#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>
if( actor.GetRendererCount() )
{
Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) );
- renderer.SetDepthIndex( renderer.GetDepthIndex() - 1 );
+ int depthIndex = renderer.GetProperty<int>(Dali::Renderer::Property::DEPTH_INDEX);
+ renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 );
shadowActor.SetParentOrigin( ParentOrigin::CENTER );
shadowActor.SetSize( actorSize );
containerActor.Add( shadowActor );
Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth );
+ renderer.SetProperty( Dali::Renderer::Property::BLENDING_MODE, BlendingMode::ON );
+ renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth );
Actor actor = Actor::New();
#if defined(DEBUG_ENABLED)
actor.SetName( "Text renderable actor" );