Aseprite source code is organized in a modular architecture with clear dependencies between layers. This guide provides an overview of the main modules and their relationships.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/aseprite/aseprite/llms.txt
Use this file to discover all available pages before exploring further.
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 withENABLE_DEVMODE, you have the following extra commands/features available:
F5: On Windows shows the amount of used memoryF1: Switch between new/old/shader renderersCtrl+F1: Switch/test Screen/UI Scaling valuesCtrl+Alt+Shift+Q: Crashes the application in case that you want to test the anticrash feature or your need a memory dump fileCtrl+Alt+Shift+R: Recover the active document from the data recovery storeaseprite.ini:[perf] show_render_time=trueshows a performance clock in the Editor
Debug Mode (_DEBUG)
TRACEARGS: In debug mode, it prints in the terminal/console each given argument
Release Mode
PRINTARGS: Prints in the terminal/console each given argument
Detect Platform
You can check the platform using somelaf macros:

