#include <dali/devel-api/rendering/renderer.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
#include <dali-toolkit/public-api/controls/image-view/image-view.h>
+#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/internal/controls/image-view/image-view-impl.h>
#ifdef DEBUG_ENABLED
if( !grabHandle.actor )
{
grabHandle.actor = ImageView::New( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
- GetImpl( grabHandle.actor).SetDepthIndex( DECORATION_DEPTH_INDEX );
+ GetImpl( grabHandle.actor).SetDepthIndex( DepthIndex::DECORATION );
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.
- GetImpl( primary.actor ).SetDepthIndex( DECORATION_DEPTH_INDEX );
+ GetImpl( primary.actor ).SetDepthIndex( DepthIndex::DECORATION );
primary.actor.SetColor( mHandleColor );
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.
- GetImpl( secondary.actor ).SetDepthIndex( DECORATION_DEPTH_INDEX );
+ GetImpl( secondary.actor ).SetDepthIndex( DepthIndex::DECORATION );
secondary.actor.SetColor( mHandleColor );
secondary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move