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7 commits

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
6 changed files with 402 additions and 90 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) 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. ## Returns every game the logged-in profile owns a download key for.
## Each item looks like: {"downloadKey": {...}, "game": {...}} ## Each item looks like: {"downloadKey": {...}, "game": {...}}
func get_owned_games() -> Array: 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 ## Paginates through Fetch.Collection.Games for every collection, collecting the
## embedded game objects. Each collection can span multiple pages (cursor), and ## embedded game objects. Each collection can span multiple pages (cursor), and
## a page served from butlerd's local cache is re-issued fresh. ## 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) 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: func _exit_tree() -> void:
if socket: if socket:
socket.disconnect_from_host() socket.disconnect_from_host()

View file

@ -1,77 +1,199 @@
extends Control extends MarginContainer
## itch.io plugin settings screen ## itch.io plugin settings screen
## ##
## NOTE: this uses plain Godot Controls rather than OpenGamepadUI's themed ## Uses OpenGamepadUI's themed widget set (StatusPanel, ComponentTextInput,
## widget set (the ones used by the built-in Steam plugin's settings scene, ## Toggle, CardButton, Dropdown) for consistent look with the rest of the
## e.g. its custom StatusIndicator/TextInput components), since this plugin ## settings UI.
## 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.
const ItchClient := preload("res://plugins/itch/core/itch_client.gd") const ItchClient := preload("res://plugins/itch/core/itch_client.gd")
var settings_manager := load("res://core/global/settings_manager.tres") as SettingsManager var settings_manager := load("res://core/global/settings_manager.tres") as SettingsManager
var notification_manager := load("res://core/global/notification_manager.tres") as NotificationManager var notification_manager := load("res://core/global/notification_manager.tres") as NotificationManager
const icon := preload("res://plugins/itch/assets/itch.svg") const icon := preload("res://plugins/itch/assets/itch.svg")
@onready var status_label: Label = $%StatusLabel @onready var status := $%Status as StatusPanel
@onready var api_key_box: LineEdit = $%ApiKeyInput @onready var connected_status := $%ConnectedStatus as StatusPanel
@onready var save_button: Button = $%SaveButton @onready var logged_in_status := $%LoggedInStatus as StatusPanel
@onready var help_label: Label = $%HelpLabel @onready var login_method := $%LoginMethod as Dropdown
@onready var filter_check: CheckBox = $%FilterUnsupported @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") @onready var itch: ItchClient = get_tree().get_first_node_in_group("itch_client")
var _collection_checks: Dictionary = {}
func _ready() -> void: 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 var api_key := settings_manager.get_value("plugin.itch", "api_key", "") as String
api_key_box.text = api_key api_key_box.text = api_key
api_key_box.secret = true 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 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" # Connect signals
_update_status()
itch.client_ready.connect(_update_status)
itch.logged_in.connect(_on_login)
save_button.pressed.connect(_on_save_button) 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) 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: func _on_login(login_status: ItchClient.LOGIN_STATUS, _profile: Dictionary) -> 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()
var notify := Notification.new("") var notify := Notification.new("")
notify.icon = icon notify.icon = icon
if status == ItchClient.LOGIN_STATUS.OK: if login_status == ItchClient.LOGIN_STATUS.OK:
notify.text = "Successfully logged in to itch.io" notify.text = "Successfully logged in to itch.io"
else: 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) 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: func _on_save_button() -> void:
var api_key: String = api_key_box.text.strip_edges() var method: int = login_method.selected
settings_manager.set_value("plugin.itch", "api_key", api_key) settings_manager.set_value("plugin.itch", "login_method", method)
if api_key == "":
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 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 ## 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="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"] [node name="ItchSettings" type="MarginContainer"]
layout_mode = 3
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1") script = ExtResource("1")
[node name="VBoxContainer" type="VBoxContainer" parent="."] [node name="ContentContainer" 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"]
layout_mode = 2 layout_mode = 2
text = "itch.io" size_flags_horizontal = 3
horizontal_alignment = 1 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 unique_name_in_owner = true
layout_mode = 2 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 unique_name_in_owner = true
layout_mode = 2 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 unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
autowrap_mode = 2 title = "Logged In"
text = "Get an API key from https://itch.io/user/settings/api-keys" 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 unique_name_in_owner = true
layout_mode = 2 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 unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
text = "Save and Log In" 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

@ -558,9 +558,14 @@ func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) ->
return [] return []
logger.info("Fetching itch.io library...") 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 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 # 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 # by a plugin update) in the background so a later Install.Queue doesn't
@ -595,16 +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 # Collection games aren't necessarily owned (e.g. a free game the user
# bookmarked), so merge them in too, deduped against owned games. # bookmarked), so merge them in too, deduped against owned games.
for g in collection_games: for group in collection_groups:
var game: Dictionary = g var group_dict: Dictionary = group
var game_id: int = game.get("id", 0) var col_id: String = str(group_dict.get("id", 0))
if game_id in seen_game_ids: if hidden_collections.has(col_id):
continue continue
var item: Variant = _make_item(game, caves_by_game_id) for g in group_dict.get("games", []):
if item == null: var game: Dictionary = g
continue var game_id: int = game.get("id", 0)
seen_game_ids[game_id] = true if game_id in seen_game_ids:
items.append(item) 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: if caching_flags & Cache.FLAGS.SAVE:
logger.debug("Saving itch.io apps to cache.") logger.debug("Saving itch.io apps to cache.")

View file

@ -16,6 +16,8 @@ var icon := preload("res://plugins/itch/assets/itch.svg")
var itch: ItchClient var itch: ItchClient
var api_key := settings_manager.get_value("plugin.itch", "api_key", "") as String 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: func _ready() -> void:
@ -46,15 +48,31 @@ func _on_client_start() -> void:
# Triggers when butlerd has completed its handshake and is ready for calls # Triggers when butlerd has completed its handshake and is ready for calls
func _on_client_ready() -> void: func _on_client_ready() -> void:
if api_key == "": # Always try butlerd's stored credentials first — this handles password
var notify := Notification.new("itch.io API key required") # 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 notify.icon = icon
logger.info(notify.text) logger.info(notify.text)
notification_manager.show(notify) 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 # 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 notify.icon = icon
if status == ItchClient.LOGIN_STATUS.OK: if status == ItchClient.LOGIN_STATUS.OK:
var username: String = profile.get("user", {}).get("username", "") var uname: String = profile.get("user", {}).get("username", "")
notify.text = "Successfully logged in to itch.io as " + username notify.text = "Successfully logged in to itch.io as " + uname
logger.info(notify.text) logger.info(notify.text)
notification_manager.show(notify) notification_manager.show(notify)
return 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) logger.warn(notify.text)
notification_manager.show(notify) notification_manager.show(notify)

View file

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