7 KiB
This document details how to compile a basic plugin in Visual Studio, MinGW, or GCC.
To find the functions and variables available for use in plugins, look for CC_API/CC_VAR in the .h files.
Source code of some actual plugins
Setup
You need to download and install either Visual Studio, MinGW, or GCC.
Note: MinGW/GCC are relatively small, while Visual Studio is gigabytes in size.
If you're just trying to compile a plugin on Windows you might want to use MinGW. See main readme.
I assume your directory is structured like this:
src/...
TestPlugin.c
Or in other words, in a directory somewhere, you have a file named TestPlugin.c
, and then a sub-directory named src
which contains the game's source code.
Basic plugin
#include "src/Chat.h"
#include "src/Game.h"
#include "src/String.h"
static void TestPlugin_Init(void) {
cc_string msg = String_FromConst("Hello world!");
Chat_Add(&msg);
}
int Plugin_ApiVersion = 1;
struct IGameComponent Plugin_Component = { TestPlugin_Init };
Here's the idea for a basic plugin that shows "Hello world" in chat when the game starts. Alas, this won't compile...
Basic plugin boilerplate
#ifdef _WIN32
#define CC_API __declspec(dllimport)
#define CC_VAR __declspec(dllimport)
#define EXPORT __declspec(dllexport)
#else
#define CC_API
#define CC_VAR
#define EXPORT __attribute__((visibility("default")))
#endif
#include "src/Chat.h"
#include "src/Game.h"
#include "src/String.h"
static void TestPlugin_Init(void) {
cc_string msg = String_FromConst("Hello world!");
Chat_Add(&msg);
}
EXPORT int Plugin_ApiVersion = 1;
EXPORT struct IGameComponent Plugin_Component = { TestPlugin_Init };
With this boilerplate, we're ready to compile the plugin. All plugins require this boilerplate, so feel free to copy and paste it.
Writing plugins in C++
When including headers from ClassiCube, they must be surrounded with extern "C"
, i.e.
extern "C" {
#include "src/Chat.h"
#include "src/Game.h"
#include "src/String.h"
}
Otherwise you will get obscure Undefined reference
errors when compiling.
Exported plugin functions must be surrounded with extern "C"
, i.e.
extern "C" {
EXPORT int Plugin_ApiVersion = 1;
EXPORT struct IGameComponent Plugin_Component = { TestPlugin_Init };
}
Otherwise your plugin will not load. (you'll see error getting plugin version
in-game)
Compiling
Plugin compilation instructions differs depending on the compiler and operating system
Linux
Cross compiling for Windows 32-bit
Cross compiling for Windows 64-bit
macOS
Windows
Compiling - Linux
Using gcc or clang
Compiling
cc TestPlugin.c -o TestPlugin.so -shared -fPIC
Then put TestPlugin.so
into your game's plugins
folder. Done.
Cross compiling for Windows 32 bit using mingw-w64
Setup
- Compile the game, see
Cross compiling for windows
in main readme - Rename compiled executable to ClassiCube.exe
- Install the
mingw-w64-tools
package
TODO: this also works for mingw. clean this up.
TODO: also document alternate method of compiling the game using --out-implib
Compiling
First, generate list of exported symbols:
gendef src/ClassiCube.exe
Next create a linkable library:
i686-w64-mingw32-dlltool -d ClassiCube.def -l libClassiCube.a -D ClassiCube.exe
Finally compile the plugin:
i686-w64-mingw32-gcc TestPlugin.c -o TestPlugin.dll -s -shared -L . -lClassiCube
Then put TestPlugin.dll
into your game's plugins
folder. Done.
Cross compiling for Windows 64 bit using mingw-w64
Repeat the steps of Cross compiling for Windows 32 bit, but replace i686-w64-mingw32
with x86_64-w64-mingw32
Compiling - macOS
Using gcc or clang
Compiling
cc TestPlugin.c -o TestPlugin.dylib -undefined dynamic_lookup
Then put TestPlugin.dylib
into your game's plugins
folder. Done.
Compiling - Windows
Using Visual Studio
TODO more detailed when I have some more time...
Setup
- Compile the game, see
Cross compiling for windows
in main readme - Find the
ClassiCube.lib
that was generated when compiling the game. Usually it is in eithersrc\x64\Debug
orsrc\x86\Debug
. - Add a new
Empty Project
to the ClassiCube solution, then add the plugin .c files to it
Note: If the plugin provides a .vcxproj file, you can skip step 2 and just open that project file instead.
Configuration - alternative #1
The simplest way of linking to the .lib
file is simply adding the following code to one of the plugin's .c
files
#ifdef _MSC_VER
#ifdef _WIN64
#pragma comment(lib, "[GAME SOURCE]/x64/Debug/ClassiCube.lib")
#else
#pragma comment(lib, "[GAME SOURCE]/x86/Debug/ClassiCube.lib")
#endif
#endif
replacing [GAME SOURCE]
with the full path of src
folder (e.g. C:/Dev/ClassiCube/src
)
Configuration - alternative #2
The more complicated way of linking to the .lib
file is to add it to the plugin's project configuration file
Right click the plugin project in the Solution Explorer
pane, then click Properties
TODO: add screenshots here
TODO: may need to configure include directories
-
In
Configuration properties
->General
, make sureConfiguration type
is set toDynamic library (.DLL)
-
In
Configuration properties
->Linker
->Input
, click the dropdown button forAdditional Dependencies
, then clickEdit
. Add the full path toClassiCube.lib
, then clickOK
Compiling
Build the project. There should be a line in the build output that tells you where you can find the .dll file like this:
Project1.vcxproj -> C:\classicube-dev\testplugin\src\x64\Debug\TestPlugin.dll
Then put TestPlugin.dll
into your game's plugins
folder. Done.
Using mingw-w64
Setup
Generate the list of exported symbols of ClassiCube.exe
gendef src/ClassiCube.exe
Next create a linkable library from the exported symbols list:
dlltool -d ClassiCube.def -l libClassiCube.a -D ClassiCube.exe
Compiling
gcc TestPlugin.c -o TestPlugin.dll -s -shared -L . -lClassiCube
Then put TestPlugin.dll
into your game's plugins
folder. Done.
Compiling - other notes
Ultra small dlls - mingw
If you ONLY use code from the game (no external libraries and no C standard library functions), add -nostartfiles -Wl,--entry=0
to the compile flags
This step isn't necessary, the dll works fine without it. But it does reduce the size of the dll from 11 to 4 kb.