// Copyright 2025-2026 肖其顿 (XIAO QI DUN) // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package ofdgo import ( "encoding/xml" "net/url" "strconv" "github.com/tdewolff/canvas" ) // Action 动作 type Action struct { Event string `xml:"Event,attr"` Region *Region `xml:"Region"` Goto *Goto `xml:"Goto"` URI *URI `xml:"URI"` GotoA *GotoA `xml:"GotoA"` Sound *Sound `xml:"Sound"` Movie *Movie `xml:"Movie"` } // Goto 文档内跳转动作 type Goto struct { Dest *Dest `xml:"Dest"` Bookmark *GotoBookmark `xml:"Bookmark"` } // Dest 文档内跳转目标 type Dest struct { Type string `xml:"Type,attr"` PageID string `xml:"PageID,attr"` Left float64 `xml:"Left"` Right float64 `xml:"Right"` Top float64 `xml:"Top"` Bottom float64 `xml:"Bottom"` Zoom float64 `xml:"Zoom"` } // GotoBookmark 书签跳转目标 type GotoBookmark struct { Name string `xml:"Name,attr"` } // URI URI动作 type URI struct { URI string `xml:"URI,attr"` Base string `xml:"Base,attr"` } // PageLink 页面链接,URI、Dest和Attachment分别表示外链、文档内跳转和附件 // Box使用页面毫米坐标,Path为可选的页面坐标SVG路径,存在时作为精确点击区域 // 同一来源的多个动作共享非零Group,组内按返回顺序执行 type PageLink struct { URI string Box Box Dest *Dest Attachment string Path string Group int } // GotoA 附件动作 type GotoA struct { AttachID string `xml:"AttachID,attr"` NewWindow *bool `xml:"NewWindow,attr"` } // Sound 音频动作 type Sound struct { ResourceID string `xml:"ResourceID,attr"` Volume *int `xml:"Volume,attr"` Repeat bool `xml:"Repeat,attr"` Synchronous bool `xml:"Synchronous,attr"` } // Movie 视频动作 type Movie struct { ResourceID string `xml:"ResourceID,attr"` Operator string `xml:"Operator,attr"` } // Region 动作区域 type Region struct { Area []RegionArea `xml:"Area"` } // RegionArea 动作区域分路径 type RegionArea struct { Start string `xml:"Start,attr"` Command []RegionCommand `xml:"-"` } // RegionCommand 动作区域绘制指令 type RegionCommand struct { Type string Point1 string Point2 string Point3 string EllipseSize string RotationAngle string LargeArc string SweepDirection string EndPoint string } // actionSource 动作来源 type actionSource struct { Box Box Actions []Action Matrix Matrix Path string } // gotoDest 获取文档内跳转目标 // 入参: action 跳转动作, bookmarks 书签 // 返回: *Dest 跳转目标 func gotoDest(action *Goto, bookmarks map[string]Dest) *Dest { if action.Dest != nil { return action.Dest } if action.Bookmark != nil { if dest, ok := bookmarks[action.Bookmark.Name]; ok { return &dest } } return nil } // UnmarshalXML 解析跳转目标 // 入参: d XML解码器, start 起始节点 // 返回: error 错误信息 func (dest *Dest) UnmarshalXML(d *xml.Decoder, start xml.StartElement) error { var value struct { Left *float64 `xml:"Left"` Right *float64 `xml:"Right"` Top *float64 `xml:"Top"` Bottom *float64 `xml:"Bottom"` Zoom *float64 `xml:"Zoom"` } dest.Type = attrValue(start, "Type") dest.PageID = attrValue(start, "PageID") dest.Left = actionFloatAttr(start, "Left") dest.Right = actionFloatAttr(start, "Right") dest.Top = actionFloatAttr(start, "Top") dest.Bottom = actionFloatAttr(start, "Bottom") dest.Zoom = actionFloatAttr(start, "Zoom") if err := d.DecodeElement(&value, &start); err != nil { return err } if value.Left != nil { dest.Left = *value.Left } if value.Right != nil { dest.Right = *value.Right } if value.Top != nil { dest.Top = *value.Top } if value.Bottom != nil { dest.Bottom = *value.Bottom } if value.Zoom != nil { dest.Zoom = *value.Zoom } return nil } // UnmarshalXML 解析视频动作并应用默认值 // 入参: d XML解码器, start 起始节点 // 返回: error 错误信息 func (m *Movie) UnmarshalXML(d *xml.Decoder, start xml.StartElement) error { type movie Movie value := movie{Operator: "Play"} if err := d.DecodeElement(&value, &start); err != nil { return err } *m = Movie(value) return nil } // UnmarshalXML 解析动作区域分路径并保留指令顺序 // 入参: d XML解码器, start 起始节点 // 返回: error 错误信息 func (a *RegionArea) UnmarshalXML(d *xml.Decoder, start xml.StartElement) error { *a = RegionArea{Start: attrValue(start, "Start")} for { tok, err := d.Token() if err != nil { return err } switch node := tok.(type) { case xml.StartElement: command := RegionCommand{ Type: node.Name.Local, Point1: attrValue(node, "Point1"), Point2: attrValue(node, "Point2"), Point3: attrValue(node, "Point3"), EllipseSize: attrValue(node, "EllipseSize"), RotationAngle: attrValue(node, "RotationAngle"), LargeArc: attrValue(node, "LargeArc"), SweepDirection: attrValue(node, "SweepDirection"), EndPoint: attrValue(node, "EndPoint"), } a.Command = append(a.Command, command) if err := d.Skip(); err != nil { return err } case xml.EndElement: if node.Name.Local == start.Name.Local { return nil } } } } // actionFloatAttr 获取动作浮点属性 // 入参: start 起始节点, name 属性名 // 返回: float64 属性值 func actionFloatAttr(start xml.StartElement, name string) float64 { value, _ := strconv.ParseFloat(attrValue(start, name), 64) return value } // pageActionSources 获取页面动作来源 // 入参: page 页面内容, box 页面区域 // 返回: []actionSource 动作来源 func (r *Renderer) pageActionSources(page *PageContent, box Box) []actionSource { sources := make([]actionSource, 0) if len(page.Actions) > 0 { sources = append(sources, actionSource{ Box: Box{W: box.W, H: box.H}, Actions: page.Actions, Matrix: IdentityMatrix, }) } for order := range 3 { if r.Reader.doc != nil { for _, ref := range page.Template { kind := ref.ZOrder if kind == "" { kind = "Background" } if layerOrder(kind) != order { continue } if template := r.loadTemplate(ref.TemplateID); template != nil { sources = append(sources, actionSource{Box: Box{W: box.W, H: box.H}, Actions: template.Actions, Matrix: IdentityMatrix}) for templateOrder := range 3 { sources = r.appendLayerActionSources(sources, template.Content.Layer, templateOrder) } } } } sources = r.appendLayerActionSources(sources, page.Content.Layer, order) } return sources } // appendLayerActionSources 按绘制顺序添加图层动作来源 // 入参: sources 动作来源, layers 页面图层, order 图层顺序 // 返回: []actionSource 动作来源 func (r *Renderer) appendLayerActionSources(sources []actionSource, layers []Layer, order int) []actionSource { for _, layer := range layers { if layerOrder(layer.Type) != order { continue } for _, object := range layer.Objects { sources = r.appendGraphicActionSources(sources, object, IdentityMatrix, false, nil) } } return sources } // annotationActionSources 获取注释动作来源 // 入参: annotations 页面注释 // 返回: []actionSource 动作来源 func (r *Renderer) annotationActionSources(annotations []Annotation) []actionSource { sources := make([]actionSource, 0) for _, annotation := range annotations { if annotation.Visible != nil && !*annotation.Visible { continue } box, err := ParseBox(annotation.Appearance.Boundary) if err != nil { continue } for _, object := range annotation.Appearance.Objects { sources = r.appendGraphicActionSources(sources, object, TranslationMatrix(box.X, box.Y), false, nil) } } return sources } // appendGraphicActionSources 添加图形对象动作来源 // 入参: sources 动作来源, object 图形对象, parent 父级变换, boundaryInCTM 边界是否参与父级变换, seen 当前资源引用链 // 返回: []actionSource 动作来源 func (r *Renderer) appendGraphicActionSources(sources []actionSource, object GraphicObject, parent Matrix, boundaryInCTM bool, seen map[string]bool) []actionSource { var boundary, ctm, resource string var actions []Action var children []GraphicObject composite := false switch object.Type { case "TextObject": boundary = object.TextObject.Boundary ctm = object.TextObject.CTM actions = object.TextObject.Actions case "PathObject": boundary = object.PathObject.Boundary ctm = object.PathObject.CTM actions = object.PathObject.Actions case "ImageObject": boundary = object.ImageObject.Boundary ctm = object.ImageObject.CTM actions = object.ImageObject.Actions case "CompositeGraphicUnit", "CompositeObject": boundary = object.CompositeGraphicUnit.Boundary ctm = object.CompositeGraphicUnit.CTM resource = object.CompositeGraphicUnit.ResourceID actions = object.CompositeGraphicUnit.Actions children = object.CompositeGraphicUnit.Objects composite = true } box, _ := ParseBox(boundary) placement := TranslationMatrix(box.X, box.Y).Multiply(parent) if boundaryInCTM || composite { placement = parent.Multiply(TranslationMatrix(box.X, box.Y)) } matrix := placement.Multiply(NewMatrix(ctm)) if len(actions) > 0 { source := actionSource{Box: placement.TransformBox(Box{W: box.W, H: box.H}), Actions: actions, Matrix: matrix} if placement.a == 1 && placement.b == 0 && placement.c == 0 && placement.d == 1 { source.Box.W, source.Box.H = box.W, box.H } if box.W > 0 && box.H > 0 && !axisAlignedMatrix(placement) { source.Path = canvas.Rectangle(box.W, box.H).Transform(actionCanvasMatrix(placement)).ToSVG() } sources = append(sources, source) } if resource != "" && !seen[resource] { if unit := r.CompositeGraphicUnits[resource]; unit != nil { if seen == nil { seen = make(map[string]bool) } seen[resource] = true sources = r.appendGraphicActionSources(sources, GraphicObject{Type: "CompositeGraphicUnit", CompositeGraphicUnit: *unit}, matrix, true, seen) delete(seen, resource) } } for _, child := range children { sources = r.appendGraphicActionSources(sources, child, matrix, boundaryInCTM, seen) } return sources } // actionCanvasMatrix 转换页面坐标矩阵,不翻转Y轴 // 入参: matrix 页面变换 // 返回: canvas.Matrix 路径变换 func actionCanvasMatrix(matrix Matrix) canvas.Matrix { return canvas.Matrix{{matrix.a, matrix.c, matrix.e}, {matrix.b, matrix.d, matrix.f}} } // actionRegionPath 解析复杂点击区域并转换为页面坐标 // 入参: region 动作区域, matrix 坐标变换 // 返回: *canvas.Path 点击路径 func actionRegionPath(region *Region, matrix Matrix) *canvas.Path { path := &canvas.Path{} for _, area := range region.Area { start := parseFloats(area.Start) if len(start) != 2 { continue } part := &canvas.Path{} part.MoveTo(start[0], start[1]) for _, command := range area.Command { p1, p2, p3 := parseFloats(command.Point1), parseFloats(command.Point2), parseFloats(command.Point3) switch command.Type { case "Move": if len(p1) == 2 { part.Close() part.MoveTo(p1[0], p1[1]) } case "Line": if len(p1) == 2 { part.LineTo(p1[0], p1[1]) } case "QuadraticBezier": if len(p1) == 2 && len(p2) == 2 { part.QuadTo(p1[0], p1[1], p2[0], p2[1]) } case "CubicBezier": if len(p3) == 2 { first, second := part.Pos(), canvas.Point{X: p3[0], Y: p3[1]} if len(p1) == 2 { first = canvas.Point{X: p1[0], Y: p1[1]} } if len(p2) == 2 { second = canvas.Point{X: p2[0], Y: p2[1]} } part.CubeTo(first.X, first.Y, second.X, second.Y, p3[0], p3[1]) } case "Arc": size, end := parseFloats(command.EllipseSize), parseFloats(command.EndPoint) angle, err := strconv.ParseFloat(command.RotationAngle, 64) large, largeErr := strconv.ParseBool(command.LargeArc) sweep, sweepErr := strconv.ParseBool(command.SweepDirection) if len(end) == 2 && err == nil && largeErr == nil && sweepErr == nil { rx, ry := 0.0, 0.0 if len(size) > 0 { rx, ry = size[0], size[0] } if len(size) > 1 { ry = size[1] } part.ArcTo(rx, ry, angle, large, sweep, end[0], end[1]) } case "Close": part.Close() } } part.Close() path = path.Append(part) } if canvas.Equal(matrix.a*matrix.d-matrix.b*matrix.c, 0) { path = path.ReplaceArcs() } return path.Transform(actionCanvasMatrix(matrix)) } // actionLinkRegion 获取动作点击区域 // 入参: source 动作来源, action 动作 // 返回: Box 外接矩形, string 精确路径 func actionLinkRegion(source actionSource, action Action) (Box, string) { if action.Region == nil { return source.Box, source.Path } path := actionRegionPath(action.Region, source.Matrix) if path.Empty() { return Box{}, "" } box := path.Bounds() return Box{X: box.X0, Y: box.Y0, W: box.W(), H: box.H()}, path.ToSVG() } // resolveActionURI 解析URI动作地址 // 入参: action URI动作 // 返回: string URI地址 func resolveActionURI(action URI) string { if action.Base == "" { return action.URI } base, err := url.Parse(action.Base) if err != nil { return action.URI } target, err := url.Parse(action.URI) if err != nil { return action.URI } return base.ResolveReference(target).String() }