In this guide, it is shown how to properly setup a C++ Plugin Project, i.e., how to create a C++ Plugin library and load it from within an EScript Plugin.
You should already have a running PADrend installation (see Installation Guide).
You can follow this guide to setup your project or checkout the ready-to-go Example Project and modify it to your liking (the ExampleProject contains much more functionality than this tutorial, like automatically setting the project name in CMakeLists.txt
and Main.cpp
based on your folder name).
Furthermore, this guide assumes that you are using CMake to build PADrend.
Setting up your Project
We start by creating a new folder MyProject
(your project name here) in the PADrend root folder.
In this folder create a new folder src
for your c++ sources and a new folder plugins
for your EScript plugins.
Since we are using CMake, we need to create a CMakeLists.txt
file in your project folder with the following content:
# required by CMake
cmake_minimum_required(VERSION 3.1.0)
# set the project name
project(MyProject)
# ensures that the project is build with C++11 standard
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# add C++ source files to the project
add_library(${PROJECT_NAME} SHARED
src/Main.cpp
src/ELibMyProject.cpp # change this according to your project name
# add your own .cpp files here
)
# make sure that the built .dll or .so file is placed into the 'build' or 'bin' directory
set_target_properties(${PROJECT_NAME} PROPERTIES LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}")
This creates a basic c++ library project.
You can add further source files under addLibrary(...)
.
You also need to link your library to the EScript library and other PADrend libraries you want to use, like MinSG
or Geometry
.
For this you need the according CMake modules which you can find here and here.
Download the files and put them into a subfolder named cmake
.
To add the libraries, simply add the following lines to your CMakeLists.txt
file, to link to all recommended PADrend libraries:
# --- Set up dependencies to the PADrend libraries ---
# add ./cmake to module search path
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
# find PADrend libraries
find_package(PADrend)
if(PADREND_FOUND)
target_include_directories(${PROJECT_NAME} PUBLIC ${PADREND_INCLUDE_DIRS})
target_link_libraries(${PROJECT_NAME} LINK_PUBLIC ${PADREND_LIBRARIES})
endif()
# find EScript library
find_package(EScript)
if(ESCRIPT_FOUND)
target_include_directories(${PROJECT_NAME} PUBLIC ${ESCRIPT_INCLUDE_DIRS})
target_link_libraries(${PROJECT_NAME} LINK_PUBLIC ${ESCRIPT_LIBRARIES})
endif()
Now that we have everything set up for building, we can start with the c++ code.
We first need to create an entry point for the EScript library loader.
For this, create the file Main.cpp
in your src
folder with the following content:
#include "ELibMyProject.h" // change this according to your project name
#include <EScript/EScript.h>
#include <iostream>
#ifndef LIBRARY_NAME
#define LIBRARY_NAME "MyProject" // Set the library name
#endif
/**
* Main entry point for this library.
* This function is called from EScript using the 'LibUtilExt/LibraryLoader' module.
* The 'lib' parameter is usually the GLOBALS namespace from EScript.
*
* The 'extern "C"' signalizes the compiler that it should tread this function as a plain C function
* which can be easily found during dynamic linking (otherwise the compiler mangles the name).
*/
extern "C" void initLibrary(EScript::Namespace* lib) {
std::cout << "Loading Library: " << LIBRARY_NAME << "..." << std::endl;
if(lib->getAttribute(LIBRARY_NAME).isNotNull()) {
std::cerr << LIBRARY_NAME << " Library already loaded!" << std::endl;
} else {
// create a new namespace under the GLOBALS namespace with the name of this library
auto * ns = new EScript::Namespace;
declareConstant(lib, LIBRARY_NAME, ns);
// Initialize EScript functions for our project
MyProject::init(ns); // change this according to your project name
}
}
The most important line is extern "C" void initLibrary(EScript::Namespace* lib)
.
The library loader searches for the entry point initLibrary and then executes it together with the global EScript namespace as parameter.
The extern "C"
part is used to mark this method as a c-method.
This is required by the library loader, since c++ entry point names are much more complicated and can be different for each compiler.
The given code first looks if the namespace of your library is already declared and gives an error message if this is the case.
Otherwise, you might run into unpredictable side effects if you accidentally try to load the library twice.
Then, the code creates a new EScript namespace for your library (named MyProject
) and calls the initializer method for your EScript bindings MyProject::init(ns)
.
This could also be done directly in the initLibrary
method, but it is recommended to initialize your bindings in a different file with your own namespace.
Now we create the files ELibMyProject.h
and ELibMyProject.cpp
in your src
folder for initializing your EScript bindings.
You don’t have to touch the CMakeLists.txt
and Main.cpp
in this case, since we already included them.
For other c++ source files, you would also have to add them in the CMakeLists.txt
under add_library
.
The header file ELibMyProject.h
just contains the declaration of the initializer method inside your own namespace:
#ifndef ELIB_MY_PROJECT_H_ /* begin of include guard: ELIB_MY_PROJECT_H_ */
#define ELIB_MY_PROJECT_H_ /* C++ header files should always be enclosed by unique include guards */
// Forward declaration
namespace EScript {
class Namespace;
}
// Your namespace
namespace MyProject {
// EScript initializer method
void init(EScript::Namespace* lib);
}
#endif /* end of include guard: ELIB_MY_PROJECT_H_ */
In the implementation of our initializer method (in ELibMyProject.cpp
) we create a simple helloWorld
function which just prints “Hello World!” to the console and create an EScript binding for it, so that we can call the function from within EScript using MyProject.helloWorld()
:
#include "ELibMyProject.h"
#include <EScript/Basics.h>
#include <EScript/StdObjects.h>
#include <iostream>
namespace MyProject {
// Output "Hello World!" to the console.
void helloWorld() {
std::cout << "Hello World!" << std::endl;
}
// Initializes your EScript bindings
void init(EScript::Namespace* lib) {
// EScript macro to create the method MyProject.helloWorld()
ES_FUNCTION(lib, "helloWorld", 0, 0, {
helloWorld();
return thisEObj;
})
}
}
EScript bindings are defined using macros, e.g., ES_FUNCTION(...)
.
How exactly these macros work is shown in From C++ to EScript.
Here, it is sufficient to know that the macro defines the EScript function helloWorld
(without parameters) in the namespace MyProject
and calls the c++ function helloWorld()
.
More complex examples are shown in From C++ to EScript or in the Example Project.
This concludes the c++ part of our simple c++ project and we can now build the library and create an EScript plugin that loads it.
Building your Project
To build the C++ library you need a development environment with a C++ compiler and CMake. See Installation Guide how to set them up for your system.
Now, to build the library do the following:
- Open a terminal (or PowerShell in windows) and navigate to the ExampleProject folder.
- create a new folder called ‘build’ and navigate into it
mkdir build; cd build
- run CMake with the following flags:
- Windows:
cmake .. -G "MinGW Makefiles" -DCMAKE_BUILD_TYPE=RelWithDebInfo
- Linux:
cmake .. -DCMAKE_BUILD_TYPE=RelWithDebInfo
- Windows:
- build the library:
cmake --build .
If everything worked fine, you should now have the filelibMyProject.so
(Linux) orlibMyProject.dll
(Windows) in your folder.
Loading your Plugin Library
We are now ready to create an EScript plugin and load our c++ library.
See Creating Plugins using EScript for a detailed introduction to EScript plugins.
We create a new folder MyProject
in the plugins
folder of our project and create a new file Plugin.escript
with the following content:
// Create a Plugin object which tells PADrend what this plugin contains
var plugin = new Plugin({
Plugin.NAME : 'MyProject', // Name of the plugin
Plugin.DESCRIPTION : 'Simple example project with dynamic c++ library loading', // A short description of the plugin
Plugin.VERSION : 0.1, // (optional) Version of the plugin (e.g. 2.7)
Plugin.AUTHORS : "Sascha Brandt", // (optional) Main author(s) of the plugin (e.g. "Hans Hase & Petra Hummel")
Plugin.OWNER : "All", // (optional) who is responsible for this plugin and is allowed to make changes (can be "All")
Plugin.CONTRIBUTORS : "", // (optional) If someone adds a minor part to the plugin, he/she can be added to this list.
Plugin.LICENSE : "Public Domain", // (optional) e.g. "Mozilla Public License, v. 2.0", PublicDomain or PROPRIETARY
Plugin.REQUIRES : ['PADrend/GUI'], // (optional) Array of other plugins that are needed for this plugin
Plugin.EXTENSION_POINTS : [ ] // (optional) Array of extension points' names provided by this plugin
});
// ---------------------------
// Plugin initialization; is called initially when the plugin is loaded.
plugin.init @(override) :=fn() {
// Create an instance of the LibraryLoader.
var loader = new (Std.module("LibUtilExt/LibraryLoader"));
// We need to add our build path to the LibraryLoader so it can find the library
loader.addSearchPath(__DIR__ + "/../../build/");
// Searches for the file 'libMyProject.so' (linux) or 'libMyProject.dll' (windows)
// and calls the C entry point function 'loadLibary'.
if(!loader.loadLibary("libMyProject")) {
return false;
}
// Call the helloWorld method of our library
MyProject.helloWorld();
return true; // plugin successful initialized
};
return plugin;
In the line var loader = new (Std.module("LibUtilExt/LibraryLoader"));
we first create a new instance of the LibraryLoader module, that handles searching and loading for our new library file, which is done by invoking loader.loadLibary("libMyProject")
.
Normally, the loader searches the build directory of PADrend and some other standard directories for the library file.
You need to make sure, that the loader can find your freshly build libraries by adding the build folder of your project to the search path by, e.g., loader.addSearchPath(__DIR__ + "/../../build/")
.
If you want to move your library file to a different location, e.g., a lib folder inside your plugin folder, you also need to add this folder to the search path of the LibraryLoader by, e.g., loader.addSearchPath(__DIR__ + "/../../lib/")
.
After your library was successfully loaded, you can simply call your function by invoking MyProject.helloWorld()
.
The only thing that remains is, to add your plugin folder to PADrend and activate your plugin.
You can add your plugin folder by modifying the file config.json
in the PADrend root folder (You need to run PADrend once to create it).
Search for the entry "PADrend"->"Paths"->"plugins"
and add the path to your plugin folder (the trailing “/” is required):
...
"Paths":{
"data":"data/",
"plugins":[
"plugins/",
"MyProject/plugins/"
],
"scene":"data/scene/",
"user":"./"
},
...
You should now be able to run PADrend and activate your plugin under Config (the gear symbol)->Plugins->MyProject
.
If you then restart PADrend, you should see a “Loading Library: MyProject…” followed by “Hello World!” in the console somewhere in between the plugin initializations.
Initializing MyProject...
Loading Library: MyProject...
Hello World!
Congratulation! You successfully created a PADrend c++ plugin and can now continue to extend it to your likings.