What are Displays?
Displays are the visual elements that WeakAuras shows on your screen. Each display has a type that determines how it appears and what kind of information it can show.Display Types
WeakAuras supports multiple display types, each optimized for different use cases:Icon
Circular or square texture with optional cooldown overlay
Progress Bar
Horizontal or vertical bar showing progress with text labels
Text
Dynamic text that can display any game information
Texture
Custom textures with progress fill options
Model
3D models from the game’s model files
Group
Container for organizing multiple displays
Display Properties
All displays share common properties:Position and Size
- Anchoring
- Sizing
Displays can be anchored to:
- Screen positions (CENTER, TOP, BOTTOM, etc.)
- Other displays or frames
- Screen coordinates (x, y)
Display State
Displays can be in several states:- Hidden - Not shown on screen
- Showing - Visible with full opacity
- Loading - Being initialized
- Error - Configuration error
Display Configuration
Each display has extensive configuration options:Visual Properties
Visual Properties
- Color and transparency
- Border and background
- Glow effects
- Textures and icons
- Font and text formatting
Behavior
Behavior
- Show/hide triggers
- Update frequency
- Stacking behavior
- Tooltip configuration
Animation
Animation
- Start animation
- Main animation (while active)
- Finish animation
- Animation type and duration
Creating a Display
Displays are created through the WeakAuras interface:Select Display Type
Choose the display type that best fits your needs:
- Icon for buff/debuff tracking
- Progress Bar for resource monitoring
- Text for numeric information
- Texture for custom graphics
Display Data
Displays receive data from their triggers:Sub-Regions
Displays can have sub-regions that add additional elements:Sub Text
Additional text overlays with custom positioning
Border
Custom borders around the display
Glow
Glow effects (pixel, autocast, proc, etc.)
Background
Background texture behind the display
Tick
Progress markers on bars
Sub-Texture
Additional textures overlaid
Display Updates
Displays update when:- Trigger state changes - Show/hide
- Data values change - Progress, text, icon
- Manual updates - Via custom code
- Frame updates - Animation frames
Performance Considerations
Best Practices
- Use load conditions to limit when displays are active
- Avoid frequent updates - Use appropriate trigger types
- Minimize custom code - Use built-in options when possible
- Group related displays - Improves organization and performance
- Disable unused displays - Don’t just hide them
Performance Metrics
Common Display Patterns
Resource Tracker
Cooldown Monitor
Buff Reminder
Next Steps
Icon Displays
Learn about icon display configuration and cooldown overlays
Progress Bars
Create dynamic progress bars for resources and timers
Text Displays
Display dynamic text with custom formatting
Groups
Organize multiple displays with groups