OnButtonInitialize();
- self.SetDrawMode( DrawMode::OVERLAY );
self.SetKeyboardFocusable( true );
}
Image image = ResourceImage::New( DEFAULT_FRAME_IMAGE_PATH );
mFrame = ImageActor::New( image );
- mFrame.SetDrawMode(DrawMode::OVERLAY);
mFrame.SetStyle( ImageActor::STYLE_NINE_PATCH );
mFrame.SetPositionInheritanceMode(DONT_INHERIT_POSITION);
mFrame.SetInheritScale(true);
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/buttons/button.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
+#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/focus-manager/accessibility-focus-manager.h>
#include <dali-toolkit/internal/focus-manager/keyboard-focus-manager-impl.h>
// Create Layer
mLayer = Layer::New();
mLayer.SetName( "POPUP_LAYER" );
+ mLayer.SetDepthTestDisabled( true );
mLayer.SetParentOrigin(ParentOrigin::CENTER);
mLayer.SetAnchorPoint(AnchorPoint::CENTER);
mLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- mLayer.SetDrawMode( DrawMode::OVERLAY );
// Any content after this point which is added to Self() will be reparented to
// mContent.
mBackgroundImage.SetAnchorPoint( AnchorPoint::CENTER );
mBackgroundImage.SetParentOrigin( ParentOrigin::CENTER );
+ if ( ImageActor imageActor = DownCast< ImageActor >( image ) )
+ {
+ imageActor.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
+ }
+
Vector3 border( mPopupStyle->backgroundOuterBorder.x, mPopupStyle->backgroundOuterBorder.z, 0.0f );
mBackgroundImage.SetSizeModeFactor( border );
// Adds new area image to the dialog.
mButtonAreaImage = image;
+ if ( ImageActor imageActor = DownCast< ImageActor >( image ) )
+ {
+ imageActor.SetDepthIndex( BACKGROUND_DEPTH_INDEX + 1 );
+ }
+
// OnDialogTouched only consume the event. It prevents the touch event to be caught by the backing.
mButtonAreaImage.TouchedSignal().Connect( this, &Popup::OnDialogTouched );
{
mBacking = Dali::Toolkit::CreateSolidColorActor( mPopupStyle->backingColor );
mBacking.SetName( "POPUP_BACKING" );
-
+ mBacking.SetDepthIndex( BACKGROUND_DEPTH_INDEX - 1 );
mBacking.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
mBacking.SetSensitive(true);
Actor self = Self();
self.Add(mIndicator);
- self.SetDrawMode(DrawMode::OVERLAY);
if( !mPanGestureDetector )
{
mOvershootOverlay.SetColor(mOvershootEffectColor);
mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
self.Add(mOvershootOverlay);
Constraint constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint );
mOvershootOverlay.SetColor(mAttachedScrollView.GetOvershootEffectColor());
mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
mOvershootOverlay.SetVisible(false);
}
// Internal Actor, used to hide actors from enumerations.
// Also actors added to Internal actor appear as overlays e.g. ScrollBar components.
mInternalActor = Actor::New();
- mInternalActor.SetDrawMode(DrawMode::OVERLAY);
self.Add(mInternalActor);
mInternalActor.SetParentOrigin(ParentOrigin::CENTER);
mHandleValueTextLabel.SetAnchorPoint( AnchorPoint::CENTER );
mHandleValueTextLabel.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
mHandleValueTextLabel.SetProperty( Toolkit::TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" );
- mHandleValueTextLabel.SetDrawMode( DrawMode::OVERLAY );
mHandle.Add( mHandleValueTextLabel );
}
}
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/buttons/push-button.h>
+#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/text-controls/text-label.h>
// Both containers will be added to a button.
Toolkit::TableView optionContainer = Toolkit::TableView::New( (showIcons)?2:1 , 1 );
- optionContainer.SetDrawMode( DrawMode::OVERLAY );
optionContainer.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
optionContainer.SetMinimumSize( Vector2( OPTION_MIN_WIDTH, 0 ) );
optionContainer.SetFitWidth( 0 );
Toolkit::TableView optionPressedContainer = Toolkit::TableView::New( (showIcons)?2:1 , 1 );
- optionPressedContainer.SetDrawMode( DrawMode::OVERLAY );
optionPressedContainer.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
optionPressedContainer.SetMinimumSize( Vector2( OPTION_MIN_WIDTH, 0 ) );
optionPressedContainer.SetFitWidth( 0 );
// 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.SetName("image-icon-2014");
icon.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
pressedIcon.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control.h>
+#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
#include <dali-toolkit/public-api/controls/buttons/push-button.h>
#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
void CreateCursor( ImageActor& cursor, const Vector4& color )
{
cursor = CreateSolidColorActor( color );
+ cursor.SetDepthIndex( 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.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- grabHandle.actor.SetDrawMode( DrawMode::OVERLAY );
// Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
grabHandle.actor.SetName( "GrabHandleActor" );
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.SetDrawMode( DrawMode::OVERLAY ); // ensure grab handle above text
+ primary.actor.SetDepthIndex( 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.SetDrawMode( DrawMode::OVERLAY ); // ensure grab handle above text
+ secondary.actor.SetDepthIndex( DECORATION_DEPTH_INDEX );
secondary.flipped = false;
secondary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
// INTERNAL INCLUDES
-#include <dali-toolkit/internal/atlas-manager/atlas-manager.h>
-#include <dali-toolkit/internal/text/line-run.h>
+#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
-#include <dali-toolkit/internal/text/rendering/shaders/text-basic-shader.h>
-#include <dali-toolkit/internal/text/rendering/shaders/text-bgra-shader.h>
-//#include <dali-toolkit/internal/text/rendering/shaders/text-basic-shadow-shader.h>
using namespace Dali;
using namespace Dali::Toolkit;
Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( 0 );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
material.AddSampler( sampler );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( -1 );
+
+ // Ensure shadow is behind the text...
+ renderer.SetDepthIndex( CONTENT_DEPTH_INDEX - 1 );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );