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https://github.com/telegramdesktop/tdesktop
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First attempt to use QtLottie.
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196
Telegram/SourceFiles/lottie/lottie_animation.cpp
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196
Telegram/SourceFiles/lottie/lottie_animation.cpp
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/*
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This file is part of Telegram Desktop,
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the official desktop application for the Telegram messaging service.
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For license and copyright information please follow this link:
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https://github.com/telegramdesktop/tdesktop/blob/master/LEGAL
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*/
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#include "lottie/lottie_animation.h"
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#include "lottie/lottie_frame_renderer.h"
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#include "base/algorithm.h"
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#include <range/v3/view/reverse.hpp>
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#include <QtMath>
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#include <QJsonDocument>
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#include <QJsonObject>
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#include <QJsonArray>
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#include <QJsonValue>
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#include <QFile>
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#include <QPointF>
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#include <QPainter>
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#include <QImage>
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#include <QTimer>
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#include <QMetaObject>
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#include <QLoggingCategory>
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#include <QThread>
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#include <math.h>
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#include <QtBodymovin/private/bmbase_p.h>
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#include <QtBodymovin/private/bmlayer_p.h>
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#include "rasterrenderer/lottierasterrenderer.h"
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namespace Lottie {
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bool ValidateFile(const QString &path) {
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if (!path.endsWith(qstr(".json"), Qt::CaseInsensitive)) {
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return false;
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}
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return true;
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}
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std::unique_ptr<Animation> FromFile(const QString &path) {
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if (!path.endsWith(qstr(".json"), Qt::CaseInsensitive)) {
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return nullptr;
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}
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auto f = QFile(path);
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if (!f.open(QIODevice::ReadOnly)) {
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return nullptr;
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}
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const auto content = f.readAll();
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if (content.isEmpty()) {
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return nullptr;
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}
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return std::make_unique<Lottie::Animation>(content);
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}
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Animation::Animation(const QByteArray &content) {
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parse(content);
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}
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Animation::~Animation() {
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}
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QImage Animation::frame(crl::time now) const {
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if (_startFrame == _endFrame || _realWidth <= 0 || _realHeight <= 0) {
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return QImage();
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}
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auto result = QImage(
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qCeil(_realWidth),
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qCeil(_realHeight),
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QImage::Format_ARGB32_Premultiplied);
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result.fill(Qt::transparent);
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{
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QPainter p(&result);
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p.setRenderHints(QPainter::Antialiasing);
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p.setRenderHints(QPainter::SmoothPixmapTransform);
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const auto position = now;
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const auto elapsed = int((_frameRate * position + 500) / 1000);
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const auto frames = (_endFrame - _startFrame);
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const auto frame = _options.loop
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? (_startFrame + (elapsed % frames))
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: std::min(_startFrame + elapsed, _endFrame);
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auto tree = BMBase(*_treeBlueprint);
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for (const auto element : tree.children()) {
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if (element->active(frame)) {
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element->updateProperties(frame);
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}
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}
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LottieRasterRenderer renderer(&p);
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for (const auto element : tree.children()) {
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if (element->active(frame)) {
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element->render(renderer);
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}
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}
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}
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return result;
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}
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int Animation::frameRate() const {
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return _frameRate;
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}
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void Animation::play(const PlaybackOptions &options) {
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_options = options;
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_started = crl::now();
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}
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void Animation::parse(const QByteArray &content) {
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const auto document = QJsonDocument::fromJson(content);
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const auto root = document.object();
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if (root.empty()) {
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_failed = true;
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return;
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}
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_startFrame = root.value(qstr("ip")).toVariant().toInt();
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_endFrame = root.value(qstr("op")).toVariant().toInt();
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_frameRate = root.value(qstr("fr")).toVariant().toInt();
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_realWidth = root.value(qstr("w")).toVariant().toReal();
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_realHeight = root.value(qstr("h")).toVariant().toReal();
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const auto markers = root.value(qstr("markers")).toArray();
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for (const auto &entry : markers) {
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const auto object = entry.toObject();
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const auto name = object.value(qstr("cm")).toString();
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const auto frame = object.value(qstr("tm")).toInt();
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_markers.emplace(name, frame);
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if (object.value(qstr("dr")).toInt()) {
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_unsupported = true;
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}
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}
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if (root.value(qstr("assets")).toArray().count()) {
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_unsupported = true;
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}
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if (root.value(qstr("chars")).toArray().count()) {
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_unsupported = true;
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}
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_treeBlueprint = std::make_unique<BMBase>();
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const auto blueprint = _treeBlueprint.get();
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const auto layers = root.value(QLatin1String("layers")).toArray();
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//for (const auto &entry : ranges::view::reverse(layers)) {
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// if (const auto layer = BMLayer::construct(entry.toObject())) {
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// layer->setParent(blueprint);
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// // Mask layers must be rendered before the layers they affect to
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// // although they appear before in layer hierarchy. For this reason
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// // move a mask after the affected layers, so it will be rendered first
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// if (layer->isMaskLayer()) {
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// blueprint->prependChild(layer);
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// } else {
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// blueprint->appendChild(layer);
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// }
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// } else {
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// _unsupported = true;
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// }
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//}
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for (const auto &entry : ranges::view::reverse(layers)) {
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if (const auto layer = BMLayer::construct(entry.toObject())) {
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layer->setParent(blueprint);
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blueprint->addChild(layer);
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} else {
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_unsupported = true;
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}
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}
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// Mask layers must be rendered before the layers they affect to
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// although they appear before in layer hierarchy. For this reason
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// move a mask after the affected layers, so it will be rendered first
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auto &children = blueprint->children();
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auto moveTo = -1;
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for (int i = 0; i < children.count(); i++) {
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const auto layer = static_cast<BMLayer*>(children.at(i));
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if (layer->isClippedLayer())
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moveTo = i;
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if (layer->isMaskLayer()) {
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qCDebug(lcLottieQtBodymovinParser()) << "Move mask layer"
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<< children.at(i)->name()
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<< "before" << children.at(moveTo)->name();
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children.move(i, moveTo);
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}
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}
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}
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} // namespace Lottie
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