Frame:CreateFontString
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Creates a fontstring.
line = Frame:CreateFontString([name, drawLayer, templateName])
Arguments
- name
- string? - The global variable name that will be assigned, or
nil
for an anonymous fontstring. - drawLayer
- string? : DrawLayer
= ARTWORK
- The layer the font should be drawn in. - templateName
- string? - The name of a virtual template. If nil, the font string does not inherit any properties.
Returns
- line
- FontString🔗 - The new fontstring object as a child of this frame.
Details
- Unlike Textures, FontStrings do not support sublayers, and will always be drawn above textures sharing the same layer.
Example
Shows "Hello world" on the screen.
local fs = UIParent:CreateFontString(nil, "OVERLAY", "GameTooltipText")
fs:SetPoint("CENTER")
fs:SetText("Hello world")
Patch changes
Patch 10.0.0 (2022-10-25): Now strictly validates the drawLayer
parameter, raising a script error if an invalid layer name is supplied.