123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596 |
- #compdef godot
- # zsh completion for the Godot editor
- # To use it, install this file as `_godot` in a directory specified in your
- # `fpath` environment variable then restart your shell.
- #
- # 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.
- _arguments \
- "1::path to scene or 'project.godot' file:_files" \
- '(-h --help)'{-h,--help}'[display the full help message]' \
- '--version[display the version string]' \
- '(-v --verbose)'{-v,--verbose}'[use verbose stdout mode]' \
- '(-q --quiet)'{-q,--quiet}'[quiet mode, silences stdout messages (errors are still displayed)]' \
- '(-e --editor)'{-e,--editor}'[start the editor instead of running the scene]' \
- '(-p --project-manager)'{-p,--project-manager}'[start the project manager, even if a project is auto-detected]' \
- '--debug-server[start the editor debug server]:editor debugger listen address' \
- '--quit[quit after the first iteration]' \
- '(-l --language)'{-l,--language}'[use a specific locale (<locale> being a two-letter code)]:two-letter locale code' \
- "--path[path to a project (<directory> must contain a 'project.godot' file)]:path to directory with 'project.godot' file:_dirs" \
- '(-u --upwards)'{-u,--upwards}'[scan folders upwards for project.godot file]' \
- '--main-pack[path to a pack (.pck) file to load]:path to .pck file:_files' \
- '--render-thread[set the render thread mode]:render thread mode:(unsafe safe separate)' \
- '--remote-fs[use a remote filesystem]:remote filesystem address' \
- '--remote-fs-password[password for remote filesystem]:remote filesystem password' \
- '--audio-driver[set the audio driver]:audio driver name' \
- '--audio-output-latency[override audio output latency in milliseconds (default is 15 ms)]:number of milliseconds' \
- '--display-driver[set the display driver]:display driver name' \
- "--rendering-method[set the renderer]:renderer name:((forward_plus\:'Desktop renderer' mobile\:'Desktop and mobile renderer' gl_compatibility\:'Desktop, mobile and web renderer'))" \
- "--rendering-driver[set the rendering driver]:rendering driver name:((vulkan\:'Vulkan renderer' opengl3\:'OpenGL ES 3.0 renderer' dummy\:'Dummy renderer'))" \
- "--gpu-index[use a specific GPU (run with --verbose to get available device list)]:device index" \
- '--text-driver[set the text driver]:text driver name' \
- '--tablet-driver[set the pen tablet input driver]:tablet driver name' \
- '--headless[enable headless mode (--display-driver headless --audio-driver Dummy), useful for servers and with --script]' \
- '--write-movie[writes a video to the specified path (usually with .avi or .png extension)]:path to output video file' \
- '(-f --fullscreen)'{-f,--fullscreen}'[request fullscreen mode]' \
- '(-m --maximized)'{-m,--maximized}'[request a maximized window]' \
- '(-w --windowed)'{-w,--windowed}'[request windowed mode]' \
- '(-t --always-on-top)'{-t,--always-on-top}'[request an always-on-top window]' \
- '--resolution[request window resolution]:resolution in WxH format' \
- '--position[request window position]:position in X,Y format' \
- '--single-window[use a single window (no separate subwindows)]' \
- '--xr-mode[select Extended Reality (XR) mode]:Extended Reality (XR) mode:(default off on)' \
- '(-d --debug)'{-d,--debug}'[debug (local stdout debugger)]' \
- '(-b --breakpoints)'{-b,--breakpoints}'[specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)]:breakpoint list' \
- '--profiling[enable profiling in the script debugger]' \
- '--gpu-profile[show a GPU profile of the tasks that took the most time during frame rendering]' \
- '--gpu-validation[enable graphics API validation layers for debugging]' \
- '--gpu-abort[abort on graphics API usage errors (usually validation layer errors)]' \
- '--remote-debug[enable remote debugging]:remote debugger address' \
- '--debug-collisions[show collision shapes when running the scene]' \
- '--debug-navigation[show navigation polygons when running the scene]' \
- '--debug-stringnames[print all StringName allocations to stdout when the engine quits]' \
- '--frame-delay[set a maximum number of frames per second rendered (can be used to limit power usage), a value of 0 results in unlimited framerate]:maximum frames per seocnd' \
- '--frame-delay[simulate high CPU load (delay each frame by the given number of milliseconds)]:number of milliseconds' \
- '--time-scale[force time scale (higher values are faster, 1.0 is normal speed)]:time scale' \
- '--disable-vsync[disable vertical synchronization even if enabled in the project settings]' \
- '--disable-render-loop[disable render loop so rendering only occurs when called explicitly from script]' \
- '--disable-crash-handler[disable crash handler when supported by the platform code]' \
- '--fixed-fps[force a fixed number of frames per second (this setting disables real-time synchronization)]:frames per second' \
- '--print-fps[print the frames per second to the stdout]' \
- '(-s, --script)'{-s,--script}'[run a script]:path to script:_files' \
- '--check-only[only parse for errors and quit (use with --script)]' \
- '--export-release[export the project in release mode using the given preset and output path]:export preset name then path' \
- '--export-debug[export the project in debug mode using the given preset and output path]:export preset name then path' \
- '--export-pack[export the project data only as a PCK or ZIP file using the given preset and output path]:export preset name then path' \
- '--convert-3to4[converts project from Godot 3.x to Godot 4.x]' \
- '--validate-conversion-3to4[shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x]' \
- '--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' \
- '--no-docbase[disallow dumping the base types (used with --doctool)]' \
- '--build-solutions[build the scripting solutions (e.g. for C# projects)]' \
- '--dump-gdextension-interface[generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension.]' \
- '--dump-extension-api[generate JSON dump of the Godot API for GDExtension bindings named "extension_api.json" in the current folder]' \
- '--benchmark[benchmark the run time and print it to console]' \
- '--benchmark-file[benchmark the run time and save it to a given file in JSON format]:path to output JSON file' \
- '--test[run all unit tests; run with "--test --help" for more information]'
|