mirror of
https://github.com/godotengine/godot.git
synced 2024-11-22 04:06:14 +00:00
Tweak the display order of CLI arguments in --help
for consistency
`--profile-gpu` was renamed to `--gpu-profile` for consistency with `--gpu-abort`. This also updates the shell completion files to the latest `master` branch.
This commit is contained in:
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cc6d051af2
commit
f4a0573379
@ -319,9 +319,8 @@ void Main::print_help(const char *p_binary) {
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OS::get_singleton()->print(" --rendering-driver <driver> Rendering driver (depends on display driver).\n");
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OS::get_singleton()->print(" --gpu-index <device_index> Use a specific GPU (run with --verbose to get available device list).\n");
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OS::get_singleton()->print(" --text-driver <driver> Text driver (Fonts, BiDi, shaping)\n");
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OS::get_singleton()->print(" --tablet-driver <driver> Pen tablet input driver.\n");
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OS::get_singleton()->print(" --headless Enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script.\n");
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OS::get_singleton()->print("\n");
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@ -334,15 +333,15 @@ void Main::print_help(const char *p_binary) {
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OS::get_singleton()->print(" --resolution <W>x<H> Request window resolution.\n");
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OS::get_singleton()->print(" --position <X>,<Y> Request window position.\n");
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OS::get_singleton()->print(" --single-window Use a single window (no separate subwindows).\n");
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OS::get_singleton()->print(" --tablet-driver Pen tablet input driver.\n");
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OS::get_singleton()->print("\n");
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OS::get_singleton()->print("Debug options:\n");
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OS::get_singleton()->print(" -d, --debug Debug (local stdout debugger).\n");
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OS::get_singleton()->print(" -b, --breakpoints Breakpoint list as source::line comma-separated pairs, no spaces (use %%20 instead).\n");
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OS::get_singleton()->print(" --profiling Enable profiling in the script debugger.\n");
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OS::get_singleton()->print(" --vk-layers Enable Vulkan Validation layers for debugging.\n");
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#ifdef DEBUG_ENABLED
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OS::get_singleton()->print(" --gpu-profile Show a GPU profile of the tasks that took the most time during frame rendering.\n");
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OS::get_singleton()->print(" --vk-layers Enable Vulkan validation layers for debugging.\n");
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#if DEBUG_ENABLED
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OS::get_singleton()->print(" --gpu-abort Abort on GPU errors (usually validation layer errors), may help see the problem if your system freezes.\n");
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#endif
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OS::get_singleton()->print(" --remote-debug <uri> Remote debug (<protocol>://<host/IP>[:<port>], e.g. tcp://127.0.0.1:6007).\n");
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@ -356,7 +355,6 @@ void Main::print_help(const char *p_binary) {
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OS::get_singleton()->print(" --disable-crash-handler Disable crash handler when supported by the platform code.\n");
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OS::get_singleton()->print(" --fixed-fps <fps> Force a fixed number of frames per second. This setting disables real-time synchronization.\n");
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OS::get_singleton()->print(" --print-fps Print the frames per second to the stdout.\n");
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OS::get_singleton()->print(" --profile-gpu Show a simple profile of the tasks that took more time during frame rendering.\n");
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OS::get_singleton()->print("\n");
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OS::get_singleton()->print("Standalone tools:\n");
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@ -787,7 +785,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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Engine::singleton->gpu_idx = I->next()->get().to_int();
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N = I->next()->next();
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} else {
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OS::get_singleton()->print("Missing gpu index argument, aborting.\n");
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OS::get_singleton()->print("Missing GPU index argument, aborting.\n");
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goto error;
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}
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} else if (I->get() == "--vk-layers") {
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23
misc/dist/shell/_godot.zsh-completion
vendored
23
misc/dist/shell/_godot.zsh-completion
vendored
@ -33,6 +33,7 @@ _arguments \
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'--quiet[quiet mode, silences stdout messages (errors are still displayed)]' \
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'(-e --editor)'{-e,--editor}'[start the editor instead of running the scene]' \
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'(-p --project-manager)'{-p,--project-manager}'[start the project manager, even if a project is auto-detected]' \
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'--debug-server[start the editor debug server]:editor debugger listen address' \
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'(-q --quit)'{-q,--quit}'[quit after the first iteration]' \
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'(-l --language)'{-l,--language}'[use a specific locale (<locale> being a two-letter code)]:two-letter locale code' \
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"--path[path to a project (<directory> must contain a 'project.godot' file)]:path to directory with 'project.godot' file:_dirs" \
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@ -42,7 +43,12 @@ _arguments \
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'--remote-fs[use a remote filesystem]:remote filesystem address' \
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'--remote-fs-password[password for remote filesystem]:remote filesystem password' \
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'--audio-driver[set the audio driver]:audio driver name' \
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"--video-driver[set the video driver]:video driver name:((Vulkan\:'Vulkan renderer' GLES2\:'OpenGL ES 2.0 renderer'))" \
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'--display-driver[set the display driver]:display driver name' \
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"--rendering-driver[set the rendering driver]:rendering driver name:((vulkan\:'Vulkan renderer' opengl3\:'OpenGL ES 3.0 renderer' dummy\:'Dummy renderer'))" \
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"--gpu-index[use a specific GPU (run with --verbose to get available device list)]:device index" \
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'--text-driver[set the text driver]:text driver name' \
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'--tablet-driver[set the pen tablet input driver]:tablet driver name' \
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'--headless[enable headless mode (--display-driver headless --audio-driver Dummy), useful for servers and with --script]' \
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'(-f --fullscreen)'{-f,--fullscreen}'[request fullscreen mode]' \
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'(-m --maximized)'{-m,--maximized}'[request a maximized window]' \
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'(-w --windowed)'{-w,--windowed}'[request windowed mode]' \
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@ -50,9 +56,13 @@ _arguments \
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'--resolution[request window resolution]:resolution in WxH format' \
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'--position[request window position]:position in X,Y format' \
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'--headless[enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script]' \
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'--single-window[use a single window (no separate subwindows)]' \
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'(-d --debug)'{-d,--debug}'[debug (local stdout debugger)]' \
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'(-b --breakpoints)'{-b,--breakpoints}'[specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)]:breakpoint list' \
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'--profiling[enable profiling in the script debugger]' \
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'--gpu-profile[show a GPU profile of the tasks that took the most time during frame rendering]' \
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'--vk-layers[enable Vulkan validation layers for debugging]' \
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'--gpu-abort[abort on GPU errors (usually validation layer errors)]' \
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'--remote-debug[enable remote debugging]:remote debugger address' \
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'--debug-collisions[show collision shapes when running the scene]' \
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'--debug-navigation[show navigation polygons when running the scene]' \
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@ -64,10 +74,11 @@ _arguments \
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'--print-fps[print the frames per second to the stdout]' \
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'(-s, --script)'{-s,--script}'[run a script]:path to script:_files' \
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'--check-only[only parse for errors and quit (use with --script)]' \
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'--export[export the project using the given preset and matching release template]:export preset name' \
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'--export-debug[same as --export, but using the debug template]:export preset name' \
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'--export-pack[same as --export, but only export the game pack for the given preset]:export preset name' \
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'--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' \
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'--export[export the project using the given preset and matching release template]:export preset name then path' \
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'--export-debug[same as --export, but using the debug template]:export preset name then path' \
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'--export-pack[same as --export, but only export the game pack for the given preset]:export preset name then path' \
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'--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' \
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'--no-docbase[disallow dumping the base types (used with --doctool)]' \
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'--build-solutions[build the scripting solutions (e.g. for C# projects)]' \
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'--test[run a unit test]:unit test name'
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'--dump-extension-api[generate JSON dump of the Godot API for GDExtension bindings named "extension_api.json" in the current folder]' \
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'--test[run all unit tests; run with "--test --help" for more information]'
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16
misc/dist/shell/godot.bash-completion
vendored
16
misc/dist/shell/godot.bash-completion
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@ -45,7 +45,12 @@ _complete_godot_options() {
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--remote-fs
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--remote-fs-password
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--audio-driver
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--video-driver
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--display-driver
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--rendering-driver
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--gpu-index
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--text-driver
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--tablet-driver
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--headless
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--fullscreen
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--maximized
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--windowed
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@ -53,9 +58,13 @@ _complete_godot_options() {
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--resolution
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--position
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--headless
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--single-window
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--debug
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--breakpoints
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--profiling
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--gpu-profile
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--vk-layers
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--gpu-abort
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--remote-debug
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--debug-collisions
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--debug-navigation
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@ -73,6 +82,7 @@ _complete_godot_options() {
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--doctool
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--no-docbase
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--build-solutions
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--dump-extension-api
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--test
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" -- "$1"))
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}
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@ -98,10 +108,10 @@ _complete_godot_bash() {
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local IFS=$' \n\t'
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# shellcheck disable=SC2207
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COMPREPLY=($(compgen -W "unsafe safe separate" -- "$cur"))
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elif [[ $prev == "--video-driver" ]]; then
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elif [[ $prev == "--rendering-driver" ]]; then
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local IFS=$' \n\t'
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# shellcheck disable=SC2207
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COMPREPLY=($(compgen -W "Vulkan GLES2" -- "$cur"))
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COMPREPLY=($(compgen -W "vulkan opengl3 dummy" -- "$cur"))
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elif [[ $prev == "--path" || $prev == "--doctool" ]]; then
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local IFS=$'\n\t'
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# shellcheck disable=SC2207
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21
misc/dist/shell/godot.fish
vendored
21
misc/dist/shell/godot.fish
vendored
@ -23,10 +23,11 @@
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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function godot_video_driver_args
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function godot_rendering_driver_args
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# Use a function instead of a fixed string to customize the argument descriptions.
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echo -e "Vulkan\tVulkan renderer"
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echo -e "GLES2\tOpenGL ES 2.0 renderer"
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echo -e "vulkan\tVulkan renderer"
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echo -e "opengl3\tOpenGL ES 3.0 renderer"
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echo -e "dummy\tDummy renderer"
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end
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# Erase existing completions for Godot.
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@ -50,7 +51,12 @@ complete -c godot -l render-thread -d "Set the render thread mode" -x -a "unsafe
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complete -c godot -l remote-fs -d "Use a remote filesystem (<host/IP>[:<port>] address)" -x
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complete -c godot -l remote-fs-password -d "Password for remote filesystem" -x
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complete -c godot -l audio-driver -d "Set the audio driver" -x
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complete -c godot -l video-driver -d "Set the video driver" -x -a "(godot_video_driver_args)"
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complete -c godot -l display-driver -d "Set the display driver" -x
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complete -c godot -l rendering-driver -d "Set the rendering driver" -x -a "(godot_rendering_driver_args)"
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complete -c godot -l gpu-index -d "Use a specific GPU (run with --verbose to get available device list)" -x
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complete -c godot -l text-driver -d "Set the text driver" -x
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complete -c godot -l tablet-driver -d "Set the pen tablet input driver" -x
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complete -c godot -l headless -d "Enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script"
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# Display options:
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complete -c godot -s f -l fullscreen -d "Request fullscreen mode"
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@ -60,11 +66,15 @@ complete -c godot -s t -l always-on-top -d "Request an always-on-top window"
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complete -c godot -l resolution -d "Request window resolution" -x
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complete -c godot -l position -d "Request window position" -x
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complete -c godot -l headless -d "Enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script"
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complete -c godot -l single-window -d "Use a single window (no separate subwindows)"
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# Debug options:
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complete -c godot -s d -l debug -d "Debug (local stdout debugger)"
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complete -c godot -s b -l breakpoints -d "Specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)" -x
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complete -c godot -l profiling -d "Enable profiling in the script debugger"
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complete -c godot -l gpu-profile -d "Show a GPU profile of the tasks that took the most time during frame rendering"
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complete -c godot -l vk-layers -d "Enable Vulkan validation layers for debugging"
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complete -c godot -l gpu-abort -d "Abort on GPU errors (usually validation layer errors)"
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complete -c godot -l remote-debug -d "Enable remote debugging"
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complete -c godot -l debug-collisions -d "Show collision shapes when running the scene"
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complete -c godot -l debug-navigation -d "Show navigation polygons when running the scene"
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@ -84,4 +94,5 @@ complete -c godot -l export-pack -d "Same as --export, but only export the game
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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
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complete -c godot -l no-docbase -d "Disallow dumping the base types (used with --doctool)"
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complete -c godot -l build-solutions -d "Build the scripting solutions (e.g. for C# projects)"
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complete -c godot -l test -d "Run a unit test" -x
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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"
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complete -c godot -l test -d "Run all unit tests; run with '--test --help' for more information" -x
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