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04-01-09, 02:54 AM   #5
zork
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Originally Posted by Luzzifus View Post
Well I don't make it a parent because I don't want the raidframes to inherit the visible state of that master frame. For my layout it's only visible when the frames are unlocked and correct anchoring already does the trick. ^^
Sweet

So this is basically how we could move the party too:
Code:

local party  = oUF:Spawn("header", "oUF_Party")

local f_tph = CreateFrame("Frame","oUF_PartyRaidHolder",UIParent)
f_tph:SetWidth(50)
f_tph:SetHeight(50)
--f_tph:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "", tile = true, tileSize = 16, edgeSize = 16, insets = { left = 0, right = 0, top = 0, bottom = 0 }});
f_tph:SetPoint("TOLPEFT",20,-20)

-- 10px from the edge to make it overlap so it stays movable
party:SetPoint("TOPLEFT", f_tph, "TOPLEFT",10,-10)

oUF_MoveThisFrame("oUF_PartyRaidHolder",1,0);
Well this is pretty neat. We could create small move frames and just need to anchor the default oUF frames to that small move frames. Good thing is if you lock the move frame in the lua (via lua config) you can hide the Backdrop when its locked.
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Last edited by zork : 04-01-09 at 03:00 AM.
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