Determines if frame can receive mouse events.
If not set, mouse events will propagate further among covered frames. If none of the frames will grab the input, events will be handled out to GameWorld.
- Frame will accept mouse inputs. Good use for frames like Frame or Image is to block tooltips underneath images.
Mouse Input Types
- CFrame Input Types
- Mouse Enter/Leave Frame
- CControl Input Types
- Mouse Clicks (Requires the correct mouse buttons
AllowedButtons
to be set.Left
is on by default on most frames) - Hovering
- Mouse Clicks (Requires the correct mouse buttons
Determines if frame can accept drag & drop events.
Most likely useless thing, due to the fact that it's used only in single place by Blizzard. To manage drag & drops in Arcade lobbies - frames of this type are restricted to Blizzard.
TBD
Determines the transparency of the element, by adjusting its Alpha channel.
0
- completely transparent128
- 50% transparent255
- completely opaque
It will also affect children elements.
TBD
TBD
Used to position a frame. A frame can have up to 4 anchors.
- At least two sides of an element must be anchored in order for it work work properly.
- When anchors are set for pair of the Sides, then final Width/Height will be determined automatically.
- It's possible to anchor all sides within single definition, by ommiting
side
attribute
i.e.<Anchor relative="$parent" />
- will use the anchors of an parent element.
Examples
<Anchor side="Left" relative="$parent/SiblingFrame" pos="Max" offset="0"/>
<Anchor side="Right" relative="$parent/SiblingFrame" pos="1.25" offset="0"/>
<Anchor side="Top" relative="$parent/SiblingFrame" pos="-1.0" offset="0"/>
TBD
Enables verbose logging of animations defined inside this frame.
TBD
TBD
TBD
TBD
TBD
Enables blurring the frame and its children. The actual blur factor is determined by BlurAmount.
The amount a frame will be blurred. Blur
need to be set as True
for this feature to work.
The blending mode used for BlurShader.
Works in conjunction with PreserveAnchorOffset
. Generally when a frame is collapsed, other frames anchoring to it will ignore their offsets and will be placed right at the Left and Top anchor of the collpased frame. With PreserveAnchorOffset
, anchoring items will preserve their offset.
TBD
TBD
TBD
TBD
Alpha value when frame is in disabled state
TBD
Enables / disables frame. It might have different results that will vary basing on the type of the frame.
- Typically used on
Control
frames.
Unique global identifier. Allows referencing the frame from any place within hierarchy, by using defined handle prefixed with $
, i.e. $MyHandle
.
- There is a lot of handles defined by Blizzard across default UI. Such as
GameUI
,GameUI_CommandPanel
,GameUI_MenuBar
etc.
Height of the frame
- Sets the Height to an explicit value.
- Overrides auto-calculated height using Anchors.
TBD
Allows to define an alias that can be used for redirecting the hookup action, which is used to retrieve named FrameDesc within the current frame.
Often times specialized Frame types can require definition of child/children frames for various reasons. These specialized frames expect the child to be under the name explicitly defined within game code. By using HookupAlias
we can redirect the hookup to the frame named as we like.
Most likely this also affects hookup actions called from Galaxy VM - DialogControlHookup
.
Allows a child element to ignore the Alpha
settings of its parent
Allows a child element to ignore the color
settings of its parent
TBD
Works in conjunction with CollapseLayout
. Generally when a frame its collapsed, other frames anchoring to it will ignore their offsets and be placed right at the Left and Top anchor of the collpased frame. With this property, anchoring items will preserve their offset.
Render priority of the element (512
is default value). Frames with higher priority will render on top of others.
When this property is not set, rendering priority is determined by the order in which elements were defined.
Caveats:
- This property will take effect only among sibling elements. To sort out issues with render priority across the frame hierarchy, you must inspect all affected nodes and set them up appropriately.
- Cannot be used to re-order elements that use different
RenderType
.
Render type of the element
HDR
= high-dynamic-range lighting the UI will use the maps lighting system.LDR
= low dynamic range the UI will render as is no lighting gets added.Offscreen
= Won't render the frame at allRTT
= Render To Texture
LDR
always renders above HDR
TBD
TBD
TBD
TBD
TBD
TBD
Allows a frame to be rendered outside its parent countainer bounds.
Normally if a Frame were to render part or all of it outside the parent bounds, it will only display what fits inside the bounds. Unclipped frames will render in its entirety on the screens regardless of any of its parents.
This has a performance cost, so use with caution.
Specifies which kind of time should be used for animations of this frame.
By default when this property is set to False
, animations are bound to real time provded by the OS.
However when this is set to True
(AlternateTime enabled), animations will use the gametime
and should remain synced across the players. By that they'll also become subject of lag or will even completely cease in scenarios where game will stop progressing (game pause, "lag").
TBD
Determines whether animations that use Fade
controller will toggle Visibility state of the frame, once they're finished.
Determines visibility of the frame.
Width of the frame
- Sets the
Width
to an explicit value. - Overrides auto-calculated
Width
using Anchors.