GENie - Project generator tool
GENie (pronounced as Jenny) is project generator tool. It automagically generates project from Lua script, making applying the same settings for multiple projects easy.
Supported project generators:
- FASTBuild (experimental)
- GNU Makefile
- Ninja (experimental)
- Qbs / QtCreator (experimental)
- Visual Studio 2010, 2012, 2013, 2015, 2017
- XCode
version 991 (commit 0883ed7e5aa3409f48f5cf3bf0e5a96e9dad13fe)
Linux:
https://github.com/bkaradzic/bx/raw/master/tools/bin/linux/genie
OSX:
https://github.com/bkaradzic/bx/raw/master/tools/bin/darwin/genie
Windows:
https://github.com/bkaradzic/bx/raw/master/tools/bin/windows/genie.exe
$ git clone https://github.com/bkaradzic/genie
$ cd genie
$ make
Scripting Reference
Introduction to GENie - CppCon 2016
Initial version of GENie is fork of Premake 4.4 beta 5, and there is no intention to keep it compatible with it.
- Added vs2013 support.
- Added hash UUID support.
os.uuid(<string>)
should produce consistent UUID. - Added search for default script. Default script name is changed to genie.lua
(solution.lua and premake4.lua are also allowed), and it can be located in
scripts
directory. - Updated Lua from 5.1.4 to 5.3.0.
- Disabled
SmallerTypeCheck
VS option whenExtraWarnings
is set (need to move it into separate option). - New versioning scheme based on revision number from git.
- Added
startproject "<project name>"
to set default project in VS. - Removed
NoMinimalRebuild
and added reversed logic toEnableMinimalRebuild
. - Added
NoMultiProcessorCompilation
flag to disable multiprocessor compilation in MSVC. - Added ability to configure Visual Studio toolset from GENie script.
- Added
UnsignedChar
flag to force char to be unsigned. - Removed vs2002, vs2003, vs2005, Solaris, and Haiku support.
- Allow source files in the same project to have the same name. Added
SingleOutputDir
flag to use single output directory (original behaviour). - Added WinRT support (Windows Phone 8.1, Windows Store, Universal Apps).
- Added
removeflags
,removelinks
. - Added vs2015 support.
- Added
targetsubdir
. - Added support for solution folders
group
. - Added
options
section (andForceCpp
to enforce C++ compile even if extension is for C files) - Added
msgcompile
,msgresource
,msglinking
andmsgarchiving
as overrides for make messages. - Added
messageskip
list to disable some of compiler messages. - Added
buildoptions_c
,buildoptions_cpp
,buildoptions_objc
,buildoptions_objcpp
,buildoptions_asm
,buildoptions_swift
for configuring language specific build options. - Split functionality of
excludes
inremovefiles
andexcludes
. With VSexcludes
will exclude files from build but files will be added to project file.removefiles
removes files completely from project. - Added support for generating PS4/Orbis projects.
- Fixed PCH race when using concurrent Makefile build.
- Added Green Hills Software compiler support.
- Added edit & continue support for 64-bit builds in VS2013 upwards.
- Added
windowstargetplatformversion
to specify VS Windows target version. - Added
NoWinRT
flag to disable WinRT CX builds. - Added
NoBufferSecurityCheck
flag to disable security checks in VS. - Added
nopch
file list to exclude files from using PCH. - Added
EnableAVX
andEnableAVX2
flags to enable enhanced instruction set. - Added FASTBuild (.bff) project generator.
- Added Vala language support.
- Added MASM support for Visual Studio projects.
- Added
userincludedirs
for include header with angle brackets and quotes search path control. - Detect when generated project files are not changing, and skip writing over existing project files.
- Added Ninja project generator.
- Added ability to specify MSVC "Old Style" debug info format with
C7DebugInfo
. - Added some support for per-configuration
files
lists. - Removed
clean
action. - Added support for QtCreator via Qbs build tool.
- Added .natvis file type support for Visual Studio.
- Added Swift language support for make and ninja build generators.
- Removed CodeBlocks and CodeLite support.
- Added vs2017 support.
- Removed vs2008 support.
- Added
removeplatforms
that removes VS build target platforms. - Added
PedanticWarnings
flag. - Added
ObjcARC
flag to enable automatic reference counting for Objective-C(++). - Added
iostargetplatformversion
,macostargetplatformversion
, andtvostargetplatformversion
to specify XCode OS target version. - Removed the
xcode3
, andxcode4
actions. - Added the
xcode8
,xcode9
, andxcode10
actions. - Added
systemincludedirs
that are always searched after directories added usingincludedirs
. - Added
NoRuntimeChecks
flag to disable Basic Runtime Checks in non-optimized Visual Studio builds. - Added support for Nintendo Switch projects.
- Added flags for selecting C++ standard:
Cpp11
,Cpp14
,Cpp17
, andCppLatest
. - Added
xcodeprojectopts
andxcodetargetopts
.
build is a set of build system scripts and related tools, built around GENie project generator tool.
https://milostosic.github.io/build/
It is possible to debug build scripts using ZeroBrane Studio. You must compile GENie in debug mode
$ make config=debug
This ensures the core lua scripts are loaded from disk rather than compiled
into the GENie binary. Create a file named debug.lua
as a sibling to your
main genie.lua
script with the following content:
local zb_path = <path to ZeroBraneStudio>
local cpaths = {
string.format("%s/bin/lib?.dylib;%s/bin/clibs53/?.dylib;", zb_path, zb_path),
package.cpath,
}
package.cpath = table.concat(cpaths, ';')
local paths = {
string.format('%s/lualibs/?.lua;%s/lualibs/?/?.lua', zb_path, zb_path),
string.format('%s/lualibs/?/init.lua;%s/lualibs/?/?/?.lua', zb_path, zb_path),
string.format('%s/lualibs/?/?/init.lua', zb),
package.path,
}
package.path = table.concat(paths, ';')
require('mobdebug').start()
NOTE: update zb_path
to refer to the root of your ZeroBrane Studio
install. For reference, you should find lualibs
in you zb_path
folder
To debug, make sure ZBS is listening for debug connections and add
dofile("debug.lua")
to genie.lua
https://github.com/bkaradzic/bgfx bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
https://github.com/Psybrus/Psybrus Psybrus Engine & Toolchain
https://github.com/dariomanesku/cmftstudio cmftStudio - cubemap filtering tool
https://github.com/mamedev/mame MAME - Multiple Arcade Machine Emulator
http://sol.gfxile.net/soloud SoLoud is an easy to use, free, portable c/c++ audio engine for games.
https://github.com/andr3wmac/Torque6 Torque 6 is an MIT licensed 3D engine loosely based on Torque2D. Being neither Torque2D or Torque3D it is the 6th derivative of the original Torque Engine.
http://mtuner.net/ is a memory profiler and memory leak finder for Windows, PS4, PS3.
Developer Crackshell used GENie for development of games Heroes of Hammerwatch, and Serious Sam's Bogus Detour.
GENie
Copyright (c) 2014-2018 Branimir Karadžić, Neil Richardson, Mike Popoloski,
Drew Solomon, Ted de Munnik, Miodrag Milanović, Brett Vickers, Bill Freist,
Terry Hendrix II, Ryan Juckett, Andrew Johnson, Johan Sköld,
Alastair Murray, Patrick Munns, Jan-Eric Duden, Phil Stevens, Stuart Carnie,
Nikolay Aleksiev, Jon Olson, Mike Fitzgerald, Anders Stenberg, Violets,
Hugo Amnov.
All rights reserved.
https://github.com/bkaradzic/genie
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3. Neither the name of the GENie nor the names of its contributors may be
used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.