MonoGameHtml 1.0.1-alpha

This is a prerelease version of MonoGameHtml.
dotnet add package MonoGameHtml --version 1.0.1-alpha                
NuGet\Install-Package MonoGameHtml -Version 1.0.1-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="1.0.1-alpha" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add MonoGameHtml --version 1.0.1-alpha                
#r "nuget: MonoGameHtml, 1.0.1-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=1.0.1-alpha&prerelease

// Install MonoGameHtml as a Cake Tool
#tool nuget:?package=MonoGameHtml&version=1.0.1-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}>
                { => 

fruit list example component


  • 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() {

        private async void InitializeHtml() {
            // HtmlMain MUST be initialized with the Game instance.
            // 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>
            { => 
            // 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 ||
            // updates html (uses a GameTime, MouseState, and KeyState)
            htmlInstance?.Update(gameTime, Mouse.GetState(), Keyboard.GetState());

        protected override void Draw(GameTime gameTime) {

            // renders html (uses a Spritebatch)
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

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last updated
1.0.1-alpha 137 7/2/2022
1.0.0-alpha 107 6/16/2022

Removed use of hard-coded path for loading default resources; upgraded Microsoft.CodeAnalysis dependencies to 3.11.0; slightly modified API for setting CSS.