Files
Leeksov 4647310322 GLEGram 12.5 — Initial public release
Based on Swiftgram 12.5 (Telegram iOS 12.5).
All GLEGram features ported and organized in GLEGram/ folder.

Features: Ghost Mode, Saved Deleted Messages, Content Protection Bypass,
Font Replacement, Fake Profile, Chat Export, Plugin System, and more.

See CHANGELOG_12.5.md for full details.
2026-04-06 09:48:12 +03:00

472 lines
15 KiB
C++

#include <LottieCpp/Vectors.h>
#include "Lottie/Private/Parsing/JsonParsing.hpp"
#include "Lottie/Public/Keyframes/Interpolatable.hpp"
#include <math.h>
#include <cfloat>
namespace lottie {
Vector1D::Vector1D(lottiejson11::Json const &json) noexcept(false) {
if (json.is_number()) {
value = json.number_value();
} else if (json.is_array()) {
if (json.array_items().empty()) {
throw LottieParsingException();
}
if (!json.array_items()[0].is_number()) {
throw LottieParsingException();
}
value = json.array_items()[0].number_value();
} else {
throw LottieParsingException();
}
}
lottiejson11::Json Vector1D::toJson() const {
return lottiejson11::Json(value);
}
Vector2D::Vector2D(lottiejson11::Json const &json) noexcept(false) {
x = 0.0;
y = 0.0;
if (json.is_array()) {
int index = 0;
if (json.array_items().size() > index) {
if (!json.array_items()[index].is_number()) {
throw LottieParsingException();
}
x = json.array_items()[index].number_value();
index++;
}
if (json.array_items().size() > index) {
if (!json.array_items()[index].is_number()) {
throw LottieParsingException();
}
y = json.array_items()[index].number_value();
index++;
}
} else if (json.is_object()) {
auto xAny = getAny(json.object_items(), "x");
if (xAny.is_number()) {
x = xAny.number_value();
} else if (xAny.is_array()) {
if (xAny.array_items().empty()) {
throw LottieParsingException();
}
if (!xAny.array_items()[0].is_number()) {
throw LottieParsingException();
}
x = xAny.array_items()[0].number_value();
}
auto yAny = getAny(json.object_items(), "y");
if (yAny.is_number()) {
y = yAny.number_value();
} else if (yAny.is_array()) {
if (yAny.array_items().empty()) {
throw LottieParsingException();
}
if (!yAny.array_items()[0].is_number()) {
throw LottieParsingException();
}
y = yAny.array_items()[0].number_value();
}
} else {
throw LottieParsingException();
}
}
lottiejson11::Json Vector2D::toJson() const {
lottiejson11::Json::object result;
result.insert(std::make_pair("x", x));
result.insert(std::make_pair("y", y));
return lottiejson11::Json(result);
}
Vector3D::Vector3D(lottiejson11::Json const &json) noexcept(false) {
if (!json.is_array()) {
throw LottieParsingException();
}
int index = 0;
x = 0.0;
y = 0.0;
z = 0.0;
if (json.array_items().size() > index) {
if (!json.array_items()[index].is_number()) {
throw LottieParsingException();
}
x = json.array_items()[index].number_value();
index++;
}
if (json.array_items().size() > index) {
if (!json.array_items()[index].is_number()) {
throw LottieParsingException();
}
y = json.array_items()[index].number_value();
index++;
}
if (json.array_items().size() > index) {
if (!json.array_items()[index].is_number()) {
throw LottieParsingException();
}
z = json.array_items()[index].number_value();
index++;
}
}
lottiejson11::Json Vector3D::toJson() const {
lottiejson11::Json::array result;
result.push_back(lottiejson11::Json(x));
result.push_back(lottiejson11::Json(y));
result.push_back(lottiejson11::Json(z));
return lottiejson11::Json(result);
}
Transform2D Transform2D::_identity = Transform2D(
LottieFloat3x3({
lottieSimdMakeFloat3(1.0f, 0.0f, 0.0f),
lottieSimdMakeFloat3(0.0f, 1.0f, 0.0f),
lottieSimdMakeFloat3(0.0f, 0.0f, 1.0f)
})
);
Transform2D Transform2D::makeTranslation(float tx, float ty) {
return Transform2D(LottieFloat3x3({
lottieSimdMakeFloat3(1.0f, 0.0f, 0.0f),
lottieSimdMakeFloat3(0.0f, 1.0f, 0.0f),
lottieSimdMakeFloat3(tx, ty, 1.0f)
}));
}
Transform2D Transform2D::makeScale(float sx, float sy) {
return Transform2D(LottieFloat3x3({
lottieSimdMakeFloat3(sx, 0.0f, 0.0f),
lottieSimdMakeFloat3(0.0f, sy, 0.0f),
lottieSimdMakeFloat3(0.0f, 0.0f, 1.0f)
}));
}
Transform2D Transform2D::makeRotation(float radians) {
float c = cos(radians);
float s = sin(radians);
return Transform2D(LottieFloat3x3({
lottieSimdMakeFloat3(c, s, 0.0f),
lottieSimdMakeFloat3(-s, c, 0.0f),
lottieSimdMakeFloat3(0.0f, 0.0f, 1.0f)
}));
}
Transform2D Transform2D::makeSkew(float skew, float skewAxis) {
if (std::abs(skew) <= FLT_EPSILON && std::abs(skewAxis) <= FLT_EPSILON) {
return Transform2D::identity();
}
float mCos = cos(degreesToRadians(skewAxis));
float mSin = sin(degreesToRadians(skewAxis));
float aTan = tan(degreesToRadians(skew));
LottieFloat3x3 simd1 = LottieFloat3x3({
lottieSimdMakeFloat3(mCos, -mSin, 0.0),
lottieSimdMakeFloat3(mSin, mCos, 0.0),
lottieSimdMakeFloat3(0.0, 0.0, 1.0)
});
LottieFloat3x3 simd2 = LottieFloat3x3({
lottieSimdMakeFloat3(1.0, 0.0, 0.0),
lottieSimdMakeFloat3(aTan, 1.0, 0.0),
lottieSimdMakeFloat3(0.0, 0.0, 1.0)
});
LottieFloat3x3 simd3 = LottieFloat3x3({
lottieSimdMakeFloat3(mCos, mSin, 0.0),
lottieSimdMakeFloat3(-mSin, mCos, 0.0),
lottieSimdMakeFloat3(0.0, 0.0, 1.0)
});
LottieFloat3x3 result = lottieSimdMul(lottieSimdMul(simd3, simd2), simd1);
Transform2D resultTransform(result);
return resultTransform;
}
Transform2D Transform2D::makeTransform(
Vector2D const &anchor,
Vector2D const &position,
Vector2D const &scale,
float rotation,
std::optional<float> skew,
std::optional<float> skewAxis
) {
Transform2D result = Transform2D::identity();
if (skew.has_value() && skewAxis.has_value()) {
result = Transform2D::identity().translated(position).rotated(rotation).skewed(-skew.value(), skewAxis.value()).scaled(Vector2D(scale.x * 0.01, scale.y * 0.01)).translated(Vector2D(-anchor.x, -anchor.y));
} else {
result = Transform2D::identity().translated(position).rotated(rotation).scaled(Vector2D(scale.x * 0.01, scale.y * 0.01)).translated(Vector2D(-anchor.x, -anchor.y));
}
return result;
}
Transform2D Transform2D::rotated(float degrees) const {
return Transform2D::makeRotation(degreesToRadians(degrees)) * (*this);
}
Transform2D Transform2D::translated(Vector2D const &translation) const {
return Transform2D::makeTranslation(translation.x, translation.y) * (*this);
}
Transform2D Transform2D::scaled(Vector2D const &scale) const {
return Transform2D::makeScale(scale.x, scale.y) * (*this);
}
Transform2D Transform2D::skewed(float skew, float skewAxis) const {
return Transform2D::makeSkew(skew, skewAxis) * (*this);
}
float interpolate(float value, float to, float amount) {
return value + ((to - value) * amount);
}
Vector1D interpolate(
Vector1D const &from,
Vector1D const &to,
float amount
) {
return Vector1D(interpolate(from.value, to.value, amount));
}
Vector2D interpolate(
Vector2D const &from,
Vector2D const &to,
float amount
) {
return Vector2D(interpolate(from.x, to.x, amount), interpolate(from.y, to.y, amount));
}
Vector3D interpolate(
Vector3D const &from,
Vector3D const &to,
float amount
) {
return Vector3D(interpolate(from.x, to.x, amount), interpolate(from.y, to.y, amount), interpolate(from.z, to.z, amount));
}
struct InterpolationPoint2D {
InterpolationPoint2D(Vector2D const point_, float distance_) :
point(point_), distance(distance_) {
}
Vector2D point;
float distance;
};
namespace {
float interpolateFloat(float value, float to, float amount) {
return value + ((to - value) * amount);
}
}
Vector2D Vector2D::pointOnPath(Vector2D const &to, Vector2D const &outTangent, Vector2D const &inTangent, float amount) const {
auto a = interpolate(outTangent, amount);
auto b = outTangent.interpolate(inTangent, amount);
auto c = inTangent.interpolate(to, amount);
auto d = a.interpolate(b, amount);
auto e = b.interpolate(c, amount);
auto f = d.interpolate(e, amount);
return f;
}
Vector2D Vector2D::interpolate(Vector2D const &to, float amount) const {
return Vector2D(
interpolateFloat(x, to.x, amount),
interpolateFloat(y, to.y, amount)
);
}
Vector2D Vector2D::interpolate(
Vector2D const &to,
Vector2D const &outTangent,
Vector2D const &inTangent,
float amount,
int maxIterations,
int samples,
float accuracy
) const {
if (amount == 0.0) {
return *this;
}
if (amount == 1.0) {
return to;
}
if (colinear(outTangent, inTangent) && outTangent.colinear(inTangent, to)) {
return interpolate(to, amount);
}
float step = 1.0 / (float)samples;
std::vector<InterpolationPoint2D> points;
points.push_back(InterpolationPoint2D(*this, 0.0));
float totalLength = 0.0;
Vector2D previousPoint = *this;
float previousAmount = 0.0;
int closestPoint = 0;
while (previousAmount < 1.0) {
previousAmount = previousAmount + step;
if (previousAmount < amount) {
closestPoint = closestPoint + 1;
}
auto newPoint = pointOnPath(to, outTangent, inTangent, previousAmount);
auto distance = previousPoint.distanceTo(newPoint);
totalLength = totalLength + distance;
points.push_back(InterpolationPoint2D(newPoint, totalLength));
previousPoint = newPoint;
}
float accurateDistance = amount * totalLength;
auto point = points[closestPoint];
bool foundPoint = false;
float pointAmount = ((float)closestPoint) * step;
float nextPointAmount = pointAmount + step;
int refineIterations = 0;
while (!foundPoint) {
refineIterations = refineIterations + 1;
/// First see if the next point is still less than the projected length.
auto nextPoint = points[std::min(closestPoint + 1, (int)points.size() - 1)];
if (nextPoint.distance < accurateDistance) {
point = nextPoint;
closestPoint = closestPoint + 1;
pointAmount = ((float)closestPoint) * step;
nextPointAmount = pointAmount + step;
if (closestPoint == (int)points.size()) {
foundPoint = true;
}
continue;
}
if (accurateDistance < point.distance) {
closestPoint = closestPoint - 1;
if (closestPoint < 0) {
foundPoint = true;
continue;
}
point = points[closestPoint];
pointAmount = ((float)closestPoint) * step;
nextPointAmount = pointAmount + step;
continue;
}
/// Now we are certain the point is the closest point under the distance
auto pointDiff = nextPoint.distance - point.distance;
auto proposedPointAmount = remapFloat((accurateDistance - point.distance) / pointDiff, 0.0, 1.0, pointAmount, nextPointAmount);
auto newPoint = pointOnPath(to, outTangent, inTangent, proposedPointAmount);
auto newDistance = point.distance + point.point.distanceTo(newPoint);
pointAmount = proposedPointAmount;
point = InterpolationPoint2D(newPoint, newDistance);
if (accurateDistance - newDistance <= accuracy ||
newDistance - accurateDistance <= accuracy) {
foundPoint = true;
}
if (refineIterations == maxIterations) {
foundPoint = true;
}
}
return point.point;
}
bool CGRect::intersects(CGRect const &other) const {
if (x + width < other.x || other.x + other.width < x) {
return false;
}
// Check if one rectangle is above the other
if (y + height < other.y || other.y + other.height < y) {
return false;
}
return true;
}
bool CGRect::contains(CGRect const &other) const {
return (other.x >= x) &&
(other.y >= y) &&
(other.x + other.width <= x + width) &&
(other.y + other.height <= y + height);
}
CGRect CGRect::intersection(CGRect const &other) const {
if (!intersects(other)) {
return CGRect(0, 0, 0, 0);
}
float intersectX = std::max(x, other.x);
float intersectY = std::max(y, other.y);
float intersectWidth = std::min(x + width, other.x + other.width) - intersectX;
float intersectHeight = std::min(y + height, other.y + other.height) - intersectY;
return CGRect(intersectX, intersectY, intersectWidth, intersectHeight);
}
CGRect CGRect::unionWith(CGRect const &other) const {
float unionX = std::min(x, other.x);
float unionY = std::min(y, other.y);
float unionWidth = std::max(x + width, other.x + other.width) - unionX;
float unionHeight = std::max(y + height, other.y + other.height) - unionY;
return CGRect(unionX, unionY, unionWidth, unionHeight);
}
CGRect CGRect::applyingTransform(Transform2D const &transform) const {
if (transform.isIdentity()) {
return *this;
}
Vector2D sourceTopLeft = Vector2D(x, y);
Vector2D sourceTopRight = Vector2D(x + width, y);
Vector2D sourceBottomLeft = Vector2D(x, y + height);
Vector2D sourceBottomRight = Vector2D(x + width, y + height);
LottieFloat4 xs = lottieSimdMakeFloat4(sourceTopLeft.x, sourceTopRight.x, sourceBottomLeft.x, sourceBottomRight.x);
LottieFloat4 ys = lottieSimdMakeFloat4(sourceTopLeft.y, sourceTopRight.y, sourceBottomLeft.y, sourceBottomRight.y);
LottieFloat4 rx = xs * transform.rows().columns[0][0] + ys * transform.rows().columns[1][0] + transform.rows().columns[2][0];
LottieFloat4 ry = xs * transform.rows().columns[0][1] + ys * transform.rows().columns[1][1] + transform.rows().columns[2][1];
Vector2D topLeft = Vector2D(rx[0], ry[0]);
Vector2D topRight = Vector2D(rx[1], ry[1]);
Vector2D bottomLeft = Vector2D(rx[2], ry[2]);
Vector2D bottomRight = Vector2D(rx[3], ry[3]);
float minX = lottieSimdReduceMin(lottieSimdMakeFloat4(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x));
float minY = lottieSimdReduceMin(lottieSimdMakeFloat4(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y));
float maxX = lottieSimdReduceMax(lottieSimdMakeFloat4(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x));
float maxY = lottieSimdReduceMax(lottieSimdMakeFloat4(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y));
return CGRect(minX, minY, maxX - minX, maxY - minY);
}
}