Files
ofdgo/ofdgo_action.go
T
2026-09-18 01:08:31 +08:00

475 lines
14 KiB
Go

// 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()
}