This document details how to compile a basic plugin in Visual Studio, MinGW, or GCC/Clang. 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/ClassiCube/ClassiCube-Plugins/) ### Setup You need to download and install either Visual Studio, MinGW, or GCC/Clang. *Note: MinGW/GCC/Clang 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++ 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) --- ## Compiling Plugin compilation instructions differs depending on the compiler and operating system ### Linux [Compiling using gcc or clang](plugin-dev.md#using-gcc-or-clang) [Cross compiling for Windows 32-bit](plugin-dev.md#cross-compiling-for-windows-32-bit-using-mingw-w64) [Cross compiling for Windows 64-bit](plugin-dev.md#cross-compiling-for-windows-64-bit-using-mingw-w64) ### macOS [Compiling using gcc or clang](plugin-dev.md#using-gcc-or-clang-1) ### Windows [Compiling using Visual Studio](plugin-dev.md#using-visual-studio) [Compiling using mingw-w64](plugin-dev.md#using-mingw-w64) --- ## 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 1) Create `ClassiCube.exe` by either: 1) Compiling the game, see `Cross compiling for windows (32 bit)` in [main readme](/readme.md#cross-compiling-for-windows-32-bit) 2) Downloading 32 bit ClassiCube from https://www.classicube.net/download/#dl-win 2) Install the `mingw-w64-tools` package (if it isn't already) 3) Generate the list of exported symbols from `ClassiCube.exe` by running: * `gendef ClassiCube.exe` 4) Create a linkable library from the exported symbols list by running: * `i686-w64-mingw32-dlltool -d ClassiCube.def -l libClassiCube.a -D ClassiCube.exe` TODO: also document alternate method of compiling the game using --out-implib #### Compiling `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 #### Setup 1) Create `ClassiCube.exe` by either: 1) Compiling the game, see `Cross compiling for windows (64 bit)` in [main readme](/readme.md#cross-compiling-for-windows-64-bit) 2) Downloading 64 bit ClassiCube from https://www.classicube.net/download/#dl-win 2) Install the `mingw-w64-tools` package (if it isn't already) 3) Generate the list of exported symbols from `ClassiCube.exe` by running: * `gendef ClassiCube.exe` 4) Create a linkable library from the exported symbols list by running: * `x86_64-w64-mingw32-dlltool -d ClassiCube.def -l libClassiCube.a -D ClassiCube.exe` TODO: also document alternate method of compiling the game using --out-implib #### Compiling `x86_64-w64-mingw32-gcc TestPlugin.c -o TestPlugin.dll -s -shared -L . -lClassiCube` Then put `TestPlugin.dll` into your game's `plugins` folder. Done. ## 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 1) Compile the game, see `Compiling - Windows > using Visual Studio` 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 - 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 ```C #ifdef _MSC_VER #ifdef _WIN64 #pragma comment(lib, "[GAME SRC FOLDER]/x64/Debug/ClassiCube.lib") #else #pragma comment(lib, "[GAME SRC FOLDER]/x86/Debug/ClassiCube.lib") #endif #endif ``` replacing `[GAME SRC FOLDER]` 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 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\TestPlugin.dll ` Then put `TestPlugin.dll` into your game's `plugins` folder. Done. ### Using mingw-w64 #### Setup 1) Create `ClassiCube.exe` by either: 1) Compiling the game, see `Compiling for windows (MinGW-w64)` in [main readme](/readme.md#using-mingw-w64) 2) Downloading ClassiCube from https://www.classicube.net/download/#dl-win 2) Generate the list of exported symbols in `ClassiCube.exe` by running: * `gendef ClassiCube.exe` 3) Create a linkable library from the exported symbols list by running: * `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. ## Notes for compiling for Windows ### Ensuring your plugin works when the ClassiCube exe isn't named ClassiCube.exe If you follow the prior compilation instructions, the compiled DLL will have a runtime dependancy on `ClassiCube.exe` However, this means that if the executable is e.g. named `ClassiCube (2).exe` instead. the plugin DLL will fail to load To avoid this problem, you must 1) Stop linking to `ClassiCube` (e.g. for `MinGW`, remove the ` -L . -lClassiCube`) 2) Load all functions and variables exported from ClassiCube via `GetProcAddress` instead This is somewhat tedious to do - see [here](https://github.com/ClassiCube/ClassiCube-Plugins/) for some examples of plugins which do this #### Compiling ultra small plugin DLLs - MinGW If you **ONLY** use code from the game (no external libraries and no C standard library functions): * You can add `-nostartfiles -Wl,--entry=0` to the compile flags to reduce the DLL size (e.g from 11 to 4 kb) This isn't necessary to do though, and plugin DLLs work completely fine without doing this.