aseprite/src
David Capello db80c2a07e Real-time preview when editing tilemaps in Manual mode
In this way we can see the changes to all instances of the same tile
in the tilemap in real-time. The preview is done through a new
"preview tileset" that is used in the render concept (instead of the
preview image, a preview tileset is used as a temporal tileset to be
used for preview purposes only).
2020-11-04 16:54:12 -03:00
..
app Real-time preview when editing tilemaps in Manual mode 2020-11-04 16:54:12 -03:00
cfg
clip@5377679fd3 Fix copy & paste of images from GM2 2020-10-13 10:49:26 -03:00
desktop
dio Minor refactor "first visible index" -> "base index" 2020-10-30 20:58:45 -03:00
doc Fix Ctrl+click to pick tilemaps correctly using the tile pixels 2020-11-02 18:53:24 -03:00
filters
fixmath
flic@5cc3547617
gen
main Merge branch 'master' into beta 2020-08-12 14:23:32 -03:00
net
observable@a9d766bd49
render Real-time preview when editing tilemaps in Manual mode 2020-11-04 16:54:12 -03:00
steam
tests
tga@db4237e672
ui Merge branch 'master' into beta 2020-10-22 12:18:30 -03:00
undo@64bc33ab67
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 the following checks:

#ifdef _WIN32
  #ifdef _WIN64
    // Windows x64
  #else
    // Windows x86
  #endif
#elif defined(__APPLE__)
    // macOS
#else
    // Linux
#endif