View Single Post
06-26-17, 07:25 AM   #2
Aftermathhqt
A Molten Giant
 
Aftermathhqt's Avatar
AddOn Author - Click to view addons
Join Date: Dec 2009
Posts: 784
Originally Posted by Layback_ View Post
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:
  1. function ComposeNameText()
  2.     local nameText = frame.Health:CreateFontString(frame:GetName() .. "NameText", "OVERLAY");
  3. end

Lua Code:
  1. function ComposeReadyCheckIndicator()
  2.     local readyCheckIndicator = frame.Health:CreateTexture(frame:GetName() .. "ReadyCheckIndicator", "OVERLAY");
  3. 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?
Just create a invisible frame, then attach the text or icon which ever you want to be highest frame level.
  Reply With Quote