aseprite/src
2023-01-05 14:23:01 -03:00
..
app Add support for .qoi file format (fix #3121) 2023-01-05 14:23:01 -03:00
cfg
clip@3433235c7f
desktop [osx] Add QuickLook plugin to generate thumbnails and previews (#834, #3615) 2022-12-08 12:05:17 -03:00
dio Add support for .qoi file format (fix #3121) 2023-01-05 14:23:01 -03:00
doc Avoid MSVC issue converting implicitly a string literal (const char*) to bool when assigning to a variant<bool, string, ...> 2023-01-02 12:42:22 -03:00
filters
fixmath
flic@876ef60df5
gen
main
net
observable@8e03c3cb06
psd@5a357fb964
render Minor change in convert_pixel_format() using "auto" keyword 2022-11-03 19:43:31 -03:00
steam
tests
tga@d537510d98
ui Fix crash double clicking a Dialog:canvas() 2022-12-15 19:29:28 -03:00
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 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