Is it possible to load web content?
Hello,
I'd like to know if its possible to load a file (an xml file) from a web resource with a given address like: http://server.com/file.xml.
I tried to do this with
myDocument.importXML(File(file));
but this does not seem to work.
Thanks in advance and kind regards,
mannyk
Here is an example -- works for me: imports an XML file from a web site into the active document.
if (app.documents.length == 0) {
alert("Please open a document and try again");
exit();
var doc = app.activeDocument;
if (! doc.saved) {
alert("Please save document somewhere first");
exit();
var url = "http://kasyan.ho.com.ua/downloads/temp/xmlfile.xml";
var fileName = url.split("/");
fileName = fileName[fileName.length - 1];
var xmlFilePath = File(doc.filePath + "/" + fileName);
var xmlData = GetURL(url, false);
if (xmlData != null && xmlData.body != null) {
xmlFilePath.open("w");
xmlFilePath.write(xmlData.body);
xmlFilePath.close();
if (xmlFilePath.exists) doc.importXML(xmlFilePath);
function GetURL(url,isBinary)
// This function consists of up to three 'nested' state machines.
// At the lowest level, there is a state machine that interprets UTF-8 and
// converts it to Unicode - i.e. the bytes that are received are looked at
// one by one, and the Unicode is calculated from the one to four bytes UTF-8
// code characters that compose it.
// The next level of state machine interprets line-based data - this is
// needed to interpret the HTTP headers as they are received.
// The third level state machine interprets the HTTP reply - based on the
// info gleaned from the headers it will process the HTTP data in the HTTP
// reply
// If things go wrong, GetURL() will return a null
var reply = null;
// Below some symbolic constants to name the different states - these
// make the code more readable.
const kUTF8CharState_Complete = 0;
const kUTF8CharState_PendingMultiByte = 1;
const kUTF8CharState_Binary = 2;
const kLineState_InProgress = 0;
const kLineState_SeenCR = 1;
const kProtocolState_Status = 1;
const kProtocolState_Headers = 2;
const kProtocolState_Body = 3;
const kProtocolState_Complete = 4;
const kProtocolState_TimeOut = 5;
do
// Chop the URL into pieces
var parsedURL = ParseURL(url);
// We only know how to handle HTTP - bail out if it is something else
if (parsedURL.protocol != "HTTP")
break;
// Open up a socket, and set the time out to 2 minutes. The timeout
// could be parametrized - I leave that as an exercise.
var socket = new Socket;
socket.timeout = 120;
// Open the socket in binary mode. Sockets could also be opened in UTF-8 mode
// That might seem a good idea to interpret UTF-8 data, but it does not work out
// well: the HTTP protocol gives us a body length in bytes. If we let the socket
// interpret UTF-8 then the body length we get from the header, and the number of
// characters we receive won't match - which makes things quite awkward.
// So we need to use BINARY mode, and we must convert the UTF-8 ourselves.
if (! socket.open(parsedURL.address + ":" + parsedURL.port,"BINARY"))
break;
// Dynamically build an HTTP 1.1 request.
if (isBinary)
var request =
"GET /" + parsedURL.path + " HTTP/1.1\n" +
"Host: " + parsedURL.address + "\n" +
"User-Agent: InDesign ExtendScript\n" +
"Accept: */*\n" +
"Connection: keep-alive\n\n";
else
var request =
"GET /" + parsedURL.path + " HTTP/1.1\n" +
"Host: " + parsedURL.address + "\n" +
"User-Agent: InDesign ExtendScript\n" +
"Accept: text/xml,text/*,*/*\n" +
"Accept-Encoding:\n" +
"Connection: keep-alive\n" +
"Accept-Language: *\n" +
"Accept-Charset: utf-8\n\n";
// Send the request out
socket.write(request);
// readState keeps track of our three state machines
var readState =
buffer: "",
bufPos: 0,
// Lowest level state machine: UTF-8 conversion. If we're handling binary data
// the state is set to kUTF8CharState_Binary which is a 'stuck' state - it
// remains in that state all the time. If the data really is UTF-8 the state
// flicks between kUTF8CharState_PendingMultiByte and kUTF8CharState_Complete
curCharState: isBinary ? kUTF8CharState_Binary : kUTF8CharState_Complete,
curCharCode: 0,
pendingUTF8Bytes: 0,
// Second level state machine: allows us to handle lines and line endings
// This state machine can process CR, LF, or CR+LF line endings properly
// The state flicks between kLineState_InProgress and kLineState_SeenCR
lineState: kLineState_InProgress,
curLine: "",
line: "",
isLineReadyToProcess: false,
// Third level state machine: handle HTTP reply. This state gradually
// progresses through kProtocolState_Status, kProtocolState_Headers,
// kProtocolState_Body, kProtocolState_Complete.
// contentBytesPending is part of this state - it keeps track of how many
// bytes of the body still need to be fetched.
protocolState: kProtocolState_Status,
contentBytesPending: null,
dataAvailable: true,
// The HTTP packet data, chopped up in convenient pieces.
status: "",
headers: {},
body: ""
// Main loop: we loop until we hit kProtocolState_Complete as well as an empty data buffer
// (meaning all data has been processed) or until something timed out.
while
! (readState.protocolState == kProtocolState_Complete && readState.buffer.length <= readState.bufPos)
readState.protocolState != kProtocolState_TimeOut
// If all data in the buffer has been processed, clear the old stuff
// away - this makes things more efficient
if (readState.bufPos > 0 && readState.buffer.length == readState.bufPos)
readState.buffer = "";
readState.bufPos = 0;
// If there is no data in the buffer, try to get some from the socket
if (readState.buffer == "")
// If we're handling the body of the HTTP reply, we can try to optimize
// things by reading big blobs of data. Also, we need to look out for
// completion of the transaction.
if (readState.protocolState == kProtocolState_Body)
// readState.contentBytesPending==null means that the headers did not
// contain a length value for the body - in which case we need to process
// data until the socket is closed by the server
if (readState.contentBytesPending == null)
if (! readState.dataAvailable && ! socket.connected)
// The server is finished with us - we're done
socket = null;
readState.protocolState = kProtocolState_Complete;
else
// Attempt to read a byte
readState.buffer += socket.read(1);
readState.dataAvailable = readState.buffer.length > 0;
else
// If the socket is suddenly disconnected, the server pulled the
// rug from underneath us. Register this as a time out problem and
// bail out.
if (! readState.dataAvailable && ! socket.connected)
socket = null;
readState.protocolState = kProtocolState_TimeOut;
else
// Try to get as much data as needed from the socket. We might
// receive less than we've asked for.
readState.buffer = socket.read(readState.contentBytesPending);
readState.dataAvailable = readState.buffer.length > 0;
readState.contentBytesPending -= readState.buffer.length;
// Check if we've received as much as we were promised in the headers
// If so, we're done with the socket.
if (readState.contentBytesPending == 0)
readState.protocolState = kProtocolState_Complete;
socket.close();
socket = null;
// If we're downloading binary data, we can immediately shove the
// whole buffer into the body data - there's no UTF-8 to worry about
if (isBinary)
readState.body += readState.buffer;
readState.buffer = "";
readState.bufPos = 0;
else if (readState.protocolState != kProtocolState_Complete)
// We're reading headers or status right now - look out
// for server disconnects
if (! readState.dataAvailable && ! socket.connected)
socket = null;
readState.protocolState = kProtocolState_TimeOut;
else
readState.buffer += socket.read(1);
readState.dataAvailable = readState.buffer.length > 0;
// The previous stretch of code got us as much data as possible into
// the buffer (but that might be nothing, zilch). If there is data,
// we process a single byte here.
if (readState.buffer.length > readState.bufPos)
// Fetch a byte
var cCode = readState.buffer.charCodeAt(readState.bufPos++);
switch (readState.curCharState)
case kUTF8CharState_Binary:
// Don't use the UTF-8 state machine on binary data
readState.curCharCode = cCode;
readState.multiByteRemaining = 0;
break;
case kUTF8CharState_Complete:
// Interpret the various UTF-8 encodings - 1, 2, 3, or 4
// consecutive bytes encode a single Unicode character. It's all
// bit-fiddling here: depending on the masks used, the bytes contain
// 3, 4, 5, 6 bits of the whole character.
// Check
// http://en.wikipedia.org/wiki/UTF-8
if (cCode <= 127)
readState.curCharCode = cCode;
readState.multiByteRemaining = 0;
else if ((cCode & 0xE0) == 0xC0)
readState.curCharCode = cCode & 0x1F;
readState.curCharState = kUTF8CharState_PendingMultiByte;
readState.pendingUTF8Bytes = 1;
else if ((cCode & 0xF0) == 0xE0)
readState.curCharCode = cCode & 0x0F;
readState.curCharState = kUTF8CharState_PendingMultiByte;
readState.pendingUTF8Bytes = 2;
else if ((cCode & 0xF8) == 0xF0)
readState.curCharCode = cCode & 0x07;
readState.curCharState = kUTF8CharState_PendingMultiByte;
readState.pendingUTF8Bytes = 3;
else
// bad UTF-8 char
readState.curCharCode = cCode;
readState.pendingUTF8Bytes = 0;
break;
case kUTF8CharState_PendingMultiByte:
if ((cCode & 0xC0) == 0x80)
readState.curCharCode = (readState.curCharCode << 6) | (cCode & 0x3F);
readState.pendingUTF8Bytes--;
if (readState.pendingUTF8Bytes == 0)
readState.curCharState = kUTF8CharState_Complete;
else
// bad UTF-8 char
readState.curCharCode = cCode;
readState.multiByteRemaining = 0;
readState.curCharState = kUTF8CharState_Complete;
break;
// If we've got a complete byte or Unicode char available, we process it
if (readState.curCharState == kUTF8CharState_Complete || readState.curCharState == kUTF8CharState_Binary)
cCode = readState.curCharCode;
var c = String.fromCharCode(readState.curCharCode);
if (readState.protocolState == kProtocolState_Body || readState.protocolState == kProtocolState_Complete)
// Once past the headers, we simply append new bytes to the body of the HTTP reply
readState.body += c;
else
// While reading the headers, we look out for CR, LF or CRLF sequences
if (readState.lineState == kLineState_SeenCR)
// We saw a CR in the previous round - so whatever follows,
// the line is now ready to be processed.
readState.line = readState.curLine;
readState.isLineReadyToProcess = true;
readState.curLine = "";
readState.lineState = kLineState_InProgress;
// The CR might be followed by another one, or
// it might be followed by a LF (which we ignore)
// or any other character (which we process).
if (cCode == 13) // CR
readState.lineState = kLineState_SeenCR;
else if (cCode != 10) // no LF
readState.curLine += c;
else if (readState.lineState == kLineState_InProgress)
// If we're in the midsts of reading characters and we encounter
// a CR, we switch to the 'SeenCR' state - a LF might or might not
// follow.
// If we hit a straight LF, we can process the line, and get ready
// for the next one
if (cCode == 13) // CR
readState.lineState = kLineState_SeenCR;
else if (cCode == 10) // LF
readState.line = readState.curLine;
readState.isLineReadyToProcess = true;
readState.curLine = "";
else
// Any other character is appended to the current line
readState.curLine += c;
if (readState.isLineReadyToProcess)
// We've got a complete line to process
readState.isLineReadyToProcess = false;
if (readState.protocolState == kProtocolState_Status)
// The very first line is a status line. After that switch to
// 'Headers' state
readState.status = readState.line;
readState.protocolState = kProtocolState_Headers;
else if (readState.protocolState == kProtocolState_Headers)
// An empty line signifies the end of the headers - get ready
// for the body.
if (readState.line == "")
readState.protocolState = kProtocolState_Body;
else
// Tear the header line apart, and interpret it if it is
// useful (currently, the only header we process is 'Content-Length'
// so we know exactly how many bytes of body data will follow.
var headerLine = readState.line.split(":");
var headerTag = headerLine[0].replace(/^\s*(.*\S)\s*$/,"$1");
headerLine = headerLine.slice(1).join(":");
headerLine = headerLine.replace(/^\s*(.*\S)\s*$/,"$1");
readState.headers[headerTag] = headerLine;
if (headerTag == "Content-Length")
readState.contentBytesPending = parseInt(headerLine);
if (isNaN(readState.contentBytesPending) || readState.contentBytesPending <= 0)
readState.contentBytesPending = null;
else
readState.contentBytesPending -= (readState.buffer.length - readState.bufPos);
// If we have not yet cleaned up the socket we do it here
if (socket != null)
socket.close();
socket = null;
reply =
status: readState.status,
headers: readState.headers,
body: readState.body
while (false);
return reply;
function ParseURL(url)
url=url.replace(/([a-z]*):\/\/([-\._a-z0-9A-Z]*)(:[0-9]*)?\/?(.*)/,"$1/$2/$3/$4");
url=url.split("/");
if (url[2] == "undefined") url[2] = "80";
var parsedURL =
protocol: url[0].toUpperCase(),
address: url[1],
port: url[2],
path: ""
url = url.slice(3);
parsedURL.path = url.join("/");
if (parsedURL.port.charAt(0) == ':')
parsedURL.port = parsedURL.port.slice(1);
if (parsedURL.port != "")
parsedURL.port = parseInt(parsedURL.port);
if (parsedURL.port == "" || parsedURL.port < 0 || parsedURL.port > 65535)
parsedURL.port = 80;
parsedURL.path = parsedURL.path;
return parsedURL;
Kasyan
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Adninjastrator -
YouTube embed in web content overlay crashes InDesign when previewing
I created an HTML file with this code:
<!DOCTYPE html>
<html>
<body>
<iframe width="560" height="315" src="http://www.youtube.com/embed/xxxxxxx" frameborder="0" allowfullscreen></iframe>
</body>
</html>
I then created a box in InDesign and used the Web Content Overlay and selected the HTML file I created.
When I go to preview my pub on the connected iPad InDesign stops responding during "Checking Folio Contents x of x"
Is something wrong with my HTML file? Is it even possible to do this?
For background info: I'm trying to get the same effect of streaming a video from YouTube as I would if I were to directly embed the mp4 into my pub. I don't know if this is even possible or what is the best way to do this.
Thanks in advance for your help.Thanks Bob.
Okay, so here are the steps I'm taking:
1. Go to YouTube
2. Copy embed code
3. Go to InDesign
4. Paste embed code
This creates a web content area with the video embeded. So the user can click play on the video once it loads and can then click full screen on the video controls.
What I'm trying to do is have a button on my page which links to a full screen view of the YouTube video so when the page loads the video doesn't load but when the user clicks the button it would then load the YouTube video full screen. I'm looking for the same functionality that is possible were I to embed an mp4 straight into my document, hide it, and then create a button that plays the video in full screen mode.
Is the above possible?
Thanks. -
No connection message for Web Content areas.
I have a live twitter panel loading into a Web Content overlay. In the event they do not have a connection, is there an alternate page that can be displayed with a simple message? I'm looking through the docs/search and oddly nothing has come up for this. I know I've come across it in the past.
Figuring it just needs another html file in the same folder called "error.html"... or the like.
Thanks!
StephenQuick followup.
I created a poster-image and dropped it into the rectangle that the web content will be assigned to. I've linked to a local .html file and have it set to AutoPlay and Allow User Interaction. And I left the background transparency unchecked.
Unfortunately, it seems to be creating a similiar scenerio to what Alistair was suggesting, where the image is visible while the web content loads. Possible I'm missing something or is this to be expected? Are both approaches essentialy the same?
Thanks
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