Hello thanks for your precious help
Your tutorial is very useful.
I have a buttonn frame and after a click event I want to destroy the clicked button frame and create a new one.
I got the parent of the clicked frame but when I create the new one (it is not visible if I use BlzFrameSetAllPoints) but if I use coords it works
(the problem I have is I don't find how to get the coordinates of the clicked frame)
I can avoid this problem if I can rename the frame)
Have you got an idea about that?
Your tutorial is very useful.
I have a buttonn frame and after a click event I want to destroy the clicked button frame and create a new one.
I got the parent of the clicked frame but when I create the new one (it is not visible if I use BlzFrameSetAllPoints) but if I use coords it works
(the problem I have is I don't find how to get the coordinates of the clicked frame)
I can avoid this problem if I can rename the frame)
Have you got an idea about that?
One does not need (new) fdf to create UI. There already are the included Blizzard fdfs, most of it can be used without any work. But without fdf you lose some features or have a hard time recreating them. But as said, it works without.
BlzCreateFrameByType is your friend when you want to create UI-Frames without fdf. While BlzCreateFrame & BlzCreateSimpleFrame require fdf.
In my tutorial most of the Create Frame Section does not need any custom fdf, While the Sections after FDF are mostly about fdf/TOC.
I recomment to have static UI-frame structure/Layout which content you change: Displayed Images, Text, Models can be changed with one line async safe. If you don't want one frame anymore just hide it. Child frames need the visibility of their parent.
It is Lua code the approach is a bit dirty. But the idea is that they are self contained and work out of the box when copy pasted into world editor's trigger Editor and still are mp safe.