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5 LOCs away from bootstrapping a cross-platform C++ project!

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yuyoyuppe/premake_scaffold

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Motivation

In the age of bazels and deterministic builds, a man needs their reinvented wheels. Bootstrap your minimalistic projects based on ancient technologies at the speed of light:

$ git submodule add [email protected]:yuyoyuppe/premake_scaffold.git deps/premake_scaffold

and then your whole premake5.lua is:

ps = require 'deps.premake_scaffold'
workspace "awesome_project"
ps.generate({ paths = {  VulkanSDK = "S:\\VulkanSDK\\1.1.121.2\\" } })

What you've got? Let's say you've had a project structure like this:

- awesome_project
|- src
 |- shaders
  |- a.glsl, b.glsl ...
 |- engine
  | - e1.cxx, e2.cxx ...
 |- game
  | - g1.cxx, g2.cxx ...

Now your engine and game could be compiled as 64-bit C++latest static libraries with sane-Wall -Werror warning settings, and shaders will use Vulkan SDK to compile in parallel. All build artefacts are placed in awesome_project/build folder by default. You also got new premake5 actions: format, clean and rebuild.

What about executable and dependencies, you say? Sure, create a description.lua in game folder with:

kind 'WindowedApp'
links {'game'}
dependson = 'shaders'

And now you're done. As you see, you can specify any premake5 api-call data on a per-module basis using description.lua.

Philosophy

  • Every software project needs its own philosophy
  • Don't waste time
  • Use a turn-key solution such as vcpkg/pacman/brew as much as you can

API description

generate(settings)

settings: table with the following optional contents:

  • paths table:
    • ClangFormatExecutable - absolute path to clang-format executable if you don't have it in PATH
    • VulkanSDK

TODO

  • finalize custom types support (shaders)
  • integrate scre
  • integrate luafmt
  • linux/macosx support
  • profile configuration

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5 LOCs away from bootstrapping a cross-platform C++ project!

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