ClassiCube/doc/plugin-dev.md
2021-10-10 20:09:31 +11:00

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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](https://github.com/UnknownShadow200/ClassiCube-Plugins/tree/master/src)
### 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
```C
#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
```C
#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.
```C
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.
```C
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)
---
### Linux
#### For Linux
**Compiling**
```gcc TestPlugin.c -o TestPlugin.so -shared -fPIC```
Then put ```TestPlugin.so``` into your game's ```plugins``` folder. Done.
#### Cross compile for Windows 32 bit
**Prerequisites:**
1) Compile the game, see ```Cross compiling for windows``` in main readme
2) Rename compiled executable to ClassiCube.exe
3) 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.
##### Ultra small dlls
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.
#### Cross compile for Windows 64 bit
Repeat the steps of *Cross compile for Windows 32 bit*, but use ```x86_64-w64-mingw32``` instead of ```i686-w64-mingw32```
### Windows
TODO when I have some more time...
**Prerequisites:**
1) Compile the game, see ```Cross compiling for windows``` in main readme
2) Find the `ClassiCube.lib` that was generated when compiling the game. Usually it is in either `src\x64\Debug` or `src\x86\Debug`.
3) 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**
Right click the plugin project in the `Solution Explorer` pane, then click `Properties`
TODO: add screenshots here
TODO: may need to configure include directories
1) In `Configuration properties` -> `General`, make sure `Configuration type` is set to `Dynamic library (.DLL)`
2) In `Configuration properties` -> `Linker` -> `Input`, click the dropdown button for `Additional Dependencies`, then click `Edit`. Add the full path to `ClassiCube.lib`, then click `OK`
**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\Project1.dll
```