Building X-Plane Plugins on Windows

This document describes the steps necessary to build plugins on windows.

If we have MS Visual Studio V6, we can start with the sample projects in the SDK.

Dealing With Old Compilers

If we have a compiler prior to VC6 then we cannot use the SDK project files but we can still create the project as mentioned below.

If we have a non MS compiler then contact the SDK team and we will see what we can do.

Compiling C/C++ Plugins

To compile plugin source code on the PC we must do two things: set up the IBM/APL macros and set up the include paths.

Setting up the APL/IBM macros

The macros APL and IBM are used to differentiate what platform a plugin is being compiled for.  They must be defined before any XPLM_____.h header is included.  There are two ways to define these macros: we can simply define them in each .c file before including any headers, or we can use a prefix file, or we can use a command-line option if the compiler supports that.

To define the macros in each .c file, make sure each plugin file starts something like this:
/* First define the platform */
#define APL 0
#define IBM 1

/* Now include the plugin headers
#include "XPLMDisplay.h"
#include "XPLMGraphics.h"

/* My plugin code then continues */

PLUGIN_API int XPluginStart(...
This technique is simple, the only problem is that if we want to compile this plugin for APL, we have to edit the header and change each definition of APL and IBM.  What a pain!

In the MS compiler project settiings add this to the end of the preprocessor definitions in the C/C++ General tab.

Setting Up the Include Paths

We must tell the compiler where to find the XPLM headers.  In the MS VC6 compiler project settiings add this to Additional include directories in the C/C++ Preprocessor tab.


 This assumes the SDK has been unzipped on the hard drive and the directory stucture has not been  changed.

Linking Plugins

To link the code into a plugin, we'll have to add some files to the project and set up the proper project settings.

Additional Files to Add to the Project

We must add the following files to the project:
In addition, if we are using OpenGL code in the plugin we will need to link against the OpenGL libraries.  Include the following libraries:

Other Project Settings

This next section lists project settings.  I have listed them generically so we can hopefully spot the version of these settings for the environment.