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.