if ( ImageActor imageActor = DownCast< ImageActor >( image ) )
{
- imageActor.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
+ imageActor.SetSortModifier( BACKGROUND_DEPTH_INDEX );
}
Vector3 border( mPopupStyle->backgroundOuterBorder.x, mPopupStyle->backgroundOuterBorder.z, 0.0f );
if ( ImageActor imageActor = DownCast< ImageActor >( image ) )
{
- imageActor.SetDepthIndex( BACKGROUND_DEPTH_INDEX + 1 );
+ imageActor.SetSortModifier( BACKGROUND_DEPTH_INDEX + 1 );
}
// OnDialogTouched only consume the event. It prevents the touch event to be caught by the backing.
{
mBacking = Dali::Toolkit::CreateSolidColorActor( mPopupStyle->backingColor );
mBacking.SetName( "POPUP_BACKING" );
- mBacking.SetDepthIndex( BACKGROUND_DEPTH_INDEX - 1 );
+ mBacking.SetSortModifier( BACKGROUND_DEPTH_INDEX - 1 );
mBacking.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
mBacking.SetSensitive(true);
// 3. Create the icons
ImageActor pressedIcon = ImageActor::New( iconImage );
ImageActor icon = ImageActor::New( iconImage );
- icon.SetDepthIndex( DECORATION_DEPTH_INDEX - 1 );
- pressedIcon.SetDepthIndex( DECORATION_DEPTH_INDEX - 1 );
+ icon.SetSortModifier( DECORATION_DEPTH_INDEX - 1 );
+ pressedIcon.SetSortModifier( DECORATION_DEPTH_INDEX - 1 );
icon.SetName("image-icon-2014");
icon.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
pressedIcon.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
void CreateCursor( ImageActor& cursor, const Vector4& color )
{
cursor = CreateSolidColorActor( color );
- cursor.SetDepthIndex( DECORATION_DEPTH_INDEX );
+ cursor.SetSortModifier( DECORATION_DEPTH_INDEX );
cursor.SetParentOrigin( ParentOrigin::TOP_LEFT ); // Need to set the default parent origin as CreateSolidColorActor() sets a different one.
cursor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
}
}
grabHandle.actor = ImageActor::New( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
- grabHandle.actor.SetDepthIndex( DECORATION_DEPTH_INDEX );
+ grabHandle.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
grabHandle.actor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
// Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
primary.actor.SetName("SelectionHandleOne");
#endif
primary.actor.SetAnchorPoint( AnchorPoint::TOP_RIGHT ); // Change to BOTTOM_RIGHT if Look'n'Feel requires handle above text.
- primary.actor.SetDepthIndex( DECORATION_DEPTH_INDEX );
+ primary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
primary.flipped = false;
primary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
secondary.actor.SetName("SelectionHandleTwo");
#endif
secondary.actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); // Change to BOTTOM_LEFT if Look'n'Feel requires handle above text.
- secondary.actor.SetDepthIndex( DECORATION_DEPTH_INDEX );
+ secondary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
secondary.flipped = false;
secondary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move