Hi all,
Both texture and fontstring are drawn on same frame (frame.Health), but each are created via two separate functions,
ComposeNameText() and
ComposeReadyCheckIndicator() where
ReadyCheckIndicator is created after
NameText.
Lua Code:
function ComposeNameText()
local nameText = frame.Health:CreateFontString(frame:GetName() .. "NameText", "OVERLAY");
end
Lua Code:
function ComposeReadyCheckIndicator()
local readyCheckIndicator = frame.Health:CreateTexture(frame:GetName() .. "ReadyCheckIndicator", "OVERLAY");
end
Here's what it looks like at the moment.
I tried to use 'sublevel' argument, but unlike texture, fontstring doesn't seem to have a sublevel argument
At this stage, I've changed fontstring's draw layer to "ARTWORK" as a temporary solution.
My question is would modifying draw layer be the only solution to solve this problem?