Tests: Drop old test_io referencing data which isn't included
This should eventually be rewritten to properly test IO features, but this would be part of a bigger work on adding a proper testing framework for Godot features. Fixes #2454.
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/*************************************************************************/
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/* test_io.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "test_io.h"
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#ifdef MINIZIP_ENABLED
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#include "core/io/resource_loader.h"
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#include "core/io/resource_saver.h"
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#include "core/os/dir_access.h"
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#include "core/os/main_loop.h"
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#include "core/os/os.h"
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#include "core/print_string.h"
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#include "core/project_settings.h"
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#include "scene/resources/texture.h"
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#include "core/io/file_access_memory.h"
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namespace TestIO {
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class TestMainLoop : public MainLoop {
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bool quit;
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public:
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virtual void input_event(const Ref<InputEvent> &p_event) {
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}
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virtual bool idle(float p_time) {
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return false;
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}
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virtual void request_quit() {
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quit = true;
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}
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virtual void init() {
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quit = true;
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}
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virtual bool iteration(float p_time) {
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return quit;
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}
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virtual void finish() {
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}
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};
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MainLoop *test() {
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print_line("this is test io");
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DirAccess *da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
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da->change_dir(".");
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print_line("Opening current dir " + da->get_current_dir());
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String entry;
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da->list_dir_begin();
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while ((entry = da->get_next()) != "") {
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print_line("entry " + entry + " is dir: " + Variant(da->current_is_dir()));
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};
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da->list_dir_end();
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RES texture = ResourceLoader::load("test_data/rock.png");
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ERR_FAIL_COND_V(texture.is_null(), NULL);
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ResourceSaver::save("test_data/rock.xml", texture);
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print_line("localize paths");
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print_line(ProjectSettings::get_singleton()->localize_path("algo.xml"));
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print_line(ProjectSettings::get_singleton()->localize_path("c:\\windows\\algo.xml"));
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print_line(ProjectSettings::get_singleton()->localize_path(ProjectSettings::get_singleton()->get_resource_path() + "/something/something.xml"));
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print_line(ProjectSettings::get_singleton()->localize_path("somedir/algo.xml"));
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{
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FileAccess *z = FileAccess::open("test_data/archive.zip", FileAccess::READ);
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int len = z->get_len();
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Vector<uint8_t> zip;
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zip.resize(len);
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z->get_buffer(zip.ptrw(), len);
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z->close();
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memdelete(z);
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FileAccessMemory::register_file("a_package", zip);
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FileAccess::make_default<FileAccessMemory>(FileAccess::ACCESS_RESOURCES);
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FileAccess::make_default<FileAccessMemory>(FileAccess::ACCESS_FILESYSTEM);
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FileAccess::make_default<FileAccessMemory>(FileAccess::ACCESS_USERDATA);
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print_line("archive test");
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};
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print_line("test done");
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return memnew(TestMainLoop);
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}
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} // namespace TestIO
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#else
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namespace TestIO {
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MainLoop *test() {
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return NULL;
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}
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} // namespace TestIO
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#endif
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@ -1,45 +0,0 @@
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/*************************************************************************/
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/* test_io.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TEST_IO_H
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#define TEST_IO_H
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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#include "core/os/main_loop.h"
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namespace TestIO {
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MainLoop *test();
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}
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#endif
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@ -37,7 +37,6 @@
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#include "test_gdscript.h"
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#include "test_gui.h"
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#include "test_image.h"
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#include "test_io.h"
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#include "test_math.h"
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#include "test_oa_hash_map.h"
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#include "test_ordered_hash_map.h"
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@ -57,7 +56,6 @@ const char **tests_get_names() {
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"render",
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"oa_hash_map",
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"gui",
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"io",
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"shaderlang",
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"gd_tokenizer",
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"gd_parser",
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@ -111,11 +109,6 @@ MainLoop *test_main(String p_test, const List<String> &p_args) {
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}
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#endif
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if (p_test == "io") {
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return TestIO::test();
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}
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if (p_test == "shaderlang") {
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return TestShaderLang::test();
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@ -149,7 +149,7 @@ Build the scripting solutions (e.g. for C# projects).
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Generate JSON dump of the Godot API for GDNative bindings.
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.TP
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\fB\-\-test\fR <test>
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Run a unit test ('string', 'math', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'io', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'image', 'ordered_hash_map').
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Run a unit test ('string', 'math', 'physics', 'physics_2d', 'render', 'oa_hash_map', 'gui', 'shaderlang', 'gd_tokenizer', 'gd_parser', 'gd_compiler', 'gd_bytecode', 'image', 'ordered_hash_map').
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.SH FILES
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XDG_DATA_CONFIG/godot/ or ~/.config/godot/
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.RS
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