# 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](https://github.com/aseprite/clip): Clipboard library. * [fixmath](fixmath/): Fixed point operations (original code from Allegro code by Shawn Hargreaves). * [flic](https://github.com/aseprite/flic): Library to load/save FLI/FLC files. * laf/[base](https://github.com/aseprite/laf/tree/main/base): Core/basic stuff, multithreading, utf8, sha1, file system, memory, etc. * laf/[gfx](https://github.com/aseprite/laf/tree/main/gfx): Abstract graphics structures like point, size, rectangle, region, color, etc. * [observable](https://github.com/aseprite/observable): Signal/slot functions. * [scripting](scripting/): JavaScript engine. * [steam](steam/): Steam API wrapper to avoid static linking to the .lib file. * [undo](https://github.com/aseprite/undo): Generic library to manage a history of undoable commands. ## Level 1 * [cfg](cfg/) (base): Library to load/save .ini files. * [gen](gen/) (base): Helper utility to generate C++ files from different XMLs. * [net](net/) (base): Networking library to send HTTP requests. * laf/[os](https://github.com/aseprite/laf/tree/main/os) (base, gfx, wacom): OS input/output. ## Level 2 * [doc](doc/) (base, fixmath, gfx): Document model library. * [ui](ui/) (base, gfx, os): Portable UI library (buttons, windows, text fields, etc.) * [updater](updater/) (base, cfg, net): Component to check for updates. ## Level 3 * [dio](dio/) (base, doc, fixmath, flic): Load/save sprites/documents. * [filters](filters/) (base, doc, gfx): Effects for images. * [render](render/) (base, doc, gfx): Library to render documents. ## Level 4 * [app](app/) (base, doc, dio, filters, fixmath, flic, gfx, pen, render, scripting, os, ui, undo, updater) * [desktop](desktop/) (base, doc, dio, render): Integration with the desktop (Windows Explorer, Finder, GNOME, KDE, etc.) ## Level 5 * [main](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`](https://github.com/aseprite/laf/blob/f3222bdee2d21556e9da55343e73803c730ecd97/base/debug.h#L40): 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