view --main gum-tool-codegen-skill-generatsii-koda-na-c.md
gum-tool-codegen: Скилл генерации кода на C#
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Справочное руководство для системы генерации кода на C# инструмента Gum. Загружайте это руководство при работе над компонентами CodeGenerator, CodeOutputPlugin, структурой генерируемого кода, настройками файлов .codsj, выбором выходной библиотеки, генерацией кода для форм, генерацией состояния или конвейером генерации кода на стороне инструмента. Для генерации кода через командную строку (CLI) или в автономном режиме, обратитесь к модулю gum-cli.
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name: gum-tool-codegen
description: Reference guide for the Gum tool's C# code generation system. Load this when working on CodeGenerator, CodeOutputPlugin, generated code structure, .codsj settings, OutputLibrary selection, Forms codegen, state generation, or the tool-side code generation pipeline. For CLI/headless codegen, see the gum-cli skill instead.
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# 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) | MonoGameForms is recommended default |
| `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)
1. Using statements (auto-detected from instances)
2. Namespace (root + optional folder path)
3. Partial class with optional inheritance
4. State enums (one per category)
5. State properties with `ApplyState()` calls
6. Instance fields
7. Custom variables (user-defined properties)
8. Exposed variables (delegate to child instances)
9. Constructor chain: `InitializeInstances()` then `AddToParents()` then `ApplyDefaultVariables()`
10. `ApplyState()` methods
11. `ApplyLocalization()` (if enabled)
12. `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.
**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.
## 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 |
Инициализация мануала...
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package.json
$ install --global
skills.sh
npx skills add https://github.com/vchelaru/Gum/tree/main/.claude/skills/gum-tool-codegen
$ download --local
man
[HINT] Скачивает всю директорию скилла с GitHub: SKILL.md и все связанные файлы