godot/misc/dist/shell/godot.fish
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

115 lines
8.0 KiB
Fish

# Fish completion for the Godot editor
# 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) 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.
function godot_rendering_method_args
# Use a function instead of a fixed string to customize the argument descriptions.
echo -e "forward_plus\tHigh-end desktop renderer"
echo -e "mobile\tHigh-end mobile/desktop renderer"
echo -e "gl_compatibility\tLow-end desktop, mobile and web renderer"
end
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 "opengl3\tOpenGL ES 3.0 renderer"
echo -e "dummy\tDummy renderer"
end
# Erase existing completions for Godot.
complete -c godot -e
# General options:
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 -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 -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"
complete -c godot -l main-pack -d "Path to a pack (.pck) file to load" -r
complete -c godot -l render-thread -d "Set the render thread mode" -x -a "unsafe safe separate"
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 display-driver -d "Set the display driver" -x
complete -c godot -l rendering-method -d "Set the renderer" -x -a "(godot_rendering_method_args)"
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"
complete -c godot -l write-movie -d "Writes a video to the specified path (usually with .avi or .png extension). --fixed-fps is forced when enabled" -x
# Display options:
complete -c godot -s f -l fullscreen -d "Request fullscreen mode"
complete -c godot -s m -l maximized -d "Request a maximized window"
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 single-window -d "Use a single window (no separate subwindows)"
complete -c godot -l xr-mode -d "Select Extended Reality (XR) mode" -a "default off on"
# 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"
complete -c godot -l disable-crash-handler -d "Disable crash handler when supported by the platform code"
complete -c godot -l fixed-fps -d "Force a fixed number of frames per second (this setting disables real-time synchronization)" -x
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-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
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 dump-gdextension-interface -d "Generate GDExtension header file 'gdextension_interface.h' in the current folder. This file is the base file required to implement a GDExtension"
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 startup-benchmark -d "Benchmark the startup time and print it to console"
complete -c godot -l startup-benchmark-file -d "Benchmark the startup time and save it to a given file in JSON format" -x
complete -c godot -l test -d "Run all unit tests; run with '--test --help' for more information" -x