Originally Posted by Layback_
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?
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Just create a invisible frame, then attach the text or icon which ever you want to be highest frame level.