Merge branch 'devel/master' into devel/new_mesh
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Actor.cpp
index a969377..44a83f3 100644 (file)
@@ -18,6 +18,7 @@
 #include "assert.h"
 #include <dali/public-api/dali-core.h>
 #include <string>
+#include <cfloat>   // For FLT_MAX
 #include <dali/integration-api/events/touch-event-integ.h>
 #include <dali/integration-api/events/hover-event-integ.h>
 #include <dali-test-suite-utils.h>
@@ -40,9 +41,7 @@ void utc_dali_actor_cleanup(void)
 
 namespace
 {
-
 bool gTouchCallBackCalled=false;
-bool gTouchCallBack2Called=false;
 bool gHoverCallBackCalled=false;
 
 /**
@@ -57,7 +56,6 @@ int SimulateTouchForSetOverlayHitTest(TestApplication& app)
   app.Render(1);
 
   gTouchCallBackCalled = false;
-  gTouchCallBack2Called = false;
 
   // simulate a touch event
   Dali::TouchPoint point( 0, TouchPoint::Down, 25.0f, 25.0f );
@@ -77,10 +75,9 @@ static bool gTestConstraintCalled;
 
 struct TestConstraint
 {
-  Vector4 operator()(const Vector4&    color)
+  void operator()( Vector4& color, const PropertyInputContainer& /* inputs */ )
   {
     gTestConstraintCalled = true;
-    return Vector4(color.x, color.y, color.z, 0.1f);
   }
 };
 
@@ -98,34 +95,15 @@ struct TestConstraintRef
   {
   }
 
-  T operator()(const T&    current)
+  void operator()( T& current, const PropertyInputContainer& /* inputs */ )
   {
     mResultRef = mValue;
-    return current;
   }
 
   unsigned int& mResultRef;
   unsigned int mValue;
 };
 
-bool wasConstraintCallbackCalled1 = false;
-void TestConstraintCallback1( ActiveConstraint& constraint )
-{
-  wasConstraintCallbackCalled1 = true;
-}
-
-bool wasConstraintCallbackCalled2 = false;
-void TestConstraintCallback2( ActiveConstraint& constraint )
-{
-  wasConstraintCallbackCalled2 = true;
-}
-
-bool wasConstraintCallbackCalled3 = false;
-void TestConstraintCallback3( ActiveConstraint& constraint )
-{
-  wasConstraintCallbackCalled3 = true;
-}
-
 static bool TestCallback(Actor actor, const TouchEvent& event)
 {
   gTouchCallBackCalled = true;
@@ -133,13 +111,6 @@ static bool TestCallback(Actor actor, const TouchEvent& event)
   END_TEST;
 }
 
-static bool TestCallback2(Actor actor, const TouchEvent& event)
-{
-  gTouchCallBack2Called = true;
-  return false;
-  END_TEST;
-}
-
 static bool TestCallback3(Actor actor, const HoverEvent& event)
 {
   gHoverCallBackCalled = true;
@@ -175,18 +146,25 @@ struct PositionComponentConstraint
 {
   PositionComponentConstraint(){}
 
-  Vector3 operator()(const Vector3& current, const PropertyInput& property)
+  void operator()( Vector3& pos, const PropertyInputContainer& inputs )
   {
-    const Matrix& m = property.GetMatrix();
-    Vector3 pos;
+    const Matrix& m = inputs[0]->GetMatrix();
     Vector3 scale;
     Quaternion rot;
     m.GetTransformComponents(pos, rot, scale);
-    return pos;
   }
 };
 
+// OnRelayout
 
+static bool gOnRelayoutCallBackCalled = 0;
+static std::vector< std::string > gActorNamesRelayout;
+
+void OnRelayoutCallback( Actor actor )
+{
+  ++gOnRelayoutCallBackCalled;
+  gActorNamesRelayout.push_back( actor.GetName() );
+}
 
 } // anonymous namespace
 
@@ -203,7 +181,7 @@ int UtcDaliActorNew(void)
 }
 
 //& purpose: Testing Dali::Actor::DownCast()
-int UtcDaliActorDownCast(void)
+int UtcDaliActorDownCastP(void)
 {
   TestApplication application;
   tet_infoline("Testing Dali::Actor::DownCast()");
@@ -216,7 +194,7 @@ int UtcDaliActorDownCast(void)
 }
 
 //& purpose: Testing Dali::Actor::DownCast()
-int UtcDaliActorDownCast2(void)
+int UtcDaliActorDownCastN(void)
 {
   TestApplication application;
   tet_infoline("Testing Dali::Actor::DownCast()");
@@ -320,7 +298,7 @@ int UtcDaliActorGetLayer(void)
   END_TEST;
 }
 
-int UtcDaliActorAdd(void)
+int UtcDaliActorAddP(void)
 {
   tet_infoline("Testing Actor::Add");
   TestApplication application;
@@ -354,6 +332,19 @@ int UtcDaliActorAdd(void)
   parent2.Add( child );
   DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
 
+  END_TEST;
+}
+
+int UtcDaliActorAddN(void)
+{
+  tet_infoline("Testing Actor::Add");
+  TestApplication application;
+
+  Actor child = Actor::New();
+
+  Actor parent2 = Actor::New();
+  parent2.Add( child );
+
   // try illegal Add
   try
   {
@@ -411,6 +402,7 @@ int UtcDaliActorAdd(void)
     tet_printf("Assertion test failed - wrong Exception\n" );
     tet_result(TET_FAIL);
   }
+
   END_TEST;
 }
 
@@ -441,7 +433,7 @@ int UtcDaliActorInsert(void)
 }
 
 
-int UtcDaliActorRemove01(void)
+int UtcDaliActorRemoveN(void)
 {
   tet_infoline("Testing Actor::Remove");
   TestApplication application;
@@ -503,7 +495,7 @@ int UtcDaliActorRemove01(void)
   END_TEST;
 }
 
-int UtcDaliActorRemove02(void)
+int UtcDaliActorRemoveP(void)
 {
   TestApplication application;
 
@@ -834,19 +826,19 @@ int UtcDaliActorGetCurrentSizeImmediate(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 20.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetSize());
+  DALI_TEST_CHECK(vector != actor.GetTargetSize());
   DALI_TEST_CHECK(vector != actor.GetCurrentSize());
 
   actor.SetSize(vector);
 
-  DALI_TEST_CHECK(vector == actor.GetSize());
+  DALI_TEST_CHECK(vector == actor.GetTargetSize());
   DALI_TEST_CHECK(vector != actor.GetCurrentSize());
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetSize());
+  DALI_TEST_CHECK(vector == actor.GetTargetSize());
   DALI_TEST_CHECK(vector == actor.GetCurrentSize());
 
   // Animation
@@ -854,9 +846,9 @@ int UtcDaliActorGetCurrentSizeImmediate(void)
   const float durationSeconds = 2.0f;
   Animation animation = Animation::New( durationSeconds );
   const Vector3 targetValue( 10.0f, 20.0f, 30.0f );
-  animation.AnimateTo( Property( actor, Actor::SIZE ), targetValue );
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetValue );
 
-  DALI_TEST_CHECK( actor.GetSize() == targetValue );
+  DALI_TEST_CHECK( actor.GetTargetSize() == targetValue );
 
   // Start the animation
   animation.Play();
@@ -864,7 +856,7 @@ int UtcDaliActorGetCurrentSizeImmediate(void)
   application.SendNotification();
   application.Render( static_cast<unsigned int>( durationSeconds * 1000.0f ) );
 
-  DALI_TEST_CHECK( actor.GetSize() == targetValue );
+  DALI_TEST_CHECK( actor.GetTargetSize() == targetValue );
 
   END_TEST;
 }
@@ -904,7 +896,7 @@ int UtcDaliActorSetPosition01(void)
   application.Render();
   DALI_TEST_EQUALS( Vector3( 1.0f, 1.1f, 1.2f ), actor.GetCurrentPosition(), TEST_LOCATION );
 
-  actor.MoveBy( Vector3( 0.1f, 0.1f, 0.1f ) );
+  actor.TranslateBy( Vector3( 0.1f, 0.1f, 0.1f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -1022,7 +1014,7 @@ int UtcDaliActorSetZ(void)
   END_TEST;
 }
 
-int UtcDaliActorMoveBy(void)
+int UtcDaliActorTranslateBy(void)
 {
   TestApplication application;
 
@@ -1039,7 +1031,7 @@ int UtcDaliActorMoveBy(void)
 
   DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
 
-  actor.MoveBy(vector);
+  actor.TranslateBy(vector);
 
   // flush the queue and render once
   application.SendNotification();
@@ -1165,56 +1157,56 @@ int UtcDaliActorInheritPosition(void)
   END_TEST;
 }
 
-// SetRotation(float angleRadians, Vector3 axis)
-int UtcDaliActorSetRotation01(void)
+// SetOrientation(float angleRadians, Vector3 axis)
+int UtcDaliActorSetOrientation01(void)
 {
   TestApplication application;
 
-  Quaternion rotation(0.785f, Vector3(1.0f, 1.0f, 0.0f));
+  Quaternion rotation( Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
   Actor actor = Actor::New();
 
-  actor.SetRotation(rotation);
+  actor.SetOrientation(rotation);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliActorSetRotation02(void)
+int UtcDaliActorSetOrientation02(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  float angle = 0.785f;
+  Radian angle( 0.785f );
   Vector3 axis(1.0f, 1.0f, 0.0f);
 
-  actor.SetRotation(Radian( angle ), axis);
+  actor.SetOrientation( angle, axis);
   Quaternion rotation( angle, axis );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
   Stage::GetCurrent().Add( actor );
   actor.RotateBy( Degree( 360 ), axis);
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
-  actor.SetRotation( Degree( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
-  Quaternion result( 0, Vector3( 1.0f, 0.0f, 0.0f ) );
+  actor.SetOrientation( Degree( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
+  Quaternion result( Radian( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( result, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS( result, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
-  actor.SetRotation(Radian( angle ), axis);
+  actor.SetOrientation( angle, axis);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
   Stage::GetCurrent().Remove( actor );
   END_TEST;
@@ -1227,20 +1219,20 @@ int UtcDaliActorRotateBy01(void)
 
   Actor actor = Actor::New();
 
-  float angle = M_PI * 0.25f;
-  actor.RotateBy(Radian( angle ), Vector3::ZAXIS);
+  Radian angle( M_PI * 0.25f );
+  actor.RotateBy(( angle ), Vector3::ZAXIS);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion(M_PI*0.25f, Vector3::ZAXIS), actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion( angle, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
   Stage::GetCurrent().Add( actor );
 
-  actor.RotateBy(Radian( angle ), Vector3::ZAXIS);
+  actor.RotateBy( angle, Vector3::ZAXIS);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion(M_PI*0.5f, Vector3::ZAXIS), actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
   Stage::GetCurrent().Remove( actor );
   END_TEST;
@@ -1253,36 +1245,37 @@ int UtcDaliActorRotateBy02(void)
 
   Actor actor = Actor::New();
 
-  Quaternion rotation(M_PI*0.25f, Vector3::ZAXIS);
+  Radian angle( M_PI * 0.25f );
+  Quaternion rotation(angle, Vector3::ZAXIS);
   actor.RotateBy(rotation);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
 
   actor.RotateBy(rotation);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion(M_PI*0.5f, Vector3::ZAXIS), actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliActorGetCurrentRotation(void)
+int UtcDaliActorGetCurrentOrientation(void)
 {
   TestApplication application;
   Actor actor = Actor::New();
 
-  Quaternion rotation(0.785f, Vector3(1.0f, 1.0f, 0.0f));
-  actor.SetRotation(rotation);
+  Quaternion rotation(Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
+  actor.SetOrientation(rotation);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliActorGetCurrentWorldRotation(void)
+int UtcDaliActorGetCurrentWorldOrientation(void)
 {
   tet_infoline("Testing Actor::GetCurrentWorldRotation");
   TestApplication application;
@@ -1290,36 +1283,36 @@ int UtcDaliActorGetCurrentWorldRotation(void)
   Actor parent = Actor::New();
   Radian rotationAngle( Degree(90.0f) );
   Quaternion rotation( rotationAngle, Vector3::YAXIS );
-  parent.SetRotation( rotation );
+  parent.SetOrientation( rotation );
   Stage::GetCurrent().Add( parent );
 
   Actor child = Actor::New();
-  child.SetRotation( rotation );
+  child.SetOrientation( rotation );
   parent.Add( child );
 
   // The actors should not have a world rotation yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentRotation(), rotation, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentRotation(), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
 
   // The actors should have a world rotation now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
 
   // turn off child rotation inheritance
-  child.SetInheritRotation( false );
-  DALI_TEST_EQUALS( child.IsRotationInherited(), false, TEST_LOCATION );
+  child.SetInheritOrientation( false );
+  DALI_TEST_EQUALS( child.IsOrientationInherited(), false, TEST_LOCATION );
   application.SendNotification();
   application.Render(0);
 
   // The actors should have a world rotation now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), rotation, 0.001, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1561,7 +1554,7 @@ int UtcDaliActorSetOpacity(void)
   DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.4f, TEST_LOCATION );
 
   // change opacity, actor is on stage to change is not immediate
-  actor.OpacityBy( 0.1f );
+  actor.SetOpacity( actor.GetCurrentOpacity() + 0.1f );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -1579,7 +1572,7 @@ int UtcDaliActorSetOpacity(void)
   DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.9f, TEST_LOCATION );
 
   // change opacity, actor is on stage to change is not immediate
-  actor.OpacityBy( -0.9f );
+  actor.SetOpacity( actor.GetCurrentOpacity() - 0.9f );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -1639,7 +1632,7 @@ int UtcDaliActorSetColor(void)
   application.Render();
   DALI_TEST_CHECK(color == actor.GetCurrentColor());
 
-  actor.ColorBy( Vector4( -0.4f, -0.5f, -0.6f, -0.4f ) );
+  actor.SetColor( actor.GetCurrentColor() + Vector4( -0.4f, -0.5f, -0.6f, -0.4f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -1652,7 +1645,7 @@ int UtcDaliActorSetColor(void)
   application.Render();
   DALI_TEST_EQUALS( color, actor.GetCurrentColor(),  TEST_LOCATION );
 
-  actor.ColorBy( Vector4( 1.1f, 1.1f, 1.1f, 1.1f ) );
+  actor.SetColor( actor.GetCurrentColor() + Vector4( 1.1f, 1.1f, 1.1f, 1.1f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -1831,225 +1824,6 @@ int UtcDaliActorIsKeyboardFocusable(void)
   END_TEST;
 }
 
-
-int UtcDaliActorApplyConstraint(void)
-{
-  TestApplication application;
-
-  gTestConstraintCalled = false;
-
-  Actor actor = Actor::New();
-
-  Constraint constraint = Constraint::New<Vector4>( Actor::COLOR, TestConstraint() );
-  actor.ApplyConstraint(constraint);
-
-  DALI_TEST_CHECK( gTestConstraintCalled == false );
-  // add to stage
-  Stage::GetCurrent().Add( actor );
-
-  // flush the queue and render once
-  application.SendNotification();
-  application.Render();
-
-  DALI_TEST_CHECK( gTestConstraintCalled == true );
-  END_TEST;
-}
-
-
-int UtcDaliActorApplyConstraintAppliedCallback(void)
-{
-  TestApplication application;
-
-  // Build a reusable constraint
-
-  Actor parent = Actor::New();
-  Vector3 parentSize( 100.0f, 100.0f, 100.0f );
-  parent.SetSize( parentSize );
-  Stage::GetCurrent().Add( parent );
-
-  Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
-                                                    Source( parent, Actor::SIZE ),
-                                                    EqualToConstraint() );
-
-  // Create some child actors
-
-  Actor child1 = Actor::New();
-  parent.Add( child1 );
-
-  Actor child2 = Actor::New();
-  parent.Add( child2 );
-
-  Actor child3 = Actor::New();
-  parent.Add( child3 );
-
-  // Apply constraint with different timings - everything should be finished after 10 seconds
-
-  wasConstraintCallbackCalled1 = false;
-  wasConstraintCallbackCalled2 = false;
-  wasConstraintCallbackCalled3 = false;
-
-  constraint.SetApplyTime( 5.0f );
-  ActiveConstraint activeConstraint1 = child1.ApplyConstraint( constraint );
-  activeConstraint1.AppliedSignal().Connect( TestConstraintCallback1 );
-
-  constraint.SetApplyTime( 10.0f );
-  ActiveConstraint activeConstraint2 = child2.ApplyConstraint( constraint );
-  activeConstraint2.AppliedSignal().Connect( TestConstraintCallback2 );
-
-  constraint.SetApplyTime( TimePeriod( 2.0f/*delay*/, 5.0f/*duration*/ ) );
-  ActiveConstraint activeConstraint3 = child3.ApplyConstraint( constraint );
-  activeConstraint3.AppliedSignal().Connect( TestConstraintCallback3 );
-
-  // Check event-side size
-  DALI_TEST_EQUALS( child1.GetSize(), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( child2.GetSize(), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( child3.GetSize(), Vector3::ZERO, TEST_LOCATION );
-
-  DALI_TEST_EQUALS( child1.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( child2.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( child3.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
-  application.SendNotification();
-
-  application.Render(static_cast<unsigned int>(1000.0f)); // 1 elapsed second
-
-  DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize*0.20f, TEST_LOCATION ); // 1 /  5 * 100 = 20%
-  DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.10f, TEST_LOCATION ); // 1 / 10 * 100 = 10%
-  DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize*0.00f, TEST_LOCATION ); // 0%
-
-  // Check signals have not fired
-  application.SendNotification();
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(1000.0f)); // 2 elapsed seconds
-  DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize*0.40f, TEST_LOCATION ); // 2 /  5 * 100 = 40%
-  DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.20f, TEST_LOCATION ); // 2 / 10 * 100 = 20%
-  DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize*0.00f, TEST_LOCATION ); // 0%
-
-  // Check signals have not fired
-  application.SendNotification();
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(1000.0f)); // 3 elapsed seconds
-  DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize*0.60f, TEST_LOCATION ); // 3 /  5 * 100 = 60%
-  DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.30f, TEST_LOCATION ); // 3 / 10 * 100 = 30%
-  DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize*0.20f, TEST_LOCATION ); // (3 - 2) / 5 * 100 = 20%
-
-  // Check signals have not fired
-  application.SendNotification();
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(1000.0f)); // 4 elapsed seconds
-  DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize*0.80f, TEST_LOCATION ); // 4 /  5 * 100 = 80%
-  DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.40f, TEST_LOCATION ); // 4 / 10 * 100 = 40%
-  DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize*0.40f, TEST_LOCATION ); // (4 - 2) / 5 * 100 = 40%
-
-  // Check signals have not fired
-  application.SendNotification();
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(1000.0f)); // 5 elapsed seconds
-  DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize,       TEST_LOCATION ); // 5 /  5 * 100 = 100%
-  DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.50f, TEST_LOCATION ); // 5 / 10 * 100 = 50%
-  DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize*0.60f, TEST_LOCATION ); // (5 - 2) / 5 * 100 = 60%
-
-  // Check signals have not fired
-  application.SendNotification();
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(1000.0f)); // 6 elapsed seconds
-  DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize,       TEST_LOCATION ); // Past 100% (signal 1 should fire)
-  DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.60f, TEST_LOCATION ); // 6 / 10 * 100 = 60%
-  DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize*0.80f, TEST_LOCATION ); // (6 - 2) / 5 * 100 = 80%
-
-  // 1st signal should have fired
-  application.SendNotification();
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled1, true, TEST_LOCATION );
-  wasConstraintCallbackCalled1 = false;
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(1000.0f)); // 7 elapsed seconds
-  DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize,       TEST_LOCATION ); // Past 100%
-  DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.70f, TEST_LOCATION ); // 7 / 10 * 100 = 70%
-  DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize,       TEST_LOCATION ); // (7 - 2) / 5 * 100 = 100%
-
-  // Check signals have not fired
-  application.SendNotification();
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(1000.0f)); // 8 elapsed seconds
-  DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize,       TEST_LOCATION ); // Past 100%
-  DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.80f, TEST_LOCATION ); // 8 / 10 * 100 = 80%
-  DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize,       TEST_LOCATION ); // Past 100% (signal 3 should fire)
-
-  // 3rd signal should have fired
-  application.SendNotification();
-
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled3, true, TEST_LOCATION );
-  wasConstraintCallbackCalled3 = false;
-
-  application.Render(static_cast<unsigned int>(1000.0f)); // 9 elapsed seconds
-  DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize,       TEST_LOCATION ); // Past 100%
-  DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.90f, TEST_LOCATION ); // 9 / 10 * 100 = 90%
-  DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize,       TEST_LOCATION ); // Past 100%
-
-  // Check signals have not fired
-  application.SendNotification();
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(1000.0f + 1.0f)); // over 10 elapsed seconds
-  DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize,       TEST_LOCATION ); // Past 100%
-  DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize,       TEST_LOCATION ); // Past 100% (signal 2 should fire)
-  DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize,       TEST_LOCATION ); // Past 100%
-
-  // 2nd signal should have fired
-  application.SendNotification();
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled2, true, TEST_LOCATION );
-  wasConstraintCallbackCalled2 = false;
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-
-  application.Render(0);
-  DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize, TEST_LOCATION );
-  DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize, TEST_LOCATION );
-  DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize, TEST_LOCATION );
-
-  application.SendNotification();
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION );
-
-  application.Render(0);
-  DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize, TEST_LOCATION );
-  DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize, TEST_LOCATION );
-  DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize, TEST_LOCATION );
-
-  application.SendNotification();
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION );
-  END_TEST;
-}
-
 int UtcDaliActorRemoveConstraints(void)
 {
   tet_infoline(" UtcDaliActorRemoveConstraints");
@@ -2059,14 +1833,14 @@ int UtcDaliActorRemoveConstraints(void)
 
   Actor actor = Actor::New();
 
-  Constraint constraint = Constraint::New<Vector4>( Actor::COLOR, TestConstraint() );
-  actor.ApplyConstraint(constraint);
+  Constraint constraint = Constraint::New<Vector4>( actor, Actor::Property::COLOR, TestConstraint() );
+  constraint.Apply();
   actor.RemoveConstraints();
 
   DALI_TEST_CHECK( gTestConstraintCalled == false );
 
   Stage::GetCurrent().Add( actor );
-  actor.ApplyConstraint(constraint);
+  constraint.Apply();
 
   // flush the queue and render once
   application.SendNotification();
@@ -2078,81 +1852,6 @@ int UtcDaliActorRemoveConstraints(void)
   END_TEST;
 }
 
-int UtcDaliActorRemoveConstraint(void)
-{
-  tet_infoline(" UtcDaliActorRemoveConstraint");
-  TestApplication application;
-
-  Actor actor = Actor::New();
-
-  // 1. Apply Constraint1 and Constraint2, and test...
-  unsigned int result1 = 0u;
-  unsigned int result2 = 0u;
-  ActiveConstraint activeConstraint1 = actor.ApplyConstraint( Constraint::New<Vector4>( Actor::COLOR, TestConstraintRef<Vector4>(result1, 1) ) );
-  ActiveConstraint activeConstraint2 = actor.ApplyConstraint( Constraint::New<Vector4>( Actor::COLOR, TestConstraintRef<Vector4>(result2, 2) ) );
-
-  Stage::GetCurrent().Add( actor );
-  // flush the queue and render once
-  application.SendNotification();
-  application.Render();
-
-  DALI_TEST_EQUALS( result1, 1u, TEST_LOCATION );
-  DALI_TEST_EQUALS( result2, 2u, TEST_LOCATION );
-
-  // 2. Remove Constraint1 and test...
-  result1 = 0;
-  result2 = 0;
-  actor.RemoveConstraint(activeConstraint1);
-  // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetColor( Color::WHITE );
-  // flush the queue and render once
-  application.SendNotification();
-  application.Render();
-
-  DALI_TEST_EQUALS( result1, 0u, TEST_LOCATION );  ///< constraint 1 should not apply now.
-  DALI_TEST_EQUALS( result2, 2u, TEST_LOCATION );
-
-  // 3. Re-Apply Constraint1 and test...
-  result1 = 0;
-  result2 = 0;
-  activeConstraint1 = actor.ApplyConstraint( Constraint::New<Vector4>( Actor::COLOR, TestConstraintRef<Vector4>(result1, 1) ) );
-  // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetColor( Color::WHITE );
-  // flush the queue and render once
-  application.SendNotification();
-  application.Render();
-
-  DALI_TEST_EQUALS( result1, 1u, TEST_LOCATION );
-  DALI_TEST_EQUALS( result2, 2u, TEST_LOCATION );
-
-  // 2. Remove Constraint2 and test...
-  result1 = 0;
-  result2 = 0;
-  actor.RemoveConstraint(activeConstraint2);
-  // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetColor( Color::WHITE );
-  // flush the queue and render once
-  application.SendNotification();
-  application.Render();
-
-  DALI_TEST_EQUALS( result1, 1u, TEST_LOCATION );
-  DALI_TEST_EQUALS( result2, 0u, TEST_LOCATION ); ///< constraint 2 should not apply now.
-
-  // 2. Remove Constraint1 as well and test...
-  result1 = 0;
-  result2 = 0;
-  actor.RemoveConstraint(activeConstraint1);
-  // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetColor( Color::WHITE );
-  // flush the queue and render once
-  application.SendNotification();
-  application.Render();
-
-  DALI_TEST_EQUALS( result1, 0u, TEST_LOCATION ); ///< constraint 1 should not apply now.
-  DALI_TEST_EQUALS( result2, 0u, TEST_LOCATION ); ///< constraint 2 should not apply now.
-  END_TEST;
-}
-
 int UtcDaliActorRemoveConstraintTag(void)
 {
   tet_infoline(" UtcDaliActorRemoveConstraintTag");
@@ -2165,14 +1864,14 @@ int UtcDaliActorRemoveConstraintTag(void)
   unsigned int result2 = 0u;
 
   unsigned constraint1Tag = 1u;
-  Constraint constraint1 = Constraint::New<Vector4>( Actor::COLOR, TestConstraintRef<Vector4>(result1, 1) );
+  Constraint constraint1 = Constraint::New<Vector4>( actor, Actor::Property::COLOR, TestConstraintRef<Vector4>(result1, 1) );
   constraint1.SetTag( constraint1Tag );
-  actor.ApplyConstraint( constraint1 );
+  constraint1.Apply();
 
   unsigned constraint2Tag = 2u;
-  Constraint constraint2 = Constraint::New<Vector4>( Actor::COLOR, TestConstraintRef<Vector4>(result2, 2) );
+  Constraint constraint2 = Constraint::New<Vector4>( actor, Actor::Property::COLOR, TestConstraintRef<Vector4>(result2, 2) );
   constraint2.SetTag( constraint2Tag );
-  actor.ApplyConstraint( constraint2 );
+  constraint2.Apply();
 
   Stage::GetCurrent().Add( actor );
   // flush the queue and render once
@@ -2198,7 +1897,7 @@ int UtcDaliActorRemoveConstraintTag(void)
   // 3. Re-Apply Constraint1 and test...
   result1 = 0;
   result2 = 0;
-  actor.ApplyConstraint( constraint1 );
+  constraint1.Apply();
   // make color property dirty, which will trigger constraints to be reapplied.
   actor.SetColor( Color::WHITE );
   // flush the queue and render once
@@ -2407,35 +2106,6 @@ int UtcDaliActorFindChildByName(void)
   END_TEST;
 }
 
-int UtcDaliActorFindChildByAlias(void)
-{
-  tet_infoline("Testing Dali::Actor::FindChildByAlias()");
-  TestApplication application;
-
-  Actor parent = Actor::New();
-  parent.SetName( "parent" );
-  Actor first  = Actor::New();
-  first .SetName( "first" );
-  Actor second = Actor::New();
-  second.SetName( "second" );
-
-  parent.Add(first);
-  first.Add(second);
-
-  Actor found = parent.FindChildByAlias( "foo" );
-  DALI_TEST_CHECK( !found );
-
-  found = parent.FindChildByAlias( "parent" );
-  DALI_TEST_CHECK( found == parent );
-
-  found = parent.FindChildByAlias( "first" );
-  DALI_TEST_CHECK( found == first );
-
-  found = parent.FindChildByAlias( "second" );
-  DALI_TEST_CHECK( found == second );
-  END_TEST;
-}
-
 int UtcDaliActorFindChildById(void)
 {
   tet_infoline("Testing Dali::Actor::UtcDaliActorFindChildById()");
@@ -2588,9 +2258,9 @@ int UtcDaliActorSetDrawModeOverlayRender(void)
   ids.push_back( 10 );  // third rendered actor
   app.GetGlAbstraction().SetNextTextureIds( ids );
 
-  BitmapImage imageA = BitmapImage::New(16, 16);
-  BitmapImage imageB = BitmapImage::New(16, 16);
-  BitmapImage imageC = BitmapImage::New(16, 16);
+  BufferImage imageA = BufferImage::New(16, 16);
+  BufferImage imageB = BufferImage::New(16, 16);
+  BufferImage imageC = BufferImage::New(16, 16);
   ImageActor a = ImageActor::New( imageA );
   ImageActor b = ImageActor::New( imageB );
   ImageActor c = ImageActor::New( imageC );
@@ -2639,89 +2309,6 @@ int UtcDaliActorSetDrawModeOverlayRender(void)
   END_TEST;
 }
 
-
-int UtcDaliActorSetDrawModeOverlayHitTest(void)
-{
-  TestApplication app;
-  tet_infoline(" UtcDaliActorSetDrawModeOverlayHitTest");
-
-  BitmapImage imageA = BitmapImage::New(16, 16);
-  BitmapImage imageB = BitmapImage::New(16, 16);
-  ImageActor a = ImageActor::New( imageA );
-  ImageActor b = ImageActor::New( imageB );
-
-  // Render a,b as regular non-overlays. so order will be:
-  Stage::GetCurrent().Add(a);
-  Stage::GetCurrent().Add(b);
-
-  a.SetSize(Vector2(100.0f, 100.0f));
-  b.SetSize(Vector2(100.0f, 100.0f));
-
-  // position b overlapping a. (regular non-overlays)
-  // hit test at point 'x'
-  // --------
-  // |      |
-  // | a    |
-  // |   --------
-  // |   |x     |
-  // |   |      |
-  // ----|      |
-  //     |   b  |
-  //     |      |
-  //     --------
-  // note: b is on top, because it's Z position is higher.
-  a.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
-  b.SetPosition(Vector3(50.0f, 50.0f, 1.0f));
-
-  // connect to their touch signals
-  a.TouchedSignal().Connect(TestCallback);
-  b.TouchedSignal().Connect(TestCallback2);
-
-  a.SetDrawMode( DrawMode::NORMAL );
-  b.SetDrawMode( DrawMode::NORMAL );
-  SimulateTouchForSetOverlayHitTest(app);
-
-  DALI_TEST_CHECK( gTouchCallBackCalled == false );
-  DALI_TEST_CHECK( gTouchCallBack2Called == true );
-  // Make Actor a an overlay.
-  // --------
-  // |      |
-  // | a    |
-  // |      |----
-  // |    x |   |
-  // |      |   |
-  // --------   |
-  //     |   b  |
-  //     |      |
-  //     --------
-  // note: a is on top, because it is an overlay.
-  a.SetDrawMode( DrawMode::OVERLAY );
-  b.SetDrawMode( DrawMode::NORMAL );
-  SimulateTouchForSetOverlayHitTest(app);
-
-  DALI_TEST_CHECK( gTouchCallBackCalled == true );
-  DALI_TEST_CHECK( gTouchCallBack2Called == false );
-  // Make both Actors as overlays
-  // --------
-  // |      |
-  // | a    |
-  // |   --------
-  // |   |x     |
-  // |   |      |
-  // ----|      |
-  //     |   b  |
-  //     |      |
-  //     --------
-  // note: b is on top, because it is the 2nd child in the hierarchy.
-  a.SetDrawMode( DrawMode::OVERLAY );
-  b.SetDrawMode( DrawMode::OVERLAY );
-  SimulateTouchForSetOverlayHitTest(app);
-
-  DALI_TEST_CHECK( gTouchCallBackCalled == false );
-  DALI_TEST_CHECK( gTouchCallBack2Called == true );
-  END_TEST;
-}
-
 int UtcDaliActorGetCurrentWorldMatrix(void)
 {
   TestApplication app;
@@ -2735,7 +2322,7 @@ int UtcDaliActorGetCurrentWorldMatrix(void)
   Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
   Vector3 parentScale( 1.0f, 2.0f, 3.0f );
   parent.SetPosition( parentPosition );
-  parent.SetRotation( parentRotation );
+  parent.SetOrientation( parentRotation );
   parent.SetScale( parentScale );
   Stage::GetCurrent().Add( parent );
 
@@ -2746,7 +2333,7 @@ int UtcDaliActorGetCurrentWorldMatrix(void)
   Quaternion childRotation( childRotationAngle, Vector3::YAXIS );
   Vector3 childScale( 2.0f, 2.0f, 2.0f );
   child.SetPosition( childPosition );
-  child.SetRotation( childRotation );
+  child.SetOrientation( childRotation );
   child.SetScale( childScale );
   parent.Add( child );
 
@@ -2789,14 +2376,15 @@ int UtcDaliActorConstrainedToWorldMatrix(void)
   Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
   Vector3 parentScale( 1.0f, 2.0f, 3.0f );
   parent.SetPosition( parentPosition );
-  parent.SetRotation( parentRotation );
+  parent.SetOrientation( parentRotation );
   parent.SetScale( parentScale );
   Stage::GetCurrent().Add( parent );
 
   Actor child = Actor::New();
   child.SetParentOrigin(ParentOrigin::CENTER);
-  Constraint posConstraint = Constraint::New<Vector3>( Actor::POSITION, Source( parent, Actor::WORLD_MATRIX), PositionComponentConstraint() );
-  child.ApplyConstraint(posConstraint);
+  Constraint posConstraint = Constraint::New<Vector3>( child, Actor::Property::POSITION, PositionComponentConstraint() );
+  posConstraint.AddSource( Source( parent, Actor::Property::WORLD_MATRIX ) );
+  posConstraint.Apply();
 
   Stage::GetCurrent().Add( child );
 
@@ -2927,49 +2515,58 @@ struct PropertyStringIndex
 
 const PropertyStringIndex PROPERTY_TABLE[] =
 {
-  { "parent-origin",            Actor::PARENT_ORIGIN,           Property::VECTOR3     },
-  { "parent-origin-x",          Actor::PARENT_ORIGIN_X,         Property::FLOAT       },
-  { "parent-origin-y",          Actor::PARENT_ORIGIN_Y,         Property::FLOAT       },
-  { "parent-origin-z",          Actor::PARENT_ORIGIN_Z,         Property::FLOAT       },
-  { "anchor-point",             Actor::ANCHOR_POINT,            Property::VECTOR3     },
-  { "anchor-point-x",           Actor::ANCHOR_POINT_X,          Property::FLOAT       },
-  { "anchor-point-y",           Actor::ANCHOR_POINT_Y,          Property::FLOAT       },
-  { "anchor-point-z",           Actor::ANCHOR_POINT_Z,          Property::FLOAT       },
-  { "size",                     Actor::SIZE,                    Property::VECTOR3     },
-  { "size-width",               Actor::SIZE_WIDTH,              Property::FLOAT       },
-  { "size-height",              Actor::SIZE_HEIGHT,             Property::FLOAT       },
-  { "size-depth",               Actor::SIZE_DEPTH,              Property::FLOAT       },
-  { "position",                 Actor::POSITION,                Property::VECTOR3     },
-  { "position-x",               Actor::POSITION_X,              Property::FLOAT       },
-  { "position-y",               Actor::POSITION_Y,              Property::FLOAT       },
-  { "position-z",               Actor::POSITION_Z,              Property::FLOAT       },
-  { "world-position",           Actor::WORLD_POSITION,          Property::VECTOR3     },
-  { "world-position-x",         Actor::WORLD_POSITION_X,        Property::FLOAT       },
-  { "world-position-y",         Actor::WORLD_POSITION_Y,        Property::FLOAT       },
-  { "world-position-z",         Actor::WORLD_POSITION_Z,        Property::FLOAT       },
-  { "rotation",                 Actor::ROTATION,                Property::ROTATION    },
-  { "world-rotation",           Actor::WORLD_ROTATION,          Property::ROTATION    },
-  { "scale",                    Actor::SCALE,                   Property::VECTOR3     },
-  { "scale-x",                  Actor::SCALE_X,                 Property::FLOAT       },
-  { "scale-y",                  Actor::SCALE_Y,                 Property::FLOAT       },
-  { "scale-z",                  Actor::SCALE_Z,                 Property::FLOAT       },
-  { "world-scale",              Actor::WORLD_SCALE,             Property::VECTOR3     },
-  { "visible",                  Actor::VISIBLE,                 Property::BOOLEAN     },
-  { "color",                    Actor::COLOR,                   Property::VECTOR4     },
-  { "color-red",                Actor::COLOR_RED,               Property::FLOAT       },
-  { "color-green",              Actor::COLOR_GREEN,             Property::FLOAT       },
-  { "color-blue",               Actor::COLOR_BLUE,              Property::FLOAT       },
-  { "color-alpha",              Actor::COLOR_ALPHA,             Property::FLOAT       },
-  { "world-color",              Actor::WORLD_COLOR,             Property::VECTOR4     },
-  { "world-matrix",             Actor::WORLD_MATRIX,            Property::MATRIX      },
-  { "name",                     Actor::NAME,                    Property::STRING      },
-  { "sensitive",                Actor::SENSITIVE,               Property::BOOLEAN     },
-  { "leave-required",           Actor::LEAVE_REQUIRED,          Property::BOOLEAN     },
-  { "inherit-rotation",         Actor::INHERIT_ROTATION,        Property::BOOLEAN     },
-  { "inherit-scale",            Actor::INHERIT_SCALE,           Property::BOOLEAN     },
-  { "color-mode",               Actor::COLOR_MODE,              Property::STRING      },
-  { "position-inheritance",     Actor::POSITION_INHERITANCE,    Property::STRING      },
-  { "draw-mode",                Actor::DRAW_MODE,               Property::STRING      },
+  { "parent-origin",            Actor::Property::PARENT_ORIGIN,            Property::VECTOR3     },
+  { "parent-origin-x",          Actor::Property::PARENT_ORIGIN_X,          Property::FLOAT       },
+  { "parent-origin-y",          Actor::Property::PARENT_ORIGIN_Y,          Property::FLOAT       },
+  { "parent-origin-z",          Actor::Property::PARENT_ORIGIN_Z,          Property::FLOAT       },
+  { "anchor-point",             Actor::Property::ANCHOR_POINT,             Property::VECTOR3     },
+  { "anchor-point-x",           Actor::Property::ANCHOR_POINT_X,           Property::FLOAT       },
+  { "anchor-point-y",           Actor::Property::ANCHOR_POINT_Y,           Property::FLOAT       },
+  { "anchor-point-z",           Actor::Property::ANCHOR_POINT_Z,           Property::FLOAT       },
+  { "size",                     Actor::Property::SIZE,                     Property::VECTOR3     },
+  { "size-width",               Actor::Property::SIZE_WIDTH,               Property::FLOAT       },
+  { "size-height",              Actor::Property::SIZE_HEIGHT,              Property::FLOAT       },
+  { "size-depth",               Actor::Property::SIZE_DEPTH,               Property::FLOAT       },
+  { "position",                 Actor::Property::POSITION,                 Property::VECTOR3     },
+  { "position-x",               Actor::Property::POSITION_X,               Property::FLOAT       },
+  { "position-y",               Actor::Property::POSITION_Y,               Property::FLOAT       },
+  { "position-z",               Actor::Property::POSITION_Z,               Property::FLOAT       },
+  { "world-position",           Actor::Property::WORLD_POSITION,           Property::VECTOR3     },
+  { "world-position-x",         Actor::Property::WORLD_POSITION_X,         Property::FLOAT       },
+  { "world-position-y",         Actor::Property::WORLD_POSITION_Y,         Property::FLOAT       },
+  { "world-position-z",         Actor::Property::WORLD_POSITION_Z,         Property::FLOAT       },
+  { "orientation",              Actor::Property::ORIENTATION,              Property::ROTATION    },
+  { "world-orientation",        Actor::Property::WORLD_ORIENTATION,        Property::ROTATION    },
+  { "scale",                    Actor::Property::SCALE,                    Property::VECTOR3     },
+  { "scale-x",                  Actor::Property::SCALE_X,                  Property::FLOAT       },
+  { "scale-y",                  Actor::Property::SCALE_Y,                  Property::FLOAT       },
+  { "scale-z",                  Actor::Property::SCALE_Z,                  Property::FLOAT       },
+  { "world-scale",              Actor::Property::WORLD_SCALE,              Property::VECTOR3     },
+  { "visible",                  Actor::Property::VISIBLE,                  Property::BOOLEAN     },
+  { "color",                    Actor::Property::COLOR,                    Property::VECTOR4     },
+  { "color-red",                Actor::Property::COLOR_RED,                Property::FLOAT       },
+  { "color-green",              Actor::Property::COLOR_GREEN,              Property::FLOAT       },
+  { "color-blue",               Actor::Property::COLOR_BLUE,               Property::FLOAT       },
+  { "color-alpha",              Actor::Property::COLOR_ALPHA,              Property::FLOAT       },
+  { "world-color",              Actor::Property::WORLD_COLOR,              Property::VECTOR4     },
+  { "world-matrix",             Actor::Property::WORLD_MATRIX,             Property::MATRIX      },
+  { "name",                     Actor::Property::NAME,                     Property::STRING      },
+  { "sensitive",                Actor::Property::SENSITIVE,                Property::BOOLEAN     },
+  { "leave-required",           Actor::Property::LEAVE_REQUIRED,           Property::BOOLEAN     },
+  { "inherit-orientation",      Actor::Property::INHERIT_ORIENTATION,      Property::BOOLEAN     },
+  { "inherit-scale",            Actor::Property::INHERIT_SCALE,            Property::BOOLEAN     },
+  { "color-mode",               Actor::Property::COLOR_MODE,               Property::STRING      },
+  { "position-inheritance",     Actor::Property::POSITION_INHERITANCE,     Property::STRING      },
+  { "draw-mode",                Actor::Property::DRAW_MODE,                Property::STRING      },
+  { "size-mode-factor",         Actor::Property::SIZE_MODE_FACTOR,         Property::VECTOR3     },
+  { "width-resize-policy",      Actor::Property::WIDTH_RESIZE_POLICY,      Property::STRING      },
+  { "height-resize-policy",     Actor::Property::HEIGHT_RESIZE_POLICY,     Property::STRING      },
+  { "size-scale-policy",        Actor::Property::SIZE_SCALE_POLICY,        Property::STRING      },
+  { "width-for-height",         Actor::Property::WIDTH_FOR_HEIGHT,         Property::BOOLEAN     },
+  { "height-for-width",         Actor::Property::HEIGHT_FOR_WIDTH,         Property::BOOLEAN     },
+  { "padding",                  Actor::Property::PADDING,                  Property::VECTOR4     },
+  { "minimum-size",             Actor::Property::MINIMUM_SIZE,             Property::VECTOR2     },
+  { "maximum-size",             Actor::Property::MAXIMUM_SIZE,             Property::VECTOR2     },
 };
 const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
 } // unnamed namespace
@@ -2989,3 +2586,299 @@ int UtcDaliActorProperties(void)
   }
   END_TEST;
 }
+
+int UtcDaliRelayoutProperties_ResizePolicies(void)
+{
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  // Defaults
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_RESIZE_POLICY ).Get< std::string >(), "USE_NATURAL_SIZE", TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_RESIZE_POLICY ).Get< std::string >(), "USE_NATURAL_SIZE", TEST_LOCATION );
+
+  // Set resize policy for all dimensions
+  actor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
+  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i)
+  {
+    DALI_TEST_EQUALS( actor.GetResizePolicy( static_cast< Dimension::Type >( 1 << i ) ), ResizePolicy::USE_NATURAL_SIZE, TEST_LOCATION );
+  }
+
+  // Set individual dimensions
+  const char* const widthPolicy = "FILL_TO_PARENT";
+  const char* const heightPolicy = "FIXED";
+
+  actor.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, widthPolicy );
+  actor.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, heightPolicy );
+
+  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 );
+
+  END_TEST;
+}
+
+int UtcDaliRelayoutProperties_SizeScalePolicy(void)
+{
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  // Defaults
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), "USE_SIZE_SET", TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetSizeScalePolicy(), SizeScalePolicy::USE_SIZE_SET, TEST_LOCATION );
+
+  SizeScalePolicy::Type policy = SizeScalePolicy::FILL_WITH_ASPECT_RATIO;
+  actor.SetSizeScalePolicy( policy );
+  DALI_TEST_EQUALS( actor.GetSizeScalePolicy(), policy, TEST_LOCATION );
+
+  // Set
+  const char* const policy1 = "FIT_WITH_ASPECT_RATIO";
+  const char* const policy2 = "FILL_WITH_ASPECT_RATIO";
+
+  actor.SetProperty( Actor::Property::SIZE_SCALE_POLICY, policy1 );
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), policy1, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::SIZE_SCALE_POLICY, policy2 );
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), policy2, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRelayoutProperties_SizeModeFactor(void)
+{
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  // Defaults
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_MODE_FACTOR ).Get< Vector3 >(), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetSizeModeFactor(), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION );
+
+  Vector3 sizeMode( 1.0f, 2.0f, 3.0f );
+  actor.SetSizeModeFactor( sizeMode );
+  DALI_TEST_EQUALS( actor.GetSizeModeFactor(), sizeMode, TEST_LOCATION );
+
+  // Set
+  Vector3 sizeMode1( 2.0f, 3.0f, 4.0f );
+
+  actor.SetProperty( Actor::Property::SIZE_MODE_FACTOR, sizeMode1 );
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_MODE_FACTOR ).Get< Vector3 >(), sizeMode1, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRelayoutProperties_DimensionDependency(void)
+{
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  // Defaults
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_FOR_HEIGHT ).Get< bool >(), false, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_FOR_WIDTH ).Get< bool >(), false, TEST_LOCATION );
+
+  // Set
+  actor.SetProperty( Actor::Property::WIDTH_FOR_HEIGHT, true );
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_FOR_HEIGHT ).Get< bool >(), true, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::HEIGHT_FOR_WIDTH, true );
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_FOR_WIDTH ).Get< bool >(), true, TEST_LOCATION );
+
+  // Test setting another resize policy
+  actor.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FIXED" );
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_FOR_HEIGHT ).Get< bool >(), false, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRelayoutProperties_Padding(void)
+{
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  // Data
+  Vector4 padding( 1.0f, 2.0f, 3.0f, 4.0f );
+
+  // PADDING
+  actor.SetProperty( Actor::Property::PADDING, padding );
+  Vector4 paddingResult = actor.GetProperty( Actor::Property::PADDING ).Get< Vector4 >();
+
+  DALI_TEST_EQUALS( paddingResult, padding, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRelayoutProperties_MinimumMaximumSize(void)
+{
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  // Data
+  Vector2 minSize( 1.0f, 2.0f );
+
+  actor.SetProperty( Actor::Property::MINIMUM_SIZE, minSize );
+  Vector2 resultMin = actor.GetProperty( Actor::Property::MINIMUM_SIZE ).Get< Vector2 >();
+
+  DALI_TEST_EQUALS( resultMin, minSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  Vector2 maxSize( 3.0f, 4.0f );
+
+  actor.SetProperty( Actor::Property::MAXIMUM_SIZE, maxSize );
+  Vector2 resultMax = actor.GetProperty( Actor::Property::MAXIMUM_SIZE ).Get< Vector2 >();
+
+  DALI_TEST_EQUALS( resultMax, maxSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorGetHeightForWidth(void)
+{
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  DALI_TEST_EQUALS( actor.GetHeightForWidth( 1.0f ), 1.0f, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorGetWidthForHeight(void)
+{
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  DALI_TEST_EQUALS( actor.GetWidthForHeight( 1.0f ), 1.0f, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorGetRelayoutSize(void)
+{
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  // Add actor to stage
+  Stage::GetCurrent().Add( actor );
+
+  DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 0.0f, TEST_LOCATION );
+
+  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
+  actor.SetSize( Vector2( 1.0f, 0.0f ) );
+
+  // Flush the queue and render once
+  app.SendNotification();
+  app.Render();
+
+  DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 1.0f, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorSetPadding(void)
+{
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  Padding padding;
+  actor.GetPadding( padding );
+
+  DALI_TEST_EQUALS( padding.left, 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( padding.right, 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( padding.bottom, 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( padding.top, 0.0f, TEST_LOCATION );
+
+  Padding padding2( 1.0f, 2.0f, 3.0f, 4.0f );
+  actor.SetPadding( padding2 );
+
+  actor.GetPadding( padding );
+
+  DALI_TEST_EQUALS( padding.left, padding2.left, TEST_LOCATION );
+  DALI_TEST_EQUALS( padding.right, padding2.right, TEST_LOCATION );
+  DALI_TEST_EQUALS( padding.bottom, padding2.bottom, TEST_LOCATION );
+  DALI_TEST_EQUALS( padding.top, padding2.top, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorSetMinimumSize(void)
+{
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  Vector2 size = actor.GetMinimumSize();
+
+  DALI_TEST_EQUALS( size.width, 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( size.height, 0.0f, TEST_LOCATION );
+
+  Vector2 size2( 1.0f, 2.0f );
+  actor.SetMinimumSize( size2 );
+
+  size = actor.GetMinimumSize();
+
+  DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
+  DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorSetMaximumSize(void)
+{
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  Vector2 size = actor.GetMaximumSize();
+
+  DALI_TEST_EQUALS( size.width, FLT_MAX, TEST_LOCATION );
+  DALI_TEST_EQUALS( size.height, FLT_MAX, TEST_LOCATION );
+
+  Vector2 size2( 1.0f, 2.0f );
+  actor.SetMaximumSize( size2 );
+
+  size = actor.GetMaximumSize();
+
+  DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
+  DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorOnRelayoutSignal(void)
+{
+  tet_infoline("Testing Dali::Actor::OnRelayoutSignal()");
+
+  TestApplication application;
+
+  // Clean test data
+  gOnRelayoutCallBackCalled = 0;
+  gActorNamesRelayout.clear();
+
+  Actor actor = Actor::New();
+  actor.SetName( "actor" );
+  actor.OnRelayoutSignal().Connect( OnRelayoutCallback );
+
+  // Sanity check
+  DALI_TEST_CHECK( gOnRelayoutCallBackCalled == 0 );
+
+  // Add actor to stage
+  Stage::GetCurrent().Add( actor );
+
+  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+  actor.SetSize( Vector2( 1.0f, 2.0 ) );
+
+  // Flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  // OnRelayout emitted
+  DALI_TEST_EQUALS(  gOnRelayoutCallBackCalled, 1, TEST_LOCATION );
+  DALI_TEST_EQUALS( "actor", gActorNamesRelayout[ 0 ], TEST_LOCATION );
+
+  END_TEST;
+}