mirror of https://github.com/aseprite/aseprite.git
				
				
				
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| .. | ||
| app | ||
| cfg | ||
| desktop | ||
| dio | ||
| doc | ||
| filters | ||
| fixmath | ||
| flic@a37fe2d46e | ||
| gen | ||
| main | ||
| net | ||
| observable@addca27fbe | ||
| psd@87af728fe4 | ||
| render | ||
| steam | ||
| tests | ||
| tga@cd3420c3a5 | ||
| ui | ||
| undo@2209ac5d36 | ||
| updater | ||
| ver | ||
| view | ||
| CMakeLists.txt | ||
| README.md | ||
| 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.
- view (base, doc): Abstract timeline/range view/helpers.
Level 4
- app (base, doc, dio, filters, fixmath, flic, gfx, pen, render, scripting, os, ui, undo, updater, view)
- 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=trueshows a performance clock in the Editor.
In Debug mode (_DEBUG):
- TRACEARGS: in debug mode, it prints in the terminal/console each given argument
In release mode you can use a similar function:
- PRINTARGSprints 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