Update Note: You may want to consider using lix as opposed to haxelib. Have updated usage below. Also there's a new version
Haxe externs for gmod + macros intended for gamemode development. Haxe is a strictly typed language that compiles to lua (+ many other languages like javascript/c++/c#).
All externs are fully client/server context dependent, so will only work in proper context (i.e only functions that exist in server/client will autocomplete/build in current context)
Externs have been generated from scraped info from an older version of the gmod wiki. Things may be improperly typed, and therefore if you see any out of date documentation, definition or need to use a new function not avaliable, please submit a pull request or an issue.
This is developed alongside a debugger and a gamemode that I work on. I don't spend so much time looking at this library specifically - so please raise an issue if you run into it. If you have any suggestions I would also be more than happy to work on it - but issues with this library besides this are tackled on a I personally ran into it or need it basis.
I have future plans to overhaul this library and the way it works. A lot of the helpers were my first attempt at using this language and development in general and it probably shows. I hope to overhaul most of it eventually it just requires enough spoons, watch this space if you're interested.
Releases are subject to gmod updates (can't control), and haxe updates (can control). If there's a recent commit, I would suggest you try it as opposed to a version specifically
Haxe comes with some advantages over just plain (gmod) lua development
Not just hacked onto lua, and so a lot more reliable
Type all the things! Compile errors instead of runtime errors! Horray!
When developing a gamemode, nothing is worse than being trapped in the cycle of save code -> run through game -> mispelled variable name -> back to square one
Goodbye shared.lua, and unavaliable functions cluttering your autocompletion solution
This enables gmodhaxe to copy your build on save, meaning you can develop a lua addon from your documents folder instead of delving into the depths of your gmod installation each time
Class syntax is free, and always the same instead of being DIY
This means you can create projects that talk to gmod lua in one consistent language + syntax. Less context switching required
As a bonus, you can also utilise great haxe libraries that are cross platform compatabile!
Also, it seems S&Box is going to have C# as it's scripting language. Haxe compiles to C#, and as such it should be totally possible to create an addon that compiles to both S&Box and gmod! This won't solve the issue of library compatability between the two games, it is likely you would have to make your own layer between the two APIs, however, you can be assured that the bulk of your logic is not locked to one platform.
Haxe may be dropping support for C# in version 5, and I think there was only limited support in the first place. I would suggest you look into this yourself if you're interested - there is certainly the possibility of getting haxe to work with C# and therefore S&Box. For future support, it looks like it will be a community reflaxe library here https://github.com/SomeRanDev/reflaxe.CSharp
However, Haxe -> lua is not free of flaws, and certainly does not fit every use case. Here are some reasons why you shouldn't use it
There's no getting away from it, the code that is made using Haxe -> lua is going to be larger (see -dce full for mitigations), and less efficient than handwritten lua code. If your code is performance critical and is not a large project, you're better of just using lua directly instead.
If your're making something small, or maybe even medium sized and you already know and love lua, then there's not much point in learning haxe.
There will be edge cases where incorrect lua is generated, or what you're trying to do hasn't been properly mapped into this library. If this is the case, please file an issue! Anything that helps this library be more accessible and easier to use is appreciated.
If you like lua because of it's dynamic typing, there's not much point in using haxe.
Should work with: 4.3.X, 4.2.5
Haxe 4.3.X support
LuaArray is now renamed to LuaArrayExt. Existing LuaArrayFast functionality is just LuaArray now.
Build identifiers are a little more sane
Overhauled top lua. Patches are a little more obvious
Weaktools probably fixed
Gamemode is a structured table
Sent was definitely broken at some point
GMHooks are autogenerated
Properties now should work for gamemode/entities. Must be static.
Documentation is now copied from parents if not defined yourself.
Overhauled some macro generation, panels are now properly defined. Should fix some outstanding issues
Cleaned up internal macros to use the templating system
Ability to add the @:gmodHook
metadata to a function to attempt to automatically add a hook for it. See examples for more detail
Proper hxbit support in progress
Install npm/node. Here's a link. Maybe you want to use a version manager, that's up to you, it shouldn't really affect anything here
Install lix using the command below, which is a library manager for haxe, like haxelib. Generally, it seems to have more flexibility and consistency compared to haxelib, and supports more than one haxe version at a time. Different haxe versions can break compatiblity, and this library is affected by these changes especially, so to keep your project sane, this is the best option.
Of note - this may break existing haxe installations. Your mileage may vary, if you encounter errors it's best to uninstall any prexisting ones first. Alternatively, you can install lix as a npm module locally in your node_modules. I've never tried this, and you will definitely have to prefix all lix commands with npx.
More info about lix on it's github here
npm install -g lix
Install vscode + vshaxe + vslix. Not required but recommended
Create a new scope for lix with the following command
lix scope create
Install the version of haxe you wish to use. Currently we're at 4.3.4 so
lix install haxe 4.3.4
Now that lix has installed this haxe, you need tell it to use this haxe version for the project
lix use haxe 4.3.4
Install gmodhaxe
lix install gh:Dizbdeedee/gmodhaxe
lix install haxelib:gmodhaxe
lix dev gmodhaxe ../path_to_your_custom_installation_of_gmodhaxe
Remember to switch from dev before committing, or you'll lose some reproducibility. More of a note to self really
--
Run this command in an empty folder to get started with an example starter pack/template
npx lix run gmodhaxe
(command is slightly borked, needs npx)
To build any hxml files, you can replace haxe
with lix
, or npx haxe
. One of the methods should work
haxe build.hxml
-> lix build.hxml
You can use haxelib, but you'll probably be using only releases, will find it slightly harder to use tink libraries, and have less reproducible builds. It will probably bite you in the posterier when haxe goes to version 5.
Install vscode + vshaxe (not required - but very helpful)
Install gmodhaxe by running the following command
haxelib install gmodhaxe
Run this command in an empty folder to get started
haxelib run gmodhaxe
You can also do a custom setup with the following command
haxelib dev gmodhaxe ../path_to_your_custom_gmodhaxe_installation
Download a zip of the library
Drag it into your projects src folder
Install haxe no-spoon library somewhere
Make changes to your hearts content
Switch between developing for the server/client/both by switching the autocompletion context to server.hxml
, client.hxml
and shared_view.hxml
.
Build your overall project using the build.hxml
task, or hit CTRL-SHIFT-B (which was missing from example whoops)
To get started, see the examples section below.
build.hxml
just builds server.hxml
then client.hxml
as one command. You'll probably be using this one the most often.
Build individual targets by building server.hxml
and client.hxml
. shared_view.hxml
is not a valid build target, and no shared.lua
type files will be generated by gmodhaxe. See non starter pack usage for more details.
If you want to change between building for an addon/gamemode, or if you want to change the addons name, change the following lines in args.hxml
-D addonname=myaddon
-D gamemode=myaddon
Remove -D gamemode
if you are developing an addon rather than a gamemode
If you want to automatically copy files on a successful build, uncomment this line and replace with your garrysmod addon directory
#-D gmodAddonFolder=C:/steam/garrysmod/addons
If you have your own custom hxml setup, ensure you include the lines
--macro gmod.helpers.macros.InitMacro.init()
--cmd haxe -lib gmodhaxe --run gmod.helpers.macros.PostCompileMacro
somewhere in every build, otherwise this libraries helpers and folder generation will not work.
To use server functions, add -D server
to your build and vice versa. Do not add both -D server
and -D client
to one build, as this could have undefined effects on the build process. Instead, use two seperate builds for both the server and the client. Haxe code that is included from both builds will appear in both lua files, effectively filling the role of a traditional shared.lua
file. To make this double build process easier, you can always include a buildall.hxml
type file, that contains server.hxml --next client.hxml
. Upon building through buildall, both builds will be executed in order.
To use -D addonname
and -D gamemode
properly, ensure they are located in both server.hxml
and client.hxml
. See also --each
For more details, check here
gmod.Gmod
All the global library functions of Gmod, and some variables. e.g IsValid, CurTime, GAMEMODE
gmod/gclass
Contains gmod classes e.g Entity, Player. You can't use these classes without going through a gmod/libs
function first. (Exceptions being Vector
and Angle
)
gmod/libs
Gmod libraries e.g ents. , hook.
gmod/structs
Different types of structs/tables. Most of these return from gmod's library functions
gmod/enums
Gmod enums. These are always retrieved from the global table.
gmod/stringtypes
Stringly typed gmod helper abstracts. You'll find abstracts like Hook
and EntityClass
here. If you combine them with thier respective gmod.libs
functions, you'll have more type safe results.
For example, using a Hook
abstract e.g gmod.stringtypes.Hook.GMHooks.Think
(corresponding to the string "Think"
) along with the library function gmod.libs.HookLib.Add
will only allow you to add a function that conforms to a Think
hook - a function that takes no arguments and returns nothing.
See abstracts for more details on what an abstract is
gmod/effects
| gmod/gamemode
| gmod/sent
| gmod/panels
| gmod/swep
Mostly intended for use with building macros. You can safely ignore if you're not using them.
gmod/helpers
Helper classes and macros that can make development a lot simpler. PairTools
and TableTools
allow you to treat treat lua tables as haxe tables in for loops, and are automatically imported by default. Classes ending with Tools
are static extensions and need to be imported using the using
keyword.
gmod/helpers/gamemode
| gmod/helpers/effects
| gmod/helpers/swep
| gmod/helpers/sent
| gmod/helpers/swep
Building macros. If you want to build a custom version of one of these, then extending the classes contained is a good place to start. See examples for more details.
if CLIENT then
...
end
becomes
#if client
...
#end
You can use this with variables and classes too, to have clientside/serverside only variables/classes. Otherwise, everything is shared.
See https://haxe.org/manual/lf-condition-compilation.html
local time = CurTime()
if time > 0 then
print("The server time is " .. time)
end
becomes
import gmod.Gmod;
...
...
var time = Gmod.CurTime();
if (time > 0) {
trace('The server time is $time');
//or lua.Lua.print if you prefer
}
for index,player in pairs(player.GetAll()) do
player:SetPos(Vector(100,50,10))
end
becomes
import gmod.libs.PlayerLib; //or import gmod.libs.*;
...
...
for (player in PlayerLib.GetAll()) {
player.SetPos(new Vector(100,50,10));
}
//OR
for (index => player in PlayerLib.GetAll()) {
player.SetPos(new Vector(100,50,10));
}
Ipairs versions are also avaliable from gmod.PairTools
If you wish to access haxe functions, variables or classes from a different lua file then you must expose them.
class Test {
@:expose("func")
static function exposedFuncShort() {
}
@:expose
static function exposedFuncLong() {
}
}
In lua...
func()
Test.exposedFuncLong()
You can add paths to any exposure, and expose classes if you wish
@:expose("myaddon.MyClass")
class Test {
static var myString:String = "hello";
}
print(myaddon.MyClass.myString)
>hello
See https://haxe.org/manual/target-javascript-expose.html (for javascript but same rules apply)
To automatically add a hook on script startup, add the following metadata on top of your function.
@:gmodHook()
For example, to add a think hook to your function
class Example {
@:gmodHook(Think)
@:gmodHook(Think,"myhookname") //if you wish to name the hook
static function myThinkHook() {
}
}
Create a class like so
class MyGamemodeHooks extends gmod.helpers.gamemode.GMBuild<gmod.gamemode.GM> {
override function Think() {
trace("Thinking...");
//if you need to refer to the underlying gamemode table use self instead of this
//i.e self.Think()
}
//If you want to a haxe function to be exposed to the gamemode table (i.e can use it in lua), use the following metadata
@:exposeGM
function exposedFunction() {
}
}
Functions aren't automatically overridden, so you must create a new instance of your class, preferably in main.
new MyGamemodeHooks();
class MyCoolEntity extends gmod.helpers.sent.SentBuild<gmod.sent.ENT_ANIM> {
//required
final properties:gmod.sent.SentBuild.EntFields = {
Base : "base_entity"
//other fields go here. in vscode can control + space to see fields
}
override function Initialize() {
trace("new entity!");
//again, use self to refer to underlying object
self.SetPos(new Vector(100,-10,50));
}
@:exposeENT
function exposedFunc() {
}
}
Because this relies on generated files, all functions will be automatically overridden, no need to call any functions. However, you must make sure to import it somewhere in your code, otherwise it won't generate.
Extend from gmod.helpers.panels.PanelBuild<panel here>
Register your custom panel by calling .register() on your custom panel class.
To create a new custom panel, use VguiLib.Create(gclass
) where gclass
is located on your panel class or alternatively use the name of your custom panel class.
Same as entity, extends gmod.helpers.swep.SwepBuild
and extends gmod.helpers.effects.EffectBuild
gmod.helpers.net.NET_Server/NET_Client
Automatically builds net messages from a given typedef, with the ability to add more than one reciever. Probably adds some overhead.
typedef MyTestMessage = {
name : String,
ent1 : Entity,
pos1 : Vector,
num1 : Float,
}
class MyClass {
static var net_test = new gmod.helpers.net.NET_Server<"netMessageName",MyTestMessage>;
#if server
static public function send() {
net_test.send({
name : "test",
ent1 : GlobalLib.Entity(0),
pos1 : new Vector(0,0,0),
num1: 1.5
},PlayerLib.GetByID(1));
}
#end
#if client
static public function initmessage() {
net_test.addReceiver("testIdent",recvTest);
}
static function recvTest(data:MyTestMessage) {
trace(data);
}
#end
}
Functional programming (ish) for lua tables!
To use, add an using Lambda
import somewhere in your code.
See haxe Lambda