MonoGameHtml 1.0.0-alpha

This is a prerelease version of MonoGameHtml.
There is a newer prerelease version of this package available.
See the version list below for details.
dotnet add package MonoGameHtml --version 1.0.0-alpha
NuGet\Install-Package MonoGameHtml -Version 1.0.0-alpha
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="MonoGameHtml" Version="1.0.0-alpha" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add MonoGameHtml --version 1.0.0-alpha
#r "nuget: MonoGameHtml, 1.0.0-alpha"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install MonoGameHtml as a Cake Addin
#addin nuget:?package=MonoGameHtml&version=1.0.0-alpha&prerelease

// Install MonoGameHtml as a Cake Tool
#tool nuget:?package=MonoGameHtml&version=1.0.0-alpha&prerelease

MonoGameHtml is a library that brings React-like HTML-based UI development to the MonoGame environment using C#.

Note: Although it may look like it, no Javascript is used. MonoGameHtml is intended for use with C#.

Essentially, this package serves as an extension to the C# language in which Html UI-nodes can be easily created with embedded C# fragments within MonoGame projects.

UI-components are defined in a functional manner (borrowing some JS syntax):

const App = () => {
    
    var fruitList = new List<string> {'apple', 'orange', 'banana'};
    
    return (
        <div backgroundColor='white' @fill>
            <h4 color='blue'>Comprehensive List of Fruit:</h4>
            <div marginLeft={20}>
                {fruitList.map(fruit => 
                    <p>{fruit}</p>
                )}
            </div>
        </div>
    );
}

fruit list example component


Features:

  • Functional Components
  • State Hooks (cause node-rebuild/rerender)
  • Default and custom macros
  • Certain CSS attributes (still plenty yet to be implemented)
  • Inline CSS attributes
  • CSS classes
  • Pre-written set of common components (Text box, Slider, FPS counter, control-flow, etc.)
  • Loading components and CSS from files (.monohtml and .css, respectively)
  • Caching
  • Live-Edit (Experimental)

Simple Example Program:
using System;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGameHtml;

namespace Example {
    public class Game1 : Game {
        private GraphicsDeviceManager _graphics;
        private SpriteBatch _spriteBatch;

        public HtmlRunner htmlInstance;

        public Game1() {
            _graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            IsMouseVisible = true;
        }

        protected override void Initialize() {
            base.Initialize();
            
            InitializeHtml();
        }

        private async void InitializeHtml() {
                        
            // HtmlMain MUST be initialized with the Game instance.
            HtmlMain.Initialize(this);
            
            // this is how you pass in outside variables (without using static access)
	    // note: the name provided must be prefaced by a dollar sign when used in UI-code (ex. $exampleVariable)
            StatePack pack = StatePack.Create(
                "exampleVariable", 10
            );

            // components can be defined either in strings or .monohtml files
            const string components = @"
const App = () => {
    
    var fruitList = new List<string> {'apple', 'orange', 'banana'};
    
    return (
        <div backgroundColor='white' @fill>
            <h4 color='blue'>Comprehensive List of Fruit:</h4>
            {fruitList.map(fruit => 
                <p>{fruit}</p>
            )}
        </div>
    );
}
";
            // this compiles the components provided and creates a runnable HTML Instance.
            htmlInstance = await HtmlProcessor.GenerateRunner("<App/>", pack, 
                components: HtmlComponents.Create(components));
        }

        protected override void LoadContent() {
            _spriteBatch = new SpriteBatch(GraphicsDevice);
        }

        protected override void Update(GameTime gameTime) {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
                Exit();
            
            base.Update(gameTime);
            
            // updates html (uses a GameTime, MouseState, and KeyState)
            htmlInstance?.Update(gameTime, Mouse.GetState(), Keyboard.GetState());
        }

        protected override void Draw(GameTime gameTime) {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            base.Draw(gameTime);
            
            // renders html (uses a Spritebatch)
            htmlInstance?.Render(_spriteBatch);
        }
    }
}

Learn More...

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
.NET Core netcoreapp3.1 is compatible. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

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Version Downloads Last updated
1.0.1-alpha 133 7/2/2022
1.0.0-alpha 105 6/16/2022

Initial alpha release