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Do you then know of any way to "accent" a button. I want a button to GLOW when i tell it to, and not glow otherwise. For example the "autocast" effect, if you know what I mean. (https://imgur.com/45ucoK6)
Or any other "animated" thing, a GIF or a particle effect.
The auto model can be displayed with a "SPRITE"-Frame. Such a "SPRITE"-Frame will loop an Animation of the given model. It has the path "ui\feedback\autocast\ui-modalbuttonon.mdx" "SPRITE" Frames don't use the SetSize to change the size, instead you have to use BlzFrameSetScale to make the SPRITE bigger or smaller.
Thank you, I will look into it when i get the chance. I am currently having an issue with a .fdf where if I modify one frame to add a "File "TexturePath" another frame stops working. Its hard to explain in a short post, if I don't solve it, I will write a PM. Thanks for all your assistance.
Is there a way to directly add a "Texture" for highlight to simplebutton, in your tutorial here: https://www.hiveworkshop.com/threads/ui-simpleframes.320385/ you add it by making a Texture mainframe. Can I somehow put it "inside" the simplebutton frame?
I tried simply moving it into Artwork layer, but that didnt work, green texture ingame.
Thank you. Do you know if it is possible to set VertexColoring on frametype "BUTTON" the same code works for "SIMPLETEXTURE" and "SIMPLEBUTTON" but not for the button. Is vertext coloring only available for simple frames?
Also, is it posible to programatically change text alignment, I've found the "BlzFrameSetTextAlignment" native, but it doesn't seem to do anything for me. I also tried increasing the width/height of the "SIMPLETEXT" frame, but it didnt help. Maybe my fdf is not set right. Do you have any example of where it is done so that I can reverse-engineer it?
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