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