aseprite/src
2022-05-24 09:06:32 -03:00
..
app Go to Desktop instead of showing an error if a parent folder is deleted in the middle of files navigation 2022-05-24 09:06:32 -03:00
cfg
clip@246e60fd56 Update clip module (includes https://github.com/dacap/clip/issues/57) 2022-04-06 09:33:23 -03:00
desktop
dio Add required include directory to use doc/dio/fixmath libraries 2022-03-04 23:53:43 -03:00
doc Restore Reference Layer bounds correctly if we delete a cel & undo it (fix #3264) 2022-05-23 18:01:38 -03:00
filters
fixmath Add required include directory to use doc/dio/fixmath libraries 2022-03-04 23:53:43 -03:00
flic@876ef60df5
gen
main Fix bug initializing auxiliary table for findBestfit() from multiple threads 2022-04-19 17:07:37 -03:00
net
observable@8e03c3cb06
render Fix memory leaks in some tests found with LeakSanitizer 2022-02-24 19:43:22 -03:00
steam
tests
tga@d537510d98 Update tga module 2022-03-08 20:57:19 -03:00
ui Fix performance issues adding/deleting widgets (related to #3281) 2022-05-20 11:03:12 -03:00
undo@3cf8f20d08
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 new/old render engine.
  • 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