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06-26-17, 09:28 PM   #7
lightspark
A Rage Talon Dragon Guard
 
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Join Date: Sep 2012
Posts: 341
The "problem" is that FontStrings ALWAYS use the highest sublevel of the layer, it doesn't matter what your set.

So to address your issue, I'd either put your text on a lower layer: ARTWORK, or move your texture to a higher layer: HIGHLIGHT.

Lua Code:
  1. local text = UIParent:CreateFontString()
  2. text:SetDrawLayer("ARTWORK")
  3. text:SetFont(LSM:Fetch("font", "koverwatch"), 24, "OUTLINE")
  4. text:SetPoint("CENTER")
  5. text:SetText("Text")
  6.  
  7. local texture = UIParent:CreateTexture()
  8. texture:SetDrawLayer("OVERLAY")
  9. texture:SetTexture(READY_CHECK_READY_TEXTURE)
  10. texture:SetPoint("CENTER")
  11. texture:SetSize(36, 36)

Creating additional frames and using them as parents for your FontStrings and Textures is a solution too, it's viable if you have really complex unit frames w/ multiple layers of textures and/or texts, otherwise it's an overkill.
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Last edited by lightspark : 06-27-17 at 05:43 AM.
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