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    Namespace Serenity.Ui.Application.Interfaces.Views

    Interfaces

    ICompositeView

    A composite view at the application boundary: a view made of child views that the business layer can coordinate without knowing the Unity implementation. In particular it exposes the "switcher" behaviour a navigation rail relies on — activating one child and hiding its siblings.

    ICrossMenuHost

    Implemented by a composite that hosts a stack of menus and coordinates cross-menu focus traversal: when a menu reaches a navigation boundary it asks its host to move focus to the adjacent sibling.

    IFocusableMenuView

    A menu that participates in composite cross-menu focus traversal. Lets a composite (which lives in a lower layer that cannot reference the concrete menu type) move input focus between sibling menus, query/place the option selection, and gate whether the menu currently receives input.

    IGameplayLoadingOverlayView

    Ui View that renders a fullscreen loading overlay during gameplay scene bootstrap. The concrete implementation owns all visual composition (background, progress bar, label, value) and their theme/localization bindings. Callers only express intent: show the overlay, push progress updates, and hide it once readiness is signalled.

    IHostableView

    Implemented by a view that can be embedded ("hosted") inside a composite view's layout instead of owning its own placement on the canvas. A composite arranges its children through a layout container, so a hosted view must be able to (a) relinquish any self-anchoring/self-sizing it does when standalone, and (b) report the content size the layout should reserve for it.

    IPrimaryInputPromptView

    Ui View that shows a prompt to select the primary device (P1) and exposes the result to the rest of the system.

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