[dali_1.2.29] Merge branch 'devel/master'
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Actor.cpp
index a6eaa9c..0dfc7e3 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -19,6 +19,7 @@
 #include <dali/public-api/dali-core.h>
 #include <string>
 #include <cfloat>   // For FLT_MAX
+#include <dali/devel-api/actors/actor-devel.h>
 #include <dali/integration-api/events/touch-event-integ.h>
 #include <dali/integration-api/events/hover-event-integ.h>
 #include <dali-test-suite-utils.h>
@@ -43,36 +44,10 @@ void utc_dali_actor_cleanup(void)
 namespace
 {
 bool gTouchCallBackCalled=false;
-bool gHoverCallBackCalled=false;
-
-/**
- * Simulates a Down Touch at 25.0, 25.0.
- * @param[in] app Test Application instance.
- */
-int SimulateTouchForSetOverlayHitTest(TestApplication& app)
-{
-  app.SendNotification();
-  app.Render(1);
-  app.SendNotification();
-  app.Render(1);
-
-  gTouchCallBackCalled = false;
-
-  // simulate a touch event
-  Dali::Integration::Point point;
-  point.SetState( PointState::DOWN );
-  point.SetScreenPosition( Vector2( 25.0f, 25.0f ) );
-  Dali::Integration::TouchEvent event;
-  event.AddPoint( point );
-  app.ProcessEvent( event );
-
-  app.SendNotification();
-  app.Render(1);
-  app.SendNotification();
-  app.Render(1);
-  END_TEST;
-}
+bool gTouchCallBackCalled2=false;
+bool gTouchCallBackCalled3=false;
 
+bool gHoverCallBackCalled=false;
 
 static bool gTestConstraintCalled;
 
@@ -114,6 +89,34 @@ static bool TestCallback(Actor actor, const TouchEvent& event)
   END_TEST;
 }
 
+static bool TestTouchCallback(Actor actor, const TouchData& touchData )
+{
+  gTouchCallBackCalled = true;
+  return true;
+  END_TEST;
+}
+
+static bool TestTouchCallback2(Actor actor, const TouchData& touchData )
+{
+  gTouchCallBackCalled2 = true;
+  return true;
+  END_TEST;
+}
+
+static bool TestTouchCallback3(Actor actor, const TouchData& touchData )
+{
+  gTouchCallBackCalled3 = true;
+  return true;
+  END_TEST;
+}
+
+static void ResetTouchCallbacks()
+{
+  gTouchCallBackCalled = false;
+  gTouchCallBackCalled2 = false;
+  gTouchCallBackCalled3 = false;
+}
+
 static bool TestCallback3(Actor actor, const HoverEvent& event)
 {
   gHoverCallBackCalled = true;
@@ -121,13 +124,6 @@ static bool TestCallback3(Actor actor, const HoverEvent& event)
   END_TEST;
 }
 
-static Vector3 gSetSize;
-static bool gSetSizeCallBackCalled;
-void SetSizeCallback( Actor actor, const Vector3& size )
-{
-  gSetSizeCallBackCalled = true;
-  gSetSize = size;
-}
 // validation stuff for onstage & offstage signals
 static std::vector< std::string > gActorNamesOnOffStage;
 static int gOnStageCallBackCalled;
@@ -756,11 +752,44 @@ int UtcDaliActorSetSize01(void)
 
   actor.SetSize(vector.x, vector.y);
 
-  // flush the queue and render once
+  // Immediately retrieve the size after setting
+  Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // Flush the queue and render once
   application.SendNotification();
   application.Render();
 
+  // Check the size in the new frame
   DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // Change the resize policy and check whether the size stays the same
+  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // Set a new size after resize policy is changed and check the new size
+  actor.SetSize( Vector3( 0.1f, 0.2f, 0.0f ) );
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // Change the resize policy again and check whether the new size stays the same
+  actor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // Set another new size after resize policy is changed and check the new size
+  actor.SetSize( Vector3( 50.0f, 60.0f, 0.0f ) );
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, Vector3( 50.0f, 60.0f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -776,11 +805,20 @@ int UtcDaliActorSetSize02(void)
 
   actor.SetSize(vector.x, vector.y, vector.z);
 
+  // Immediately check the size after setting
+  Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
+  // Check the size in the new frame
   DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -796,11 +834,20 @@ int UtcDaliActorSetSize03(void)
 
   actor.SetSize(Vector2(vector.x, vector.y));
 
+  // Immediately check the size after setting
+  Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
+  // Check the size in the new frame
   DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -816,20 +863,34 @@ int UtcDaliActorSetSize04(void)
 
   actor.SetSize(vector);
 
+  // Immediately check the size after setting
+  Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
+  // Check the size in the new frame
   DALI_TEST_CHECK(vector == actor.GetCurrentSize());
 
   Stage::GetCurrent().Add( actor );
   actor.SetSize( Vector3( 0.1f, 0.2f, 0.3f ) );
 
+  // Immediately check the size after setting
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.3f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
+  // Check the size in the new frame
   DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentSize(), TEST_LOCATION );
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.3f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   Stage::GetCurrent().Remove( actor );
   END_TEST;
 }
@@ -845,28 +906,76 @@ int UtcDaliActorSetSizeIndividual(void)
 
   actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
 
+  // Immediately check the width after setting
+  float sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
+  // Check the width in the new frame
   DALI_TEST_EQUALS( vector.width, actor.GetCurrentSize().width, TEST_LOCATION );
 
+  sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   actor.SetProperty( Actor::Property::SIZE_HEIGHT, vector.height );
 
+  // Immediately check the height after setting
+  float sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
+  DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
+  // Check the height in the new frame
   DALI_TEST_EQUALS( vector.height, actor.GetCurrentSize().height, TEST_LOCATION );
 
+  sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
+  DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   actor.SetProperty( Actor::Property::SIZE_DEPTH, vector.depth );
 
+  // Immediately check the depth after setting
+  float sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
+  // Check the depth in the new frame
   DALI_TEST_EQUALS( vector.depth, actor.GetCurrentSize().depth, TEST_LOCATION );
 
+  sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // Change the resize policy and check whether the size stays the same
+  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+
+  sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
+  DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // Change the resize policy again and check whether the size stays the same
+  actor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
+
+  sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
+  DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -1913,6 +2022,14 @@ int UtcDaliActorSetColorIndividual(void)
 
   DALI_TEST_EQUALS( vector.a, actor.GetCurrentColor().a, TEST_LOCATION );
 
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.2f );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( 0.2f, actor.GetCurrentColor().a, TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -2201,7 +2318,7 @@ int UtcDaliActorTouchedSignal(void)
 {
   TestApplication application;
 
-  gTouchCallBackCalled = false;
+  ResetTouchCallbacks();
 
   // get the root layer
   Actor actor = Stage::GetCurrent().GetRootLayer();
@@ -2437,7 +2554,7 @@ int UtcDaliActorHitTest(void)
 
   Stage::GetCurrent().Add( actor );
 
-  gTouchCallBackCalled = false;
+  ResetTouchCallbacks();
 
   unsigned int index = 0;
   while( NULL != hitTestData[index] )
@@ -2473,7 +2590,7 @@ int UtcDaliActorHitTest(void)
                  hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y,
                  hitTestData[index]->mResult );
 
-    gTouchCallBackCalled = false;
+    ResetTouchCallbacks();
     ++index;
   }
   END_TEST;
@@ -2529,6 +2646,12 @@ int UtcDaliActorSetDrawModeOverlayRender(void)
   Actor b = CreateRenderableActor( imageB );
   Actor c = CreateRenderableActor( imageC );
 
+  app.SendNotification();
+  app.Render(1);
+
+  //Textures are bound when first created. Clear bound textures vector
+  app.GetGlAbstraction().ClearBoundTextures();
+
   // Render a,b,c as regular non-overlays. so order will be:
   // a (8)
   // b (9)
@@ -2695,6 +2818,41 @@ int UtcDaliActorConstrainedToOrientation(void)
   END_TEST;
 }
 
+int UtcDaliActorConstrainedToOpacity(void)
+{
+  TestApplication app;
+  tet_infoline(" UtcDaliActorConstrainedToOpacity");
+
+  Actor parent = Actor::New();
+  parent.SetOpacity( 0.7f );
+  Stage::GetCurrent().Add( parent );
+
+  Actor child = Actor::New();
+  Constraint opacityConstraint = Constraint::New<float>( child, DevelActor::Property::OPACITY, EqualToConstraint() );
+  opacityConstraint.AddSource( Source( parent, DevelActor::Property::OPACITY ) );
+  opacityConstraint.Apply();
+
+  Stage::GetCurrent().Add( child );
+
+  app.SendNotification();
+  app.Render(0);
+  app.Render();
+  app.SendNotification();
+
+  DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION );
+
+  parent.SetOpacity( 0.3f );
+
+  app.SendNotification();
+  app.Render(0);
+  app.Render();
+  app.SendNotification();
+
+  DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION );
+
+  END_TEST;
+}
+
 int UtcDaliActorUnparent(void)
 {
   TestApplication app;
@@ -2850,8 +3008,8 @@ const PropertyStringIndex PROPERTY_TABLE[] =
   { "minimumSize",              Actor::Property::MINIMUM_SIZE,             Property::VECTOR2     },
   { "maximumSize",              Actor::Property::MAXIMUM_SIZE,             Property::VECTOR2     },
   { "inheritPosition",          Actor::Property::INHERIT_POSITION,         Property::BOOLEAN     },
-  { "batchParent",              Actor::Property::BATCH_PARENT,             Property::BOOLEAN     },
   { "clippingMode",             Actor::Property::CLIPPING_MODE,            Property::STRING      },
+  { "opacity",                  DevelActor::Property::OPACITY,             Property::FLOAT       },
 };
 const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
 } // unnamed namespace
@@ -2899,6 +3057,16 @@ int UtcDaliRelayoutProperties_ResizePolicies(void)
   DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_RESIZE_POLICY ).Get< std::string >(), widthPolicy, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_RESIZE_POLICY ).Get< std::string >(), heightPolicy, TEST_LOCATION );
 
+  // Set individual dimensions using enums
+  ResizePolicy::Type widthPolicyEnum = ResizePolicy::USE_ASSIGNED_SIZE;
+  ResizePolicy::Type heightPolicyEnum = ResizePolicy::SIZE_RELATIVE_TO_PARENT;
+
+  actor.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, widthPolicyEnum );
+  actor.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, heightPolicyEnum );
+
+  DALI_TEST_EQUALS( static_cast< int >( actor.GetResizePolicy( Dimension::WIDTH ) ), static_cast< int >( widthPolicyEnum ), TEST_LOCATION );
+  DALI_TEST_EQUALS( static_cast< int >( actor.GetResizePolicy( Dimension::HEIGHT ) ), static_cast< int >( heightPolicyEnum ), TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -3394,6 +3562,66 @@ int UtcDaliActorDrawModePropertyAsString(void)
   END_TEST;
 }
 
+int UtcDaliActorColorModePropertyAsEnum(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
+  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_COLOR, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::COLOR_MODE, USE_PARENT_COLOR );
+  DALI_TEST_EQUALS( actor.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
+  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA );
+  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorPositionInheritancePropertyAsEnum(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty( Actor::Property::POSITION_INHERITANCE, INHERIT_PARENT_POSITION );
+  DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), INHERIT_PARENT_POSITION, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::POSITION_INHERITANCE, USE_PARENT_POSITION );
+  DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::POSITION_INHERITANCE, USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
+  DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::POSITION_INHERITANCE, DONT_INHERIT_POSITION );
+  DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorDrawModePropertyAsEnum(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::NORMAL );
+  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::NORMAL, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
+  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::STENCIL );
+  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
+
+  END_TEST;
+}
+
 int UtcDaliActorAddRendererP(void)
 {
   tet_infoline("Testing Actor::AddRenderer");
@@ -3694,6 +3922,56 @@ int UtcDaliActorPropertyClippingActor(void)
   END_TEST;
 }
 
+int UtcDaliActorPropertyClippingActorEnableThenDisable(void)
+{
+  // This test checks that an actor is correctly setup for clipping and then correctly setup when clipping is disabled
+  tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor enable and then disable" );
+  TestApplication application;
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+  size_t startIndex = 0u;
+
+  // Create a clipping actor.
+  Actor actorDepth1Clip = CreateActorWithContent();
+  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+  Stage::GetCurrent().Add( actorDepth1Clip );
+
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+  // Check we are writing to the color buffer.
+  CheckColorMask( glAbstraction, true );
+
+  // Check the stencil buffer was enabled.
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) );                                   // 2960 is GL_STENCIL_TEST
+
+  // Check the stencil buffer was cleared.
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+
+  // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer.
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc",  "514, 1, 0", startIndex ) );     // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node.
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) );
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+  // Now disable the clipping
+  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED );
+
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+  // Check the stencil buffer was disabled.
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Disable", "2960" ) );                                   // 2960 is GL_STENCIL_TEST
+
+  // Ensure all values in stencil-mask are set to 1.
+  startIndex = 0u;
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "255", startIndex ) );
+
+  END_TEST;
+}
+
+
 int UtcDaliActorPropertyClippingNestedChildren(void)
 {
   // This test checks that a hierarchy of actors are clipped correctly by
@@ -3806,3 +4084,654 @@ int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
 
   END_TEST;
 }
+
+int UtcDaliGetPropertyN(void)
+{
+  tet_infoline( "Testing Actor::GetProperty returns a non valid value if property index is out of range" );
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  unsigned int propertyCount = actor.GetPropertyCount();
+  DALI_TEST_EQUALS( actor.GetProperty( Property::Index(propertyCount)).GetType(), Property::NONE, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliActorRaiseLower(void)
+{
+  tet_infoline( "UtcDaliActor Raise and Lower test\n" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  Actor actorA = Actor::New();
+  Actor actorB = Actor::New();
+  Actor actorC = Actor::New();
+
+  actorA.SetAnchorPoint( AnchorPoint::CENTER );
+  actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorB.SetAnchorPoint( AnchorPoint::CENTER );
+  actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorC.SetAnchorPoint( AnchorPoint::CENTER );
+  actorC.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  stage.Add( actorA );
+  stage.Add( actorB );
+  stage.Add( actorC );
+
+  ResetTouchCallbacks();
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION );
+
+  // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+  // Only top actor will get touched.
+  actorA.TouchSignal().Connect( TestTouchCallback );
+  actorB.TouchSignal().Connect( TestTouchCallback2 );
+  actorC.TouchSignal().Connect( TestTouchCallback3 );
+
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::DOWN );
+  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  Dali::Integration::TouchEvent event;
+  event.AddPoint( point );
+
+  application.ProcessEvent( event );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  true , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Testing Raising of Actor\n" );
+
+  int preActorOrder( 0 );
+  int postActorOrder( 0 );
+
+  Property::Value value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+  value.Get( preActorOrder );
+
+  DevelActor::Raise( actorB );
+
+  value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+  value.Get( postActorOrder );
+
+  tet_printf( "Raised ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
+
+  application.ProcessEvent( event );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  true , TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false, TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Testing Lowering of Actor\n" );
+
+  value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+  value.Get( preActorOrder );
+
+  DevelActor::Lower( actorB );
+
+  value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+  value.Get( postActorOrder );
+
+  tet_printf( "Lowered ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
+
+  application.ProcessEvent( event );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false , TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  true, TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  END_TEST;
+}
+
+int UtcDaliActorRaiseToTopLowerToBottom(void)
+{
+  tet_infoline( "UtcDaliActorRaiseToTop and LowerToBottom test \n" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  Actor actorA = Actor::New();
+  Actor actorB = Actor::New();
+  Actor actorC = Actor::New();
+
+  // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each
+  // enables checking of which actor the uniform is assigned too
+  Shader shaderA = CreateShader();
+  shaderA.RegisterProperty( "uRendererColor",1.f);
+
+  Shader shaderB = CreateShader();
+  shaderB.RegisterProperty( "uRendererColor", 2.f );
+
+  Shader shaderC = CreateShader();
+  shaderC.RegisterProperty( "uRendererColor", 3.f );
+
+  Geometry geometry = CreateQuadGeometry();
+
+  // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C,
+  Renderer rendererA = Renderer::New(geometry, shaderA);
+  actorA.AddRenderer(rendererA);
+
+  Renderer rendererB = Renderer::New(geometry, shaderB);
+  actorB.AddRenderer(rendererB);
+
+  Renderer rendererC = Renderer::New(geometry, shaderC);
+  actorC.AddRenderer(rendererC);
+
+  actorA.SetAnchorPoint( AnchorPoint::CENTER );
+  actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorB.SetAnchorPoint( AnchorPoint::CENTER );
+  actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorC.SetAnchorPoint( AnchorPoint::CENTER );
+  actorC.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  stage.Add( actorA );
+  stage.Add( actorB );
+  stage.Add( actorC );
+
+  ResetTouchCallbacks();
+
+  // Set up gl abstraction trace so can query the set uniform order
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableSetUniformCallTrace(true);
+  glAbstraction.ResetSetUniformCallStack();
+
+  TraceCallStack& glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf( "Trace Output:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+
+  // Test order of uniforms in stack
+  int indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  int indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  int indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  bool CBA = ( indexC > indexB) &&  ( indexB > indexA );
+
+  DALI_TEST_EQUALS( CBA, true, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION );
+
+  // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+  // Only top actor will get touched.
+  actorA.TouchSignal().Connect( TestTouchCallback );
+  actorB.TouchSignal().Connect( TestTouchCallback2 );
+  actorC.TouchSignal().Connect( TestTouchCallback3 );
+
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::DOWN );
+  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  Dali::Integration::TouchEvent event;
+  event.AddPoint( point );
+
+  application.ProcessEvent( event );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  true , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "RaiseToTop ActorA\n" );
+
+  DevelActor::RaiseToTop( actorA );
+
+  application.ProcessEvent( event );
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  tet_infoline( "Testing A above C and B at bottom\n" );
+  bool ACB = ( indexA > indexC) && ( indexC > indexB );
+
+  DALI_TEST_EQUALS( ACB, true, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "RaiseToTop ActorB\n" );
+
+  DevelActor::RaiseToTop( actorB );
+
+  application.ProcessEvent( event );
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  tet_infoline( "Testing B above A and C at bottom\n" );
+  bool BAC = ( indexB > indexA ) && ( indexA > indexC );
+
+  DALI_TEST_EQUALS( BAC, true, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "LowerToBottom ActorA then ActorB leaving Actor C at Top\n" );
+
+  DevelActor::LowerToBottom( actorA );
+  application.SendNotification();
+  application.Render();
+
+  DevelActor::LowerToBottom( actorB );
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( event );
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  tet_infoline( "Testing C above A and B at bottom\n" );
+  bool CAB = ( indexC > indexA ) && ( indexA > indexB );
+
+  DALI_TEST_EQUALS( CAB, true, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  true , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  END_TEST;
+}
+
+int UtcDaliActorRaiseAboveLowerBelow(void)
+{
+  tet_infoline( "UtcDaliActor RaiseToAbove and LowerBelow test \n" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  Actor actorA = Actor::New();
+  Actor actorB = Actor::New();
+  Actor actorC = Actor::New();
+
+  actorA.SetAnchorPoint( AnchorPoint::CENTER );
+  actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorB.SetAnchorPoint( AnchorPoint::CENTER );
+  actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorC.SetAnchorPoint( AnchorPoint::CENTER );
+  actorC.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  stage.Add( actorA );
+  stage.Add( actorB );
+  stage.Add( actorC );
+
+  ResetTouchCallbacks();
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION );
+
+  // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+  // Only top actor will get touched.
+  actorA.TouchSignal().Connect( TestTouchCallback );
+  actorB.TouchSignal().Connect( TestTouchCallback2 );
+  actorC.TouchSignal().Connect( TestTouchCallback3 );
+
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::DOWN );
+  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  Dali::Integration::TouchEvent event;
+  event.AddPoint( point );
+
+  application.ProcessEvent( event );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  true , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Raise actor B Above Actor C\n" );
+
+  DevelActor::RaiseAbove( actorB, actorC );
+
+  application.ProcessEvent( event );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Raise actor A Above Actor B\n" );
+
+  DevelActor::RaiseAbove( actorA, actorB );
+
+  application.ProcessEvent( event );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  END_TEST;
+}
+
+int UtcDaliActorLowerBelow(void)
+{
+  tet_infoline( "UtcDaliActor LowerBelow test \n" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each
+  // enables checking of which actor the uniform is assigned too
+  Shader shaderA = CreateShader();
+  shaderA.RegisterProperty( "uRendererColor",1.f);
+
+  Shader shaderB = CreateShader();
+  shaderB.RegisterProperty( "uRendererColor", 2.f );
+
+  Shader shaderC = CreateShader();
+  shaderC.RegisterProperty( "uRendererColor", 3.f );
+
+  Actor actorA = Actor::New();
+  Actor actorB = Actor::New();
+  Actor actorC = Actor::New();
+
+  // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C,
+  Geometry geometry = CreateQuadGeometry();
+
+  Renderer rendererA = Renderer::New(geometry, shaderA);
+  actorA.AddRenderer(rendererA);
+
+  Renderer rendererB = Renderer::New(geometry, shaderB);
+  actorB.AddRenderer(rendererB);
+
+  Renderer rendererC = Renderer::New(geometry, shaderC);
+  actorC.AddRenderer(rendererC);
+
+  actorA.SetAnchorPoint( AnchorPoint::CENTER );
+  actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorB.SetAnchorPoint( AnchorPoint::CENTER );
+  actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorC.SetAnchorPoint( AnchorPoint::CENTER );
+  actorC.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  stage.Add( actorA );
+  stage.Add( actorB );
+  stage.Add( actorC );
+
+  ResetTouchCallbacks();
+
+  // Set up gl abstraction trace so can query the set uniform order
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableSetUniformCallTrace(true);
+  glAbstraction.ResetSetUniformCallStack();
+  TraceCallStack& glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  glAbstraction.ResetSetUniformCallStack();
+
+  application.SendNotification();
+  application.Render();
+
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+  // Test order of uniforms in stack
+  int indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  int indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  int indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  tet_infoline( "Testing C above B and A at bottom\n" );
+  bool CBA = ( indexC > indexB) &&  ( indexB > indexA );
+
+  DALI_TEST_EQUALS( CBA, true, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION );
+
+  // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+  // Only top actor will get touched.
+  actorA.TouchSignal().Connect( TestTouchCallback );
+  actorB.TouchSignal().Connect( TestTouchCallback2 );
+  actorC.TouchSignal().Connect( TestTouchCallback3 );
+
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::DOWN );
+  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  Dali::Integration::TouchEvent event;
+  event.AddPoint( point );
+
+  tet_infoline( "UtcDaliActor Test Set up completed \n" );
+
+  application.ProcessEvent( event );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Lower actor C below Actor B ( actor B and A on same level due to insertion order) so C is below both \n" );
+
+  DevelActor::LowerBelow( actorC, actorB );
+
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( event );
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  tet_infoline( "Testing B above A and C at bottom\n" );
+  bool BAC = ( indexB > indexA) &&  ( indexA > indexC );
+
+  DALI_TEST_EQUALS( BAC, true, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Lower actor B below Actor C leaving A on top\n" );
+
+  DevelActor::LowerBelow( actorB, actorC );
+
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( event );
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.Render();
+  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  bool ACB = ( indexA > indexC) &&  ( indexC > indexB );
+
+  DALI_TEST_EQUALS( ACB, true, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  END_TEST;
+}
+
+int UtcDaliActorMaxSiblingOrder(void)
+{
+  tet_infoline( "UtcDaliActor De-fragment of sibling order once max index reached\n" );
+
+  TestApplication application;
+
+  int testOrders[] = { 0,1,3,5,17,998, 999 };
+  int resultingOrders[] = { 0,1,2,3,4,6,5 };
+
+  const int TEST_ORDERS_COUNT = sizeof( testOrders ) / sizeof( testOrders[0] );
+
+  Stage stage( Stage::GetCurrent() );
+
+  Actor parent = Actor::New();
+
+  for ( int index = 0; index < TEST_ORDERS_COUNT; index++ )
+  {
+    Actor newActor = Actor::New();
+    newActor.SetProperty(Dali::DevelActor::Property::SIBLING_ORDER, testOrders[index] );
+    parent.Add( newActor );
+  }
+  stage.Add( parent );
+
+  tet_printf( "Sibling Order %d children :",  parent.GetChildCount() );
+  for ( unsigned int index = 0; index < parent.GetChildCount(); index ++)
+  {
+    Actor sibling = parent.GetChildAt( index );
+    int siblingOrder = 0;
+    Property::Value value = sibling.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+    value.Get( siblingOrder );
+    tet_printf( "%d, ", siblingOrder );
+  }
+  tet_printf( "\n" );
+
+  Actor sibling = parent.GetChildAt( 5 );
+  DevelActor::RaiseToTop( sibling );
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf( "Sibling Order %d children :",  parent.GetChildCount() );
+  for ( unsigned int index = 0; index < parent.GetChildCount(); index ++)
+  {
+    Actor sibling = parent.GetChildAt( index );
+    int siblingOrder = 0;
+    Property::Value value = sibling.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+    value.Get( siblingOrder );
+    tet_printf( "%d, ", siblingOrder );
+    DALI_TEST_EQUALS( siblingOrder,  resultingOrders[ index] , TEST_LOCATION );
+  }
+
+  tet_printf( "\n" );
+
+  END_TEST;
+}