#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) 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 # 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 ( being a two-letter code)]:two-letter locale code' \ "--path[path to a project ( 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' \ '--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]' \ '(-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' \ '--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]' \ '--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[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)]' \ '--dump-gdextension-interface[generate GDExtension header file 'gdnative_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]' \ '--test[run all unit tests; run with "--test --help" for more information]'