>wowhelm_
~/forever/addon-api

Addon API

50 entries
ClearRadialProgressBar()[function]SimpleTextureBaseAPIClearTextureSlice()[function]SimpleTextureBaseAPIClearVertexOffsets()[function]SimpleTextureBaseAPIGetAtlas() : atlas[function]SimpleTextureBaseAPIGetBlendMode() : blendMode[function]SimpleTextureBaseAPIGetDesaturation() : desaturation[function]SimpleTextureBaseAPIGetHorizTile() : tiling[function]SimpleTextureBaseAPIGetRadialProgressBarEndOffset() : offset[function]SimpleTextureBaseAPIGetRadialProgressBarFeather() : feather[function]SimpleTextureBaseAPIGetRadialProgressBarPercent() : percent[function]SimpleTextureBaseAPIGetRadialProgressBarReverse() : reverse[function]SimpleTextureBaseAPIGetRadialProgressBarStartOffset() : offset[function]SimpleTextureBaseAPIGetRotation() : radians, normalizedRotationPoint[function]SimpleTextureBaseAPIGetTexCoord() : ulX, ulY, llX, llY, urX, urY, lrX, lrY[function]SimpleTextureBaseAPIGetTexelSnappingBias() : bias[function]SimpleTextureBaseAPIGetTexture() : textureFile[function]SimpleTextureBaseAPIGetTextureFileID() : textureFile[function]SimpleTextureBaseAPIGetTextureFilePath() : textureFile[function]SimpleTextureBaseAPIGetTextureSliceMargins() : left, top, right, bottom[function]SimpleTextureBaseAPIGetTextureSliceMode() : sliceMode[function]SimpleTextureBaseAPIGetVertTile() : tiling[function]SimpleTextureBaseAPIGetVertexOffset(vertexIndex) : offsetX, offsetY[function]SimpleTextureBaseAPIIsBlockingLoadRequested() : blocking[function]SimpleTextureBaseAPIIsDesaturated() : desaturated[function]SimpleTextureBaseAPIIsSnappingToPixelGrid() : snap[function]SimpleTextureBaseAPIResetTexCoord()[function]SimpleTextureBaseAPISetAtlas(atlas, useAtlasSize, filterMode?, resetTexCoords?, wrapModeHorizontal?, wrapModeVertical?)[function]SimpleTextureBaseAPISetBlendMode(blendMode)[function]SimpleTextureBaseAPISetBlockingLoadsRequested(blocking)[function]SimpleTextureBaseAPISetColorTexture(colorR, colorG, colorB, a?)[function]SimpleTextureBaseAPISetDesaturated(desaturated)[function]SimpleTextureBaseAPISetDesaturation(desaturation)[function]SimpleTextureBaseAPISetGradient(orientation, minColor, maxColor)[function]SimpleTextureBaseAPISetHorizTile(tiling)[function]SimpleTextureBaseAPISetMask(file)[function]SimpleTextureBaseAPISetRadialProgressBarEndOffset(offset)[function]SimpleTextureBaseAPISetRadialProgressBarFeather(feather)[function]SimpleTextureBaseAPISetRadialProgressBarPercent(percent)[function]SimpleTextureBaseAPISetRadialProgressBarReverse(reverse)[function]SimpleTextureBaseAPISetRadialProgressBarStartOffset(offset)[function]SimpleTextureBaseAPISetRotation(radians, normalizedRotationPoint?)[function]SimpleTextureBaseAPISetSnapToPixelGrid(snap)[function]SimpleTextureBaseAPISetSpriteSheetCell(cell, numRows, numColumns, cellWidth?, cellHeight?)[function]SimpleTextureBaseAPISetTexCoord(left, right, bottom, top)[function]SimpleTextureBaseAPISetTexelSnappingBias(bias)[function]SimpleTextureBaseAPISetTexture(textureAsset?, wrapModeHorizontal?, wrapModeVertical?, filterMode?) : success[function]SimpleTextureBaseAPISetTextureSliceMargins(left, top, right, bottom)[function]SimpleTextureBaseAPISetTextureSliceMode(sliceMode)[function]SimpleTextureBaseAPISetVertTile(tiling)[function]SimpleTextureBaseAPISetVertexOffset(vertexIndex, offsetX, offsetY)[function]SimpleTextureBaseAPI

Documented entries come from Blizzard's in-client API documentation, and UI code functions from its Lua files, mirrored per build. C functions that neither mentions aren't included, and UI code functions can be internal.