Loading a Gum Project (Optional)
Gum projects can be loaded in a game project. Gum projects are made up of multiple files including:
.gumx - the main Gum project
.gusx - Gum screen files
.gucx - Gum component files
.gutx - Gum standard element files
.png - image files
.fnt - font files
Creating a Gum Project
Before creating a Gum project, it is recommended that you already have a functional MonoGame. It's best to put your Gum project in a subfolder of the game's Content folder so that it stays organized from the rest of your content files. Remember, Gum creates lots of files.

If you haven't already downloaded it, you should down the Gum tool. See the Introduction page for information on downloading Gum.
To create a Gum project:
Open the Gum tool
Select File->New Project
Navigate to the Content's subfolder (such as GumProject/) to select a location for the project
Adding the Gum Project Files to Your .csproj
To add the files to your .csproj:
Open your .csproj file in a text editor
Add a line to copy all files in the Gum project folder including the .gumx file itself. For an example, see the .csproj file for the MonoGameGumFromFile project: https://github.com/vchelaru/Gum/blob/0e266942560e585359f019ac090a6c1010621c0b/Samples/MonoGameGumFromFile/MonoGameGumFromFile/MonoGameGumFromFile.csproj#L37 Your .csproj may look like this:
Example of wildcard pattern in .csproj Verify that all gum files (see the extension list above) are marked as Copy if newer in Visual Studio\
Gum project set to Copy if newer
For more information about wildcard support in .csproj files, see this page on how to include wildcards in your .csproj:
Android
If you are using Android, then your files must be marked as Android Assets rather than copied files.
The steps to do this are:
Open your project file
Find the entry for the Gum project if you followed the previous section which copies file using wildcard
Change it to an Android Asset. For example your code might look like this:
<AndroidAsset Include="Content\GumProject\**\*.*" />
Loading a Gum Project
To load a Gum Project:
Open Game1.cs
Modify the Initialize method it calls Initialize with the name of your .gumx file:
protected override void Initialize()
{
var gumProject = Gum.Initialize(
this,
"GumProject/GumProject.gumx");
// This assumes that your project has at least 1 screen
var screenRuntime = gumProject.Screens.First().ToGraphicalUiElement();
screenRuntime.AddToRoot();
base.Initialize();
}
The code above loads the Gum project using the file path "GumProject/GumProject.gumx"
. By default this path is relative to your game's Content folder. If your Gum project is not part of the Content folder you can still load it by using the "../" prefix to step out of the Content folder. For example, the following code would load a Gum project located at <exe location>/GumProject/GumProject.gumx
:
Gum.Initialize(
this, "../GumProject/GumProject.gumx");
ToGraphicalUiElement
Once a Gum project is loaded, all of its screens and components can be accessed through the object returned from the Initialize method. The code above stores the project in a variable called gumProject
. Any screen or component can be converted to a GraphicalUiElement, which is the visual object that displays in game.
The code in the previous section creates a GraphicalUiElement
from the first screen in the project.
For an example of a Game1.cs file which loads a project file, see the MonoGameGumFromFile: https://github.com/vchelaru/Gum/blob/0e266942560e585359f019ac090a6c1010621c0b/Samples/MonoGameGumFromFile/MonoGameGumFromFile/Game1.cs#L76-L82
Note that calling ToGraphicalUiElement creates a GraphicalUiElement (Gum object) from the first screen. You can access any screen in the gumProject.Screens
if your project has mutliple Screens.
You can get a reference to elements within the screen by calling GetGraphicalUiElementByName
, as shown in the following code:
// Load the gum project (see code above)
var screenRuntime = gumProject.Screens.First().ToGraphicalUiElement();
screenRuntime.AddToRoot();
// Items in the screen can be accessed using the GetGraphicalUiElementByName method:
var child = screenRuntime .GetGraphicalUiElementByName("TitleInstance");
// All GraphicalUiElements have common properties, like X:
child.X += 30;
// you can also set properties which may not be common to all GraphicalUiElements,
// like Text:
child.SetProperty("Text", "Hello world");
A full Game1 class which loads a project might look like this:
public class Game1 : Game
{
private GraphicsDeviceManager _graphics;
GumService Gum => GumService.Default;
public Game1()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
var gumProject = Gum.Initialize(
this, "GumProject/GumProject.gumx");
// This assumes that your project has at least 1 screen
var screenRuntime = gumProject.Screens.First().ToGraphicalUiElement();
screenRuntime.AddToRoot();
base.Initialize();
}
protected override void Update(GameTime gameTime)
{
Gum.Update(gameTime);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
Gum.Draw();
base.Draw(gameTime);
}
}
Troubleshooting Gum Project Loading
If your Gum project load results in an exception, you can inspect the exception message for information about the failure. The most common type of failure is a missing file reference.
If you are missing files, you may have not set up the file to copy to the output folder. The following screenshot shows an incorrect setup - the CardInstance.gucx file is not copied, but it probably should be:

This can be changed to copy in Visual Studio, or the .csproj can be modified to include wildcards for copying files over, which can make maintenance easier as the project grows. See the section above for information and examples on setting up your project loading.
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