no need to add the tree depth as that is already added by the algorithm
Change-Id: I3de4479328a78a3d42d0bdd58d2c411d77d18029
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/public-api/text/rendering-backend.h>
#include <dali-toolkit/internal/controls/text-controls/text-font-style.h>
#include <dali-toolkit/internal/text/rendering/text-backend.h>
#include <dali-toolkit/public-api/text/rendering-backend.h>
#include <dali-toolkit/internal/controls/text-controls/text-font-style.h>
#include <dali-toolkit/internal/text/rendering/text-backend.h>
Actor renderableActor;
if( mRenderer )
{
Actor renderableActor;
if( mRenderer )
{
- renderableActor = mRenderer->Render( mController->GetView(), self.GetHierarchyDepth() );
+ renderableActor = mRenderer->Render( mController->GetView(), TEXT_DEPTH_INDEX );
}
if( renderableActor != mRenderableActor )
}
if( renderableActor != mRenderableActor )
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/public-api/text/rendering-backend.h>
#include <dali-toolkit/internal/controls/text-controls/text-font-style.h>
#include <dali-toolkit/internal/text/rendering/text-backend.h>
#include <dali-toolkit/public-api/text/rendering-backend.h>
#include <dali-toolkit/internal/controls/text-controls/text-font-style.h>
#include <dali-toolkit/internal/text/rendering/text-backend.h>
Actor renderableActor;
if( mRenderer )
{
Actor renderableActor;
if( mRenderer )
{
- renderableActor = mRenderer->Render( mController->GetView(), self.GetHierarchyDepth() );
+ renderableActor = mRenderer->Render( mController->GetView(), TEXT_DEPTH_INDEX );
}
if( renderableActor != mRenderableActor )
}
if( renderableActor != mRenderableActor )
enum ControlDepthIndexRanges
{
enum ControlDepthIndexRanges
{
- BACKGROUND_DEPTH_INDEX = static_cast<int>( -Dali::Layer::TREE_DEPTH_MULTIPLIER * 0.1f ),
+ BACKGROUND_DEPTH_INDEX = -Dali::Layer::TREE_DEPTH_MULTIPLIER / 10,
- DECORATION_DEPTH_INDEX = static_cast<int>( Dali::Layer::TREE_DEPTH_MULTIPLIER * 0.1f )
+ TEXT_DEPTH_INDEX = Dali::Layer::TREE_DEPTH_MULTIPLIER / 100,
+ DECORATION_DEPTH_INDEX = Dali::Layer::TREE_DEPTH_MULTIPLIER / 10
void Control::OnStageConnection( int depth )
{
void Control::OnStageConnection( int depth )
{
- unsigned int controlRendererCount = Self().GetRendererCount();
- for( unsigned int i(0); i<controlRendererCount; ++i )
- {
- Renderer controlRenderer = Self().GetRendererAt(i);
- if( controlRenderer )
- {
- controlRenderer.SetDepthIndex( CONTENT_DEPTH_INDEX+depth );
- }
- }
-
if( mImpl->mBackgroundRenderer)
{
mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
if( mImpl->mBackgroundRenderer)
{
mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );