cd99ea5882
The new name is independent of the graphics API in use. This prepares Godot for implementations of graphics APIs other than Vulkan.
101 lines
6.8 KiB
Fish
101 lines
6.8 KiB
Fish
# Fish completion for the Godot editor
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# To use it, install this file in `~/.config/fish/completions` then restart your shell.
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# You can also `source` this file directly in your shell startup file.
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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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function godot_rendering_driver_args
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# Use a function instead of a fixed string to customize the argument descriptions.
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echo -e "vulkan\tVulkan renderer"
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echo -e "opengl3\tOpenGL ES 3.0 renderer"
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echo -e "dummy\tDummy renderer"
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end
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# Erase existing completions for Godot.
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complete -c godot -e
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# General options:
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complete -c godot -s h -l help -d "Display the full help message"
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complete -c godot -l version -d "Display the version string"
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complete -c godot -s v -l verbose -d "Use verbose stdout mode"
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complete -c godot -s q -l quiet -d "Quiet mode, silences stdout messages (errors are still displayed)"
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# Run options:
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complete -c godot -s e -l editor -d "Start the editor instead of running the scene"
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complete -c godot -s p -l project-manager -d "Start the project manager, even if a project is auto-detected"
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complete -c godot -l debug-server -d "Start the editor debug server (<protocol>://<host/IP>[:<port>] address)" -x
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complete -c godot -l quit -d "Quit after the first iteration"
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complete -c godot -s l -l language -d "Use a specific locale (<locale> being a two-letter code)" -x
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complete -c godot -l path -d "Path to a project (<directory> must contain a 'project.godot' file)" -r
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complete -c godot -s u -l upwards -d "Scan folders upwards for project.godot file"
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complete -c godot -l main-pack -d "Path to a pack (.pck) file to load" -r
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complete -c godot -l render-thread -d "Set the render thread mode" -x -a "unsafe safe separate"
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complete -c godot -l remote-fs -d "Use a remote filesystem (<host/IP>[:<port>] address)" -x
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complete -c godot -l remote-fs-password -d "Password for remote filesystem" -x
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complete -c godot -l audio-driver -d "Set the audio driver" -x
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complete -c godot -l display-driver -d "Set the display driver" -x
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complete -c godot -l rendering-driver -d "Set the rendering driver" -x -a "(godot_rendering_driver_args)"
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complete -c godot -l gpu-index -d "Use a specific GPU (run with --verbose to get available device list)" -x
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complete -c godot -l text-driver -d "Set the text driver" -x
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complete -c godot -l tablet-driver -d "Set the pen tablet input driver" -x
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complete -c godot -l headless -d "Enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script"
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# Display options:
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complete -c godot -s f -l fullscreen -d "Request fullscreen mode"
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complete -c godot -s m -l maximized -d "Request a maximized window"
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complete -c godot -s w -l windowed -d "Request windowed mode"
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complete -c godot -s t -l always-on-top -d "Request an always-on-top window"
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complete -c godot -l resolution -d "Request window resolution" -x
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complete -c godot -l position -d "Request window position" -x
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complete -c godot -l headless -d "Enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script"
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complete -c godot -l single-window -d "Use a single window (no separate subwindows)"
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# Debug options:
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complete -c godot -s d -l debug -d "Debug (local stdout debugger)"
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complete -c godot -s b -l breakpoints -d "Specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)" -x
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complete -c godot -l profiling -d "Enable profiling in the script debugger"
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complete -c godot -l gpu-profile -d "Show a GPU profile of the tasks that took the most time during frame rendering"
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complete -c godot -l gpu-validation -d "Enable graphics API validation layers for debugging"
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complete -c godot -l gpu-abort -d "Abort on graphics API usage errors (usually validation layer errors)"
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complete -c godot -l remote-debug -d "Enable remote debugging"
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complete -c godot -l debug-collisions -d "Show collision shapes when running the scene"
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complete -c godot -l debug-navigation -d "Show navigation polygons when running the scene"
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complete -c godot -l debug-stringnames -d "Print all StringName allocations to stdout when the engine quits"
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complete -c godot -l frame-delay -d "Simulate high CPU load (delay each frame by the given number of milliseconds)" -x
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complete -c godot -l time-scale -d "Force time scale (higher values are faster, 1.0 is normal speed)" -x
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complete -c godot -l disable-render-loop -d "Disable render loop so rendering only occurs when called explicitly from script"
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complete -c godot -l disable-crash-handler -d "Disable crash handler when supported by the platform code"
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complete -c godot -l fixed-fps -d "Force a fixed number of frames per second (this setting disables real-time synchronization)" -x
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complete -c godot -l print-fps -d "Print the frames per second to the stdout"
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# Standalone tools:
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complete -c godot -s s -l script -d "Run a script" -r
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complete -c godot -l check-only -d "Only parse for errors and quit (use with --script)"
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complete -c godot -l export -d "Export the project using the given preset and matching release template" -x
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complete -c godot -l export-debug -d "Same as --export, but using the debug template" -x
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complete -c godot -l export-pack -d "Same as --export, but only export the game pack for the given preset" -x
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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
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complete -c godot -l no-docbase -d "Disallow dumping the base types (used with --doctool)"
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complete -c godot -l build-solutions -d "Build the scripting solutions (e.g. for C# projects)"
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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"
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complete -c godot -l test -d "Run all unit tests; run with '--test --help' for more information" -x
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