};
Impl()
+ : mDepth( 0 )
{
mGlyphManager = AtlasGlyphManager::Get();
mFontClient = TextAbstraction::FontClient::Get();
bool underlineEnabled,
const Vector4& underlineColor,
float underlineHeight,
- unsigned int depth )
+ int depth )
{
AtlasManager::AtlasSlot slot;
std::vector< MeshRecord > meshContainer;
Vector< Extent > extents;
TextCacheEntry textCacheEntry;
- mDepth = static_cast< int >( depth );
+ mDepth = depth;
float currentUnderlinePosition = ZERO;
float currentUnderlineThickness = underlineHeight;
Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( mDepth );
+ renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth );
Actor actor = Actor::New();
+#if defined(DEBUG_ENABLED)
+ actor.SetName( "Text renderable actor" );
+#endif
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
actor.SetColor( meshRecord.mColor );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
// Ensure shadow is behind the text...
- renderer.SetDepthIndex( mDepth + CONTENT_DEPTH_INDEX - 1 );
+ renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth - 1 );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
return Text::RendererPtr( new AtlasRenderer() );
}
-Actor AtlasRenderer::Render( Text::ViewInterface& view, unsigned int depth )
+Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth )
{
UnparentAndReset( mImpl->mActor );