Mended some broken relative links in README.html that pointed to other parts of the docs. Also, rename "Mac OS X" to "macOS" in more places.
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901 lines
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Extending
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Tux Paint
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version 0.9.26
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Copyright (c) 2002-2020 by various contributors; see AUTHORS.txt
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http://www.tuxpaint.org/
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June 14, 2002 - December 27, 2020
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----------------------------------------------------------------------
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+------------------------------------------+
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|Table of Contents |
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|------------------------------------------|
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| * Where Files Go |
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| * Standard Files |
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| * Personal Files |
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| * Brushes |
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| * Brush Options |
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| * Stamps |
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| * Images |
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| * Description Text |
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| * Sound Effects |
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| * Descriptive Sound |
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| * Stamp Options |
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| * Pre-Mirrored and Flipped Images |
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| * Fonts |
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| * 'Starters' |
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| * Coloring-Book Style |
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| * Scene-Style |
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| * 'Templates' |
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| * Translations |
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| * Alternative Input Methods |
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| * On-screen Keyboard |
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+------------------------------------------+
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----------------------------------------------------------------------
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If you wish to add or change things like Brushes, Starters, Rubber Stamps
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and other content used by Tux Paint, you can do so fairly easily by simply
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adding, changing, or removing files where Tux Paint looks for them.
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Note: You'll need to restart Tux Paint for the changes to take effect.
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----------------------------------------------------------------------
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Where Files Go
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Standard Files
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Tux Paint looks for its various data files in its 'data' directory.
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Linux and Unix
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Where this directory goes depends on what value was set for
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"DATA_PREFIX" when Tux Paint was built. See INSTALL.txt for details.
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By default, though, the directory is:
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/usr/local/share/tuxpaint/
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If you installed from a package, it is more likely to be:
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/usr/share/tuxpaint/
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Windows
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Tux Paint looks for a directory called 'data' in the same directory
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as the executable. This is the directory that the installer used
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when installing Tux Paint e.g.:
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C:\Program Files\TuxPaint\data
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macOS
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Tux Paint stores its data files inside the "Tux Paint" application
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icon (which is actually a special kind of folder on macOS & Mac OS X
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before it). The following steps explain how to get to the folders
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within it:
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1. Bring up a 'context' menu by holding the [Control] key and
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clicking the Tux Paint icon the in Finder. (If you have a mouse
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with more than one button, you can simply right-click the icon.)
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2. Select "Show Contents" from the menu that appears. A new Finder
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window will appear with a folder inside called "Contents."
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3. Open the "Contents" folder and open the "Resources" folder found
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inside.
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4. There, you will find various sub-folders, such as "starters",
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"stamps", "brushes", etc. Adding new content to these folders
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will make the content available to any user that launches this
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copy (icon) of Tux Paint.
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Note: If you install a newer version of Tux Paint and replace or
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discard the old version, you will lose changes made by following the
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instructions above, so keep backups of your new content (stamps,
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brushes, etc.).
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Tux Paint also looks for files in a "TuxPaint" folder that you can
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place in your system's "Application Support" folder (found under
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"Library" at the root of your filesystem):
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/Library/Application Support/TuxPaint/
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It also looks for files in the user's "Application Support" folder:
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/Users/(username)/Library/Application Support/TuxPaint/
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When you upgrade to a newer version of Tux Paint, the contents of
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this TuxPaint folder will stay the same and remain accessible by all
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users of Tux Paint.
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----------------------------------------------------------------------
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Personal Files
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You can also create brushes, stamps, fonts and 'starters' in your own
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directory (folder) for Tux Paint to find.
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Windows
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Your personal Tux Paint folder is stored in your "Application Data".
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For example, on newer Windows (set up for an English-speaking user):
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C:\Documents and Settings\(username)\Application Data\TuxPaint\
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macOS
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Your personal Tux Paint folder is stored in your "Application
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Support" folder:
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/Users/(username)/Library/Application Support/TuxPaint/
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Linux and Unix
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Your personal Tux Paint directory is "$(HOME)/.tuxpaint/" (also
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known as "~/.tuxpaint/".
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That is, if your home directory is "/home/karl", then your Tux Paint
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directory is "/home/karl/.tuxpaint/".
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Don't forget the period (".") before the 'tuxpaint'!
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To add brushes, stamps fonts, and 'starters,' create subdirectories
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under your personal Tux Paint directory named "brushes", "stamps",
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"fonts" and "starters" respectively.
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(For example, if you created a brush named "flower.png", you would put
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it in "~/.tuxpaint/brushes/" under Linux or Unix.)
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----------------------------------------------------------------------
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Brushes
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The brushes used for drawing with the 'Brush' and 'Lines' tools in Tux
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Paint are simply PNG image files.
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The alpha (transparency) of the PNG image is used to determine the shape
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of the brush, which means that the shape can be 'anti-aliased' and even
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partially-transparent!
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Greyscale pixels in the brush PNG will be drawn using the
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currently-selected color in Tux Paint. Color pixels will be tinted.
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Brush Options
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Aside from a graphical shape, brushes can also be given other
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attributes. To do this, you need to create a 'data file' for the
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brush.
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A brush data file is simply a text file containing the options.
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The file has the same name as the PNG image, but a ".dat" extension.
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(e.g., "brush.png"'s data file is the text file "brush.dat" in the
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same directory.)
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Brush Spacing
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As of Tux Paint version 0.9.16, you can now specify the spacing for
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brushes (that is, how often they are drawn). By default, the spacing
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will be the brush's height, divided by 4.
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Add a line containing the line "spacing=N" to the brush's data file,
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where N is the spacing you want for the brush. (The lower the
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number, the more often the brush is drawn.)
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Animated Brushes
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As of Tux Paint version 0.9.16, you may now create animated brushes.
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As the brush is used, each frame of the animation is drawn.
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Lay each frame out across a wide PNG image. For example, if your
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brush is 30x30 and you have 5 frames, the image should be 150x30.
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Add a line containing the line "frames=N" to the brush's data file,
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where N is the number of frames in the brush.
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Note: If you'd rather the frames be flipped through randomly, rather
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than sequentially, also add a line containing "random" to the
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brush's data file.
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Directional Brushes
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As of Tux Paint version 0.9.16, you may now create directional
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brushes. As the brush is used, different shapes are drawn, depending
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on the direction the brush is going.
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The directional shapes are divided into a 3x3 square in a PNG image.
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For example, if your brush is 30x30, the image should be 90x90, and
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each of the direction's shapes placed in a 3x3 grid. The center
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region is used for no motion. The top right is used for motion
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that's both up, and to the right. And so on.
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Add a line containing the line "directional" to the brush's data
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file.
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Animated Directional Brushes
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You may mix both animated and directional features into one brush.
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Use both options ("frames=N" and "directional"), in separate lines
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in the brush's "".dat" file.
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Lay the brush out so that each 3x3 set of directional shapes are
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laid out across a wide PNG image. For example, if the brush is 30x30
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and there are 5 frames, it would be 450x90. (The leftmost 150x90
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pixels of the image represent the 9 direction shapes for the first
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frame, for example.)
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Place the brush image PNGs (and any data text files) in the "brushes"
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directory.
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Note: If your new brushes all come out as solid squares or rectangles,
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it's because you forgot to use alpha transparency! See the documentation
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file "PNG.txt" for more information and tips.
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----------------------------------------------------------------------
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Stamps
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All stamp-related files go in the "stamps" directory. It's useful to
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create subdirectories and sub-subdirectories there to organize the
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stamps. (For example, you can have a "holidays" folder with "halloween"
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and "christmas" sub-folders.)
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Images
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Rubber Stamps in Tux Paint can be made up of a number of separate
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files. The one file that is required is, of course, the picture
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itself.
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As of Tux Paint version 0.9.17, Stamps may be either PNG bitmap images
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or SVG vector images. They can be full-color or greyscale. The alpha
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(transparency) channel of PNGs is used to determine the actual shape
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of the picture (otherwise you'll stamp a large rectangle on your
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drawings).
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PNGs can be any size, and Tux Paint (by default) provides a set of
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sizing buttons to let the user scale the stamp up (larger) and down
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(smaller).
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SVGs are vector-based, and will be scaled appropriately for the canvas
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being used in Tux Paint.
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Note: If your new PNG stamps all have solid rectangular-shaped
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outlines of a solid color (e.g., white or black), it's because you
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forgot to use alpha transparency! See the documentation file "PNG.txt"
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for more information and tips.
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Note: If your new SVG stamps seem to have a lot of whitespace, make
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sure the SVG 'document' is no larger than the shape(s) within. If they
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are being clipped, make sure the 'document' is large enough to contain
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the shape(s). See the documentation file "SVG.txt" for more
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information and tips.
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Advanced Users: The Advanced Stamps HOWTO describes, in detail, how to
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make PNG images which will scale perfectly when used as stamps in Tux
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Paint.
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----------------------------------------------------------------------
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Description Text
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Text (".TXT") files with the same name as the PNG or SVG. (e.g.,
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"picture.png"'s description is stored in "picture.txt" in the same
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directory.)
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The first line of the text file will be used as the US English
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description of the stamp's image. It must be encoded in UTF-8.
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Language Support
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Additional lines can be added to the text file to provide
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translations of the description, to be displayed when Tux Paint is
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running in a different locale (like French or Spanish).
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The beginning of the line should correspond to the language code of
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the language in question (e.g., "fr" for French, and "zh_TW" for
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Traditional Chinese), followed by ".utf8=" and the translated
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description (encoded in UTF-8).
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There are scripts in the "po" directory for converting the text
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files to PO format (and back) for easy translation to different
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languages. Therefore you should never add or change translations in
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the .txt files directly.
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If no translation is available for the language Tux Paint is
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currently running in, the US English text is used.
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Windows Users
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Use NotePad or WordPad to edit/create these files. Be sure to save
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them as plain-text, and make sure they have a ".txt" extension at
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the end of the filename.
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----------------------------------------------------------------------
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Sound Effects
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WAVE (".wav") or OGG Vorbis (".ogg") files with the same name as the
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PNG or SVG. (e.g., "picture.svg"'s sound effect is the sound file
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"picture.wav" in the same directory.)
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Language Support
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For sounds for different locales (e.g., if the sound is someone
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saying a word, and you want translated versions of the word said),
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also create WAV or OGG files with the locale's label in the
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filename, in the form: "STAMP_LOCALE.EXT"
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"picture.png"'s sound effect, when Tux Paint is run in Spanish mode,
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would be "picture_es.wav". In French mode, "picture_fr.wav". In
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Brazilian Portuguese mode, "picture_pt_BR.wav". And so on...
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If no localized sound effect can be loaded, Tux Paint will attempt
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to load the 'default' sound file. (e.g., "picture.wav")
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Note: For descriptive sounds (not sound effects, like a bang or a bird
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chirping), consider using the Descriptive Sounds, described below.
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----------------------------------------------------------------------
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Descriptive Sound
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WAVE (".wav") or OGG Vorbis (".ogg") files with the same name as the
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PNG or SVG, followed by "_desc" (e.g., "picture.svg"'s descriptive
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sound is the sound file "picture_desc.ogg" in the same directory.)
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Language Support
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For descriptions in different languages, also create WAV or OGG
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files with both "_desc" and the locale's label in the filename, in
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the form: "STAMP_desc_LOCALE.EXT"
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"picture.png"'s descriptive sound, when Tux Paint is run in Spanish
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mode, would be "picture_desc_es.wav". In French mode,
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"picture_desc_fr.wav". In Brazilian Portuguese mode,
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"picture_desc_br_PT.wav". And so on...
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If no localized descriptive sound can be loaded, Tux Paint will
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attempt to load the 'default' descriptive sound file. (e.g.,
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"picture_desc.wav")
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----------------------------------------------------------------------
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Stamp Options
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Aside from a graphical shape, a textual description, and a sound
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effect, stamps can also be given other attributes. To do this, you
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need to create a 'data file' for the stamp.
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A stamp data file is simply a text file containing the options.
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The file has the same name as the PNG or SVG image, but a ".dat"
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extension. (e.g., "picture.png"'s data file is the text file
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"picture.dat" in the same directory.)
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Colored Stamps
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Stamps can be made to be either "colorable" or "tintable."
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Colorable
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"Colorable" stamps they work much like brushes - you pick the
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stamp to get the shape, and then pick the color you want it to be.
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(Symbol stamps, like the mathematical and musical ones, are an
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example.)
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Nothing about the original image is used except the transparency
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(from "alpha" channel). The color of the stamp comes out solid.
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Add a line containing the word "colorable" to the stamp's data
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file.
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Tinted
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"Tinted" stamps are similar to "colorable" ones, except the
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details of the original image are kept. (To put it technically,
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the original image is used, but its hue is changed, based on the
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currently-selected color.)
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Add a line containing the word "tintable" to the stamp's data
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file.
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Tinting Options:
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Depending on the contents of your stamp, you might want to have
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Tux Paint use one of a number of methods when tinting it. Add
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one of the following lines to the stamp's data file:
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"tinter=normal" (default)
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This is the normal tinting mode. (Hue range is ±18°, 27
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replace.)
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"tinter=anyhue"
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This remaps all hues in the stamp. (Hue range is ±180°.)
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"tinter=narrow"
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This like 'anyhue', but a narrower hue angle. (Hue range
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is ±6°, 9 replace.)
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"tinter=vector"
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This maps 'black through white' to 'black through
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destination'.
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Unalterable Stamps
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By default, a stamp can be flipped upside down, shown as a mirror
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image, or both. This is done using the control buttons below the
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stamp selector, at the lower right side of the screen in Tux Paint.
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Sometimes, it doesn't make sense for a stamp to be flippable or
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mirrored; for example, stamps of letters or numbers. Sometimes
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stamps are symmetrical, so letting the user flip or mirror them
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isn't useful.
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To make a stamp un-flippable, add the option "noflip" to the stamp's
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data file.
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To keep a stamp from being mirrored, add a line containing the word
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"nomirror" to the stamp's data file.
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Initial Stamp Size
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By default, Tux Paint assumes that your stamp is sized appropriately
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for unscaled display on a 608x472 canvas. This is the original Tux
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Paint canvas size, provided by a 640x480 screen. Tux Paint will then
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adjust the stamp according to the current canvas size and, if
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enabled, the user's stamp size controls.
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If your stamp would be too big or too small, you can specify a scale
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factor. If your stamp would be 2.5 times as wide (or tall) as it
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should be, add the option "scale 40%" or "scale 5/2" or "scale 2.5"
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or "scale 2:5" to your image. You may include an "=" if you wish, as
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in "scale=40%".
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Windows Users
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You can use NotePad or WordPad to create these file. Be sure to save
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it as Plain Text, and make sure the filename has ".dat" at the end,
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and not ".txt"...
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Pre-Mirrored and Flipped Images
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In some cases, you may wish to provide a pre-drawn version of a
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stamp's mirror-image, flipped image, or even both. For example,
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imagine a picture of a fire truck with the words "Fire Department"
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written across the side. You probably do not want that text to appear
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backwards when the image is flipped!
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To create a mirrored version of a stamp that you want Tux Paint to
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use, rather than mirroring one on its own, simply create a second
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".png" or ".svg" graphics file with the same name, except with
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"_mirror" before the filename extension.
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For example, for the stamp "truck.png" you would create another file
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named "truck_mirror.png", which will be used when the stamp is
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mirrored (rather than using a backwards version of 'truck.png').
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As of Tux Paint 0.9.18, you may similarly provide a pre-flipped image
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with "_flip" in the name, and/or an image that is both mirrored and
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flipped, by naming it "_mirror_flip".
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Note: If the user flips and mirrors an image, and a pre-drawn
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"_mirror_flip" doesn't exist, but either "_flip" or "_mirror" does, it
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will be used, and mirrored or flipped, respectively.
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----------------------------------------------------------------------
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Fonts
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The fonts used by Tux Paint are TrueType Fonts (TTF).
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Simply place them in the "fonts" directory. Tux Paint will load the font
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and provide four different sizes in the 'Letters' selector when using
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the 'Text' tool.
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----------------------------------------------------------------------
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'Starters'
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'Starter' images appear in the 'New' dialog, along with solid color
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background choices. (Note: In earlier versions of Tux Paint, they
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appeared in the 'Open' dialog, together with saved drawings.)
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Unlike pictures drawn in Tux Paint by users and then opened later,
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opening a 'starter' creates a new drawing. When you save, the 'starter'
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image is not overwritten. Additionally, as you edit your new picture,
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the contents of the original 'starter' affect it.
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Coloring-Book Style
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The most basic kind of 'starter' is similar to a picture in a coloring
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book. It's an outline of a shape which you can then color in and add
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details to. In Tux Paint, as you draw, type text, or stamp stamps, the
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outline remains 'above' what you draw. You can erase the parts of the
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drawing you made, but you can't erase the outline.
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To create this kind of 'starter' image, simply draw an outlined
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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 macOS.
|
||
|
||
Note: It is best to always work off of the latest Tux Paint text catalog
|
||
template ("tuxpaint.pot"), since new text is added, and old text is
|
||
occasionally changed. The text catalog for the upcoming, unreleased
|
||
version of Tux Paint can be found in Tux Paint's Git repository (see:
|
||
http://www.tuxpaint.org/download/source/git/), and on the Tux Paint
|
||
website at http://www.tuxpaint.org/help/po/.
|
||
|
||
To edit an existing translation, download the latest ".po" file for that
|
||
language, and edit it as described above.
|
||
|
||
You may send new or edited translation files to Bill Kendrick, lead
|
||
developer of Tux Paint, at: bill@newbreedsoftware.com, or post them to
|
||
the "tuxpaint-i18n" mailing list (see: http://www.tuxpaint.org/lists/).
|
||
|
||
Alternatively, if you have an account with SourceForge.net, you can
|
||
request to be added to the "tuxpaint" project and receive write-access
|
||
to the Git source code repository so that you may commit your changes
|
||
directly.
|
||
|
||
Note: 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.
|
||
|
||
----------------------------------------------------------------------
|
||
|
||
On-screen Keyboard
|
||
|
||
As of version 0.9.22, Tux Paint's "Text" and "Label" tools can present
|
||
an on-screen keyboard that allows the pointer (via a mouse, eye-tracking
|
||
systems, etc.) to be used to input characters. Files that describe the
|
||
layout and available keys are stored in Tux Paint's "osk" directory.
|
||
Each keyboard layout is defined by a number of files (some of which may
|
||
be shared by different layouts). We'll use the QWERTY keyboard as an
|
||
example:
|
||
|
||
Layout overview file ("qwerty.layout")
|
||
|
||
This is a text file that specifies the other files used to describe
|
||
the layout and key mappings.
|
||
|
||
layout qwerty.h_layout
|
||
keymap us-intl-altgr-dead-keys.keymap
|
||
composemap en_US.UTF-8_Compose
|
||
keysymdefs keysymdef.h
|
||
keyboardlist qwerty.layout default.layout
|
||
|
||
Note: Blank lines within the ".layout" file will be ignored, as will
|
||
any text following a "#" (pound/hash) character — it can be used to
|
||
denote comments, as seen in the example above.
|
||
|
||
The "keyboardlist" line describes which layouts to switch to, when the
|
||
user clicks the left and right buttons on the keyboard. (See below.)
|
||
|
||
Keyboard layout file ("qwerty.h_layout")
|
||
|
||
This describes how big the keyboard is (as a W×H grid), and lists each
|
||
key with its numeric keycode (see the "keymap" file, below), the width
|
||
it should be drawn at (typically "1.0", to take one space on the
|
||
keyboard, but in the example below, notice the "TAB" and "SPACE" keys
|
||
are much wider), the character or text to display on the key,
|
||
depending on which modifier keys have been pressed (one each for: no
|
||
modifiers, [Shift], [AltGr], and [Shift]+[AltGr]), and finally whether
|
||
or not the key is affected by the [CapsLock] key (use "1") or [AltGr]
|
||
(alternate graphics) key (use "2"), or not at all (use "0").
|
||
|
||
WIDTH 15
|
||
HEIGHT 5
|
||
|
||
KEY 49 1.0 ` ~ ` ~ 0
|
||
KEY 10 1.0 1 ! ¡ ¹ 0
|
||
KEY 11 1.0 2 @ ² ˝ 0
|
||
KEY 12 1.0 3 # · ³ 0
|
||
KEY 13 1.0 4 $ ¤ £ 0
|
||
KEY 14 1.0 5 % € ¸ 0
|
||
KEY 15 1.0 6 ^ ¼ ^ 0
|
||
...
|
||
KEY 21 1.0 = + × ÷ 0
|
||
KEY 22 2.0 DELETE DELETE DELETE DELETE 0
|
||
|
||
NEWLINE
|
||
|
||
KEY 23 1.5 TAB TAB TAB TAB 0
|
||
KEY 24 1.0 q Q ä Ä 1
|
||
KEY 25 1.0 w W å Å 1
|
||
KEY 26 1.0 e E é É 1
|
||
KEY 27 1.0 r R ® ® 1
|
||
...
|
||
|
||
NEWLINE
|
||
|
||
# Arrow to left will change to the previous keyboard
|
||
KEY 2 1.0 <- <- <- <- 0
|
||
|
||
KEY 133 2.0 Cmp Cmp Cmp Cmp 0
|
||
|
||
# The ALT or ALTGR keys are used in im to switch the input mode.
|
||
KEY 64 2.0 Alt Alt Alt Alt 0
|
||
|
||
# Space
|
||
KEY 65 7.0 SPACE SPACE SPACE SPACE 0
|
||
|
||
KEY 108 2.0 AltGr AltGr AltGr AltGr 0
|
||
|
||
# Arrow to right will change to the next keyboard
|
||
KEY 1 1.0 -> -> -> -> 0
|
||
|
||
Notice here that alphabetic keys ([Q], [W], etc.) will be affected by
|
||
[CapsLock], while numeric keys ([1], [2], etc.), [Space], and so on,
|
||
will not.
|
||
|
||
Keycodes up to "8" are reserved for internal use. The ones currently
|
||
used are described below.
|
||
|
||
* 0 — empty button
|
||
* 1 — next layout (per the layout file's "keyboardlist" setting)
|
||
* 2 — previous layout (per the layout file's "keyboardlist" setting)
|
||
|
||
Keymap file ("us-intl-altgr-dead-keys.keymap")
|
||
|
||
This file defines which numeric keycodes (seen in the keyboard layout
|
||
files, such as "qwerty.h_layout" described above) should be mapped to
|
||
which actual characters that an application such as Tux Paint expects
|
||
to receive when keys (e.g., on a real keyboard) are pressed.
|
||
|
||
If you're using an operating system such as Linux, which runs X-Window
|
||
and has the "xmodmap" command-line tool available, you can run it with
|
||
the ("print keymap expressions" option, "-pke", to generate a keymap
|
||
file.
|
||
|
||
keycode 9 = Escape NoSymbol Escape Escape
|
||
keycode 10 = 1 exclam exclamdown onesuperior 1 exclam 1 exclam
|
||
NoSymbol onesuperior
|
||
keycode 11 = 2 at twosuperior dead_doubleacute 2 at 2 at onehalf
|
||
twosuperior
|
||
keycode 12 = 3 numbersign periodcentered threesuperior dead_macron
|
||
periodcentered
|
||
...
|
||
keycode 52 = z Z ae AE Arabic_hamzaonyeh asciitilde guillemotright
|
||
NoSymbol Greek_zeta Greek_ZETA U037D U03FF
|
||
keycode 53 = x X x X Arabic_hamza Arabic_sukun guillemotleft
|
||
NoSymbol Greek_chi Greek_CHI rightarrow leftarrow
|
||
keycode 54 = c C copyright cent Arabic_hamzaonwaw braceright
|
||
Greek_psi Greek_PSI copyright
|
||
keycode 55 = v V v V Arabic_ra braceleft Greek_omega Greek_OMEGA
|
||
U03D6
|
||
keycode 56 = b B b B UFEFB UFEF5 Greek_beta Greek_BETA U03D0
|
||
keycode 57 = n N ntilde Ntilde Arabic_alefmaksura Arabic_maddaonalef
|
||
Greek_nu Greek_NU U0374 U0375
|
||
keycode 58 = m M mu mu Arabic_tehmarbuta apostrophe Greek_mu
|
||
Greek_MU U03FB U03FA
|
||
keycode 59 = comma less ccedilla Ccedilla Arabic_waw comma comma
|
||
less guillemotleft
|
||
keycode 60 = period greater dead_abovedot dead_caron Arabic_zain
|
||
period period greater guillemotright periodcentered
|
||
keycode 61 = slash question questiondown dead_hook Arabic_zah
|
||
Arabic_question_mark slash question
|
||
keycode 62 = Shift_R NoSymbol Shift_R Shift_R
|
||
...
|
||
|
||
Composemap file ("en_US.UTF-8_Compose")
|
||
|
||
This file describes characters that can be composed by multiple
|
||
inputs. For example, "[Compose]" followed by "[A]" and "[E]" can be
|
||
used to create the "æ" character.
|
||
|
||
The file that comes with Tux Paint is based on the US English UTF-8
|
||
(Unicode) composemap that comes with X.Org's X Window system. The
|
||
current version from the Xlib library as a web page at
|
||
https://www.x.org/releases/current/doc/libX11/i18n/compose/en_US.UTF-8.html).
|
||
|
||
Keysym definitions file ("keysymdef.h")
|
||
|
||
This file (which is a C programming language header file) is also from
|
||
the X Window System. It defines the Unicode values of each keycap
|
||
(e.g., "XK_equal" corresponds to "U+003D", for the character "="
|
||
("EQUALS SIGN").
|
||
|
||
It is unlikely that any modification will be required of this file.
|
||
|
||
----------------------------------------------------------------------
|