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2025-09-16 20:46:46 -04:00
commit 9d30169a8d
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misc/dist/shell/_godot.zsh-completion vendored Normal file
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#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) 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.
_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 (<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]' \
'--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' \
'--audio-output-latency[override audio output latency in milliseconds (default is 15 ms)]:number of milliseconds' \
'--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]' \
'--log-file[write output/error log to the specified path instead of the default location defined by the project]:path to output log file' \
'--write-movie[write a video to the specified path (usually with .avi or .png extension)]:path to output video file' \
'(-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' \
'--single-window[use a single window (no separate subwindows)]' \
'--xr-mode[select Extended Reality (XR) mode]:Extended Reality (XR) mode:(default off on)' \
'(-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[set a maximum number of frames per second rendered (can be used to limit power usage), a value of 0 results in unlimited framerate]:maximum frames per seocnd' \
'--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-vsync[disable vertical synchronization even if enabled in the project settings]' \
'--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-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' \
'--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 'gdextension_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]' \
'--benchmark[benchmark the run time and print it to console]' \
'--benchmark-file[benchmark the run time and save it to a given file in JSON format]:path to output JSON file' \
'--test[run all unit tests; run with "--test --help" for more information]'

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#!/usr/bin/env bash
# Bash completion for the Godot editor
# 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) 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.
_complete_godot_options() {
# Since Bash doesn't support option descriptions in autocompletion,
# only display long options to be more descriptive.
# shellcheck disable=SC2207
COMPREPLY=($(compgen -W " \
--help
--version
--verbose
--quiet
--editor
--project-manager
--debug-server
--quit
--language
--path
--upwards
--main-pack
--render-thread
--remote-fs
--remote-fs-password
--audio-driver
--audio-output-latency
--display-driver
--rendering-method
--rendering-driver
--gpu-index
--text-driver
--tablet-driver
--headless
--log-file
--write-movie
--fullscreen
--maximized
--windowed
--always-on-top
--resolution
--position
--single-window
--xr-mode
--debug
--breakpoints
--profiling
--gpu-profile
--gpu-validation
--gpu-abort
--remote-debug
--debug-collisions
--debug-navigation
--debug-stringnames
--max-fps
--frame-delay
--time-scale
--disable-vsync
--disable-render-loop
--disable-crash-handler
--fixed-fps
--print-fps
--script
--check-only
--export-release
--export-debug
--export-pack
--convert-3to4
--validate-conversion-3to4
--doctool
--no-docbase
--build-solutions
--dump-gdextension-interface
--dump-extension-api
--benchmark
--benchmark-file
--test
" -- "$1"))
}
_complete_godot_bash() {
local cur="${COMP_WORDS[$COMP_CWORD]}" prev
# Complete options or the positional argument.
if [[ $cur == -* ]]; then
_complete_godot_options "$cur"
else
local IFS=$'\n\t'
# shellcheck disable=SC2207
COMPREPLY=($(compgen -f -X "!*.@(scn|tscn|escn|godot)" -- "$cur"))
fi
# If the array is accessed out of bounds (which will happen for the first argument),
# `$prev` will be an empty string and won't match any of the conditions below.
prev="${COMP_WORDS[$((COMP_CWORD-1))]}"
# Complete option values.
if [[ $prev == "--render-thread" ]]; then
local IFS=$' \n\t'
# shellcheck disable=SC2207
COMPREPLY=($(compgen -W "unsafe safe separate" -- "$cur"))
elif [[ $prev == "--rendering-method" ]]; then
local IFS=$' \n\t'
# shellcheck disable=SC2207
COMPREPLY=($(compgen -W "forward_plus mobile gl_compatibility" -- "$cur"))
elif [[ $prev == "--rendering-driver" ]]; then
local IFS=$' \n\t'
# shellcheck disable=SC2207
COMPREPLY=($(compgen -W "vulkan opengl3 dummy" -- "$cur"))
elif [[ $prev == "--xr-mode" ]]; then
local IFS=$' \n\t'
# shellcheck disable=SC2207
COMPREPLY=($(compgen -W "default off on" -- "$cur"))
elif [[ $prev == "--path" || $prev == "--doctool" ]]; then
local IFS=$'\n\t'
# shellcheck disable=SC2207
COMPREPLY=($(compgen -d -- "$cur"))
elif [[ $prev == "--main-pack" ]]; then
local IFS=$'\n\t'
# shellcheck disable=SC2207
COMPREPLY=($(compgen -f -X "!*.@(pck|zip)" -- "$cur"))
elif [[ $prev == "-s" || $prev == "--script" ]]; then
local IFS=$'\n\t'
# shellcheck disable=SC2207
COMPREPLY=($(compgen -f -X "!*.gd" -- "$cur"))
fi
}
complete -o filenames -F _complete_godot_bash godot

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# 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 audio-output-latency -d "Override audio output latency in milliseconds (default is 15 ms)" -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 log-file -d "Write output/error log to the specified path instead of the default location defined by the project" -x
complete -c godot -l write-movie -d "Write 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 max-fps -d "Set a maximum number of frames per second rendered (can be used to limit power usage), a value of 0 results in unlimited framerate" -x
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 benchmark -d "Benchmark the run time and print it to console"
complete -c godot -l benchmark-file -d "Benchmark the run 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