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This updates all links to point to the 4.2 demos instead of the 3.5 ones. Co-authored-by: A Thousand Ships (she/her) <96648715+AThousandShips@users.noreply.github.com>
40 lines
1.5 KiB
Markdown
40 lines
1.5 KiB
Markdown
# 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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Language: GDScript and some [C#](https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/index.html)
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(a .NET build is **not** required to run this demo)
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Renderer: Compatibility
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Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2789
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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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[`C# preprocessor defines`](https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/c_sharp_features.html#preprocessor-defines)
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will be added to the left panel.
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## Screenshots
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