aseprite/src
2023-05-18 13:20:41 -03:00
..
app [lua] Test Image:flip() with sprite and without sprite (#3854) 2023-05-18 13:20:41 -03:00
cfg
clip@4adde2472b Update clip module 2023-03-13 10:50:58 -03:00
desktop
dio Mark unknown layer/cel/chunk/color profile types as incompatibility errors 2023-05-09 22:06:13 -03:00
doc Fix brush and pasted image preview on empty cels (fix #3882) 2023-05-18 12:56:09 -03:00
filters Use a task_token to cancel a filter when we are processing a row 2023-05-15 13:23:24 -03:00
fixmath
flic@876ef60df5
gen
main
net
observable@8e03c3cb06
psd@5a357fb964
render Fix brush and pasted image preview on empty cels (fix #3882) 2023-05-18 12:56:09 -03:00
steam
tests
tga@d537510d98
ui Centralize the warning message for incompatible files/forward compatibility (#3811, #3812) 2023-05-11 12:18:31 -03:00
undo@c868a02389
updater
ver
CMakeLists.txt
config.h
README.md Add initial (incomplete) version of ShaderRenderer 2023-04-03 15:59:29 -03:00

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