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.
Aseprite is separated in the following layers/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.
- 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.
- 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.
- 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.
- 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.)
- main (app, base, os, ui)
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
You can uncomment/enable some special macros to debug specific features when you are trying to fix a part of the program:
src/ui/manager.cpp:REPORT_MESSAGES: Prints a string each time a message is removed from the queue, and is sent to a widget. You can enable specific flags to debug mouse/paint/timer messages:REPORT_MOUSE_MESSAGESREPORT_PAINT_MESSAGESREPORT_TIMER_MESSAGES
REPORT_FOCUS_MOVEMENT: Prints the list of widgets that participate in the focus movement.LIMIT_DISPATCH_TIME: Limit the amount of time we can pump UI messages until we ask for new events to the OS.GARBAGE_TRACE: Prints debug messages to keep track when a deferDelete() is finally executed.CAPTURE_TRACE: Prints debug messages when the mouse is captured/released.
src/ui/message.h:DEBUG_PAINT_MESSAGES: Prints a blue rectangle on the screen before sending the finalkPaintMessage.
src/ui/widget.cpp:PAINT_BASELINE: Paints a dotted line where the baseline is located for every single widget.
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