Sort of. Not pretty or elegantly.
Really, the only interaction that a macro can have with the UI is via /show_window and /hide_window commands.
So, if you wanted to move the clock window to 400,400 on your screen, for example - you could add an element to the clock window called "Moveto400400" or whatever and set its visibility to false.
Then you could have your ingame macro issue a "/show_window MainHUD.Clock.Moveto400400" command.
You set the OnShow of your "Moveto400400" to
parent.Location=400,400
Visible=false
Then you could from a macro move your clock. But you'd have to have elements for each position you want to move that window to.
In general, I would say that you'd not get the kind or results you want without way too much effort. But it is technically possible.
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'Tetht the printhiple, tetht the printhiple,' muttered Igor. 'Thorry, thur, but Igorth do not "tetht the printhiple". Thtrap it to the bench and put a good thick bolt of lightning through it, thatth our motto. Thatth how you tetht thomething.'
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