refactor: remove animated GIF feature, keep static first-frame extraction
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AnimatedTexture is deprecated and broken in Godot 4.4. Strip all animated
GIF infrastructure (frame cycling, focus handler, settings UI, frame delay
parsing). GIFs are now always converted to a static first-frame PNG cached
to disk. Banner stitching disk cache and format detection fallback retained.
This commit is contained in:
Jose Falanga 2026-08-20 01:09:02 -03:00
parent 494a00bb2a
commit dfe94b92be
3 changed files with 28 additions and 398 deletions

View file

@ -19,21 +19,14 @@ const FFMPEG_BUILDS_URL := "https://github.com/BtbN/FFmpeg-Builds/releases/downl
const CONNECT_POLL_DELAY_MS := 50
const READ_POLL_DELAY_MS := 10
const LOG_URL_MAX_LEN := 80
const SETTING_SECTION := "plugin.artprovider"
const SETTING_ANIMATED_GIFS := "animated_gifs"
const GIF_DEFAULT_FRAME_DELAY_MS := 100
const CACHE_DIR := "images"
const ANIM_FRAMES_DIR := "anim_frames"
const BANNER_CACHE_DIR := "banners"
const GIF_STATIC_DIR := "gif_static"
@export var use_caching: bool = true
var http_image := HTTPImageFetcher.new()
var _meta_cache_dir := "itch_art"
var _enriched_meta: Dictionary = {}
var settings_manager := load("res://core/global/settings_manager.tres") as SettingsManager
var _animated_texture_cache: Dictionary = {}
var _last_animated_setting: bool = false
var _focused_animated_texture: AnimatedTexture = null
var layout_map: Dictionary = {
LAYOUT.GRID_PORTRAIT: "-portrait",
@ -50,7 +43,6 @@ func _init() -> void:
super()
var globalized := ProjectSettings.globalize_path(BOXART_DIR)
DirAccess.make_dir_recursive_absolute(globalized)
DirAccess.make_dir_recursive_absolute(globalized + "/" + ANIM_FRAMES_DIR)
provider_id = "itch"
logger_name = "BoxArtItch"
@ -58,78 +50,23 @@ func _init() -> void:
func _ready() -> void:
super()
_enriched_meta = _load_enriched_meta()
_last_animated_setting = _is_animated_gifs_enabled()
logger.info("itch.io Art Provider loaded (animated_gifs=%s)" % str(_last_animated_setting))
logger.info("itch.io Art Provider loaded")
add_child(http_image)
get_viewport().gui_focus_changed.connect(_on_focus_changed)
logger.info("Connected gui_focus_changed signal on viewport: %s" % str(get_viewport()))
## Returns whether animated GIF covers are enabled in settings.
func _is_animated_gifs_enabled() -> bool:
return settings_manager.get_value(SETTING_SECTION, SETTING_ANIMATED_GIFS, false) as bool
## Handles focus changes across the UI. Pauses the previously focused
## card's AnimatedTexture and unpauses the newly focused one.
func _on_focus_changed(control: Control) -> void:
# Pause the previously focused animation.
if _focused_animated_texture != null:
if is_instance_valid(_focused_animated_texture):
logger.info("Focus: pausing previous AnimatedTexture")
_focused_animated_texture.pause = true
_focused_animated_texture = null
if control == null:
logger.info("Focus: control is null")
return
logger.info("Focus: control=%s (%s)" % [control.name, control.get_class()])
# Walk up the tree to find the GameCard parent.
var card: Control = control
while card != null:
if not is_instance_valid(card):
logger.info("Focus: invalid node while walking up")
return
if card is GameCard:
break
card = card.get_parent()
if card == null:
logger.info("Focus: no GameCard ancestor found for %s" % control.name)
return
# Check if the card's TextureRect has an AnimatedTexture.
var texture_rect := card.get_node_or_null("%TextureRect") as TextureRect
if texture_rect == null:
logger.info("Focus: %%TextureRect not found in card %s" % card.name)
return
if texture_rect.texture is AnimatedTexture:
_focused_animated_texture = texture_rect.texture as AnimatedTexture
_focused_animated_texture.pause = false
logger.info("Focus: unpaused AnimatedTexture on %s (%d frames)" % [card.name, _focused_animated_texture.frames_count])
else:
logger.info("Focus: texture on %s is %s (not AnimatedTexture)" % [card.name, str(texture_rect.texture)])
## Strips HTML srcset artifacts from a URL. Butlerd sometimes passes through
## itch.io cover URLs with trailing srcset descriptors like " 1x, h" or " 2x".
## These cause HTTPImageFetcher to fail because the URL is no longer valid.
func _sanitize_url(url: String) -> String:
if url.is_empty():
return url
# Srcset descriptors are separated by spaces — take only the URL portion.
var clean: String = url.split(" ")[0]
# Validate that the cleaned URL ends with a known image extension.
var ext: String = clean.get_extension().to_lower()
if ext not in IMAGE_EXTS:
logger.warn("Sanitized URL has unexpected extension '%s': %s" % [ext, clean.left(LOG_URL_MAX_LEN)])
return clean
## Returns whether a URL points to a GIF image. Handles both clean URLs and
## URLs contaminated with srcset artifacts (e.g. "image.gif 1x, h").
## Returns whether a URL points to a GIF image.
func _is_gif_url(url: String) -> bool:
return _sanitize_url(url).to_lower().ends_with(".gif")
@ -168,7 +105,6 @@ func _fetch_image_with_format_detection(url: String, cache_flags: int) -> Textur
if result != HTTPRequest.RESULT_SUCCESS or response_code != 200:
return null
# Detect actual format from Content-Type header.
var content_type := ""
for h in headers:
if h.to_lower().begins_with("content-type:"):
@ -184,7 +120,6 @@ func _fetch_image_with_format_detection(url: String, cache_flags: int) -> Textur
elif content_type.find("webp") != -1:
err = image.load_webp_from_buffer(body)
else:
# Unknown type — try PNG first, then JPEG.
err = image.load_png_from_buffer(body)
if err != OK:
err = image.load_jpg_from_buffer(body)
@ -228,7 +163,6 @@ func get_boxart(item: LibraryItem, kind: LAYOUT) -> Texture2D:
if use_caching:
cache_flags = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE
# Banner: combine two screenshots side-by-side when available.
if kind == LAYOUT.BANNER and screenshots.size() >= 2:
return await _fetch_banner_textures(item, screenshots, cache_flags)
@ -245,13 +179,11 @@ func get_boxart(item: LibraryItem, kind: LAYOUT) -> Texture2D:
## Enriches game metadata by scraping the itch.io page for screenshots.
## Uses cached results when available.
func _enrich_metadata(game: Dictionary, game_id: int, title: String) -> Dictionary:
var meta: Dictionary = _enriched_meta.get(game_id, {})
if meta.is_empty() and game.has("url"):
logger.info("Enriching metadata for: %s (url=%s)" % [title, game.get("url", "")])
meta = await _fetch_game_page_metadata(game)
# Cache both successes and failures to avoid repeated requests.
_enriched_meta[game_id] = meta
_save_enriched_meta(game_id, meta)
if meta.is_empty():
@ -266,14 +198,9 @@ func _enrich_metadata(game: Dictionary, game_id: int, title: String) -> Dictiona
## Fetches two screenshots and combines them side-by-side for banner layout.
## The combined result is cached to disk via OGPU's Cache system so it is
## not re-stitched on every load. Falls back to individual screenshots if
## the combine fails.
func _fetch_banner_textures(item: LibraryItem, screenshots: Array, cache_flags: int) -> Texture2D:
# Build a synthetic cache key from both screenshot URLs.
var banner_key: String = screenshots[0] + "||" + screenshots[1]
# Check disk cache for a previously stitched banner.
if cache_flags & Cache.FLAGS.LOAD and Cache.is_cached(BANNER_CACHE_DIR, banner_key):
var cached := Cache.get_image(BANNER_CACHE_DIR, banner_key)
if cached != null:
@ -285,11 +212,9 @@ func _fetch_banner_textures(item: LibraryItem, screenshots: Array, cache_flags:
var tex_b := await _fetch_image(screenshots[1], cache_flags)
if tex_a != null and tex_b != null:
var stitched := _combine_side_by_side(tex_a, tex_b)
# Persist the stitched result to disk.
if cache_flags & Cache.FLAGS.SAVE and stitched != null:
Cache.save_image(BANNER_CACHE_DIR, banner_key, stitched)
return stitched
# Banner combine failed — fall back to single-image path.
logger.warn("Banner screenshot fetch failed: tex_a=%s tex_b=%s" % [str(tex_a != null), str(tex_b != null)])
if tex_a != null:
return tex_a
@ -323,7 +248,6 @@ func _url_for_layout(kind: LAYOUT, cover_url: String, screenshots: Array) -> Str
LAYOUT.GRID_LANDSCAPE:
return screenshots[0] if not screenshots.is_empty() else cover_url
LAYOUT.BANNER:
# Single screenshot fallback (two-screenshot case handled in get_boxart).
return screenshots[0] if not screenshots.is_empty() else cover_url
return ""
@ -339,25 +263,21 @@ func _best_portrait_url(game: Dictionary, _screenshots: Array) -> String:
## Ensures an ffmpeg binary is available. Checks the system PATH first,
## then falls back to a bundled copy under user://boxart/itch/. Downloads
## the static build on first use if neither is found.
## then falls back to a bundled copy under user://boxart/itch/.
func _ensure_ffmpeg() -> String:
if not _ffmpeg_bin.is_empty():
return _ffmpeg_bin
# 1. Check system PATH by probing directly.
var probe: Array = []
OS.execute("ffmpeg", ["-version"], probe, true)
if probe.size() > 0 and probe[0].find("ffmpeg version") != -1:
_ffmpeg_bin = "ffmpeg"
logger.info("Using system ffmpeg")
return _ffmpeg_bin
# 2. Check bundled location.
var bundled: String = ProjectSettings.globalize_path(BOXART_DIR) + "/ffmpeg"
if FileAccess.file_exists(bundled):
_ffmpeg_bin = bundled
logger.info("Using bundled ffmpeg: " + _ffmpeg_bin)
return _ffmpeg_bin
# 3. Download.
logger.info("ffmpeg not found — downloading static build")
if await _install_ffmpeg():
_ffmpeg_bin = ProjectSettings.globalize_path(BOXART_DIR) + "/ffmpeg"
@ -366,9 +286,7 @@ func _ensure_ffmpeg() -> String:
return ""
## Downloads a static ffmpeg build. Detects the platform and architecture
## the same way the itch plugin's butler installer does, then fetches
## the matching BtbN pre-built binary.
## Downloads a static ffmpeg build.
func _install_ffmpeg() -> bool:
var os_name := _detect_os()
var arch_name := _detect_arch()
@ -379,7 +297,6 @@ func _install_ffmpeg() -> bool:
return _extract_ffmpeg(body, os_name)
## Detects the current OS as a short name for ffmpeg builds.
func _detect_os() -> String:
if OS.get_name() == "Windows":
return "win"
@ -388,7 +305,6 @@ func _detect_os() -> String:
return "linux"
## Detects the CPU architecture as a short name for ffmpeg builds.
func _detect_arch() -> String:
if Engine.has_method("get_architecture_name"):
var arch: String = Engine.get_architecture_name()
@ -397,7 +313,6 @@ func _detect_arch() -> String:
return "64"
## Builds the download URL for the ffmpeg archive matching the given platform.
func _build_ffmpeg_url(os_name: String, arch_name: String) -> String:
var platform_slug := os_name + arch_name
var archive_name := "ffmpeg-master-latest-%s-gpl" % platform_slug
@ -408,7 +323,7 @@ func _build_ffmpeg_url(os_name: String, arch_name: String) -> String:
## Downloads bytes from a URL. Returns empty PackedByteArray on failure.
func _download_url_bytes(url: String) -> PackedByteArray:
var http := HTTPRequest.new()
http.timeout = HTTP_TIMEOUT_MS / 1000.0 # HTTPRequest uses seconds.
http.timeout = HTTP_TIMEOUT_MS / 1000.0
add_child.call_deferred(http)
await http.ready
@ -458,72 +373,44 @@ func _extract_ffmpeg(body: PackedByteArray, os_name: String) -> bool:
return true
## Unified image fetch that routes GIF URLs through ffmpeg and non-GIF URLs
## through the normal HTTPImageFetcher path. Checks the animated GIF setting
## on each call so toggling takes effect immediately.
## Unified image fetch. GIFs go through ffmpeg for first-frame extraction.
## Non-GIF URLs go through HTTPImageFetcher, with a format-detection
## fallback for .jpg URLs that are actually served as PNG by itch.zone.
func _fetch_image(url: String, cache_flags: int) -> Texture2D:
if _is_gif_url(url):
# Invalidate cache when the animated setting changes.
var animated: bool = _is_animated_gifs_enabled()
if animated != _last_animated_setting:
_animated_texture_cache.clear()
_last_animated_setting = animated
logger.info("Animated GIF setting changed to %s — cache cleared" % str(animated))
return await _fetch_gif_as_texture(url, cache_flags)
# HTTPImageFetcher uses the URL extension to pick the decoder, but
# itch.zone often serves PNG data for .jpg URLs. If the normal fetch
# fails for a .jpg/.jpeg URL, retry by detecting the actual format.
var texture := await http_image.fetch(url, cache_flags)
if texture == null and _is_jpg_url(url):
texture = await _fetch_image_with_format_detection(url, cache_flags)
return texture
## Downloads a GIF and converts it to a Godot texture. When animated GIFs
## are enabled, extracts all frames and returns an AnimatedTexture. Otherwise
## extracts only the first frame and returns a static ImageTexture.
## Results are cached in _animated_texture_cache keyed by URL. Animated frames
## are also persisted to disk under user://boxart/itch/anim_frames/<hash>/
## so subsequent loads skip ffmpeg extraction.
## Downloads a GIF and extracts the first frame as a static ImageTexture.
## Results are cached on disk under user://boxart/itch/gif_static/<hash>.png
## and in memory for the session.
func _fetch_gif_as_texture(url: String, cache_flags: int) -> Texture2D:
# Return cached result if available.
if _animated_texture_cache.has(url):
return _animated_texture_cache[url]
var animated: bool = _is_animated_gifs_enabled()
var url_hash := url.sha256_text().left(16)
var globalized_dir := ProjectSettings.globalize_path(BOXART_DIR)
var cached_frames_dir := globalized_dir + "/" + ANIM_FRAMES_DIR + "/" + url_hash
DirAccess.make_dir_recursive_absolute(globalized_dir + "/" + GIF_STATIC_DIR)
var url_hash := url.sha256_text().left(16)
var cached_png := globalized_dir + "/" + GIF_STATIC_DIR + "/" + url_hash + ".png"
# Check for disk-cached frames (animated) or PNG (static).
if animated and _has_cached_frames(cached_frames_dir):
logger.info("GIF fetch: loading %d cached frames from disk for %s" % [
_count_cached_frames(cached_frames_dir), url.left(LOG_URL_MAX_LEN)])
var delays := _load_cached_delays(cached_frames_dir)
return _assemble_from_disk_cache(cached_frames_dir, delays, url)
var cached_png := cached_frames_dir + ".png"
if not animated and FileAccess.file_exists(cached_png):
logger.info("GIF fetch: loading cached static frame from %s" % url.left(LOG_URL_MAX_LEN))
# Check disk cache.
if cache_flags & Cache.FLAGS.LOAD and FileAccess.file_exists(cached_png):
var image := Image.load_from_file(cached_png)
if image != null:
var texture := ImageTexture.create_from_image(image)
_animated_texture_cache[url] = texture
return texture
logger.info("GIF fetch: loaded cached static frame for %s" % url.left(LOG_URL_MAX_LEN))
return ImageTexture.create_from_image(image)
# Need to download and process the GIF.
var ffmpeg_bin := await _ensure_ffmpeg()
if ffmpeg_bin.is_empty():
return null
var gif_path := globalized_dir + "/_tmp_%s.gif" % url_hash
# Download the GIF bytes via HTTPClient.
var body := await _download_gif_bytes(url)
var body := await _download_url_bytes(url)
if body.is_empty():
return null
# Write GIF to temp file.
var gif_file := FileAccess.open(gif_path, FileAccess.WRITE)
if gif_file == null:
logger.warn("GIF fetch: cannot write temp gif")
@ -531,120 +418,22 @@ func _fetch_gif_as_texture(url: String, cache_flags: int) -> Texture2D:
gif_file.store_buffer(body)
gif_file.close()
var result: Texture2D
if animated:
result = await _build_animated_gif_texture(ffmpeg_bin, gif_path, cached_frames_dir, body, url)
else:
result = await _build_static_gif_texture(ffmpeg_bin, gif_path, cached_png, url)
# Clean up.
DirAccess.remove_absolute(gif_path)
# Cache the result in memory.
if result != null:
_animated_texture_cache[url] = result
return result
## Downloads GIF bytes from the given URL. Returns empty PackedByteArray on failure.
func _download_gif_bytes(url: String) -> PackedByteArray:
return await _download_url_bytes(url)
## Returns true if the given directory contains cached frame PNGs.
func _has_cached_frames(frames_dir: String) -> bool:
var dir := DirAccess.open(frames_dir)
if dir == null:
return false
dir.list_dir_begin()
var fname := dir.get_next()
var has_frames := false
while fname != "":
if fname.begins_with("frame_") and fname.ends_with(".png"):
has_frames = true
break
fname = dir.get_next()
dir.list_dir_end()
return has_frames
## Counts the number of cached frame PNGs in a directory.
func _count_cached_frames(frames_dir: String) -> int:
var dir := DirAccess.open(frames_dir)
if dir == null:
return 0
dir.list_dir_begin()
var count := 0
var fname := dir.get_next()
while fname != "":
if fname.begins_with("frame_") and fname.ends_with(".png"):
count += 1
fname = dir.get_next()
dir.list_dir_end()
return count
## Loads cached frame delays from a JSON file in the frames directory.
func _load_cached_delays(frames_dir: String) -> Array:
var delays_path := frames_dir + "/delays.json"
var file := FileAccess.open(delays_path, FileAccess.READ)
if file == null:
return []
var json := JSON.new()
var err := json.parse(file.get_as_text())
file.close()
if err != OK:
return []
if json.data is Array:
return json.data
return []
## Saves frame delays to a JSON file in the frames directory.
func _save_cached_delays(frames_dir: String, delays: Array) -> void:
var delays_path := frames_dir + "/delays.json"
var file := FileAccess.open(delays_path, FileAccess.WRITE)
if file == null:
return
file.store_string(JSON.stringify(delays))
file.close()
## Builds an AnimatedTexture from disk-cached frame PNGs.
func _assemble_from_disk_cache(frames_dir: String, delays: Array, url: String) -> AnimatedTexture:
var dir := DirAccess.open(frames_dir)
if dir == null:
return null
dir.list_dir_begin()
var frame_files: PackedStringArray = []
var fname := dir.get_next()
while fname != "":
if fname.begins_with("frame_") and fname.ends_with(".png"):
frame_files.append(fname)
fname = dir.get_next()
dir.list_dir_end()
frame_files.sort()
return _assemble_animated_texture(frame_files, frames_dir, delays, url)
## Extracts the first frame of a GIF using ffmpeg. Returns a static ImageTexture.
func _build_static_gif_texture(ffmpeg_bin: String, gif_path: String, png_path: String, url: String) -> Texture2D:
# Extract first frame via ffmpeg.
var ffmpeg_args: PackedStringArray = [
"-y", "-i", gif_path,
"-frames:v", "1",
"-f", "image2", png_path,
"-f", "image2", cached_png,
]
var ret: Array = []
OS.execute(ffmpeg_bin, ffmpeg_args, ret)
if not FileAccess.file_exists(png_path):
DirAccess.remove_absolute(gif_path)
if not FileAccess.file_exists(cached_png):
logger.warn("GIF fetch: ffmpeg did not produce output for %s" % url.left(LOG_URL_MAX_LEN))
return null
var image := Image.load_from_file(png_path)
var image := Image.load_from_file(cached_png)
if image == null:
logger.warn("GIF fetch: failed to load extracted PNG")
return null
@ -653,164 +442,13 @@ func _build_static_gif_texture(ffmpeg_bin: String, gif_path: String, png_path: S
return ImageTexture.create_from_image(image)
## Extracts all frames from a GIF using ffmpeg and builds an AnimatedTexture.
## The animation is paused by default — the focus handler unpauses it.
func _build_animated_gif_texture(ffmpeg_bin: String, gif_path: String, frames_dir: String, gif_bytes: PackedByteArray, url: String) -> AnimatedTexture:
var delays: Array = _parse_gif_frame_delays(gif_bytes)
var frame_files: PackedStringArray = _extract_gif_frames(ffmpeg_bin, gif_path, frames_dir)
if frame_files.is_empty():
return null
return _assemble_animated_texture(frame_files, frames_dir, delays, url)
## Extracts all frames from a GIF file using ffmpeg. Returns sorted frame filenames.
func _extract_gif_frames(ffmpeg_bin: String, gif_path: String, frames_dir: String) -> PackedStringArray:
DirAccess.make_dir_recursive_absolute(frames_dir)
var ffmpeg_args: PackedStringArray = [
"-y", "-i", gif_path,
"-vsync", "0",
frames_dir + "/frame_%04d.png",
]
var ret: Array = []
OS.execute(ffmpeg_bin, ffmpeg_args, ret)
var dir := DirAccess.open(frames_dir)
if dir == null:
logger.warn("GIF fetch: cannot open frames dir")
return PackedStringArray()
dir.list_dir_begin()
var frame_files: PackedStringArray = []
var fname := dir.get_next()
while fname != "":
if fname.begins_with("frame_") and fname.ends_with(".png"):
frame_files.append(fname)
fname = dir.get_next()
dir.list_dir_end()
frame_files.sort()
return frame_files
## Loads extracted frame images and assembles them into an AnimatedTexture.
## When frames_dir is a persistent cache dir, frames are kept on disk.
func _assemble_animated_texture(frame_files: PackedStringArray, frames_dir: String, delays: Array, url: String) -> AnimatedTexture:
var anim_tex := AnimatedTexture.new()
anim_tex.frames_count = frame_files.size()
anim_tex.pause = true # Start paused — focus handler unpauses.
var is_persistent := frames_dir.find("/" + ANIM_FRAMES_DIR + "/") != -1
var did_persist := false
for i in frame_files.size():
var frame_path := frames_dir + "/" + frame_files[i]
var image := Image.load_from_file(frame_path)
if not is_persistent:
DirAccess.remove_absolute(frame_path)
if image == null:
logger.warn("GIF fetch: failed to load frame %d" % i)
continue
anim_tex.set_frame_texture(i, ImageTexture.create_from_image(image))
var delay_ms: int = delays[i] if i < delays.size() else GIF_DEFAULT_FRAME_DELAY_MS
anim_tex.set_frame_delay(i, delay_ms / 1000.0) # AnimatedTexture uses seconds.
if not is_persistent:
DirAccess.remove_absolute(frames_dir)
else:
# Persist delays to disk for future reloads.
if not delays.is_empty():
_save_cached_delays(frames_dir, delays)
did_persist = true
logger.info("GIF fetch: built AnimatedTexture with %d frames from %s%s" % [
frame_files.size(), url.left(LOG_URL_MAX_LEN),
" (cached to disk)" if did_persist else ""])
return anim_tex
## Parses frame delays from a GIF89a binary. Returns an array of delays
## in milliseconds, one per frame. Falls back to GIF_DEFAULT_FRAME_DELAY_MS
## for frames without a Graphics Control Extension.
func _parse_gif_frame_delays(data: PackedByteArray) -> Array:
var delays: Array = []
if data.size() < 13:
return delays
var pos := _skip_gif_header(data)
while pos < data.size() - 1:
var byte: int = data[pos]
if byte == 0x21:
var result: Array = _parse_gif_extension(data, pos)
if result[0] >= 0:
delays.append(result[0])
pos = result[1]
elif byte == 0x2C:
pos = _skip_gif_image_descriptor(data, pos)
elif byte == 0x3B:
break
else:
pos += 1
return delays
## Skips the GIF header, Logical Screen Descriptor, and Global Color Table.
## Returns the byte offset past all header data.
func _skip_gif_header(data: PackedByteArray) -> int:
if data.size() < 13:
return data.size()
var pos := 13 # Header (6) + Logical Screen Descriptor (7).
var packed_byte: int = data[10]
if packed_byte & 0x80 != 0:
var gct_size := 3 * (1 << ((packed_byte & 0x07) + 1))
pos += gct_size
return pos
## Parses an extension block starting at `pos`. Returns [delay_ms, new_pos].
## If the extension is not a Graphics Control Extension, returns [-1, new_pos].
func _parse_gif_extension(data: PackedByteArray, pos: int) -> Array:
if pos + 2 >= data.size():
return [-1, data.size()]
var label: int = data[pos + 1]
var delay_ms := -1
if label == 0xF9 and pos + 5 < data.size():
var delay_cs: int = data[pos + 4] | (data[pos + 5] << 8)
delay_ms = delay_cs * 10 if delay_cs > 0 else GIF_DEFAULT_FRAME_DELAY_MS
pos += 2
while pos < data.size():
var block_size: int = data[pos]
pos += 1
if block_size == 0:
break
pos += block_size
return [delay_ms, pos]
## Skips an image descriptor and its associated data at `pos`.
func _skip_gif_image_descriptor(data: PackedByteArray, pos: int) -> int:
pos += 10
var img_packed: int = data[pos - 1]
if img_packed & 0x80 != 0:
var lct_size := 3 * (1 << ((img_packed & 0x07) + 1))
pos += lct_size
pos += 1 # LZW Minimum Code Size.
while pos < data.size():
var block_size: int = data[pos]
pos += 1
if block_size == 0:
break
pos += block_size
return pos
## Combines two textures side-by-side into a single banner image.
## Both images are scaled to the same height, then placed left and right.
func _combine_side_by_side(left: Texture2D, right: Texture2D) -> Texture2D:
var img_a := left.get_image()
var img_b := right.get_image()
if img_a == null or img_b == null:
return left
# Scale both to the same height (use the taller one).
var target_h: int = max(img_a.get_height(), img_b.get_height())
if img_a.get_height() != target_h:
var scale: float = float(target_h) / float(img_a.get_height())
@ -826,8 +464,7 @@ func _combine_side_by_side(left: Texture2D, right: Texture2D) -> Texture2D:
return ImageTexture.create_from_image(combined)
## Scrapes the itch.io game page for screenshots. The itch.io API does not
## expose screenshots, so the page HTML is the only source.
## Scrapes the itch.io game page for screenshots.
func _fetch_game_page_metadata(game: Dictionary) -> Dictionary:
var page_url: String = game.get("url", "")
if page_url.is_empty():
@ -848,12 +485,10 @@ func _fetch_game_page_metadata(game: Dictionary) -> Dictionary:
return _extract_screenshots_from_html(html, page_url)
## Returns true if the HTML contains a Cloudflare challenge page.
func _is_cloudflare_challenge(html: String) -> bool:
return html.find("challenge-platform") != -1 or html.find("cf-browser-verification") != -1
## Extracts screenshot URLs from the itch.io page HTML using regex.
func _extract_screenshots_from_html(html: String, page_url: String) -> Dictionary:
var shot_re := RegEx.new()
shot_re.compile(SCREENSHOT_REGEX_PATTERN)