tuxpaint-pencil-sharpener/docs/en/html/EXTENDING.html
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pointed to other parts of the docs.

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Extending Tux Paint
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<h1>
Extending<br>
<img src="../../html/images/tuxpaint-title.png"
width="205"
height="210"
alt="Tux Paint"><br>
version 0.9.26
</h1>
<p>
Copyright (c) 2002-2020 by various contributors; see
AUTHORS.txt<br>
<a href=
"http://www.tuxpaint.org/">http://www.tuxpaint.org/</a>
</p>
<p>
June 14, 2002 - December 27, 2020
</p>
</center>
<hr size="2"
noshade>
<table border="2"
cellspacing="0"
cellpadding="2"
summary="Table of Contents">
<tr>
<th>
Table of Contents
</th>
</tr>
<tr>
<td>
<ul>
<li>
<a href="#where_files_go">Where Files Go</a>
<ul>
<li>
<a href="#standard_files">Standard Files</a>
</li>
<li>
<a href="#personal_files">Personal Files</a>
</li>
</ul>
</li>
<li>
<a href="#brushes">Brushes</a>
<ul>
<li>
<a href="#brush_options">Brush Options</a>
</li>
</ul>
</li>
<li>
<a href="#stamps">Stamps</a>
<ul>
<li>
<a href="#stamps_images">Images</a>
</li>
<li>
<a href="#description_text">Description Text</a>
</li>
<li>
<a href="#sound_effects">Sound Effects</a>
</li>
<li>
<a href="#descriptive_sound">Descriptive
Sound</a>
</li>
<li>
<a href="#stamp_options">Stamp Options</a>
</li>
<li>
<a href=
"#pre_mirroed_and_flipped_images">Pre-Mirrored
and Flipped Images</a>
</li>
</ul>
</li>
<li>
<a href="#fonts">Fonts</a>
</li>
<li>
<a href="#starters">'Starters'</a>
<ul>
<li>
<a href="#coloring_book_style">Coloring-Book
Style</a>
</li>
<li>
<a href="#scene_style">Scene-Style</a>
</li>
</ul>
</li>
<li>
<a href="#templates">'Templates'</a>
</li>
<li>
<a href="#translations">Translations</a>
</li>
<li>
<a href="#input_methods">Alternative Input
Methods</a>
</li>
<li>
<a href="#on_screen_keyboard">On-screen Keyboard</a>
</li>
</ul>
</td>
</tr>
</table>
<hr size="2"
noshade>
<p>
If you wish to add or change things like Brushes, Starters,
<span style="white-space: nowrap;">Rubber Stamps</span> and
other content used by <cite style="white-space: nowrap;">Tux
Paint</cite>, you can do so fairly easily by simply adding,
changing, or removing files where <span style=
"white-space: nowrap;">Tux Paint</span> looks for them.
</p>
<p>
Note: You'll need to restart <cite style=
"white-space: nowrap;">Tux Paint</cite> for the changes to
take effect.
</p>
<hr size="2"
noshade>
<h2>
<a name="where_files_go"
id="where_files_go">Where Files Go</a>
</h2>
<blockquote>
<h3>
<a name="standard_files"
id="standard_files">Standard Files</a>
</h3>
<blockquote>
<p>
<cite style="white-space: nowrap;">Tux Paint</cite> looks
for its various data files in its '<code>data</code>'
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 <cite style=
"white-space: nowrap;">Tux Paint</cite> was built. See
<a href="../INSTALL.txt">INSTALL.txt</a> 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>
<cite style="white-space: nowrap;">Tux Paint</cite>
looks for a directory called 'data' in the same
directory as the executable. This is the directory that
the installer used when installing <cite style=
"white-space: nowrap;">Tux Paint</cite> e.g.:
</p>
<blockquote>
<code style="white-space: nowrap;">C:\Program
Files\TuxPaint\data</code>
</blockquote>
</blockquote>
<h4>
macOS
</h4>
<blockquote>
<p>
<cite style="white-space: nowrap;">Tux Paint</cite>
stores its data files inside the "<code style=
"white-space: nowrap;">Tux Paint</code>" application
icon (which is actually a special kind of folder on
macOS &amp; <span style="white-space: nowrap;">Mac OS
X</span> before it). The following steps explain how to
get to the folders within it:
</p>
<ol>
<li>Bring up a 'context' menu by holding the [Control]
key and clicking the <cite style=
"white-space: nowrap;">Tux Paint</cite> icon the in
<cite>Finder</cite>. (If you have a mouse with more
than one button, you can simply right-click the icon.)
</li>
<li>Select "<span style="white-space: nowrap;">Show
Contents</span>" from the menu that appears. A new
<cite>Finder</cite> window will appear with a folder
inside called "<code>Contents</code>."
</li>
<li>Open the "<code>Contents</code>" folder and open
the "<code>Resources</code>" folder found inside.
</li>
<li>There, you will find various sub-folders, such as
"<code>starters</code>", "<code>stamps</code>",
"<code>brushes</code>", etc. Adding new content to
these folders will make the content available to any
user that launches this copy (icon) of <cite style=
"white-space: nowrap;">Tux Paint</cite>.
</li>
</ol>
<p>
<em>Note:</em> If you install a newer version of
<cite style="white-space: nowrap;">Tux Paint</cite> 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>
<cite style="white-space: nowrap;">Tux Paint</cite>
also looks for files in a "<code>TuxPaint</code>"
folder that you can place in your system's
"<code style="white-space: nowrap;">Application
Support</code>" folder (found under
"<code>Library</code>" at the root of your filesystem):
</p>
<blockquote>
<code style="white-space: nowrap;">/Library/Application
Support/TuxPaint/</code>
</blockquote>
<p>
It also looks for files in the user's "<code style=
"white-space: nowrap;">Application Support</code>"
folder:
</p>
<blockquote>
<code style=
"white-space: nowrap;">/Users/<i>(username)</i>/Library/Application
Support/TuxPaint/</code>
</blockquote>
<p>
When you upgrade to a newer version of <cite style=
"white-space: nowrap;">Tux Paint</cite>, the contents
of this <code>TuxPaint</code> folder will stay the same
and remain accessible by all users of <cite style=
"white-space: nowrap;">Tux Paint</cite>.
</p>
</blockquote>
</blockquote>
<hr size="1"
noshade>
<h3>
<a name="personal_files"
id="personal_files">Personal Files</a>
</h3>
<blockquote>
<p>
You can also create brushes, stamps, fonts and 'starters'
in your own directory (folder) for <cite style=
"white-space: nowrap;">Tux Paint</cite> to find.
</p>
<h4>
Windows
</h4>
<blockquote>
<p>
Your personal <cite style="white-space: nowrap;">Tux
Paint</cite> folder is stored in your "Application
Data". For example, on newer Windows (set up for an
English-speaking user):
</p>
<blockquote>
<code style="white-space: nowrap;">C:\Documents and
Settings\<i>(username)</i>\Application
Data\TuxPaint\</code>
</blockquote>
</blockquote>
<h4>
macOS
</h4>
<blockquote>
<p>
Your personal <cite style="white-space: nowrap;">Tux
Paint</cite> folder is stored in your "Application
Support" folder:
</p>
<blockquote>
<code style=
"white-space: nowrap;">/Users/<i>(username)</i>/Library/Application
Support/TuxPaint/</code>
</blockquote>
</blockquote>
<h4>
Linux and Unix
</h4>
<blockquote>
<p>
Your personal <cite style="white-space: nowrap;">Tux
Paint</cite> 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 <cite style=
"white-space: nowrap;">Tux Paint</cite> 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 <cite style=
"white-space: nowrap;">Tux Paint</cite> 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>
<a name="brushes"
id="brushes">Brushes</a>
</h2>
<blockquote>
<p>
The brushes used for drawing with the 'Brush' and 'Lines'
tools in <cite style="white-space: nowrap;">Tux
Paint</cite> 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 <cite style=
"white-space: nowrap;">Tux Paint</cite>. Color pixels will
be tinted.
</p>
<h3>
<a name="brush_options"
id="brush_options">Brush Options</a>
</h3>
<blockquote>
<p>
Aside from a graphical shape, brushes can also be given
other attributes. To do this, you need to create a
<span style="white-space: nowrap;">'data file'</span> 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 <cite style="white-space: nowrap;">Tux
Paint</cite> 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 <cite style="white-space: nowrap;">Tux
Paint</cite> 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 <cite style="white-space: nowrap;">Tux
Paint</cite> 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>
<a name="stamps"
id="stamps">Stamps</a>
</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>
<a name="stamps_images"
id="stamps_images">Images</a>
</h3>
<blockquote>
<p>
Rubber Stamps in <cite style="white-space: nowrap;">Tux
Paint</cite> 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 <cite style="white-space: nowrap;">Tux Paint</cite>
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 <cite style=
"white-space: nowrap;">Tux Paint</cite> (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 <cite style=
"white-space: nowrap;">Tux Paint</cite>.
</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 <cite style=
"white-space: nowrap;">Tux Paint</cite>.
</p>
<br clear="all">
</blockquote>
<hr size="1"
noshade>
<h3>
<a name="description_text"
id="description_text">Description Text</a>
</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 <cite style="white-space: nowrap;">Tux
Paint</cite> 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
<cite style="white-space: nowrap;">Tux Paint</cite> is
currently running in, the US English text is used.
</p>
</blockquote>
<h4>
Windows Users
</h4>
<blockquote>
<p>
Use <cite>NotePad</cite> or <cite>WordPad</cite> to
edit/create these files. Be sure to save them as
plain-text, and make sure they have a
"<code>.txt</code>" extension at the end of the
filename.
</p>
</blockquote>
</blockquote>
<hr size="1"
noshade>
<h3>
<a name="sound_effects"
id="sound_effects">Sound Effects</a>
</h3>
<blockquote>
<p>
WAVE ("<code>.wav</code>") or <span style=
"white-space: nowrap;">OGG Vorbis</span>
("<code>.ogg</code>") 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
<cite style="white-space: nowrap;">Tux Paint</cite> 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,
<cite style="white-space: nowrap;">Tux Paint</cite>
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 <span style=
"white-space: nowrap;">Descriptive Sounds</span>,
described below.
</p>
</blockquote>
<hr size="1"
noshade>
<h3>
<a name="descriptive_sound"
id="descriptive_sound">Descriptive Sound</a>
</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
<cite style="white-space: nowrap;">Tux Paint</cite> 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,
<cite style="white-space: nowrap;">Tux Paint</cite>
will attempt to load the 'default' descriptive sound
file. (e.g., "<code>picture_desc.wav</code>")
</p>
</blockquote>
</blockquote>
<hr size="1"
noshade>
<h3>
<a name="stamp_options"
id="stamp_options">Stamp Options</a>
</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
'<span style="white-space: nowrap;">data file</span>' 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 <cite style="white-space: nowrap;">Tux
Paint</cite> use one of a number 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
±18°, 27 replace.)
</dd>
<dt>
"<code><b>tinter=anyhue</b></code>"
</dt>
<dd>
This remaps all hues in the stamp. (Hue range is
±180°.)
</dd>
<dt>
"<code><b>tinter=narrow</b></code>"
</dt>
<dd>
This like '<code>anyhue</code>', but a narrower
hue angle. (Hue range is ±6°, 9 replace.)
</dd>
<dt>
"<code><b>tinter=vector</b></code>"
</dt>
<dd>
This maps '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 <cite style=
"white-space: nowrap;">Tux Paint</cite>.
</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, <cite style="white-space: nowrap;">Tux
Paint</cite> assumes that your stamp is sized
appropriately for unscaled display on a 608x472 canvas.
This is the original <cite style=
"white-space: nowrap;">Tux Paint</cite> canvas size,
provided by a 640x480 screen. <cite style=
"white-space: nowrap;">Tux Paint</cite> 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 style="white-space: nowrap;"><b>scale
40%</b></code>" or "<code style=
"white-space: nowrap;"><b>scale 5/2</b></code>" or
"<code style="white-space: nowrap;"><b>scale
2.5</b></code>" or "<code style=
"white-space: nowrap;"><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>
<a name="pre_mirroed_and_flipped_images"
id="pre_mirroed_and_flipped_images">Pre-Mirrored and
Flipped Images</a>
</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 style="white-space: nowrap;">Fire
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
<cite style="white-space: nowrap;">Tux Paint</cite> 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 <cite style="white-space: nowrap;">Tux Paint</cite>
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>
<a name="fonts"
id="fonts">Fonts</a>
</h2>
<blockquote>
<img src="../../html/images/fontsizes.png"
width="48"
height="48"
alt=""
align="right">
<p>
The fonts used by <cite style="white-space: nowrap;">Tux
Paint</cite> are <span style=
"white-space: nowrap;">TrueType Fonts</span> (TTF).
</p>
<p>
Simply place them in the "<code><b>fonts</b></code>"
directory. <cite style="white-space: nowrap;">Tux
Paint</cite> 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>
<a name="starters"
id="starters">'Starters'</a>
</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 <cite style="white-space: nowrap;">Tux Paint</cite>,
they appeared in the 'Open' dialog, together with saved
drawings.)
</p>
<p>
Unlike pictures drawn in <cite style=
"white-space: nowrap;">Tux Paint</cite> 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>
<h3>
<a name="coloring_book_style"
id="coloring_book_style">Coloring-Book Style</a>
</h3>
<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 <cite style=
"white-space: nowrap;">Tux Paint</cite>, 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
<cite style="white-space: nowrap;">Tux Paint</cite>), 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>
<h3>
<a name="scene_style"
id="scene_style">Scene-Style</a>
</h3>
<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
<cite style="white-space: nowrap;">Tux Paint's</cite>
canvas. (See the "Loading Other Pictures into <cite style=
"white-space: nowrap;">Tux Paint</cite>" 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 <cite style=
"white-space: nowrap;">Tux Paint</cite>, 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
<cite style="white-space: nowrap;">Tux Paint</cite>, 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 <cite style=
"white-space: nowrap;">Tux Paint</cite> 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>
<a name="templates"
id="templates">'Templates'</a>
</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:
<cite style="white-space: nowrap;">Tux Paint</cite> prior
to version 0.9.22 did not have the 'Template' feature.)
</p>
<p>
Unlike pictures drawn in <cite style=
"white-space: nowrap;">Tux Paint</cite> 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
<cite style="white-space: nowrap;">Tux Paint's</cite>
canvas. (See the "Loading Other Pictures into <cite style=
"white-space: nowrap;">Tux Paint</cite>" 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
<cite style="white-space: nowrap;">Tux Paint</cite>, 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
<cite style="white-space: nowrap;">Tux Paint</cite>, 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
<cite style="white-space: nowrap;">Tux Paint</cite> 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>
<a name="translations"
id="translations">Translations</a>
</h2>
<blockquote>
<p>
<cite style="white-space: nowrap;">Tux Paint</cite>
supports numerous languages, thanks to use of the "gettext"
localization library. (See <a href=
"OPTIONS.html">OPTIONS</a> for how to change locales in
<cite style="white-space: nowrap;">Tux Paint</cite>.)
</p>
<p>
To translate <cite style="white-space: nowrap;">Tux
Paint</cite> to a new language, copy the translation
template file, "<code>tuxpaint.pot</code>" (found in
<cite style="white-space: nowrap;">Tux Paint's</cite>
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 <span style=
"white-space: nowrap;">Brazilian Portuguese</span>, 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 — 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 <cite style="white-space: nowrap;">Tux
Paint</cite> 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>
<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 macOS.
</p>
<p>
<i>Note:</i> It is best to always work off of the
<i>latest</i> <cite style="white-space: nowrap;">Tux
Paint</cite> 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 <cite style=
"white-space: nowrap;">Tux Paint</cite> can be found in
<cite style="white-space: nowrap;">Tux Paint's</cite> Git
repository (see: <a href=
"http://www.tuxpaint.org/download/source/git/">http://www.tuxpaint.org/download/source/git/</a>),
and on the <cite style="white-space: nowrap;">Tux
Paint</cite> 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
<span style="white-space: nowrap;">Bill Kendrick</span>,
lead developer of <cite style="white-space: nowrap;">Tux
Paint</cite>, 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 Git source code repository
so that you may commit your changes directly.
</p>
<p>
<i>Note:</i> Additional locale support also requires
additions to <cite style="white-space: nowrap;">Tux
Paint's</cite> 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>
<hr size="1"
noshade>
<h2>
<a name="input_methods"
id="input_methods">Alternative Input Methods</a>
</h2>
<blockquote>
<p>
As of version 0.9.17, <cite style=
"white-space: nowrap;">Tux Paint's</cite> "Text" tool can
provide alternative input methods for some languages. For
example, when <cite style="white-space: nowrap;">Tux
Paint</cite> is running with a Japanese locale, the
<b style="white-space: nowrap;">right [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
<span style="white-space: nowrap;">US QWERTY</span>
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 <span style=
"white-space: nowrap;"><b>[K]</b> <b>[A]</b></span> in
Hiragana mode generates a different Unicode character than
typing <span style="white-space: nowrap;"><b>[K]</b>
<b>[A]</b></span> 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>
<li>the keycode sequence (the ASCII characters that must be
entered to generate the Unicode character)
</li>
<li>a flag (or "<code>-</code>")
</li>
</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 ka -<br>
304C ga -<br>
304D ki -<br>
304E gi -<br>
304D:3083 kya -<br>
3063:305F tta -<br>
<br>
# Katakana<br>
section<br>
30AB ka -<br>
30AC ga -<br>
30AD ki -<br>
30AE gi -</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 — 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 <cite style="white-space: nowrap;">Tux
Paint's</cite> 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>
<hr size="1"
noshade>
<h2>
<a name="on_screen_keyboard"
id="on_screen_keyboard">On-screen Keyboard</a>
</h2>
<blockquote>
<p>
As of version 0.9.22, <cite style=
"white-space: nowrap;">Tux Paint's</cite> "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 <cite style=
"white-space: nowrap;">Tux Paint's</cite>
"<code>osk</code>" 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:
</p>
<h3>
Layout overview file ("<code>qwerty.layout")</code>
</h3>
<blockquote>
<p>
This is a text file that specifies the other files used
to describe the layout and key mappings.
</p>
<blockquote>
<p>
<code>layout qwerty.h_layout<br>
keymap us-intl-altgr-dead-keys.keymap<br>
<!-- dead_keys_map dead_keys.map --><!-- br/ -->
composemap en_US.UTF-8_Compose<br>
keysymdefs keysymdef.h<br>
keyboardlist qwerty.layout default.layout</code>
</p>
</blockquote>
<p>
<i>Note:</i> Blank lines within the
"<code>.layout</code>" file will be ignored, as will any
text following a "<code>#</code>" (pound/hash) character
— it can be used to denote comments, as seen in the
example above.
</p>
<p>
The "<code>keyboardlist</code>" line describes which
layouts to switch to, when the user clicks the left and
right buttons on the keyboard. (See below.)
</p>
</blockquote>
<h3>
Keyboard layout file ("<code>qwerty.h_layout</code>")
</h3>
<blockquote>
<p>
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 "<code>1.0</code>", to take one space on the
keyboard, but in the example below, notice the
"<code>TAB</code>" and "<code>SPACE</code>" 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, <b>[Shift]</b>, <b>[AltGr]</b>,
and <b>[Shift]+[AltGr]</b>), and finally whether or not
the key is affected by the <b>[CapsLock]</b> key (use
"<code>1</code>") or <b>[AltGr]</b> (alternate graphics)
key (use "<code>2</code>"), or not at all (use
"<code>0</code>").
</p>
<blockquote>
<p>
<code>WIDTH 15<br>
HEIGHT 5<br>
<br>
KEY 49 1.0 ` ~ ` ~ 0<br>
KEY 10 1.0 1 ! ¡ ¹ 0<br>
KEY 11 1.0 2 @ ² ˝ 0<br>
KEY 12 1.0 3 # · ³ 0<br>
KEY 13 1.0 4 $ ¤ £ 0<br>
KEY 14 1.0 5 % € ¸ 0<br>
KEY 15 1.0 6 ^ ¼ ^ 0<br>
...<br>
KEY 21 1.0 = + × ÷ 0<br>
KEY 22 2.0 DELETE DELETE DELETE DELETE 0<br>
<br>
NEWLINE<br>
<br>
KEY 23 1.5 TAB TAB TAB TAB 0<br>
KEY 24 1.0 q Q ä Ä 1<br>
KEY 25 1.0 w W å Å 1<br>
KEY 26 1.0 e E é É 1<br>
KEY 27 1.0 r R ® ® 1<br>
...<br>
<br>
NEWLINE<br>
<br>
# Arrow to left will change to the previous
keyboard<br>
KEY 2 1.0 &lt;- &lt;- &lt;- &lt;- 0<br>
<br>
KEY 133 2.0 Cmp Cmp Cmp Cmp 0<br>
<br>
# The ALT or ALTGR keys are used in im to switch the
input mode.<br>
KEY 64 2.0 Alt Alt Alt Alt 0<br>
<br>
# Space<br>
KEY 65 7.0 SPACE SPACE SPACE SPACE 0<br>
<br>
KEY 108 2.0 AltGr AltGr AltGr AltGr 0<br>
<br>
# Arrow to right will change to the next keyboard<br>
KEY 1 1.0 -&gt; -&gt; -&gt; -&gt; 0</code>
</p>
</blockquote>
<p>
Notice here that alphabetic keys (<b>[Q]</b>, <b>[W]</b>,
etc.) will be affected by <b>[CapsLock]</b>, while
numeric keys (<b>[1]</b>, <b>[2]</b>, etc.),
<b>[Space]</b>, and so on, will not.
</p>
<p>
Keycodes up to "<code>8</code>" are reserved for internal
use. The ones currently used are described below.
</p>
<ul>
<li>
<code>0</code> — empty button
</li>
<li>
<code>1</code> — next layout (per the layout file's
"<code>keyboardlist</code>" setting)
</li>
<li>
<code>2</code> — previous layout (per the layout file's
"<code>keyboardlist</code>" setting)
</li>
</ul>
</blockquote>
<h3>
Keymap file ("<code>us-intl-altgr-dead-keys.keymap</code>")
</h3>
<blockquote>
<p>
This file defines which numeric keycodes (seen in the
keyboard layout files, such as
"<code>qwerty.h_layout</code>" described above) should be
mapped to which actual characters that an application
such as <cite style="white-space: nowrap;">Tux
Paint</cite> expects to receive when keys (e.g., on a
real keyboard) are pressed.
</p>
<p>
If you're using an operating system such as
<cite>Linux</cite>, which runs <cite>X-Window</cite> and
has the "<code>xmodmap</code>" command-line tool
available, you can run it with the ("<span style=
"white-space: nowrap;">print keymap expressions</span>"
option, "<code>-pke</code>", to generate a keymap file.
</p>
<blockquote>
<p>
<code>keycode 9 = Escape NoSymbol Escape Escape<br>
keycode 10 = 1 exclam exclamdown onesuperior 1 exclam 1
exclam NoSymbol onesuperior<br>
keycode 11 = 2 at twosuperior dead_doubleacute 2 at 2
at onehalf twosuperior<br>
keycode 12 = 3 numbersign periodcentered threesuperior
dead_macron periodcentered<br>
...<br>
keycode 52 = z Z ae AE Arabic_hamzaonyeh asciitilde
guillemotright NoSymbol Greek_zeta Greek_ZETA U037D
U03FF<br>
keycode 53 = x X x X Arabic_hamza Arabic_sukun
guillemotleft NoSymbol Greek_chi Greek_CHI rightarrow
leftarrow<br>
keycode 54 = c C copyright cent Arabic_hamzaonwaw
braceright Greek_psi Greek_PSI copyright<br>
keycode 55 = v V v V Arabic_ra braceleft Greek_omega
Greek_OMEGA U03D6<br>
keycode 56 = b B b B UFEFB UFEF5 Greek_beta Greek_BETA
U03D0<br>
keycode 57 = n N ntilde Ntilde Arabic_alefmaksura
Arabic_maddaonalef Greek_nu Greek_NU U0374 U0375<br>
keycode 58 = m M mu mu Arabic_tehmarbuta apostrophe
Greek_mu Greek_MU U03FB U03FA<br>
keycode 59 = comma less ccedilla Ccedilla Arabic_waw
comma comma less guillemotleft<br>
keycode 60 = period greater dead_abovedot dead_caron
Arabic_zain period period greater guillemotright
periodcentered<br>
keycode 61 = slash question questiondown dead_hook
Arabic_zah Arabic_question_mark slash question<br>
keycode 62 = Shift_R NoSymbol Shift_R Shift_R<br>
...<br></code>
</p>
</blockquote>
</blockquote>
<h3>
Composemap file ("<code>en_US.UTF-8_Compose</code>")
</h3>
<blockquote>
<p>
This file describes characters that can be composed by
multiple inputs. For example, "<b>[Compose]</b>" followed
by "<b>[A]</b>" and "<b>[E]</b>" can be used to create
the "<code>æ</code>" character.
</p>
<p>
The file that comes with <cite style=
"white-space: nowrap;">Tux Paint</cite> is based on the
US English UTF-8 (Unicode) composemap that comes with
X.Org's <cite style="white-space: nowrap;">X Window
system</cite>. The current version from the
<cite>Xlib</cite> library as a web page at <a href=
"https://www.x.org/releases/current/doc/libX11/i18n/compose/en_US.UTF-8.html">
https://www.x.org/releases/current/doc/libX11/i18n/compose/en_US.UTF-8.html</a>).
</p>
</blockquote>
<h3>
Keysym definitions file ("<code>keysymdef.h</code>")
</h3>
<blockquote>
<p>
This file (which is a <cite>C</cite> programming language
header file) is also from the <cite style=
"white-space: nowrap;">X Window System</cite>. It defines
the Unicode values of each keycap (e.g.,
"<code>XK_equal</code>" corresponds to
"<code>U+003D</code>", for the character "<code>=</code>"
("<code style="white-space: nowrap;">EQUALS
SIGN</code>").
</p>
<p>
It is unlikely that any modification will be required of
this file.
</p>
</blockquote>
</blockquote>
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