d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
164 lines
5.7 KiB
C++
164 lines
5.7 KiB
C++
/**************************************************************************/
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/* test_config_file.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_CONFIG_FILE_H
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#define TEST_CONFIG_FILE_H
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#include "core/io/config_file.h"
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#include "core/os/os.h"
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#include "tests/test_macros.h"
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namespace TestConfigFile {
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TEST_CASE("[ConfigFile] Parsing well-formatted files") {
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ConfigFile config_file;
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// Formatting is intentionally hand-edited to see how human-friendly the parser is.
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const Error error = config_file.parse(R"(
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[player]
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name = "Unnamed Player"
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tagline="Waiting
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for
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Godot"
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color =Color( 0, 0.5,1, 1) ; Inline comment
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position= Vector2(
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3,
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4
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)
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[graphics]
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antialiasing = true
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; Testing comments and case-sensitivity...
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antiAliasing = false
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)");
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CHECK_MESSAGE(error == OK, "The configuration file should parse successfully.");
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CHECK_MESSAGE(
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String(config_file.get_value("player", "name")) == "Unnamed Player",
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"Reading `player/name` should return the expected value.");
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CHECK_MESSAGE(
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String(config_file.get_value("player", "tagline")) == "Waiting\nfor\nGodot",
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"Reading `player/tagline` should return the expected value.");
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CHECK_MESSAGE(
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Color(config_file.get_value("player", "color")).is_equal_approx(Color(0, 0.5, 1)),
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"Reading `player/color` should return the expected value.");
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CHECK_MESSAGE(
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Vector2(config_file.get_value("player", "position")).is_equal_approx(Vector2(3, 4)),
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"Reading `player/position` should return the expected value.");
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CHECK_MESSAGE(
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bool(config_file.get_value("graphics", "antialiasing")),
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"Reading `graphics/antialiasing` should return `true`.");
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CHECK_MESSAGE(
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bool(config_file.get_value("graphics", "antiAliasing")) == false,
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"Reading `graphics/antiAliasing` should return `false`.");
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// An empty ConfigFile is valid.
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const Error error_empty = config_file.parse("");
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CHECK_MESSAGE(error_empty == OK,
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"An empty configuration file should parse successfully.");
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}
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TEST_CASE("[ConfigFile] Parsing malformatted file") {
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ConfigFile config_file;
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ERR_PRINT_OFF;
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const Error error = config_file.parse(R"(
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[player]
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name = "Unnamed Player"" ; Extraneous closing quote.
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tagline = "Waiting\nfor\nGodot"
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color = Color(0, 0.5, 1) ; Missing 4th parameter.
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position = Vector2(
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3,,
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4
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) ; Extraneous comma.
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[graphics]
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antialiasing = true
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antialiasing = false ; Duplicate key.
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)");
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ERR_PRINT_ON;
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CHECK_MESSAGE(error == ERR_PARSE_ERROR,
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"The configuration file shouldn't parse successfully.");
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}
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TEST_CASE("[ConfigFile] Saving file") {
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ConfigFile config_file;
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config_file.set_value("player", "name", "Unnamed Player");
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config_file.set_value("player", "tagline", "Waiting\nfor\nGodot");
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config_file.set_value("player", "color", Color(0, 0.5, 1));
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config_file.set_value("player", "position", Vector2(3, 4));
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config_file.set_value("graphics", "antialiasing", true);
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config_file.set_value("graphics", "antiAliasing", false);
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config_file.set_value("quoted", String::utf8("静音"), 42);
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config_file.set_value("quoted", "a=b", 7);
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#ifdef WINDOWS_ENABLED
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const String config_path = OS::get_singleton()->get_environment("TEMP").path_join("config.ini");
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#else
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const String config_path = "/tmp/config.ini";
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#endif
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config_file.save(config_path);
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// Expected contents of the saved ConfigFile.
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const String contents = String::utf8(R"([player]
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name="Unnamed Player"
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tagline="Waiting
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for
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Godot"
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color=Color(0, 0.5, 1, 1)
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position=Vector2(3, 4)
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[graphics]
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antialiasing=true
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antiAliasing=false
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[quoted]
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"静音"=42
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"a=b"=7
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)");
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Ref<FileAccess> file = FileAccess::open(config_path, FileAccess::READ);
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CHECK_MESSAGE(file->get_as_utf8_string() == contents,
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"The saved configuration file should match the expected format.");
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}
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} // namespace TestConfigFile
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#endif // TEST_CONFIG_FILE_H
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