Initial commit: itch.io box art provider for OpenGamepadUI
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187
core/boxart_itch.gd
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187
core/boxart_itch.gd
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extends BoxArtProvider
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## itch.io box art provider for OpenGamepadUI
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##
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## Fetches cover art and screenshots from itch.io game pages. Works alongside
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## the itch.io library plugin to provide per-layout artwork: the cover for
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## portrait/logo, full-res screenshots for landscape/banner.
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##
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## Enriches game metadata by scraping the itch.io page HTML for screenshots
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## (the itch.io API does not expose them), caches the result in
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## itch_art_meta.json, and uses HTTPImageFetcher for async image downloads.
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const _boxart_dir := "user://boxart/itch"
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const _meta_cache_file := "itch_art_meta.json"
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@export var use_caching: bool = true
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var http_image := HTTPImageFetcher.new()
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var _cache_dir := "itch_art"
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var _enriched: Dictionary = {}
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var layout_map: Dictionary = {
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LAYOUT.GRID_PORTRAIT: "-portrait",
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LAYOUT.GRID_LANDSCAPE: "-landscape",
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LAYOUT.BANNER: "-banner",
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LAYOUT.LOGO: "-logo",
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}
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func _init() -> void:
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super()
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DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path(_boxart_dir))
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provider_id = "itch"
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logger_name = "BoxArtItch"
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func _ready() -> void:
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super()
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_enriched = _load_enriched_meta()
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logger.info("itch.io Art Provider loaded")
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add_child(http_image)
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func get_boxart(item: LibraryItem, kind: LAYOUT) -> Texture2D:
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if not kind in layout_map:
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logger.error("Unsupported boxart layout: {0}".format([kind]))
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return null
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var game := _itch_game(item)
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if game.is_empty():
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return null
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var game_id := int(game.get("id", 0))
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var title: String = game.get("title", "")
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var cover_url := _cover_url(game)
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if title.is_empty() or cover_url.is_empty():
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return null
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# Enrich on first access: scrape the itch.io page for screenshots.
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var meta: Dictionary = _enriched.get(game_id, {})
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if meta.is_empty() and game.has("url"):
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meta = _fetch_game_page_metadata(game)
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if not meta.is_empty():
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_enriched[game_id] = meta
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_save_enriched_meta(game_id, meta)
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var screenshots: Array = meta.get("screenshots", [])
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var url := _url_for_layout(kind, cover_url, screenshots)
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if url.is_empty():
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return null
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var cache_flags := Cache.FLAGS.NONE
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if use_caching:
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cache_flags = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE
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logger.debug("Fetching itch.io box art for: " + item.name)
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var texture: Texture2D = await http_image.fetch(url, cache_flags)
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if texture == null:
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logger.debug("Image couldn't be downloaded for: " + item.name)
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return texture
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## Finds the itch.io game dict from the library item's launch items.
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func _itch_game(item: LibraryItem) -> Dictionary:
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for launch_item in item.launch_items:
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if launch_item._provider_id != "itch":
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continue
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var game: Dictionary = launch_item.metadata.get("game", {})
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if not game.is_empty():
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return game
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return {}
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func _url_for_layout(kind: LAYOUT, cover_url: String, screenshots: Array) -> String:
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match kind:
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LAYOUT.GRID_PORTRAIT, LAYOUT.LOGO:
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return cover_url
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LAYOUT.GRID_LANDSCAPE:
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return screenshots[0] if not screenshots.is_empty() else cover_url
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LAYOUT.BANNER:
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if screenshots.size() > 1:
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return screenshots[1]
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return screenshots[0] if not screenshots.is_empty() else cover_url
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return ""
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func _cover_url(game: Dictionary) -> String:
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var still: String = game.get("stillCoverUrl", "")
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if not still.is_empty():
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return still
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return game.get("coverUrl", "")
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## Scrapes the itch.io game page for screenshots. The itch.io API does not
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## expose screenshots, so the page HTML is the only source.
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func _fetch_game_page_metadata(game: Dictionary) -> Dictionary:
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var page_url: String = game.get("url", "")
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if page_url.is_empty():
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return {}
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var http := HTTPClient.new()
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var parts := page_url.split("/")
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var use_tls := parts[0] == "https:"
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var err := http.connect_to_host(parts[2], 443 if use_tls else 80, TLSOptions.client() if use_tls else null)
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if err != OK:
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return {}
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var deadline := Time.get_ticks_msec() + 15000
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while http.get_status() == HTTPClient.STATUS_CONNECTING or http.get_status() == HTTPClient.STATUS_RESOLVING:
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http.poll()
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if Time.get_ticks_msec() > deadline:
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http.close()
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return {}
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OS.delay_msec(50)
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if http.get_status() != HTTPClient.STATUS_CONNECTED:
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http.close()
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return {}
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http.request(HTTPClient.METHOD_GET, "/" + "/".join(parts.slice(3)), PackedStringArray())
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deadline = Time.get_ticks_msec() + 15000
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while http.get_status() == HTTPClient.STATUS_REQUESTING:
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http.poll()
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if Time.get_ticks_msec() > deadline:
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http.close()
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return {}
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OS.delay_msec(10)
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var body := PackedByteArray()
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while http.get_status() == HTTPClient.STATUS_BODY:
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http.poll()
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var chunk: PackedByteArray = http.read_response_body_chunk()
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if chunk.is_empty():
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if Time.get_ticks_msec() > deadline:
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http.close()
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return {}
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OS.delay_msec(10)
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continue
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body.append_array(chunk)
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http.close()
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var html := body.get_string_from_utf8()
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if html.is_empty():
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return {}
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var shot_re := RegEx.new()
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shot_re.compile("https://img\\.itch\\.zone/aW1hZ2Uv[^\"]*/original/[^\"]*")
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var screenshots: Array = []
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for m in shot_re.search_all(html):
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screenshots.append(m.get_string(0))
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return {"screenshots": screenshots}
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func _load_enriched_meta() -> Dictionary:
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var raw: Variant = Cache.get_json(_cache_dir, _meta_cache_file)
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if typeof(raw) != TYPE_DICTIONARY:
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return {}
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var out := {}
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for key in raw:
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out[int(key)] = raw[key]
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return out
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func _save_enriched_meta(game_id: int, meta: Dictionary) -> void:
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var raw: Variant = Cache.get_json(_cache_dir, _meta_cache_file)
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if typeof(raw) != TYPE_DICTIONARY:
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raw = {}
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raw[str(game_id)] = meta
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Cache.save_json(_cache_dir, _meta_cache_file, raw)
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