> Blank lines within the "<code>.im</code>" file
will be ignored, as will any text following a "<code>#</code>"
(pound/hash) character &mdash; it can be used to denote comments,
as seen in the example above.</p>
<p><i>Note:</i> Meanings of the flags are locale-specific, and are processed
by the language-specific source code in "<code>src/im.c</code>".
For example, "<code>b</code>" is used in Korean to handle
Batchim, which may carry over to the next character.</p>
<p><i>Note:</i> Additional input method support also requires additions
to Tux&nbsp;Paint's source code (<code>/src/im.c</code>), and requires
updates to the <code>Makefile</code>,
to have the "<code>.im</code>" files installed, for use at runtime.</p>
</blockquote>
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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=us-ascii">
</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&nbsp;Paint"><br>
version
0.9.23
<br>
Frequently Asked Questions</h1>
<p>Copyright 2002-2017 by Bill Kendrick and others<br>
New Breed Software</p>
<p><a href="mailto:bill@newbreedsoftware.com">bill@newbreedsoftware.com</a><br>
<a href="http://www.tuxpaint.org/">http://www.tuxpaint.org/</a></p>
<p>September 14, 2002 - December, 2017</p>
</center>
<h2>Drawing-related</h2>
<ul>
<li><em>Fonts I added to Tux&nbsp;Paint only show squares</em>
<p>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.)</p>
<li><em>The Rubber Stamp tool is greyed out!</em>
<p>This means that Tux&nbsp;Paint either couldn't find any stamp images,
or was asked not to load them.</p>
<p>If you installed Tux&nbsp;Paint, but did not install the separate,
optional "Stamps" collection, quit Tux&nbsp;Paint and install it now.
It should be available from the same place you got the main
Tux&nbsp;Paint program. <i>(Note: As of version 0.9.14, Tux&nbsp;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 <a href="EXTENDING.html">EXTENDING
TUX PAINT documentation</a> for more on creating PNG and SVG image files,
TXT text description files, Ogg&nbsp;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&nbsp;Paint's
command line, or "<code>nostamps=yes</code>" in the configuration file.)</p>
<p>If so, either change/remove the "nostamps" option, or you can
override it with "<code>--stamps</code>" on the command line or
"<code>nostamps=no</code>" or "<code>stamps=yes</code>" in a
configuration file.</p>
</li>
<ul>
<li><em>The Magic "Fill" Tool Looks Bad</em>
<p>Tux&nbsp;Paint is probably comparing exact pixel colors when filling.
This is faster, but looks worse. Run the command
"<code>tuxpaint&nbsp;--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&nbsp;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></blcokquote>
<p>in the "tuxpaint.c" file in the "src" directory.</p>
</li>
<li><em>Stamp outlines are always rectangles</em>
<p>Tux&nbsp;Paint was built with low-quality (but faster) stamp outlines.</p>
<p>Rebuild Tux&nbsp;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>
</li>
</ul>
</ul>
<h2>Interface Problems</h2>
<ul>
<li><em>Stamp thumbnails in the Stamp Selector look bad</em>
<p>Tux&nbsp;Paint was probably compiled with the faster, lower quality
thumbnail code enabled. Run the command:
"<code>tuxpaint&nbsp;--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>Rebuild Tux&nbsp;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>
</li>
<li><em>Pictures in the 'Open' dialog look bad</em>
<p>"Low Quality Thumbnails" is probably enabled.
See: "Stamp thumbnails in the Stamp Selector look bad", above.</p>
</li>
<li><em>The color picker buttons are ugly squares, not pretty buttons!</em>
<p>Tux&nbsp;Paint was probably compiled with the nice looking color
selector buttons disabled. Run the command:
"<code>tuxpaint&nbsp;--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>Rebuild Tux&nbsp;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>
</li>
<li><em>All of the text is in uppercase!</em>
<p>The "uppercase" option is on.</p>
<p>If you're running Tux&nbsp;Paint from a command-line, make sure you're
not giving it an "<code>--uppercase</code>" option.</p>
<p>If you're running Tux&nbsp;Paint by double-clicking an icon, check the
properties of the icon to see if "<code>--uppercase</code>" is listed as a
command-line argument.</p>
<p>If "<code>--uppercase</code>" isn't being sent on the command line, check
Tux&nbsp;Paint's configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading:
"<code>uppercase=yes</code>".</p>
<p>Either remove that line, or simply run Tux&nbsp;Paint with the
command-line argument: "<code>--mixedcase</code>", which will override
the uppercase setting.</p>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Show Uppercase Text Only" (under "Languages") is not checked.</p>
</li>
<li><em>Tux&nbsp;Paint is in a different language!</em>
<p>Make sure your locale setting is correct.
See "Tux&nbsp;Paint won't switch to my language", below.</p>
<li><em>Tux&nbsp;Paint won't switch to my language</em>
<ul>
<li><i>Linux and Unix users: Make sure the locale is available</i></li>
<p>Make sure the locale you want is available. Check your
"/etc/locale.gen" file. See the
<a href="OPTIONS.html">OPTIONS documentation</a> for the locales
Tux&nbsp;Paint uses (especially when using the "<code>--lang</code>"
option).</p>
<p>Note: Debian users can simply run "<code>dpkg-reconfigure locales</code>"
if the locales are managed by "dpkg."</p>
<ul>
<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&nbsp;Paint website:</p>
<blockquote><p>
<a href="http://www.tuxpaint.org/download/fonts/"
>http://www.tuxpaint,org/download/fonts/</a>
</p></blockquote>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<h2>Printing</h2>
<ul>
<li><em>Tux&nbsp;Paint won't print, gives an error, or prints garbage
(Unix/Linux)</em>
<p>Tux&nbsp;Paint prints by creating a PostScript rendition of the picture
and sending it to an external command. By default, this command is
the "lpr" 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 "cups-lpr" installed),
you will need to specify an appropriate command using the
"printcommand" option in Tux&nbsp;Paint's configuration file.
(See the <a href="OPTIONS.html">OPTIONS documentation</a>.)</p>
<p><i>Note:</i> Versions of Tux&nbsp;Paint prior to 0.9.15 used a different
default command for printing, "pngtopnm&nbsp;|&nbsp;pnmtops&nbsp;|&nbsp;lpr",
as Tux&nbsp;Paint output PNG format, rather than PostScript.</p>
<p>If you had changed your "printcommand" option prior to Tux&nbsp;Paint
0.9.15, you will need to go back and alter it to accept PostScript.</p>
</li>
<li><em>I get the message "You can't print yet!" when I go to print!</em>
<p>The "print delay" option is on. You can only print once every
<i>X</i>&nbsp;seconds.</p>
<p>If you're running Tux&nbsp;Paint from a command-line, make sure you're
not giving it a "<code>--printdelay=...</code>" option.</p>
<p>If you're running Tux&nbsp;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&nbsp;Paint's configuration file ("~/.tuxpaintrc" under Linux and
Unix, "tuxpaint.cfg" under Windows) 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
<a href="OPTIONS.html">OPTIONS documentation</a>).</p>
<p>Or, you can simply run Tux&nbsp;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>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Print Delay" (under "Printing") is set to "0&nbsp;seconds."</p>
</li>
<li><em>I simply can't print! The button is greyed out!</em>
<p>The "no print" option is on.</p>
<p>If you're running Tux&nbsp;Paint from a command-line, make sure you're
not giving it a "<code>--noprint</code>" option.</p>
<p>If you're running Tux&nbsp;Paint by double-clicking an icon, check the
properties of the icon to see if "<code>--noprint</code>" is listed as an
argument.</p>
<p>If "<code>--noprint</code>" isn't on the command-line, check
Tux&nbsp;Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix, "tuxpaint.cfg"
under Windows) for a line reading: "<code>noprint=yes</code>".</p>
<p>Either remove that line, or simply run Tux&nbsp;Paint with the
command-line argument: "<code>--print</code>", which will override the
configuration file's setting.</p>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Allow Printing" (under "Printing") is checked.</p>
</li>
</ul>
<h2>Saving</h2>
<ul>
<li><em>Where are my pictures?</em>
<p>Unless you asked Tux&nbsp;Paint to save into a specific location
(using the 'savedir' option), Tux&nbsp;Paint saves into a standard
location on your local drive:</p>
<dl>
<dt>Windows Vista</dt>
<dd>In the user's "AppData" folder:<br>
e.g., <code>C:\Users\<i>Username</i>\AppData\Roaming\TuxPaint\saved</code><br></dd>
<dt>Windows 95, 98, ME, 2000, XP</dt>
<dd>In the user's "Application&nbsp;Data" folder:<br>
e.g., <code>C:\Documents and Settings\<i>Username</i>\Application Data\TuxPaint\saved</code><br></dd>
<dt>Mac OS X</dt>
<dd>In the user's "Application&nbsp;Support" folder:<br>
e.g., <code>/Users/<i>Username</i>/Library/Applicaton Support/TuxPaint/saved/</code><br></dd>
<dt>Linux / Unix</dt>
<dd>In the user's <code>$HOME</code> directory, under a ".tuxpaint"
subfolder:<br>
e.g., <code>/home/<i>username</i>/.tuxpaint/saved/</code><br>
</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>
</li>
<li><em>Tux&nbsp;Paint always saves over my old picture!</em>
<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&nbsp;Paint from a command-line, make sure you're
not giving it a "<code>--saveover</code>" option.</p>
<p>If you're running Tux&nbsp;Paint by double-clicking an icon, check the
properties of the icon to see if "<code>--saveover</code>" is listed as an
argument.</p>
<p>If "<code>--saveover</code>" isn't on the command-line, check
Tux&nbsp;Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix, "tuxpaint.cfg"
under Windows) for a line reading: "<code>saveover=yes</code>".</p>
<p>Either remove that line, or simply run Tux&nbsp;Paint with the
command-line argument: "<code>--saveoverask</code>", which will override the
configuration file's setting.</p>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Ask Before Overwriting" (under "Saving") is checked.</p>
<p>Also, see "Tux&nbsp;Paint always saves a new picture!", below.</p>
</li>
<li><em>Tux&nbsp;Paint always saves a new picture!</em>
<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&nbsp;Paint from a command-line, make sure you're
not giving it a "<code>--saveovernew</code>" option.</p>
<p>If you're running Tux&nbsp;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&nbsp;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&nbsp;Paint with the
command-line argument: "<code>--saveoverask</code>", which will override the
configuration file's setting.</p>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Ask Before Overwriting" (under "Saving") is checked.</p>
<p>Also, see "Tux&nbsp;Paint always saves over my old picture!", above.</p>
</li>
</ul>
<h2>Audio Problems</h2>
<ul>
<li><em>There's no sound!</em>
<ul>
<li><em>First, check the obvious:</em>
<ul>
<li>Are your speakers connected and turned on?
<li>Is the volume turned up on your speakers?
<li>Is the volume turned up in your Operating System's "mixer?"
<li>Are you certain you're using a computer with a sound card?
<li>Are any other programs running that use sound? (They may be
'blocking' Tux&nbsp;Paint from accessing your sound device)
<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&nbsp;Paint (e.g.,
"<code>export&nbsp;SDL_AUDIODRIVER=arts</code>").
Or, run Tux&nbsp;Paint through the system's rerouter (e.g.,
run "<code>artsdsp&nbsp;tuxpaint</code>" or
"<code>esddsp&nbsp;tuxpaint</code>", instead of
simply "<code>tuxpaint</code>").
</ul>
<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&nbsp;Paint may be running with
a "no&nbsp;sound" option.</p>
<p>Make sure you're not running Tux&nbsp;Paint with the
"<code>--nosound</code>" option as a command-line argument.
(See the <a href="OPTIONS.html">OPTIONS</a> documentation for details.)</p>
<p>If it's not, then check the configuration file
("/etc/tuxpaint/tuxpaint.conf" and "~/.tuxpaintrc" under Linux and
Unix, and "tuxpaint.cfg" under Windows) for a line reading:
"<code>nosound=yes</code>".</p>
<p>Either remove that line, or simply run Tux&nbsp;Paint with the
command-line argument: "<code>--sound</code>", which will override
the configuration file's setting.</p>
<p>Alternatively, you can use Tux&nbsp;Paint&nbsp;Config. to change
the configuration file. Make sure "Enable Sound Effects" (under
"Video &amp; Sound") is checked, then click "Apply".</p>
<li><em>Were sounds temporarily disabled?</em>
<p>Even if sounds are enabled in Tux&nbsp;Paint, it is possible to
disable and re-enable them temporarily using the
<b>[Alt]</b>&nbsp;+&nbsp;<b>[S]</b> key sequence. Try pressing those
keys to see if sounds begin working again.</p>
<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&nbsp;Paint was
compiled, run Tux&nbsp;Paint from a command line, like so:</p>
<blockquote><p><code>
tuxpaint --version
</code></p></blockquote>
<p>If, amongst the other information, you see "Sound disabled", then the
version of Tux&nbsp;Paint you're running has sound disabled. Recompile
Tux&nbsp;Paint, and be sure NOT to build the "nosound" target.
(i.e., don't run "<code>make&nbsp;nosound</code>") Be sure the SDL_mixer
library and its development headers are available!</p>
</ul>
<li><em>Tux Paint makes too much noise! Can I turn them off?</em>
<p>Yes, there are a number of ways to disable sounds in Tux Paint:</p>
<ul>
<li>Press <b>[Alt]</b>&nbsp;+&nbsp;<b>[S]</b> while in Tux&nbsp;Paint to
temporarily disable sounds. (Press that key sequence again to re-enable
sounds.)
<li>Run Tux&nbsp;Paint with the "no&nbsp;sound" option:
<ul>
<li>Use Tux&nbsp;Paint&nbsp;Config to uncheck the "Enable Sound Effects"
option (under "Video &amp; Sound").
<li>Edit Tux&nbsp;Paint's configuration file (see
<a href="OPTIONS.html">OPTIONS</a> for details) and add a line
containing "<code>nosound=yes</code>".
<li>Run "<code>tuxpaint&nbsp;--nosound</code>" from the command line or
shortcut or desktop icon.
<li>Recompile Tux&nbsp;Paint with sound support disabled.
(See above and <a href="../INSTALL.txt">INSTALL.txt</a>.)
</ul>
</ul>
<li><em>The sound effects sound strange</em>
<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&nbsp;Paint
you're running (run "<code>tuxpaint&nbsp;--version</code>" to verify), and
so on.)</p>
</li>
</ul>
<h2>Fullscreen Mode Problems</h2>
<ul>
<li><em>When I run Tux&nbsp;Paint full-screen and ALT-TAB out, the window turns
black!</em>
<p>This is apparently a bug in the SDL library. Sorry.</p>
<li><em>When I run Tux&nbsp;Paint full-screen, it has large borders around
it</em>
<p>Linux users - Your X-Window server is probably not set with the
ability to switch to the desired resolution: 800&times;600.
(or whatever resolution you have Tux&nbsp;Paint set to run at.)
(This is typically done manually under the X-Window server by
pressing [Ctrl]-[Alt]-[KeyPad Plus] and -[KeyPad Minus].)</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 "/etc/X11/XF86Config-4" or
"/etc/X11/XF86Config", depending on the version of XFree86 you're
using; 3.x or 4.x, respectively, or "/etc/X11/xorg.conf" for X.org).</p>
<p>Add "800x600" (or whatever resolution(s) you want) to the appropriate
"Modes" line. (e.g., in the "Display" subsection that contains 24-bit color
depth ("Depth&nbsp;24"), which is what Tux&nbsp;Paint tries to use.)
e.g.:<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
"dpkg-reconfigure xserver-xfree86" as root, for example.</p>
</li>
<li><em>Tux&nbsp;Paint keeps running in Full Screen mode - I want it
windowed!</em>
<p>The "fullscreen" option is set.</p>
<p>If you're running Tux&nbsp;Paint from a command-line, make sure you're
not giving it a "<code>--fullscreen</code>" option.</p>
<p>If you're running Tux&nbsp;Paint by double-clicking an icon, check the
properties of the icon to see if "<code>--fullscreen</code>" is listed
as an argument.</p>
<p>If "--fullscreen" isn't on the command-line, check Tux&nbsp;Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading:
"<code>fullscreen=yes</code>".</p>
<p>Either remove that line, or simply run Tux&nbsp;Paint with the
command-line argument: "<code>--windowed</code>", which will override
the configuration file's setting.</p>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Fullscreen" (under "Video &amp; Sound") is not checked.</p>
</li>
</ul>
<h2>Other Probelms</h2>
<ul>
<li><em>Tux&nbsp;Paint won't run</em>
<p>If Tux&nbsp;Paint aborts with the message:
"You're already running a copy of Tux&nbsp;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&nbsp;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&nbsp;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&nbsp;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&nbsp;Paint was
last run. If it's been more than 30 seconds, Tux&nbsp;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&nbsp;Paint's command-line.</p>
</li>
<li><em>I can't quit Tux&nbsp;Paint</em>
<p>The "noquit" option is set. This disables the "Quit" button in
Tux&nbsp;Paint's toolbar (greying it out), and prevents Tux&nbsp;Paint from
being quit using the <b>[Escape]</b> key.</p>
<p>If Tux&nbsp;Paint is not in fullscreen mode, simply click the
window close button on Tux&nbsp;Paint's title bar.
(i.e., the "(x)" at the upper right.)</p>
<p>If Tux&nbsp;Paint is in fullscreen mode, you will need to use the
<b>[Shift] + [Control] + [Escape]</b> sequence on the keyboard to
quit Tux&nbsp;Paint.</p>
<p>(Note: with or without "noquit" set, you can always use the
<b>[Alt] + [F4]</b> combination on your keyboard to quit Tux&nbsp;Paint.)</p>
</li>
<li><em>I don't want "noquit" mode enabled!</em>
<p>If you're running Tux&nbsp;Paint from a command-line, make sure you're
not giving it a "<code>--noquit</code>" option.</p>
<p>If you're running Tux&nbsp;Paint by double-clicking an icon, check the
properties of the icon to see if "<code>--noquit</code>" is listed as an
argument.</p>
<p>If "<code>--noquit</code>" isn't on the command-line, check
Tux&nbsp;Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading:
"<code>noquit=yes</code>".</p>
<p>Either remove that line, or simply run Tux&nbsp;Paint with the
command-line argument: "<code>--quit</code>", which will override the
configuration file's setting.</p>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Disable Quit Button and [Escape] Key" (under "Simplification")
is not checked.</p>
</li>
<li><em>Tux&nbsp;Paint keeps writing weird messages to the screen / to a text
file</em>
<p>A few messages are normal, but if Tux&nbsp;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>Rebuild Tux&nbsp;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>
</li>
<li><em>Tux&nbsp;Paint is using options I didn't specify!</em>
<p>By default, Tux&nbsp;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&nbsp;Paint first examines the configuration file:</p>
<blockquote><p><code>
tuxpaint.cfg
</blockquote></p></code>
<p>Then, 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, if "/etc/tuxpaint/tuxpaint.conf" includes an option
to disable sound:</p>
<blockquote><p><code>
nosound=yes
</blockquote></p></code>
<p>You can reenable sound by either adding this option to your own
".tuxpainrc" file:</p>
<blockquote><p><code>
sound=yes
</blockquote></p></code>
<p>Or by using this command-line argument:</p>
<blockquote><p><code>
--sound
</blockquote></p></code>
<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
</blockquote></p></code>
<p>Tux&nbsp;Paint will then only look at "~/.tuxpaintrc" and command-line
arguments to determine what options should be set.</p>
</li>
</ul>
<h2>Help / Contact</h2>
<p>Any questions you don't see answered? Let me know!</p>
<blockquote><p><a href="mailto:bill@newbreedsoftware.com"
>bill@newbreedsoftware.com</a></p></blockquote>
<p>Or 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>
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