cd99ea5882
The new name is independent of the graphics API in use. This prepares Godot for implementations of graphics APIs other than Vulkan.
85 lines
6.3 KiB
Text
85 lines
6.3 KiB
Text
#compdef godot
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# zsh completion for the Godot editor
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# To use it, install this file as `_godot` in a directory specified in your
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# `fpath` environment variable then restart your shell.
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#
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# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
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# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# 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, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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_arguments \
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"1::path to scene or 'project.godot' file:_files" \
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'(-h --help)'{-h,--help}'[display the full help message]' \
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'--version[display the version string]' \
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'(-v --verbose)'{-v,--verbose}'[use verbose stdout mode]' \
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'(-q --quiet)'{-q,--quiet}'[quiet mode, silences stdout messages (errors are still displayed)]' \
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'(-e --editor)'{-e,--editor}'[start the editor instead of running the scene]' \
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'(-p --project-manager)'{-p,--project-manager}'[start the project manager, even if a project is auto-detected]' \
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'--debug-server[start the editor debug server]:editor debugger listen address' \
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'--quit[quit after the first iteration]' \
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'(-l --language)'{-l,--language}'[use a specific locale (<locale> being a two-letter code)]:two-letter locale code' \
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"--path[path to a project (<directory> must contain a 'project.godot' file)]:path to directory with 'project.godot' file:_dirs" \
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'(-u --upwards)'{-u,--upwards}'[scan folders upwards for project.godot file]' \
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'--main-pack[path to a pack (.pck) file to load]:path to .pck file:_files' \
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'--render-thread[set the render thread mode]:render thread mode:(unsafe safe separate)' \
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'--remote-fs[use a remote filesystem]:remote filesystem address' \
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'--remote-fs-password[password for remote filesystem]:remote filesystem password' \
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'--audio-driver[set the audio driver]:audio driver name' \
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'--display-driver[set the display driver]:display driver name' \
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"--rendering-driver[set the rendering driver]:rendering driver name:((vulkan\:'Vulkan renderer' opengl3\:'OpenGL ES 3.0 renderer' dummy\:'Dummy renderer'))" \
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"--gpu-index[use a specific GPU (run with --verbose to get available device list)]:device index" \
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'--text-driver[set the text driver]:text driver name' \
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'--tablet-driver[set the pen tablet input driver]:tablet driver name' \
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'--headless[enable headless mode (--display-driver headless --audio-driver Dummy), useful for servers and with --script]' \
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'(-f --fullscreen)'{-f,--fullscreen}'[request fullscreen mode]' \
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'(-m --maximized)'{-m,--maximized}'[request a maximized window]' \
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'(-w --windowed)'{-w,--windowed}'[request windowed mode]' \
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'(-t --always-on-top)'{-t,--always-on-top}'[request an always-on-top window]' \
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'--resolution[request window resolution]:resolution in WxH format' \
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'--position[request window position]:position in X,Y format' \
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'--headless[enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script]' \
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'--single-window[use a single window (no separate subwindows)]' \
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'(-d --debug)'{-d,--debug}'[debug (local stdout debugger)]' \
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'(-b --breakpoints)'{-b,--breakpoints}'[specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)]:breakpoint list' \
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'--profiling[enable profiling in the script debugger]' \
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'--gpu-profile[show a GPU profile of the tasks that took the most time during frame rendering]' \
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'--gpu-validation[enable graphics API validation layers for debugging]' \
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'--gpu-abort[abort on graphics API usage errors (usually validation layer errors)]' \
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'--remote-debug[enable remote debugging]:remote debugger address' \
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'--debug-collisions[show collision shapes when running the scene]' \
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'--debug-navigation[show navigation polygons when running the scene]' \
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'--debug-stringnames[print all StringName allocations to stdout when the engine quits]' \
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'--frame-delay[simulate high CPU load (delay each frame by the given number of milliseconds)]:number of milliseconds' \
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'--time-scale[force time scale (higher values are faster, 1.0 is normal speed)]:time scale' \
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'--disable-render-loop[disable render loop so rendering only occurs when called explicitly from script]' \
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'--disable-crash-handler[disable crash handler when supported by the platform code]' \
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'--fixed-fps[force a fixed number of frames per second (this setting disables real-time synchronization)]:frames per second' \
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'--print-fps[print the frames per second to the stdout]' \
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'(-s, --script)'{-s,--script}'[run a script]:path to script:_files' \
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'--check-only[only parse for errors and quit (use with --script)]' \
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'--export[export the project using the given preset and matching release template]:export preset name then path' \
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'--export-debug[same as --export, but using the debug template]:export preset name then path' \
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'--export-pack[same as --export, but only export the game pack for the given preset]:export preset name then path' \
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'--doctool[dump the engine API reference to the given path in XML format, merging if existing files are found]:path to base Godot build directory (optional):_dirs' \
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'--no-docbase[disallow dumping the base types (used with --doctool)]' \
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'--build-solutions[build the scripting solutions (e.g. for C# projects)]' \
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'--dump-extension-api[generate JSON dump of the Godot API for GDExtension bindings named "extension_api.json" in the current folder]' \
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'--test[run all unit tests; run with "--test --help" for more information]'
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