# Fish completion for the Godot editor # To use it, install this file in `~/.config/fish/completions` then restart your shell. # You can also `source` this file directly in your shell startup file. # # Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # # 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. function godot_rendering_method_args # Use a function instead of a fixed string to customize the argument descriptions. echo -e "forward_plus\tHigh-end desktop renderer" echo -e "mobile\tHigh-end mobile/desktop renderer" echo -e "gl_compatibility\tLow-end desktop, mobile and web renderer" end function godot_rendering_driver_args # Use a function instead of a fixed string to customize the argument descriptions. echo -e "vulkan\tVulkan renderer" echo -e "opengl3\tOpenGL ES 3.0 renderer" echo -e "dummy\tDummy renderer" end # Erase existing completions for Godot. complete -c godot -e # General options: complete -c godot -s h -l help -d "Display the full help message" complete -c godot -l version -d "Display the version string" complete -c godot -s v -l verbose -d "Use verbose stdout mode" complete -c godot -s q -l quiet -d "Quiet mode, silences stdout messages (errors are still displayed)" # Run options: complete -c godot -s e -l editor -d "Start the editor instead of running the scene" complete -c godot -s p -l project-manager -d "Start the project manager, even if a project is auto-detected" complete -c godot -l debug-server -d "Start the editor debug server (://[:] address)" -x complete -c godot -l quit -d "Quit after the first iteration" complete -c godot -s l -l language -d "Use a specific locale ( being a two-letter code)" -x complete -c godot -l path -d "Path to a project ( must contain a 'project.godot' file)" -r complete -c godot -s u -l upwards -d "Scan folders upwards for project.godot file" complete -c godot -l main-pack -d "Path to a pack (.pck) file to load" -r complete -c godot -l render-thread -d "Set the render thread mode" -x -a "unsafe safe separate" complete -c godot -l remote-fs -d "Use a remote filesystem ([:] address)" -x complete -c godot -l remote-fs-password -d "Password for remote filesystem" -x complete -c godot -l audio-driver -d "Set the audio driver" -x complete -c godot -l display-driver -d "Set the display driver" -x complete -c godot -l rendering-method -d "Set the renderer" -x -a "(godot_rendering_method_args)" complete -c godot -l rendering-driver -d "Set the rendering driver" -x -a "(godot_rendering_driver_args)" complete -c godot -l gpu-index -d "Use a specific GPU (run with --verbose to get available device list)" -x complete -c godot -l text-driver -d "Set the text driver" -x complete -c godot -l tablet-driver -d "Set the pen tablet input driver" -x complete -c godot -l headless -d "Enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script" complete -c godot -l write-movie -d "Writes a video to the specified path (usually with .avi or .png extension). --fixed-fps is forced when enabled" -x # Display options: complete -c godot -s f -l fullscreen -d "Request fullscreen mode" complete -c godot -s m -l maximized -d "Request a maximized window" complete -c godot -s w -l windowed -d "Request windowed mode" complete -c godot -s t -l always-on-top -d "Request an always-on-top window" complete -c godot -l resolution -d "Request window resolution" -x complete -c godot -l position -d "Request window position" -x complete -c godot -l single-window -d "Use a single window (no separate subwindows)" complete -c godot -l xr-mode -d "Select Extended Reality (XR) mode" -a "default off on" # Debug options: complete -c godot -s d -l debug -d "Debug (local stdout debugger)" complete -c godot -s b -l breakpoints -d "Specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)" -x complete -c godot -l profiling -d "Enable profiling in the script debugger" complete -c godot -l gpu-profile -d "Show a GPU profile of the tasks that took the most time during frame rendering" complete -c godot -l gpu-validation -d "Enable graphics API validation layers for debugging" complete -c godot -l gpu-abort -d "Abort on graphics API usage errors (usually validation layer errors)" complete -c godot -l remote-debug -d "Enable remote debugging" complete -c godot -l debug-collisions -d "Show collision shapes when running the scene" complete -c godot -l debug-navigation -d "Show navigation polygons when running the scene" complete -c godot -l debug-stringnames -d "Print all StringName allocations to stdout when the engine quits" complete -c godot -l frame-delay -d "Simulate high CPU load (delay each frame by the given number of milliseconds)" -x complete -c godot -l time-scale -d "Force time scale (higher values are faster, 1.0 is normal speed)" -x complete -c godot -l disable-render-loop -d "Disable render loop so rendering only occurs when called explicitly from script" complete -c godot -l disable-crash-handler -d "Disable crash handler when supported by the platform code" complete -c godot -l fixed-fps -d "Force a fixed number of frames per second (this setting disables real-time synchronization)" -x complete -c godot -l print-fps -d "Print the frames per second to the stdout" # Standalone tools: complete -c godot -s s -l script -d "Run a script" -r complete -c godot -l check-only -d "Only parse for errors and quit (use with --script)" complete -c godot -l export-release -d "Export the project in release mode using the given preset and output path" -x complete -c godot -l export-debug -d "Export the project in debug mode using the given preset and output path" -x complete -c godot -l export-pack -d "Export the project data only as a PCK or ZIP file using the given preset and output path" -x complete -c godot -l convert-3to4 -d "Converts project from Godot 3.x to Godot 4.x" complete -c godot -l validate-conversion-3to4 -d "Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x" complete -c godot -l doctool -d "Dump the engine API reference to the given path in XML format, merging if existing files are found" -r complete -c godot -l no-docbase -d "Disallow dumping the base types (used with --doctool)" complete -c godot -l build-solutions -d "Build the scripting solutions (e.g. for C# projects)" complete -c godot -l dump-gdextension-interface -d "Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension" complete -c godot -l dump-extension-api -d "Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder" complete -c godot -l benchmark -d "Benchmark the run time and print it to console" complete -c godot -l benchmark-file -d "Benchmark the run time and save it to a given file in JSON format" -x complete -c godot -l test -d "Run all unit tests; run with '--test --help' for more information" -x