_godot.zsh-completion 5.4 KB

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  1. #compdef godot
  2. # zsh completion for the Godot editor
  3. # To use it, install this file as `_godot` in a directory specified in your
  4. # `fpath` environment variable then restart your shell.
  5. #
  6. # Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
  7. # Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
  8. #
  9. # Permission is hereby granted, free of charge, to any person obtaining a copy
  10. # of this software and associated documentation files (the "Software"), to deal
  11. # in the Software without restriction, including without limitation the rights
  12. # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. # copies of the Software, and to permit persons to whom the Software is
  14. # furnished to do so, subject to the following conditions:
  15. #
  16. # The above copyright notice and this permission notice shall be included in all
  17. # copies or substantial portions of the Software.
  18. #
  19. # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  25. # SOFTWARE.
  26. _arguments \
  27. "1::path to scene or 'project.godot' file:_files" \
  28. '(-h --help)'{-h,--help}'[display the full help message]' \
  29. '--version[display the version string]' \
  30. '(-v --verbose)'{-v,--verbose}'[use verbose stdout mode]' \
  31. '--quiet[quiet mode, silences stdout messages (errors are still displayed)]' \
  32. '(-e --editor)'{-e,--editor}'[start the editor instead of running the scene]' \
  33. '(-p --project-manager)'{-p,--project-manager}'[start the project manager, even if a project is auto-detected]' \
  34. '(-q --quit)'{-q,--quit}'[quit after the first iteration]' \
  35. '(-l --language)'{-l,--language}'[use a specific locale (<locale> being a two-letter code)]:two-letter locale code' \
  36. "--path[path to a project (<directory> must contain a 'project.godot' file)]:path to directory with 'project.godot' file:_dirs" \
  37. '(-u --upwards)'{-u,--upwards}'[scan folders upwards for project.godot file]' \
  38. '--main-pack[path to a pack (.pck) file to load]:path to .pck file:_files' \
  39. '--render-thread[set the render thread mode]:render thread mode:(unsafe safe separate)' \
  40. '--remote-fs[use a remote filesystem]:remote filesystem address' \
  41. '--remote-fs-password[password for remote filesystem]:remote filesystem password' \
  42. '--audio-driver[set the audio driver]:audio driver name' \
  43. "--video-driver[set the video driver]:video driver name:((GLES3\:'OpenGL ES 3.0 renderer' GLES2\:'OpenGL ES 2.0 renderer'))" \
  44. '(-f --fullscreen)'{-f,--fullscreen}'[request fullscreen mode]' \
  45. '(-m --maximized)'{-m,--maximized}'[request a maximized window]' \
  46. '(-w --windowed)'{-w,--windowed}'[request windowed mode]' \
  47. '(-t --always-on-top)'{-t,--always-on-top}'[request an always-on-top window]' \
  48. '--resolution[request window resolution]:resolution in WxH format' \
  49. '--position[request window position]:position in X,Y format' \
  50. '--low-dpi[force low-DPI mode (macOS and Windows only)]' \
  51. '--no-window[disable window creation (Windows only), useful together with --script]' \
  52. "--enable-vsync-via-compositor[when Vsync is enabled, Vsync via the OS' window compositor (Windows only)]" \
  53. "--disable-vsync-via-compositor[disable Vsync via the OS' window compositor (Windows only)]" \
  54. '(-d --debug)'{-d,--debug}'[debug (local stdout debugger)]' \
  55. '(-b --breakpoints)'{-b,--breakpoints}'[specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)]:breakpoint list' \
  56. '--profiling[enable profiling in the script debugger]' \
  57. '--remote-debug[enable remote debugging]:remote debugger address' \
  58. '--debug-collisions[show collision shapes when running the scene]' \
  59. '--debug-navigation[show navigation polygons when running the scene]' \
  60. '--frame-delay[simulate high CPU load (delay each frame by the given number of milliseconds)]:number of milliseconds' \
  61. '--time-scale[force time scale (higher values are faster, 1.0 is normal speed)]:time scale' \
  62. '--disable-render-loop[disable render loop so rendering only occurs when called explicitly from script]' \
  63. '--disable-crash-handler[disable crash handler when supported by the platform code]' \
  64. '--fixed-fps[force a fixed number of frames per second (this setting disables real-time synchronization)]:frames per second' \
  65. '--print-fps[print the frames per second to the stdout]' \
  66. '(-s, --script)'{-s,--script}'[run a script]:path to script:_files' \
  67. '--check-only[only parse for errors and quit (use with --script)]' \
  68. '--export[export the project using the given preset and matching release template]:export preset name' \
  69. '--export-debug[same as --export, but using the debug template]:export preset name' \
  70. '--export-pack[same as --export, but only export the game pack for the given preset]:export preset name' \
  71. '--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' \
  72. '--no-docbase[disallow dumping the base types (used with --doctool)]' \
  73. '--build-solutions[build the scripting solutions (e.g. for C# projects)]' \
  74. '--gdnative-generate-json-api[generate JSON dump of the Godot API for GDNative bindings]' \
  75. '--test[run a unit test]:unit test name'