2020-06-24 08:02:07 +02:00
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# Operating System Testing
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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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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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2020-11-29 03:53:22 +01:00
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Language: GDScript and some [C#](https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/index.html)
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2020-06-24 08:02:07 +02:00
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(Mono is NOT required to run this demo)
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Renderer: GLES 2
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2020-09-10 21:13:31 +02:00
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Check out this demo on the asset library: https://godotengine.org/asset-library/asset/677
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2020-06-24 08:02:07 +02:00
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## How does it work?
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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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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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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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2020-11-29 03:53:22 +01:00
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[`C# preprocessor defines`](https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/c_sharp_features.html#preprocessor-defines)
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2020-06-24 08:02:07 +02:00
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will be added to the left panel.
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## Screenshots
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![Top HiDPI](screenshots/top-hidpi.png)
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![Mono](screenshots/mono.png)
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