diff options
Diffstat (limited to 'misc/dist/shell')
-rw-r--r-- | misc/dist/shell/_godot.zsh-completion | 40 | ||||
-rw-r--r-- | misc/dist/shell/godot.bash-completion | 30 | ||||
-rw-r--r-- | misc/dist/shell/godot.fish | 39 |
3 files changed, 70 insertions, 39 deletions
diff --git a/misc/dist/shell/_godot.zsh-completion b/misc/dist/shell/_godot.zsh-completion index 8e14240b53..b17bb6e66b 100644 --- a/misc/dist/shell/_godot.zsh-completion +++ b/misc/dist/shell/_godot.zsh-completion @@ -4,8 +4,8 @@ # To use it, install this file as `_godot` in a directory specified in your # `fpath` environment variable then restart your shell. # -# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. -# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). +# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. +# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal @@ -30,10 +30,11 @@ _arguments \ '(-h --help)'{-h,--help}'[display the full help message]' \ '--version[display the version string]' \ '(-v --verbose)'{-v,--verbose}'[use verbose stdout mode]' \ - '--quiet[quiet mode, silences stdout messages (errors are still displayed)]' \ + '(-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]' \ - '(-q --quit)'{-q,--quit}'[quit after the first iteration]' \ + '--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]' \ @@ -42,23 +43,30 @@ _arguments \ '--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' \ - "--video-driver[set the video driver]:video driver name:((Vulkan\:'Vulkan renderer' GLES2\:'OpenGL ES 2.0 renderer'))" \ + '--display-driver[set the display driver]:display driver name' \ + "--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]' \ '(-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' \ - '--low-dpi[force low-DPI mode (macOS and Windows only)]' \ - '--no-window[disable window creation (Windows only), useful together with --script]' \ - "--enable-vsync-via-compositor[when Vsync is enabled, Vsync via the OS' window compositor (Windows only)]" \ - "--disable-vsync-via-compositor[disable Vsync via the OS' window compositor (Windows only)]" \ + '--headless[enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script]' \ + '--single-window[use a single window (no separate subwindows)]' \ '(-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[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-render-loop[disable render loop so rendering only occurs when called explicitly from script]' \ @@ -67,11 +75,13 @@ _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' \ - '--export-debug[same as --export, but using the debug template]:export preset name' \ - '--export-pack[same as --export, but only export the game pack for the given preset]:export preset name' \ - '--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:_dirs' \ + '--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' \ + '--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)]' \ - '--gdnative-generate-json-api[generate JSON dump of the Godot API for GDNative bindings]' \ - '--test[run a unit test]:unit test name' + '--dump-extension-api[generate JSON dump of the Godot API for GDExtension bindings named "extension_api.json" in the current folder]' \ + '--test[run all unit tests; run with "--test --help" for more information]' diff --git a/misc/dist/shell/godot.bash-completion b/misc/dist/shell/godot.bash-completion index 14f2be37b1..1ab687e1fc 100644 --- a/misc/dist/shell/godot.bash-completion +++ b/misc/dist/shell/godot.bash-completion @@ -4,8 +4,8 @@ # To use it, install this file in `/etc/bash_completion.d` then restart your shell. # You can also `source` this file directly in your shell startup file. # -# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. -# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). +# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. +# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal @@ -36,6 +36,7 @@ _complete_godot_options() { --quiet --editor --project-manager +--debug-server --quit --language --path @@ -45,23 +46,30 @@ _complete_godot_options() { --remote-fs --remote-fs-password --audio-driver ---video-driver +--display-driver +--rendering-driver +--gpu-index +--text-driver +--tablet-driver +--headless --fullscreen --maximized --windowed --always-on-top --resolution --position ---low-dpi ---no-window ---enable-vsync-via-compositor ---disable-vsync-via-compositor +--headless +--single-window --debug --breakpoints --profiling +--gpu-profile +--gpu-validation +--gpu-abort --remote-debug --debug-collisions --debug-navigation +--debug-stringnames --frame-delay --time-scale --disable-render-loop @@ -73,10 +81,12 @@ _complete_godot_options() { --export --export-debug --export-pack +--convert-3to4 +--validate-conversion-3to4 --doctool --no-docbase --build-solutions ---gdnative-generate-json-api +--dump-extension-api --test " -- "$1")) } @@ -102,10 +112,10 @@ _complete_godot_bash() { local IFS=$' \n\t' # shellcheck disable=SC2207 COMPREPLY=($(compgen -W "unsafe safe separate" -- "$cur")) - elif [[ $prev == "--video-driver" ]]; then + elif [[ $prev == "--rendering-driver" ]]; then local IFS=$' \n\t' # shellcheck disable=SC2207 - COMPREPLY=($(compgen -W "Vulkan GLES2" -- "$cur")) + COMPREPLY=($(compgen -W "vulkan opengl3 dummy" -- "$cur")) elif [[ $prev == "--path" || $prev == "--doctool" ]]; then local IFS=$'\n\t' # shellcheck disable=SC2207 diff --git a/misc/dist/shell/godot.fish b/misc/dist/shell/godot.fish index a485a1dcdb..d58066c135 100644 --- a/misc/dist/shell/godot.fish +++ b/misc/dist/shell/godot.fish @@ -2,8 +2,8 @@ # 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) 2007-2021 Juan Linietsky, Ariel Manzur. -# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). +# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. +# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal @@ -23,10 +23,11 @@ # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. -function godot_video_driver_args +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 "GLES2\tOpenGL ES 2.0 renderer" + echo -e "vulkan\tVulkan renderer" + echo -e "opengl3\tOpenGL ES 3.0 renderer" + echo -e "dummy\tDummy renderer" end # Erase existing completions for Godot. @@ -36,12 +37,13 @@ complete -c godot -e 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 -l quiet -d "Quiet mode, silences stdout messages (errors are still displayed)" +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 -s q -l quit -d "Quit after the first iteration" +complete -c godot -l debug-server -d "Start the editor debug server (<protocol>://<host/IP>[:<port>] 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 (<locale> being a two-letter code)" -x complete -c godot -l path -d "Path to a project (<directory> must contain a 'project.godot' file)" -r complete -c godot -s u -l upwards -d "Scan folders upwards for project.godot file" @@ -50,7 +52,12 @@ complete -c godot -l render-thread -d "Set the render thread mode" -x -a "unsafe complete -c godot -l remote-fs -d "Use a remote filesystem (<host/IP>[:<port>] 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 video-driver -d "Set the video driver" -x -a "(godot_video_driver_args)" +complete -c godot -l display-driver -d "Set the display driver" -x +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" # Display options: complete -c godot -s f -l fullscreen -d "Request fullscreen mode" @@ -59,18 +66,20 @@ 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 low-dpi -d "Force low-DPI mode (macOS and Windows only)" -complete -c godot -l no-window -d "Disable window creation (Windows only), useful together with --script" -complete -c godot -l enable-vsync-via-compositor -d "When Vsync is enabled, Vsync via the OS' window compositor (Windows only)" -complete -c godot -l disable-vsync-via-compositor -d "Disable Vsync via the OS' window compositor (Windows only)" +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 single-window -d "Use a single window (no separate subwindows)" # 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" @@ -84,8 +93,10 @@ complete -c godot -l check-only -d "Only parse for errors and quit (use with --s 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 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 gdnative-generate-json-api -d "Generate JSON dump of the Godot API for GDNative bindings" -complete -c godot -l test -d "Run a unit test" -x +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 test -d "Run all unit tests; run with '--test --help' for more information" -x |