godot/tests/core/io/test_config_file.h

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5.7 KiB
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/**************************************************************************/
/* test_config_file.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef TEST_CONFIG_FILE_H
#define TEST_CONFIG_FILE_H
#include "core/io/config_file.h"
#include "core/os/os.h"
#include "tests/test_macros.h"
namespace TestConfigFile {
TEST_CASE("[ConfigFile] Parsing well-formatted files") {
ConfigFile config_file;
// Formatting is intentionally hand-edited to see how human-friendly the parser is.
const Error error = config_file.parse(R"(
[player]
name = "Unnamed Player"
tagline="Waiting
for
Godot"
color =Color( 0, 0.5,1, 1) ; Inline comment
position= Vector2(
3,
4
)
[graphics]
antialiasing = true
; Testing comments and case-sensitivity...
antiAliasing = false
)");
CHECK_MESSAGE(error == OK, "The configuration file should parse successfully.");
CHECK_MESSAGE(
String(config_file.get_value("player", "name")) == "Unnamed Player",
"Reading `player/name` should return the expected value.");
CHECK_MESSAGE(
String(config_file.get_value("player", "tagline")) == "Waiting\nfor\nGodot",
"Reading `player/tagline` should return the expected value.");
CHECK_MESSAGE(
Color(config_file.get_value("player", "color")).is_equal_approx(Color(0, 0.5, 1)),
"Reading `player/color` should return the expected value.");
CHECK_MESSAGE(
Vector2(config_file.get_value("player", "position")).is_equal_approx(Vector2(3, 4)),
"Reading `player/position` should return the expected value.");
CHECK_MESSAGE(
bool(config_file.get_value("graphics", "antialiasing")),
"Reading `graphics/antialiasing` should return `true`.");
CHECK_MESSAGE(
bool(config_file.get_value("graphics", "antiAliasing")) == false,
"Reading `graphics/antiAliasing` should return `false`.");
// An empty ConfigFile is valid.
const Error error_empty = config_file.parse("");
CHECK_MESSAGE(error_empty == OK,
"An empty configuration file should parse successfully.");
}
TEST_CASE("[ConfigFile] Parsing malformatted file") {
ConfigFile config_file;
ERR_PRINT_OFF;
const Error error = config_file.parse(R"(
[player]
name = "Unnamed Player"" ; Extraneous closing quote.
tagline = "Waiting\nfor\nGodot"
color = Color(0, 0.5, 1) ; Missing 4th parameter.
position = Vector2(
3,,
4
) ; Extraneous comma.
[graphics]
antialiasing = true
antialiasing = false ; Duplicate key.
)");
ERR_PRINT_ON;
CHECK_MESSAGE(error == ERR_PARSE_ERROR,
"The configuration file shouldn't parse successfully.");
}
TEST_CASE("[ConfigFile] Saving file") {
ConfigFile config_file;
config_file.set_value("player", "name", "Unnamed Player");
config_file.set_value("player", "tagline", "Waiting\nfor\nGodot");
config_file.set_value("player", "color", Color(0, 0.5, 1));
config_file.set_value("player", "position", Vector2(3, 4));
config_file.set_value("graphics", "antialiasing", true);
config_file.set_value("graphics", "antiAliasing", false);
config_file.set_value("quoted", String::utf8("静音"), 42);
config_file.set_value("quoted", "a=b", 7);
#ifdef WINDOWS_ENABLED
const String config_path = OS::get_singleton()->get_environment("TEMP").path_join("config.ini");
#else
const String config_path = "/tmp/config.ini";
#endif
config_file.save(config_path);
// Expected contents of the saved ConfigFile.
const String contents = String::utf8(R"([player]
name="Unnamed Player"
tagline="Waiting
for
Godot"
color=Color(0, 0.5, 1, 1)
position=Vector2(3, 4)
[graphics]
antialiasing=true
antiAliasing=false
[quoted]
"静音"=42
"a=b"=7
)");
Ref<FileAccess> file = FileAccess::open(config_path, FileAccess::READ);
CHECK_MESSAGE(file->get_as_utf8_string() == contents,
"The saved configuration file should match the expected format.");
}
} // namespace TestConfigFile
#endif // TEST_CONFIG_FILE_H