The “Magic” behind Data Binding (Part 2: Commands and Data Tree)

In the first part I talked about the basics of data binding, namely the data context and the data property, which define the data that is provided from the logic for the presentation side of your game. This makes it possible to visualize the data and react on data changes.

One part is missing though: Giving the presentation side a possibility to send desired actions into the logic, e.g. when the user clicks on a button. This feature is implemented by commands.

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