I'm working on a small and simple XNA game and I'm noticing I'm spending way too much time implementing basic UI functionality like menus, (rich) text rendering including wrapping and basic UI lay-out such as alignment of elements.
This is a fairly common problem, and I was wondering whether anyone knows of a library to handle these things. I know there are some good skinnable options available to windows programmers (Crazy Eddie's GUI comes to mind), but as I'm targeting the Xbox 360 I would like to find a pure managed solution.
MonoGame is an open source, C# framework that implements the application programming interface (API) of XNA, Microsoft's late game development toolset that was retired in 2013. It also supports all .
MonoGame doesn't use the XNA framework, it is a re-implementation of the XNA framework. The difference is that all of the code inside MonoGame has been re-written to behave identically to the XNA framework.
Originally Answered: Whats the difference between XNA and Monogame? XNA used to be supported by Microsoft and only ran on Microsoft related platforms like Windows and Xbox. Monogame is community supported and is cross-platform.
xWinForms is easily the most complete and actively maintained GUI system for XNA. Window System for XNA (WSX) had some good progress in the past (I was working on it for a while), and is still a decent system, though it hasn't been maintained for over a year now. The best option is definitely to go with xWinForms, at least until WPF interoperability comes along (next version of WPF/XNA?) and makes all the other options effectively obsolete.
There's XNA Simple Gui and xWinForms. They provide some basic GUI elements. Haven't seen any menu components, though.
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