- name
- gum-integration
- description
- Gum Integration in FlatRedBall2. Use when working with UI, HUD, menus, buttons, labels, text display, StackPanel, Panel, layout, Gum Forms controls, Add, AddOverlay, screen-space vs world-space UI, blurry or low-res text, FontSize, text opacity/alpha, or any Gum-related question. Also trigger when user asks about displaying text on screen.
# Gum Integration in FlatRedBall2
> **See `content-boundary` skill first.** UI composition is a human task — AI should scaffold named controls in a flat list and let the human compose the layout in the Gum Tool. Do not try to hand-author a polished visual hierarchy in code.
Gum is FlatRedBall2's UI system, backed by the `Gum.MonoGame` NuGet package. It is **automatically initialized** by `FlatRedBallService.Initialize` — no setup required. Gum also bundles `Gum.Shapes` (dashed strokes, gradients, drop shadows) and can render in **world space**, not only screen-space UI — so it's the home for advanced shape visuals that FRB's `AARect`/`Circle`/`Polygon` don't provide (see `shapes`).
## Three Gum Usage Modes
Choose the mode that matches the project setup (see `gumcli` skill for how to create the project):
| Mode | Description | When to use |
|------|-------------|-------------|
| **Code-only** | No `.gumx` file. All controls created in C# with `new Button()` etc. | Prototypes, no Gum editor needed |
| **Project + dynamic access** | `.gumx` loaded; retrieve named elements at runtime via `GetFrameworkElementByName<T>()` | Editor integration, no codegen |
| **Project + codegen** | `.gumx` loaded + gumcli generates strongly-typed C# classes; instantiate and use typed properties directly | Best DX; recommended for new projects |
## Two Levels of Gum API
### Forms Controls — interactive UI (`Gum.Forms.Controls`)
High-level controls with built-in click, hover, focus, and Tab/accessibility keyboard navigation:
| Control | Use for |
|---------|---------|
| `Button` | Clickable buttons |
| `Label` | Display-only text |
| `TextBox` | Text input |
| `CheckBox` | Toggle on/off |
| `StackPanel` | Vertical/horizontal layout container |
| `Panel` | Free-layout container |
Use Forms controls for menus, buttons, and any interactive element. `Label` is also the right choice for simple score/status text.
### Visual Types — non-interactive rendering (`MonoGameGum.GueDeriving`)
Raw visual objects with no built-in input handling. Use these for non-interactive HUD elements — health bars, icons, solid-color shapes — when no Forms control fits:
| Type | Use for |
|------|---------|
| `TextRuntime` | Text with custom `FontSize`/`FontScale` not exposed by `Label` |
| `ColoredRectangleRuntime` | Solid-color rectangle (health bars, UI frames, heart indicators) |
| `SpriteRuntime` | Textured image |
| `ColoredCircleRuntime` | Anti-aliased filled circle (Gum.Shapes package) |
| `RoundedRectangleRuntime` | Anti-aliased rounded rectangle, optional gradient (Gum.Shapes package) |
| `ArcRuntime` | Anti-aliased arc/ring segment (Gum.Shapes package) |
```csharp
using MonoGameGum.GueDeriving;
// Health bar fill
var fill = new ColoredRectangleRuntime { Width = 100, Height = 12, Color = Color.Red };
fill.Anchor(Anchor.TopLeft);
fill.X = 20; fill.Y = 20;
Add(fill);
// Shrink it as health decreases:
fill.Width = _health / _maxHealth * 100f;
```
**Rule: use Forms controls for interactive elements. Use visual types directly for non-interactive HUD (health indicators, icons, status bars).**
## Quick Start
```csharp
// Always import BOTH — Forms controls and Wireframe (Anchor/Dock) live in different namespaces:
using Gum.Forms.Controls; // Label, Panel, StackPanel, Button, etc.
using Gum.Wireframe; // Anchor, Dock
// In Screen.CustomInitialize():
var button = new Button();
button.Text = "Click Me";
button.Click += (_, _) => Debug.WriteLine("clicked");
Add(button); // pass FrameworkElement directly
```
## Add / Remove (Gum elements)
`Add` registers the element for rendering **and** per-frame input updates (cursor, clicks, hover, keyboard). All Forms controls work out of the box — no additional input wiring needed.
Always use `Add` instead of adding directly to `RenderList`:
```csharp
Add(button); // FrameworkElement
Add(textRuntime); // GraphicalUiElement (low-level visual)
Remove(button);
Remove(textRuntime);
```
**Do not call `button.AddToRoot()`** — this bypasses the FRB2 render-order system.
## Displaying Text (HUD, Score, Labels)
**Option A — `Label` (preferred)**:
```csharp
var scoreLabel = new Label();
scoreLabel.Text = "0";
scoreLabel.Anchor(Anchor.TopRight);
scoreLabel.X = -20;
scoreLabel.Y = 20;
Add(scoreLabel);
// Update at runtime:
scoreLabel.Text = _score.ToString();
```
**Option B — `TextRuntime` (low-level)**: Use only when you need `FontSize`, `FontScale`, etc. not exposed by `Label`.
```csharp
using MonoGameGum.GueDeriving; // TextRuntime lives here, NOT Gum.Wireframe
var scoreText = new TextRuntime { Text = "0", FontSize = 48 };
Add(scoreText);
```
For `Label`, text styling still lives on the underlying `TextRuntime`. Changing `Label.Text` updates content only; change the visual for `FontSize`/`Color`/opacity:
```csharp
using MonoGameGum.GueDeriving;
if (scoreLabel.Visual is TextRuntime text)
{
text.FontSize = 28;
text.Color = Color.White;
text.Alpha = 180; // 0..255 opacity
}
```
With Gum codegen, many text instances are already typed as `TextRuntime` properties (for example `mainMenu.TitleText`), so set `FontSize`/`Color`/`Alpha` directly there.
**The `is TextRuntime` cast only holds for the default visual.** A `.gumx`-authored custom Label component makes `Visual` something else, so the cast silently no-ops. Use `scoreLabel.Visual.GetGraphicalUiElementByName("TextInstance")` instead — Gum's own `Label` looks up its text part by that same name, so any custom Label component already needs an instance called `TextInstance` for `Label.Text` to work.
See also: Gum's [controls](https://docs.flatredball.com/gum/code/controls) and [styling individual controls](https://docs.flatredball.com/gum/code/styling/code-only-styling/styling-individual-controls) docs for state-safe styling — a highlight/push/focus state change can revert a color set this way.
## Render Ordering (Layers / Z)
**Unlayered renderables draw behind layered ones.** Gum elements added without a layer will be hidden behind any layered game objects. Always assign Gum UI to an explicit layer.
Within the same layer, items sort by Z. Within the same layer and Z, insertion order is preserved (stable sort).
## UI Layers
Most games need one or more UI layers. Create them in `CustomInitialize` and add them to `Layers` in back-to-front order. Gum elements on a layer draw on top of all unlayered world objects and on top of lower-indexed layers.
**Three common UI layers** (create only what the game needs):
| Layer | Purpose | Examples |
|-------|---------|----------|
| **InGameUI** | Transient visuals attached to world position or floating near entities | Floating damage/heal numbers, "+100" score popups, level-up announcements, entity health bars |
| **HUD** | Persistent screen-anchored status display | Score, health bar, fuel gauge, minimap, timer |
| **TopUI** | Modal overlays that block gameplay | Pause menu, "Exit game?" confirmation, options screen, critical messages |
> For pause menus (TopUI), also call `PauseThisScreen()` / `UnpauseThisScreen()` to actually freeze entity activity — adding the overlay alone does not pause the game. See the `screens` skill.
```csharp
// In CustomInitialize — order matters: later = drawn on top
var hudLayer = new Layer("HUD");
Layers.Add(hudLayer);
// Add Gum elements with the layer: parameter
var scoreLabel = new Label();
scoreLabel.Text = "Score: 0";
scoreLabel.Anchor(Anchor.TopLeft);
scoreLabel.X = 10; scoreLabel.Y = 10;
Add(scoreLabel, layer: hudLayer);
```
**When to create which layers:**
- **HUD only** — most games (score, health, fuel, timer)
- **HUD + TopUI** — games with a pause menu or confirmation dialogs
- **InGameUI + HUD** — games with floating combat text, score popups near enemies, or entity health bars
- **All three** — RPGs, complex action games with both world-space feedback and modal menus
## Screen-Space vs World-Space
**Screen-space (default)**: `screen.Add(element)` places elements in Gum's native coordinate system (pixels, Y-down, origin top-left). Use for HUDs, menus.
**World-space**: `entity.Add(element)` places a Gum element at the entity's world position. It follows the entity and shifts when the camera pans. The visual is automatically removed when the entity is destroyed. `entity.IsVisible = false` hides it — don't reach into `element.Visible`.
## Overlay vs Camera UI: Rendering Quality
`Add()` parents UI under the camera's `UiRoot`, whose canvas matches the design resolution. Gum generates font bitmaps at `FontSize` design pixels; the render batch upscales them by `Camera.PixelsPerUnit`. At 2× (e.g. 480→960 window), a 22px font bitmap renders at 44px — each source pixel becomes a 2×2 block on screen, visibly lowering quality.
`FlatRedBallService.Initialize` turns on `TextRuntime.UseFontOversampling`, which rebuilds the font at the upscaled size instead of stretching it — this fixes the blur here too, as long as `Font` points at a real `.ttf` rather than a system font name (see the `.ttf` note near the end of this skill).
`AddOverlay()` parents UI under `Screen.OverlayRoot`, sized to the back-buffer and rendered 1:1. `FontSize=22` generates a 22px bitmap rendered at 22px — sharp at any `PixelsPerUnit`. AddOverlay() renders 1:1 regardless and needs no font rebuild — still the simplest option when a system font name is unavoidable.
`Add()`'s `PixelsPerUnit` also bakes in `Camera.Zoom` — so HUD zooms whenever you animate `Zoom` for a cinematic effect. `AddOverlay()` is immune to this too, but it's screen-wide and can't be confined to one camera's viewport in split-screen. For a per-camera, zoom-immune HUD (e.g. one player's minimap border that shouldn't zoom with their camera), pass a `Layer { IsScreenSpace = true }` to `Add()` instead — it parents to `Camera.ScreenSpaceRoot`, which tracks the window-vs-design-resolution scale but not `Zoom`.
Coordinate values for overlay elements are in back-buffer pixels (design coords × `PixelsPerUnit`). For hit-testing overlay UI from world-space cursor input:
```csharp
float s = Camera.PixelsPerUnit;
float cx = (worldPos.X - Camera.Left) * s;
float cy = (Camera.Top - worldPos.Y) * s;
```
## Loading Gum Screens from a .gumx Project File
When a `.gumx` project is loaded (via `EngineInitSettings.GumProjectFile`), you can instantiate a Gum screen defined in the project and add it to the FRB2 screen (e.g., as a background visual):
```csharp
using Gum.Forms; // GetFrameworkElementByName extension method
using Gum.Managers; // ObjectFinder
using Gum; // ToGraphicalUiElement — easy to miss, different namespace from Gum.DataTypes
var gumScreenSave = ObjectFinder.Self.GumProjectSave.Screens
.Find(s => s.Name == "MainMenuScreen");
Add(gumScreenSave!.ToGraphicalUiElement());
```
- `using Gum;` is required even though `ScreenSave` lives in `Gum.DataTypes` — the extension method is in `Gum`. The `MonoGameGum` forwarder for this call is `[Obsolete]`; it still compiles but warns.
- **This only works for a project Gum itself loaded** (via `GumProjectFile`). Assigning `ObjectFinder.Self.GumProjectSave` from your own `GumProjectSave.Load(...)` leaves the runtime half-configured — `ToGraphicalUiElement()` then builds children and throws `NotImplementedException` deep in `UnitConverter.ConvertToGeneralUnit`, which reads like bad data rather than bad setup.
- **`GumProjectFile` path must NOT include `Content/`** — Gum's `FileManager` is already rooted at the MonoGame `Content/` directory. Use `"GumProject/GumProject.gumx"`, not `"Content/GumProject/GumProject.gumx"`. The double-`Content` causes a runtime load failure.
### If the project was created with gumcli
`gumcli new` scaffolds the project with **all standard Forms controls already included** as component and standard files (Button, TextBox, CheckBox, ListBox, etc.). These are immediately available — no additional setup required.
**Prefer defining Forms control instances in Gum XML files** (screen `.gusx` or component `.gucx`) rather than creating them purely in C# code. XML-defined instances are visible in the Gum editor so designers can adjust layout and visuals without touching code. Only instantiate controls in C# when they are fully dynamic (e.g., a variable-length list driven by runtime data).
### Mode 2 — Dynamic access via Get calls
When the Gum screen XML is loaded with `ToGraphicalUiElement()`, any Forms control instances declared in it are constructed and wired automatically — just hook up events in C#:
```csharp
// using Gum.Forms; // GetFrameworkElementByName extension method
// using Gum.Forms.Controls; // Button, Label, etc.
// using MonoGameGum; // ToGraphicalUiElement
var root = gumScreenSave!.ToGraphicalUiElement();
Add(root);
// Retrieve a named instance and hook up events:
var startButton = root.GetFrameworkElementByName<Button>("StartButton");
startButton.Click += (_, _) => MoveToScreen<GameScreen>();
```
- `GetFrameworkElementByName<T>` is an extension method in `Gum.Forms` — add `using Gum.Forms;`.
- `Button` and other Forms types are in `Gum.Forms.Controls` — do **not** use `MonoGameGum.Forms.Controls`; those wrappers are `[Obsolete(error: true)]`.
- Forms controls (`new Button()`, etc.) created in C# still use built-in default visuals unless the project includes matching component files. Mix freely.
### Mode 3 — Codegen (strongly-typed)
After running `gumcli codegen`, each Gum screen and component gets a generated C# class **with the same name as the Gum XML element** (use the `Gum` suffix on element names — see the `gumcli` skill — to avoid colliding with FRB2 `Screen` subclasses). Instantiate the class directly — no `ToGraphicalUiElement()` or string-based lookup needed:
```csharp
// Gum element "MainMenuScreenGum" → generated class MainMenuScreenGum:
var mainMenu = new MainMenuScreenGum();
Add(mainMenu);
// Properties match the instance names defined in the Gum XML:
mainMenu.StartButton.Click += (_, _) => MoveToScreen<GameScreen>();
mainMenu.QuitButton.Click += (_, _) => Exit();
```
- Generated classes inherit from `Gum.Forms.Controls.FrameworkElement`. The parameterless constructor builds the visual tree from a `[ModuleInitializer]`-registered template — just `new XxxGum()` and `Add(...)`.
- Accessing a property that doesn't exist is a compile error — much safer than string-based `GetFrameworkElementByName`.
- State categories on a component generate `enum` types and nullable property setters that apply the state on assignment (e.g., `card.SuitState = CardGum.Suit.Hearts`).
- After any edit to the Gum XML, re-run `gumcli codegen` before referencing new/renamed instances in C#.
## Showing / Hiding a Control
The API differs by type:
- **`FrameworkElement`** (Label, Button, etc.) — use `IsVisible`:
```csharp
label.IsVisible = false;
label.IsVisible = true;
```
- **Visual types** (`ColoredRectangleRuntime`, `TextRuntime`, `SpriteRuntime`) — use `Visible`:
```csharp
rect.Visible = false;
rect.Visible = true;
```
## Gotchas
- **"Keyboard navigation" on Forms controls means Tab/accessibility focus only — not arrow keys.** Game action menus (battle commands, pause menus) require custom logic: maintain a `_selectedIndex` int and drive selection with `WasKeyPressed(Keys.Up/Down/Left/Right)` in `Screen.CustomActivity`. Apply visual highlight by toggling a property on the selected element. Do not try to use `Button.IsFocused` or `OnKeyDown` for this — Forms focus is designed for form tab-order, not game input.
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