Is there a best structure to work with Noesis?
Posted: 17 Jun 2024, 14:13
Hello! I'm using NoesisGui in Unity with VisualStudio 2022 and Blend.
I'm a bit new with NoesisGui, and I'm having some doubts about what would it be the best structure to follow for window navigation.
I'm used to work in WPF with a MVC structure and controlling navigation throught new Window instances but i've seen that Noesis uses the MVVM structure, and i've also cheked the examples and I see that, for example, in Ombra you use IsEnabled properties in <Components>.
All of this is making me wonder what whould it be the best approach for a new application:
Is it okay to have a XAML file for each window and navigate through them with a controller or a presenter as I'm used to or is not recommendable?
should I try to use this <Components> Example or maybe some layered composition in just one file?
Should I create different scenes in Unity with a XAML in each scene?
If you could give me some guidelines on what approach is better for which scenario it would be really helpful.
Thanks beforehand!
I'm a bit new with NoesisGui, and I'm having some doubts about what would it be the best structure to follow for window navigation.
I'm used to work in WPF with a MVC structure and controlling navigation throught new Window instances but i've seen that Noesis uses the MVVM structure, and i've also cheked the examples and I see that, for example, in Ombra you use IsEnabled properties in <Components>.
All of this is making me wonder what whould it be the best approach for a new application:
Is it okay to have a XAML file for each window and navigate through them with a controller or a presenter as I'm used to or is not recommendable?
should I try to use this <Components> Example or maybe some layered composition in just one file?
Should I create different scenes in Unity with a XAML in each scene?
If you could give me some guidelines on what approach is better for which scenario it would be really helpful.
Thanks beforehand!