What problem does it solve?
Gum's runtime font loading can be complex due to multiple paths and a cascading lookup; this guide clarifies how to load and manage fonts for text rendering across MonoGame/KNI, including default embedded fonts, caching behavior, and extension points.
Core Features & Use Cases
- Three Font Loading Paths: use a pre-built .fnt file (Path 1), auto-generated font cache files based on font properties (Path 2), or in-memory font creation at runtime via an IInMemoryFontCreator (Path 3).
- Lookup Cascade: describe the sequence from cache to embedded resources to in-memory to disk to default font, ensuring predictable font rendering.
- Key Files and Extensibility: overview of how TextRuntime, BitmapFont, FontCache naming, and CustomSetPropertyOnRenderable wiring interact, plus the IInMemoryFontCreator and IRuntimeFontService extension points.
Quick Start
Explain how to load fonts in Gum using the three paths and set up TextRuntime font properties.