WoW:API MouseIsOver: Difference between revisions
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{{framexmlfunc|FrameXML/UIParent.lua}} | |||
Determines whether or not the mouse is over the specified frame. | Determines whether or not the mouse is over the specified frame. | ||
isOver = MouseIsOver(frame, topOffset, bottomOffset, leftOffset, rightOffset); | isOver = MouseIsOver(frame, topOffset, bottomOffset, leftOffset, rightOffset); | ||
== Parameters == | == Parameters == | ||
=== Arguments === | === Arguments === | ||
:(frame, [topOffset, bottomOffset, leftOffset, rightOffset]) | :(frame, [topOffset, bottomOffset, leftOffset, rightOffset]) | ||
* frame (Frame) - The frame (or frame-derived object such as Buttons, etc) to test with | |||
* topOffset (number) - distance from the top to include in calculations. optional | |||
* bottomOffset (number) - distance from the bottom to include in calculations. optional | |||
* leftOffset (number) - distance from the left to include in calculations. optional | |||
* rightOffset (number) - distance from the right to include in calculations. optional | |||
=== Returns === | === Returns === | ||
* isOver ([[boolean]]) - A 'true' value if the mouse is over the frame, 'false<' otherwise. | |||
== Example == | == Example == | ||
You can determine whether or not the mouse is over the minimap using the below. | You can determine whether or not the mouse is over the minimap using the below. | ||
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end | end | ||
== Details == | |||
It doesn't matter if the frame is hidden or not, if the mouse would be over it when you :Show() it then this function does return true. | |||
Most importantly, it will still return true if the frame in question has its mouse response disabled using EnableMouse(false). Hence, ''MouseIsOver'' is what you need for rollover effects not interfering with the player's world clicks. | |||
Latest revision as of 04:46, 15 August 2023
← WoW API < MouseIsOver
This function is implemented in Lua here FrameXML/UIParent.lua.
Determines whether or not the mouse is over the specified frame.
isOver = MouseIsOver(frame, topOffset, bottomOffset, leftOffset, rightOffset);
Parameters
Arguments
- (frame, [topOffset, bottomOffset, leftOffset, rightOffset])
- frame (Frame) - The frame (or frame-derived object such as Buttons, etc) to test with
- topOffset (number) - distance from the top to include in calculations. optional
- bottomOffset (number) - distance from the bottom to include in calculations. optional
- leftOffset (number) - distance from the left to include in calculations. optional
- rightOffset (number) - distance from the right to include in calculations. optional
Returns
- isOver (boolean) - A 'true' value if the mouse is over the frame, 'false<' otherwise.
Example
You can determine whether or not the mouse is over the minimap using the below.
if (MouseIsOver(MinimapCluster)) then -- do something end
Details
It doesn't matter if the frame is hidden or not, if the mouse would be over it when you :Show() it then this function does return true.
Most importantly, it will still return true if the frame in question has its mouse response disabled using EnableMouse(false). Hence, MouseIsOver is what you need for rollover effects not interfering with the player's world clicks.