Gum Forms provides a collection of standardized, fully functional UI elements. MonoGame Gum includes the following types:
Button
CheckBox
ComboBox
ListBox
ListBoxItem (used by ListBox)
PasswordBox
RadioButton
ScrollView
Slider
TextBox
We can use all of the types above by adding instances of components which map to these controls.
The previous tutorial showed how to add a Button instance to our screen. We can add other functional controls by drag+dropping instances into the TitleScreen.
Our forms controls already have some functionality even before we write any code in our game.
We can interact with any of the Forms instances by using GetFrameworkElementByName
. For example, the following code can be used to add items to the ListBoxInstance:
Forms types such as Button are associated with Gum components based on their category. For example, the following components can be used to create Button instances.
Although the prefix "Button" suggests that these controls are Forms Buttons, the name can change and these would still create buttons. At runtime the type of Forms control associated with a component is determined by the state categories defined in the component.
For example, each of these components has a state category named ButtonCategory.
Although we won't cover the details in this tutorial, you can customize the existing components or create new components which will map to the Forms types so long as they have the appropriate category.
Forms component instances can be added and modified just like any other instance, but at runtime these types provide common properties and methods. To learn more about working with Forms in code, see the Forms documentation.
The Forms types and properties are based on the WPF syntax. Developers familiar with WPF may find that many of the same members exist in Gum Forms. However, keep in mind that Gum Forms are still using Gum for the layout engine, so any properties related to position or size follow the Gum rules rather than WPF rules.
This tutorial showed how to create Forms instances in a screen, interact with them in code, and how to work with the different forms types.
The next tutorial covers how to generate code for custom components.