src/README.md
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.
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 argumentIn release mode you can use a similar function:
PRINTARGS prints in the terminal/console each given argumentYou 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_MESSAGESREPORT_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 final kPaintMessage.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