name: gum-tool-codegen
description: Gum tool C# code generation. Triggers: CodeGenerator, CodeOutputPlugin, generated code structure, .codsj settings, OutputLibrary selection, Forms codegen, state generation. For CLI/headless codegen see gum-cli.
Gum Tool Code Generation System
What It Is
The code generation system produces C# partial classes from Gum Screens and Components. Two files per element: .Generated.cs (auto-regenerated, never hand-edit) and .cs (user-editable stub with partial void CustomInitialize() hook). StandardElements are never generated.
MonoGameForms is the recommended default OutputLibrary for new projects. Non-forms (plain MonoGame) exists for legacy and specialized scenarios.
Architecture
Tool UI Shared Engine
CodeOutputPlugin/ Gum.ProjectServices/CodeGeneration/
MainCodeOutputPlugin CodeGenerator (~5700 lines)
CodeGenerationService CustomCodeGenerator
CodeWindow (Code tab) CodeGenerationFileLocationsService
ParentSetLogic CodeGenerationNameVerifier
RenameService VariableExclusionLogic
CodeOutputProjectSettingsManager
CodeOutputElementSettingsManager
CodeGenerationService (tool-side) orchestrates generation by calling into CodeGenerator (shared engine). The same CodeGenerator is used by the CLI via HeadlessCodeGenerationService -- see the gum-cli skill for that path.
Configuration (.codsj files)
Project-level: ProjectCodeSettings.codsj alongside the .gumx. Managed by CodeOutputProjectSettingsManager. Key settings: OutputLibrary, CodeProjectRoot, RootNamespace, ObjectInstantiationType, InheritanceLocation, AppendFolderToNamespace.
Element-level: ElementName.codsj alongside the .gucx/.gusx. Managed by CodeOutputElementSettingsManager. Key settings: GenerationBehavior, namespace override, custom output path.
Key Enums
| Enum | Values | Notes |
|---|
OutputLibrary | XamarinForms(0), WPF(1), Skia(2), Maui(3), MonoGame(4), MonoGameForms(5), Raylib(6) | MonoGameForms is recommended default. Raylib currently only supports ObjectInstantiationType.FindByName (see below) |
ObjectInstantiationType | FullyInCode, FindByName | FullyInCode generates all creation; FindByName wires references to externally-created instances |
InheritanceLocation | InGeneratedCode, InCustomCode | Controls which partial class file declares the base class |
VisualApi | Gum, XamarinForms | Internal enum; Gum for MonoGame/MonoGameForms/Skia/raylib, XamarinForms for Xamarin/MAUI |
GenerationBehavior | NeverGenerate, GenerateManually, GenerateAutomaticallyOnPropertyChange | Per-element setting |
Generated Code Structure (in order)
- Using statements (auto-detected from instances)
- Namespace (root + optional folder path)
- Partial class with optional inheritance
- State enums (one per category)
- State properties with
ApplyState() calls
- Instance fields
- Custom variables (user-defined properties)
- Exposed variables (delegate to child instances)
- Constructor chain:
InitializeInstances() then AddToParents() then ApplyDefaultVariables()
ApplyState() methods
ApplyLocalization() (if enabled)
partial void CustomInitialize()
Non-Obvious Behavior
MonoGameForms .Visual wrapping -- When OutputLibrary is MonoGameForms, property access on instances goes through .Visual (e.g., this.Visual for root, this.InstanceName.Visual for children). The generated code treats everything that is not a StandardElement as a Forms object.
Forms base type from behaviors -- MonoGameForms determines the generated base class by scanning the element's behaviors (e.g., ButtonBehavior maps to Button). The method GetGumFormsTypeFromBehaviors drives this.
Screen inheritance resolution order -- CodeGenerator.GetInheritance for ScreenSave resolves inheritance in this priority: element.BaseType > projectSettings.DefaultScreenBase > library-appropriate fallback (FrameworkElement for MonoGameForms, GraphicalUiElement otherwise). DefaultScreenBase defaults to empty string so users can switch OutputLibrary without stale base classes bleeding through.
State generation suppressed for Forms standards -- When OutputLibrary is MonoGameForms and the state container is a StandardElementSave, state code is not generated; the Forms framework handles it.
Missing dependency auto-generation -- When generating for an element, the system checks if referenced elements lack code files and offers to generate them too. In auto-generation mode this happens silently.
ObjectFinder cache -- Code generation enables/disables ObjectFinder.Self cache around generation loops for performance. Must be managed at the call site (not inside CodeGenerator).
VariableExclusionLogic -- Certain variables are excluded depending on OutputLibrary (e.g., Alpha excluded for XamarinForms). The plugin hooks into the VariableExcluded query event to apply this.
Tool plugin auto-regeneration -- MainCodeOutputPlugin listens to nearly every edit event (variable set, instance add/delete, state changes, etc.) and auto-regenerates if the element's GenerationBehavior is GenerateAutomaticallyOnPropertyChange.
RequestCodeGenerationMessage -- External systems (like FlatRedBall editor integration) can trigger codegen via this CommunityToolkit.Mvvm message.
C# name compliance -- CodeGenerationNameVerifier prefixes C# keywords with @, leading digits with _, and replaces spaces with _.
RenameService -- When elements are renamed in the tool, updates generated code file names and internal references.
Raylib codegen (issue #3430) -- OutputLibrary.Raylib reuses the exact same generated-code shape as plain OutputLibrary.MonoGame (inheritance resolution, using statements, constructor signature, FindByName wiring) because the underlying runtime API is already unified between the two platforms (Gum.GueDeriving namespace, GumService, Forms controls, SetGraphicalUiElement). CodeGenerator.UsesUnifiedGumRuntime(OutputLibrary) is the shared predicate for these "MonoGame and Raylib behave identically" call sites -- named to avoid implying Raylib conforms to a "MonoGame API"; Gum owns the unified surface and MonoGame just leads its rollout. Only ObjectInstantiationType.FindByName is supported for Raylib so far -- FullyInCode is a deferred follow-up (Container/InvisibleRenderable wiring, the 2-arg tryCreateFormsObject ctor body, etc. were never extended to Raylib). CodeGenerator.AssertSupportedCombination throws NotSupportedException for Raylib+FullyInCode rather than silently emitting broken code; the CLI's codegen command catches it and exits 1 with a clear message. The interactive tool instead calls CodeGenerator.CoerceToSupportedCombination (in MainCodeOutputPlugin's settings-change and display-refresh paths) to snap Raylib+FullyInCode back to FindByName, so switching OutputLibrary in the tool never reaches that throw -- only the headless CLI keeps the loud failure. CodeGenerator.ResolveSyntaxVersion floors the resolved syntax version at 3 for Raylib specifically (the max namespace-unification threshold, so Raylib never takes any legacy branch), since Raylib codegen never existed at the legacy (pre-unification) namespace scheme. GetGumServiceNamespace takes an isRaylib flag because the legacy (syntaxVersion < 3) back-compat shim namespace is RaylibGum, not MonoGameGum (see GumServiceCompat.cs's #elif RAYLIB branch) -- getting this wrong produces generated code with an unresolvable using MonoGameGum; when built against RaylibGum.
Key Files
| File | Purpose |
|---|
Tools/Gum.ProjectServices/CodeGeneration/CodeGenerator.cs | Core codegen engine (~5700 lines) |
Tools/Gum.ProjectServices/CodeGeneration/CustomCodeGenerator.cs | User-editable partial class stub |
Tools/Gum.ProjectServices/CodeGeneration/CodeOutputProjectSettings.cs | Project settings classes + enums |
Tools/Gum.ProjectServices/CodeGeneration/CodeOutputElementSettings.cs | Element settings class |
Tools/Gum.ProjectServices/CodeGeneration/CodeGenerationFileLocationsService.cs | Output path resolution |
Tools/Gum.ProjectServices/CodeGeneration/CodeGenerationNameVerifier.cs | C# name compliance |
Tools/Gum.ProjectServices/CodeGeneration/VariableExclusionLogic.cs | Platform-specific variable exclusion |
Gum/CodeOutputPlugin/MainCodeOutputPlugin.cs | Tool UI plugin entry point |
Gum/CodeOutputPlugin/Manager/CodeGenerationService.cs | Tool-side generation orchestration |
Gum/CodeOutputPlugin/Manager/ParentSetLogic.cs | Forms parent relationship handling |
Gum/CodeOutputPlugin/Manager/RenameService.cs | Element rename to code rename |