diff options
| author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-04-15 17:11:53 +0200 | 
|---|---|---|
| committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-11-02 19:42:46 +0100 | 
| commit | 6b0f7e9da95c5510792b902a625c93b113af65ed (patch) | |
| tree | d928c8ce5cbd09dfafa994e0acb9505a67f12f19 | |
| parent | 604abb434f6740935be669dc8152856412d9ca73 (diff) | |
Rename `--export` command line argument to `--export-release`
This makes the action of exporting to release mode more explicit.
| -rw-r--r-- | main/main.cpp | 13 | ||||
| -rw-r--r-- | misc/dist/linux/godot.6 | 16 | ||||
| -rw-r--r-- | misc/dist/shell/_godot.zsh-completion | 6 | ||||
| -rw-r--r-- | misc/dist/shell/godot.bash-completion | 2 | ||||
| -rw-r--r-- | misc/dist/shell/godot.fish | 6 | 
5 files changed, 25 insertions, 18 deletions
diff --git a/main/main.cpp b/main/main.cpp index 2a08b03b96..e77b2f1d8e 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -407,10 +407,11 @@ void Main::print_help(const char *p_binary) {  	OS::get_singleton()->print("  -s, --script <script>                        Run a script.\n");  	OS::get_singleton()->print("  --check-only                                 Only parse for errors and quit (use with --script).\n");  #ifdef TOOLS_ENABLED -	OS::get_singleton()->print("  --export <preset> <path>                     Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg.\n"); -	OS::get_singleton()->print("                                               <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.\n"); -	OS::get_singleton()->print("  --export-debug <preset> <path>               Same as --export, but using the debug template.\n"); -	OS::get_singleton()->print("  --export-pack <preset> <path>                Same as --export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format.\n"); +	OS::get_singleton()->print("  --export-release <preset> <path>             Export the project in release mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.\n"); +	OS::get_singleton()->print("                                               <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').\n"); +	OS::get_singleton()->print("                                               The target directory must exist.\n"); +	OS::get_singleton()->print("  --export-debug <preset> <path>               Export the project in debug mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.\n"); +	OS::get_singleton()->print("  --export-pack <preset> <path>                Export the project data only using the given preset and output path. The <path> extension determines whether it will be in PCK or ZIP format.\n");  	OS::get_singleton()->print("  --convert-3to4 [<max_file_kb>] [<max_line_size>]              Converts project from Godot 3.x to Godot 4.x.\n");  	OS::get_singleton()->print("  --validate-conversion-3to4 [<max_file_kb>] [<max_line_size>]  Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x.\n");  	OS::get_singleton()->print("  --doctool [<path>]                           Dump the engine API reference to the given <path> (defaults to current dir) in XML format, merging if existing files are found.\n"); @@ -1077,7 +1078,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph  			// run the project instead of a cmdline tool.  			// Needs full refactoring to fix properly.  			main_args.push_back(I->get()); -		} else if (I->get() == "--export" || I->get() == "--export-debug" || +		} else if (I->get() == "--export-release" || I->get() == "--export-debug" ||  				I->get() == "--export-pack") { // Export project  			// Actually handling is done in start().  			editor = true; @@ -2473,7 +2474,7 @@ bool Main::start() {  					doc_tool_path = ".";  					parsed_pair = false;  				} -			} else if (args[i] == "--export") { +			} else if (args[i] == "--export-release") {  				editor = true; //needs editor  				_export_preset = args[i + 1];  			} else if (args[i] == "--export-debug") { diff --git a/misc/dist/linux/godot.6 b/misc/dist/linux/godot.6 index 766be6d0a7..2af0cb1965 100644 --- a/misc/dist/linux/godot.6 +++ b/misc/dist/linux/godot.6 @@ -130,16 +130,22 @@ Run a script.  \fB\-\-check\-only\fR  Only parse for errors and quit (use with --script).  .TP -\fB\-\-export\fR <preset> <path> -Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg. +\fB\-\-export\-release\fR <preset> <path> +Export the project in release mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.  .br -<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist. +<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). +.br +The target directory must exist.  .TP  \fB\-\-export\-debug\fR <preset> <path> -Same as \-\-export, but using the debug template. +Export the project in debug mode using the given preset and output path. The preset name should match one defined in export_presets.cfg. +.br +<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). +.br +The target directory must exist.  .TP  \fB\-\-export\-pack\fR <preset> <path> -Same as \-\-export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format. +Export the project data only using the given preset and output path. The <path> extension determines whether it will be in PCK or ZIP format.  .TP  \fB\-\-doctool\fR <path>  Dump the engine API reference to the given <path> in XML format, merging if existing files are found. diff --git a/misc/dist/shell/_godot.zsh-completion b/misc/dist/shell/_godot.zsh-completion index 18b74115bf..9b4ef52f3f 100644 --- a/misc/dist/shell/_godot.zsh-completion +++ b/misc/dist/shell/_godot.zsh-completion @@ -76,9 +76,9 @@ _arguments \    '--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[export the project using the given preset and matching release template]:export preset name then path' \ -  '--export-debug[same as --export, but using the debug template]:export preset name then path' \ -  '--export-pack[same as --export, but only export the game pack for the given preset]:export preset name then path' \ +  '--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' \ diff --git a/misc/dist/shell/godot.bash-completion b/misc/dist/shell/godot.bash-completion index 871c8f8eac..02dcc94033 100644 --- a/misc/dist/shell/godot.bash-completion +++ b/misc/dist/shell/godot.bash-completion @@ -78,7 +78,7 @@ _complete_godot_options() {  --print-fps  --script  --check-only ---export +--export-release  --export-debug  --export-pack  --convert-3to4 diff --git a/misc/dist/shell/godot.fish b/misc/dist/shell/godot.fish index 9cbec8a4f6..4f7803124b 100644 --- a/misc/dist/shell/godot.fish +++ b/misc/dist/shell/godot.fish @@ -98,9 +98,9 @@ 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 -d "Export the project using the given preset and matching release template" -x -complete -c godot -l export-debug -d "Same as --export, but using the debug template" -x -complete -c godot -l export-pack -d "Same as --export, but only export the game pack for the given preset" -x +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  |