Interface IHudBinding
Describes where a HUD element reads one value from: a source object, plus the chain of member reads that turns it into the displayed value.
Namespace: Serenity.GameUi.Domain.Interfaces
Assembly: Serenity.GameUi.Domain.dll
Syntax
public interface IHudBinding
Properties
FallbackText
What to display when the chain cannot be evaluated — the service is not registered yet, a reference is missing, or a step returned null.
Declaration
string FallbackText { get; }
Property Value
| Type | Description |
|---|---|
| string |
Remarks
A HUD binds through reflection, so it must degrade visibly rather than throw every frame. The diagnostics overlay sets the precedent by showing "n/a" until its service is up.
SourceKind
How the source object is obtained.
Declaration
HudBindingSourceKind SourceKind { get; }
Property Value
| Type | Description |
|---|---|
| HudBindingSourceKind |
SourceTypeName
The assembly-qualified name of the source type. Identifies the service contract for SERVICE and the declaring type for STATIC; ignored for the directly-referenced kinds.
Declaration
string SourceTypeName { get; }
Property Value
| Type | Description |
|---|---|
| string |
Steps
The member reads applied in order to the resolved source object.
Declaration
IReadOnlyList<IHudMemberStep> Steps { get; }
Property Value
| Type | Description |
|---|---|
| IReadOnlyList<IHudMemberStep> |
ValueTransform
How the value this binding reads is reshaped before any representation sees it.
Declaration
HudValueTransform ValueTransform { get; }
Property Value
| Type | Description |
|---|---|
| HudValueTransform |
Remarks
Carried per binding rather than per element: a gauge's value and capacity bindings each need their own transform, since reshaping both sides identically would break the ratio between them.