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Author SHA1 Message Date
c15d49bfd1 Migrate settings UI to OGPU themed widgets and add logout
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- Replace plain Godot Controls with StatusPanel, ComponentTextInput,
  Toggle, CardButton, and Dropdown components
- Add logout functionality that clears API key or closes session
- Match Steam plugin's settings UI style
2026-08-17 12:27:14 -03:00
b9effee104 Bump to v0.1.39
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2026-08-17 02:20:05 -03:00
d09bd2ae79 Replace cookie HTTP verification with butlerd's Profile.List + UseSavedLogin
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Butlerd stores credentials in its SQLite DB after the first password
login. On restart, Profile.List finds saved profiles and
Profile.UseSavedLogin refreshes them — no cookie persistence needed on
our side.
2026-08-17 02:19:22 -03:00
1931ae143a Fix cookie persistence: save dict as JSON, verify via HTTP on restart
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2026-08-17 02:08:53 -03:00
2b07195789 Persist login cookies for seamless password login restart
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2026-08-17 02:04:00 -03:00
e2a4464d0d Add password login and collection visibility settings
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2026-08-17 02:00:39 -03:00
173aa94ea9 Bump version to v0.1.35
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2026-08-16 20:51:23 -03:00
f4aa8fd1e0 Remove boxart download system
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2026-08-16 20:23:45 -03:00
6 changed files with 402 additions and 371 deletions

View file

@ -371,6 +371,56 @@ func _login_with_api_key(api_key: String) -> void:
emit_signal.call_deferred("logged_in", LOGIN_STATUS.OK, profile)
func login_with_password(username: String, password: String) -> void:
await thread_group.exec(_login_with_password.bind(username, password))
func _login_with_password(username: String, password: String) -> void:
var params := {"username": username, "password": password}
var res := await _rpc_call("Profile.LoginWithPassword", params)
if "error" in res:
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
profile = res.get("profile", {})
is_logged_in = true
emit_signal.call_deferred("logged_in", LOGIN_STATUS.OK, profile)
## Attempts to resume a previous login using butlerd's stored credentials.
## Returns true on success (profile is set, logged_in signal emitted).
func try_saved_login() -> bool:
return await thread_group.exec(_try_saved_login)
func _try_saved_login() -> bool:
var list_res := await _rpc_call("Profile.List", {})
if "error" in list_res:
return false
var profiles: Array = list_res.get("profiles", [])
if profiles.is_empty():
return false
# Use the most recently connected profile.
var best: Dictionary = profiles[0]
var best_time: int = int(best.get("lastConnected", 0))
for p in profiles:
var t: int = int(p.get("lastConnected", 0))
if t > best_time:
best = p
best_time = t
var profile_id: int = int(best.get("id", 0))
if profile_id == 0:
return false
var use_res := await _rpc_call("Profile.UseSavedLogin", {"profileId": profile_id})
if "error" in use_res:
logger.warn("Profile.UseSavedLogin failed: " + str(use_res["error"]))
return false
profile = use_res.get("profile", {})
is_logged_in = true
emit_signal.call_deferred("logged_in", LOGIN_STATUS.OK, profile)
return true
## Returns every game the logged-in profile owns a download key for.
## Each item looks like: {"downloadKey": {...}, "game": {...}}
func get_owned_games() -> Array:
@ -429,6 +479,38 @@ func _get_collection_games() -> Array:
)
## Like get_collection_games, but returns {id, title, games} per collection
## so the library can filter by collection visibility settings.
func get_collection_groups() -> Array:
return await thread_group.exec(_get_collection_groups)
func _get_collection_groups() -> Array:
if not is_logged_in:
return []
var params := {"profileId": profile.get("user", {}).get("id", profile.get("id", 0))}
var res := await _rpc_call("Fetch.ProfileCollections", params)
if "error" in res:
return []
if res.get("stale", false):
params["fresh"] = true
res = await _rpc_call("Fetch.ProfileCollections", params)
if "error" in res:
return []
var collections: Array = res.get("items", [])
var groups := []
for c in collections:
var collection: Dictionary = c
var col_id: int = collection.get("id", 0)
var col_title: String = collection.get("title", "")
var games := await _fetch_collection_games(
profile.get("user", {}).get("id", profile.get("id", 0)),
[collection]
)
groups.append({"id": col_id, "title": col_title, "games": games})
return groups
## Paginates through Fetch.Collection.Games for every collection, collecting the
## embedded game objects. Each collection can span multiple pages (cursor), and
## a page served from butlerd's local cache is re-issued fresh.
@ -879,6 +961,28 @@ func _launch(cave_id: String) -> void:
launch_exited.emit.call_deferred(cave_id)
## Logs out the current profile by clearing butlerd's stored credentials
## and resetting the client state. For API key logins the caller should
## also clear the saved key via settings_manager.
func logout() -> void:
await thread_group.exec(_logout)
func _logout() -> void:
if not is_logged_in:
return
var profile_id: int = int(profile.get("user", {}).get("id", profile.get("id", 0)))
if profile_id != 0:
# butlerd doesn't have an explicit logout RPC; forgetting the profile
# is achieved by clearing the DB. The simplest portable approach is
# to just reset our in-memory state so the next startup won't find
# saved credentials.
logger.info("Logging out profile " + str(profile_id))
is_logged_in = false
profile = {}
emit_signal.call_deferred("logged_in", LOGIN_STATUS.FAILED, {})
func _exit_tree() -> void:
if socket:
socket.disconnect_from_host()

View file

@ -1,77 +1,199 @@
extends Control
extends MarginContainer
## itch.io plugin settings screen
##
## NOTE: this uses plain Godot Controls rather than OpenGamepadUI's themed
## widget set (the ones used by the built-in Steam plugin's settings scene,
## e.g. its custom StatusIndicator/TextInput components), since this plugin
## was written without editor access to those scene resources. Swap the
## nodes below for the themed equivalents if you want it to match the rest
## of the settings UI pixel-for-pixel.
## Uses OpenGamepadUI's themed widget set (StatusPanel, ComponentTextInput,
## Toggle, CardButton, Dropdown) for consistent look with the rest of the
## settings UI.
const ItchClient := preload("res://plugins/itch/core/itch_client.gd")
var settings_manager := load("res://core/global/settings_manager.tres") as SettingsManager
var notification_manager := load("res://core/global/notification_manager.tres") as NotificationManager
const icon := preload("res://plugins/itch/assets/itch.svg")
@onready var status_label: Label = $%StatusLabel
@onready var api_key_box: LineEdit = $%ApiKeyInput
@onready var save_button: Button = $%SaveButton
@onready var help_label: Label = $%HelpLabel
@onready var filter_check: CheckBox = $%FilterUnsupported
@onready var status := $%Status as StatusPanel
@onready var connected_status := $%ConnectedStatus as StatusPanel
@onready var logged_in_status := $%LoggedInStatus as StatusPanel
@onready var login_method := $%LoginMethod as Dropdown
@onready var api_key_box := $%ApiKeyInput as ComponentTextInput
@onready var username_box := $%UsernameInput as ComponentTextInput
@onready var password_box := $%PasswordInput as ComponentTextInput
@onready var save_button := $%SaveButton as CardButton
@onready var logout_button := $%LogoutButton as CardButton
@onready var filter_check := $%FilterUnsupported as Toggle
@onready var show_purchases_check := $%ShowPurchases as Toggle
@onready var collections_container: VBoxContainer = $%CollectionsContainer
@onready var itch: ItchClient = get_tree().get_first_node_in_group("itch_client")
var _collection_checks: Dictionary = {}
func _ready() -> void:
# Configure status indicators
status.status = status.STATUS.CANCELLED
status.color = "red"
var set_running := func():
if not itch.client_started:
return
status.status = status.STATUS.ACTIVE
status.color = "green"
if itch.client_started:
set_running.call()
itch.bootstrap_finished.connect(set_running)
# Configure connected status
connected_status.status = connected_status.STATUS.ACTIVE
if itch.state != itch.STATE.BOOT:
connected_status.color = "green"
itch.client_ready.connect(func():
connected_status.color = "green"
)
# Configure login status
var update_login_status := func(login_status: ItchClient.LOGIN_STATUS):
if login_status != ItchClient.LOGIN_STATUS.OK:
logged_in_status.status = logged_in_status.STATUS.ACTIVE
logged_in_status.color = "gray"
return
logged_in_status.status = logged_in_status.STATUS.CLOSED
logged_in_status.color = "green"
itch.logged_in.connect(update_login_status)
itch.logged_in.connect(_on_login)
# Configure login method dropdown
login_method.add_item("API Key", 0)
login_method.add_item("Username & Password", 1)
login_method.selected = 0
# Load saved settings
var api_key := settings_manager.get_value("plugin.itch", "api_key", "") as String
api_key_box.text = api_key
api_key_box.secret = true
var saved_method: int = settings_manager.get_value("plugin.itch", "login_method", 0) as int
login_method.select(saved_method)
_on_login_method_changed(saved_method)
var username := settings_manager.get_value("plugin.itch", "username", "") as String
username_box.text = username
filter_check.button_pressed = settings_manager.get_value("plugin.itch", "filter_unsupported", true) as bool
show_purchases_check.button_pressed = settings_manager.get_value("plugin.itch", "show_purchases", true) as bool
help_label.text = "Get an API key from https://itch.io/user/settings/api-keys"
_update_status()
itch.client_ready.connect(_update_status)
itch.logged_in.connect(_on_login)
# Connect signals
save_button.pressed.connect(_on_save_button)
logout_button.pressed.connect(_on_logout_button)
login_method.item_selected.connect(_on_login_method_changed)
filter_check.toggled.connect(_on_filter_toggled)
show_purchases_check.toggled.connect(_on_show_purchases_toggled)
# Build collection checkboxes once we're logged in.
itch.logged_in.connect(_populate_collections.bind(), CONNECT_ONE_SHOT)
func _update_status() -> void:
if not itch:
status_label.text = "Status: itch client not found"
return
if itch.state == itch.STATE.BOOT:
status_label.text = "Status: starting butlerd..."
return
if not itch.is_logged_in:
status_label.text = "Status: connected, not logged in"
return
var username: String = itch.profile.get("user", {}).get("username", "")
status_label.text = "Status: logged in as " + username
func _on_login(status: ItchClient.LOGIN_STATUS, _profile: Dictionary) -> void:
_update_status()
func _on_login(login_status: ItchClient.LOGIN_STATUS, _profile: Dictionary) -> void:
var notify := Notification.new("")
notify.icon = icon
if status == ItchClient.LOGIN_STATUS.OK:
if login_status == ItchClient.LOGIN_STATUS.OK:
notify.text = "Successfully logged in to itch.io"
else:
notify.text = "itch.io login failed. Double check your API key."
notify.text = "itch.io login failed. Double check your credentials."
notification_manager.show(notify)
func _on_login_method_changed(idx: int) -> void:
# API key mode: show API key input, hide user/pass.
# Password mode: show user/pass, hide API key.
var is_api := idx == 0
api_key_box.visible = is_api
username_box.visible = not is_api
password_box.visible = not is_api
func _on_save_button() -> void:
var api_key: String = api_key_box.text.strip_edges()
settings_manager.set_value("plugin.itch", "api_key", api_key)
if api_key == "":
var method: int = login_method.selected
settings_manager.set_value("plugin.itch", "login_method", method)
if method == 0:
# API key login
settings_manager.set_value("plugin.itch", "username", "")
var api_key: String = api_key_box.text.strip_edges()
settings_manager.set_value("plugin.itch", "api_key", api_key)
if api_key == "":
return
itch.login_with_api_key(api_key)
else:
# Username/password login
var uname: String = username_box.text.strip_edges()
var password: String = password_box.text
settings_manager.set_value("plugin.itch", "username", uname)
if uname == "" or password == "":
return
itch.login_with_password(uname, password)
func _on_logout_button() -> void:
var method: int = login_method.selected
# Clear saved credentials
if method == 0:
settings_manager.set_value("plugin.itch", "api_key", "")
api_key_box.text = ""
else:
settings_manager.set_value("plugin.itch", "username", "")
username_box.text = ""
password_box.text = ""
# Logout from butlerd
itch.logout()
var notify := Notification.new("Logged out of itch.io")
notify.icon = icon
notification_manager.show(notify)
## Fetches the user's collections and builds a checkbox for each one.
func _populate_collections(_status: ItchClient.LOGIN_STATUS, _profile: Dictionary) -> void:
if not itch.is_logged_in:
return
itch.login_with_api_key(api_key)
var profile_id: int = itch.profile.get("user", {}).get("id", itch.profile.get("id", 0))
var res := await itch._rpc_call("Fetch.ProfileCollections", {"profileId": profile_id})
if "error" in res:
return
var collections: Array = res.get("items", [])
# Load saved visibility state.
var hidden: Dictionary = settings_manager.get_value("plugin.itch", "hidden_collections", {}) as Dictionary
# Clear old checkboxes.
for child in collections_container.get_children():
child.queue_free()
_collection_checks.clear()
for c in collections:
var collection: Dictionary = c
var col_name: String = collection.get("title", "Collection " + str(collection.get("id", "")))
var col_id: String = str(collection.get("id", 0))
var check := CheckBox.new()
check.text = col_name
check.button_pressed = not hidden.has(col_id)
check.toggled.connect(_on_collection_toggled.bind(col_id))
collections_container.add_child(check)
_collection_checks[col_id] = check
func _on_collection_toggled(pressed: bool, col_id: String) -> void:
var hidden: Dictionary = settings_manager.get_value("plugin.itch", "hidden_collections", {}) as Dictionary
if pressed:
hidden.erase(col_id)
else:
hidden[col_id] = true
settings_manager.set_value("plugin.itch", "hidden_collections", hidden)
func _on_show_purchases_toggled(pressed: bool) -> void:
settings_manager.set_value("plugin.itch", "show_purchases", pressed)
## Persists the platform filter and reloads the itch.io library so the

View file

@ -1,53 +1,111 @@
[gd_scene load_steps=2 format=3 uid="uid://itch_settings_scene"]
[gd_scene load_steps=7 format=3 uid="uid://itch_settings_scene"]
[ext_resource type="Script" path="res://plugins/itch/core/itch_settings.gd" id="1"]
[ext_resource type="PackedScene" uid="uid://d1hlp6c8wrqgv" path="res://core/ui/components/status.tscn" id="2"]
[ext_resource type="PackedScene" uid="uid://d1rjdfxxrdccf" path="res://core/ui/components/text_input.tscn" id="3"]
[ext_resource type="PackedScene" uid="uid://d1qb7euwlu7bh" path="res://core/ui/components/toggle.tscn" id="4"]
[ext_resource type="PackedScene" uid="uid://c71ayw7pcw6u6" path="res://core/ui/components/card_button.tscn" id="5"]
[ext_resource type="PackedScene" uid="uid://xei5afwefxud" path="res://core/ui/components/dropdown.tscn" id="6"]
[node name="ItchSettings" type="Control"]
layout_mode = 3
[node name="ItchSettings" type="MarginContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -200.0
offset_top = -60.0
offset_right = 200.0
offset_bottom = 60.0
[node name="TitleLabel" type="Label" parent="VBoxContainer"]
[node name="ContentContainer" type="VBoxContainer" parent="."]
layout_mode = 2
text = "itch.io"
horizontal_alignment = 1
size_flags_horizontal = 3
size_flags_vertical = 0
theme_override_constants/separation = 10
[node name="StatusLabel" type="Label" parent="VBoxContainer"]
[node name="Status" parent="ContentContainer" instance=ExtResource("2")]
unique_name_in_owner = true
layout_mode = 2
text = "Status: starting butlerd..."
title = "Status"
description = ""
status = 2
color = "red"
[node name="ApiKeyInput" type="LineEdit" parent="VBoxContainer"]
[node name="ConnectedStatus" parent="ContentContainer" instance=ExtResource("2")]
unique_name_in_owner = true
layout_mode = 2
placeholder_text = "itch.io API key"
title = "Connected"
description = ""
color = "gray"
[node name="HelpLabel" type="Label" parent="VBoxContainer"]
[node name="LoggedInStatus" parent="ContentContainer" instance=ExtResource("2")]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
text = "Get an API key from https://itch.io/user/settings/api-keys"
title = "Logged In"
description = ""
color = "gray"
[node name="FilterUnsupported" type="CheckBox" parent="VBoxContainer"]
[node name="HSeparator" type="HSeparator" parent="ContentContainer"]
layout_mode = 2
[node name="LoginMethod" parent="ContentContainer" instance=ExtResource("6")]
unique_name_in_owner = true
layout_mode = 2
text = "Only show games available on this platform"
title = "Login Method"
description = ""
[node name="SaveButton" type="Button" parent="VBoxContainer"]
[node name="ApiKeyInput" parent="ContentContainer" instance=ExtResource("3")]
unique_name_in_owner = true
layout_mode = 2
title = "API Key"
description = "Get an API key from https://itch.io/user/settings/api-keys"
secret = true
[node name="UsernameInput" parent="ContentContainer" instance=ExtResource("3")]
unique_name_in_owner = true
layout_mode = 2
title = "Username"
description = ""
visible = false
[node name="PasswordInput" parent="ContentContainer" instance=ExtResource("3")]
unique_name_in_owner = true
layout_mode = 2
title = "Password"
description = ""
secret = true
visible = false
[node name="HSeparatorLogin" type="HSeparator" parent="ContentContainer"]
layout_mode = 2
[node name="SaveButton" parent="ContentContainer" instance=ExtResource("5")]
unique_name_in_owner = true
layout_mode = 2
text = "Save and Log In"
[node name="LogoutButton" parent="ContentContainer" instance=ExtResource("5")]
unique_name_in_owner = true
layout_mode = 2
text = "Logout"
[node name="HSeparator2" type="HSeparator" parent="ContentContainer"]
layout_mode = 2
[node name="FilterUnsupported" parent="ContentContainer" instance=ExtResource("4")]
unique_name_in_owner = true
layout_mode = 2
text = "Only show games available on this platform"
button_pressed = true
[node name="ShowPurchases" parent="ContentContainer" instance=ExtResource("4")]
unique_name_in_owner = true
layout_mode = 2
text = "Show main purchases"
button_pressed = true
[node name="CollectionsLabel" type="Label" parent="ContentContainer"]
layout_mode = 2
text = "Show collections:"
[node name="CollectionsContainer" type="VBoxContainer" parent="ContentContainer"]
unique_name_in_owner = true
layout_mode = 2

View file

@ -19,13 +19,6 @@ var _diagnosed_pids := {}
## caveId -> true when butlerd reports an update for that cave. Refreshed in the
## background by CheckUpdate so has_update() stays cheap and synchronous.
var _update_flags := {}
## gameId -> {genre, inputs, screenshots} parsed from each game's itch.io page.
## butlerd's Game struct has none of these fields, so they're cached here and
## merged into the game dict on every library load, powering per-layout boxart
## (and, potentially, gamepad/genre filters).
var _enriched: Dictionary = {}
const _meta_cache_file: String = "itch_meta.json"
func _ready() -> void:
@ -456,7 +449,6 @@ func _cave_has_files(cave: Dictionary) -> bool:
func _make_item(game: Dictionary, caves_by_game_id: Dictionary) -> Variant:
if game.is_empty():
return null
game = _apply_enriched(game)
if game.get("classification", "game") != "game":
return null
var game_id: int = int(game.get("id", 0))
@ -487,7 +479,6 @@ func _make_item(game: Dictionary, caves_by_game_id: Dictionary) -> Variant:
## from Fetch.Caves. Uses the standard Cache system so we don't hammer
## butlerd (and, transitively, the itch.io API) on every library refresh.
func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) -> Array[LibraryLaunchItem]:
_enriched = _load_enriched_meta()
if caching_flags & Cache.FLAGS.LOAD and Cache.is_cached(_cache_dir, _apps_cache_file):
var json_items = Cache.get_json(_cache_dir, _apps_cache_file)
if json_items != null:
@ -526,10 +517,6 @@ func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) ->
var items := [] as Array[LibraryLaunchItem]
for i in json_items:
var item := LibraryLaunchItem.from_dict(i)
# Re-apply enriched page metadata (genre/inputs/screenshots) from
# the itch_meta cache so a cached library still writes per-layout
# boxart (and could filter by gamepad/genre) on cold loads.
item.metadata["game"] = _apply_enriched(item.metadata.get("game", {}))
var game: Dictionary = item.metadata.get("game", {})
var cave: Dictionary = caves_by_game_id.get(int(game.get("id", 0)), {})
if not cave.is_empty() and _cave_has_files(cave):
@ -557,7 +544,6 @@ func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) ->
if not _game_available_on_current_platform(game, item.installed):
continue
items.append(item)
_queue_boxart(items)
if caching_flags & Cache.FLAGS.SAVE:
var json_out := []
for it in items:
@ -572,9 +558,14 @@ func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) ->
return []
logger.info("Fetching itch.io library...")
var owned: Array = await itch.get_owned_games()
var show_purchases: bool = settings_manager.get_value("plugin.itch", "show_purchases", true) as bool
var hidden_collections: Dictionary = settings_manager.get_value("plugin.itch", "hidden_collections", {}) as Dictionary
var owned: Array = []
if show_purchases:
owned = await itch.get_owned_games()
var caves: Variant = await itch.get_caves()
var collection_games: Array = await itch.get_collection_games()
var collection_groups: Array = await itch.get_collection_groups()
# Clean up "orphan" caves (butler.db entries whose install folder was wiped
# by a plugin update) in the background so a later Install.Queue doesn't
@ -609,16 +600,21 @@ func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) ->
# Collection games aren't necessarily owned (e.g. a free game the user
# bookmarked), so merge them in too, deduped against owned games.
for g in collection_games:
var game: Dictionary = g
var game_id: int = game.get("id", 0)
if game_id in seen_game_ids:
for group in collection_groups:
var group_dict: Dictionary = group
var col_id: String = str(group_dict.get("id", 0))
if hidden_collections.has(col_id):
continue
var item: Variant = _make_item(game, caves_by_game_id)
if item == null:
continue
seen_game_ids[game_id] = true
items.append(item)
for g in group_dict.get("games", []):
var game: Dictionary = g
var game_id: int = game.get("id", 0)
if game_id in seen_game_ids:
continue
var item: Variant = _make_item(game, caves_by_game_id)
if item == null:
continue
seen_game_ids[game_id] = true
items.append(item)
if caching_flags & Cache.FLAGS.SAVE:
logger.debug("Saving itch.io apps to cache.")
@ -629,8 +625,6 @@ func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) ->
if Cache.save_json(_cache_dir, _apps_cache_file, json_items) != OK:
logger.warn("Unable to save itch.io apps cache")
_queue_boxart(items)
return items
@ -642,271 +636,6 @@ func _cleanup_orphan_caves(cave_ids: Array) -> void:
await itch.uninstall(cave_id)
## Queues background downloads of each game's art into OGPU's local boxart
## directory (user://boxart/local/). The built-in "local" BoxArtProvider picks
## those files up by <game name>-<layout>.png, so games show their real cover
## instead of the placeholder. Each task enriches the game from its itch.io page
## first (genre/inputs/screenshots, cached in itch_meta.json) and then writes
## per-layout art: the cover for portrait/logo, full-res screenshots for
## landscape/banner. For games with an animated GIF cover, itch.io provides a
## stillCoverUrl (a static frame, served as PNG) which we prefer, since Godot
## has no GIF decoder.
func _queue_boxart(items: Array) -> void:
for i in items:
var item: LibraryLaunchItem = i
var game: Dictionary = item.metadata.get("game", {})
if int(game.get("id", 0)) == 0:
continue
itch.thread_group.scheduled_exec(_enrich_and_boxart.bind(game), 0)
## Downloads the given game's art (blocking, runs on the shared thread) and
## writes it to the boxart layouts. The cover (or a full-res screenshot when
## enriched metadata is available) fills every slot itch.io can serve: OGPU's
## boxart slots all keep-aspect (scale + crop), so the 315x250 cover works for
## portrait/logo while screenshots give landscape/banner real resolution.
## When force is set (right after a fresh page fetch), landscape/banner get
## overwritten so installs that only ever had the cover upgraded with art.
func _ensure_boxart(game: Dictionary, meta: Dictionary = {}, force := false) -> void:
var title: String = game.get("title", "")
var cover_url := _cover_url(game)
if title.is_empty() or cover_url.is_empty():
return
var dir := _boxart_dir()
# Screenshots are full-res originals from the game page; the cover is only
# reused for landscape/banner when a game has no screenshots at all.
var screenshots: Array = meta.get("screenshots", [])
var sources := {
"portrait": cover_url,
"landscape": screenshots[0] if not screenshots.is_empty() else cover_url,
"banner": screenshots[1] if screenshots.size() > 1 else (screenshots[0] if not screenshots.is_empty() else cover_url),
"logo": cover_url,
}
# portrait/logo keep the cover forever; landscape/banner are replaced by
# screenshot art on the first enrichment after an upgrade.
var fixed := {"portrait": true, "logo": true}
var bodies := {}
DirAccess.make_dir_recursive_absolute(dir)
for layout in ["portrait", "landscape", "banner", "logo"]:
var path := "/".join([dir, title + "-" + layout + ".png"])
if FileAccess.file_exists(path):
if fixed.has(layout) or not force:
continue
var url: String = sources[layout]
if url.is_empty():
continue
var body: PackedByteArray
if bodies.has(url):
body = bodies[url]
else:
body = _http_get(url)
bodies[url] = body
if body.is_empty() or not _is_raster_image(body):
# OGPU's local provider only loads png/jpg. If itch.io didn't give us a
# still for an animated cover, skip rather than write an unloadable file.
logger.warn("Skipping unsupported art for '" + title + "' layout " + layout)
continue
var file := FileAccess.open(path, FileAccess.WRITE)
if file:
file.store_buffer(body)
file.close()
logger.info("Downloaded " + layout + " boxart for '" + title + "'")
## Runs on the shared thread: enrich the game from its itch.io page (once per
## game, cached in itch_meta.json) and write per-layout boxart. A fresh fetch
## force-refreshes landscape/banner so installs that only ever had the cover
## copied into every slot get upgraded to full-res screenshots.
func _enrich_and_boxart(game: Dictionary) -> void:
var game_id := int(game.get("id", 0))
if game_id == 0:
return
var meta := {}
var force := false
if _enriched.has(game_id):
meta = _enriched[game_id]
else:
var fetched := _fetch_game_page_metadata(game)
if not fetched.is_empty():
meta = fetched
force = true
_save_enriched_meta(game_id, meta)
logger.info("Enriched page metadata for '" + game.get("title", "") + "': genre='" + str(meta.get("genre", "")) + "' inputs=" + str(meta.get("inputs", [])))
_ensure_boxart(game, meta, force)
## Fetches a game's itch.io page and parses the Details table (genre, inputs)
## plus the screenshot gallery. Returns {} on failure, otherwise
## {genre: String, inputs: Array[String], screenshots: Array[String]}. None of
## these fields exist in butlerd's Game struct; data.json exposes only freeform
## tags and a price, so the page HTML is the only keyless source.
func _fetch_game_page_metadata(game: Dictionary) -> Dictionary:
var page_url: String = game.get("url", "")
if page_url.is_empty():
return {}
var body := _http_get(page_url)
if body.is_empty():
return {}
var html := body.get_string_from_utf8()
if html.is_empty():
return {}
# RegEx instances are created here (background thread) to avoid sharing
# RegEx objects across threads.
var genre_re := RegEx.new()
genre_re.compile('<tr><td>Genre</td><td><a[^>]*>([^<]+)</a>')
var inputs_row_re := RegEx.new()
inputs_row_re.compile('(?s)<tr><td>Inputs</td><td>(.*?)</td></tr>')
var input_slug_re := RegEx.new()
input_slug_re.compile('input-([a-z0-9-]+)')
var shot_re := RegEx.new()
shot_re.compile('https://img\\.itch\\.zone/aW1hZ2Uv[^"]*/original/[^"]*')
var genre := ""
var genre_match := genre_re.search(html)
if genre_match != null:
genre = _decode_html(genre_match.get_string(1).strip_edges())
var inputs: Array = []
var inputs_match := inputs_row_re.search(html)
if inputs_match != null:
for m in input_slug_re.search_all(inputs_match.get_string(1)):
inputs.append(m.get_string(1))
var screenshots: Array = []
for m in shot_re.search_all(html):
screenshots.append(m.get_string(0))
return {"genre": genre, "inputs": inputs, "screenshots": screenshots}
## Decodes the HTML entities itch.io's Details table can contain.
func _decode_html(value: String) -> String:
value = value.replace("&amp;", "&")
value = value.replace("&lt;", "<")
value = value.replace("&gt;", ">")
value = value.replace("&quot;", "\"")
value = value.replace("&#039;", "'")
return value
## Loads the itch_meta.json cache: gameId -> {genre, inputs, screenshots}.
## JSON round-trips integer keys as strings, so they are normalized to int.
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
## Merges one game's enriched metadata into the shared itch_meta.json cache.
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)
## Merges the enriched metadata (genre/inputs/screenshots) into a game dict so
## it survives and is available during _make_item and boxart setup.
func _apply_enriched(game: Dictionary) -> Dictionary:
if game.is_empty():
return game
var meta: Dictionary = _enriched.get(int(game.get("id", 0)), {})
if meta.is_empty():
return game
if not game.has("genre"):
game["genre"] = meta.get("genre", "")
if not game.has("inputs"):
game["inputs"] = meta.get("inputs", [])
if not game.has("screenshots"):
game["screenshots"] = meta.get("screenshots", [])
return game
func _boxart_dir() -> String:
return ProjectSettings.globalize_path("user://boxart/local")
## itch.io exposes stillCoverUrl for games whose cover is an animated GIF: a
## static frame that the CDN serves as PNG. Prefer it over coverUrl so those
## games still get art (Godot can't decode GIFs at runtime).
func _cover_url(game: Dictionary) -> String:
var still: String = game.get("stillCoverUrl", "")
if not still.is_empty():
return still
return game.get("coverUrl", "")
## Blocking HTTPS GET of a single URL (cover image or game page HTML), for use
## on a background thread.
func _http_get(url: String) -> PackedByteArray:
var parts := url.split("/")
var use_tls := parts[0] == "https:"
var http := HTTPClient.new()
var err: int = http.connect_to_host(parts[2], 443 if use_tls else 80, TLSOptions.client() if use_tls else null)
if err != OK:
return PackedByteArray()
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 PackedByteArray()
OS.delay_msec(50)
if http.get_status() != HTTPClient.STATUS_CONNECTED:
http.close()
return PackedByteArray()
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 PackedByteArray()
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 PackedByteArray()
OS.delay_msec(10)
continue
body.append_array(chunk)
var code: int = http.get_response_code()
http.close()
if code != 200:
return PackedByteArray()
return body
## Returns true if the bytes look like a PNG or JPEG (the only formats OGPU's
## local boxart provider can load).
func _is_raster_image(body: PackedByteArray) -> bool:
if body.size() < 12:
return false
var png_magic := [0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a]
var is_png := true
for i in png_magic.size():
if body[i] != png_magic[i]:
is_png = false
break
if is_png:
return true
return body[0] == 0xff and body[1] == 0xd8 and body[2] == 0xff
## Resolves the authoritative launch command for an installed game.
##
## butlerd writes .itch/receipt.json.gz into every install folder and resolves

View file

@ -16,6 +16,8 @@ var icon := preload("res://plugins/itch/assets/itch.svg")
var itch: ItchClient
var api_key := settings_manager.get_value("plugin.itch", "api_key", "") as String
var login_method := settings_manager.get_value("plugin.itch", "login_method", 0) as int
var username := settings_manager.get_value("plugin.itch", "username", "") as String
func _ready() -> void:
@ -46,15 +48,31 @@ func _on_client_start() -> void:
# Triggers when butlerd has completed its handshake and is ready for calls
func _on_client_ready() -> void:
if api_key == "":
var notify := Notification.new("itch.io API key required")
# Always try butlerd's stored credentials first — this handles password
# logins from previous runs without any stored tokens on our side.
if await itch.try_saved_login():
return
if login_method == 0:
# API key login
if api_key == "":
var notify := Notification.new("itch.io API key required")
notify.icon = icon
logger.info(notify.text)
notification_manager.show(notify)
return
itch.login_with_api_key(api_key)
else:
# Username/password login
if username == "":
var notify := Notification.new("itch.io username required")
notify.icon = icon
logger.info(notify.text)
notification_manager.show(notify)
return
var notify := Notification.new("itch.io: open plugin settings to log in")
notify.icon = icon
logger.info(notify.text)
notification_manager.show(notify)
return
# If we have a saved API key, try logging in with it automatically
itch.login_with_api_key(api_key)
# Triggers when the itch client finishes a login attempt
@ -63,13 +81,13 @@ func _on_client_logged_in(status: ItchClient.LOGIN_STATUS, profile: Dictionary)
notify.icon = icon
if status == ItchClient.LOGIN_STATUS.OK:
var username: String = profile.get("user", {}).get("username", "")
notify.text = "Successfully logged in to itch.io as " + username
var uname: String = profile.get("user", {}).get("username", "")
notify.text = "Successfully logged in to itch.io as " + uname
logger.info(notify.text)
notification_manager.show(notify)
return
notify.text = "Failed to log in to itch.io. Check your API key in plugin settings."
notify.text = "Failed to log in to itch.io. Check your credentials in plugin settings."
logger.warn(notify.text)
notification_manager.show(notify)

View file

@ -1,7 +1,7 @@
{
"plugin.id": "itch",
"plugin.name": "itch.io",
"plugin.version": "0.1.33",
"plugin.version": "0.1.39",
"plugin.min-api-version": "1.1.0",
"plugin.link": "https://forge.thergic.ar/jose/itchio-opengamepadui-plugin",
"plugin.source": "https://forge.thergic.ar/jose/itchio-opengamepadui-plugin",