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.
This commit is contained in:
Rémi Verschelde 2018-12-05 00:47:05 +01:00
parent 89f8b84c47
commit bc2e1eedc5
4 changed files with 1 additions and 186 deletions

View file

@ -1,133 +0,0 @@
/*************************************************************************/
/* test_io.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
#include "test_io.h"
#ifdef MINIZIP_ENABLED
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/os/dir_access.h"
#include "core/os/main_loop.h"
#include "core/os/os.h"
#include "core/print_string.h"
#include "core/project_settings.h"
#include "scene/resources/texture.h"
#include "core/io/file_access_memory.h"
namespace TestIO {
class TestMainLoop : public MainLoop {
bool quit;
public:
virtual void input_event(const Ref<InputEvent> &p_event) {
}
virtual bool idle(float p_time) {
return false;
}
virtual void request_quit() {
quit = true;
}
virtual void init() {
quit = true;
}
virtual bool iteration(float p_time) {
return quit;
}
virtual void finish() {
}
};
MainLoop *test() {
print_line("this is test io");
DirAccess *da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
da->change_dir(".");
print_line("Opening current dir " + da->get_current_dir());
String entry;
da->list_dir_begin();
while ((entry = da->get_next()) != "") {
print_line("entry " + entry + " is dir: " + Variant(da->current_is_dir()));
};
da->list_dir_end();
RES texture = ResourceLoader::load("test_data/rock.png");
ERR_FAIL_COND_V(texture.is_null(), NULL);
ResourceSaver::save("test_data/rock.xml", texture);
print_line("localize paths");
print_line(ProjectSettings::get_singleton()->localize_path("algo.xml"));
print_line(ProjectSettings::get_singleton()->localize_path("c:\\windows\\algo.xml"));
print_line(ProjectSettings::get_singleton()->localize_path(ProjectSettings::get_singleton()->get_resource_path() + "/something/something.xml"));
print_line(ProjectSettings::get_singleton()->localize_path("somedir/algo.xml"));
{
FileAccess *z = FileAccess::open("test_data/archive.zip", FileAccess::READ);
int len = z->get_len();
Vector<uint8_t> zip;
zip.resize(len);
z->get_buffer(zip.ptrw(), len);
z->close();
memdelete(z);
FileAccessMemory::register_file("a_package", zip);
FileAccess::make_default<FileAccessMemory>(FileAccess::ACCESS_RESOURCES);
FileAccess::make_default<FileAccessMemory>(FileAccess::ACCESS_FILESYSTEM);
FileAccess::make_default<FileAccessMemory>(FileAccess::ACCESS_USERDATA);
print_line("archive test");
};
print_line("test done");
return memnew(TestMainLoop);
}
} // namespace TestIO
#else
namespace TestIO {
MainLoop *test() {
return NULL;
}
} // namespace TestIO
#endif

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@ -1,45 +0,0 @@
/*************************************************************************/
/* test_io.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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_IO_H
#define TEST_IO_H
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
#include "core/os/main_loop.h"
namespace TestIO {
MainLoop *test();
}
#endif

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@ -37,7 +37,6 @@
#include "test_gdscript.h"
#include "test_gui.h"
#include "test_image.h"
#include "test_io.h"
#include "test_math.h"
#include "test_oa_hash_map.h"
#include "test_ordered_hash_map.h"
@ -57,7 +56,6 @@ const char **tests_get_names() {
"render",
"oa_hash_map",
"gui",
"io",
"shaderlang",
"gd_tokenizer",
"gd_parser",
@ -111,11 +109,6 @@ MainLoop *test_main(String p_test, const List<String> &p_args) {
}
#endif
if (p_test == "io") {
return TestIO::test();
}
if (p_test == "shaderlang") {
return TestShaderLang::test();

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@ -149,7 +149,7 @@ Build the scripting solutions (e.g. for C# projects).
Generate JSON dump of the Godot API for GDNative bindings.
.TP
\fB\-\-test\fR <test>
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').
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').
.SH FILES
XDG_DATA_CONFIG/godot/ or ~/.config/godot/
.RS