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GUI Programs

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Godot

godot docs Godot Engine v3.4.4.stable.official.419e713a2 - https://godotengine.org Free and open source software under the terms of the MIT license. (c) 2007-2022 Juan Linietsky, Ariel Manzur. (c) 2014-2022 Godot Engine contributors.

Usage: godot [options] [path to scene or ‘project.godot’ file]

General options: -h, –help Display this help message. –version Display the version string. -v, –verbose Use verbose stdout mode. –quiet Quiet mode, silences stdout messages. Errors are still displayed.Run options: -e, –editor Start the editor instead of running the scene. -p, –project-manager Start the project manager, even if a project is auto-detected. -q, –quit Quit after the first iteration. -l, –language <locale> Use a specific locale (<locale> being a two-letter code). –path <directory> Path to a project (<directory> must contain a ‘project.godot’ file). -u, –upwards Scan folders upwards for project.godot file. –main-pack <file> Path to a pack (.pck) file to load. –render-thread <mode> Render thread mode (‘unsafe’, ‘safe’, ‘separate’). –remote-fs <address> Remote filesystem (<host/IP>[:<port>] address). –remote-fs-password <password> Password for remote filesystem. –audio-driver <driver> Audio driver (‘CoreAudio’, ‘Dummy’). –video-driver <driver> Video driver (‘GLES3’, ‘GLES2’).Display options: -f, –fullscreen Request fullscreen mode. -m, –maximized Request a maximized window. -w, –windowed Request windowed mode. -t, –always-on-top Request an always-on-top window. –resolution <W>x<H> Request window resolution. –position <X>,<Y> Request window position. –low-dpi Force low-DPI mode (macOS and Windows only). –no-window Run with invisible window. Useful together with –script. –enable-vsync-via-compositor When vsync is enabled, vsync via the OS’ window compositor (Windows only). –disable-vsync-via-compositor Disable vsync via the OS’ window compositor (Windows only). –enable-delta-smoothing When vsync is enabled, enabled frame delta smoothing. –disable-delta-smoothing Disable frame delta smoothing. –tablet-driver Tablet input driver () (Windows only).Debug options: -d, –debug Debug (local stdout debugger). -b, –breakpoints Breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead). –profiling Enable profiling in the script debugger. –remote-debug <address> Remote debug (<host/IP>:<port> address). –debug-collisions Show collision shapes when running the scene. –debug-navigation Show navigation polygons when running the scene. –frame-delay <ms> Simulate high CPU load (delay each frame by <ms> milliseconds). –time-scale <scale> Force time scale (higher values are faster, 1.0 is normal speed). –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 <fps> Force a fixed number of frames per second. This setting disables real-time synchronization. –print-fps Print the frames per second to the stdout.Standalone tools: -s, –script <script> Run a script. –check-only Only parse for errors and quit (use with –script). –export <preset> <path> Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg. <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. ‘builds/game.exe’). The target directory should exist. –export-debug <preset> <path> Same as –export, but using the debug template. –export-pack <preset> <path> Same as –export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format. –doctool [<path>] Dump the engine API reference to the given <path> (defaults to current dir) in XML format, merging if existing files are found. –no-docbase Disallow dumping the base types (used with –doctool). –build-solutions Build the scripting solutions (e.g. for C# projects). Implies –editor and requires a valid project to edit. –gdnative-generate-json-api Generate JSON dump of the Godot API for GDNative bindings. –test <test> Run a unit test (‘string’, ‘math’, ‘basis’, ‘transform’, ‘physics’, ‘physics_2d’, ‘render’, ‘oa_hash_map’, ‘gui’, ‘shaderlang’, ‘gd_tokenizer’, ‘gd_parser’, ‘gd_compiler’, ‘gd_bytecode’, ‘ordered_hash_map’, ‘astar’, ‘xml_parser’).

Android Export

https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html https://developer.android.com/games/engines/godot/godot-export

also see keytool

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