mirror of
https://github.com/aseprite/aseprite.git
synced 2024-12-27 21:19:18 +00:00
2ed584541b
Reported in https://developercommunity.visualstudio.com/t/Invalid-optimized-x64-codegen-with-inlin/10678815 possible duplicated of https://developercommunity.visualstudio.com/t/Optimisation-of-right-bit-shift-switches/10453852 not yet available in official VS release. Here we changed signed ints to unsigned ints to avoid this bug. |
||
---|---|---|
.. | ||
app | ||
cfg | ||
desktop | ||
dio | ||
doc | ||
filters | ||
fixmath | ||
flic@876ef60df5 | ||
gen | ||
main | ||
net | ||
observable@8e03c3cb06 | ||
psd@5a357fb964 | ||
render | ||
steam | ||
tests | ||
tga@cd3420c3a5 | ||
ui | ||
undo@c868a02389 | ||
updater | ||
ver | ||
CMakeLists.txt | ||
config.h | ||
README.md |
Aseprite Source Code
If you are here is because you want to learn about Aseprite source
code. We'll try to write in these README.md
files a summary of each
module/library.
Modules & Libraries
Aseprite is separated in the following layers/modules:
Level 0: Completely independent modules
These libraries are easy to be used and embedded in other software because they don't depend on any other component.
- clip: Clipboard library.
- fixmath: Fixed point operations (original code from Allegro code by Shawn Hargreaves).
- flic: Library to load/save FLI/FLC files.
- laf/base: Core/basic stuff, multithreading, utf8, sha1, file system, memory, etc.
- laf/gfx: Abstract graphics structures like point, size, rectangle, region, color, etc.
- observable: Signal/slot functions.
- scripting: JavaScript engine.
- steam: Steam API wrapper to avoid static linking to the .lib file.
- undo: Generic library to manage a history of undoable commands.
Level 1
- cfg (base): Library to load/save .ini files.
- gen (base): Helper utility to generate C++ files from different XMLs.
- net (base): Networking library to send HTTP requests.
- laf/os (base, gfx, wacom): OS input/output.
Level 2
- doc (base, fixmath, gfx): Document model library.
- ui (base, gfx, os): Portable UI library (buttons, windows, text fields, etc.)
- updater (base, cfg, net): Component to check for updates.
Level 3
- dio (base, doc, fixmath, flic): Load/save sprites/documents.
- filters (base, doc, gfx): Effects for images.
- render (base, doc, gfx): Library to render documents.
Level 4
- app (base, doc, dio, filters, fixmath, flic, gfx, pen, render, scripting, os, ui, undo, updater)
- desktop (base, doc, dio, render): Integration with the desktop (Windows Explorer, Finder, GNOME, KDE, etc.)
Level 5
- main (app, base, os, ui)
Debugging Tricks
When Aseprite is compiled with ENABLE_DEVMODE
, you have the
following extra commands/features available:
F5
: On Windows shows the amount of used memory.F1
: Switch between new/old/shader renderers.Ctrl+F1
: Switch/test Screen/UI Scaling values.Ctrl+Alt+Shift+Q
: crashes the application in case that you want to test the anticrash feature or your need a memory dump file.Ctrl+Alt+Shift+R
: recover the active document from the data recovery store.aseprite.ini
:[perf] show_render_time=true
shows a performance clock in the Editor.
In Debug mode (_DEBUG
):
TRACEARGS
: in debug mode, it prints in the terminal/console each given argument
Detect Platform
You can check the platform using some laf
macros:
#if LAF_WINDOWS
// ...
#elif LAF_MACOS
// ...
#elif LAF_LINUX
// ...
#endif
Or using platform-specific macros:
#ifdef _WIN32
#ifdef _WIN64
// Windows x64
#else
// Windows x86
#endif
#elif defined(__APPLE__)
// macOS
#else
// Linux
#endif