BlzGetOriginFrame

Parameters
frameType originframetype
index integer

to high values will return the frame from the last valid Index

comment

Get a framehandle by specifying a specific originframetype and index (in most cases it should be 0 (first index), however it can go above 0 when using originframetypes such as ORIGIN_FRAME_HERO_BUTTON)

The one with indices above 0 are:

// The ability buttons at the right bottom corner
ORIGIN_FRAME_COMMAND_BUTTON <0 to 11>
// The clickable hero icons at the left of the screen
ORIGIN_FRAME_HERO_BUTTON <0 to 6>
// See above for the following:
ORIGIN_FRAME_HERO_HP_BAR <0 to 6>
ORIGIN_FRAME_HERO_MANA_BAR <0 to 6>
ORIGIN_FRAME_HERO_BUTTON_INDICATOR <0 to 6>
// Item inventory buttons
ORIGIN_FRAME_ITEM_BUTTON <0 to 5>
// The buttons altering the minimap
ORIGIN_FRAME_MINIMAP_BUTTON
// Indices:
// 0 = Menu
// 1 = Allies
// 2 = Log
// 3 = Quest
ORIGIN_FRAME_SYSTEM_BUTTON <0 to 3>

Here is a basic example that creates a custom timerdialog window:

set GameUI = BlzGetOriginFrame(ORIGIN_FRAME_GAME_UI, 0)
set UIMain = BlzCreateFrame("TimerDialog", GameUI, 0, 0)
call BlzFrameSetPoint(UIMain, FRAMEPOINT_CENTER, GameUI, FRAMEPOINT_CENTER, 0.25, 0.055)
call BlzFrameSetSize(UIMain, 0.3, 0.7)

Take a look at the .fdf files in the game’s CASC or point 1.3 (refer to this document’s table of contents for reference) it should give you some ideas.

note

This is up for edition, this native is lacking a more in-depth explanation. For example a list of all of the originframetypes, and their possible indexes.

note

The first time a Frame enters the map's script it takes a handleId.

patch

1.31

return type
framehandle
Source code
native BlzGetOriginFrame                           takes originframetype frameType, integer index returns framehandle
Source
ui.j
wc3modding.com
BlzGetOriginFrame