#include <dali/devel-api/text-abstraction/font-client.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
+#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/internal/text/glyph-run.h>
#include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
#include <dali-toolkit/internal/text/rendering/atlas/atlas-mesh-factory.h>
Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth );
+ renderer.SetDepthIndex( DepthIndex::CONTENT + mDepth );
Actor actor = Actor::New();
#if defined(DEBUG_ENABLED)
actor.SetName( "Text renderable actor" );