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- Tux Paint
- version 0.9.20
- Extending Tux Paint
-
- Copyright 2002-2008 by Bill Kendrick and others
- New Breed Software
-
- bill@newbreedsoftware.com
- http://www.tuxpaint.org/
-
- June 14, 2002 - March 27, 2008
-
- --------------------------------------------------------------------------
-
- If you wish to add or change things like Brushes and Rubber Stamps used by
- Tux Paint, you can do it fairly easily by simply putting or removing files
- on your hard disk.
-
- Note: You'll need to restart Tux Paint for the changes to take effect.
-
- Where Files Go
-
- Standard Files
-
- Tux Paint looks for its various data files in its 'data' directory.
-
- Linux and Unix
-
- Where this directory goes depends on what value was set for
- "DATA_PREFIX" when Tux Paint was built. See INSTALL.txt for details.
-
- By default, though, the directory is:
-
- /usr/local/share/tuxpaint/
-
- If you installed from a package, it is more likely to be:
-
- /usr/share/tuxpaint/
-
- Windows
-
- Tux Paint looks for a directory called 'data' in the same directory
- as the executable. This is the directory that the installer used
- when installing Tux Paint e.g.:
-
- C:\Program Files\TuxPaint\data
-
- Mac OS X
-
- Tux Paint stores its data files inside the "Tux Paint" icon (which
- is actually a special kind of folder on Mac OS X). The following
- steps explain how to get to the folders within:
-
- 1. Bring up a 'context' menu by holding the [Control] key and
- clicking the Tux Paint icon the in Finder. (If you have a mouse
- with more than one button, you can simply right-click the icon.)
- 2. Select "Show Contents" from the menu that appears. A new Finder
- window will appear with a folder inside called "Contents."
- 3. Open the "Contents" folder and open the "Resources" folder found
- inside.
- 4. There, you will find the "starters", "stamps" and "brushes"
- folders. Adding new content to these folders will make the
- content available to any user that launches this copy (icon) of
- Tux Paint.
-
- Note: If you install a newer version of Tux Paint (by replacing its
- icon), you will lose changes made by following the instructions
- above, so keep backups of your new content (stamps, brushes, etc.).
-
- Tux Paint also looks for files in a "TuxPaint" folder that you can
- place in your system's "Application Support" folder (found under
- "Library" at the root of your hard disk):
-
- /Library/Application Support/TuxPaint/
-
- It also looks for files in the user's "Preferences" folder, e.g.:
-
- /Users/(user name)/Library/Preferences/TuxPaint/brushes/
-
- --------------------------------------------------------------------------
-
- Personal Files
-
- You can also create brushes, stamps, fonts and 'starters' in your own
- directory (folder) for Tux Paint to find.
-
- Windows
-
- Your personal Tux Paint folder is stored in your "Application Data".
- For example, on newer Windows (set up for an English-speaking user):
-
- C:\Documents and Settings\(user name)\Application Data\TuxPaint\
-
- Mac OS X
-
- Your personal Tux Paint folder is stored in your "Library" folder:
-
- /Users/(user name)/Library/Application Support/ Tux Paint/
-
- Linux and Unix
-
- Your personal Tux Paint directory is "$(HOME)/.tuxpaint/" (also
- known as "~/.tuxpaint/".
-
- That is, if your home directory is "/home/karl", then your Tux Paint
- directory is "/home/karl/.tuxpaint/".
-
- Don't forget the period (".") before the 'tuxpaint'!
-
- To add brushes, stamps fonts, and 'starters,' create subdirectories
- under your personal Tux Paint directory named "brushes", "stamps",
- "fonts" and "starters" respectively.
-
- (For example, if you created a brush named "flower.png", you would put
- it in "~/.tuxpaint/brushes/" under Linux or Unix.)
-
- --------------------------------------------------------------------------
-
- Brushes
-
- The brushes used for drawing with the 'Brush' and 'Lines' tools in
- Tux Paint are simply PNG image files.
-
- The alpha (transparency) of the PNG image is used to determine the shape
- of the brush, which means that the shape can be 'anti-aliased' and even
- partially-transparent!
-
- Greyscale pixels in the brush PNG will be drawn using the
- currently-selected color in Tux Paint. Color pixels will be tinted.
-
- Brush images should be no wider than 40 pixels across and no taller than
- 40 pixels high. (i.e., the maximum size can be 40 x 40.)
-
- Brush Options
-
- Aside from a graphical shape, brushes can also be given other
- attributes. To do this, you need to create a 'data file' for the
- brush.
-
- A brush data file is simply a text file containing the options.
-
- The file has the same name as the PNG image, but a ".dat" extension.
- (e.g., "brush.png"'s data file is the text file "brush.dat" in the
- same directory.)
-
- Brush Spacing
-
- As of Tux Paint version 0.9.16, you can now specify the spacing for
- brushes (that is, how often they are drawn). By default, the spacing
- will be the brush's height, divided by 4.
-
- Add a line containing the line "spacing=N" to the brush's data file,
- where N is the spacing you want for the brush. (The lower the
- number, the more often the brush is drawn.)
-
- Animated Brushes
-
- As of Tux Paint version 0.9.16, you may now create animated brushes.
- As the brush is used, each frame of the animation is drawn.
-
- Lay each frame out across a wide PNG image. For example, if your
- brush is 30x30 and you have 5 frames, the image should be 150x30.
-
- Add a line containing the line "frames=N" to the brush's data file,
- where N is the number of frames in the brush.
-
- Note: If you'd rather the frames be flipped through randomly, rather
- than sequentially, also add a line containing "random" to the
- brush's data file.
-
- Directional Brushes
-
- As of Tux Paint version 0.9.16, you may now create directional
- brushes. As the brush is used, different shapes are drawn, depending
- on the direction the brush is going.
-
- The directional shapes are divided into a 3x3 square in a PNG image.
- For example, if your brush is 30x30, the image should be 90x90, and
- each of the direction's shapes placed in a 3x3 grid. The center
- region is used for no motion. The top right is used for motion
- that's both up, and to the right. And so on.
-
- Add a line containing the line "directional" to the brush's data
- file.
-
- Animated Directional Brushes
-
- You may mix both animated and directional features into one brush.
- Use both options ("frames=N" and "directional"), in separate lines
- in the brush's "".dat" file.
-
- Lay the brush out so that each 3x3 set of directional shapes are
- laid out across a wide PNG image. For example, if the brush is 30x30
- and there are 5 frames, it would be 450x90. (The leftmost 150x90
- pixels of the image represent the 9 direction shapes for the first
- frame, for example.)
-
- Place the brush image PNGs (and any data text files) in the "brushes"
- directory.
-
- Note: If your new brushes all come out as solid squares or rectangles,
- it's because you forgot to use alpha transparency! See the documentation
- file "PNG.txt" for more information and tips.
-
- --------------------------------------------------------------------------
-
- Stamps
-
- All stamp-related files go in the "stamps" directory. It's useful to
- create subdirectories and sub-subdirectories there to organize the
- stamps. (For example, you can have a "holidays" folder with "halloween"
- and "christmas" sub-folders.)
-
- Images
-
- Rubber Stamps in Tux Paint can be made up of a number of separate
- files. The one file that is required is, of course, the picture
- itself.
-
- As of Tux Paint version 0.9.17, Stamps may be either PNG bitmap images
- or SVG vector images. They can be full-color or greyscale. The alpha
- (transparency) channel of PNGs is used to determine the actual shape
- of the picture (otherwise you'll stamp a large rectangle on your
- drawings).
-
- PNGs can be any size, and Tux Paint (by default) provides a set of
- sizing buttons to let the user scale the stamp up (larger) and down
- (smaller).
-
- SVGs are vector-based, and will be scaled appropriately for the canvas
- being used in Tux Paint.
-
- Note: If your new PNG stamps all have solid rectangular-shaped
- outlines of a solid color (e.g., white or black), it's because you
- forgot to use alpha transparency! See the documentation file "PNG.txt"
- for more information and tips.
-
- Note: If your new SVG stamps seem to have a lot of whitespace, make
- sure the SVG 'document' is no larger than the shape(s) within. If they
- are being clipped, make sure the 'document' is large enough to contain
- the shape(s). See the documentation file "SVG.txt" for more
- information and tips.
-
- Advanced Users: The Advanced Stamps HOWTO describes, in detail, how to
- make PNG images which will scale perfectly when used as stamps in
- Tux Paint.
-
- --------------------------------------------------------------------------
-
- Description Text
-
- Text (".TXT") files with the same name as the PNG or SVG. (e.g.,
- "picture.png"'s description is stored in "picture.txt" in the same
- directory.)
-
- The first line of the text file will be used as the US English
- description of the stamp's image. It must be encoded in UTF-8.
-
- Language Support
-
- Additional lines can be added to the text file to provide
- translations of the description, to be displayed when Tux Paint is
- running in a different locale (like French or Spanish).
-
- The beginning of the line should correspond to the language code of
- the language in question (e.g., "fr" for French, and "zh_tw" for
- Traditional Chinese), followed by ".utf8=" and the translated
- description (encoded in UTF-8).
-
- There are scripts in the "po" directory for converting the text
- files to PO format (and back) for easy translation to different
- languages. Therefore you should never add or change translations in
- the .txt files directly.
-
- If no translation is available for the language Tux Paint is
- currently running in, the US English text is used.
-
- Windows Users
-
- Use NotePad or WordPad to edit/create these files. Be sure to save
- them as Plain Text, and make sure they have ".txt" at the end of the
- filename...
-
- --------------------------------------------------------------------------
-
- Sound Effects
-
- WAVE (".wav") or OGG Vorbis (".ogg") files with the same name as the
- PNG or SVG. (e.g., "picture.svg"'s sound effect is the sound file
- "picture.wav" in the same directory.)
-
- Language Support
-
- For sounds for different locales (e.g., if the sound is someone
- saying a word, and you want translated versions of the word said),
- also create WAV or OGG files with the locale's label in the
- filename, in the form: "STAMP_LOCALE.EXT"
-
- "picture.png"'s sound effect, when Tux Paint is run in Spanish mode,
- would be "picture_es.wav". In French mode, "picture_fr.wav". And so
- on...
-
- If no localized sound effect can be loaded, Tux Paint will attempt
- to load the 'default' sound file. (e.g., "picture.wav")
-
- Note: For descriptive sounds (not sound effects, like a bang or a bird
- chirping), consider using the Descriptive Sounds, described below.
-
- --------------------------------------------------------------------------
-
- Descriptive Sound
-
- WAVE (".wav") or OGG Vorbis (".ogg") files with the same name as the
- PNG or SVG, followed by "_desc" (e.g., "picture.svg"'s descriptive
- sound is the sound file "picture_desc.ogg" in the same directory.)
-
- Language Support
-
- For descriptions in different languages, also create WAV or OGG
- files with both "_desc" and the locale's label in the filename, in
- the form: "STAMP_desc_LOCALE.EXT"
-
- "picture.png"'s descriptive sound, when Tux Paint is run in Spanish
- mode, would be "picture_desc_es.wav". In French mode,
- "picture_desc_fr.wav". And so on...
-
- If no localized descriptive sound can be loaded, Tux Paint will
- attempt to load the 'default' descriptive sound file. (e.g.,
- "picture_desc.wav")
-
- --------------------------------------------------------------------------
-
- Stamp Options
-
- Aside from a graphical shape, a textual description, and a sound
- effect, stamps can also be given other attributes. To do this, you
- need to create a 'data file' for the stamp.
-
- A stamp data file is simply a text file containing the options.
-
- The file has the same name as the PNG or SVG image, but a ".dat"
- extension. (e.g., "picture.png"'s data file is the text file
- "picture.dat" in the same directory.)
-
- Colored Stamps
-
- Stamps can be made to be either "colorable" or "tintable."
-
- Colorable
-
- "Colorable" stamps they work much like brushes - you pick the
- stamp to get the shape, and then pick the color you want it to be.
- (Symbol stamps, like the mathematical and musical ones, are an
- example.)
-
- Nothing about the original image is used except the transparency
- (from "alpha" channel). The color of the stamp comes out solid.
-
- Add a line containing the word "colorable" to the stamp's data
- file.
-
- Tinted
-
- "Tinted" stamps are similar to "colorable" ones, except the
- details of the original image are kept. (To put it technically,
- the original image is used, but its hue is changed, based on the
- currently-selected color.)
-
- Add a line containing the word "tintable" to the stamp's data
- file.
-
- Tinting Options:
-
- Depending on the contents of your stamp, you might want to have
- Tux Paint use one of a numer of methods when tinting it. Add one
- of the following lines to the stamp's data file:
-
- "tinter=normal" (default)
- This is the normal tinting mode. (Hue range is
- +/- 18 degrees, 27 replace.)
-
- "tinter=anyhue"
- This remaps all hues in the stamp. (Hue range is
- +/- 180 degrees.)
-
- "tinter=narrow"
- This like 'anyhue', but a narrower hue angle. (Hue range
- is +/- 6 degrees, 9 replace.)
-
- "tinter=vector"
- This is map 'black through white' to 'black through
- destination'.
-
- Unalterable Stamps
-
- By default, a stamp can be flipped upside down, shown as a mirror
- image, or both. This is done using the control buttons below the
- stamp selector, at the lower right side of the screen in Tux Paint.
-
- Sometimes, it doesn't make sense for a stamp to be flippable or
- mirrored; for example, stamps of letters or numbers. Sometimes
- stamps are symmetrical, so letting the user flip or mirror them
- isn't useful.
-
- To make a stamp un-flippable, add the option "noflip" to the stamp's
- data file.
-
- To keep a stamp from being mirrored, add a line containing the word
- "nomirror" to the stamp's data file.
-
- Initial Stamp Size
-
- By default, Tux Paint assumes that your stamp is sized appropriately
- for unscaled display on a 608x472 canvas. This is the original
- Tux Paint canvas size, provided by a 640x480 screen. Tux Paint will
- then adjust the stamp according to the current canvas size and, if
- enabled, the user's stamp size controls.
-
- If your stamp would be too big or too small, you can specify a scale
- factor. If your stamp would be 2.5 times as wide (or tall) as it
- should be, add the option "scale 40%" or "scale 5/2" or "scale 2.5"
- or "scale 2:5" to your image. You may include an "=" if you wish, as
- in "scale=40%".
-
- Windows Users
-
- You can use NotePad or WordPad to create these file. Be sure to save
- it as Plain Text, and make sure the filename has ".dat" at the end,
- and not ".txt"...
-
- Pre-Mirrored and Flipped Images
-
- In some cases, you may wish to provide a pre-drawn version of a
- stamp's mirror-image, flipped image, or even both. For example,
- imagine a picture of a fire truck with the words "Fire Department"
- written across the side. You probably do not want that text to appear
- backwards when the image is flipped!
-
- To create a mirrored version of a stamp that you want Tux Paint to
- use, rather than mirroring one on its own, simply create a second
- ".png" or ".svg" graphics file with the same name, except with
- "_mirror" before the filename extension.
-
- For example, for the stamp "truck.png" you would create another file
- named "truck_mirror.png", which will be used when the stamp is
- mirrored (rather than using a backwards version of 'truck.png').
-
- As of Tux Paint 0.9.18, you may similarly provide a pre-flipped image
- with "_flip" in the name, and/or an image that is both mirrored and
- flipped, by naming it "_mirror_flip".
-
- Note: If the user flips and mirrors an image, and a pre-drawn
- "_mirror_flip" doesn't exist, but either "_flip" or "_mirror" does, it
- will be used, and mirrored or flipped, respectively.
-
- --------------------------------------------------------------------------
-
- Fonts
-
- The fonts used by Tux Paint are TrueType Fonts (TTF).
-
- Simply place them in the "fonts" directory. Tux Paint will load the font
- and provide four different sizes in the 'Letters' selector when using
- the 'Text' tool.
-
- --------------------------------------------------------------------------
-
- 'Starters'
-
- 'Starter' images appear in the 'New' dialog, along with solid color
- background choices. (Note: In earlier versions of Tux Paint, they
- appeared in the 'Open' dialog, together with saved drawings.)
-
- Unlike pictures drawn in Tux Paint by users and then opened later,
- opening a 'starter' creates a new drawing. When you save, the 'starter'
- image is not overwritten. Additionally, as you edit your new picture,
- the contents of the original 'starter' affect it.
-
- Coloring-Book Style
-
- The most basic kind of 'starter' is similar to a picture in a coloring
- book. It's an outline of a shape which you can then color in and add
- details to. In Tux Paint, as you draw, type text, or stamp stamps, the
- outline remains 'above' what you draw. You can erase the parts of the
- drawing you made, but you can't erase the outline.
-
- To create this kind of 'starter' image, simply draw an outlined
- picture in a paint program, make the rest of the graphic transparent
- (that will come out as white in Tux Paint), and save it as a PNG
- format file.
-
- Note: A common mistake is to make the image black and white, rather
- than black and transparent. Unless there are transparent zones in the
- 'starter' image, all drawing done by the user in Tux Paint will be
- covered up by the 'starter'.
-
- 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.)
-
- --------------------------------------------------------------------------
-
- 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 move to draw large bricks."
- msgstr "Haz clic y arrastra para dibujar ladrillos grandes."
-
- A graphical tool, called poEdit (http://www.poedit.net/), is available
- for Linux, Windows and Mac OS X.
-
- Note: It is best to always work off of the latest Tux Paint text catalog
- template ("tuxpaint.pot"), since new text is added, and old text is
- occasionally changed. The text catalog for the upcoming, unreleased
- version of Tux Paint can be found in Tux Paint's CVS repository (see:
- http://www.tuxpaint.org/download/source/cvs/), and on the Tux Paint
- website at http://www.tuxpaint.org/help/po/.
-
- To edit an existing translation, download the latest ".po" file for that
- language, and edit it as described above.
-
- You may send new or edited translation files to Bill Kendrick, lead
- developer of Tux Paint, at: bill@newbreedsoftware.com, or post them to
- the "tuxpaint-i18n" mailing list (see: http://www.tuxpaint.org/lists/).
-
- Alternatively, if you have an account with SourceForge.net, you can
- request to be added to the "tuxpaint" project and receive write-access
- to the CVS source code repository so that you may commit your changes
- directly.
-
- Note: Additional locale support also requires additions to Tux Paint's
- source code (/src/i18n.h and /src/i18n.c), and requires updates to the
- Makefile, to have the ".po" gettext catalog source files compiled into
- ".mo" files, and installed, for use at runtime.
-
- Alternative Input Methods
-
- As of version 0.9.17, Tux Paint's "Text" tool can provide alternative
- input methods for some languages. For example, when Tux Paint is running
- with a Japanese locale, the right [Alt] key can be pressed to cycle
- between Latin, Romanized Hiragana and Romanized Katakana modes. This
- allows native characters and words to be entered into the "Text" tool by
- typing one or more keys on a keyboard with Latin characters (e.g., a
- US QWERTY keyboard).
-
- To create an input method for a new locale, create a text file with a
- name based on the locale (e.g., "ja" for Japanese), with ".im" as the
- extension (e.g., "ja.im").
-
- The ".im" file can have multiple character mapping sections for
- different character mapping modes. For example, on a Japanese typing
- system, typing [K] [A] in Hiragana mode generates a different Unicode
- character than typing [K] [A] in Katakana mode.
-
- List the character mappings in this file, one per line. Each line should
- contain (separated by whitespace):
-
- * the Unicode value of the character, in hexadecimal (more than one
- character can be listed, separated by a colon (':'), this allowing
- some sequences to map to words)
- * the keycode sequence (the ASCII characters that must be entered to
- generate the Unicode character)
- * a flag (or "-")
-
- Start additional character mapping sections with a line containign the
- word "section".
-
- Example:
-
- # Hiragana
- 304B ka -
- 304C ga -
- 304D ki -
- 304E gi -
- 304D:3083 kya -
- 3063:305F tta -
-
- # Katakana
- section
- 30AB ka -
- 30AC ga -
- 30AD ki -
- 30AE gi -
-
- Note: Blank lines within the ".im" file will be ignored, as will any
- text following a "#" (pound/hash) character -- it can be used to denote
- comments, as seen in the example above.
-
- Note: Meanings of the flags are locale-specific, and are processed by
- the language-specific source code in "src/im.c". For example, "b" is
- used in Korean to handle Batchim, which may carry over to the next
- character.
-
- Note: Additional input method support also requires additions to
- Tux Paint's source code (/src/im.c), and requires updates to the
- Makefile, to have the ".im" files installed, for use at runtime.
-