#include <dali/devel-api/rendering/shader.h>
#include <dali/devel-api/text-abstraction/font-client.h>
#include <dali/integration-api/debug.h>
-
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
const Vector4& shadowColor,
bool underlineEnabled,
const Vector4& underlineColor,
- float underlineHeight )
+ float underlineHeight,
+ unsigned int depth )
{
AtlasManager::AtlasSlot slot;
std::vector< MeshRecord > meshContainer;
Vector< Extent > extents;
+ mDepth = static_cast< int >( depth );
float currentUnderlinePosition = ZERO;
float currentUnderlineThickness = underlineHeight;
Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
+ renderer.SetDepthIndex( mDepth );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
// Ensure shadow is behind the text...
- renderer.SetDepthIndex( CONTENT_DEPTH_INDEX - 1 );
+ renderer.SetDepthIndex( mDepth + CONTENT_DEPTH_INDEX - 1 );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
std::vector< uint32_t > mFace; ///> Face indices for a quad
Property::Map mQuadVertexFormat;
Property::Map mQuadIndexFormat;
+ int mDepth;
};
Text::RendererPtr AtlasRenderer::New()
return Text::RendererPtr( new AtlasRenderer() );
}
-Actor AtlasRenderer::Render( Text::ViewInterface& view )
+Actor AtlasRenderer::Render( Text::ViewInterface& view, unsigned int depth )
{
UnparentAndReset( mImpl->mActor );
view.GetShadowColor(),
view.IsUnderlineEnabled(),
view.GetUnderlineColor(),
- view.GetUnderlineHeight() );
+ view.GetUnderlineHeight(),
+ depth );
}
return mImpl->mActor;