bool underlineEnabled,
const Vector4& underlineColor,
float underlineHeight,
- unsigned int depth )
+ int depth )
{
AtlasManager::AtlasSlot slot;
std::vector< MeshRecord > meshContainer;
Vector< Extent > extents;
TextCacheEntry textCacheEntry;
- mDepth = static_cast< int >( depth );
+ mDepth = depth;
float currentUnderlinePosition = ZERO;
float currentUnderlineThickness = underlineHeight;
}
// Locate a new slot for our glyph
- mGlyphManager.Add( glyph.fontId, glyph, bitmap, slot );
+ mGlyphManager.Add( glyph, bitmap, slot );
}
}
currentUnderlinePosition,
currentUnderlineThickness,
slot );
- lastFontId = glyph.fontId;
+ lastFontId = glyph.fontId;
}
}
actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) );
}
- if ( mActor )
+ if( mActor )
{
+ actor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
mActor.Add( actor );
}
else
Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( mDepth );
+ renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth );
Actor actor = Actor::New();
+#if defined(DEBUG_ENABLED)
+ actor.SetName( "Text renderable actor" );
+#endif
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
actor.SetColor( meshRecord.mColor );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
// Ensure shadow is behind the text...
- renderer.SetDepthIndex( mDepth + CONTENT_DEPTH_INDEX - 1 );
+ renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth - 1 );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
return Text::RendererPtr( new AtlasRenderer() );
}
-Actor AtlasRenderer::Render( Text::ViewInterface& view, unsigned int depth )
+Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth )
{
UnparentAndReset( mImpl->mActor );