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Get Ready to Unleash the Power of UCanCode .NET

Call Lua Script in Visual C++ / MFC Sample

*Lua script (below) to customize preferences and content of UI (above).


This article shows a way to integrate Lua in your application.


Lua is an extension programming language designed to support general procedural programming with data description facilities. It also offers good support for object-oriented programming, functional programming, and data-driven programming. Lua is intended to be used as a powerful, light-weight configuration language for any program that needs one. Lua is implemented as a library, written in clean C (that is, a common subset of ANSI C and C++).

Sample of Lua Syntax (FOR loop):

for i=1,10 do
    -- the first program in every language
    io.write("Hello world, from ",_VERSION,"!\n")
  • For full description see: About.


This sample is a WTL application (simple HTML help systems), that integrates Lua scripts to customize preferences and content.

It defines the Lua function:

-- # MessageBox
-- int MessageBox(
-- string msg, |= Message to display
-- string capition |= Capition of Box
-- );
-- Return Value:
-- if 1 the user click in OK or user close the box

-- # ShowContentPainel
-- void ShowContentPainel(
-- bool bShow |= If true, the painel start opened, if false not.
-- );

-- # SetWindowStartSize
-- void SetWindowStartSize(
-- number w, |= Start W size of window
-- number h, |= Start H size of window
-- );
-- Remarks:
-- if this function is not called, the default size is 800 x 600

-- # SetMinWindowSize
-- void SetMinWindowSize(
-- number w, |= Minimum W size of window
-- number h, |= Minimum H size of window
-- );

-- # SetTitle
-- void SetTitle(
-- string title |= Text that be title of window.
-- );

-- # Navigate
-- void Navigate(
-- string url |= Url
-- );

-- # InsertItemInPainel
-- void InsertItemInPainel(
-- string title, |= Text displayed in tree
-- string url, |= Url
-- number icon, |= Icon of item, the possible values 
                           ---are: 0 = BOOK, 1 = FILE, 2 = NETFILE
-- number id, |= Id of item, this has to be unique and start in 1
-- number idp |= Parent item, this is a ID of a item that is 
                                ---the parent or '0' for root item.
-- );
-- sample:
-- InsertItemInPainel("Trinity Systems", 
            "", 0, 1, 0); 
-- ICON NETFILE / ID 2 / In ID1 (Trinity Systems)
-- InsertItemInPainel("Orion", 
       "", 2, 2, 1); 

-- # ExpandItemInPainel
-- void ExpandItemInPainel(
-- string id |= Id of item
-- );
-- Remarks:
-- This function need to be called after InsertItemInPainel's

...and now I'll show you how to create these functions in Lua/C++.


  1. The first thing to do is to build the DLL that contains Lua. (download Lua DLL demo project)
  2. Link this in your project:
    // For sample:
    // Library Linkage
    #if defined (_DEBUG)
    #pragma comment( lib, "lua.lib" ) // Lua Support
    #pragma comment( lib, "lua.lib" ) // Lua Support

    Remember: To change your Project Property -> linker -> general -> additional library directory: lua lib directory.

  3. Add Lua include files:
    extern "C" 
    #include <span class="code-string">"lua.h"

    Remember: To change your Project Property -> C/C++ -> general -> additional include directories: lua include directory.

    Notice that all the files in lua lib need to stay with "c" extension, because Lua was written to be ANSI C compliant.

  4. Now we need to start Lua VM as follows:
    LRESULT OnCreate(UINT 
    /*uMsg*/, WPARAM /*wParam*/, LPARAM /*lParam*/, BOOL& 
    // Lua
    lua_State *luaVM = lua_open(); /* 
    Open Lua */
    luaopen_base(luaVM );     /* opens the 
    basic library */
    luaopen_table(luaVM );    /* opens the table 
    library */
    luaopen_io(luaVM );       /* opens 
    the I/O library */
    luaopen_string(luaVM );   /* opens the string 
    lib. */
    luaopen_math(luaVM );     /* opens the math lib. 
    if (NULL == 
    MessageBox("Error Initializing lua\n");
    // Do things with lua 
    // see below
    lua_close(luaVM); /* Close Lua */
  5. Now we make a glue function of Lua and C/C++.

    The Lua API function to do this is:

    lua_register(s, n, g)


    • s: is the lua_State to register the function.
    • n: is the name of the function exposed to Lua.
    • g: the C/C++ glue function.

    See the sample:

    // Do things with 
    lua code.
    lua_register( luaVM, "SetHome", l_SetHome );
    #Lua Functions
    int l_SetTitle( lua_State* 
             const char* 
    title = luaL_checkstring(luaVM, 
    return 0;
  6. Now we need the load and execute Lua scripts:
    // Do things with lua 
    lua_register( luaVM, "SetHome", l_SetHome );
    //more glue 
    lua_dofile(luaVM, "hrconf.lua");

    The Lua API function to do this is:

    lua_dofile(s, p)


    • s: is the lua_State to register the function.
    • p: path for Lua script file.

    See the demo script.

For a complete understanding of the Lua API, see: Lua 5.0 Reference Manual.



1 UCanCode Advance E-XD++ CAD Drawing and Printing Solution Source Code Solution for C/C++, .NET V2017 is released!

2 UCanCode Advance E-XD++ HMI & SCADA Source Code Solution for C/C++, .NET V2017 is released!

3 UCanCode Advance E-XD++ GIS SVG Drawing and Printing Solution Source Code Solution for C/C++, .NET V2017 is released!


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