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+# Operating System Testing
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+
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+This demo showcases various OS-specific features in Godot.
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+It can be used to test Godot while porting it to a
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+new platform or to check for regressions.
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+
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+In a nutshell, this demo shows how you can get information from the
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+operating system, or interact with the operating system.
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+
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+Language: GDScript and some [C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html)
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+(Mono is NOT required to run this demo)
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+
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+Renderer: GLES 2
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+
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+## How does it work?
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+
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+The [`OS`](https://docs.godotengine.org/en/latest/classes/class_os.html)
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+class provides an abstraction layer over the platform-dependent code.
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+OS wraps the most common functionality to communicate with the host
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+operating system, such as the clipboard, video driver, date and time,
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+timers, environment variables, execution of binaries, command line, etc.
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+
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+The buttons are connected to a node with the `actions.gd` script, which
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+perform actions using the OS class.
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+The text on the left is filled in using the `os_test.gd` script,
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+which gathers information about the OS using the OS class.
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+
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+On a Mono-enabled version of Godot, Godot will load `MonoTest.cs` into
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+the `MonoTest` node. Then, information determined by
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+[`C# preprocessor defines`](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/c_sharp_features.html#preprocessor-defines)
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+will be added to the left panel.
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+
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+## Screenshots
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+
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+
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