→Details: details on edges
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* Behavior of this function with multiple anchors is complex. Generally, you can override points by setting them again (so repeated assignment to the "TOPLEFT" point of a frame would move the frame, unless other anchor points interfere). If you're repositioning a frame, call <code>obj:[[API Region ClearAllPoints|ClearAllPoints]]()</code> to eliminate unwanted interactions. | * Behavior of this function with multiple anchors is complex. Generally, you can override points by setting them again (so repeated assignment to the "TOPLEFT" point of a frame would move the frame, unless other anchor points interfere). If you're repositioning a frame, call <code>obj:[[API Region ClearAllPoints|ClearAllPoints]]()</code> to eliminate unwanted interactions. | ||
* Offset units are relative to the screen's effective scale. WoW's screen always has a height of 768 units, while screen width varies with aspect ratio. | * Offset units are relative to the screen's effective scale. WoW's screen always has a height of 768 units, while screen width varies with aspect ratio. | ||
=== Edge definitions === | |||
The edge "points" (TOP, RIGHT, BOTTOM, LEFT) are not actual points, but... edges. To fully define a region position using edges alone, you will need to define all four (as opposed to using corners, where you only need two) edges. | |||
Therefore, defining an edge does not necessarily place a region relative to the center of that edge (For example, if you define TOP and RIGHT, the region will be placed at the TOPRIGHT corner). However, by default a region is "pulled" to the center if the number of points defined is insufficient. | |||
Example: | |||
Region:ClearAllPoints(); | |||
Region:SetPoint("TOP", relativeframe); | |||
Region:SetWidth(100); | |||
Region:SetHeight(100); | |||
will place ''Region'' to the top center of the ''relativeframe'' while adding a | |||
Region:SetPoint("RIGHT", relativeframe); | |||
will place ''Region'' in the top right corner and now ''Region'' is fully defined. | |||