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Creating_Binary_Modules#544770

<cat>Dev</cat> Binary modules allow you to extend Lua's functionality using C++. # Headers⤶ ⤶ The headers you need and an example are [available here](https://github.com/Facepunch/gmod-module-base/tree/development). ⤶ # Building⤶ ⤶ To turn the example into a visual studio project you should download [premake4](https://github.com/premake/premake-core), place the premake5.exe file in the same directory as BuildProjects.bat (or ideally in your main windows folder), and then run BuildProjects.bat. ⤶ This will then create a folder called "windows-vs2010", which contains the Visual Studio project file. ⤶ Read up on how to use [Premake](https://github.com/premake/premake-core/wiki) to compile your modules for osx/linux. # Dependencies⤶ ⤶ Binary Modules only need CMake and a C++ compiler for building. ⤶ You can install both through either the Visual Studio Installer ("Desktop development with C++" in Visual Studio 2019) on Windows, Xcode/homebrew on macOS, or by using your favorite package manager on Linux.⤶ For CMake, downloads are also available on the [CMake website](https://cmake.org/download/). ⤶ If you want to use an IDE, you should be able to choose any as long as it has support for CMake projects (Visual Studio, CLion, etc.). ⤶ If you don't want to use an IDE you can also build the module manually, but that approach will not be detailed in this guide. ⤶ # Project setup⤶ ⤶ The headers you need are [available here](https://github.com/Facepunch/gmod-module-base/tree/development).⤶ They will provide your project with information about how to interface with the game and set a few common settings for compiling the module.⤶ ⤶ First, create an empty folder. This will contain all the files related to your module and will be referred to as "main folder" from now on.⤶ ⤶ Now, download a copy of the headers into a subfolder of the main folder.⤶ While you can name it freely, for this guide I will use `gmod-headers` as the name of the subfolder.⤶ You will have to replace that name accordingly if you chose something different.⤶ To check whether you extracted the files in the correct location, make sure that the paths `gmod-headers/include` and `gmod-headers/examples` are present in the main folder.⤶ ⤶ Next, we will set up a CMake project definition.⤶ To do that, create a file called `CMakeLists.txt` in the main folder and paste the following content in there:⤶ ⤶ ```⤶ cmake_minimum_required(VERSION 3.10)⤶ ⤶ # The project name is rather unimportant and you can name it anything you want.⤶ # It just mustn't conflict with the module name that is defined further below.⤶ project(gmod-module-guide LANGUAGES CXX)⤶ ⤶ set(CMAKE_CONFIGURATION_TYPES Release Debug)⤶ set(CMAKE_CXX_STANDARD 11)⤶ set(CMAKE_CXX_STANDARD_REQUIRED ON)⤶ ⤶ # Load the gmod-module-base project that sets up headers and settings.⤶ add_subdirectory(gmod-headers/include)⤶ ⤶ # The library name defined here (in this case, "testmodule") will be the name of the module.⤶ add_library(testmodule SHARED)⤶ ⤶ # Add the source files required for the module.⤶ # Again, the file names don't matter and you can even add multiple files by adding more space-delimited filenames after "module.cpp".⤶ target_sources(testmodule PRIVATE module.cpp)⤶ ⤶ # Actually apply the headers and settings to our module.⤶ target_link_libraries(testmodule gmod-module-base)⤶ ⤶ set_gmod_suffix_prefix(testmodule)⤶ ```⤶ ⤶ Now that we have our project defined, we just need something that we can compile into a module.⤶ ⤶ For demonstration purposes the "Hello World" example works just fine, so copy `gmod-headers/examples/HelloWorld/HelloWorld.cpp` and paste it into the main folder as `module.cpp`.⤶ This file you can now change and experiment with.⤶ ⤶ For building, simply open the main folder in your chosen IDE (any half-decent one should detect the `CMakeLists.txt` file and set up a CMake project) and press "Build" in there.⤶ Developers without IDE can now follow any existing "how to build a CMake project" guide.⤶ The binary module will end up whereever the CMake output was placed, with the correct name already applied.⤶ # A note on userdata & metatables Userdata and metatables are handled differently in Garry's Mod. This helps the engine determine userdata type much faster. First create your metatable (ideally in GMOD_MODULE_OPEN), then create a reference to it and store it globally in a variable. ``` LUA->CreateTable(); LUA->PushCFunction(gcDeleteWrapper); LUA->SetField(-2, "__gc"); LUA->PushCFunction(toStringWrapper); LUA->SetField(-2, "__tostring"); LUA->PushCFunction(indexWrapper); LUA->SetField(-2, "__index"); LUA->PushCFunction(newIndexWrapper); LUA->SetField(-2, "__newindex"); metatable = LUA->ReferenceCreate(); ``` To push your userdata to the stack: ``` GarrysMod::Lua::UserData* ud = ( GarrysMod::Lua::UserData* )LUA->NewUserdata( sizeof( GarrysMod::Lua::UserData ) ); ud->data = pointer_to_your_c_class; ud->type = your_type_id; LUA->ReferencePush( metatable ); LUA->SetMetaTable(-2); ``` To get your userdata from the stack: ``` GarrysMod::Lua::UserData* obj = (GarrysMod::Lua::UserData* )LUA->GetUserdata(position); your_c_class* var = (your_c_class*)(obj->data); ``` # Naming & Location The module files should be placed in the garrysmod/lua/bin/ folder. The names differ between platform and Lua realm. |File name|Side| require(name) | Platform | |---|---|---|---| | `gmsv_example_win32.dll` | Server | example | Windows x32 | | `gmcl_example_win32.dll` | Client | example | Windows x32 | | `gmsv_example_win64.dll` | Server | example | Windows x64 (`x86-64` branch is required) | | `gmcl_example_win64.dll` | Client | example | Windows x64 (`x86-64` branch is required) | | `gmsv_example_osx.dll` | Server | example | OSX (actually a `.so` file, just renamed) | | `gmcl_example_osx.dll` | Client | example | OSX (actually a `.so` file, just renamed) | | `gmsv_example_linux.dll` | Server | example | Linux (actually a `.so` file, just renamed) | | `gmcl_example_linux.dll` | Client | example | Linux (actually a `.so` file, just renamed) | # Converting From GMod 12 The interface in GMod 13 is very different to that of GMod 12 - the handy object wrappers are gone and the interface is very very similar to the standard Lua C API. Infact, nearly all of the functions in the interface work exactly the same way as their equivalents in the Lua C API, they're just named slightly differently. You should be able to work out what most of the functions do from the example and the [Lua C API Documentation](http://www.lua.org/manual/5.2/manual.html#4.8). If you find this kind of stack-level programming too hard, BlackAwps has created some "backwards headers", which should work exactly how the GMod 12 interface worked, you can find them [here](https://bitbucket.org/breakpointservers/bkacjios-glua-modules/src). If you find this kind of stack-level programming too hard, BlackAwps has created some "backwards headers", which should work exactly how the GMod 12 interface worked, you can find them [here](https://bitbucket.org/breakpointservers/bkacjios-glua-modules/src).