Merge "Add UserInteractionEnabled property on actor for controlling user interaction...
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Actor.cpp
index b74132d..9873aa7 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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.
 // Enable debug log for test coverage
 #define DEBUG_ENABLED 1
 
-#include "assert.h"
-#include <dali/public-api/dali-core.h>
-#include <string>
-#include <cfloat>   // For FLT_MAX
+#include <dali-test-suite-utils.h>
 #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/devel-api/common/capabilities.h>
 #include <dali/integration-api/debug.h>
-#include <dali-test-suite-utils.h>
+#include <dali/integration-api/events/hover-event-integ.h>
+#include <dali/integration-api/events/touch-event-integ.h>
+#include <dali/public-api/dali-core.h>
 #include <mesh-builder.h>
+#include <test-actor-utils.h>
+
+#include <cfloat> // For FLT_MAX
+#include <string>
+
+#include "assert.h"
 
 //& set: DaliActor
 
 using std::string;
 using namespace Dali;
 
-
 void utc_dali_actor_startup(void)
 {
   test_return_value = TET_UNDEF;
@@ -47,11 +50,12 @@ void utc_dali_actor_cleanup(void)
 
 namespace
 {
-bool gTouchCallBackCalled=false;
-bool gTouchCallBackCalled2=false;
-bool gTouchCallBackCalled3=false;
+bool gTouchCallBackCalled  = false;
+bool gTouchCallBackCalled2 = false;
+bool gTouchCallBackCalled3 = false;
+bool gHitTestTouchCallBackCalled = false;
 
-bool gHoverCallBackCalled=false;
+bool gHoverCallBackCalled = false;
 
 static bool gTestConstraintCalled;
 
@@ -59,7 +63,7 @@ LayoutDirection::Type gLayoutDirectionType;
 
 struct TestConstraint
 {
-  void operator()( Vector4& color, const PropertyInputContainer& /* inputs */ )
+  void operator()(Vector4& color, const PropertyInputContainer& /* inputs */)
   {
     gTestConstraintCalled = true;
   }
@@ -79,16 +83,15 @@ struct TestConstraintRef
   {
   }
 
-  void operator()( T& current, const PropertyInputContainer& /* inputs */ )
+  void operator()(T& current, const PropertyInputContainer& /* inputs */)
   {
     mResultRef = mValue;
   }
 
   unsigned int& mResultRef;
-  unsigned int mValue;
+  unsigned int  mValue;
 };
 
-
 static bool TestTouchCallback(Actor, const TouchEvent&)
 {
   gTouchCallBackCalled = true;
@@ -110,9 +113,16 @@ static bool TestTouchCallback3(Actor, const TouchEvent&)
   END_TEST;
 }
 
+static bool TestHitTestTouchCallback(Actor, const TouchEvent&)
+{
+  gHitTestTouchCallBackCalled = true;
+  return false;
+  END_TEST;
+}
+
 static void ResetTouchCallbacks()
 {
-  gTouchCallBackCalled = false;
+  gTouchCallBackCalled  = false;
   gTouchCallBackCalled2 = false;
   gTouchCallBackCalled3 = false;
 }
@@ -125,65 +135,69 @@ static bool TestCallback3(Actor actor, const HoverEvent& event)
 }
 
 // validation stuff for onstage & offstage signals
-static std::vector< std::string > gActorNamesOnOffScene;
-static int gOnSceneCallBackCalled;
-void OnSceneCallback( Actor actor )
+static std::vector<std::string> gActorNamesOnOffScene;
+static int                      gOnSceneCallBackCalled;
+void                            OnSceneCallback(Actor actor)
 {
   ++gOnSceneCallBackCalled;
-  gActorNamesOnOffScene.push_back( actor.GetProperty< std::string >( Actor::Property::NAME ) );
-  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) == true );
+  gActorNamesOnOffScene.push_back(actor.GetProperty<std::string>(Actor::Property::NAME));
+  DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE) == true);
 }
 static int gOffSceneCallBackCalled;
-void OffSceneCallback( Actor actor )
+void       OffSceneCallback(Actor actor)
 {
   ++gOffSceneCallBackCalled;
-  gActorNamesOnOffScene.push_back( actor.GetProperty< std::string >( Actor::Property::NAME ) );
-  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) == false );
+  gActorNamesOnOffScene.push_back(actor.GetProperty<std::string>(Actor::Property::NAME));
+  DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE) == false);
 }
 
 struct PositionComponentConstraint
 {
-  PositionComponentConstraint(){}
+  PositionComponentConstraint()
+  {
+  }
 
-  void operator()( Vector3& pos, const PropertyInputContainer& inputs )
+  void operator()(Vector3& pos, const PropertyInputContainer& inputs)
   {
     const Matrix& m = inputs[0]->GetMatrix();
-    Vector3 scale;
-    Quaternion rot;
+    Vector3       scale;
+    Quaternion    rot;
     m.GetTransformComponents(pos, rot, scale);
   }
 };
 
 struct OrientationComponentConstraint
 {
-  OrientationComponentConstraint(){}
+  OrientationComponentConstraint()
+  {
+  }
 
-  void operator()( Quaternion& orientation, const PropertyInputContainer& inputs )
+  void operator()(Quaternion& orientation, const PropertyInputContainer& inputs)
   {
     const Quaternion& parentOrientation = inputs[0]->GetQuaternion();
-    Vector3 pos, scale;
-    Quaternion rot;
+    Vector3           pos, scale;
+    Quaternion        rot;
     orientation = parentOrientation;
   }
 };
 // OnRelayout
 
-static bool gOnRelayoutCallBackCalled = false;
-static std::vector< std::string > gActorNamesRelayout;
+static bool                     gOnRelayoutCallBackCalled = false;
+static std::vector<std::string> gActorNamesRelayout;
 
-void OnRelayoutCallback( Actor actor )
+void OnRelayoutCallback(Actor actor)
 {
   gOnRelayoutCallBackCalled = true;
-  gActorNamesRelayout.push_back( actor.GetProperty< std::string >( Actor::Property::NAME ) );
+  gActorNamesRelayout.push_back(actor.GetProperty<std::string>(Actor::Property::NAME));
 }
 
 struct VisibilityChangedFunctorData
 {
   VisibilityChangedFunctorData()
   : actor(),
-    visible( false ),
-    type( DevelActor::VisibilityChange::SELF ),
-    called( false )
+    visible(false),
+    type(DevelActor::VisibilityChange::SELF),
+    called(false)
   {
   }
 
@@ -191,54 +205,57 @@ struct VisibilityChangedFunctorData
   {
     actor.Reset();
     visible = false;
-    type = DevelActor::VisibilityChange::SELF;
-    called = false;
+    type    = DevelActor::VisibilityChange::SELF;
+    called  = false;
   }
 
-  void Check( bool compareCalled, Actor compareActor, bool compareVisible, DevelActor::VisibilityChange::Type compareType, const char * location )
+  void Check(bool compareCalled, Actor compareActor, bool compareVisible, DevelActor::VisibilityChange::Type compareType, const char* location)
   {
-    DALI_TEST_EQUALS( called, compareCalled, TEST_INNER_LOCATION( location ) );
-    DALI_TEST_EQUALS( actor, compareActor, TEST_INNER_LOCATION( location ) );
-    DALI_TEST_EQUALS( visible, compareVisible, TEST_INNER_LOCATION( location ) );
-    DALI_TEST_EQUALS( (int)type, (int)compareType, TEST_INNER_LOCATION( location ) );
+    DALI_TEST_EQUALS(called, compareCalled, TEST_INNER_LOCATION(location));
+    DALI_TEST_EQUALS(actor, compareActor, TEST_INNER_LOCATION(location));
+    DALI_TEST_EQUALS(visible, compareVisible, TEST_INNER_LOCATION(location));
+    DALI_TEST_EQUALS((int)type, (int)compareType, TEST_INNER_LOCATION(location));
   }
 
-  void Check( bool compareCalled, const std::string& location )
+  void Check(bool compareCalled, const std::string& location)
   {
-    DALI_TEST_EQUALS( called, compareCalled, TEST_INNER_LOCATION( location ) );
+    DALI_TEST_EQUALS(called, compareCalled, TEST_INNER_LOCATION(location));
   }
 
-  Actor actor;
-  bool visible;
+  Actor                              actor;
+  bool                               visible;
   DevelActor::VisibilityChange::Type type;
-  bool called;
+  bool                               called;
 };
 
 struct VisibilityChangedFunctor
 {
-  VisibilityChangedFunctor( VisibilityChangedFunctorData& dataVar ) : data( dataVar ) { }
+  VisibilityChangedFunctor(VisibilityChangedFunctorData& dataVar)
+  : data(dataVar)
+  {
+  }
 
-  void operator()( Actor actor, bool visible, DevelActor::VisibilityChange::Type type )
+  void operator()(Actor actor, bool visible, DevelActor::VisibilityChange::Type type)
   {
-    data.actor = actor;
+    data.actor   = actor;
     data.visible = visible;
-    data.type = type;
-    data.called = true;
+    data.type    = type;
+    data.called  = true;
   }
 
   VisibilityChangedFunctorData& data;
 };
 
-
 struct VisibilityChangedVoidFunctor
 {
   VisibilityChangedVoidFunctor(bool& signalCalled)
-  : mSignalCalled( signalCalled )
-  { }
+  : mSignalCalled(signalCalled)
+  {
+  }
 
   void operator()()
   {
-    mSignalCalled  = true;
+    mSignalCalled = true;
   }
 
   bool& mSignalCalled;
@@ -247,40 +264,41 @@ struct VisibilityChangedVoidFunctor
 struct ChildOrderChangedFunctor
 {
   ChildOrderChangedFunctor(bool& signalCalled, Actor& actor)
-  : mSignalCalled( signalCalled ),
-    mActor( actor )
-  { }
+  : mSignalCalled(signalCalled),
+    mActor(actor)
+  {
+  }
 
-  void operator()( Actor actor )
+  void operator()(Actor actor)
   {
-    mSignalCalled  = true;
-    mActor = actor;
+    mSignalCalled = true;
+    mActor        = actor;
   }
 
-  bool& mSignalCalled;
+  bool&  mSignalCalled;
   Actor& mActor;
 };
 
 struct CulledPropertyNotificationFunctor
 {
-  CulledPropertyNotificationFunctor( bool& signalCalled, PropertyNotification& propertyNotification )
-  : mSignalCalled( signalCalled ),
-    mPropertyNotification( propertyNotification )
-  { }
+  CulledPropertyNotificationFunctor(bool& signalCalled, PropertyNotification& propertyNotification)
+  : mSignalCalled(signalCalled),
+    mPropertyNotification(propertyNotification)
+  {
+  }
 
-  void operator()( PropertyNotification& source )
+  void operator()(PropertyNotification& source)
   {
-    mSignalCalled  = true;
+    mSignalCalled         = true;
     mPropertyNotification = source;
   }
 
-  bool& mSignalCalled;
+  bool&                 mSignalCalled;
   PropertyNotification& mPropertyNotification;
 };
 
 } // anonymous namespace
 
-
 //& purpose: Testing New API
 int UtcDaliActorNew(void)
 {
@@ -298,9 +316,9 @@ int UtcDaliActorDownCastP(void)
   TestApplication application;
   tet_infoline("Testing Dali::Actor::DownCast()");
 
-  Actor actor = Actor::New();
+  Actor      actor = Actor::New();
   BaseHandle object(actor);
-  Actor actor2 = Actor::DownCast(object);
+  Actor      actor2 = Actor::DownCast(object);
   DALI_TEST_CHECK(actor2);
   END_TEST;
 }
@@ -312,7 +330,7 @@ int UtcDaliActorDownCastN(void)
   tet_infoline("Testing Dali::Actor::DownCast()");
 
   BaseHandle unInitializedObject;
-  Actor actor = Actor::DownCast(unInitializedObject);
+  Actor      actor = Actor::DownCast(unInitializedObject);
   DALI_TEST_CHECK(!actor);
   END_TEST;
 }
@@ -322,14 +340,14 @@ int UtcDaliActorMoveConstructor(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor );
+  DALI_TEST_CHECK(actor);
 
-  int id = actor.GetProperty< int >( Actor::Property::ID );
+  int id = actor.GetProperty<int>(Actor::Property::ID);
 
-  Actor moved = std::move( actor);
-  DALI_TEST_CHECK( moved );
-  DALI_TEST_EQUALS( id, moved.GetProperty< int >( Actor::Property::ID ), TEST_LOCATION );
-  DALI_TEST_CHECK( !actor );
+  Actor moved = std::move(actor);
+  DALI_TEST_CHECK(moved);
+  DALI_TEST_EQUALS(id, moved.GetProperty<int>(Actor::Property::ID), TEST_LOCATION);
+  DALI_TEST_CHECK(!actor);
 
   END_TEST;
 }
@@ -339,15 +357,15 @@ int UtcDaliActorMoveAssignment(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor );
+  DALI_TEST_CHECK(actor);
 
-  int id = actor.GetProperty< int >( Actor::Property::ID );
+  int id = actor.GetProperty<int>(Actor::Property::ID);
 
   Actor moved;
-  moved = std::move( actor);
-  DALI_TEST_CHECK( moved );
-  DALI_TEST_EQUALS( id, moved.GetProperty< int >( Actor::Property::ID ), TEST_LOCATION );
-  DALI_TEST_CHECK( !actor );
+  moved = std::move(actor);
+  DALI_TEST_CHECK(moved);
+  DALI_TEST_EQUALS(id, moved.GetProperty<int>(Actor::Property::ID), TEST_LOCATION);
+  DALI_TEST_CHECK(!actor);
 
   END_TEST;
 }
@@ -359,7 +377,7 @@ int UtcDaliActorGetName(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK(actor.GetProperty< std::string >( Actor::Property::NAME ).empty());
+  DALI_TEST_CHECK(actor.GetProperty<std::string>(Actor::Property::NAME).empty());
   END_TEST;
 }
 
@@ -369,10 +387,10 @@ int UtcDaliActorSetName(void)
   TestApplication application;
 
   string str("ActorName");
-  Actor actor = Actor::New();
+  Actor  actor = Actor::New();
 
-  actor.SetProperty( Actor::Property::NAME,str);
-  DALI_TEST_CHECK(actor.GetProperty< std::string >( Actor::Property::NAME ) == str);
+  actor.SetProperty(Actor::Property::NAME, str);
+  DALI_TEST_CHECK(actor.GetProperty<std::string>(Actor::Property::NAME) == str);
   END_TEST;
 }
 
@@ -381,12 +399,12 @@ int UtcDaliActorGetId(void)
   tet_infoline("Testing Dali::Actor::UtcDaliActo.GetProperty< int >( Actor::Property::ID )");
   TestApplication application;
 
-  Actor first = Actor::New();
+  Actor first  = Actor::New();
   Actor second = Actor::New();
-  Actor third = Actor::New();
+  Actor third  = Actor::New();
 
-  DALI_TEST_CHECK(first.GetProperty< int >( Actor::Property::ID ) != second.GetProperty< int >( Actor::Property::ID ));
-  DALI_TEST_CHECK(second.GetProperty< int >( Actor::Property::ID ) != third.GetProperty< int >( Actor::Property::ID ));
+  DALI_TEST_CHECK(first.GetProperty<int>(Actor::Property::ID) != second.GetProperty<int>(Actor::Property::ID));
+  DALI_TEST_CHECK(second.GetProperty<int>(Actor::Property::ID) != third.GetProperty<int>(Actor::Property::ID));
   END_TEST;
 }
 
@@ -395,11 +413,11 @@ int UtcDaliActorIsRoot(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK(!actor.GetProperty< bool >( Actor::Property::IS_ROOT ));
+  DALI_TEST_CHECK(!actor.GetProperty<bool>(Actor::Property::IS_ROOT));
 
   // get the root layer
-  actor = application.GetScene().GetLayer( 0 );
-  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::IS_ROOT ) );
+  actor = application.GetScene().GetLayer(0);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::IS_ROOT));
   END_TEST;
 }
 
@@ -408,11 +426,11 @@ int UtcDaliActorOnScene(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
+  DALI_TEST_CHECK(!actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE));
 
   // get the root layer
-  actor = application.GetScene().GetLayer( 0 );
-  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
+  actor = application.GetScene().GetLayer(0);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE));
   END_TEST;
 }
 
@@ -421,11 +439,11 @@ int UtcDaliActorIsLayer(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::IS_LAYER ) );
+  DALI_TEST_CHECK(!actor.GetProperty<bool>(Actor::Property::IS_LAYER));
 
   // get the root layer
-  actor = application.GetScene().GetLayer( 0 );
-  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::IS_LAYER ) );
+  actor = application.GetScene().GetLayer(0);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::IS_LAYER));
   END_TEST;
 }
 
@@ -440,8 +458,8 @@ int UtcDaliActorGetLayer(void)
   DALI_TEST_CHECK(layer);
 
   // get the root layers layer
-  actor = application.GetScene().GetLayer( 0 );
-  DALI_TEST_CHECK( actor.GetLayer() );
+  actor = application.GetScene().GetLayer(0);
+  DALI_TEST_CHECK(actor.GetLayer());
   END_TEST;
 }
 
@@ -451,33 +469,33 @@ int UtcDaliActorAddP(void)
   TestApplication application;
 
   Actor parent = Actor::New();
-  Actor child = Actor::New();
+  Actor child  = Actor::New();
 
-  DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
 
   parent.Add(child);
 
-  DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
 
   Actor parent2 = Actor::New();
-  parent2.Add( child );
+  parent2.Add(child);
 
-  DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
+  DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
 
   // try Adding to same parent again, works
-  parent2.Add( child );
-  DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+  parent2.Add(child);
+  DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
 
   // try reparenting an orphaned child
   {
     Actor temporaryParent = Actor::New();
-    temporaryParent.Add( child );
-    DALI_TEST_EQUALS( parent2.GetChildCount(), 0u, TEST_LOCATION );
+    temporaryParent.Add(child);
+    DALI_TEST_EQUALS(parent2.GetChildCount(), 0u, TEST_LOCATION);
   }
   // temporaryParent has now died, reparent the orphaned child
-  parent2.Add( child );
-  DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+  parent2.Add(child);
+  DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
 
   END_TEST;
 }
@@ -490,43 +508,43 @@ int UtcDaliActorAddN(void)
   Actor child = Actor::New();
 
   Actor parent2 = Actor::New();
-  parent2.Add( child );
+  parent2.Add(child);
 
   // try illegal Add
   try
   {
-    parent2.Add( parent2 );
-    tet_printf("Assertion test failed - no Exception\n" );
+    parent2.Add(parent2);
+    tet_printf("Assertion test failed - no Exception\n");
     tet_result(TET_FAIL);
   }
   catch(Dali::DaliException& e)
   {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "this != &child", TEST_LOCATION);
-    DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+    DALI_TEST_PRINT_ASSERT(e);
+    DALI_TEST_ASSERT(e, "&mOwner != &child", TEST_LOCATION);
+    DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
   }
   catch(...)
   {
-    tet_printf("Assertion test failed - wrong Exception\n" );
+    tet_printf("Assertion test failed - wrong Exception\n");
     tet_result(TET_FAIL);
   }
 
   // try reparenting root
   try
   {
-    parent2.Add( application.GetScene().GetLayer( 0 ) );
-    tet_printf("Assertion test failed - no Exception\n" );
+    parent2.Add(application.GetScene().GetLayer(0));
+    tet_printf("Assertion test failed - no Exception\n");
     tet_result(TET_FAIL);
   }
   catch(Dali::DaliException& e)
   {
-    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_PRINT_ASSERT(e);
     DALI_TEST_ASSERT(e, "!child.IsRoot()", TEST_LOCATION);
-    DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+    DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
   }
   catch(...)
   {
-    tet_printf("Assertion test failed - wrong Exception\n" );
+    tet_printf("Assertion test failed - wrong Exception\n");
     tet_result(TET_FAIL);
   }
 
@@ -534,19 +552,19 @@ int UtcDaliActorAddN(void)
   try
   {
     Actor empty;
-    parent2.Add( empty );
-    tet_printf("Assertion test failed - no Exception\n" );
+    parent2.Add(empty);
+    tet_printf("Assertion test failed - no Exception\n");
     tet_result(TET_FAIL);
   }
   catch(Dali::DaliException& e)
   {
-    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_PRINT_ASSERT(e);
     DALI_TEST_ASSERT(e, "actor", TEST_LOCATION);
-    DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+    DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
   }
   catch(...)
   {
-    tet_printf("Assertion test failed - wrong Exception\n" );
+    tet_printf("Assertion test failed - wrong Exception\n");
     tet_result(TET_FAIL);
   }
 
@@ -559,43 +577,43 @@ int UtcDaliActorRemoveN(void)
   TestApplication application;
 
   Actor parent = Actor::New();
-  Actor child = Actor::New();
-  DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
+  Actor child  = Actor::New();
+  DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
 
   parent.Add(child);
-  DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
 
   parent.Remove(child);
-  DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
 
   // remove again, no problem
   parent.Remove(child);
-  DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
 
   // add child back
   parent.Add(child);
-  DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
   // try Remove self, its a no-op
-  parent.Remove( parent );
-  DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
+  parent.Remove(parent);
+  DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
 
   // try Remove empty
   try
   {
     Actor empty;
-    parent.Remove( empty );
-    tet_printf("Assertion test failed - no Exception\n" );
+    parent.Remove(empty);
+    tet_printf("Assertion test failed - no Exception\n");
     tet_result(TET_FAIL);
   }
   catch(Dali::DaliException& e)
   {
-    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_PRINT_ASSERT(e);
     DALI_TEST_ASSERT(e, "actor", TEST_LOCATION);
-    DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
+    DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
   }
   catch(...)
   {
-    tet_printf("Assertion test failed - wrong Exception\n" );
+    tet_printf("Assertion test failed - wrong Exception\n");
     tet_result(TET_FAIL);
   }
   END_TEST;
@@ -606,10 +624,10 @@ int UtcDaliActorRemoveP(void)
   TestApplication application;
 
   Actor parent = Actor::New();
-  Actor child = Actor::New();
+  Actor child  = Actor::New();
   Actor random = Actor::New();
 
-  application.GetScene().Add( parent );
+  application.GetScene().Add(parent);
 
   DALI_TEST_CHECK(parent.GetChildCount() == 0);
 
@@ -621,18 +639,44 @@ int UtcDaliActorRemoveP(void)
 
   DALI_TEST_CHECK(parent.GetChildCount() == 1);
 
-  application.GetScene().Remove( parent );
+  application.GetScene().Remove(parent);
 
   DALI_TEST_CHECK(parent.GetChildCount() == 1);
   END_TEST;
 }
 
+int UtcDaliActorSwitchParentN(void)
+{
+  tet_infoline("Testing Actor::UtcDaliActorSwitchParentN");
+  TestApplication application;
+
+  Actor parent1 = Actor::New();
+  Actor child   = Actor::New();
+
+  DALI_TEST_EQUALS(parent1.GetChildCount(), 0u, TEST_LOCATION);
+
+  parent1.Add(child);
+
+  DALI_TEST_EQUALS(parent1.GetChildCount(), 1u, TEST_LOCATION);
+
+  Actor parent2 = Actor::New();
+
+  DALI_TEST_EQUALS(parent2.GetChildCount(), 0u, TEST_LOCATION);
+
+  // Try switch parent with that both of parent1 and parent2 are off scene.
+  DevelActor::SwitchParent(child, parent2);
+
+  DALI_TEST_EQUALS(parent1.GetChildCount(), 1u, TEST_LOCATION);
+  DALI_TEST_EQUALS(parent2.GetChildCount(), 0u, TEST_LOCATION);
+  END_TEST;
+}
+
 int UtcDaliActorGetChildCount(void)
 {
   TestApplication application;
 
   Actor parent = Actor::New();
-  Actor child = Actor::New();
+  Actor child  = Actor::New();
 
   DALI_TEST_CHECK(parent.GetChildCount() == 0);
 
@@ -687,7 +731,7 @@ int UtcDaliActorGetParent01(void)
   TestApplication application;
 
   Actor parent = Actor::New();
-  Actor child = Actor::New();
+  Actor child  = Actor::New();
 
   parent.Add(child);
 
@@ -710,21 +754,21 @@ int UtcDaliActorCustomProperty(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
-  float startValue(1.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  DALI_TEST_CHECK( actor.GetProperty<float>(index) == startValue );
+  float           startValue(1.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
+  DALI_TEST_CHECK(actor.GetProperty<float>(index) == startValue);
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<float>(index) == startValue );
+  DALI_TEST_CHECK(actor.GetProperty<float>(index) == startValue);
 
-  actor.SetProperty( index, 5.0f );
+  actor.SetProperty(index, 5.0f);
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<float>(index) == 5.0f );
+  DALI_TEST_CHECK(actor.GetProperty<float>(index) == 5.0f);
   END_TEST;
 }
 
@@ -733,21 +777,21 @@ int UtcDaliActorCustomPropertyIntToFloat(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
-  float startValue(5.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  DALI_TEST_CHECK( actor.GetProperty<float>(index) == startValue );
+  float           startValue(5.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
+  DALI_TEST_CHECK(actor.GetProperty<float>(index) == startValue);
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<float>(index) == startValue );
+  DALI_TEST_CHECK(actor.GetProperty<float>(index) == startValue);
 
-  actor.SetProperty( index, int(1) );
+  actor.SetProperty(index, int(1));
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<float>(index) == 1.0f );
+  DALI_TEST_CHECK(actor.GetProperty<float>(index) == 1.0f);
   END_TEST;
 }
 
@@ -756,21 +800,21 @@ int UtcDaliActorCustomPropertyFloatToInt(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
-  int startValue(5);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  DALI_TEST_CHECK( actor.GetProperty<int>(index) == startValue );
+  int             startValue(5);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
+  DALI_TEST_CHECK(actor.GetProperty<int>(index) == startValue);
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<int>(index) == startValue );
+  DALI_TEST_CHECK(actor.GetProperty<int>(index) == startValue);
 
-  actor.SetProperty( index, float(1.5) );
+  actor.SetProperty(index, float(1.5));
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<int>(index) == 1 );
+  DALI_TEST_CHECK(actor.GetProperty<int>(index) == 1);
   END_TEST;
 }
 
@@ -781,27 +825,27 @@ int UtcDaliActorSetParentOrigin(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN));
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, vector );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN));
 
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.1f, 0.2f, 0.3f ) );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.1f, 0.2f, 0.3f));
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3(0.1f, 0.2f, 0.3f), actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), TEST_LOCATION);
 
-  application.GetScene().Remove( actor );
+  application.GetScene().Remove(actor);
   END_TEST;
 }
 
@@ -812,31 +856,31 @@ int UtcDaliActorSetParentOriginIndividual(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN));
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN_X, vector.x );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN_X, vector.x);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).x, TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.x, actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN).x, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN_Y, vector.y );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN_Y, vector.y);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).y, TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.y, actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN).y, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN_Z, vector.z );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN_Z, vector.z);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).z, TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.z, actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN).z, TEST_LOCATION);
 
   END_TEST;
 }
@@ -848,15 +892,15 @@ int UtcDaliActorGetCurrentParentOrigin(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN));
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, vector );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN));
   END_TEST;
 }
 
@@ -867,26 +911,26 @@ int UtcDaliActorSetAnchorPoint(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT));
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, vector );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT));
 
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, Vector3( 0.1f, 0.2f, 0.3f ) );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, Vector3(0.1f, 0.2f, 0.3f));
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3(0.1f, 0.2f, 0.3f), actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), TEST_LOCATION);
 
-  application.GetScene().Remove( actor );
+  application.GetScene().Remove(actor);
   END_TEST;
 }
 
@@ -897,31 +941,31 @@ int UtcDaliActorSetAnchorPointIndividual(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT));
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT_X, vector.x );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT_X, vector.x);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).x, TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.x, actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT).x, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT_Y, vector.y );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT_Y, vector.y);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).y, TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.y, actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT).y, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT_Z, vector.z );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT_Z, vector.z);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).z, TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.z, actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT).z, TEST_LOCATION);
 
   END_TEST;
 }
@@ -933,15 +977,15 @@ int UtcDaliActorGetCurrentAnchorPoint(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT));
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, vector);
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT));
   END_TEST;
 }
 
@@ -949,63 +993,63 @@ int UtcDaliActorSetSize01(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
-  actor.SetProperty( Actor::Property::SIZE, Vector2( vector.x, vector.y ) );
+  actor.SetProperty(Actor::Property::SIZE, Vector2(vector.x, vector.y));
 
   // 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 );
-  DALI_TEST_EQUALS( vector.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  Vector3 currentSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
   // Flush the queue and render once
   application.SendNotification();
   application.Render();
 
   // Check the size in the new frame
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
-  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  currentSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
   // Check async behaviour
-  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
   // Change the resize policy and check whether the size stays the same
-  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+  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 );
+  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.SetProperty( Actor::Property::SIZE, Vector3( 0.1f, 0.2f, 0.0f ) );
+  actor.SetProperty(Actor::Property::SIZE, 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 );
+  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 );
+  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 );
+  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.SetProperty( Actor::Property::SIZE, Vector3( 50.0f, 60.0f, 0.0f ) );
+  actor.SetProperty(Actor::Property::SIZE, 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 );
+  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;
 }
@@ -1014,26 +1058,26 @@ int UtcDaliActorSetSize02(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
-  actor.SetProperty( Actor::Property::SIZE, Vector3( vector.x, vector.y, vector.z ) );
+  actor.SetProperty(Actor::Property::SIZE, Vector3(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 );
+  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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
-  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  currentSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
   END_TEST;
 }
@@ -1043,26 +1087,26 @@ int UtcDaliActorSetSize03(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
-  actor.SetProperty( Actor::Property::SIZE,Vector2(vector.x, vector.y));
+  actor.SetProperty(Actor::Property::SIZE, 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 );
+  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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
-  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  currentSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
   END_TEST;
 }
@@ -1072,42 +1116,42 @@ int UtcDaliActorSetSize04(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
-  actor.SetProperty( Actor::Property::SIZE,vector);
+  actor.SetProperty(Actor::Property::SIZE, 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 );
+  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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
-  application.GetScene().Add( actor );
-  actor.SetProperty( Actor::Property::SIZE, Vector3( 0.1f, 0.2f, 0.3f ) );
+  application.GetScene().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, 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 );
+  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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3(0.1f, 0.2f, 0.3f), actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), 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 );
+  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);
 
-  application.GetScene().Remove( actor );
+  application.GetScene().Remove(actor);
   END_TEST;
 }
 
@@ -1118,79 +1162,79 @@ int UtcDaliActorSetSizeIndividual(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
-  actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
+  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 );
+  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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.width, actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).width, TEST_LOCATION);
 
-  sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
-  DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, 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 );
+  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 );
+  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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.height, actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).height, TEST_LOCATION);
 
-  sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
-  DALI_TEST_EQUALS( sizeHeight, vector.height, 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);
 
-  actor.SetProperty( Actor::Property::SIZE_DEPTH, vector.depth );
+  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 );
+  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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.depth, actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).depth, TEST_LOCATION);
 
-  sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
-  DALI_TEST_EQUALS( sizeDepth, vector.depth, 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 and check whether the size stays the same
-  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+  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 );
+  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 );
+  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 );
+  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 );
+  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 );
+  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 );
+  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 );
+  sizeDepth = actor.GetProperty(Actor::Property::SIZE_DEPTH).Get<float>();
+  DALI_TEST_EQUALS(sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
   END_TEST;
 }
@@ -1200,49 +1244,48 @@ int UtcDaliActorSetSizeIndividual02(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
-  application.GetScene().Add( actor );
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
 
-  Vector3 vector( 100.0f, 200.0f, 400.0f );
-  DALI_TEST_CHECK( vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) );
+  Vector3 vector(100.0f, 200.0f, 400.0f);
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
-  actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
-  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >(), vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::SIZE_WIDTH, vector.width);
+  DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::SIZE_WIDTH).Get<float>(), vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::SIZE_HEIGHT, vector.height );
-  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >(), vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::SIZE_HEIGHT, vector.height);
+  DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::SIZE_HEIGHT).Get<float>(), vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::SIZE_DEPTH, vector.depth );
-  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >(), vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::SIZE_DEPTH, vector.depth);
+  DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::SIZE_DEPTH).Get<float>(), vector.depth, 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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.height, actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.width, actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).width, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.height, actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).height, TEST_LOCATION);
 
   END_TEST;
 }
 
-
 int UtcDaliActorGetCurrentSize(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 20.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
-  actor.SetProperty( Actor::Property::SIZE,vector);
+  actor.SetProperty(Actor::Property::SIZE, vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
   END_TEST;
 }
 
@@ -1250,10 +1293,10 @@ int UtcDaliActorGetNaturalSize(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
-  Vector3 vector( 0.0f, 0.0f, 0.0f );
+  Actor   actor = Actor::New();
+  Vector3 vector(0.0f, 0.0f, 0.0f);
 
-  DALI_TEST_CHECK( actor.GetNaturalSize() == vector );
+  DALI_TEST_CHECK(actor.GetNaturalSize() == vector);
 
   END_TEST;
 }
@@ -1262,40 +1305,42 @@ int UtcDaliActorGetCurrentSizeImmediate(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 20.0f);
 
   DALI_TEST_CHECK(vector != actor.GetTargetSize());
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
-  actor.SetProperty( Actor::Property::SIZE,vector);
+  actor.SetProperty(Actor::Property::SIZE, vector);
 
   DALI_TEST_CHECK(vector == actor.GetTargetSize());
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
   DALI_TEST_CHECK(vector == actor.GetTargetSize());
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
   // Animation
   // Build the animation
-  const float durationSeconds = 2.0f;
-  Animation animation = Animation::New( durationSeconds );
-  const Vector3 targetValue( 10.0f, 20.0f, 30.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetValue );
+  const float   durationSeconds = 2.0f;
+  Animation     animation       = Animation::New(durationSeconds);
+  const Vector3 targetValue(10.0f, 20.0f, 30.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetValue);
 
-  DALI_TEST_CHECK( actor.GetTargetSize() == vector );
+  DALI_TEST_CHECK(actor.GetTargetSize() == vector);
+
+  application.GetScene().Add(actor);
 
   // Start the animation
   animation.Play();
 
   application.SendNotification();
-  application.Render( static_cast<unsigned int>( durationSeconds * 1000.0f ) );
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f));
 
-  DALI_TEST_CHECK( actor.GetTargetSize() == targetValue );
+  DALI_TEST_CHECK(actor.GetTargetSize() == targetValue);
 
   END_TEST;
 }
@@ -1306,20 +1351,20 @@ int UtcDaliActorCalculateScreenExtents(void)
 
   Actor actor = Actor::New();
 
-  actor.SetProperty( Actor::Property::POSITION, Vector3(2.0f, 2.0f, 16.0f));
-  actor.SetProperty( Actor::Property::SIZE,Vector3{ 1.0f, 1.0f, 1.0f });
+  actor.SetProperty(Actor::Property::POSITION, Vector3(2.0f, 2.0f, 16.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3{1.0f, 1.0f, 1.0f});
 
   application.SendNotification();
   application.Render();
 
-  auto expectedExtent = Rect<>{ -0.5f, -0.5f, 1.0f, 1.0f };
-  auto actualExtent = DevelActor::CalculateScreenExtents( actor );
-  DALI_TEST_EQUALS( expectedExtent.x, actualExtent.x, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
-  DALI_TEST_EQUALS( expectedExtent.y, actualExtent.y, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
-  DALI_TEST_EQUALS( expectedExtent.width, actualExtent.width, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
-  DALI_TEST_EQUALS( expectedExtent.height, actualExtent.height, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+  auto expectedExtent = Rect<>{-0.5f, -0.5f, 1.0f, 1.0f};
+  auto actualExtent   = DevelActor::CalculateScreenExtents(actor);
+  DALI_TEST_EQUALS(expectedExtent.x, actualExtent.x, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+  DALI_TEST_EQUALS(expectedExtent.y, actualExtent.y, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+  DALI_TEST_EQUALS(expectedExtent.width, actualExtent.width, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+  DALI_TEST_EQUALS(expectedExtent.height, actualExtent.height, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
 
-  application.GetScene().Remove( actor );
+  application.GetScene().Remove(actor);
   END_TEST;
 }
 
@@ -1331,40 +1376,40 @@ int UtcDaliActorSetPosition01(void)
   Actor actor = Actor::New();
 
   // Set to random to start off with
-  actor.SetProperty( Actor::Property::POSITION, Vector3(120.0f, 120.0f, 0.0f));
+  actor.SetProperty(Actor::Property::POSITION, Vector3(120.0f, 120.0f, 0.0f));
 
   Vector3 vector(100.0f, 100.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
 
-  actor.SetProperty( Actor::Property::POSITION, Vector2(vector.x, vector.y));
+  actor.SetProperty(Actor::Property::POSITION, Vector2(vector.x, vector.y));
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
 
-  application.GetScene().Add( actor );
-  actor.SetProperty( Actor::Property::POSITION, Vector3( 0.1f, 0.2f, 0.3f ) );
+  application.GetScene().Add(actor);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(0.1f, 0.2f, 0.3f));
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3(0.1f, 0.2f, 0.3f), actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::POSITION_X,  1.0f );
-  actor.SetProperty( Actor::Property::POSITION_Y,  1.1f );
-  actor.SetProperty( Actor::Property::POSITION_Z,  1.2f );
+  actor.SetProperty(Actor::Property::POSITION_X, 1.0f);
+  actor.SetProperty(Actor::Property::POSITION_Y, 1.1f);
+  actor.SetProperty(Actor::Property::POSITION_Z, 1.2f);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector3( 1.0f, 1.1f, 1.2f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3(1.0f, 1.1f, 1.2f), actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
-  actor.TranslateBy( 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();
-  DALI_TEST_EQUALS( Vector3( 1.1f, 1.2f, 1.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3(1.1f, 1.2f, 1.3f), actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Math::MACHINE_EPSILON_10000, TEST_LOCATION);
 
-  application.GetScene().Remove( actor );
+  application.GetScene().Remove(actor);
   END_TEST;
 }
 
@@ -1376,19 +1421,19 @@ int UtcDaliActorSetPosition02(void)
   Actor actor = Actor::New();
 
   // Set to random to start off with
-  actor.SetProperty( Actor::Property::POSITION, Vector3(120.0f, 120.0f, 120.0f));
+  actor.SetProperty(Actor::Property::POSITION, Vector3(120.0f, 120.0f, 120.0f));
 
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
 
-  actor.SetProperty( Actor::Property::POSITION, Vector3(vector.x, vector.y, vector.z));
+  actor.SetProperty(Actor::Property::POSITION, Vector3(vector.x, vector.y, vector.z));
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
   END_TEST;
 }
 
@@ -1400,19 +1445,19 @@ int UtcDaliActorSetPosition03(void)
   Actor actor = Actor::New();
 
   // Set to random to start off with
-  actor.SetProperty( Actor::Property::POSITION, Vector3(120.0f, 120.0f, 120.0f));
+  actor.SetProperty(Actor::Property::POSITION, Vector3(120.0f, 120.0f, 120.0f));
 
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
 
-  actor.SetProperty( Actor::Property::POSITION, vector);
+  actor.SetProperty(Actor::Property::POSITION, vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
   END_TEST;
 }
 
@@ -1424,15 +1469,15 @@ int UtcDaliActorSetX(void)
 
   Vector3 vector(100.0f, 0.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
 
-  actor.SetProperty( Actor::Property::POSITION_X, 100.0f);
+  actor.SetProperty(Actor::Property::POSITION_X, 100.0f);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
   END_TEST;
 }
 
@@ -1444,15 +1489,15 @@ int UtcDaliActorSetY(void)
 
   Vector3 vector(0.0f, 100.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
 
-  actor.SetProperty( Actor::Property::POSITION_Y, 100.0f);
+  actor.SetProperty(Actor::Property::POSITION_Y, 100.0f);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
   END_TEST;
 }
 
@@ -1464,15 +1509,15 @@ int UtcDaliActorSetZ(void)
 
   Vector3 vector(0.0f, 0.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
 
-  actor.SetProperty( Actor::Property::POSITION_Z, 100.0f);
+  actor.SetProperty(Actor::Property::POSITION_Z, 100.0f);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
   END_TEST;
 }
 
@@ -1483,49 +1528,49 @@ int UtcDaliActorSetPositionProperties(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
 
-  actor.SetProperty( Actor::Property::POSITION_X, vector.x );
-  DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::POSITION_X, vector.x);
+  DALI_TEST_EQUALS(vector.x, actor.GetProperty<Vector3>(Actor::Property::POSITION).x, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.x, actor.GetProperty<float>(Actor::Property::POSITION_X), TEST_LOCATION);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.x, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.x, actor.GetProperty<Vector3>(Actor::Property::POSITION).x, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.x, actor.GetProperty<float>(Actor::Property::POSITION_X), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.x, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.x, actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::POSITION_Y, vector.y );
-  DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::POSITION_Y, vector.y);
+  DALI_TEST_EQUALS(vector.y, actor.GetProperty<Vector3>(Actor::Property::POSITION).y, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.y, actor.GetProperty<float>(Actor::Property::POSITION_Y), TEST_LOCATION);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.y, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).y, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.y, actor.GetProperty<Vector3>(Actor::Property::POSITION).y, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.y, actor.GetProperty<float>(Actor::Property::POSITION_Y), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.y, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).y, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.y, actor.GetCurrentProperty<float>(Actor::Property::POSITION_Y), TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::POSITION_Z, vector.z );
-  DALI_TEST_EQUALS( vector.z, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::POSITION_Z, vector.z);
+  DALI_TEST_EQUALS(vector.z, actor.GetProperty<Vector3>(Actor::Property::POSITION).z, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.z, actor.GetProperty<float>(Actor::Property::POSITION_Z), TEST_LOCATION);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.z, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.z, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).z, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.z, actor.GetProperty<Vector3>(Actor::Property::POSITION).z, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.z, actor.GetProperty<float>(Actor::Property::POSITION_Z), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.z, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).z, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.z, actor.GetCurrentProperty<float>(Actor::Property::POSITION_Z), TEST_LOCATION);
 
   END_TEST;
 }
@@ -1534,18 +1579,18 @@ int UtcDaliActorTranslateBy(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
 
-  actor.SetProperty( Actor::Property::POSITION, vector);
+  actor.SetProperty(Actor::Property::POSITION, vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
 
   actor.TranslateBy(vector);
 
@@ -1553,7 +1598,7 @@ int UtcDaliActorTranslateBy(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector*2.0f == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
+  DALI_TEST_CHECK(vector * 2.0f == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
   END_TEST;
 }
 
@@ -1561,15 +1606,15 @@ int UtcDaliActorGetCurrentPosition(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 setVector(100.0f, 100.0f, 0.0f);
-  actor.SetProperty( Actor::Property::POSITION, setVector);
+  actor.SetProperty(Actor::Property::POSITION, setVector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) == setVector);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION) == setVector);
   END_TEST;
 }
 
@@ -1577,33 +1622,33 @@ int UtcDaliActorGetCurrentWorldPosition(void)
 {
   TestApplication application;
 
-  Actor parent = Actor::New();
-  Vector3 parentPosition( 1.0f, 2.0f, 3.0f );
-  parent.SetProperty( Actor::Property::POSITION, parentPosition );
-  parent.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  parent.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  application.GetScene().Add( parent );
+  Actor   parent = Actor::New();
+  Vector3 parentPosition(1.0f, 2.0f, 3.0f);
+  parent.SetProperty(Actor::Property::POSITION, parentPosition);
+  parent.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  application.GetScene().Add(parent);
 
   Actor child = Actor::New();
-  child.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  child.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  Vector3 childPosition( 6.0f, 6.0f, 6.0f );
-  child.SetProperty( Actor::Property::POSITION, childPosition );
-  parent.Add( child );
+  child.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  child.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  Vector3 childPosition(6.0f, 6.0f, 6.0f);
+  child.SetProperty(Actor::Property::POSITION, childPosition);
+  parent.Add(child);
 
   // The actors should not have a world position yet
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3::ZERO, TEST_LOCATION);
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), childPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::POSITION), parentPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::POSITION), childPosition, TEST_LOCATION);
 
   // The actors should have a world position now
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition + childPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition + childPosition, TEST_LOCATION);
   END_TEST;
 }
 
@@ -1612,56 +1657,56 @@ int UtcDaliActorSetInheritPosition(void)
   tet_infoline("Testing Actor::SetInheritPosition");
   TestApplication application;
 
-  Actor parent = Actor::New();
-  Vector3 parentPosition( 1.0f, 2.0f, 3.0f );
-  parent.SetProperty( Actor::Property::POSITION, parentPosition );
-  parent.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  parent.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  application.GetScene().Add( parent );
+  Actor   parent = Actor::New();
+  Vector3 parentPosition(1.0f, 2.0f, 3.0f);
+  parent.SetProperty(Actor::Property::POSITION, parentPosition);
+  parent.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  application.GetScene().Add(parent);
 
   Actor child = Actor::New();
-  child.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  child.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  Vector3 childPosition( 10.0f, 11.0f, 12.0f );
-  child.SetProperty( Actor::Property::POSITION, childPosition );
-  parent.Add( child );
+  child.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  child.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  Vector3 childPosition(10.0f, 11.0f, 12.0f);
+  child.SetProperty(Actor::Property::POSITION, childPosition);
+  parent.Add(child);
 
   // The actors should not have a world position yet
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // first test default, which is to inherit position
-  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_POSITION ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS(child.GetProperty<bool>(Actor::Property::INHERIT_POSITION), true, TEST_LOCATION);
   application.SendNotification();
   application.Render(0); // should only really call Update as Render is not required to update scene
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), childPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition + childPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::POSITION), parentPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::POSITION), childPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition + childPosition, TEST_LOCATION);
 
   //Change child position
-  Vector3 childOffset( -1.0f, 1.0f, 0.0f );
-  child.SetProperty( Actor::Property::POSITION, childOffset );
+  Vector3 childOffset(-1.0f, 1.0f, 0.0f);
+  child.SetProperty(Actor::Property::POSITION, childOffset);
 
   // Use local position as world postion
-  child.SetProperty( Actor::Property::INHERIT_POSITION, false );
-  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_POSITION ), false, TEST_LOCATION );
+  child.SetProperty(Actor::Property::INHERIT_POSITION, false);
+  DALI_TEST_EQUALS(child.GetProperty<bool>(Actor::Property::INHERIT_POSITION), false, TEST_LOCATION);
   application.SendNotification();
   application.Render(0); // should only really call Update as Render is not required to update scene
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), childOffset, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), childOffset, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::POSITION), parentPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::POSITION), childOffset, TEST_LOCATION);
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), childOffset, TEST_LOCATION);
 
   //Change back to inherit position from parent
-  child.SetProperty( Actor::Property::INHERIT_POSITION, true );
-  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_POSITION ), true, TEST_LOCATION );
+  child.SetProperty(Actor::Property::INHERIT_POSITION, true);
+  DALI_TEST_EQUALS(child.GetProperty<bool>(Actor::Property::INHERIT_POSITION), true, TEST_LOCATION);
   application.SendNotification();
   application.Render(0); // should only really call Update as Render is not required to update scene
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), childOffset, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition + childOffset, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::POSITION), parentPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::POSITION), childOffset, TEST_LOCATION);
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition + childOffset, TEST_LOCATION);
   END_TEST;
 }
 
@@ -1671,31 +1716,31 @@ int UtcDaliActorInheritOpacity(void)
   TestApplication application;
 
   Actor parent = Actor::New();
-  Actor child = Actor::New();
-  parent.Add( child );
-  application.GetScene().Add( parent );
+  Actor child  = Actor::New();
+  parent.Add(child);
+  application.GetScene().Add(parent);
 
-  DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetProperty(Actor::Property::COLOR_ALPHA).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetProperty(Actor::Property::COLOR_ALPHA).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  parent.SetProperty( Actor::Property::OPACITY, 0.1f );
+  parent.SetProperty(Actor::Property::OPACITY, 0.1f);
 
-  DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetProperty(Actor::Property::COLOR_ALPHA).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetProperty(Actor::Property::COLOR_ALPHA).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION);
 
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.f, 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetProperty(Actor::Property::WORLD_COLOR).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION);
+  DALI_TEST_EQUALS(parent.GetCurrentProperty(Actor::Property::COLOR_ALPHA).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION);
+  DALI_TEST_EQUALS(parent.GetCurrentProperty(Actor::Property::WORLD_COLOR).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetProperty(Actor::Property::WORLD_COLOR).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty(Actor::Property::WORLD_COLOR).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty(Actor::Property::COLOR_ALPHA).Get<float>(), 1.f, 0.0001f, TEST_LOCATION);
 
   END_TEST;
 }
@@ -1705,16 +1750,16 @@ int UtcDaliActorSetOrientation01(void)
 {
   TestApplication application;
 
-  Quaternion rotation( Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
-  Actor actor = Actor::New();
+  Quaternion rotation(Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
+  Actor      actor = Actor::New();
 
-  actor.SetProperty( Actor::Property::ORIENTATION, rotation);
+  actor.SetProperty(Actor::Property::ORIENTATION, rotation);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
@@ -1724,34 +1769,34 @@ int UtcDaliActorSetOrientation02(void)
 
   Actor actor = Actor::New();
 
-  Radian angle( 0.785f );
+  Radian  angle(0.785f);
   Vector3 axis(1.0f, 1.0f, 0.0f);
 
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( angle, axis ) );
-  Quaternion rotation( angle, axis );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(angle, axis));
+  Quaternion rotation(angle, axis);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
 
-  application.GetScene().Add( actor );
-  actor.RotateBy( Degree( 360 ), axis);
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  application.GetScene().Add(actor);
+  actor.RotateBy(Degree(360), axis);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) ) );
-  Quaternion result( Radian( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(result, actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( angle, axis ) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(angle, axis));
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
 
-  application.GetScene().Remove( actor );
+  application.GetScene().Remove(actor);
   END_TEST;
 }
 
@@ -1760,19 +1805,19 @@ int UtcDaliActorSetOrientationProperty(void)
 {
   TestApplication application;
 
-  Quaternion rotation( Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
-  Actor actor = Actor::New();
+  Quaternion rotation(Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
+  Actor      actor = Actor::New();
 
-  actor.SetProperty( Actor::Property::ORIENTATION, rotation );
-  DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  actor.SetProperty(Actor::Property::ORIENTATION, rotation);
+  DALI_TEST_EQUALS(rotation, actor.GetProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
-  DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
@@ -1783,22 +1828,22 @@ int UtcDaliActorRotateBy01(void)
 
   Actor actor = Actor::New();
 
-  Radian angle( M_PI * 0.25f );
-  actor.RotateBy(( 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( angle, Vector3::ZAXIS), actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion(angle, Vector3::ZAXIS), actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
 
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
-  actor.RotateBy( angle, Vector3::ZAXIS);
+  actor.RotateBy(angle, Vector3::ZAXIS);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
 
-  application.GetScene().Remove( actor );
+  application.GetScene().Remove(actor);
   END_TEST;
 }
 
@@ -1809,33 +1854,33 @@ int UtcDaliActorRotateBy02(void)
 
   Actor actor = Actor::New();
 
-  Radian angle( M_PI * 0.25f );
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
 
   actor.RotateBy(rotation);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
 int UtcDaliActorGetCurrentOrientation(void)
 {
   TestApplication application;
-  Actor actor = Actor::New();
+  Actor           actor = Actor::New();
 
   Quaternion rotation(Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
-  actor.SetProperty( Actor::Property::ORIENTATION, rotation );
+  actor.SetProperty(Actor::Property::ORIENTATION, rotation);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
@@ -1844,39 +1889,39 @@ int UtcDaliActorGetCurrentWorldOrientation(void)
   tet_infoline("Testing Actor::GetCurrentWorldRotation");
   TestApplication application;
 
-  Actor parent = Actor::New();
-  Radian rotationAngle( Degree(90.0f) );
-  Quaternion rotation( rotationAngle, Vector3::YAXIS );
-  parent.SetProperty( Actor::Property::ORIENTATION, rotation );
-  application.GetScene().Add( parent );
+  Actor      parent = Actor::New();
+  Radian     rotationAngle(Degree(90.0f));
+  Quaternion rotation(rotationAngle, Vector3::YAXIS);
+  parent.SetProperty(Actor::Property::ORIENTATION, rotation);
+  application.GetScene().Add(parent);
 
   Actor child = Actor::New();
-  child.SetProperty( Actor::Property::ORIENTATION, rotation );
-  parent.Add( child );
+  child.SetProperty(Actor::Property::ORIENTATION, rotation);
+  parent.Add(child);
 
   // The actors should not have a world rotation yet
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION);
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, 0.001, TEST_LOCATION);
 
   // The actors should have a world rotation now
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION), Quaternion(rotationAngle, Vector3::YAXIS), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION), Quaternion(rotationAngle * 2.0f, Vector3::YAXIS), 0.001, TEST_LOCATION);
 
   // turn off child rotation inheritance
-  child.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
-  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_ORIENTATION ), false, TEST_LOCATION );
+  child.SetProperty(Actor::Property::INHERIT_ORIENTATION, false);
+  DALI_TEST_EQUALS(child.GetProperty<bool>(Actor::Property::INHERIT_ORIENTATION), false, TEST_LOCATION);
   application.SendNotification();
   application.Render(0);
 
   // The actors should have a world rotation now
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION), Quaternion(rotationAngle, Vector3::YAXIS), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION), rotation, 0.001, TEST_LOCATION);
   END_TEST;
 }
 
@@ -1888,18 +1933,18 @@ int UtcDaliActorSetScale01(void)
   Actor actor = Actor::New();
 
   // Set to random value first -.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) asserts if called before SetScale()
-  actor.SetProperty( Actor::Property::SCALE,0.25f);
+  actor.SetProperty(Actor::Property::SCALE, 0.25f);
 
   Vector3 scale(10.0f, 10.0f, 10.0f);
-  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) != scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) != scale);
 
-  actor.SetProperty( Actor::Property::SCALE,scale.x);
+  actor.SetProperty(Actor::Property::SCALE, scale.x);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) == scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) == scale);
   END_TEST;
 }
 
@@ -1907,30 +1952,30 @@ int UtcDaliActorSetScale01(void)
 int UtcDaliActorSetScale02(void)
 {
   TestApplication application;
-  Vector3 scale(10.0f, 10.0f, 10.0f);
+  Vector3         scale(10.0f, 10.0f, 10.0f);
 
   Actor actor = Actor::New();
 
   // Set to random value first -.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) asserts if called before SetScale()
-  actor.SetProperty( Actor::Property::SCALE, Vector3( 12.0f, 1.0f, 2.0f ) );
+  actor.SetProperty(Actor::Property::SCALE, Vector3(12.0f, 1.0f, 2.0f));
 
-  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) != scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) != scale);
 
-  actor.SetProperty( Actor::Property::SCALE, Vector3( scale.x, scale.y, scale.z ) );
+  actor.SetProperty(Actor::Property::SCALE, Vector3(scale.x, scale.y, scale.z));
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) == scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) == scale);
 
   // add to stage and test
-  application.GetScene().Add( actor );
-  actor.SetProperty( Actor::Property::SCALE, Vector3( 2.0f, 2.0f, 2.0f ) );
+  application.GetScene().Add(actor);
+  actor.SetProperty(Actor::Property::SCALE, Vector3(2.0f, 2.0f, 2.0f));
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector3( 2.0f, 2.0f, 2.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Vector3(2.0f, 2.0f, 2.0f), actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), 0.001, TEST_LOCATION);
 
-  application.GetScene().Remove( actor );
+  application.GetScene().Remove(actor);
 
   END_TEST;
 }
@@ -1939,22 +1984,22 @@ int UtcDaliActorSetScale02(void)
 int UtcDaliActorSetScale03(void)
 {
   TestApplication application;
-  Vector3 scale(10.0f, 10.0f, 10.0f);
+  Vector3         scale(10.0f, 10.0f, 10.0f);
 
   Actor actor = Actor::New();
 
   // Set to random value first -.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) asserts if called before SetScale()
-  actor.SetProperty( Actor::Property::SCALE, Vector3(12.0f, 1.0f, 2.0f));
+  actor.SetProperty(Actor::Property::SCALE, Vector3(12.0f, 1.0f, 2.0f));
 
-  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) != scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) != scale);
 
-  actor.SetProperty( Actor::Property::SCALE,scale);
+  actor.SetProperty(Actor::Property::SCALE, scale);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) == scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) == scale);
   END_TEST;
 }
 
@@ -1965,43 +2010,43 @@ int UtcDaliActorSetScaleIndividual(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
 
-  actor.SetProperty( Actor::Property::SCALE_X, vector.x );
-  DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::SCALE_X, vector.x);
+  DALI_TEST_EQUALS(vector.x, actor.GetProperty<float>(Actor::Property::SCALE_X), TEST_LOCATION);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.x, actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).x, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.x, actor.GetProperty<float>(Actor::Property::SCALE_X), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.x, actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::SCALE_Y, vector.y );
-  DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::SCALE_Y, vector.y);
+  DALI_TEST_EQUALS(vector.y, actor.GetProperty<float>(Actor::Property::SCALE_Y), TEST_LOCATION);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.y, actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).y, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.y, actor.GetProperty<float>(Actor::Property::SCALE_Y), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.y, actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::SCALE_Z, vector.z );
-  DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::SCALE_Z, vector.z);
+  DALI_TEST_EQUALS(vector.z, actor.GetProperty<float>(Actor::Property::SCALE_Z), TEST_LOCATION);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.z, actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).z, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.z, actor.GetProperty<float>(Actor::Property::SCALE_Z), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.z, actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), TEST_LOCATION);
 
-  DALI_TEST_EQUALS( vector, actor.GetProperty< Vector3 >( Actor::Property::SCALE ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), TEST_LOCATION );
+  DALI_TEST_EQUALS(vector, actor.GetProperty<Vector3>(Actor::Property::SCALE), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector, actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), TEST_LOCATION);
 
   END_TEST;
 }
@@ -2009,18 +2054,18 @@ int UtcDaliActorSetScaleIndividual(void)
 int UtcDaliActorScaleBy(void)
 {
   TestApplication application;
-  Actor actor = Actor::New();
-  Vector3 vector(100.0f, 100.0f, 100.0f);
+  Actor           actor = Actor::New();
+  Vector3         vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
 
-  actor.SetProperty( Actor::Property::SCALE,vector);
+  actor.SetProperty(Actor::Property::SCALE, vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
 
   actor.ScaleBy(vector);
 
@@ -2028,24 +2073,24 @@ int UtcDaliActorScaleBy(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector*100.0f == actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
+  DALI_TEST_CHECK(vector * 100.0f == actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
   END_TEST;
 }
 
 int UtcDaliActorGetCurrentScale(void)
 {
   TestApplication application;
-  Vector3 scale(12.0f, 1.0f, 2.0f);
+  Vector3         scale(12.0f, 1.0f, 2.0f);
 
   Actor actor = Actor::New();
 
-  actor.SetProperty( Actor::Property::SCALE,scale);
+  actor.SetProperty(Actor::Property::SCALE, scale);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) == scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) == scale);
   END_TEST;
 }
 
@@ -2053,33 +2098,33 @@ int UtcDaliActorGetCurrentWorldScale(void)
 {
   TestApplication application;
 
-  Actor parent = Actor::New();
-  Vector3 parentScale( 1.0f, 2.0f, 3.0f );
-  parent.SetProperty( Actor::Property::SCALE, parentScale );
-  application.GetScene().Add( parent );
+  Actor   parent = Actor::New();
+  Vector3 parentScale(1.0f, 2.0f, 3.0f);
+  parent.SetProperty(Actor::Property::SCALE, parentScale);
+  application.GetScene().Add(parent);
 
-  Actor child = Actor::New();
-  Vector3 childScale( 2.0f, 2.0f, 2.0f );
-  child.SetProperty( Actor::Property::SCALE, childScale );
-  parent.Add( child );
+  Actor   child = Actor::New();
+  Vector3 childScale(2.0f, 2.0f, 2.0f);
+  child.SetProperty(Actor::Property::SCALE, childScale);
+  parent.Add(child);
 
   // The actors should not have a scale yet
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
   // The actors should not have a world scale yet
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), Vector3::ONE, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE), Vector3::ONE, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE), Vector3::ONE, TEST_LOCATION);
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), parentScale, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), childScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::SCALE), parentScale, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::SCALE), childScale, TEST_LOCATION);
 
   // The actors should have a world scale now
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), parentScale, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), parentScale * childScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE), parentScale, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE), parentScale * childScale, TEST_LOCATION);
   END_TEST;
 }
 
@@ -2088,29 +2133,29 @@ int UtcDaliActorInheritScale(void)
   tet_infoline("Testing Actor::SetInheritScale");
   TestApplication application;
 
-  Actor parent = Actor::New();
-  Vector3 parentScale( 1.0f, 2.0f, 3.0f );
-  parent.SetProperty( Actor::Property::SCALE, parentScale );
-  application.GetScene().Add( parent );
+  Actor   parent = Actor::New();
+  Vector3 parentScale(1.0f, 2.0f, 3.0f);
+  parent.SetProperty(Actor::Property::SCALE, parentScale);
+  application.GetScene().Add(parent);
 
-  Actor child = Actor::New();
-  Vector3 childScale( 2.0f, 2.0f, 2.0f );
-  child.SetProperty( Actor::Property::SCALE, childScale );
-  parent.Add( child );
+  Actor   child = Actor::New();
+  Vector3 childScale(2.0f, 2.0f, 2.0f);
+  child.SetProperty(Actor::Property::SCALE, childScale);
+  parent.Add(child);
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_SCALE ), true, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), parentScale * childScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(child.GetProperty<bool>(Actor::Property::INHERIT_SCALE), true, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE), parentScale * childScale, TEST_LOCATION);
 
-  child.SetProperty( Actor::Property::INHERIT_SCALE, false );
-  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_SCALE ), false, TEST_LOCATION );
+  child.SetProperty(Actor::Property::INHERIT_SCALE, false);
+  DALI_TEST_EQUALS(child.GetProperty<bool>(Actor::Property::INHERIT_SCALE), false, TEST_LOCATION);
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), childScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE), childScale, TEST_LOCATION);
   END_TEST;
 }
 
@@ -2119,25 +2164,25 @@ int UtcDaliActorSetVisible(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::VISIBLE,false);
+  actor.SetProperty(Actor::Property::VISIBLE, false);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == false);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) == false);
 
-  actor.SetProperty( Actor::Property::VISIBLE,true);
+  actor.SetProperty(Actor::Property::VISIBLE, true);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == true);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) == true);
 
   // put actor on stage
-  application.GetScene().Add( actor );
-  actor.SetProperty( Actor::Property::VISIBLE,false);
+  application.GetScene().Add(actor);
+  actor.SetProperty(Actor::Property::VISIBLE, false);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == false);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) == false);
   END_TEST;
 }
 
@@ -2147,7 +2192,7 @@ int UtcDaliActorIsVisible(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == true);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) == true);
   END_TEST;
 }
 
@@ -2157,38 +2202,38 @@ int UtcDaliActorSetOpacity(void)
 
   Actor actor = Actor::New();
   // initial opacity is 1
-  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::OPACITY), 1.0f, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::OPACITY, 0.4f);
+  actor.SetProperty(Actor::Property::OPACITY, 0.4f);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.4f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.4f, TEST_LOCATION);
 
   // change opacity, actor is on stage to change is not immediate
-  actor.SetProperty( Actor::Property::OPACITY, actor.GetCurrentProperty< float >( Actor::Property::OPACITY ) + 0.1f );
+  actor.SetProperty(Actor::Property::OPACITY, actor.GetCurrentProperty<float>(Actor::Property::OPACITY) + 0.1f);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.5f, TEST_LOCATION);
 
   // put actor on stage
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
   // change opacity, actor is on stage to change is not immediate
-  actor.SetProperty( Actor::Property::OPACITY, 0.9f );
-  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.5f, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::OPACITY, 0.9f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.5f, TEST_LOCATION);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.9f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.9f, TEST_LOCATION);
 
   // change opacity, actor is on stage to change is not immediate
-  actor.SetProperty( Actor::Property::OPACITY, actor.GetCurrentProperty< float >( Actor::Property::OPACITY ) - 0.9f );
+  actor.SetProperty(Actor::Property::OPACITY, actor.GetCurrentProperty<float>(Actor::Property::OPACITY) - 0.9f);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.0f, TEST_LOCATION);
   END_TEST;
 }
 
@@ -2197,83 +2242,83 @@ int UtcDaliActorGetCurrentOpacity(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ) != 0.5f);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<float>(Actor::Property::OPACITY) != 0.5f);
 
-  actor.SetProperty( Actor::Property::OPACITY,0.5f);
+  actor.SetProperty(Actor::Property::OPACITY, 0.5f);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ) == 0.5f);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<float>(Actor::Property::OPACITY) == 0.5f);
   END_TEST;
 }
 
 int UtcDaliActorSetSensitive(void)
 {
   TestApplication application;
-  Actor actor = Actor::New();
+  Actor           actor = Actor::New();
 
-  bool sensitive = !actor.GetProperty< bool >( Actor::Property::SENSITIVE );
+  bool sensitive = !actor.GetProperty<bool>(Actor::Property::SENSITIVE);
 
-  actor.SetProperty( Actor::Property::SENSITIVE,sensitive);
+  actor.SetProperty(Actor::Property::SENSITIVE, sensitive);
 
-  DALI_TEST_CHECK(sensitive == actor.GetProperty< bool >( Actor::Property::SENSITIVE ));
+  DALI_TEST_CHECK(sensitive == actor.GetProperty<bool>(Actor::Property::SENSITIVE));
   END_TEST;
 }
 
 int UtcDaliActorIsSensitive(void)
 {
   TestApplication application;
-  Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::SENSITIVE,false);
+  Actor           actor = Actor::New();
+  actor.SetProperty(Actor::Property::SENSITIVE, false);
 
-  DALI_TEST_CHECK(false == actor.GetProperty< bool >( Actor::Property::SENSITIVE ));
+  DALI_TEST_CHECK(false == actor.GetProperty<bool>(Actor::Property::SENSITIVE));
   END_TEST;
 }
 
 int UtcDaliActorSetColor(void)
 {
   TestApplication application;
-  Actor actor = Actor::New();
-  Vector4 color(1.0f, 1.0f, 1.0f, 0.5f);
+  Actor           actor = Actor::New();
+  Vector4         color(1.0f, 1.0f, 1.0f, 0.5f);
 
-  DALI_TEST_CHECK(color != actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
+  DALI_TEST_CHECK(color != actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR));
 
-  actor.SetProperty( Actor::Property::COLOR,color);
+  actor.SetProperty(Actor::Property::COLOR, color);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(color == actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
+  DALI_TEST_CHECK(color == actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR));
 
-  actor.SetProperty( Actor::Property::COLOR, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ) + Vector4( -0.4f, -0.5f, -0.6f, -0.4f ) );
+  actor.SetProperty(Actor::Property::COLOR, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR) + Vector4(-0.4f, -0.5f, -0.6f, -0.4f));
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector4( 0.6f, 0.5f, 0.4f, 0.1f ), actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ),  TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector4(0.6f, 0.5f, 0.4f, 0.1f), actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), TEST_LOCATION);
 
-  application.GetScene().Add( actor );
-  actor.SetProperty( Actor::Property::COLOR, color );
+  application.GetScene().Add(actor);
+  actor.SetProperty(Actor::Property::COLOR, color);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( color, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ),  TEST_LOCATION );
+  DALI_TEST_EQUALS(color, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ) + Vector4( 1.1f, 1.1f, 1.1f, 1.1f ) );
+  actor.SetProperty(Actor::Property::COLOR, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR) + Vector4(1.1f, 1.1f, 1.1f, 1.1f));
   // flush the queue and render once
   application.SendNotification();
   application.Render();
   // Actor color is not clamped
-  DALI_TEST_EQUALS( Vector4( 2.1f, 2.1f, 2.1f, 1.6f ), actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ),  TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector4(2.1f, 2.1f, 2.1f, 1.6f), actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), TEST_LOCATION);
   // world color is clamped
-  DALI_TEST_EQUALS( Vector4( 1.0f, 1.0f, 1.0f, 1.0f ), actor.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ),  TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector4(1.0f, 1.0f, 1.0f, 1.0f), actor.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR, color );
-  DALI_TEST_EQUALS( color, actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR, color);
+  DALI_TEST_EQUALS(color, actor.GetProperty<Vector4>(Actor::Property::COLOR), TEST_LOCATION);
 
-  Vector3 newColor( 1.0f, 0.0f, 0.0f );
-  actor.SetProperty( Actor::Property::COLOR, newColor );
-  DALI_TEST_EQUALS( Vector4( newColor.r, newColor.g, newColor.b, 1.0f ), actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
+  Vector3 newColor(1.0f, 0.0f, 0.0f);
+  actor.SetProperty(Actor::Property::COLOR, newColor);
+  DALI_TEST_EQUALS(Vector4(newColor.r, newColor.g, newColor.b, 1.0f), actor.GetProperty<Vector4>(Actor::Property::COLOR), TEST_LOCATION);
 
-  application.GetScene().Remove( actor );
+  application.GetScene().Remove(actor);
   END_TEST;
 }
 
@@ -2284,80 +2329,77 @@ int UtcDaliActorSetColorIndividual(void)
   Actor actor = Actor::New();
 
   Vector4 vector(0.7f, 0.8f, 0.9f, 0.6f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR));
 
-  actor.SetProperty( Actor::Property::COLOR_RED, vector.r );
-  DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_RED, vector.r);
+  DALI_TEST_EQUALS(vector.r, actor.GetProperty<float>(Actor::Property::COLOR_RED), TEST_LOCATION);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.r, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.r, actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.r, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).r, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.r, actor.GetProperty<float>(Actor::Property::COLOR_RED), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.r, actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR_GREEN, vector.g );
-  DALI_TEST_EQUALS( vector.g, actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_GREEN, vector.g);
+  DALI_TEST_EQUALS(vector.g, actor.GetProperty<float>(Actor::Property::COLOR_GREEN), TEST_LOCATION);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.g, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.g, actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.g, actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.g, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).g, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.g, actor.GetProperty<float>(Actor::Property::COLOR_GREEN), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.g, actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR_BLUE, vector.b );
-  DALI_TEST_EQUALS( vector.b, actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_BLUE, vector.b);
+  DALI_TEST_EQUALS(vector.b, actor.GetProperty<float>(Actor::Property::COLOR_BLUE), TEST_LOCATION);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.b, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.b, actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.b, actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
-
+  DALI_TEST_EQUALS(vector.b, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).b, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.b, actor.GetProperty<float>(Actor::Property::COLOR_BLUE), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.b, actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR_ALPHA, vector.a );
-  DALI_TEST_EQUALS( vector.a, actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_ALPHA, vector.a);
+  DALI_TEST_EQUALS(vector.a, actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), TEST_LOCATION);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.a, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.a, actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.a, actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
+  DALI_TEST_EQUALS(vector.a, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.a, actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector.a, actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), TEST_LOCATION);
 
-  DALI_TEST_EQUALS( vector, actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
-  DALI_TEST_EQUALS( vector, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
-
-  actor.SetProperty( Actor::Property::OPACITY, 0.2f );
+  DALI_TEST_EQUALS(vector, actor.GetProperty<Vector4>(Actor::Property::COLOR), TEST_LOCATION);
+  DALI_TEST_EQUALS(vector, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), TEST_LOCATION);
 
+  actor.SetProperty(Actor::Property::OPACITY, 0.2f);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( 0.2f, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, TEST_LOCATION );
+  DALI_TEST_EQUALS(0.2f, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, TEST_LOCATION);
 
   END_TEST;
 }
 
-
 int UtcDaliActorGetCurrentColor(void)
 {
   TestApplication application;
-  Actor actor = Actor::New();
-  Vector4 color(1.0f, 1.0f, 1.0f, 0.5f);
+  Actor           actor = Actor::New();
+  Vector4         color(1.0f, 1.0f, 1.0f, 0.5f);
 
-  actor.SetProperty( Actor::Property::COLOR,color);
+  actor.SetProperty(Actor::Property::COLOR, color);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(color == actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
+  DALI_TEST_CHECK(color == actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR));
   END_TEST;
 }
 
@@ -2366,57 +2408,57 @@ int UtcDaliActorGetCurrentWorldColor(void)
   tet_infoline("Actor::GetCurrentWorldColor");
   TestApplication application;
 
-  Actor parent = Actor::New();
-  Vector4 parentColor( 1.0f, 0.5f, 0.0f, 0.8f );
-  parent.SetProperty( Actor::Property::COLOR, parentColor );
-  application.GetScene().Add( parent );
+  Actor   parent = Actor::New();
+  Vector4 parentColor(1.0f, 0.5f, 0.0f, 0.8f);
+  parent.SetProperty(Actor::Property::COLOR, parentColor);
+  application.GetScene().Add(parent);
 
-  Actor child = Actor::New();
-  Vector4 childColor( 0.5f, 0.6f, 0.5f, 1.0f );
-  child.SetProperty( Actor::Property::COLOR, childColor );
-  parent.Add( child );
+  Actor   child = Actor::New();
+  Vector4 childColor(0.5f, 0.6f, 0.5f, 1.0f);
+  child.SetProperty(Actor::Property::COLOR, childColor);
+  parent.Add(child);
 
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
   // verify the default color mode
-  DALI_TEST_EQUALS( USE_OWN_MULTIPLY_PARENT_ALPHA, child.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), TEST_LOCATION );
+  DALI_TEST_EQUALS(USE_OWN_MULTIPLY_PARENT_ALPHA, child.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), TEST_LOCATION);
 
   // The actors should not have a world color yet
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), Color::WHITE, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), Color::WHITE, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), Color::WHITE, TEST_LOCATION);
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), parentColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), childColor, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector4>(Actor::Property::COLOR), parentColor, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::COLOR), childColor, TEST_LOCATION);
 
   // The actors should have a world color now
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), parentColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), Vector4( childColor.r, childColor.g, childColor.b, childColor.a * parentColor.a), TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), parentColor, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), Vector4(childColor.r, childColor.g, childColor.b, childColor.a * parentColor.a), TEST_LOCATION);
 
   // use own color
-  child.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
+  child.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_COLOR);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), childColor, TEST_LOCATION );
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), childColor, TEST_LOCATION);
 
   // use parent color
-  child.SetProperty( Actor::Property::COLOR_MODE, USE_PARENT_COLOR );
+  child.SetProperty(Actor::Property::COLOR_MODE, USE_PARENT_COLOR);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), childColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), parentColor, TEST_LOCATION );
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::COLOR), childColor, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), parentColor, TEST_LOCATION);
 
   // use parent alpha
-  child.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA );
+  child.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA);
   application.SendNotification();
   application.Render(0);
-  Vector4 expectedColor( childColor );
+  Vector4 expectedColor(childColor);
   expectedColor.a *= parentColor.a;
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), childColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), expectedColor, TEST_LOCATION );
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::COLOR), childColor, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), expectedColor, TEST_LOCATION);
   END_TEST;
 }
 
@@ -2424,31 +2466,31 @@ int UtcDaliActorSetColorMode(void)
 {
   tet_infoline("Actor::SetColorMode");
   TestApplication application;
-  Actor actor = Actor::New();
-  Actor child = Actor::New();
-  actor.Add( child );
+  Actor           actor = Actor::New();
+  Actor           child = Actor::New();
+  actor.Add(child);
 
-  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
-  DALI_TEST_EQUALS( USE_OWN_COLOR, actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_COLOR);
+  DALI_TEST_EQUALS(USE_OWN_COLOR, actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
-  DALI_TEST_EQUALS( USE_OWN_MULTIPLY_PARENT_COLOR, actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR);
+  DALI_TEST_EQUALS(USE_OWN_MULTIPLY_PARENT_COLOR, actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR_MODE, USE_PARENT_COLOR );
-  DALI_TEST_EQUALS( USE_PARENT_COLOR, actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_MODE, USE_PARENT_COLOR);
+  DALI_TEST_EQUALS(USE_PARENT_COLOR, actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA );
-  DALI_TEST_EQUALS( USE_OWN_MULTIPLY_PARENT_ALPHA, actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA);
+  DALI_TEST_EQUALS(USE_OWN_MULTIPLY_PARENT_ALPHA, actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), TEST_LOCATION);
   END_TEST;
 }
 
 int UtcDaliActorScreenToLocal(void)
 {
   TestApplication application;
-  Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
-  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
-  actor.SetProperty( Actor::Property::POSITION, Vector2(10.0f, 10.0f));
+  Actor           actor = Actor::New();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::POSITION, Vector2(10.0f, 10.0f));
   application.GetScene().Add(actor);
 
   // flush the queue and render once
@@ -2461,7 +2503,7 @@ int UtcDaliActorScreenToLocal(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK( actor.ScreenToLocal(localX, localY, 50.0f, 50.0f) );
+  DALI_TEST_CHECK(actor.ScreenToLocal(localX, localY, 50.0f, 50.0f));
 
   DALI_TEST_EQUALS(localX, 40.0f, 0.01f, TEST_LOCATION);
   DALI_TEST_EQUALS(localY, 40.0f, 0.01f, TEST_LOCATION);
@@ -2474,11 +2516,11 @@ int UtcDaliActorSetLeaveRequired(void)
 
   Actor actor = Actor::New();
 
-  actor.SetProperty( Actor::Property::LEAVE_REQUIRED,false);
-  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::LEAVE_REQUIRED ) == false);
+  actor.SetProperty(Actor::Property::LEAVE_REQUIRED, false);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::LEAVE_REQUIRED) == false);
 
-  actor.SetProperty( Actor::Property::LEAVE_REQUIRED,true);
-  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::LEAVE_REQUIRED ) == true);
+  actor.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::LEAVE_REQUIRED) == true);
   END_TEST;
 }
 
@@ -2488,7 +2530,7 @@ int UtcDaliActorGetLeaveRequired(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::LEAVE_REQUIRED ) == false);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::LEAVE_REQUIRED) == false);
   END_TEST;
 }
 
@@ -2498,11 +2540,11 @@ int UtcDaliActorSetKeyboardFocusable(void)
 
   Actor actor = Actor::New();
 
-  actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
-  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) == true);
+  actor.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) == true);
 
-  actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, false );
-  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) == false);
+  actor.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, false);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) == false);
   END_TEST;
 }
 
@@ -2512,7 +2554,78 @@ int UtcDaliActorIsKeyboardFocusable(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) == false);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) == false);
+  END_TEST;
+}
+
+int UtcDaliActorSetKeyboardFocusableChildren(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, true);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN) == true);
+
+  actor.SetProperty(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, false);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN) == false);
+  END_TEST;
+}
+
+int UtcDaliActorAreChildrenKeyBoardFocusable(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN) == true);
+  END_TEST;
+}
+
+int UtcDaliActorSetTouchFocusable(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE, true);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE) == true);
+
+  actor.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE, false);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE) == false);
+  END_TEST;
+}
+
+int UtcDaliActorIsTouchFocusable(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE) == false);
+  END_TEST;
+}
+
+int UtcDaliActorSetUserInteractionEnabled(void)
+{
+  TestApplication application;
+  Actor           actor = Actor::New();
+
+  bool enabled = !actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED);
+
+  actor.SetProperty(DevelActor::Property::USER_INTERACTION_ENABLED, enabled);
+
+  DALI_TEST_CHECK(enabled == actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED));
+  END_TEST;
+}
+
+int UtcDaliActorIsUserInteractionEnabled(void)
+{
+  TestApplication application;
+  Actor           actor = Actor::New();
+  actor.SetProperty(DevelActor::Property::USER_INTERACTION_ENABLED, true);
+
+  DALI_TEST_CHECK(true == actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED));
   END_TEST;
 }
 
@@ -2525,13 +2638,13 @@ int UtcDaliActorRemoveConstraints(void)
 
   Actor actor = Actor::New();
 
-  Constraint constraint = Constraint::New<Vector4>( actor, Actor::Property::COLOR, TestConstraint() );
+  Constraint constraint = Constraint::New<Vector4>(actor, Actor::Property::COLOR, TestConstraint());
   constraint.Apply();
   actor.RemoveConstraints();
 
-  DALI_TEST_CHECK( gTestConstraintCalled == false );
+  DALI_TEST_CHECK(gTestConstraintCalled == false);
 
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
   constraint.Apply();
 
   // flush the queue and render once
@@ -2540,7 +2653,7 @@ int UtcDaliActorRemoveConstraints(void)
 
   actor.RemoveConstraints();
 
-  DALI_TEST_CHECK( gTestConstraintCalled == true );
+  DALI_TEST_CHECK(gTestConstraintCalled == true);
   END_TEST;
 }
 
@@ -2555,75 +2668,75 @@ int UtcDaliActorRemoveConstraintTag(void)
   unsigned int result1 = 0u;
   unsigned int result2 = 0u;
 
-  unsigned constraint1Tag = 1u;
-  Constraint constraint1 = Constraint::New<Vector4>( actor, Actor::Property::COLOR, TestConstraintRef<Vector4>(result1, 1) );
-  constraint1.SetTag( constraint1Tag );
+  unsigned   constraint1Tag = 1u;
+  Constraint constraint1    = Constraint::New<Vector4>(actor, Actor::Property::COLOR, TestConstraintRef<Vector4>(result1, 1));
+  constraint1.SetTag(constraint1Tag);
   constraint1.Apply();
 
-  unsigned constraint2Tag = 2u;
-  Constraint constraint2 = Constraint::New<Vector4>( actor, Actor::Property::COLOR, TestConstraintRef<Vector4>(result2, 2) );
-  constraint2.SetTag( constraint2Tag );
+  unsigned   constraint2Tag = 2u;
+  Constraint constraint2    = Constraint::New<Vector4>(actor, Actor::Property::COLOR, TestConstraintRef<Vector4>(result2, 2));
+  constraint2.SetTag(constraint2Tag);
   constraint2.Apply();
 
-  application.GetScene().Add( actor );
+  application.GetScene().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 );
+  DALI_TEST_EQUALS(result1, 1u, TEST_LOCATION);
+  DALI_TEST_EQUALS(result2, 2u, TEST_LOCATION);
 
   // 2. Remove Constraint1 and test...
   result1 = 0;
   result2 = 0;
   actor.RemoveConstraints(constraint1Tag);
   // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetProperty( Actor::Property::COLOR, Color::WHITE );
+  actor.SetProperty(Actor::Property::COLOR, 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 );
+  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;
   constraint1.Apply();
   // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetProperty( Actor::Property::COLOR, Color::WHITE );
+  actor.SetProperty(Actor::Property::COLOR, 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 );
+  DALI_TEST_EQUALS(result1, 1u, TEST_LOCATION);
+  DALI_TEST_EQUALS(result2, 2u, TEST_LOCATION);
 
   // 2. Remove Constraint2 and test...
   result1 = 0;
   result2 = 0;
   actor.RemoveConstraints(constraint2Tag);
   // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetProperty( Actor::Property::COLOR, Color::WHITE );
+  actor.SetProperty(Actor::Property::COLOR, 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.
+  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.RemoveConstraints(constraint1Tag);
   // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetProperty( Actor::Property::COLOR, Color::WHITE );
+  actor.SetProperty(Actor::Property::COLOR, 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.
+  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;
 }
 
@@ -2635,25 +2748,25 @@ int UtcDaliActorTouchedSignal(void)
 
   // get the root layer
   Actor actor = application.GetScene().GetRootLayer();
-  DALI_TEST_CHECK( gTouchCallBackCalled == false );
+  DALI_TEST_CHECK(gTouchCallBackCalled == false);
 
   application.SendNotification();
   application.Render();
 
   // connect to its touch signal
-  actor.TouchSignal().Connect( TestTouchCallback );
+  actor.TouchedSignal().Connect(TestTouchCallback);
 
   // simulate a touch event in the middle of the screen
-  Vector2 touchPoint( application.GetScene().GetSize() * 0.5 );
+  Vector2                  touchPoint(application.GetScene().GetSize() * 0.5);
   Dali::Integration::Point point;
-  point.SetDeviceId( 1 );
-  point.SetState( PointState::DOWN );
-  point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(touchPoint.x, touchPoint.y));
   Dali::Integration::TouchEvent touchEvent;
-  touchEvent.AddPoint( point );
-  application.ProcessEvent( touchEvent );
+  touchEvent.AddPoint(point);
+  application.ProcessEvent(touchEvent);
 
-  DALI_TEST_CHECK( gTouchCallBackCalled == true );
+  DALI_TEST_CHECK(gTouchCallBackCalled == true);
   END_TEST;
 }
 
@@ -2665,25 +2778,25 @@ int UtcDaliActorHoveredSignal(void)
 
   // get the root layer
   Actor actor = application.GetScene().GetRootLayer();
-  DALI_TEST_CHECK( gHoverCallBackCalled == false );
+  DALI_TEST_CHECK(gHoverCallBackCalled == false);
 
   application.SendNotification();
   application.Render();
 
   // connect to its hover signal
-  actor.HoveredSignal().Connect( TestCallback3 );
+  actor.HoveredSignal().Connect(TestCallback3);
 
   // simulate a hover event in the middle of the screen
-  Vector2 touchPoint( application.GetScene().GetSize() * 0.5 );
+  Vector2                  touchPoint(application.GetScene().GetSize() * 0.5);
   Dali::Integration::Point point;
-  point.SetDeviceId( 1 );
-  point.SetState( PointState::MOTION );
-  point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
+  point.SetDeviceId(1);
+  point.SetState(PointState::MOTION);
+  point.SetScreenPosition(Vector2(touchPoint.x, touchPoint.y));
   Dali::Integration::HoverEvent hoverEvent;
-  hoverEvent.AddPoint( point );
-  application.ProcessEvent( hoverEvent );
+  hoverEvent.AddPoint(point);
+  application.ProcessEvent(hoverEvent);
 
-  DALI_TEST_CHECK( gHoverCallBackCalled == true );
+  DALI_TEST_CHECK(gHoverCallBackCalled == true);
   END_TEST;
 }
 
@@ -2698,19 +2811,19 @@ int UtcDaliActorOnOffSceneSignal(void)
   gActorNamesOnOffScene.clear();
 
   Actor parent = Actor::New();
-  parent.SetProperty( Actor::Property::NAME, "parent" );
-  parent.OnSceneSignal().Connect( OnSceneCallback );
-  parent.OffSceneSignal().Connect( OffSceneCallback );
+  parent.SetProperty(Actor::Property::NAME, "parent");
+  parent.OnSceneSignal().Connect(OnSceneCallback);
+  parent.OffSceneSignal().Connect(OffSceneCallback);
   // sanity check
-  DALI_TEST_CHECK( gOnSceneCallBackCalled == 0 );
-  DALI_TEST_CHECK( gOffSceneCallBackCalled == 0 );
+  DALI_TEST_CHECK(gOnSceneCallBackCalled == 0);
+  DALI_TEST_CHECK(gOffSceneCallBackCalled == 0);
 
   // add parent to the scene
-  application.GetScene().Add( parent );
+  application.GetScene().Add(parent);
   // onstage emitted, offstage not
-  DALI_TEST_EQUALS(  gOnSceneCallBackCalled, 1, TEST_LOCATION );
-  DALI_TEST_EQUALS( gOffSceneCallBackCalled, 0, TEST_LOCATION );
-  DALI_TEST_EQUALS( "parent", gActorNamesOnOffScene[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS(gOnSceneCallBackCalled, 1, TEST_LOCATION);
+  DALI_TEST_EQUALS(gOffSceneCallBackCalled, 0, TEST_LOCATION);
+  DALI_TEST_EQUALS("parent", gActorNamesOnOffScene[0], TEST_LOCATION);
 
   // test adding a child, should get onstage emitted
   // clean test data
@@ -2718,60 +2831,60 @@ int UtcDaliActorOnOffSceneSignal(void)
   gActorNamesOnOffScene.clear();
 
   Actor child = Actor::New();
-  child.SetProperty( Actor::Property::NAME, "child" );
-  child.OnSceneSignal().Connect( OnSceneCallback );
-  child.OffSceneSignal().Connect( OffSceneCallback );
-  parent.Add( child ); // add child
+  child.SetProperty(Actor::Property::NAME, "child");
+  child.OnSceneSignal().Connect(OnSceneCallback);
+  child.OffSceneSignal().Connect(OffSceneCallback);
+  parent.Add(child); // add child
   // onscene emitted, offscene not
-  DALI_TEST_EQUALS(  gOnSceneCallBackCalled, 1, TEST_LOCATION );
-  DALI_TEST_EQUALS( gOffSceneCallBackCalled, 0, TEST_LOCATION );
-  DALI_TEST_EQUALS( "child", gActorNamesOnOffScene[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS(gOnSceneCallBackCalled, 1, TEST_LOCATION);
+  DALI_TEST_EQUALS(gOffSceneCallBackCalled, 0, TEST_LOCATION);
+  DALI_TEST_EQUALS("child", gActorNamesOnOffScene[0], TEST_LOCATION);
 
   // test removing parent from the scene
   // clean test data
   gOnSceneCallBackCalled = gOffSceneCallBackCalled = 0;
   gActorNamesOnOffScene.clear();
 
-  application.GetScene().Remove( parent );
+  application.GetScene().Remove(parent);
   // onscene not emitted, offscene is
-  DALI_TEST_EQUALS(  gOnSceneCallBackCalled, 0, TEST_LOCATION );
-  DALI_TEST_EQUALS( gOffSceneCallBackCalled, 2, TEST_LOCATION );
-  DALI_TEST_EQUALS( "child", gActorNamesOnOffScene[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "parent", gActorNamesOnOffScene[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS(gOnSceneCallBackCalled, 0, TEST_LOCATION);
+  DALI_TEST_EQUALS(gOffSceneCallBackCalled, 2, TEST_LOCATION);
+  DALI_TEST_EQUALS("child", gActorNamesOnOffScene[0], TEST_LOCATION);
+  DALI_TEST_EQUALS("parent", gActorNamesOnOffScene[1], TEST_LOCATION);
 
   // test adding parent back to the scene
   // clean test data
   gOnSceneCallBackCalled = gOffSceneCallBackCalled = 0;
   gActorNamesOnOffScene.clear();
 
-  application.GetScene().Add( parent );
+  application.GetScene().Add(parent);
   // onscene emitted, offscene not
-  DALI_TEST_EQUALS(  gOnSceneCallBackCalled, 2, TEST_LOCATION );
-  DALI_TEST_EQUALS( gOffSceneCallBackCalled, 0, TEST_LOCATION );
-  DALI_TEST_EQUALS( "parent", gActorNamesOnOffScene[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "child", gActorNamesOnOffScene[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS(gOnSceneCallBackCalled, 2, TEST_LOCATION);
+  DALI_TEST_EQUALS(gOffSceneCallBackCalled, 0, TEST_LOCATION);
+  DALI_TEST_EQUALS("parent", gActorNamesOnOffScene[0], TEST_LOCATION);
+  DALI_TEST_EQUALS("child", gActorNamesOnOffScene[1], TEST_LOCATION);
 
   // test removing child
   // clean test data
   gOnSceneCallBackCalled = gOffSceneCallBackCalled = 0;
   gActorNamesOnOffScene.clear();
 
-  parent.Remove( child );
+  parent.Remove(child);
   // onscene not emitted, offscene is
-  DALI_TEST_EQUALS(  gOnSceneCallBackCalled, 0, TEST_LOCATION );
-  DALI_TEST_EQUALS( gOffSceneCallBackCalled, 1, TEST_LOCATION );
-  DALI_TEST_EQUALS( "child", gActorNamesOnOffScene[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS(gOnSceneCallBackCalled, 0, TEST_LOCATION);
+  DALI_TEST_EQUALS(gOffSceneCallBackCalled, 1, TEST_LOCATION);
+  DALI_TEST_EQUALS("child", gActorNamesOnOffScene[0], TEST_LOCATION);
 
   // test removing parent
   // clean test data
   gOnSceneCallBackCalled = gOffSceneCallBackCalled = 0;
   gActorNamesOnOffScene.clear();
 
-  application.GetScene().Remove( parent );
+  application.GetScene().Remove(parent);
   // onscene not emitted, offscene is
-  DALI_TEST_EQUALS(  gOnSceneCallBackCalled, 0, TEST_LOCATION );
-  DALI_TEST_EQUALS( gOffSceneCallBackCalled, 1, TEST_LOCATION );
-  DALI_TEST_EQUALS( "parent", gActorNamesOnOffScene[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS(gOnSceneCallBackCalled, 0, TEST_LOCATION);
+  DALI_TEST_EQUALS(gOffSceneCallBackCalled, 1, TEST_LOCATION);
+  DALI_TEST_EQUALS("parent", gActorNamesOnOffScene[0], TEST_LOCATION);
   END_TEST;
 }
 
@@ -2781,26 +2894,26 @@ int UtcDaliActorFindChildByName(void)
   TestApplication application;
 
   Actor parent = Actor::New();
-  parent.SetProperty( Actor::Property::NAME, "parent" );
-  Actor first  = Actor::New();
-  first .SetProperty( Actor::Property::NAME, "first" );
+  parent.SetProperty(Actor::Property::NAME, "parent");
+  Actor first = Actor::New();
+  first.SetProperty(Actor::Property::NAME, "first");
   Actor second = Actor::New();
-  second.SetProperty( Actor::Property::NAME, "second" );
+  second.SetProperty(Actor::Property::NAME, "second");
 
   parent.Add(first);
   first.Add(second);
 
-  Actor found = parent.FindChildByName( "foo" );
-  DALI_TEST_CHECK( !found );
+  Actor found = parent.FindChildByName("foo");
+  DALI_TEST_CHECK(!found);
 
-  found = parent.FindChildByName( "parent" );
-  DALI_TEST_CHECK( found == parent );
+  found = parent.FindChildByName("parent");
+  DALI_TEST_CHECK(found == parent);
 
-  found = parent.FindChildByName( "first" );
-  DALI_TEST_CHECK( found == first );
+  found = parent.FindChildByName("first");
+  DALI_TEST_CHECK(found == first);
 
-  found = parent.FindChildByName( "second" );
-  DALI_TEST_CHECK( found == second );
+  found = parent.FindChildByName("second");
+  DALI_TEST_CHECK(found == second);
   END_TEST;
 }
 
@@ -2816,17 +2929,17 @@ int UtcDaliActorFindChildById(void)
   parent.Add(first);
   first.Add(second);
 
-  Actor found = parent.FindChildById( 100000 );
-  DALI_TEST_CHECK( !found );
+  Actor found = parent.FindChildById(100000);
+  DALI_TEST_CHECK(!found);
 
-  found = parent.FindChildById( parent.GetProperty< int >( Actor::Property::ID ) );
-  DALI_TEST_CHECK( found == parent );
+  found = parent.FindChildById(parent.GetProperty<int>(Actor::Property::ID));
+  DALI_TEST_CHECK(found == parent);
 
-  found = parent.FindChildById( first.GetProperty< int >( Actor::Property::ID ) );
-  DALI_TEST_CHECK( found == first );
+  found = parent.FindChildById(first.GetProperty<int>(Actor::Property::ID));
+  DALI_TEST_CHECK(found == first);
 
-  found = parent.FindChildById( second.GetProperty< int >( Actor::Property::ID ) );
-  DALI_TEST_CHECK( found == second );
+  found = parent.FindChildById(second.GetProperty<int>(Actor::Property::ID));
+  DALI_TEST_CHECK(found == second);
   END_TEST;
 }
 
@@ -2835,15 +2948,16 @@ int UtcDaliActorHitTest(void)
   struct HitTestData
   {
   public:
-    HitTestData( const Vector3& scale, const Vector2& touchPoint, bool result )
-    : mScale( scale ),
-      mTouchPoint( touchPoint ),
-      mResult( result )
-    {}
+    HitTestData(const Vector3& scale, const Vector2& touchPoint, bool result)
+    : mScale(scale),
+      mTouchPoint(touchPoint),
+      mResult(result)
+    {
+    }
 
     Vector3 mScale;
     Vector2 mTouchPoint;
-    bool mResult;
+    bool    mResult;
   };
 
   TestApplication application;
@@ -2852,56 +2966,59 @@ int UtcDaliActorHitTest(void)
   // Fill a vector with different hit tests.
   struct HitTestData* hitTestData[] = {
     //                    scale                     touch point           result
-    new HitTestData( Vector3( 100.f, 100.f, 1.f ), Vector2( 289.f, 400.f ), true ),  // touch point close to the right edge (inside)
-    new HitTestData( Vector3( 100.f, 100.f, 1.f ), Vector2( 291.f, 400.f ), false ), // touch point close to the right edge (outside)
-    new HitTestData( Vector3( 110.f, 100.f, 1.f ), Vector2( 291.f, 400.f ), true ),  // same point as above with a wider scale. Should be inside.
-    new HitTestData( Vector3( 100.f, 100.f, 1.f ), Vector2( 200.f, 451.f ), false ), // touch point close to the down edge (outside)
-    new HitTestData( Vector3( 100.f, 110.f, 1.f ), Vector2( 200.f, 451.f ), true ),  // same point as above with a wider scale. Should be inside.
+    new HitTestData(Vector3(100.f, 100.f, 1.f), Vector2(289.f, 400.f), true),  // touch point close to the right edge (inside)
+    new HitTestData(Vector3(100.f, 100.f, 1.f), Vector2(291.f, 400.f), false), // touch point close to the right edge (outside)
+    new HitTestData(Vector3(110.f, 100.f, 1.f), Vector2(291.f, 400.f), true),  // same point as above with a wider scale. Should be inside.
+    new HitTestData(Vector3(100.f, 100.f, 1.f), Vector2(200.f, 451.f), false), // touch point close to the down edge (outside)
+    new HitTestData(Vector3(100.f, 110.f, 1.f), Vector2(200.f, 451.f), true),  // same point as above with a wider scale. Should be inside.
     NULL,
   };
 
   // get the root layer
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
   ResetTouchCallbacks();
 
   unsigned int index = 0;
-  while( NULL != hitTestData[index] )
+  while(NULL != hitTestData[index])
   {
-    actor.SetProperty( Actor::Property::SIZE, Vector2( 1.f, 1.f ) );
-    actor.SetProperty( Actor::Property::SCALE, Vector3( hitTestData[index]->mScale.x, hitTestData[index]->mScale.y, hitTestData[index]->mScale.z ) );
+    actor.SetProperty(Actor::Property::SIZE, Vector2(1.f, 1.f));
+    actor.SetProperty(Actor::Property::SCALE, Vector3(hitTestData[index]->mScale.x, hitTestData[index]->mScale.y, hitTestData[index]->mScale.z));
 
     // flush the queue and render once
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_CHECK( !gTouchCallBackCalled );
+    DALI_TEST_CHECK(!gTouchCallBackCalled);
 
     // connect to its touch signal
-    actor.TouchSignal().Connect(TestTouchCallback);
+    actor.TouchedSignal().Connect(TestTouchCallback);
 
     Dali::Integration::Point point;
-    point.SetState( PointState::DOWN );
-    point.SetScreenPosition( Vector2( hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y ) );
+    point.SetState(PointState::DOWN);
+    point.SetScreenPosition(Vector2(hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y));
     Dali::Integration::TouchEvent event;
-    event.AddPoint( point );
+    event.AddPoint(point);
 
     // flush the queue and render once
     application.SendNotification();
     application.Render();
-    application.ProcessEvent( event );
+    application.ProcessEvent(event);
 
-    DALI_TEST_CHECK( gTouchCallBackCalled == hitTestData[index]->mResult );
+    DALI_TEST_CHECK(gTouchCallBackCalled == hitTestData[index]->mResult);
 
-    if( gTouchCallBackCalled != hitTestData[index]->mResult )
+    if(gTouchCallBackCalled != hitTestData[index]->mResult)
       tet_printf("Test failed:\nScale %f %f %f\nTouchPoint %f, %f\nResult %d\n",
-                 hitTestData[index]->mScale.x, hitTestData[index]->mScale.y, hitTestData[index]->mScale.z,
-                 hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y,
-                 hitTestData[index]->mResult );
+                 hitTestData[index]->mScale.x,
+                 hitTestData[index]->mScale.y,
+                 hitTestData[index]->mScale.z,
+                 hitTestData[index]->mTouchPoint.x,
+                 hitTestData[index]->mTouchPoint.y,
+                 hitTestData[index]->mResult);
 
     ResetTouchCallbacks();
     ++index;
@@ -2922,19 +3039,19 @@ int UtcDaliActorSetDrawMode(void)
   application.SendNotification();
   application.Render(1);
 
-  DALI_TEST_CHECK( DrawMode::NORMAL == a.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ) ); // Ensure overlay is off by default
+  DALI_TEST_CHECK(DrawMode::NORMAL == a.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE)); // Ensure overlay is off by default
 
-  a.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
+  a.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
   application.SendNotification();
   application.Render(1);
 
-  DALI_TEST_CHECK( DrawMode::OVERLAY_2D == a.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ) ); // Check Actor is overlay
+  DALI_TEST_CHECK(DrawMode::OVERLAY_2D == a.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE)); // Check Actor is overlay
 
-  a.SetProperty( Actor::Property::DRAW_MODE, DrawMode::NORMAL );
+  a.SetProperty(Actor::Property::DRAW_MODE, DrawMode::NORMAL);
   application.SendNotification();
   application.Render(1);
 
-  DALI_TEST_CHECK( DrawMode::NORMAL == a.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ) ); // Check Actor is normal
+  DALI_TEST_CHECK(DrawMode::NORMAL == a.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE)); // Check Actor is normal
   END_TEST;
 }
 
@@ -2947,17 +3064,17 @@ int UtcDaliActorSetDrawModeOverlayRender(void)
   application.Render(1);
 
   std::vector<GLuint> ids;
-  ids.push_back( 8 );   // first rendered actor
-  ids.push_back( 9 );   // second rendered actor
-  ids.push_back( 10 );  // third rendered actor
-  application.GetGlAbstraction().SetNextTextureIds( ids );
+  ids.push_back(8);  // first rendered actor
+  ids.push_back(9);  // second rendered actor
+  ids.push_back(10); // third rendered actor
+  application.GetGlAbstraction().SetNextTextureIds(ids);
 
-  Texture imageA = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
-  Texture imageB = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
-  Texture imageC = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
-  Actor a = CreateRenderableActor( imageA );
-  Actor b = CreateRenderableActor( imageB );
-  Actor c = CreateRenderableActor( imageC );
+  Texture imageA = CreateTexture(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+  Texture imageB = CreateTexture(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+  Texture imageC = CreateTexture(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+  Actor   a      = CreateRenderableActor(imageA);
+  Actor   b      = CreateRenderableActor(imageB);
+  Actor   c      = CreateRenderableActor(imageC);
 
   application.SendNotification();
   application.Render(1);
@@ -2977,14 +3094,14 @@ int UtcDaliActorSetDrawModeOverlayRender(void)
   application.Render(1);
 
   // Should be 3 textures changes.
-  const std::vector<GLuint>& boundTextures = application.GetGlAbstraction().GetBoundTextures( GL_TEXTURE0 );
+  const std::vector<GLuint>&             boundTextures = application.GetGlAbstraction().GetBoundTextures(GL_TEXTURE0);
   typedef std::vector<GLuint>::size_type TextureSize;
-  DALI_TEST_EQUALS( boundTextures.size(), static_cast<TextureSize>( 3 ), TEST_LOCATION );
-  if( boundTextures.size() == 3 )
+  DALI_TEST_EQUALS(boundTextures.size(), static_cast<TextureSize>(3), TEST_LOCATION);
+  if(boundTextures.size() == 3)
   {
-    DALI_TEST_CHECK( boundTextures[0] == 8u );
-    DALI_TEST_CHECK( boundTextures[1] == 9u );
-    DALI_TEST_CHECK( boundTextures[2] == 10u );
+    DALI_TEST_CHECK(boundTextures[0] == 8u);
+    DALI_TEST_CHECK(boundTextures[1] == 9u);
+    DALI_TEST_CHECK(boundTextures[2] == 10u);
   }
 
   // Now texture ids have been set, we can monitor their render order.
@@ -2992,19 +3109,19 @@ int UtcDaliActorSetDrawModeOverlayRender(void)
   // b (9)
   // c (10)
   // a (8)
-  a.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
+  a.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
   application.GetGlAbstraction().ClearBoundTextures();
 
   application.SendNotification();
   application.Render(1);
 
   // Should be 3 texture changes.
-  DALI_TEST_EQUALS( boundTextures.size(), static_cast<TextureSize>(3), TEST_LOCATION );
-  if( boundTextures.size() == 3 )
+  DALI_TEST_EQUALS(boundTextures.size(), static_cast<TextureSize>(3), TEST_LOCATION);
+  if(boundTextures.size() == 3)
   {
-    DALI_TEST_CHECK( boundTextures[0] == 9u );
-    DALI_TEST_CHECK( boundTextures[1] == 10u );
-    DALI_TEST_CHECK( boundTextures[2] == 8u );
+    DALI_TEST_CHECK(boundTextures[0] == 9u);
+    DALI_TEST_CHECK(boundTextures[1] == 10u);
+    DALI_TEST_CHECK(boundTextures[2] == 8u);
   }
   END_TEST;
 }
@@ -3015,27 +3132,27 @@ int UtcDaliActorGetCurrentWorldMatrix(void)
   tet_infoline(" UtcDaliActorGetCurrentWorldMatrix");
 
   Actor parent = Actor::New();
-  parent.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
-  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
-  Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
-  Radian rotationAngle(Degree(85.0f));
+  parent.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  Vector3    parentPosition(10.0f, 20.0f, 30.0f);
+  Radian     rotationAngle(Degree(85.0f));
   Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
-  Vector3 parentScale( 1.0f, 2.0f, 3.0f );
-  parent.SetProperty( Actor::Property::POSITION, parentPosition );
-  parent.SetProperty( Actor::Property::ORIENTATION, parentRotation );
-  parent.SetProperty( Actor::Property::SCALE, parentScale );
-  application.GetScene().Add( parent );
+  Vector3    parentScale(1.0f, 2.0f, 3.0f);
+  parent.SetProperty(Actor::Property::POSITION, parentPosition);
+  parent.SetProperty(Actor::Property::ORIENTATION, parentRotation);
+  parent.SetProperty(Actor::Property::SCALE, parentScale);
+  application.GetScene().Add(parent);
 
   Actor child = Actor::New();
-  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
-  Vector3 childPosition( 0.0f, 0.0f, 100.0f );
-  Radian childRotationAngle(Degree(23.0f));
-  Quaternion childRotation( childRotationAngle, Vector3::YAXIS );
-  Vector3 childScale( 2.0f, 2.0f, 2.0f );
-  child.SetProperty( Actor::Property::POSITION, childPosition );
-  child.SetProperty( Actor::Property::ORIENTATION, childRotation );
-  child.SetProperty( Actor::Property::SCALE, childScale );
-  parent.Add( child );
+  child.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  Vector3    childPosition(0.0f, 0.0f, 100.0f);
+  Radian     childRotationAngle(Degree(23.0f));
+  Quaternion childRotation(childRotationAngle, Vector3::YAXIS);
+  Vector3    childScale(2.0f, 2.0f, 2.0f);
+  child.SetProperty(Actor::Property::POSITION, childPosition);
+  child.SetProperty(Actor::Property::ORIENTATION, childRotation);
+  child.SetProperty(Actor::Property::SCALE, childScale);
+  parent.Add(child);
 
   application.SendNotification();
   application.Render(0);
@@ -3046,43 +3163,41 @@ int UtcDaliActorGetCurrentWorldMatrix(void)
   parentMatrix.SetTransformComponents(parentScale, parentRotation, parentPosition);
 
   Matrix childMatrix(false);
-  childMatrix.SetTransformComponents( childScale, childRotation, childPosition );
+  childMatrix.SetTransformComponents(childScale, childRotation, childPosition);
 
   //Child matrix should be the composition of child and parent
   Matrix childWorldMatrix(false);
-  Matrix::Multiply( childWorldMatrix, childMatrix, parentMatrix);
+  Matrix::Multiply(childWorldMatrix, childMatrix, parentMatrix);
 
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Matrix >( Actor::Property::WORLD_MATRIX ), parentMatrix, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Matrix >( Actor::Property::WORLD_MATRIX ), childWorldMatrix, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Matrix>(Actor::Property::WORLD_MATRIX), parentMatrix, 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Matrix>(Actor::Property::WORLD_MATRIX), childWorldMatrix, 0.001, TEST_LOCATION);
   END_TEST;
 }
 
-
-
 int UtcDaliActorConstrainedToWorldMatrix(void)
 {
   TestApplication application;
   tet_infoline(" UtcDaliActorConstrainedToWorldMatrix");
 
   Actor parent = Actor::New();
-  parent.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
-  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
-  Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
-  Radian rotationAngle(Degree(85.0f));
+  parent.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  Vector3    parentPosition(10.0f, 20.0f, 30.0f);
+  Radian     rotationAngle(Degree(85.0f));
   Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
-  Vector3 parentScale( 1.0f, 2.0f, 3.0f );
-  parent.SetProperty( Actor::Property::POSITION, parentPosition );
-  parent.SetProperty( Actor::Property::ORIENTATION, parentRotation );
-  parent.SetProperty( Actor::Property::SCALE, parentScale );
-  application.GetScene().Add( parent );
+  Vector3    parentScale(1.0f, 2.0f, 3.0f);
+  parent.SetProperty(Actor::Property::POSITION, parentPosition);
+  parent.SetProperty(Actor::Property::ORIENTATION, parentRotation);
+  parent.SetProperty(Actor::Property::SCALE, parentScale);
+  application.GetScene().Add(parent);
 
   Actor child = Actor::New();
-  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
-  Constraint posConstraint = Constraint::New<Vector3>( child, Actor::Property::POSITION, PositionComponentConstraint() );
-  posConstraint.AddSource( Source( parent, Actor::Property::WORLD_MATRIX ) );
+  child.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  Constraint posConstraint = Constraint::New<Vector3>(child, Actor::Property::POSITION, PositionComponentConstraint());
+  posConstraint.AddSource(Source(parent, Actor::Property::WORLD_MATRIX));
   posConstraint.Apply();
 
-  application.GetScene().Add( child );
+  application.GetScene().Add(child);
 
   application.SendNotification();
   application.Render(0);
@@ -3092,8 +3207,8 @@ int UtcDaliActorConstrainedToWorldMatrix(void)
   Matrix parentMatrix(false);
   parentMatrix.SetTransformComponents(parentScale, parentRotation, parentPosition);
 
-  DALI_TEST_EQUALS( parent.GetCurrentProperty< Matrix >( Actor::Property::WORLD_MATRIX ), parentMatrix, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetCurrentProperty<Matrix>(Actor::Property::WORLD_MATRIX), parentMatrix, 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::POSITION), parent.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
@@ -3103,31 +3218,31 @@ int UtcDaliActorConstrainedToOrientation(void)
   tet_infoline(" UtcDaliActorConstrainedToOrientation");
 
   Actor parent = Actor::New();
-  parent.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
-  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
-  Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
-  Radian rotationAngle(Degree(85.0f));
+  parent.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  Vector3    parentPosition(10.0f, 20.0f, 30.0f);
+  Radian     rotationAngle(Degree(85.0f));
   Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
-  Vector3 parentScale( 1.0f, 2.0f, 3.0f );
-  parent.SetProperty( Actor::Property::POSITION, parentPosition );
-  parent.SetProperty( Actor::Property::ORIENTATION, parentRotation );
-  parent.SetProperty( Actor::Property::SCALE, parentScale );
-  application.GetScene().Add( parent );
+  Vector3    parentScale(1.0f, 2.0f, 3.0f);
+  parent.SetProperty(Actor::Property::POSITION, parentPosition);
+  parent.SetProperty(Actor::Property::ORIENTATION, parentRotation);
+  parent.SetProperty(Actor::Property::SCALE, parentScale);
+  application.GetScene().Add(parent);
 
   Actor child = Actor::New();
-  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
-  Constraint posConstraint = Constraint::New<Quaternion>( child, Actor::Property::ORIENTATION, OrientationComponentConstraint() );
-  posConstraint.AddSource( Source( parent, Actor::Property::ORIENTATION ) );
+  child.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  Constraint posConstraint = Constraint::New<Quaternion>(child, Actor::Property::ORIENTATION, OrientationComponentConstraint());
+  posConstraint.AddSource(Source(parent, Actor::Property::ORIENTATION));
   posConstraint.Apply();
 
-  application.GetScene().Add( child );
+  application.GetScene().Add(child);
 
   application.SendNotification();
   application.Render(0);
   application.Render();
   application.SendNotification();
 
-  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), parent.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS(child.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), parent.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
@@ -3137,31 +3252,31 @@ int UtcDaliActorConstrainedToOpacity(void)
   tet_infoline(" UtcDaliActorConstrainedToOpacity");
 
   Actor parent = Actor::New();
-  parent.SetProperty( Actor::Property::OPACITY, 0.7f );
-  application.GetScene().Add( parent );
+  parent.SetProperty(Actor::Property::OPACITY, 0.7f);
+  application.GetScene().Add(parent);
 
-  Actor child = Actor::New();
-  Constraint opacityConstraint = Constraint::New<float>( child, Actor::Property::OPACITY, EqualToConstraint() );
-  opacityConstraint.AddSource( Source( parent, Actor::Property::OPACITY ) );
+  Actor      child             = Actor::New();
+  Constraint opacityConstraint = Constraint::New<float>(child, Actor::Property::OPACITY, EqualToConstraint());
+  opacityConstraint.AddSource(Source(parent, Actor::Property::OPACITY));
   opacityConstraint.Apply();
 
-  application.GetScene().Add( child );
+  application.GetScene().Add(child);
 
   application.SendNotification();
   application.Render(0);
   application.Render();
   application.SendNotification();
 
-  DALI_TEST_EQUALS( child.GetCurrentProperty< float >( Actor::Property::OPACITY ), parent.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(child.GetCurrentProperty<float>(Actor::Property::OPACITY), parent.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.001f, TEST_LOCATION);
 
-  parent.SetProperty( Actor::Property::OPACITY, 0.3f );
+  parent.SetProperty(Actor::Property::OPACITY, 0.3f);
 
   application.SendNotification();
   application.Render(0);
   application.Render();
   application.SendNotification();
 
-  DALI_TEST_EQUALS( child.GetCurrentProperty< float >( Actor::Property::OPACITY ), parent.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(child.GetCurrentProperty<float>(Actor::Property::OPACITY), parent.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.001f, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3172,45 +3287,45 @@ int UtcDaliActorUnparent(void)
   tet_infoline(" UtcDaliActorUnparent");
 
   Actor parent = Actor::New();
-  application.GetScene().Add( parent );
+  application.GetScene().Add(parent);
 
   Actor child = Actor::New();
 
-  DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
-  DALI_TEST_CHECK( !child.GetParent() );
+  DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
+  DALI_TEST_CHECK(!child.GetParent());
 
   // Test that calling Unparent with no parent is a NOOP
   child.Unparent();
 
-  DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
-  DALI_TEST_CHECK( !child.GetParent() );
+  DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
+  DALI_TEST_CHECK(!child.GetParent());
 
   // Test that Unparent works
-  parent.Add( child );
+  parent.Add(child);
 
-  DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
-  DALI_TEST_CHECK( parent == child.GetParent() );
+  DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
+  DALI_TEST_CHECK(parent == child.GetParent());
 
   child.Unparent();
 
-  DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
-  DALI_TEST_CHECK( !child.GetParent() );
+  DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
+  DALI_TEST_CHECK(!child.GetParent());
 
   // Test that UnparentAndReset works
-  parent.Add( child );
+  parent.Add(child);
 
-  DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
-  DALI_TEST_CHECK( parent == child.GetParent() );
+  DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
+  DALI_TEST_CHECK(parent == child.GetParent());
 
-  UnparentAndReset( child );
+  UnparentAndReset(child);
 
-  DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
-  DALI_TEST_CHECK( !child );
+  DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
+  DALI_TEST_CHECK(!child);
 
   // Test that UnparentAndReset is a NOOP with empty handle
-  UnparentAndReset( child );
+  UnparentAndReset(child);
 
-  DALI_TEST_CHECK( !child );
+  DALI_TEST_CHECK(!child);
   END_TEST;
 }
 
@@ -3220,20 +3335,20 @@ int UtcDaliActorGetChildAt(void)
   tet_infoline(" UtcDaliActorGetChildAt");
 
   Actor parent = Actor::New();
-  application.GetScene().Add( parent );
+  application.GetScene().Add(parent);
 
   Actor child0 = Actor::New();
-  parent.Add( child0 );
+  parent.Add(child0);
 
   Actor child1 = Actor::New();
-  parent.Add( child1 );
+  parent.Add(child1);
 
   Actor child2 = Actor::New();
-  parent.Add( child2 );
+  parent.Add(child2);
 
-  DALI_TEST_EQUALS( parent.GetChildAt( 0 ), child0, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetChildAt( 1 ), child1, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetChildAt( 2 ), child2, TEST_LOCATION );
+  DALI_TEST_EQUALS(parent.GetChildAt(0), child0, TEST_LOCATION);
+  DALI_TEST_EQUALS(parent.GetChildAt(1), child1, TEST_LOCATION);
+  DALI_TEST_EQUALS(parent.GetChildAt(2), child2, TEST_LOCATION);
   END_TEST;
 }
 
@@ -3243,16 +3358,15 @@ int UtcDaliActorSetGetOverlay(void)
   tet_infoline(" UtcDaliActorSetGetOverlay");
 
   Actor parent = Actor::New();
-  parent.SetProperty( Actor::Property::DRAW_MODE,DrawMode::OVERLAY_2D );
-  DALI_TEST_CHECK( parent.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ) == DrawMode::OVERLAY_2D );
+  parent.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
+  DALI_TEST_CHECK(parent.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE) == DrawMode::OVERLAY_2D);
   END_TEST;
 }
 
-
 int UtcDaliActorCreateDestroy(void)
 {
   Actor* actor = new Actor;
-  DALI_TEST_CHECK( actor );
+  DALI_TEST_CHECK(actor);
   delete actor;
   END_TEST;
 }
@@ -3261,69 +3375,69 @@ namespace
 {
 struct PropertyStringIndex
 {
-  const char * const name;
+  const char* const     name;
   const Property::Index index;
-  const Property::Type type;
+  const Property::Type  type;
 };
 
 const PropertyStringIndex PROPERTY_TABLE[] =
-{
-  { "parentOrigin",             Actor::Property::PARENT_ORIGIN,            Property::VECTOR3     },
-  { "parentOriginX",            Actor::Property::PARENT_ORIGIN_X,          Property::FLOAT       },
-  { "parentOriginY",            Actor::Property::PARENT_ORIGIN_Y,          Property::FLOAT       },
-  { "parentOriginZ",            Actor::Property::PARENT_ORIGIN_Z,          Property::FLOAT       },
-  { "anchorPoint",              Actor::Property::ANCHOR_POINT,             Property::VECTOR3     },
-  { "anchorPointX",             Actor::Property::ANCHOR_POINT_X,           Property::FLOAT       },
-  { "anchorPointY",             Actor::Property::ANCHOR_POINT_Y,           Property::FLOAT       },
-  { "anchorPointZ",             Actor::Property::ANCHOR_POINT_Z,           Property::FLOAT       },
-  { "size",                     Actor::Property::SIZE,                     Property::VECTOR3     },
-  { "sizeWidth",                Actor::Property::SIZE_WIDTH,               Property::FLOAT       },
-  { "sizeHeight",               Actor::Property::SIZE_HEIGHT,              Property::FLOAT       },
-  { "sizeDepth",                Actor::Property::SIZE_DEPTH,               Property::FLOAT       },
-  { "position",                 Actor::Property::POSITION,                 Property::VECTOR3     },
-  { "positionX",                Actor::Property::POSITION_X,               Property::FLOAT       },
-  { "positionY",                Actor::Property::POSITION_Y,               Property::FLOAT       },
-  { "positionZ",                Actor::Property::POSITION_Z,               Property::FLOAT       },
-  { "worldPosition",            Actor::Property::WORLD_POSITION,           Property::VECTOR3     },
-  { "worldPositionX",           Actor::Property::WORLD_POSITION_X,         Property::FLOAT       },
-  { "worldPositionY",           Actor::Property::WORLD_POSITION_Y,         Property::FLOAT       },
-  { "worldPositionZ",           Actor::Property::WORLD_POSITION_Z,         Property::FLOAT       },
-  { "orientation",              Actor::Property::ORIENTATION,              Property::ROTATION    },
-  { "worldOrientation",         Actor::Property::WORLD_ORIENTATION,        Property::ROTATION    },
-  { "scale",                    Actor::Property::SCALE,                    Property::VECTOR3     },
-  { "scaleX",                   Actor::Property::SCALE_X,                  Property::FLOAT       },
-  { "scaleY",                   Actor::Property::SCALE_Y,                  Property::FLOAT       },
-  { "scaleZ",                   Actor::Property::SCALE_Z,                  Property::FLOAT       },
-  { "worldScale",               Actor::Property::WORLD_SCALE,              Property::VECTOR3     },
-  { "visible",                  Actor::Property::VISIBLE,                  Property::BOOLEAN     },
-  { "color",                    Actor::Property::COLOR,                    Property::VECTOR4     },
-  { "colorRed",                 Actor::Property::COLOR_RED,                Property::FLOAT       },
-  { "colorGreen",               Actor::Property::COLOR_GREEN,              Property::FLOAT       },
-  { "colorBlue",                Actor::Property::COLOR_BLUE,               Property::FLOAT       },
-  { "colorAlpha",               Actor::Property::COLOR_ALPHA,              Property::FLOAT       },
-  { "worldColor",               Actor::Property::WORLD_COLOR,              Property::VECTOR4     },
-  { "worldMatrix",              Actor::Property::WORLD_MATRIX,             Property::MATRIX      },
-  { "name",                     Actor::Property::NAME,                     Property::STRING      },
-  { "sensitive",                Actor::Property::SENSITIVE,                Property::BOOLEAN     },
-  { "leaveRequired",            Actor::Property::LEAVE_REQUIRED,           Property::BOOLEAN     },
-  { "inheritOrientation",       Actor::Property::INHERIT_ORIENTATION,      Property::BOOLEAN     },
-  { "inheritScale",             Actor::Property::INHERIT_SCALE,            Property::BOOLEAN     },
-  { "colorMode",                Actor::Property::COLOR_MODE,               Property::INTEGER     },
-  { "drawMode",                 Actor::Property::DRAW_MODE,                Property::INTEGER     },
-  { "sizeModeFactor",           Actor::Property::SIZE_MODE_FACTOR,         Property::VECTOR3     },
-  { "widthResizePolicy",        Actor::Property::WIDTH_RESIZE_POLICY,      Property::STRING      },
-  { "heightResizePolicy",       Actor::Property::HEIGHT_RESIZE_POLICY,     Property::STRING      },
-  { "sizeScalePolicy",          Actor::Property::SIZE_SCALE_POLICY,        Property::INTEGER     },
-  { "widthForHeight",           Actor::Property::WIDTH_FOR_HEIGHT,         Property::BOOLEAN     },
-  { "heightForWidth",           Actor::Property::HEIGHT_FOR_WIDTH,         Property::BOOLEAN     },
-  { "padding",                  Actor::Property::PADDING,                  Property::VECTOR4     },
-  { "minimumSize",              Actor::Property::MINIMUM_SIZE,             Property::VECTOR2     },
-  { "maximumSize",              Actor::Property::MAXIMUM_SIZE,             Property::VECTOR2     },
-  { "inheritPosition",          Actor::Property::INHERIT_POSITION,         Property::BOOLEAN     },
-  { "clippingMode",             Actor::Property::CLIPPING_MODE,            Property::STRING      },
-  { "opacity",                  Actor::Property::OPACITY,             Property::FLOAT       },
+  {
+    {"parentOrigin", Actor::Property::PARENT_ORIGIN, Property::VECTOR3},
+    {"parentOriginX", Actor::Property::PARENT_ORIGIN_X, Property::FLOAT},
+    {"parentOriginY", Actor::Property::PARENT_ORIGIN_Y, Property::FLOAT},
+    {"parentOriginZ", Actor::Property::PARENT_ORIGIN_Z, Property::FLOAT},
+    {"anchorPoint", Actor::Property::ANCHOR_POINT, Property::VECTOR3},
+    {"anchorPointX", Actor::Property::ANCHOR_POINT_X, Property::FLOAT},
+    {"anchorPointY", Actor::Property::ANCHOR_POINT_Y, Property::FLOAT},
+    {"anchorPointZ", Actor::Property::ANCHOR_POINT_Z, Property::FLOAT},
+    {"size", Actor::Property::SIZE, Property::VECTOR3},
+    {"sizeWidth", Actor::Property::SIZE_WIDTH, Property::FLOAT},
+    {"sizeHeight", Actor::Property::SIZE_HEIGHT, Property::FLOAT},
+    {"sizeDepth", Actor::Property::SIZE_DEPTH, Property::FLOAT},
+    {"position", Actor::Property::POSITION, Property::VECTOR3},
+    {"positionX", Actor::Property::POSITION_X, Property::FLOAT},
+    {"positionY", Actor::Property::POSITION_Y, Property::FLOAT},
+    {"positionZ", Actor::Property::POSITION_Z, Property::FLOAT},
+    {"worldPosition", Actor::Property::WORLD_POSITION, Property::VECTOR3},
+    {"worldPositionX", Actor::Property::WORLD_POSITION_X, Property::FLOAT},
+    {"worldPositionY", Actor::Property::WORLD_POSITION_Y, Property::FLOAT},
+    {"worldPositionZ", Actor::Property::WORLD_POSITION_Z, Property::FLOAT},
+    {"orientation", Actor::Property::ORIENTATION, Property::ROTATION},
+    {"worldOrientation", Actor::Property::WORLD_ORIENTATION, Property::ROTATION},
+    {"scale", Actor::Property::SCALE, Property::VECTOR3},
+    {"scaleX", Actor::Property::SCALE_X, Property::FLOAT},
+    {"scaleY", Actor::Property::SCALE_Y, Property::FLOAT},
+    {"scaleZ", Actor::Property::SCALE_Z, Property::FLOAT},
+    {"worldScale", Actor::Property::WORLD_SCALE, Property::VECTOR3},
+    {"visible", Actor::Property::VISIBLE, Property::BOOLEAN},
+    {"color", Actor::Property::COLOR, Property::VECTOR4},
+    {"colorRed", Actor::Property::COLOR_RED, Property::FLOAT},
+    {"colorGreen", Actor::Property::COLOR_GREEN, Property::FLOAT},
+    {"colorBlue", Actor::Property::COLOR_BLUE, Property::FLOAT},
+    {"colorAlpha", Actor::Property::COLOR_ALPHA, Property::FLOAT},
+    {"worldColor", Actor::Property::WORLD_COLOR, Property::VECTOR4},
+    {"worldMatrix", Actor::Property::WORLD_MATRIX, Property::MATRIX},
+    {"name", Actor::Property::NAME, Property::STRING},
+    {"sensitive", Actor::Property::SENSITIVE, Property::BOOLEAN},
+    {"leaveRequired", Actor::Property::LEAVE_REQUIRED, Property::BOOLEAN},
+    {"inheritOrientation", Actor::Property::INHERIT_ORIENTATION, Property::BOOLEAN},
+    {"inheritScale", Actor::Property::INHERIT_SCALE, Property::BOOLEAN},
+    {"colorMode", Actor::Property::COLOR_MODE, Property::INTEGER},
+    {"drawMode", Actor::Property::DRAW_MODE, Property::INTEGER},
+    {"sizeModeFactor", Actor::Property::SIZE_MODE_FACTOR, Property::VECTOR3},
+    {"widthResizePolicy", Actor::Property::WIDTH_RESIZE_POLICY, Property::STRING},
+    {"heightResizePolicy", Actor::Property::HEIGHT_RESIZE_POLICY, Property::STRING},
+    {"sizeScalePolicy", Actor::Property::SIZE_SCALE_POLICY, Property::INTEGER},
+    {"widthForHeight", Actor::Property::WIDTH_FOR_HEIGHT, Property::BOOLEAN},
+    {"heightForWidth", Actor::Property::HEIGHT_FOR_WIDTH, Property::BOOLEAN},
+    {"padding", Actor::Property::PADDING, Property::VECTOR4},
+    {"minimumSize", Actor::Property::MINIMUM_SIZE, Property::VECTOR2},
+    {"maximumSize", Actor::Property::MAXIMUM_SIZE, Property::VECTOR2},
+    {"inheritPosition", Actor::Property::INHERIT_POSITION, Property::BOOLEAN},
+    {"clippingMode", Actor::Property::CLIPPING_MODE, Property::STRING},
+    {"opacity", Actor::Property::OPACITY, Property::FLOAT},
 };
-const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
+const unsigned int PROPERTY_TABLE_COUNT = sizeof(PROPERTY_TABLE) / sizeof(PROPERTY_TABLE[0]);
 } // unnamed namespace
 
 int UtcDaliActorProperties(void)
@@ -3332,12 +3446,12 @@ int UtcDaliActorProperties(void)
 
   Actor actor = Actor::New();
 
-  for ( unsigned int i = 0; i < PROPERTY_TABLE_COUNT; ++i )
+  for(unsigned int i = 0; i < PROPERTY_TABLE_COUNT; ++i)
   {
-    tet_printf( "Checking %s == %d\n", PROPERTY_TABLE[i].name, PROPERTY_TABLE[i].index );
-    DALI_TEST_EQUALS( actor.GetPropertyName( PROPERTY_TABLE[i].index ), PROPERTY_TABLE[i].name, TEST_LOCATION );
-    DALI_TEST_EQUALS( actor.GetPropertyIndex( PROPERTY_TABLE[i].name ), PROPERTY_TABLE[i].index, TEST_LOCATION );
-    DALI_TEST_EQUALS( actor.GetPropertyType( PROPERTY_TABLE[i].index ), PROPERTY_TABLE[i].type, TEST_LOCATION );
+    tet_printf("Checking %s == %d\n", PROPERTY_TABLE[i].name, PROPERTY_TABLE[i].index);
+    DALI_TEST_EQUALS(actor.GetPropertyName(PROPERTY_TABLE[i].index), PROPERTY_TABLE[i].name, TEST_LOCATION);
+    DALI_TEST_EQUALS(actor.GetPropertyIndex(PROPERTY_TABLE[i].name), PROPERTY_TABLE[i].index, TEST_LOCATION);
+    DALI_TEST_EQUALS(actor.GetPropertyType(PROPERTY_TABLE[i].index), PROPERTY_TABLE[i].type, TEST_LOCATION);
   }
   END_TEST;
 }
@@ -3349,35 +3463,35 @@ int UtcDaliRelayoutProperties_ResizePolicies(void)
   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 );
+  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)
+  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 );
+    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 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 );
+  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 );
+  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 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 );
+  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 );
+  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;
 }
@@ -3389,21 +3503,21 @@ int UtcDaliRelayoutProperties_SizeScalePolicy(void)
   Actor actor = Actor::New();
 
   // Defaults
-  DALI_TEST_EQUALS( actor.GetProperty< SizeScalePolicy::Type >( Actor::Property::SIZE_SCALE_POLICY ), SizeScalePolicy::USE_SIZE_SET, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<SizeScalePolicy::Type>(Actor::Property::SIZE_SCALE_POLICY), SizeScalePolicy::USE_SIZE_SET, TEST_LOCATION);
 
   SizeScalePolicy::Type policy = SizeScalePolicy::FILL_WITH_ASPECT_RATIO;
-  actor.SetProperty( Actor::Property::SIZE_SCALE_POLICY, policy );
-  DALI_TEST_EQUALS( actor.GetProperty< SizeScalePolicy::Type >( Actor::Property::SIZE_SCALE_POLICY ), policy, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::SIZE_SCALE_POLICY, policy);
+  DALI_TEST_EQUALS(actor.GetProperty<SizeScalePolicy::Type>(Actor::Property::SIZE_SCALE_POLICY), policy, TEST_LOCATION);
 
   // Set
   const SizeScalePolicy::Type policy1 = SizeScalePolicy::FIT_WITH_ASPECT_RATIO;
   const SizeScalePolicy::Type policy2 = SizeScalePolicy::FILL_WITH_ASPECT_RATIO;
 
-  actor.SetProperty( Actor::Property::SIZE_SCALE_POLICY, policy1 );
-  DALI_TEST_EQUALS( actor.GetProperty< SizeScalePolicy::Type >( Actor::Property::SIZE_SCALE_POLICY ), policy1, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::SIZE_SCALE_POLICY, policy1);
+  DALI_TEST_EQUALS(actor.GetProperty<SizeScalePolicy::Type>(Actor::Property::SIZE_SCALE_POLICY), policy1, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::SIZE_SCALE_POLICY, policy2 );
-  DALI_TEST_EQUALS( actor.GetProperty< SizeScalePolicy::Type >( Actor::Property::SIZE_SCALE_POLICY ), policy2, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::SIZE_SCALE_POLICY, policy2);
+  DALI_TEST_EQUALS(actor.GetProperty<SizeScalePolicy::Type>(Actor::Property::SIZE_SCALE_POLICY), policy2, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3415,18 +3529,18 @@ int UtcDaliRelayoutProperties_SizeModeFactor(void)
   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.GetProperty< Vector3 >( Actor::Property::SIZE_MODE_FACTOR ), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION );
+  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.GetProperty<Vector3>(Actor::Property::SIZE_MODE_FACTOR), Vector3(1.0f, 1.0f, 1.0f), TEST_LOCATION);
 
-  Vector3 sizeMode( 1.0f, 2.0f, 3.0f );
-  actor.SetProperty( Actor::Property::SIZE_MODE_FACTOR, sizeMode );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE_MODE_FACTOR ), sizeMode, TEST_LOCATION );
+  Vector3 sizeMode(1.0f, 2.0f, 3.0f);
+  actor.SetProperty(Actor::Property::SIZE_MODE_FACTOR, sizeMode);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE_MODE_FACTOR), sizeMode, TEST_LOCATION);
 
   // Set
-  Vector3 sizeMode1( 2.0f, 3.0f, 4.0f );
+  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 );
+  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;
 }
@@ -3438,19 +3552,19 @@ int UtcDaliRelayoutProperties_DimensionDependency(void)
   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 );
+  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::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 );
+  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 );
+  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;
 }
@@ -3462,13 +3576,13 @@ int UtcDaliRelayoutProperties_Padding(void)
   Actor actor = Actor::New();
 
   // Data
-  Vector4 padding( 1.0f, 2.0f, 3.0f, 4.0f );
+  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 >();
+  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 );
+  DALI_TEST_EQUALS(paddingResult, padding, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3480,19 +3594,19 @@ int UtcDaliRelayoutProperties_MinimumMaximumSize(void)
   Actor actor = Actor::New();
 
   // Data
-  Vector2 minSize( 1.0f, 2.0f );
+  Vector2 minSize(1.0f, 2.0f);
 
-  actor.SetProperty( Actor::Property::MINIMUM_SIZE, minSize );
-  Vector2 resultMin = actor.GetProperty( Actor::Property::MINIMUM_SIZE ).Get< Vector2 >();
+  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 );
+  DALI_TEST_EQUALS(resultMin, minSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
-  Vector2 maxSize( 3.0f, 4.0f );
+  Vector2 maxSize(3.0f, 4.0f);
 
-  actor.SetProperty( Actor::Property::MAXIMUM_SIZE, maxSize );
-  Vector2 resultMax = actor.GetProperty( Actor::Property::MAXIMUM_SIZE ).Get< Vector2 >();
+  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 );
+  DALI_TEST_EQUALS(resultMax, maxSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3503,7 +3617,7 @@ int UtcDaliActorGetHeightForWidth(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_EQUALS( actor.GetHeightForWidth( 1.0f ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetHeightForWidth(1.0f), 1.0f, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3514,7 +3628,7 @@ int UtcDaliActorGetWidthForHeight(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_EQUALS( actor.GetWidthForHeight( 1.0f ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetWidthForHeight(1.0f), 1.0f, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3526,18 +3640,18 @@ int UtcDaliActorGetRelayoutSize(void)
   Actor actor = Actor::New();
 
   // Add actor to stage
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetRelayoutSize(Dimension::WIDTH), 0.0f, TEST_LOCATION);
 
-  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
-  actor.SetProperty( Actor::Property::SIZE, Vector2( 1.0f, 0.0f ) );
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::WIDTH);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(1.0f, 0.0f));
 
   // Flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetRelayoutSize(Dimension::WIDTH), 1.0f, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3549,22 +3663,22 @@ int UtcDaliActorSetPadding(void)
   Actor actor = Actor::New();
 
   Padding padding;
-  padding = actor.GetProperty<Vector4>( Actor::Property::PADDING );
+  padding = actor.GetProperty<Vector4>(Actor::Property::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 );
+  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.SetProperty( Actor::Property::PADDING, padding2 );
+  Padding padding2(1.0f, 2.0f, 3.0f, 4.0f);
+  actor.SetProperty(Actor::Property::PADDING, padding2);
 
-  padding = actor.GetProperty<Vector4>( Actor::Property::PADDING );
+  padding = actor.GetProperty<Vector4>(Actor::Property::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 );
+  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;
 }
@@ -3575,18 +3689,18 @@ int UtcDaliActorSetMinimumSize(void)
 
   Actor actor = Actor::New();
 
-  Vector2 size = actor.GetProperty< Vector2 >( Actor::Property::MINIMUM_SIZE );
+  Vector2 size = actor.GetProperty<Vector2>(Actor::Property::MINIMUM_SIZE);
 
-  DALI_TEST_EQUALS( size.width, 0.0f, TEST_LOCATION );
-  DALI_TEST_EQUALS( size.height, 0.0f, TEST_LOCATION );
+  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.SetProperty( Actor::Property::MINIMUM_SIZE, size2 );
+  Vector2 size2(1.0f, 2.0f);
+  actor.SetProperty(Actor::Property::MINIMUM_SIZE, size2);
 
-  size = actor.GetProperty< Vector2 >( Actor::Property::MINIMUM_SIZE );
+  size = actor.GetProperty<Vector2>(Actor::Property::MINIMUM_SIZE);
 
-  DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
-  DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
+  DALI_TEST_EQUALS(size.width, size2.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(size.height, size2.height, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3597,18 +3711,18 @@ int UtcDaliActorSetMaximumSize(void)
 
   Actor actor = Actor::New();
 
-  Vector2 size = actor.GetProperty< Vector2 >( Actor::Property::MAXIMUM_SIZE );
+  Vector2 size = actor.GetProperty<Vector2>(Actor::Property::MAXIMUM_SIZE);
 
-  DALI_TEST_EQUALS( size.width, FLT_MAX, TEST_LOCATION );
-  DALI_TEST_EQUALS( size.height, FLT_MAX, TEST_LOCATION );
+  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.SetProperty( Actor::Property::MAXIMUM_SIZE, size2 );
+  Vector2 size2(1.0f, 2.0f);
+  actor.SetProperty(Actor::Property::MAXIMUM_SIZE, size2);
 
-  size = actor.GetProperty< Vector2 >( Actor::Property::MAXIMUM_SIZE );
+  size = actor.GetProperty<Vector2>(Actor::Property::MAXIMUM_SIZE);
 
-  DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
-  DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
+  DALI_TEST_EQUALS(size.width, size2.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(size.height, size2.height, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3624,25 +3738,25 @@ int UtcDaliActorOnRelayoutSignal(void)
   gActorNamesRelayout.clear();
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::NAME, "actor" );
-  actor.OnRelayoutSignal().Connect( OnRelayoutCallback );
+  actor.SetProperty(Actor::Property::NAME, "actor");
+  actor.OnRelayoutSignal().Connect(OnRelayoutCallback);
 
   // Sanity check
-  DALI_TEST_CHECK( ! gOnRelayoutCallBackCalled );
+  DALI_TEST_CHECK(!gOnRelayoutCallBackCalled);
 
   // Add actor to stage
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
-  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
-  actor.SetProperty( Actor::Property::SIZE, Vector2( 1.0f, 2.0 ) );
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(1.0f, 2.0));
 
   // Flush the queue and render once
   application.SendNotification();
   application.Render();
 
   // OnRelayout emitted
-  DALI_TEST_EQUALS(  gOnRelayoutCallBackCalled, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( "actor", gActorNamesRelayout[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS(gOnRelayoutCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS("actor", gActorNamesRelayout[0], TEST_LOCATION);
 
   END_TEST;
 }
@@ -3652,7 +3766,6 @@ int UtcDaliActorGetHierachyDepth(void)
   TestApplication application;
   tet_infoline("Testing Dali::Actor::GetHierarchyDepth()");
 
-
   /* Build tree of actors:
    *
    *                      Depth
@@ -3665,7 +3778,7 @@ int UtcDaliActorGetHierachyDepth(void)
    *
    * GetHierarchyDepth should return 1 for A, 2 for B and C, and 3 for D, E and F.
    */
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
@@ -3675,48 +3788,48 @@ int UtcDaliActorGetHierachyDepth(void)
   Actor actorF = Actor::New();
 
   //Test that root actor has depth equal 0
-  DALI_TEST_EQUALS( 0, stage.GetRootLayer().GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS(0, stage.GetRootLayer().GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
 
   //Test actors return depth -1 when not connected to the tree
-  DALI_TEST_EQUALS( -1, actorA.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorB.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorC.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorD.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorE.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorF.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS(-1, actorA.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(-1, actorB.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(-1, actorC.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(-1, actorD.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(-1, actorE.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(-1, actorF.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
 
   //Create the hierarchy
-  stage.Add( actorA );
-  actorA.Add( actorB );
-  actorA.Add( actorC );
-  actorB.Add( actorD );
-  actorB.Add( actorE );
-  actorC.Add( actorF );
+  stage.Add(actorA);
+  actorA.Add(actorB);
+  actorA.Add(actorC);
+  actorB.Add(actorD);
+  actorB.Add(actorE);
+  actorC.Add(actorF);
 
   //Test actors return correct depth
-  DALI_TEST_EQUALS( 1, actorA.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( 2, actorB.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( 2, actorC.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( 3, actorD.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( 3, actorE.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( 3, actorF.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS(1, actorA.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(2, actorB.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(2, actorC.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(3, actorD.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(3, actorE.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(3, actorF.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
 
   //Removing actorB from the hierarchy. actorB, actorD and actorE should now have depth equal -1
-  actorA.Remove( actorB );
+  actorA.Remove(actorB);
 
-  DALI_TEST_EQUALS( -1, actorB.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorD.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorE.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS(-1, actorB.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(-1, actorD.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(-1, actorE.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
 
   //Removing actorA from the stage. All actors should have depth equal -1
-  stage.Remove( actorA );
+  stage.Remove(actorA);
 
-  DALI_TEST_EQUALS( -1, actorA.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorB.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorC.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorD.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorE.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorF.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS(-1, actorA.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(-1, actorB.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(-1, actorC.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(-1, actorD.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(-1, actorE.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(-1, actorF.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
 
   END_TEST;
 }
@@ -3727,36 +3840,36 @@ int UtcDaliActorAnchorPointPropertyAsString(void)
 
   Actor actor = Actor::New();
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, "TOP_LEFT");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::TOP_LEFT, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, "TOP_CENTER");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::TOP_CENTER, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, "TOP_RIGHT");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::TOP_RIGHT, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, "CENTER_LEFT");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::CENTER_LEFT, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::CENTER, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, "CENTER");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::CENTER, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, "CENTER_RIGHT");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::CENTER_RIGHT, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, "BOTTOM_LEFT");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, "BOTTOM_CENTER");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, "BOTTOM_RIGHT");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION);
 
   // Invalid should not change anything
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, "INVALID_ARG" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, "INVALID_ARG");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3767,36 +3880,36 @@ int UtcDaliActorParentOriginPropertyAsString(void)
 
   Actor actor = Actor::New();
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, "TOP_LEFT");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::TOP_LEFT, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, "TOP_CENTER");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::TOP_CENTER, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, "TOP_RIGHT");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::TOP_RIGHT, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, "CENTER_LEFT");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::CENTER_LEFT, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::CENTER, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, "CENTER");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::CENTER, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, "CENTER_RIGHT");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::CENTER_RIGHT, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, "BOTTOM_LEFT");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, "BOTTOM_CENTER");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, "BOTTOM_RIGHT");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION);
 
   // Invalid should not change anything
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "INVALID_ARG" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, "INVALID_ARG");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3807,21 +3920,21 @@ int UtcDaliActorColorModePropertyAsString(void)
 
   Actor actor = Actor::New();
 
-  actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_COLOR" );
-  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_COLOR, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_MODE, "USE_OWN_COLOR");
+  DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), USE_OWN_COLOR, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR_MODE, "USE_PARENT_COLOR" );
-  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_PARENT_COLOR, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_MODE, "USE_PARENT_COLOR");
+  DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), USE_PARENT_COLOR, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_COLOR" );
-  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_COLOR");
+  DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_ALPHA" );
-  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_ALPHA");
+  DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION);
 
   // Invalid should not change anything
-  actor.SetProperty( Actor::Property::COLOR_MODE, "INVALID_ARG" );
-  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_MODE, "INVALID_ARG");
+  DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3832,15 +3945,15 @@ int UtcDaliActorDrawModePropertyAsString(void)
 
   Actor actor = Actor::New();
 
-  actor.SetProperty( Actor::Property::DRAW_MODE, "NORMAL" );
-  DALI_TEST_EQUALS( actor.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ), DrawMode::NORMAL, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::DRAW_MODE, "NORMAL");
+  DALI_TEST_EQUALS(actor.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE), DrawMode::NORMAL, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::DRAW_MODE, "OVERLAY_2D" );
-  DALI_TEST_EQUALS( actor.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ), DrawMode::OVERLAY_2D, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::DRAW_MODE, "OVERLAY_2D");
+  DALI_TEST_EQUALS(actor.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE), DrawMode::OVERLAY_2D, TEST_LOCATION);
 
   // Invalid should not change anything
-  actor.SetProperty( Actor::Property::DRAW_MODE, "INVALID_ARG" );
-  DALI_TEST_EQUALS( actor.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ), DrawMode::OVERLAY_2D, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::DRAW_MODE, "INVALID_ARG");
+  DALI_TEST_EQUALS(actor.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE), DrawMode::OVERLAY_2D, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3851,17 +3964,17 @@ int UtcDaliActorColorModePropertyAsEnum(void)
 
   Actor actor = Actor::New();
 
-  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
-  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_COLOR, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_COLOR);
+  DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), USE_OWN_COLOR, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR_MODE, USE_PARENT_COLOR );
-  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_PARENT_COLOR, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_MODE, USE_PARENT_COLOR);
+  DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), USE_PARENT_COLOR, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
-  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR);
+  DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA );
-  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA);
+  DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3872,11 +3985,11 @@ int UtcDaliActorDrawModePropertyAsEnum(void)
 
   Actor actor = Actor::New();
 
-  actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::NORMAL );
-  DALI_TEST_EQUALS( actor.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ), DrawMode::NORMAL, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::DRAW_MODE, DrawMode::NORMAL);
+  DALI_TEST_EQUALS(actor.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE), DrawMode::NORMAL, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
-  DALI_TEST_EQUALS( actor.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ), DrawMode::OVERLAY_2D, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
+  DALI_TEST_EQUALS(actor.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE), DrawMode::OVERLAY_2D, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3888,15 +4001,15 @@ int UtcDaliActorAddRendererP(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetRendererCount(), 0u, TEST_LOCATION);
 
   Geometry geometry = CreateQuadGeometry();
-  Shader shader = CreateShader();
+  Shader   shader   = CreateShader();
   Renderer renderer = Renderer::New(geometry, shader);
 
-  actor.AddRenderer( renderer );
-  DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+  actor.AddRenderer(renderer);
+  DALI_TEST_EQUALS(actor.GetRendererCount(), 1u, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetRendererAt(0), renderer, TEST_LOCATION);
 
   END_TEST;
 }
@@ -3906,25 +4019,25 @@ int UtcDaliActorAddRendererN01(void)
   tet_infoline("Testing Actor::AddRenderer");
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor    actor = Actor::New();
   Renderer renderer;
 
   // try illegal Add
   try
   {
-    actor.AddRenderer( renderer );
-    tet_printf("Assertion test failed - no Exception\n" );
+    actor.AddRenderer(renderer);
+    tet_printf("Assertion test failed - no Exception\n");
     tet_result(TET_FAIL);
   }
   catch(Dali::DaliException& e)
   {
-    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_PRINT_ASSERT(e);
     DALI_TEST_ASSERT(e, "Renderer handle is empty", TEST_LOCATION);
-    DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetRendererCount(), 0u, TEST_LOCATION);
   }
   catch(...)
   {
-    tet_printf("Assertion test failed - wrong Exception\n" );
+    tet_printf("Assertion test failed - wrong Exception\n");
     tet_result(TET_FAIL);
   }
 
@@ -3933,17 +4046,17 @@ int UtcDaliActorAddRendererN01(void)
 
 int UtcDaliActorAddRendererN02(void)
 {
-  tet_infoline( "UtcDaliActorAddRendererN02" );
+  tet_infoline("UtcDaliActorAddRendererN02");
 
-  Actor actor;
+  Actor    actor;
   Renderer renderer;
 
   {
     TestApplication application;
 
     Geometry geometry = CreateQuadGeometry();
-    Shader shader = CreateShader();
-    renderer = Renderer::New( geometry, shader );
+    Shader   shader   = CreateShader();
+    renderer          = Renderer::New(geometry, shader);
 
     actor = Actor::New();
   }
@@ -3951,19 +4064,19 @@ int UtcDaliActorAddRendererN02(void)
   // try illegal AddRenderer
   try
   {
-    actor.AddRenderer( renderer );
-    tet_printf( "Assertion test failed - no Exception\n" );
-    tet_result( TET_FAIL );
+    actor.AddRenderer(renderer);
+    tet_printf("Assertion test failed - no Exception\n");
+    tet_result(TET_FAIL);
   }
-  catch( Dali::DaliException& e )
+  catch(Dali::DaliException& e)
   {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT( e, "EventThreadServices::IsCoreRunning()", TEST_LOCATION );
+    DALI_TEST_PRINT_ASSERT(e);
+    DALI_TEST_ASSERT(e, "EventThreadServices::IsCoreRunning()", TEST_LOCATION);
   }
   catch(...)
   {
-    tet_printf( "Assertion test failed - wrong Exception\n" );
-    tet_result( TET_FAIL );
+    tet_printf("Assertion test failed - wrong Exception\n");
+    tet_result(TET_FAIL);
   }
 
   END_TEST;
@@ -3981,7 +4094,7 @@ int UtcDaliActorAddRendererOnScene(void)
   application.Render(0);
 
   Geometry geometry = CreateQuadGeometry();
-  Shader shader = CreateShader();
+  Shader   shader   = CreateShader();
   Renderer renderer = Renderer::New(geometry, shader);
 
   application.SendNotification();
@@ -3989,7 +4102,7 @@ int UtcDaliActorAddRendererOnScene(void)
 
   try
   {
-    actor.AddRenderer( renderer );
+    actor.AddRenderer(renderer);
     tet_result(TET_PASS);
   }
   catch(...)
@@ -4007,16 +4120,16 @@ int UtcDaliActorRemoveRendererP1(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetRendererCount(), 0u, TEST_LOCATION);
 
   {
     Geometry geometry = CreateQuadGeometry();
-    Shader shader = CreateShader();
+    Shader   shader   = CreateShader();
     Renderer renderer = Renderer::New(geometry, shader);
 
-    actor.AddRenderer( renderer );
-    DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
-    DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+    actor.AddRenderer(renderer);
+    DALI_TEST_EQUALS(actor.GetRendererCount(), 1u, TEST_LOCATION);
+    DALI_TEST_EQUALS(actor.GetRendererAt(0), renderer, TEST_LOCATION);
 
     application.SendNotification();
     application.Render();
@@ -4025,7 +4138,7 @@ int UtcDaliActorRemoveRendererP1(void)
   {
     Renderer renderer = actor.GetRendererAt(0);
     actor.RemoveRenderer(renderer);
-    DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetRendererCount(), 0u, TEST_LOCATION);
 
     application.SendNotification();
     application.Render();
@@ -4047,30 +4160,29 @@ int UtcDaliActorRemoveRendererP2(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetRendererCount(), 0u, TEST_LOCATION);
 
   Geometry geometry = CreateQuadGeometry();
-  Shader shader = CreateShader();
+  Shader   shader   = CreateShader();
   Renderer renderer = Renderer::New(geometry, shader);
 
-  actor.AddRenderer( renderer );
+  actor.AddRenderer(renderer);
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetRendererCount(), 1u, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetRendererAt(0), renderer, TEST_LOCATION);
 
   actor.RemoveRenderer(0);
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetRendererCount(), 0u, TEST_LOCATION);
 
   // Shut down whilst holding onto the renderer handle.
   END_TEST;
 }
 
-
 int UtcDaliActorRemoveRendererN(void)
 {
   tet_infoline("Testing Actor::RemoveRenderer");
@@ -4078,111 +4190,113 @@ int UtcDaliActorRemoveRendererN(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetRendererCount(), 0u, TEST_LOCATION);
 
   Geometry geometry = CreateQuadGeometry();
-  Shader shader = CreateShader();
+  Shader   shader   = CreateShader();
   Renderer renderer = Renderer::New(geometry, shader);
 
-  actor.AddRenderer( renderer );
-  DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+  actor.AddRenderer(renderer);
+  DALI_TEST_EQUALS(actor.GetRendererCount(), 1u, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetRendererAt(0), renderer, TEST_LOCATION);
 
   actor.RemoveRenderer(10);
-  DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetRendererAt(0), renderer, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetRendererCount(), 1u, TEST_LOCATION);
 
   END_TEST;
 }
 
 // Clipping test helper functions:
-Actor CreateActorWithContent( uint32_t width, uint32_t height)
+Actor CreateActorWithContent(uint32_t width, uint32_t height)
 {
-  Texture image = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, width, height );
-  Actor actor = CreateRenderableActor( image );
+  Texture image = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGBA8888, width, height);
+  Actor   actor = CreateRenderableActor(image);
 
   // Setup dimensions and position so actor is not skipped by culling.
-  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
-  actor.SetProperty( Actor::Property::SIZE, Vector2( width, height ) );
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(width, height));
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
 
   return actor;
 }
 
 Actor CreateActorWithContent16x16()
 {
-  return CreateActorWithContent( 16, 16 );
+  return CreateActorWithContent(16, 16);
 }
 
-void GenerateTrace( TestApplication& application, TraceCallStack& enabledDisableTrace, TraceCallStack& stencilTrace )
+void GenerateTrace(TestApplication& application, TraceCallStack& enabledDisableTrace, TraceCallStack& stencilTrace)
 {
   enabledDisableTrace.Reset();
   stencilTrace.Reset();
-  enabledDisableTrace.Enable( true );
-  stencilTrace.Enable( true );
+  enabledDisableTrace.Enable(true);
+  stencilTrace.Enable(true);
 
   application.SendNotification();
   application.Render();
 
-  enabledDisableTrace.Enable( false );
-  stencilTrace.Enable( false );
+  enabledDisableTrace.Enable(false);
+  stencilTrace.Enable(false);
 }
 
-void CheckColorMask( TestGlAbstraction& glAbstraction, bool maskValue )
+void CheckColorMask(TestGlAbstraction& glAbstraction, bool maskValue)
 {
   const TestGlAbstraction::ColorMaskParams& colorMaskParams = glAbstraction.GetColorMaskParams();
 
-  DALI_TEST_EQUALS<bool>( colorMaskParams.red,   maskValue, TEST_LOCATION );
-  DALI_TEST_EQUALS<bool>( colorMaskParams.green, maskValue, TEST_LOCATION );
-  DALI_TEST_EQUALS<bool>( colorMaskParams.blue,  maskValue, TEST_LOCATION );
-  DALI_TEST_EQUALS<bool>( colorMaskParams.alpha, maskValue, TEST_LOCATION );
+  DALI_TEST_EQUALS<bool>(colorMaskParams.red, maskValue, TEST_LOCATION);
+  DALI_TEST_EQUALS<bool>(colorMaskParams.green, maskValue, TEST_LOCATION);
+  DALI_TEST_EQUALS<bool>(colorMaskParams.blue, maskValue, TEST_LOCATION);
+
+  // @todo only test alpha if the framebuffer has an alpha channel
+  //DALI_TEST_EQUALS<bool>(colorMaskParams.alpha, maskValue, TEST_LOCATION);
 }
 
 int UtcDaliActorPropertyClippingP(void)
 {
   // This test checks the clippingMode property.
-  tet_infoline( "Testing Actor::Property::ClippingMode: P" );
+  tet_infoline("Testing Actor::Property::ClippingMode: P");
   TestApplication application;
 
   Actor actor = Actor::New();
 
   // Check default clippingEnabled value.
-  Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) );
+  Property::Value getValue(actor.GetProperty(Actor::Property::CLIPPING_MODE));
 
-  int value = 0;
-  bool getValueResult = getValue.Get( value );
-  DALI_TEST_CHECK( getValueResult );
+  int  value          = 0;
+  bool getValueResult = getValue.Get(value);
+  DALI_TEST_CHECK(getValueResult);
 
-  if( getValueResult )
+  if(getValueResult)
   {
-    DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+    DALI_TEST_EQUALS<int>(value, ClippingMode::DISABLED, TEST_LOCATION);
   }
 
   // Check setting the property to the stencil mode.
-  actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+  actor.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
 
   // Check the new value was set.
-  getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
-  getValueResult = getValue.Get( value );
-  DALI_TEST_CHECK( getValueResult );
+  getValue       = actor.GetProperty(Actor::Property::CLIPPING_MODE);
+  getValueResult = getValue.Get(value);
+  DALI_TEST_CHECK(getValueResult);
 
-  if( getValueResult )
+  if(getValueResult)
   {
-    DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_CHILDREN, TEST_LOCATION );
+    DALI_TEST_EQUALS<int>(value, ClippingMode::CLIP_CHILDREN, TEST_LOCATION);
   }
 
   // Check setting the property to the scissor mode.
-  actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+  actor.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
 
   // Check the new value was set.
-  getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
-  getValueResult = getValue.Get( value );
-  DALI_TEST_CHECK( getValueResult );
+  getValue       = actor.GetProperty(Actor::Property::CLIPPING_MODE);
+  getValueResult = getValue.Get(value);
+  DALI_TEST_CHECK(getValueResult);
 
-  if( getValueResult )
+  if(getValueResult)
   {
-    DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_TO_BOUNDING_BOX, TEST_LOCATION );
+    DALI_TEST_EQUALS<int>(value, ClippingMode::CLIP_TO_BOUNDING_BOX, TEST_LOCATION);
   }
   END_TEST;
 }
@@ -4190,33 +4304,33 @@ int UtcDaliActorPropertyClippingP(void)
 int UtcDaliActorPropertyClippingN(void)
 {
   // Negative test case for Clipping.
-  tet_infoline( "Testing Actor::Property::ClippingMode: N" );
+  tet_infoline("Testing Actor::Property::ClippingMode: N");
   TestApplication application;
 
   Actor actor = Actor::New();
 
   // Check default clippingEnabled value.
-  Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) );
+  Property::Value getValue(actor.GetProperty(Actor::Property::CLIPPING_MODE));
 
-  int value = 0;
-  bool getValueResult = getValue.Get( value );
-  DALI_TEST_CHECK( getValueResult );
+  int  value          = 0;
+  bool getValueResult = getValue.Get(value);
+  DALI_TEST_CHECK(getValueResult);
 
-  if( getValueResult )
+  if(getValueResult)
   {
-    DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+    DALI_TEST_EQUALS<int>(value, ClippingMode::DISABLED, TEST_LOCATION);
   }
 
   // Check setting an invalid property value won't change the current property value.
-  actor.SetProperty( Actor::Property::CLIPPING_MODE, "INVALID_PROPERTY" );
+  actor.SetProperty(Actor::Property::CLIPPING_MODE, "INVALID_PROPERTY");
 
-  getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
-  getValueResult = getValue.Get( value );
-  DALI_TEST_CHECK( getValueResult );
+  getValue       = actor.GetProperty(Actor::Property::CLIPPING_MODE);
+  getValueResult = getValue.Get(value);
+  DALI_TEST_CHECK(getValueResult);
 
-  if( getValueResult )
+  if(getValueResult)
   {
-    DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+    DALI_TEST_EQUALS<int>(value, ClippingMode::DISABLED, TEST_LOCATION);
   }
 
   END_TEST;
@@ -4225,35 +4339,37 @@ int UtcDaliActorPropertyClippingN(void)
 int UtcDaliActorPropertyClippingActor(void)
 {
   // This test checks that an actor is correctly setup for clipping.
-  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor" );
+  tet_infoline("Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor");
   TestApplication application;
 
-  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-  TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
-  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
-  size_t startIndex = 0u;
+  TestGlAbstraction& glAbstraction       = application.GetGlAbstraction();
+  TraceCallStack&    stencilTrace        = glAbstraction.GetStencilFunctionTrace();
+  TraceCallStack&    enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+  size_t             startIndex          = 0u;
 
   // Create a clipping actor.
   Actor actorDepth1Clip = CreateActorWithContent16x16();
-  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
-  application.GetScene().Add( actorDepth1Clip );
+  actorDepth1Clip.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
+  application.GetScene().Add(actorDepth1Clip);
 
   // Gather the call trace.
-  GenerateTrace( application, enabledDisableTrace, stencilTrace );
+  GenerateTrace(application, enabledDisableTrace, stencilTrace);
 
   // Check we are writing to the color buffer.
-  CheckColorMask( glAbstraction, true );
+  CheckColorMask(glAbstraction, true);
 
   // Check the stencil buffer was enabled.
-  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) );                                   // 2960 is GL_STENCIL_TEST
+  std::ostringstream oss;
+  oss << std::hex << GL_STENCIL_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", oss.str()));
 
   // Check the stencil buffer was cleared.
-  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+  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
+  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
 
   END_TEST;
 }
@@ -4261,48 +4377,52 @@ int UtcDaliActorPropertyClippingActor(void)
 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::ClippingMode: CLIP_CHILDREN actor enable and then disable" );
+  tet_infoline("Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor enable and then disable");
   TestApplication application;
 
-  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-  TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
-  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
-  size_t startIndex = 0u;
+  TestGlAbstraction& glAbstraction       = application.GetGlAbstraction();
+  TraceCallStack&    stencilTrace        = glAbstraction.GetStencilFunctionTrace();
+  TraceCallStack&    enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+  size_t             startIndex          = 0u;
 
   // Create a clipping actor.
   Actor actorDepth1Clip = CreateActorWithContent16x16();
-  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
-  application.GetScene().Add( actorDepth1Clip );
+  actorDepth1Clip.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
+  application.GetScene().Add(actorDepth1Clip);
 
   // Gather the call trace.
-  GenerateTrace( application, enabledDisableTrace, stencilTrace );
+  GenerateTrace(application, enabledDisableTrace, stencilTrace);
 
   // Check we are writing to the color buffer.
-  CheckColorMask( glAbstraction, true );
+  CheckColorMask(glAbstraction, true);
 
   // Check the stencil buffer was enabled.
-  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) );                                   // 2960 is GL_STENCIL_TEST
+  std::ostringstream oss;
+  oss << std::hex << GL_STENCIL_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", oss.str()));
 
   // Check the stencil buffer was cleared.
-  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+  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
+  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 );
+  actorDepth1Clip.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED);
 
   // Gather the call trace.
-  GenerateTrace( application, enabledDisableTrace, stencilTrace );
+  GenerateTrace(application, enabledDisableTrace, stencilTrace);
 
   // Check the stencil buffer was disabled.
-  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Disable", "2960" ) );                                   // 2960 is GL_STENCIL_TEST
+  std::ostringstream stencil;
+  stencil << std::hex << GL_STENCIL_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Disable", stencil.str()));
 
   // Ensure all values in stencil-mask are set to 1.
   startIndex = 0u;
-  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "255", startIndex ) );
+  DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilMask", "255", startIndex));
 
   END_TEST;
 }
@@ -4311,74 +4431,76 @@ int UtcDaliActorPropertyClippingNestedChildren(void)
 {
   // This test checks that a hierarchy of actors are clipped correctly by
   // writing to and reading from the correct bit-planes of the stencil buffer.
-  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN nested children" );
-  TestApplication application;
-  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-  TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
-  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+  tet_infoline("Testing Actor::Property::ClippingMode: CLIP_CHILDREN nested children");
+  TestApplication    application;
+  TestGlAbstraction& glAbstraction       = application.GetGlAbstraction();
+  TraceCallStack&    stencilTrace        = glAbstraction.GetStencilFunctionTrace();
+  TraceCallStack&    enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
 
   // Create a clipping actor.
   Actor actorDepth1Clip = CreateActorWithContent16x16();
-  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
-  application.GetScene().Add( actorDepth1Clip );
+  actorDepth1Clip.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
+  application.GetScene().Add(actorDepth1Clip);
 
   // Create a child actor.
   Actor childDepth2 = CreateActorWithContent16x16();
-  actorDepth1Clip.Add( childDepth2 );
+  actorDepth1Clip.Add(childDepth2);
 
   // Create another clipping actor.
   Actor childDepth2Clip = CreateActorWithContent16x16();
-  childDepth2Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
-  childDepth2.Add( childDepth2Clip );
+  childDepth2Clip.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
+  childDepth2.Add(childDepth2Clip);
 
   // Create another 2 child actors. We do this so 2 nodes will have the same clipping ID.
   // This tests the sort algorithm.
   Actor childDepth3 = CreateActorWithContent16x16();
-  childDepth2Clip.Add( childDepth3 );
+  childDepth2Clip.Add(childDepth3);
   Actor childDepth4 = CreateActorWithContent16x16();
-  childDepth3.Add( childDepth4 );
+  childDepth3.Add(childDepth4);
 
   // Gather the call trace.
-  GenerateTrace( application, enabledDisableTrace, stencilTrace );
+  GenerateTrace(application, enabledDisableTrace, stencilTrace);
 
   // Check we are writing to the color buffer.
-  CheckColorMask( glAbstraction, true );
+  CheckColorMask(glAbstraction, true);
 
   // Check the stencil buffer was enabled.
-  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) );                                        // 2960 is GL_STENCIL_TEST
+  std::ostringstream oss;
+  oss << std::hex << GL_STENCIL_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", oss.str()));
 
   // Perform the test twice, once for 2D layer, and once for 3D.
-  for( unsigned int i = 0u ; i < 2u; ++i )
+  for(unsigned int i = 0u; i < 2u; ++i)
   {
     size_t startIndex = 0u;
 
     // Check the stencil buffer was cleared.
-    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+    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 ) );                // Write to the first bit-plane
-    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp",    "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+    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));              // Write to the first bit-plane
+    DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilOp", "7680, 7681, 7681", startIndex)); // GL_KEEP, GL_REPLACE, GL_REPLACE
 
     // Check the correct setup was done to test against first bit-plane (only) of the stencil buffer.
-    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc",  "514, 1, 255", startIndex ) );      // 514 is GL_EQUAL
-    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp",    "7680, 7680, 7680", startIndex ) ); // GL_KEEP, GL_KEEP, GL_KEEP
+    DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilFunc", "514, 1, 1", startIndex));      // 514 is GL_EQUAL
+    DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilOp", "7680, 7680, 7680", startIndex)); // GL_KEEP, GL_KEEP, GL_KEEP
 
     // Check we are set up to write to the second bitplane of the stencil buffer (only).
-    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc",  "514, 3, 1", startIndex ) );        // 514 is GL_EQUAL, Test both bit-planes 1 & 2
-    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask",  "3", startIndex ) );                // Write to second (and previous) bit-planes
-    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp",    "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+    DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilFunc", "514, 3, 1", startIndex));      // 514 is GL_EQUAL, Test both bit-planes 1 & 2
+    DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilMask", "3", startIndex));              // Write to second (and previous) bit-planes
+    DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilOp", "7680, 7681, 7681", startIndex)); // GL_KEEP, GL_REPLACE, GL_REPLACE
 
     // Check we are set up to test against both the first and second bit-planes of the stencil buffer.
     // (Both must be set to pass the check).
-    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc",  "514, 3, 255", startIndex ) );      // 514 is GL_EQUAL, Test both bit-planes 1 & 2
-    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp",    "7680, 7680, 7680", startIndex ) ); // GL_KEEP, GL_KEEP, GL_KEEP
+    DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilFunc", "514, 3, 3", startIndex));      // 514 is GL_EQUAL, Test both bit-planes 1 & 2
+    DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilOp", "7680, 7680, 7680", startIndex)); // GL_KEEP, GL_KEEP, GL_KEEP
 
     // If we are on the first loop, set the layer to 3D and loop to perform the test again.
-    if( i == 0u )
+    if(i == 0u)
     {
-      application.GetScene().GetRootLayer().SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_3D );
-      GenerateTrace( application, enabledDisableTrace, stencilTrace );
+      application.GetScene().GetRootLayer().SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D);
+      GenerateTrace(application, enabledDisableTrace, stencilTrace);
     }
   }
 
@@ -4388,10 +4510,10 @@ int UtcDaliActorPropertyClippingNestedChildren(void)
 int UtcDaliActorPropertyClippingActorDrawOrder(void)
 {
   // This test checks that a hierarchy of actors are drawn in the correct order when clipping is enabled.
-  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN draw order" );
-  TestApplication application;
-  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+  tet_infoline("Testing Actor::Property::ClippingMode: CLIP_CHILDREN draw order");
+  TestApplication    application;
+  TestGlAbstraction& glAbstraction       = application.GetGlAbstraction();
+  TraceCallStack&    enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
 
   /* We create a small tree of actors as follows:
 
@@ -4404,207 +4526,278 @@ int UtcDaliActorPropertyClippingActorDrawOrder(void)
      The correct draw order is "ABCDE" (the same as if clipping was not enabled).
   */
   Actor actors[5];
-  for( int i = 0; i < 5; ++i )
+  for(int i = 0; i < 5; ++i)
   {
-    Texture image = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 16u, 16u );
-    Actor actor = CreateRenderableActor( image );
+    Texture image = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGBA8888, 16u, 16u);
+    Actor   actor = CreateRenderableActor(image);
 
     // Setup dimensions and position so actor is not skipped by culling.
-    actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
-    actor.SetProperty( Actor::Property::SIZE, Vector2( 16.0f, 16.0f ) );
+    actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+    actor.SetProperty(Actor::Property::SIZE, Vector2(16.0f, 16.0f));
 
-    if( i == 0 )
+    if(i == 0)
     {
-      actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+      actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
     }
     else
     {
       float b = i > 2 ? 1.0f : -1.0f;
-      actor.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5 + ( 0.2f * b ), 0.8f, 0.8f ) );
+      actor.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.5 + (0.2f * b), 0.8f, 0.8f));
     }
 
     actors[i] = actor;
   }
 
   // Enable clipping on the actor at the top of the left branch.
-  actors[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+  actors[1].SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
 
   // Build the scene graph.
-  application.GetScene().Add( actors[0] );
+  application.GetScene().Add(actors[0]);
 
   // Left branch:
-  actors[0].Add( actors[1] );
-  actors[1].Add( actors[2] );
+  actors[0].Add(actors[1]);
+  actors[1].Add(actors[2]);
 
   // Right branch:
-  actors[0].Add( actors[3] );
-  actors[3].Add( actors[4] );
+  actors[0].Add(actors[3]);
+  actors[3].Add(actors[4]);
 
   // Gather the call trace.
   enabledDisableTrace.Reset();
-  enabledDisableTrace.Enable( true );
+  enabledDisableTrace.Enable(true);
   application.SendNotification();
   application.Render();
-  enabledDisableTrace.Enable( false );
+  enabledDisableTrace.Enable(false);
 
   /* Check stencil is enabled and disabled again (as right-hand branch of tree is drawn).
 
      Note: Correct enable call trace:    StackTrace: Index:0, Function:Enable, ParamList:3042 StackTrace: Index:1, Function:Enable, ParamList:2960 StackTrace: Index:2, Function:Disable, ParamList:2960
            Incorrect enable call trace:  StackTrace: Index:0, Function:Enable, ParamList:3042 StackTrace: Index:1, Function:Enable, ParamList:2960
   */
-  size_t startIndex = 0u;
-  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Enable",  "3042", startIndex ) );
-  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Enable",  "2960", startIndex ) ); // 2960 is GL_STENCIL_TEST
-  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Disable", "2960", startIndex ) );
+  size_t             startIndex = 0u;
+  std::ostringstream blend;
+  blend << std::hex << GL_BLEND;
+  std::ostringstream stencil;
+  stencil << std::hex << GL_STENCIL_TEST;
+
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Enable", blend.str(), startIndex));
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Enable", stencil.str(), startIndex));
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Disable", stencil.str(), startIndex));
 
   // Swap the clipping actor from top of left branch to top of right branch.
-  actors[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED );
-  actors[3].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+  actors[1].SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED);
+  actors[3].SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
 
   // Gather the call trace.
   enabledDisableTrace.Reset();
-  enabledDisableTrace.Enable( true );
+  enabledDisableTrace.Enable(true);
   application.SendNotification();
   application.Render();
-  enabledDisableTrace.Enable( false );
+  enabledDisableTrace.Enable(false);
 
   // Check stencil is enabled but NOT disabled again (as right-hand branch of tree is drawn).
   // This proves the draw order has remained the same.
   startIndex = 0u;
-  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex(  "Enable",  "2960", startIndex ) );
-  DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Disable", "2960", startIndex ) );
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Enable", stencil.str(), startIndex));
+  DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParamsFromStartIndex("Disable", stencil.str(), startIndex));
 
   END_TEST;
 }
 
-int UtcDaliActorPropertyScissorClippingActor(void)
+int UtcDaliActorPropertyScissorClippingActor01(void)
 {
   // This test checks that an actor is correctly setup for clipping.
-  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor" );
+  tet_infoline("Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor");
   TestApplication application;
 
-  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-  TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
-  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+  TestGlAbstraction& glAbstraction       = application.GetGlAbstraction();
+  TraceCallStack&    scissorTrace        = glAbstraction.GetScissorTrace();
+  TraceCallStack&    enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
 
-  const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
-  const Vector2 imageSize( 16.0f, 16.0f );
+  const Vector2 stageSize(TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT);
+  const Vector2 imageSize(16.0f, 16.0f);
 
   // Create a clipping actor.
   Actor clippingActorA = CreateActorWithContent16x16();
   // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
   // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
-  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT );
-  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT );
-  clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
-  application.GetScene().Add( clippingActorA );
+  clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT);
+  clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT);
+  clippingActorA.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+  application.GetScene().Add(clippingActorA);
 
   // Gather the call trace.
-  GenerateTrace( application, enabledDisableTrace, scissorTrace );
+  GenerateTrace(application, enabledDisableTrace, scissorTrace);
 
   // Check we are writing to the color buffer.
-  CheckColorMask( glAbstraction, true );
+  CheckColorMask(glAbstraction, true);
 
   // Check scissor test was enabled.
-  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );                                   // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+  std::ostringstream scissor;
+  scissor << std::hex << GL_SCISSOR_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
 
   // Check the scissor was set, and the coordinates are correct.
   std::stringstream compareParametersString;
   compareParametersString << "0, 0, " << imageSize.x << ", " << imageSize.y;
-  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) );                  // Compare with 0, 0, 16, 16
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Compare with 0, 0, 16, 16
 
-  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT );
-  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_RIGHT );
+  clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT);
+  clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_RIGHT);
 
   // Gather the call trace.
-  GenerateTrace( application, enabledDisableTrace, scissorTrace );
+  GenerateTrace(application, enabledDisableTrace, scissorTrace);
 
   // Check the scissor was set, and the coordinates are correct.
-  compareParametersString.str( std::string() );
+  compareParametersString.str(std::string());
   compareParametersString.clear();
-  compareParametersString << ( stageSize.x - imageSize.x ) << ", " << ( stageSize.y - imageSize.y ) << ", " << imageSize.x << ", " << imageSize.y;
-  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) );                  // Compare with 464, 784, 16, 16
+  compareParametersString << (stageSize.x - imageSize.x) << ", " << (stageSize.y - imageSize.y) << ", " << imageSize.x << ", " << imageSize.y;
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Compare with 464, 784, 16, 16
 
   END_TEST;
 }
 
-int UtcDaliActorPropertyScissorClippingActorSiblings(void)
+int UtcDaliActorPropertyScissorClippingActor02(void)
 {
   // This test checks that an actor is correctly setup for clipping.
-  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actors which are siblings" );
+  tet_infoline("Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor with a transparent renderer");
   TestApplication application;
 
+  TestGlAbstraction& glAbstraction       = application.GetGlAbstraction();
+  TraceCallStack&    scissorTrace        = glAbstraction.GetScissorTrace();
+  TraceCallStack&    enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
 
-  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-  TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
-  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
-
-  const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
-  const Vector2 sizeA{ stageSize.width, stageSize.height * 0.25f };
-  const Vector2 sizeB{ stageSize.width, stageSize.height * 0.05f };
-
-  // Create a clipping actors.
-  Actor clippingActorA = CreateActorWithContent( sizeA.width, sizeA.height );
-  Actor clippingActorB = CreateActorWithContent( sizeB.width, sizeB.height );
+  const Vector2 stageSize(TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT);
+  const Vector2 actorSize(16.0f, 16.0f);
 
-  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
-  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
-  clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+  // Create a clipping actor.
+  Actor clippingActorA                  = CreateRenderableActor();
+  clippingActorA[Actor::Property::SIZE] = actorSize;
 
-  clippingActorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
-  clippingActorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
-  clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+  Renderer renderer = clippingActorA.GetRendererAt(0);
+  DALI_TEST_CHECK(renderer);
 
-  clippingActorA.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, -200.0f, 0.0f ));
-  clippingActorB.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, 0.0f ));
+  // Make Renderer opacity 0.
+  renderer[DevelRenderer::Property::OPACITY] = 0.0f;
 
-  application.GetScene().Add( clippingActorA );
-  application.GetScene().Add( clippingActorB );
+  // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
+  // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
+  clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT);
+  clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT);
+  clippingActorA.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+  application.GetScene().Add(clippingActorA);
 
   // Gather the call trace.
-  GenerateTrace( application, enabledDisableTrace, scissorTrace );
+  GenerateTrace(application, enabledDisableTrace, scissorTrace);
 
   // Check we are writing to the color buffer.
-  CheckColorMask( glAbstraction, true );
+  CheckColorMask(glAbstraction, true);
 
   // Check scissor test was enabled.
-  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );                                   // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+  std::ostringstream scissor;
+  scissor << std::hex << GL_SCISSOR_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
 
   // Check the scissor was set, and the coordinates are correct.
   std::stringstream compareParametersString;
+  compareParametersString << "0, 0, " << actorSize.x << ", " << actorSize.y;
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Compare with 0, 0, 16, 16
+
+  clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT);
+  clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_RIGHT);
 
-  std::string clipA( "0, 500, 480, 200" );
-  std::string clipB( "0, 380, 480, 40" );
+  // Gather the call trace.
+  GenerateTrace(application, enabledDisableTrace, scissorTrace);
 
-  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipA ) );
-  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipB ) );
+  // Check the scissor was set, and the coordinates are correct.
+  compareParametersString.str(std::string());
+  compareParametersString.clear();
+  compareParametersString << (stageSize.x - actorSize.x) << ", " << (stageSize.y - actorSize.y) << ", " << actorSize.x << ", " << actorSize.y;
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Compare with 464, 784, 16, 16
 
   END_TEST;
 }
 
-int UtcDaliActorPropertyScissorClippingActorNested01(void)
+int UtcDaliActorPropertyScissorClippingActorSiblings(void)
 {
   // This test checks that an actor is correctly setup for clipping.
-  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor nested" );
+  tet_infoline("Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actors which are siblings");
   TestApplication application;
 
-  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-  TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
-  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+  TestGlAbstraction& glAbstraction       = application.GetGlAbstraction();
+  TraceCallStack&    scissorTrace        = glAbstraction.GetScissorTrace();
+  TraceCallStack&    enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
 
-  const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
-  const Vector2 imageSize( 16.0f, 16.0f );
+  const Vector2 stageSize(TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT);
+  const Vector2 sizeA{stageSize.width, stageSize.height * 0.25f};
+  const Vector2 sizeB{stageSize.width, stageSize.height * 0.05f};
 
-  /* Create a nest of 2 scissors to test nesting (intersecting clips).
+  // Create a clipping actors.
+  Actor clippingActorA = CreateActorWithContent(sizeA.width, sizeA.height);
+  Actor clippingActorB = CreateActorWithContent(sizeB.width, sizeB.height);
 
-     A is drawn first - with scissor clipping on
-     B is drawn second - also with scissor clipping on
-     C is the generated clipping region, the intersection ( A ∩ B )
+  clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+  clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
+  clippingActorA.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
 
-           ┏━━━━━━━┓                   ┌───────┐
-           ┃     B ┃                   │     B │
-       ┌───╂┄┄┄┐   ┃               ┌┄┄┄╆━━━┓   │
-       │   ┃   ┊   ┃     ━━━━━>    ┊   ┃ C ┃   │
+  clippingActorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+  clippingActorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
+  clippingActorB.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+
+  clippingActorA.SetProperty(Actor::Property::POSITION, Vector3(0.0f, -200.0f, 0.0f));
+  clippingActorB.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+
+  application.GetScene().Add(clippingActorA);
+  application.GetScene().Add(clippingActorB);
+
+  // Gather the call trace.
+  GenerateTrace(application, enabledDisableTrace, scissorTrace);
+
+  // Check we are writing to the color buffer.
+  CheckColorMask(glAbstraction, true);
+
+  // Check scissor test was enabled.
+  std::ostringstream scissor;
+  scissor << std::hex << GL_SCISSOR_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
+
+  // Check the scissor was set, and the coordinates are correct.
+  std::stringstream compareParametersString;
+
+  std::string clipA("0, 500, 480, 200");
+  std::string clipB("0, 380, 480, 40");
+
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipA));
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipB));
+
+  END_TEST;
+}
+
+int UtcDaliActorPropertyScissorClippingActorNested01(void)
+{
+  // This test checks that an actor is correctly setup for clipping.
+  tet_infoline("Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor nested");
+  TestApplication application;
+
+  TestGlAbstraction& glAbstraction       = application.GetGlAbstraction();
+  TraceCallStack&    scissorTrace        = glAbstraction.GetScissorTrace();
+  TraceCallStack&    enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+  const Vector2 stageSize(TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT);
+  const Vector2 imageSize(16.0f, 16.0f);
+
+  /* Create a nest of 2 scissors to test nesting (intersecting clips).
+
+     A is drawn first - with scissor clipping on
+     B is drawn second - also with scissor clipping on
+     C is the generated clipping region, the intersection ( A ∩ B )
+
+           ┏━━━━━━━┓                   ┌───────┐
+           ┃     B ┃                   │     B │
+       ┌───╂┄┄┄┐   ┃               ┌┄┄┄╆━━━┓   │
+       │   ┃   ┊   ┃     ━━━━━>    ┊   ┃ C ┃   │
        │   ┗━━━┿━━━┛               ┊   ┗━━━╃───┘
        │ A     │                   ┊ A     ┊
        └───────┘                   └┄┄┄┄┄┄┄┘
@@ -4616,44 +4809,46 @@ int UtcDaliActorPropertyScissorClippingActorNested01(void)
   Actor clippingActorA = CreateActorWithContent16x16();
   // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
   // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
-  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
-  application.GetScene().Add( clippingActorA );
+  clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  clippingActorA.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+  application.GetScene().Add(clippingActorA);
 
   // Create a child clipping actor.
   Actor clippingActorB = CreateActorWithContent16x16();
-  clippingActorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  clippingActorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
-  clippingActorA.Add( clippingActorB );
+  clippingActorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  clippingActorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  clippingActorB.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+  clippingActorA.Add(clippingActorB);
 
   // positionModifiers is an array of positions to position B around.
   // expect is an array of expected scissor clip coordinate results.
-  const Vector2 positionModifiers[4] = { Vector2( 1.0f, 1.0f ),     Vector2( -1.0f, 1.0f ),    Vector2( -1.0f, -1.0f ),   Vector2( 1.0f, -1.0f )    };
-  const Vector4 expect[4] =            { Vector4( 240, 392, 8, 8 ), Vector4( 232, 392, 8, 8 ), Vector4( 232, 400, 8, 8 ), Vector4( 240, 400, 8, 8 ) };
+  const Vector2 positionModifiers[4] = {Vector2(1.0f, 1.0f), Vector2(-1.0f, 1.0f), Vector2(-1.0f, -1.0f), Vector2(1.0f, -1.0f)};
+  const Vector4 expect[4]            = {Vector4(240, 392, 8, 8), Vector4(232, 392, 8, 8), Vector4(232, 400, 8, 8), Vector4(240, 400, 8, 8)};
 
   // Loop through each overlap combination.
-  for( unsigned int test = 0u; test < 4u; ++test )
+  for(unsigned int test = 0u; test < 4u; ++test)
   {
     // Position the child clipping actor so it intersects with the 1st clipping actor. This changes each loop.
-    const Vector2 position = ( imageSize / 2.0f ) * positionModifiers[test];
-    clippingActorB.SetProperty( Actor::Property::POSITION, Vector2( position.x, position.y ));
+    const Vector2 position = (imageSize / 2.0f) * positionModifiers[test];
+    clippingActorB.SetProperty(Actor::Property::POSITION, Vector2(position.x, position.y));
 
     // Gather the call trace.
-    GenerateTrace( application, enabledDisableTrace, scissorTrace );
+    GenerateTrace(application, enabledDisableTrace, scissorTrace);
 
     // Check we are writing to the color buffer.
-    CheckColorMask( glAbstraction, true );
+    CheckColorMask(glAbstraction, true);
 
     // Check scissor test was enabled.
-    DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );                                   // 3089 = 0xC11 (GL_SCISSOR_TEST)
+    std::ostringstream scissor;
+    scissor << std::hex << GL_SCISSOR_TEST;
+    DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
 
     // Check the scissor was set, and the coordinates are correct.
-    const Vector4& expectResults( expect[test] );
+    const Vector4&    expectResults(expect[test]);
     std::stringstream compareParametersString;
     compareParametersString << expectResults.x << ", " << expectResults.y << ", " << expectResults.z << ", " << expectResults.w;
-    DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) );                  // Compare with the expected result
+    DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Compare with the expected result
   }
 
   END_TEST;
@@ -4662,12 +4857,12 @@ int UtcDaliActorPropertyScissorClippingActorNested01(void)
 int UtcDaliActorPropertyScissorClippingActorNested02(void)
 {
   // This test checks that an actor is correctly setup for clipping.
-  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor nested" );
+  tet_infoline("Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor nested");
   TestApplication application;
 
-  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-  TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
-  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+  TestGlAbstraction& glAbstraction       = application.GetGlAbstraction();
+  TraceCallStack&    scissorTrace        = glAbstraction.GetScissorTrace();
+  TraceCallStack&    enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
 
   /* Create a nest of 2 scissors and siblings of the parent.
 
@@ -4679,71 +4874,73 @@ int UtcDaliActorPropertyScissorClippingActorNested02(void)
         B           E
   */
 
-  const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
-  const Vector2 sizeA{ stageSize.width, stageSize.height * 0.25f };
-  const Vector2 sizeB{ stageSize.width, stageSize.height * 0.05f };
-  const Vector2 sizeC{ stageSize.width, stageSize.height * 0.25f };
-  const Vector2 sizeD{ stageSize.width, stageSize.height * 0.25f };
-  const Vector2 sizeE{ stageSize.width, stageSize.height * 0.05f };
+  const Vector2 stageSize(TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT);
+  const Vector2 sizeA{stageSize.width, stageSize.height * 0.25f};
+  const Vector2 sizeB{stageSize.width, stageSize.height * 0.05f};
+  const Vector2 sizeC{stageSize.width, stageSize.height * 0.25f};
+  const Vector2 sizeD{stageSize.width, stageSize.height * 0.25f};
+  const Vector2 sizeE{stageSize.width, stageSize.height * 0.05f};
 
   // Create a clipping actors.
-  Actor clippingActorA = CreateActorWithContent( sizeA.width, sizeA.height );
-  Actor clippingActorB = CreateActorWithContent( sizeB.width, sizeB.height );
-  Actor clippingActorC = CreateActorWithContent( sizeC.width, sizeC.height );
-  Actor clippingActorD = CreateActorWithContent( sizeD.width, sizeD.height );
-  Actor clippingActorE = CreateActorWithContent( sizeE.width, sizeE.height );
-
-  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
-  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
-  clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
-
-  clippingActorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
-  clippingActorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
-  clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
-
-  clippingActorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
-  clippingActorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
-  clippingActorC.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
-
-  clippingActorD.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
-  clippingActorD.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
-  clippingActorD.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
-
-  clippingActorE.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
-  clippingActorE.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
-
-  clippingActorA.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, -200.0f, 0.0f ));
-  clippingActorB.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, 0.0f ));
-  clippingActorC.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 100.0f, 0.0f ));
-  clippingActorD.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, 0.0f ));
-  clippingActorE.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, 0.0f ));
-
-  application.GetScene().Add( clippingActorA );
-  clippingActorA.Add( clippingActorB );
-  application.GetScene().Add( clippingActorC );
-  application.GetScene().Add( clippingActorD );
-  clippingActorD.Add( clippingActorE );
+  Actor clippingActorA = CreateActorWithContent(sizeA.width, sizeA.height);
+  Actor clippingActorB = CreateActorWithContent(sizeB.width, sizeB.height);
+  Actor clippingActorC = CreateActorWithContent(sizeC.width, sizeC.height);
+  Actor clippingActorD = CreateActorWithContent(sizeD.width, sizeD.height);
+  Actor clippingActorE = CreateActorWithContent(sizeE.width, sizeE.height);
+
+  clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+  clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
+  clippingActorA.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+
+  clippingActorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+  clippingActorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
+  clippingActorB.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+
+  clippingActorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+  clippingActorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
+  clippingActorC.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+
+  clippingActorD.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+  clippingActorD.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
+  clippingActorD.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+
+  clippingActorE.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+  clippingActorE.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
+
+  clippingActorA.SetProperty(Actor::Property::POSITION, Vector3(0.0f, -200.0f, 0.0f));
+  clippingActorB.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+  clippingActorC.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 100.0f, 0.0f));
+  clippingActorD.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+  clippingActorE.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+
+  application.GetScene().Add(clippingActorA);
+  clippingActorA.Add(clippingActorB);
+  application.GetScene().Add(clippingActorC);
+  application.GetScene().Add(clippingActorD);
+  clippingActorD.Add(clippingActorE);
 
   // Gather the call trace.
-  GenerateTrace( application, enabledDisableTrace, scissorTrace );
+  GenerateTrace(application, enabledDisableTrace, scissorTrace);
 
   // Check we are writing to the color buffer.
-  CheckColorMask( glAbstraction, true );
+  CheckColorMask(glAbstraction, true);
 
   // Check scissor test was enabled.
-  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );                                   // 3089 = 0xC11 (GL_SCISSOR_TEST)
+  std::ostringstream scissor;
+  scissor << std::hex << GL_SCISSOR_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
 
   // Check the scissor was set, and the coordinates are correct.
-  std::string clipA( "0, 500, 480, 200" );
-  std::string clipB( "0, 580, 480, 40" );
-  std::string clipC( "0, 200, 480, 200" );
-  std::string clipD( "0, 300, 480, 200" );
+  std::string clipA("0, 500, 480, 200");
+  std::string clipB("0, 580, 480, 40");
+  std::string clipC("0, 200, 480, 200");
+  std::string clipD("0, 300, 480, 200");
 
-  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipA ) );
-  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipB ) );
-  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipC ) );
-  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipD ) );
-  DALI_TEST_CHECK( scissorTrace.CountMethod( "Scissor" ) == 4 );    // Scissor rect should not be changed in clippingActorE case. So count should be 4.
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipA));
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipB));
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipC));
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipD));
+  DALI_TEST_EQUALS(scissorTrace.CountMethod("Scissor"), 4, TEST_LOCATION); // Scissor rect should not be changed in clippingActorE case. So count should be 4.
 
   END_TEST;
 }
@@ -4751,203 +4948,264 @@ int UtcDaliActorPropertyScissorClippingActorNested02(void)
 int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
 {
   // This test checks that an actor with clipping will be ignored if overridden by the Renderer properties.
-  tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor with renderer override" );
+  tet_infoline("Testing Actor::Property::CLIPPING_MODE actor with renderer override");
   TestApplication application;
 
-  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-  TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
-  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+  TestGlAbstraction& glAbstraction       = application.GetGlAbstraction();
+  TraceCallStack&    stencilTrace        = glAbstraction.GetStencilFunctionTrace();
+  TraceCallStack&    enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
 
   // Create a clipping actor.
   Actor actorDepth1Clip = CreateActorWithContent16x16();
-  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
-  application.GetScene().Add( actorDepth1Clip );
+  actorDepth1Clip.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
+  application.GetScene().Add(actorDepth1Clip);
 
   // Turn the RenderMode to just "COLOR" at the Renderer level to ignore the clippingMode.
-  actorDepth1Clip.GetRendererAt( 0 ).SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
+  actorDepth1Clip.GetRendererAt(0).SetProperty(Renderer::Property::RENDER_MODE, RenderMode::COLOR);
 
   // Gather the call trace.
-  GenerateTrace( application, enabledDisableTrace, stencilTrace );
+  GenerateTrace(application, enabledDisableTrace, stencilTrace);
 
   // Check we are writing to the color buffer.
-  CheckColorMask( glAbstraction, true );
+  CheckColorMask(glAbstraction, true);
 
   // Check the stencil buffer was not enabled.
-  DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) );    // 2960 is GL_STENCIL_TEST
+  std::ostringstream stencil;
+  stencil << std::hex << GL_STENCIL_TEST;
+  DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParams("Enable", stencil.str()));
 
   // Check stencil functions are not called.
-  DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilFunc" ) );
-  DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilMask" ) );
-  DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilOp" ) );
+  DALI_TEST_CHECK(!stencilTrace.FindMethod("StencilFunc"));
+  DALI_TEST_CHECK(!stencilTrace.FindMethod("StencilOp"));
 
   // Check that scissor clipping is overriden by the renderer properties.
   TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
 
-  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+  actorDepth1Clip.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
 
   // Gather the call trace.
-  GenerateTrace( application, enabledDisableTrace, scissorTrace );
+  GenerateTrace(application, enabledDisableTrace, scissorTrace);
 
   // Check the stencil buffer was not enabled.
-  DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );    // 3089 = 0xC11 (GL_SCISSOR_TEST)
+  std::ostringstream scissor;
+  scissor << std::hex << GL_SCISSOR_TEST;
+  DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
+
+  DALI_TEST_CHECK(!scissorTrace.FindMethod("StencilFunc"));
+
+  END_TEST;
+}
+
+int UtcDaliActorPropertyClippingActorCulled(void)
+{
+  // This test checks that child actors are clipped by an culled parent actor.
+  tet_infoline("Testing child actors are clipped by an culled parent actor");
+  TestApplication application;
+
+  TestGlAbstraction& glAbstraction       = application.GetGlAbstraction();
+  TraceCallStack&    scissorTrace        = glAbstraction.GetScissorTrace();
+  TraceCallStack&    enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+  const Vector2 actorSize(160.0f, 160.0f);
+
+  // Create a clipping actor.
+  Actor clippingActorA                  = CreateRenderableActor();
+  clippingActorA[Actor::Property::SIZE] = actorSize;
 
-  DALI_TEST_CHECK( !scissorTrace.FindMethod( "StencilFunc" ) );
+  // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
+  // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
+  clippingActorA[Actor::Property::PARENT_ORIGIN] = ParentOrigin::BOTTOM_LEFT;
+  clippingActorA[Actor::Property::ANCHOR_POINT]  = AnchorPoint::BOTTOM_LEFT;
+  clippingActorA[Actor::Property::CLIPPING_MODE] = ClippingMode::CLIP_TO_BOUNDING_BOX;
+  application.GetScene().Add(clippingActorA);
+
+  // Create a child actor
+  Actor childActor                              = CreateRenderableActor();
+  childActor[Actor::Property::PARENT_ORIGIN]    = ParentOrigin::BOTTOM_LEFT;
+  childActor[Actor::Property::ANCHOR_POINT]     = AnchorPoint::BOTTOM_LEFT;
+  childActor[Actor::Property::SIZE]             = Vector2(50.0f, 50.0f);
+  childActor[Actor::Property::INHERIT_POSITION] = false;
+
+  // Gather the call trace.
+  GenerateTrace(application, enabledDisableTrace, scissorTrace);
+
+  // Check scissor test was enabled.
+  std::ostringstream scissor;
+  scissor << std::hex << GL_SCISSOR_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
+
+  // Check the scissor was set, and the coordinates are correct.
+  std::stringstream compareParametersString;
+  compareParametersString << "0, 0, " << actorSize.x << ", " << actorSize.y;
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Compare with 0, 0, 16, 16
+
+  // Move the clipping actor out of screen
+  clippingActorA[Actor::Property::POSITION] = Vector2(2000.0f, 2000.0f);
+
+  // Gather the call trace.
+  GenerateTrace(application, enabledDisableTrace, scissorTrace);
+
+  // Check the scissor was set, and the coordinates are correct.
+  compareParametersString.str(std::string());
+  compareParametersString.clear();
+  compareParametersString << 2000 << ", " << 0 << ", " << 0 << ", " << 0;
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Clipping area should be empty.
 
   END_TEST;
 }
 
 int UtcDaliGetPropertyN(void)
 {
-  tet_infoline( "Testing Actor::GetProperty returns a non valid value if property index is out of range" );
+  tet_infoline("Testing Actor::GetProperty returns a non valid value if property index is out of range");
   TestApplication application;
 
   Actor actor = Actor::New();
 
   unsigned int propertyCount = actor.GetPropertyCount();
-  DALI_TEST_EQUALS( actor.GetProperty( Property::Index(propertyCount)).GetType(), Property::NONE, TEST_LOCATION );
+  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" );
+  tet_infoline("UtcDaliActor Raise and Lower test\n");
 
   TestApplication application;
 
-  Debug::Filter::SetGlobalLogLevel( Debug::Verbose );
+  Debug::Filter::SetGlobalLogLevel(Debug::Verbose);
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
-  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+  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" );
+  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" );
+  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 );
+  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 );
+  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 );
+  actorA.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
 
   // Connect ChildOrderChangedSignal
-  bool orderChangedSignal( false );
-  Actor orderChangedActor;
-  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
-  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
 
   Dali::Integration::Point point;
-  point.SetDeviceId( 1 );
-  point.SetState( PointState::DOWN );
-  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
   Dali::Integration::TouchEvent touchEvent;
-  touchEvent.AddPoint( point );
+  touchEvent.AddPoint(point);
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  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();
 
-  tet_printf( "Testing Raising of Actor\n" );
+  tet_printf("Testing Raising of Actor\n");
 
-  int preActorOrder( 0 );
-  int postActorOrder( 0 );
+  int preActorOrder(0);
+  int postActorOrder(0);
 
-  Property::Value value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
-  value.Get( preActorOrder );
+  Property::Value value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER);
+  value.Get(preActorOrder);
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
   actorB.Raise();
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
 
   // Ensure sort order is calculated before next touch event
   application.SendNotification();
 
-  value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
-  value.Get( postActorOrder );
+  value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER);
+  value.Get(postActorOrder);
 
-  tet_printf( "Raised ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
+  tet_printf("Raised ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder);
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  true , TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false, 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( "Testing Lowering of Actor\n" );
+  tet_printf("Testing Lowering of Actor\n");
 
-  value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
-  value.Get( preActorOrder );
+  value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER);
+  value.Get(preActorOrder);
 
   orderChangedSignal = false;
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
   actorB.Lower();
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
 
   application.SendNotification(); // ensure sort order calculated before next touch event
 
-  value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
-  value.Get( postActorOrder );
+  value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER);
+  value.Get(postActorOrder);
 
-  tet_printf( "Lowered ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
+  tet_printf("Lowered ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder);
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false , TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  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();
 
-  Debug::Filter::SetGlobalLogLevel( Debug::NoLogging );
+  Debug::Filter::SetGlobalLogLevel(Debug::NoLogging);
 
   END_TEST;
 }
 
 int UtcDaliActorRaiseToTopLowerToBottom(void)
 {
-  tet_infoline( "UtcDaliActorRaiseToTop and LowerToBottom test \n" );
+  tet_infoline("UtcDaliActorRaiseToTop and LowerToBottom test \n");
 
   TestApplication application;
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
@@ -4956,13 +5214,13 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
   // 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);
+  shaderA.RegisterProperty("uRendererColor", 1.f);
 
   Shader shaderB = CreateShader();
-  shaderB.RegisterProperty( "uRendererColor", 2.f );
+  shaderB.RegisterProperty("uRendererColor", 2.f);
 
   Shader shaderC = CreateShader();
-  shaderC.RegisterProperty( "uRendererColor", 3.f );
+  shaderC.RegisterProperty("uRendererColor", 3.f);
 
   Geometry geometry = CreateQuadGeometry();
 
@@ -4976,35 +5234,35 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
   Renderer rendererC = Renderer::New(geometry, shaderC);
   actorC.AddRenderer(rendererC);
 
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
-  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+  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" );
+  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" );
+  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 );
+  stage.Add(actorA);
+  stage.Add(actorB);
+  stage.Add(actorC);
 
   ResetTouchCallbacks();
 
   // Connect ChildOrderChangedSignal
-  bool orderChangedSignal( false );
-  Actor orderChangedActor;
-  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
-  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
 
   // Set up gl abstraction trace so can query the set uniform order
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
@@ -5016,160 +5274,156 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
   application.SendNotification();
   application.Render();
 
-  tet_printf( "Trace Output:%s \n", glSetUniformStack.GetTraceString().c_str() );
-
+  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" );
+  int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
 
-  bool CBA = ( indexC > indexB) &&  ( indexB > indexA );
+  bool CBA = (indexC > indexB) && (indexB > indexA);
 
-  DALI_TEST_EQUALS( CBA, true, TEST_LOCATION );
+  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 );
+  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 );
+  actorA.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
 
   Dali::Integration::Point point;
-  point.SetDeviceId( 1 );
-  point.SetState( PointState::DOWN );
-  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
   Dali::Integration::TouchEvent touchEvent;
-  touchEvent.AddPoint( point );
+  touchEvent.AddPoint(point);
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  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();
 
-  tet_printf( "RaiseToTop ActorA\n" );
+  tet_printf("RaiseToTop ActorA\n");
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
   actorA.RaiseToTop();
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
 
   application.SendNotification(); // ensure sorting order is calculated before next touch event
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  glAbstraction.ResetSetUniformCallStack();
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+  glSetUniformStack.Reset();
 
   application.SendNotification();
   application.Render();
 
-  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+  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" );
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
 
-  tet_infoline( "Testing A above C and B at bottom\n" );
-  bool ACB = ( indexA > indexC) && ( indexC > indexB );
+  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(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 );
+  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" );
+  tet_printf("RaiseToTop ActorB\n");
 
   orderChangedSignal = false;
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
   actorB.RaiseToTop();
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
 
   application.SendNotification(); // Ensure sort order is calculated before next touch event
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  glAbstraction.ResetSetUniformCallStack();
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+  glSetUniformStack.Reset();
 
   application.SendNotification();
   application.Render();
 
-  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+  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" );
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
 
-  tet_infoline( "Testing B above A and C at bottom\n" );
-  bool BAC = ( indexB > indexA ) && ( indexA > indexC );
+  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(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 );
+  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" );
+  tet_printf("LowerToBottom ActorA then ActorB leaving Actor C at Top\n");
 
   orderChangedSignal = false;
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
   actorA.LowerToBottom();
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
 
   application.SendNotification();
   application.Render();
 
   orderChangedSignal = false;
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
   actorB.LowerToBottom();
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
 
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  glAbstraction.ResetSetUniformCallStack();
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+  glSetUniformStack.Reset();
 
   application.SendNotification();
   application.Render();
 
-  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+  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" );
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
 
-  tet_infoline( "Testing C above A and B at bottom\n" );
-  bool CAB = ( indexC > indexA ) && ( indexA > indexB );
+  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(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 );
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
 
   ResetTouchCallbacks();
 
@@ -5178,107 +5432,218 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
 
 int UtcDaliActorRaiseAbove(void)
 {
-  tet_infoline( "UtcDaliActor RaiseToAbove test \n" );
+  tet_infoline("UtcDaliActor RaiseToAbove test \n");
+
+  TestApplication application;
+
+  Integration::Scene stage(application.GetScene());
+
+  Actor actorA = Actor::New();
+  Actor actorB = Actor::New();
+  Actor actorC = Actor::New();
+
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, 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.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
+
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
+
+  Dali::Integration::Point point;
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint(point);
+
+  application.ProcessEvent(touchEvent);
+
+  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");
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorB.RaiseAbove(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.ProcessEvent(touchEvent);
+
+  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");
+
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorA.RaiseAbove(actorB);
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+
+  application.ProcessEvent(touchEvent); // process a touch event on ordered actors.
+
+  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 UtcDaliActorRaiseAbove2(void)
+{
+  tet_infoline("UtcDaliActor RaiseToAbove test using SIBLING_ORDER property\n");
 
   TestApplication application;
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
-  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+  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" );
+  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" );
+  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 );
+  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 );
+  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 );
+  actorA.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
 
-  bool orderChangedSignal( false );
-  Actor orderChangedActor;
-  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
-  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
 
   Dali::Integration::Point point;
-  point.SetDeviceId( 1 );
-  point.SetState( PointState::DOWN );
-  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
   Dali::Integration::TouchEvent touchEvent;
-  touchEvent.AddPoint( point );
+  touchEvent.AddPoint(point);
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  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();
 
-  tet_printf( "Raise actor B Above Actor C\n" );
+  tet_printf("Raise actor B Above Actor C\n");
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
-  actorB.RaiseAbove( actorC );
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  int newOrder                                = actorC[DevelActor::Property::SIBLING_ORDER];
+  actorB[DevelActor::Property::SIBLING_ORDER] = newOrder;
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , 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( "Raise actor A Above Actor B\n" );
+  tet_printf("Raise actor A Above Actor B\n");
 
   orderChangedSignal = false;
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
-  actorA.RaiseAbove( actorB );
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  newOrder                                    = actorB[DevelActor::Property::SIBLING_ORDER];
+  actorA[DevelActor::Property::SIBLING_ORDER] = newOrder;
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
 
-  application.ProcessEvent( touchEvent ); // process a touch event on ordered actors.
+  application.ProcessEvent(touchEvent); // process a touch event on ordered actors.
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
   ResetTouchCallbacks();
 
@@ -5287,22 +5652,22 @@ int UtcDaliActorRaiseAbove(void)
 
 int UtcDaliActorLowerBelow(void)
 {
-  tet_infoline( "UtcDaliActor LowerBelow test \n" );
+  tet_infoline("UtcDaliActor LowerBelow test \n");
 
   TestApplication application;
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
   // 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);
+  shaderA.RegisterProperty("uRendererColor", 1.f);
 
   Shader shaderB = CreateShader();
-  shaderB.RegisterProperty( "uRendererColor", 2.f );
+  shaderB.RegisterProperty("uRendererColor", 2.f);
 
   Shader shaderC = CreateShader();
-  shaderC.RegisterProperty( "uRendererColor", 3.f );
+  shaderC.RegisterProperty("uRendererColor", 3.f);
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
@@ -5320,40 +5685,40 @@ int UtcDaliActorLowerBelow(void)
   Renderer rendererC = Renderer::New(geometry, shaderC);
   actorC.AddRenderer(rendererC);
 
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
-  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+  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" );
+  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" );
+  actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
 
   Actor container = Actor::New();
-  container.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  container.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
-  stage.Add( container );
+  container.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  container.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+  stage.Add(container);
 
-  container.Add( actorA );
-  container.Add( actorB );
-  container.Add( actorC );
+  container.Add(actorA);
+  container.Add(actorB);
+  container.Add(actorC);
 
   ResetTouchCallbacks();
 
   // Connect ChildOrderChangedSignal
-  bool orderChangedSignal( false );
-  Actor orderChangedActor;
-  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
-  DevelActor::ChildOrderChangedSignal( container ).Connect( &application, f ) ;
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(container).Connect(&application, f);
 
   // Set up gl abstraction trace so can query the set uniform order
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
@@ -5366,253 +5731,467 @@ int UtcDaliActorLowerBelow(void)
   application.SendNotification();
   application.Render();
 
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
-
-  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+  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" );
+  int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
 
-  tet_infoline( "Testing C above B and A at bottom\n" );
-  bool CBA = ( indexC > indexB) &&  ( indexB > indexA );
+  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(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 );
+  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 );
+  actorA.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
 
   Dali::Integration::Point point;
-  point.SetDeviceId( 1 );
-  point.SetState( PointState::DOWN );
-  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
   Dali::Integration::TouchEvent touchEvent;
-  touchEvent.AddPoint( point );
+  touchEvent.AddPoint(point);
 
-  tet_infoline( "UtcDaliActor Test Set up completed \n" );
+  tet_infoline("UtcDaliActor Test Set up completed \n");
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3, 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();
 
-  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" );
+  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");
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
-  actorC.LowerBelow( actorB );
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorC, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorC.LowerBelow(actorB);
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( touchEvent ); // touch event
+  application.ProcessEvent(touchEvent); // touch event
 
-  glAbstraction.ResetSetUniformCallStack();
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+  glSetUniformStack.Reset();
 
   application.SendNotification();
   application.Render();
 
-  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+  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" );
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
 
-  tet_infoline( "Testing render order is A, C, B" );
-  DALI_TEST_EQUALS( indexC > indexA, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( indexB > indexC, true, TEST_LOCATION );
+  tet_infoline("Testing render order is A, C, B");
+  DALI_TEST_EQUALS(indexC > indexA, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexB > indexC, true, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3, false , 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 C below Actor A leaving B on top\n" );
+  tet_printf("Lower actor C below Actor A leaving B on top\n");
 
   orderChangedSignal = false;
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
-  actorC.LowerBelow( actorA );
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorC, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorC.LowerBelow(actorA);
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  glAbstraction.ResetSetUniformCallStack();
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+  glSetUniformStack.Reset();
 
   application.Render();
-  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+  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" );
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
 
-  DALI_TEST_EQUALS( indexA > indexC, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( indexB > indexA, true, TEST_LOCATION );
+  DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexB > indexA, true, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3, false , 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" );
+  tet_printf("Lower actor B below Actor C leaving A on top\n");
 
   orderChangedSignal = false;
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
-  actorB.LowerBelow( actorC );
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorB.LowerBelow(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  glAbstraction.ResetSetUniformCallStack();
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+  glSetUniformStack.Reset();
 
   application.Render();
-  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+  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" );
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
 
-  DALI_TEST_EQUALS( indexC > indexB, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( indexA > indexC, true, TEST_LOCATION );
+  DALI_TEST_EQUALS(indexC > indexB, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
 
   END_TEST;
 }
 
+int UtcDaliActorLowerBelow2(void)
+{
+  tet_infoline("UtcDaliActor LowerBelow test using SIBLING_ORDER property\n");
+
+  TestApplication application;
+
+  Integration::Scene stage(application.GetScene());
+
+  // 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.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, 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");
+
+  Actor container = Actor::New();
+  container.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  container.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+  stage.Add(container);
+
+  container.Add(actorA);
+  container.Add(actorB);
+  container.Add(actorC);
+
+  ResetTouchCallbacks();
+
+  // Connect ChildOrderChangedSignal
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(container).Connect(&application, f);
+
+  // 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();
+
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+  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.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
+
+  Dali::Integration::Point point;
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint(point);
+
+  tet_infoline("UtcDaliActor Test Set up completed \n");
+
+  application.ProcessEvent(touchEvent);
+
+  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");
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorC[DevelActor::Property::SIBLING_ORDER] = 1;
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent(touchEvent); // touch event
+
+  glSetUniformStack.Reset();
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+  tet_infoline("Testing render order is A, C, B");
+  DALI_TEST_EQUALS(indexC > indexA, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexB > indexC, 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 C below Actor A leaving B on top\n");
+
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorC[DevelActor::Property::SIBLING_ORDER] = 0;
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent(touchEvent);
+
+  glSetUniformStack.Reset();
+
+  application.Render();
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+  DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexB > indexA, 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");
+
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorB[DevelActor::Property::SIBLING_ORDER] = 0;
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent(touchEvent);
+
+  glSetUniformStack.Reset();
+
+  application.Render();
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+  DALI_TEST_EQUALS(indexC > indexB, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
+
+  END_TEST;
+}
 
 int UtcDaliActorRaiseAboveDifferentParentsN(void)
 {
-  tet_infoline( "UtcDaliActor RaiseToAbove test with actor and target actor having different parents \n" );
+  tet_infoline("UtcDaliActor RaiseToAbove test with actor and target actor having different parents \n");
 
   TestApplication application;
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
   Actor parentA = Actor::New();
   Actor parentB = Actor::New();
-  parentA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
-  parentA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
-  parentB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
-  parentB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+  parentA.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  parentA.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+  parentB.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  parentB.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
 
-  parentA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  parentA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  parentA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  parentA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  parentB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  parentB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  parentB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  parentB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  stage.Add( parentA );
-  stage.Add( parentB );
+  stage.Add(parentA);
+  stage.Add(parentB);
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  parentA.Add( actorA );
-  parentA.Add( actorB );
+  parentA.Add(actorA);
+  parentA.Add(actorB);
 
-  tet_printf( "Actor C added to different parent from A and B \n" );
-  parentB.Add( actorC );
+  tet_printf("Actor C added to different parent from A and B \n");
+  parentB.Add(actorC);
 
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
-  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+  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" );
+  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" );
+  actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
 
   ResetTouchCallbacks();
 
   // Connect ChildOrderChangedSignal
-  bool orderChangedSignal( false );
-  Actor orderChangedActor;
-  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
-  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
 
   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 );
+  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 );
+  actorA.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
 
   Dali::Integration::Point point;
-  point.SetDeviceId( 1 );
-  point.SetState( PointState::DOWN );
-  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
   Dali::Integration::TouchEvent touchEvent;
-  touchEvent.AddPoint( point );
+  touchEvent.AddPoint(point);
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3, 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();
 
-  tet_printf( "Raise actor A Above Actor C which have different parents\n" );
+  tet_printf("Raise actor A Above Actor C which have different parents\n");
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
-  actorA.RaiseAbove( actorC );
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorA.RaiseAbove(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
 
-  application.ProcessEvent( touchEvent ); // touch event
+  application.ProcessEvent(touchEvent); // touch event
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  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();
 
@@ -5621,657 +6200,656 @@ int UtcDaliActorRaiseAboveDifferentParentsN(void)
 
 int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
 {
-  tet_infoline( "UtcDaliActor Test  raiseAbove and lowerBelow api when target Actor has no parent \n" );
+  tet_infoline("UtcDaliActor Test  raiseAbove and lowerBelow api when target Actor has no parent \n");
 
   TestApplication application;
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
-  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+  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" );
+  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" );
+  actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
 
   ResetTouchCallbacks();
 
   // Connect ChildOrderChangedSignal
-  bool orderChangedSignal( false );
-  Actor orderChangedActor;
-  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
-  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
 
   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 );
+  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 );
+  actorA.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
 
   Dali::Integration::Point point;
-  point.SetDeviceId( 1 );
-  point.SetState( PointState::DOWN );
-  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
   Dali::Integration::TouchEvent touchEvent;
-  touchEvent.AddPoint( point );
+  touchEvent.AddPoint(point);
 
-  tet_printf( "Raise actor A Above Actor C which have no parents\n" );
+  tet_printf("Raise actor A Above Actor C which have no parents\n");
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
-  actorA.RaiseAbove( actorC );
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorA.RaiseAbove(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+  tet_printf("Not parented so RaiseAbove should show no effect\n");
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
   ResetTouchCallbacks();
 
   orderChangedSignal = false;
 
-  stage.Add ( actorB );
-  tet_printf( "Lower actor A below Actor C when only A is not on stage \n" );
+  stage.Add(actorB);
+  tet_printf("Lower actor A below Actor C when only A is not on stage \n");
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
-  actorA.LowerBelow( actorC );
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorA.LowerBelow(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  tet_printf( "Actor A not parented so LowerBelow should show no effect\n" );
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  tet_printf("Actor A not parented so LowerBelow should show no effect\n");
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
   ResetTouchCallbacks();
 
   orderChangedSignal = false;
 
-  tet_printf( "Adding Actor A to stage, will be on top\n" );
+  tet_printf("Adding Actor A to stage, will be on top\n");
 
-  stage.Add ( actorA );
+  stage.Add(actorA);
   application.SendNotification();
   application.Render();
 
-  tet_printf( "Raise actor B Above Actor C when only B has a parent\n" );
+  tet_printf("Raise actor B Above Actor C when only B has a parent\n");
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
-  actorB.RaiseAbove( actorC );
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorB.RaiseAbove(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  tet_printf( "C not parented so RaiseAbove should show no effect\n" );
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  tet_printf("C not parented so RaiseAbove should show no effect\n");
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
   ResetTouchCallbacks();
 
   orderChangedSignal = false;
 
-  tet_printf( "Lower actor A below Actor C when only A has a parent\n" );
+  tet_printf("Lower actor A below Actor C when only A has a parent\n");
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
-  actorA.LowerBelow( actorC );
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorA.LowerBelow(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  tet_printf( "C not parented so LowerBelow should show no effect\n" );
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  tet_printf("C not parented so LowerBelow should show no effect\n");
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
   ResetTouchCallbacks();
 
   orderChangedSignal = false;
 
-  stage.Add ( actorC );
+  stage.Add(actorC);
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
-  actorA.RaiseAbove( actorC );
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorA.RaiseAbove(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  tet_printf( "Raise actor A Above Actor C, now both have same parent \n" );
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  tet_printf("Raise actor A Above Actor C, now both have same parent \n");
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
   END_TEST;
 }
 
 int UtcDaliActorTestAllAPIwhenActorNotParented(void)
 {
-  tet_infoline( "UtcDaliActor Test all raise/lower api when actor has no parent \n" );
+  tet_infoline("UtcDaliActor Test all raise/lower api when actor has no parent \n");
 
   TestApplication application;
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
-  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+  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" );
+  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" );
+  actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
 
   ResetTouchCallbacks();
 
   // Connect ChildOrderChangedSignal
-  bool orderChangedSignal( false );
-  Actor orderChangedActor;
-  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
-  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
 
   // 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 );
+  actorA.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
 
   Dali::Integration::Point point;
-  point.SetDeviceId( 1 );
-  point.SetState( PointState::DOWN );
-  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
   Dali::Integration::TouchEvent touchEvent;
-  touchEvent.AddPoint( point );
+  touchEvent.AddPoint(point);
 
-  stage.Add ( actorA );
-  tet_printf( "Raise actor B Above Actor C but B not parented\n" );
+  stage.Add(actorA);
+  tet_printf("Raise actor B Above Actor C but B not parented\n");
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
   actorB.Raise();
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+  tet_printf("Not parented so RaiseAbove should show no effect\n");
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
-  tet_printf( "Raise actor B Above Actor C but B not parented\n" );
+  tet_printf("Raise actor B Above Actor C but B not parented\n");
   ResetTouchCallbacks();
 
   orderChangedSignal = false;
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
   actorC.Lower();
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
   // Sort actor tree before next touch event
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+  tet_printf("Not parented so RaiseAbove should show no effect\n");
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
   ResetTouchCallbacks();
 
   orderChangedSignal = false;
 
-  tet_printf( "Lower actor C below B but C not parented\n" );
+  tet_printf("Lower actor C below B but C not parented\n");
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
   actorB.Lower();
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
   // Sort actor tree before next touch event
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  tet_printf( "Not parented so Lower should show no effect\n" );
+  tet_printf("Not parented so Lower should show no effect\n");
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
   ResetTouchCallbacks();
 
   orderChangedSignal = false;
 
-  tet_printf( "Raise actor B to top\n" );
+  tet_printf("Raise actor B to top\n");
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
   actorB.RaiseToTop();
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
   // Sort actor tree before next touch event
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  tet_printf( "Not parented so RaiseToTop should show no effect\n" );
+  tet_printf("Not parented so RaiseToTop should show no effect\n");
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
   ResetTouchCallbacks();
 
   orderChangedSignal = false;
 
-  tet_printf( "Add ActorB to stage so only Actor C not parented\n" );
+  tet_printf("Add ActorB to stage so only Actor C not parented\n");
 
-  stage.Add ( actorB );
+  stage.Add(actorB);
 
-  tet_printf( "Lower actor C to Bottom, B stays at top\n" );
+  tet_printf("Lower actor C to Bottom, B stays at top\n");
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
   actorC.LowerToBottom();
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  tet_printf( "Not parented so LowerToBottom should show no effect\n" );
+  tet_printf("Not parented so LowerToBottom should show no effect\n");
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
   ResetTouchCallbacks();
 
   END_TEST;
 }
 
-
 int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
 {
-  tet_infoline( "UtcDaliActor RaiseToAbove and  test with actor provided as target resulting in a no operation \n" );
+  tet_infoline("UtcDaliActor RaiseToAbove and  test with actor provided as target resulting in a no operation \n");
 
   TestApplication application;
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
-  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+  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" );
+  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" );
+  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 );
+  stage.Add(actorA);
+  stage.Add(actorB);
+  stage.Add(actorC);
 
   // 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 );
+  actorA.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
 
   ResetTouchCallbacks();
 
   // Connect ChildOrderChangedSignal
-  bool orderChangedSignal( false );
-  Actor orderChangedActor;
-  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
-  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
 
   application.SendNotification();
   application.Render();
 
   Dali::Integration::Point point;
-  point.SetDeviceId( 1 );
-  point.SetState( PointState::DOWN );
-  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
   Dali::Integration::TouchEvent touchEvent;
-  touchEvent.AddPoint( point );
+  touchEvent.AddPoint(point);
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3, 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();
 
-  tet_infoline( "Raise actor A Above Actor A which is the same actor!!\n" );
+  tet_infoline("Raise actor A Above Actor A which is the same actor!!\n");
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
-  actorA.RaiseAbove( actorA );
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorA.RaiseAbove(actorA);
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
 
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  tet_infoline( "No target is source Actor so RaiseAbove should show no effect\n" );
+  tet_infoline("No target is source Actor so RaiseAbove should show no effect\n");
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  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();
 
   orderChangedSignal = false;
 
-  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
-  actorA.RaiseAbove( actorC );
-  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorA.RaiseAbove(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
 
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( touchEvent );
+  application.ProcessEvent(touchEvent);
 
-  tet_infoline( "Raise actor A Above Actor C which will now be successful \n" );
-  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  tet_infoline("Raise actor A Above Actor C which will now be successful \n");
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
   END_TEST;
 }
 
 int UtcDaliActorGetScreenPosition(void)
 {
-  tet_infoline( "UtcDaliActorGetScreenPosition Get screen coordinates of Actor \n" );
+  tet_infoline("UtcDaliActorGetScreenPosition Get screen coordinates of Actor \n");
 
   TestApplication application;
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
   Actor actorA = Actor::New();
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
 
-  Vector2 size2( 10.0f, 20.0f );
-  actorA.SetProperty( Actor::Property::SIZE, size2 );
+  Vector2 size2(10.0f, 20.0f);
+  actorA.SetProperty(Actor::Property::SIZE, size2);
 
-  actorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
+  actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
 
-  tet_infoline( "UtcDaliActorGetScreenPosition Center Anchor Point and 0,0 position \n" );
+  tet_infoline("UtcDaliActorGetScreenPosition Center Anchor Point and 0,0 position \n");
 
-  stage.Add( actorA );
+  stage.Add(actorA);
 
   application.SendNotification();
   application.Render();
 
-  Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector3 actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  Vector2 actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
-  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::CENTER \n",  actorWorldPosition.x, actorWorldPosition.y  );
-  tet_printf( "Actor Screen Position %f %f \n", actorScreenPosition.x, actorScreenPosition.y );
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::CENTER \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position %f %f \n", actorScreenPosition.x, actorScreenPosition.y);
 
-  DALI_TEST_EQUALS( actorScreenPosition.x,  0lu , TEST_LOCATION );
-  DALI_TEST_EQUALS( actorScreenPosition.y,  0lu , TEST_LOCATION );
+  DALI_TEST_EQUALS(actorScreenPosition.x, 0lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 0lu, TEST_LOCATION);
 
-  tet_infoline( "UtcDaliActorGetScreenPosition Top Left Anchor Point and 0,0 position \n" );
+  tet_infoline("UtcDaliActorGetScreenPosition Top Left Anchor Point and 0,0 position \n");
 
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
 
   application.SendNotification();
   application.Render();
 
-  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
-  tet_printf( "Actor World Position  ( %f %f ) AnchorPoint::TOP_LEFT  \n",  actorWorldPosition.x, actorWorldPosition.y );
-  tet_printf( "Actor Screen Position  ( %f %f ) AnchorPoint::TOP_LEFT \n", actorScreenPosition.x, actorScreenPosition.y );
+  tet_printf("Actor World Position  ( %f %f ) AnchorPoint::TOP_LEFT  \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position  ( %f %f ) AnchorPoint::TOP_LEFT \n", actorScreenPosition.x, actorScreenPosition.y);
 
-  DALI_TEST_EQUALS( actorScreenPosition.x,  0lu , TEST_LOCATION );
-  DALI_TEST_EQUALS( actorScreenPosition.y,  0lu , TEST_LOCATION );
+  DALI_TEST_EQUALS(actorScreenPosition.x, 0lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 0lu, TEST_LOCATION);
 
-  tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 0,0 position \n" );
+  tet_infoline("UtcDaliActorGetScreenPosition Bottom right Anchor Point and 0,0 position \n");
 
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
 
   application.SendNotification();
   application.Render();
 
-  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
-  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT   \n",  actorWorldPosition.x, actorWorldPosition.y );
-  tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT  \n", actorScreenPosition.x, actorScreenPosition.y );
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT   \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT  \n", actorScreenPosition.x, actorScreenPosition.y);
 
-  DALI_TEST_EQUALS( actorScreenPosition.x,  0lu , TEST_LOCATION );
-  DALI_TEST_EQUALS( actorScreenPosition.y,  0lu , TEST_LOCATION );
+  DALI_TEST_EQUALS(actorScreenPosition.x, 0lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 0lu, TEST_LOCATION);
 
-  tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,0 position \n" );
+  tet_infoline("UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,0 position \n");
 
-  actorA.SetProperty( Actor::Property::POSITION, Vector2( 30.0, 0.0 ));
+  actorA.SetProperty(Actor::Property::POSITION, Vector2(30.0, 0.0));
 
   application.SendNotification();
   application.Render();
 
-  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
-  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0 \n",  actorWorldPosition.x, actorWorldPosition.y );
-  tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0   \n", actorScreenPosition.x, actorScreenPosition.y );
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0 \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0   \n", actorScreenPosition.x, actorScreenPosition.y);
 
-  DALI_TEST_EQUALS( actorScreenPosition.x,  30lu , TEST_LOCATION );
-  DALI_TEST_EQUALS( actorScreenPosition.y,  0lu , TEST_LOCATION );
+  DALI_TEST_EQUALS(actorScreenPosition.x, 30lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 0lu, TEST_LOCATION);
 
-  tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,420 position \n" );
+  tet_infoline("UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,420 position \n");
 
-  actorA.SetProperty( Actor::Property::POSITION, Vector2( 30.0, 420.0 ));
+  actorA.SetProperty(Actor::Property::POSITION, Vector2(30.0, 420.0));
 
   application.SendNotification();
   application.Render();
 
-  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
-  DALI_TEST_EQUALS( actorScreenPosition.x,  30lu , TEST_LOCATION );
-  DALI_TEST_EQUALS( actorScreenPosition.y,  420lu , TEST_LOCATION );
+  DALI_TEST_EQUALS(actorScreenPosition.x, 30lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 420lu, TEST_LOCATION);
 
-  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0\n",  actorWorldPosition.x, actorWorldPosition.y );
-  tet_printf( "Actor Screen Position( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0 \n", actorScreenPosition.x, actorScreenPosition.y );
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0\n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0 \n", actorScreenPosition.x, actorScreenPosition.y);
 
-  tet_infoline( "UtcDaliActorGetScreenPosition Scale parent and check child's screen position \n" );
+  tet_infoline("UtcDaliActorGetScreenPosition Scale parent and check child's screen position \n");
 
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-  actorA.SetProperty( Actor::Property::POSITION, Vector2( 30.0, 30.0 ));
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actorA.SetProperty(Actor::Property::POSITION, Vector2(30.0, 30.0));
 
   Actor actorB = Actor::New();
-  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-  actorB.SetProperty( Actor::Property::SIZE, size2 );
-  actorB.SetProperty( Actor::Property::POSITION, Vector2( 10.f, 10.f ));
-  actorA.Add( actorB );
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actorB.SetProperty(Actor::Property::SIZE, size2);
+  actorB.SetProperty(Actor::Property::POSITION, Vector2(10.f, 10.f));
+  actorA.Add(actorB);
 
-  actorA.SetProperty( Actor::Property::SCALE, 2.0f );
+  actorA.SetProperty(Actor::Property::SCALE, 2.0f);
 
   application.SendNotification();
   application.Render();
 
-  actorScreenPosition = actorB.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorB.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
-  DALI_TEST_EQUALS( actorScreenPosition.x,  50lu , TEST_LOCATION );
-  DALI_TEST_EQUALS( actorScreenPosition.y,  50lu , TEST_LOCATION );
+  DALI_TEST_EQUALS(actorScreenPosition.x, 50lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 50lu, TEST_LOCATION);
 
   END_TEST;
 }
 
 int UtcDaliActorGetScreenPositionAfterScaling(void)
 {
-  tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling Get screen coordinates of Actor \n" );
+  tet_infoline("UtcDaliActorGetScreenPositionAfterScaling Get screen coordinates of Actor \n");
 
   TestApplication application;
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
   Actor actorA = Actor::New();
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
 
-  Vector2 size2( 10.0f, 20.0f );
-  actorA.SetProperty( Actor::Property::SIZE, size2 );
-  actorA.SetProperty( Actor::Property::SCALE, 1.5f );
-  actorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
+  Vector2 size2(10.0f, 20.0f);
+  actorA.SetProperty(Actor::Property::SIZE, size2);
+  actorA.SetProperty(Actor::Property::SCALE, 1.5f);
+  actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
 
-  tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling TopRight Anchor Point, scale 1.5f and 0,0 position \n" );
+  tet_infoline("UtcDaliActorGetScreenPositionAfterScaling TopRight Anchor Point, scale 1.5f and 0,0 position \n");
 
-  stage.Add( actorA );
+  stage.Add(actorA);
 
   application.SendNotification();
   application.Render();
 
-  Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector3 actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  Vector2 actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
-  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT \n",  actorWorldPosition.x, actorWorldPosition.y  );
-  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y);
 
-  DALI_TEST_EQUALS( actorScreenPosition.x,  0lu , TEST_LOCATION );
-  DALI_TEST_EQUALS( actorScreenPosition.y,  0lu , TEST_LOCATION );
+  DALI_TEST_EQUALS(actorScreenPosition.x, 0lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 0lu, TEST_LOCATION);
 
-  tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling BOTTOM_RIGHT Anchor Point, scale 1.5f and 0,0 position \n" );
+  tet_infoline("UtcDaliActorGetScreenPositionAfterScaling BOTTOM_RIGHT Anchor Point, scale 1.5f and 0,0 position \n");
 
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
 
   application.SendNotification();
   application.Render();
 
-  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
-  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n",  actorWorldPosition.x, actorWorldPosition.y  );
-  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y);
 
-  DALI_TEST_EQUALS( actorScreenPosition.x , 0.0f  , TEST_LOCATION );
-  DALI_TEST_EQUALS( actorScreenPosition.y,  0.0f , TEST_LOCATION );
+  DALI_TEST_EQUALS(actorScreenPosition.x, 0.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 0.0f, TEST_LOCATION);
 
   END_TEST;
 }
 
 int UtcDaliActorGetScreenPositionWithDifferentParentOrigin(void)
 {
-  tet_infoline( "UtcDaliActorGetScreenPositionWithDifferentParentOrigin Changes parent origin which should not effect result \n" );
+  tet_infoline("UtcDaliActorGetScreenPositionWithDifferentParentOrigin Changes parent origin which should not effect result \n");
 
   TestApplication application;
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
   Actor actorA = Actor::New();
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  Vector2 size2( 10.0f, 20.0f );
-  actorA.SetProperty( Actor::Property::SIZE, size2 );
-  actorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  Vector2 size2(10.0f, 20.0f);
+  actorA.SetProperty(Actor::Property::SIZE, size2);
+  actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
 
-  tet_infoline( " TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+  tet_infoline(" TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n");
 
-  stage.Add( actorA );
+  stage.Add(actorA);
 
   application.SendNotification();
   application.Render();
 
-  Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector3 actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  Vector2 actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
-  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n",  actorWorldPosition.x, actorWorldPosition.y  );
-  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y);
 
-  DALI_TEST_EQUALS( actorScreenPosition.x,  240.0f , TEST_LOCATION );
-  DALI_TEST_EQUALS( actorScreenPosition.y,  400.0f , TEST_LOCATION );
+  DALI_TEST_EQUALS(actorScreenPosition.x, 240.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 400.0f, TEST_LOCATION);
 
-  tet_infoline( " BOTTOM_RIGHT Anchor Point, ParentOrigin::TOP_RIGHT and 0,0 position \n" );
+  tet_infoline(" BOTTOM_RIGHT Anchor Point, ParentOrigin::TOP_RIGHT and 0,0 position \n");
 
-  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT );
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT);
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
 
   application.SendNotification();
   application.Render();
 
-  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
-  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT ParentOrigin::TOP_RIGHT \n",  actorWorldPosition.x, actorWorldPosition.y  );
-  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT ParentOrigin::TOP_RIGHT \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y);
 
-  DALI_TEST_EQUALS( actorScreenPosition.x , 480.0f , TEST_LOCATION );
-  DALI_TEST_EQUALS( actorScreenPosition.y,  0.0f , TEST_LOCATION );
+  DALI_TEST_EQUALS(actorScreenPosition.x, 480.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 0.0f, TEST_LOCATION);
 
   END_TEST;
   END_TEST;
@@ -6279,188 +6857,188 @@ int UtcDaliActorGetScreenPositionWithDifferentParentOrigin(void)
 
 int UtcDaliActorGetScreenPositionWithChildActors(void)
 {
-  tet_infoline( "UtcDaliActorGetScreenPositionWithChildActors Check screen position with a tree of actors \n" );
+  tet_infoline("UtcDaliActorGetScreenPositionWithChildActors Check screen position with a tree of actors \n");
 
   TestApplication application;
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
-  tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+  tet_infoline("Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n");
 
   Actor actorA = Actor::New();
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  Vector2 size1( 10.0f, 20.0f );
-  actorA.SetProperty( Actor::Property::SIZE, size1 );
-  actorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  Vector2 size1(10.0f, 20.0f);
+  actorA.SetProperty(Actor::Property::SIZE, size1);
+  actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
 
-  tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+  tet_infoline("Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n");
 
   Actor parentActorA = Actor::New();
-  parentActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-  parentActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  Vector2 size2( 30.0f, 60.0f );
-  parentActorA.SetProperty( Actor::Property::SIZE, size2 );
-  parentActorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
+  parentActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  parentActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  Vector2 size2(30.0f, 60.0f);
+  parentActorA.SetProperty(Actor::Property::SIZE, size2);
+  parentActorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
 
-  tet_infoline( "Add child 1 to Parent 1 and check screen position \n" );
+  tet_infoline("Add child 1 to Parent 1 and check screen position \n");
 
-  stage.Add( parentActorA );
-  parentActorA.Add ( actorA );
+  stage.Add(parentActorA);
+  parentActorA.Add(actorA);
 
   application.SendNotification();
   application.Render();
 
-  Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector3 actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  Vector2 actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
-  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n",  actorWorldPosition.x, actorWorldPosition.y  );
-  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y);
 
-  DALI_TEST_EQUALS( actorScreenPosition.x,  255.0f , TEST_LOCATION );
-  DALI_TEST_EQUALS( actorScreenPosition.y,  430.0f , TEST_LOCATION );
+  DALI_TEST_EQUALS(actorScreenPosition.x, 255.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 430.0f, TEST_LOCATION);
 
-  tet_infoline( "Test 2\n");
+  tet_infoline("Test 2\n");
 
-  tet_infoline( "change parent anchor point and parent origin then check screen position \n" );
+  tet_infoline("change parent anchor point and parent origin then check screen position \n");
 
-  parentActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT );
-  parentActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+  parentActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT);
+  parentActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
 
   application.SendNotification();
   application.Render();
 
-  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
-  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_LEFT ParentOrigin::TOP_LEFT  \n",  actorWorldPosition.x, actorWorldPosition.y  );
-  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::BOTTOM_LEFT ParentOrigin::TOP_LEFT  \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y);
 
-  DALI_TEST_EQUALS( actorScreenPosition.x,  15.0f , TEST_LOCATION );
-  DALI_TEST_EQUALS( actorScreenPosition.y,  -30.0f , TEST_LOCATION );
+  DALI_TEST_EQUALS(actorScreenPosition.x, 15.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, -30.0f, TEST_LOCATION);
 
   END_TEST;
 }
 
 int UtcDaliActorGetScreenPositionWithChildActors02(void)
 {
-  tet_infoline( "UtcDaliActorGetScreenPositionWithChildActors02 Check screen position with a tree of actors \n" );
+  tet_infoline("UtcDaliActorGetScreenPositionWithChildActors02 Check screen position with a tree of actors \n");
 
   TestApplication application;
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
-  tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+  tet_infoline("Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n");
 
   Actor actorA = Actor::New();
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  Vector2 size1( 10.0f, 20.0f );
-  actorA.SetProperty( Actor::Property::SIZE, size1 );
-  actorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  Vector2 size1(10.0f, 20.0f);
+  actorA.SetProperty(Actor::Property::SIZE, size1);
+  actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
 
-  tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+  tet_infoline("Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n");
 
   Actor parentActorA = Actor::New();
-  parentActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-  parentActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  Vector2 size2( 30.0f, 60.0f );
-  parentActorA.SetProperty( Actor::Property::SIZE, size2 );
-  parentActorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
+  parentActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  parentActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  Vector2 size2(30.0f, 60.0f);
+  parentActorA.SetProperty(Actor::Property::SIZE, size2);
+  parentActorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
 
-  tet_infoline( "Create Grand Parent Actor 1 BOTTOM_LEFT Anchor Point, ParentOrigin::BOTTOM_LEFT and 0,0 position \n" );
+  tet_infoline("Create Grand Parent Actor 1 BOTTOM_LEFT Anchor Point, ParentOrigin::BOTTOM_LEFT and 0,0 position \n");
 
   Actor grandParentActorA = Actor::New();
-  grandParentActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT );
-  grandParentActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT );
-  Vector2 size3( 60.0f, 120.0f );
-  grandParentActorA.SetProperty( Actor::Property::SIZE, size3 );
-  grandParentActorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
+  grandParentActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT);
+  grandParentActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT);
+  Vector2 size3(60.0f, 120.0f);
+  grandParentActorA.SetProperty(Actor::Property::SIZE, size3);
+  grandParentActorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
 
-  tet_infoline( "Add Parent 1 to Grand Parent 1 \n" );
+  tet_infoline("Add Parent 1 to Grand Parent 1 \n");
 
-  stage.Add( grandParentActorA );
-  grandParentActorA.Add ( parentActorA );
+  stage.Add(grandParentActorA);
+  grandParentActorA.Add(parentActorA);
 
-  tet_infoline( "Add child 1 to Parent 1 and check screen position \n" );
+  tet_infoline("Add child 1 to Parent 1 and check screen position \n");
 
-  parentActorA.Add ( actorA );
+  parentActorA.Add(actorA);
 
   application.SendNotification();
   application.Render();
 
-  Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector3 actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  Vector2 actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
-  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n",  actorWorldPosition.x, actorWorldPosition.y  );
-  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y);
 
-  DALI_TEST_EQUALS( actorScreenPosition.x,  45.0f , TEST_LOCATION );
-  DALI_TEST_EQUALS( actorScreenPosition.y,  770.0f , TEST_LOCATION );
+  DALI_TEST_EQUALS(actorScreenPosition.x, 45.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 770.0f, TEST_LOCATION);
 
   END_TEST;
 }
 
 int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
 {
-  tet_infoline( "UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse Check screen position where the position does not use the anchor point" );
+  tet_infoline("UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse Check screen position where the position does not use the anchor point");
 
   TestApplication application;
 
-  Integration::Scene stage( application.GetScene() );
+  Integration::Scene stage(application.GetScene());
 
-  tet_infoline( "Create an actor with AnchorPoint::TOP_LEFT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+  tet_infoline("Create an actor with AnchorPoint::TOP_LEFT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false");
 
   Actor actorA = Actor::New();
-  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
-  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  actorA.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
-  actorA.SetProperty( Actor::Property::SIZE, Vector2( 10.0f, 20.0f ) );
-  stage.Add( actorA );
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  actorA.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
+  actorA.SetProperty(Actor::Property::SIZE, Vector2(10.0f, 20.0f));
+  stage.Add(actorA);
 
-  tet_infoline( "Create an Actor with AnchorPoint::BOTTOM_RIGHT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+  tet_infoline("Create an Actor with AnchorPoint::BOTTOM_RIGHT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false");
 
   Actor actorB = Actor::New();
-  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
-  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  actorB.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
-  Vector2 actorBSize( 30.0f, 60.0f );
-  actorB.SetProperty( Actor::Property::SIZE, actorBSize );
-  stage.Add( actorB );
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  actorB.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
+  Vector2 actorBSize(30.0f, 60.0f);
+  actorB.SetProperty(Actor::Property::SIZE, actorBSize);
+  stage.Add(actorB);
 
-  tet_infoline( "Create an actor with AnchorPoint::CENTER, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+  tet_infoline("Create an actor with AnchorPoint::CENTER, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false");
 
   Actor actorC = Actor::New();
-  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  actorC.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
-  Vector2 actorCSize( 60.0f, 120.0f );
-  actorC.SetProperty( Actor::Property::SIZE, actorCSize );
-  stage.Add( actorC );
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  actorC.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
+  Vector2 actorCSize(60.0f, 120.0f);
+  actorC.SetProperty(Actor::Property::SIZE, actorCSize);
+  stage.Add(actorC);
 
   application.SendNotification();
   application.Render();
 
-  tet_infoline( "Despite differing sizes and anchor-points, the screen position for all actors is the same");
+  tet_infoline("Despite differing sizes and anchor-points, the screen position for all actors is the same");
 
-  Vector2 center( stage.GetSize() * 0.5f );
+  Vector2 center(stage.GetSize() * 0.5f);
 
-  DALI_TEST_EQUALS( actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorB.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorC.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+  DALI_TEST_EQUALS(actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>(), center, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorB.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>(), center, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorC.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>(), center, TEST_LOCATION);
 
-  tet_infoline( "Add scale to all actors" );
+  tet_infoline("Add scale to all actors");
 
-  actorA.SetProperty( Actor::Property::SCALE, 2.0f );
-  actorB.SetProperty( Actor::Property::SCALE, 2.0f );
-  actorC.SetProperty( Actor::Property::SCALE, 2.0f );
+  actorA.SetProperty(Actor::Property::SCALE, 2.0f);
+  actorB.SetProperty(Actor::Property::SCALE, 2.0f);
+  actorC.SetProperty(Actor::Property::SCALE, 2.0f);
 
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center /* TOP_LEFT Anchor */, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorB.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorBSize /* BOTTOM_RIGHT Anchor */, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorC.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorCSize * 0.5f /* CENTER Anchor*/, TEST_LOCATION );
+  DALI_TEST_EQUALS(actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>(), center /* TOP_LEFT Anchor */, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorB.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>(), center - actorBSize /* BOTTOM_RIGHT Anchor */, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorC.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>(), center - actorCSize * 0.5f /* CENTER Anchor*/, TEST_LOCATION);
 
   END_TEST;
 }
@@ -6468,28 +7046,28 @@ int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
 int utcDaliActorPositionUsesAnchorPoint(void)
 {
   TestApplication application;
-  tet_infoline( "Check default behaviour\n" );
+  tet_infoline("Check default behaviour\n");
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
-  application.GetScene().Add( actor );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render();
 
-  tet_infoline( "Check that the world position is in the center\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  tet_infoline("Check that the world position is in the center\n");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
 
-  tet_infoline( "Set the position uses anchor point property to false\n" );
-  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
+  tet_infoline("Set the position uses anchor point property to false\n");
+  actor.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
 
   application.SendNotification();
   application.Render();
 
-  tet_infoline( "Check that the world position has changed appropriately\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  tet_infoline("Check that the world position has changed appropriately\n");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3(50.0f, 50.0f, 0.0f), TEST_LOCATION);
 
   END_TEST;
 }
@@ -6497,33 +7075,33 @@ int utcDaliActorPositionUsesAnchorPoint(void)
 int utcDaliActorPositionUsesAnchorPointCheckScale(void)
 {
   TestApplication application;
-  tet_infoline( "Check that the scale is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+  tet_infoline("Check that the scale is adjusted appropriately when setting the positionUsesAnchorPoint to false\n");
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
-  actor.SetProperty( Actor::Property::SCALE, 2.0f );
-  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
-  application.GetScene().Add( actor );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::SCALE, 2.0f);
+  actor.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
+  application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render();
 
-  tet_infoline( "Check the world position is the same as it would be without a scale\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  tet_infoline("Check the world position is the same as it would be without a scale\n");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3(50.0f, 50.0f, 0.0f), TEST_LOCATION);
 
-  tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  tet_infoline("Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly");
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3(100.0f, 100.0f, 0.0f), TEST_LOCATION);
 
-  tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
+  tet_infoline("Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly");
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
 
   END_TEST;
 }
@@ -6531,33 +7109,33 @@ int utcDaliActorPositionUsesAnchorPointCheckScale(void)
 int utcDaliActorPositionUsesAnchorPointCheckRotation(void)
 {
   TestApplication application;
-  tet_infoline( "Check that the rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+  tet_infoline("Check that the rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n");
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 90.0f), Vector3::ZAXIS ) );
-  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
-  application.GetScene().Add( actor );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(90.0f), Vector3::ZAXIS));
+  actor.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
+  application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render();
 
-  tet_infoline( "Check the world position is the same as it would be without a rotation\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  tet_infoline("Check the world position is the same as it would be without a rotation\n");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3(50.0f, 50.0f, 0.0f), TEST_LOCATION);
 
-  tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  tet_infoline("Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly");
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( -50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3(-50.0f, 50.0f, 0.0f), TEST_LOCATION);
 
-  tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
+  tet_infoline("Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly");
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 150.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3(150.0f, 50.0f, 0.0f), TEST_LOCATION);
 
   END_TEST;
 }
@@ -6565,34 +7143,34 @@ int utcDaliActorPositionUsesAnchorPointCheckRotation(void)
 int utcDaliActorPositionUsesAnchorPointCheckScaleAndRotation(void)
 {
   TestApplication application;
-  tet_infoline( "Check that the scale and rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+  tet_infoline("Check that the scale and rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n");
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 90.0f), Vector3::ZAXIS ) );
-  actor.SetProperty( Actor::Property::SCALE, 2.0f );
-  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
-  application.GetScene().Add( actor );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(90.0f), Vector3::ZAXIS));
+  actor.SetProperty(Actor::Property::SCALE, 2.0f);
+  actor.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
+  application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render();
 
-  tet_infoline( "Check the world position is the same as it would be without a scale and rotation\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  tet_infoline("Check the world position is the same as it would be without a scale and rotation\n");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3(50.0f, 50.0f, 0.0f), TEST_LOCATION);
 
-  tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  tet_infoline("Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly");
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( -100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3(-100.0f, 100.0f, 0.0f), TEST_LOCATION);
 
-  tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
+  tet_infoline("Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly");
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 200.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3(200.0f, 0.0f, 0.0f), TEST_LOCATION);
 
   END_TEST;
 }
@@ -6600,41 +7178,41 @@ int utcDaliActorPositionUsesAnchorPointCheckScaleAndRotation(void)
 int utcDaliActorPositionUsesAnchorPointOnlyInheritPosition(void)
 {
   TestApplication application;
-  tet_infoline( "Check that if not inheriting scale and position, then the position is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+  tet_infoline("Check that if not inheriting scale and position, then the position is adjusted appropriately when setting the positionUsesAnchorPoint to false\n");
 
   Actor parent = Actor::New();
 
-  application.GetScene().Add( parent );
-  Vector2 stageSize( application.GetScene().GetSize() );
+  application.GetScene().Add(parent);
+  Vector2 stageSize(application.GetScene().GetSize());
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
-  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
-  actor.SetProperty( Actor::Property::INHERIT_SCALE, false );
-  actor.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
-  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
-  parent.Add( actor );
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::INHERIT_SCALE, false);
+  actor.SetProperty(Actor::Property::INHERIT_ORIENTATION, false);
+  actor.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
+  parent.Add(actor);
 
   application.SendNotification();
   application.Render();
 
-  const Vector3 expectedWorldPosition( -stageSize.width * 0.5f + 50.0f, -stageSize.height * 0.5f + 50.0f, 0.0f );
+  const Vector3 expectedWorldPosition(-stageSize.width * 0.5f + 50.0f, -stageSize.height * 0.5f + 50.0f, 0.0f);
 
-  tet_infoline( "Check the world position is in the right place\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), expectedWorldPosition, TEST_LOCATION );
+  tet_infoline("Check the world position is in the right place\n");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), expectedWorldPosition, TEST_LOCATION);
 
-  tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure world position hasn't changed" );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  tet_infoline("Change the Anchor Point to TOP_LEFT and ensure world position hasn't changed");
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), expectedWorldPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), expectedWorldPosition, TEST_LOCATION);
 
-  tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure world position hasn't changed" );
-  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
+  tet_infoline("Change the Anchor Point to BOTTOM_RIGHT and ensure world position hasn't changed");
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), expectedWorldPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), expectedWorldPosition, TEST_LOCATION);
 
   END_TEST;
 }
@@ -6642,34 +7220,34 @@ int utcDaliActorPositionUsesAnchorPointOnlyInheritPosition(void)
 int utcDaliActorVisibilityChangeSignalSelf(void)
 {
   TestApplication application;
-  tet_infoline( "Check that the visibility change signal is called when the visibility changes for the actor itself" );
+  tet_infoline("Check that the visibility change signal is called when the visibility changes for the actor itself");
 
   Actor actor = Actor::New();
 
   VisibilityChangedFunctorData data;
-  DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) );
+  DevelActor::VisibilityChangedSignal(actor).Connect(&application, VisibilityChangedFunctor(data));
 
-  actor.SetProperty( Actor::Property::VISIBLE, false );
+  actor.SetProperty(Actor::Property::VISIBLE, false);
 
-  data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+  data.Check(true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION);
 
-  tet_infoline( "Ensure functor is not called if we attempt to change the visibility to what it already is at" );
+  tet_infoline("Ensure functor is not called if we attempt to change the visibility to what it already is at");
   data.Reset();
 
-  actor.SetProperty( Actor::Property::VISIBLE, false );
-  data.Check( false /* not called */, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::VISIBLE, false);
+  data.Check(false /* not called */, TEST_LOCATION);
 
-  tet_infoline( "Change the visibility using properties, ensure called" );
+  tet_infoline("Change the visibility using properties, ensure called");
   data.Reset();
 
-  actor.SetProperty( Actor::Property::VISIBLE, true );
-  data.Check( true /* called */, actor, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::VISIBLE, true);
+  data.Check(true /* called */, actor, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION);
 
-  tet_infoline( "Set the visibility to current using properties, ensure not called" );
+  tet_infoline("Set the visibility to current using properties, ensure not called");
   data.Reset();
 
-  actor.SetProperty( Actor::Property::VISIBLE, true );
-  data.Check( false /* not called */, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::VISIBLE, true);
+  data.Check(false /* not called */, TEST_LOCATION);
 
   END_TEST;
 }
@@ -6677,49 +7255,49 @@ int utcDaliActorVisibilityChangeSignalSelf(void)
 int utcDaliActorVisibilityChangeSignalChildren(void)
 {
   TestApplication application;
-  tet_infoline( "Check that the visibility change signal is called for the children when the visibility changes for the parent" );
+  tet_infoline("Check that the visibility change signal is called for the children when the visibility changes for the parent");
 
   Actor parent = Actor::New();
-  Actor child = Actor::New();
-  parent.Add( child );
+  Actor child  = Actor::New();
+  parent.Add(child);
 
   Actor grandChild = Actor::New();
-  child.Add( grandChild );
+  child.Add(grandChild);
 
   VisibilityChangedFunctorData parentData;
   VisibilityChangedFunctorData childData;
   VisibilityChangedFunctorData grandChildData;
 
-  tet_infoline( "Only connect the child and grandchild, ensure they are called and not the parent" );
-  DevelActor::VisibilityChangedSignal( child ).Connect( &application, VisibilityChangedFunctor( childData ) );
-  DevelActor::VisibilityChangedSignal( grandChild ).Connect( &application, VisibilityChangedFunctor( grandChildData ) );
+  tet_infoline("Only connect the child and grandchild, ensure they are called and not the parent");
+  DevelActor::VisibilityChangedSignal(child).Connect(&application, VisibilityChangedFunctor(childData));
+  DevelActor::VisibilityChangedSignal(grandChild).Connect(&application, VisibilityChangedFunctor(grandChildData));
 
-  parent.SetProperty( Actor::Property::VISIBLE, false );
-  parentData.Check( false /* not called */, TEST_LOCATION );
-  childData.Check( true /* called */, child, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
-  grandChildData.Check( true /* called */, grandChild, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+  parent.SetProperty(Actor::Property::VISIBLE, false);
+  parentData.Check(false /* not called */, TEST_LOCATION);
+  childData.Check(true /* called */, child, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION);
+  grandChildData.Check(true /* called */, grandChild, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION);
 
-  tet_infoline( "Connect to the parent's signal as well and ensure all three are called" );
+  tet_infoline("Connect to the parent's signal as well and ensure all three are called");
   parentData.Reset();
   childData.Reset();
   grandChildData.Reset();
 
-  DevelActor::VisibilityChangedSignal( parent ).Connect( &application, VisibilityChangedFunctor( parentData ) );
+  DevelActor::VisibilityChangedSignal(parent).Connect(&application, VisibilityChangedFunctor(parentData));
 
-  parent.SetProperty( Actor::Property::VISIBLE, true );
-  parentData.Check( true /* called */, parent, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
-  childData.Check( true /* called */, child, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
-  grandChildData.Check( true /* called */, grandChild, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+  parent.SetProperty(Actor::Property::VISIBLE, true);
+  parentData.Check(true /* called */, parent, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION);
+  childData.Check(true /* called */, child, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION);
+  grandChildData.Check(true /* called */, grandChild, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION);
 
-  tet_infoline( "Ensure none of the functors are called if we attempt to change the visibility to what it already is at" );
+  tet_infoline("Ensure none of the functors are called if we attempt to change the visibility to what it already is at");
   parentData.Reset();
   childData.Reset();
   grandChildData.Reset();
 
-  parent.SetProperty( Actor::Property::VISIBLE, true );
-  parentData.Check( false /* not called */, TEST_LOCATION );
-  childData.Check( false /* not called */, TEST_LOCATION );
-  grandChildData.Check( false /* not called */, TEST_LOCATION );
+  parent.SetProperty(Actor::Property::VISIBLE, true);
+  parentData.Check(false /* not called */, TEST_LOCATION);
+  childData.Check(false /* not called */, TEST_LOCATION);
+  grandChildData.Check(false /* not called */, TEST_LOCATION);
 
   END_TEST;
 }
@@ -6727,75 +7305,73 @@ int utcDaliActorVisibilityChangeSignalChildren(void)
 int utcDaliActorVisibilityChangeSignalAfterAnimation(void)
 {
   TestApplication application;
-  tet_infoline( "Check that the visibility change signal is emitted when the visibility changes when an animation starts" );
+  tet_infoline("Check that the visibility change signal is emitted when the visibility changes when an animation starts");
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render();
 
   VisibilityChangedFunctorData data;
-  DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) );
+  DevelActor::VisibilityChangedSignal(actor).Connect(&application, VisibilityChangedFunctor(data));
 
-  Animation animation = Animation::New( 1.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::VISIBLE ), false );
+  Animation animation = Animation::New(1.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::VISIBLE), false);
 
-  data.Check( false, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+  data.Check(false, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
 
-  tet_infoline( "Play the animation and check the property value" );
+  tet_infoline("Play the animation and check the property value");
   animation.Play();
 
-  data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+  data.Check(true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<bool>(Actor::Property::VISIBLE), false, TEST_LOCATION);
 
-  tet_infoline( "Animation not currently finished, so the current visibility should still be true" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+  tet_infoline("Animation not currently finished, so the current visibility should still be true");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render( 1100 ); // After the animation
+  application.Render(1100); // After the animation
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), false, TEST_LOCATION);
 
   END_TEST;
 }
 
-
 int utcDaliActorVisibilityChangeSignalByName(void)
 {
   TestApplication application;
-  tet_infoline( "Check that the visibility change signal is called when the visibility changes for the actor itself" );
+  tet_infoline("Check that the visibility change signal is called when the visibility changes for the actor itself");
 
   Actor actor = Actor::New();
 
-  bool signalCalled=false;
-  actor.ConnectSignal( &application, "visibilityChanged", VisibilityChangedVoidFunctor(signalCalled) );
-  DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
-  actor.SetProperty( Actor::Property::VISIBLE, false );
-  DALI_TEST_EQUALS( signalCalled, true, TEST_LOCATION );
+  bool signalCalled = false;
+  actor.ConnectSignal(&application, "visibilityChanged", VisibilityChangedVoidFunctor(signalCalled));
+  DALI_TEST_EQUALS(signalCalled, false, TEST_LOCATION);
+  actor.SetProperty(Actor::Property::VISIBLE, false);
+  DALI_TEST_EQUALS(signalCalled, true, TEST_LOCATION);
 
-  tet_infoline( "Ensure functor is not called if we attempt to change the visibility to what it already is at" );
+  tet_infoline("Ensure functor is not called if we attempt to change the visibility to what it already is at");
   signalCalled = false;
-  actor.SetProperty( Actor::Property::VISIBLE, false );
-  DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::VISIBLE, false);
+  DALI_TEST_EQUALS(signalCalled, false, TEST_LOCATION);
 
-  tet_infoline( "Change the visibility using properties, ensure called" );
-  actor.SetProperty( Actor::Property::VISIBLE, true );
-  DALI_TEST_EQUALS( signalCalled, true, TEST_LOCATION );
+  tet_infoline("Change the visibility using properties, ensure called");
+  actor.SetProperty(Actor::Property::VISIBLE, true);
+  DALI_TEST_EQUALS(signalCalled, true, TEST_LOCATION);
 
-  tet_infoline( "Set the visibility to current using properties, ensure not called" );
+  tet_infoline("Set the visibility to current using properties, ensure not called");
   signalCalled = false;
 
-  actor.SetProperty( Actor::Property::VISIBLE, true );
-  DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::VISIBLE, true);
+  DALI_TEST_EQUALS(signalCalled, false, TEST_LOCATION);
 
   END_TEST;
 }
 
-
-static void LayoutDirectionChanged( Actor actor, LayoutDirection::Type type )
+static void LayoutDirectionChanged(Actor actor, LayoutDirection::Type type)
 {
   gLayoutDirectionType = type;
 }
@@ -6803,101 +7379,100 @@ static void LayoutDirectionChanged( Actor actor, LayoutDirection::Type type )
 int UtcDaliActorLayoutDirectionProperty(void)
 {
   TestApplication application;
-  tet_infoline( "Check layout direction property" );
+  tet_infoline("Check layout direction property");
 
   Actor actor0 = Actor::New();
-  DALI_TEST_EQUALS( actor0.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
-  application.GetScene().Add( actor0 );
+  DALI_TEST_EQUALS(actor0.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
+  application.GetScene().Add(actor0);
 
   application.SendNotification();
   application.Render();
 
   Actor actor1 = Actor::New();
-  DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor1.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
   Actor actor2 = Actor::New();
-  DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor2.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
   Actor actor3 = Actor::New();
-  DALI_TEST_EQUALS( actor3.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor3.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
   Actor actor4 = Actor::New();
-  DALI_TEST_EQUALS( actor4.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor4.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
   Actor actor5 = Actor::New();
-  DALI_TEST_EQUALS( actor5.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor5.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
   Actor actor6 = Actor::New();
-  DALI_TEST_EQUALS( actor6.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor6.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
   Actor actor7 = Actor::New();
-  DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor7.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
   Actor actor8 = Actor::New();
-  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor8.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
   Actor actor9 = Actor::New();
-  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor9.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
 
-  actor1.Add( actor2 );
+  actor1.Add(actor2);
   gLayoutDirectionType = LayoutDirection::LEFT_TO_RIGHT;
-  actor2.LayoutDirectionChangedSignal().Connect( LayoutDirectionChanged );
+  actor2.LayoutDirectionChangedSignal().Connect(LayoutDirectionChanged);
 
-  DALI_TEST_EQUALS( actor1.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
-  actor1.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT );
-  DALI_TEST_EQUALS( actor1.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor1.GetProperty<bool>(Actor::Property::INHERIT_LAYOUT_DIRECTION), true, TEST_LOCATION);
+  actor1.SetProperty(Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT);
+  DALI_TEST_EQUALS(actor1.GetProperty<bool>(Actor::Property::INHERIT_LAYOUT_DIRECTION), false, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( gLayoutDirectionType, LayoutDirection::RIGHT_TO_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor1.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::RIGHT_TO_LEFT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor2.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::RIGHT_TO_LEFT), TEST_LOCATION);
+  DALI_TEST_EQUALS(gLayoutDirectionType, LayoutDirection::RIGHT_TO_LEFT, TEST_LOCATION);
 
-  actor1.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, true );
-  actor0.Add( actor1 );
-  DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  actor1.SetProperty(Actor::Property::INHERIT_LAYOUT_DIRECTION, true);
+  actor0.Add(actor1);
+  DALI_TEST_EQUALS(actor1.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor2.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
 
-  application.GetScene().Add( actor3 );
-  actor3.Add( actor4 );
-  actor4.Add( actor5 );
-  actor5.Add( actor6 );
-  actor5.Add( actor7 );
-  actor7.Add( actor8 );
-  actor8.Add( actor9 );
-  actor3.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
-  actor5.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
+  application.GetScene().Add(actor3);
+  actor3.Add(actor4);
+  actor4.Add(actor5);
+  actor5.Add(actor6);
+  actor5.Add(actor7);
+  actor7.Add(actor8);
+  actor8.Add(actor9);
+  actor3.SetProperty(Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT");
+  actor5.SetProperty(Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT);
 
-  DALI_TEST_EQUALS( actor8.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
-  actor8.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, false );
-  DALI_TEST_EQUALS( actor8.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor8.GetProperty<bool>(Actor::Property::INHERIT_LAYOUT_DIRECTION), true, TEST_LOCATION);
+  actor8.SetProperty(Actor::Property::INHERIT_LAYOUT_DIRECTION, false);
+  DALI_TEST_EQUALS(actor8.GetProperty<bool>(Actor::Property::INHERIT_LAYOUT_DIRECTION), false, TEST_LOCATION);
 
-  actor7.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
+  actor7.SetProperty(Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT");
 
-  DALI_TEST_EQUALS( actor3.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor4.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor5.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor6.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor3.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::RIGHT_TO_LEFT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor4.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::RIGHT_TO_LEFT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor5.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor6.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor7.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::RIGHT_TO_LEFT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor8.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor9.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
 
-  actor8.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
-  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  actor8.SetProperty(Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT");
+  DALI_TEST_EQUALS(actor8.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::RIGHT_TO_LEFT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor9.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::RIGHT_TO_LEFT), TEST_LOCATION);
 
-  actor7.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
-  DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  actor7.SetProperty(Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT);
+  DALI_TEST_EQUALS(actor7.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor8.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::RIGHT_TO_LEFT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor9.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::RIGHT_TO_LEFT), TEST_LOCATION);
 
-  actor8.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, true );
-  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  actor8.SetProperty(Actor::Property::INHERIT_LAYOUT_DIRECTION, true);
+  DALI_TEST_EQUALS(actor8.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor9.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
 
   END_TEST;
 }
 
-
 struct LayoutDirectionFunctor
 {
   LayoutDirectionFunctor(bool& signalCalled)
-  : mSignalCalled( signalCalled )
+  : mSignalCalled(signalCalled)
   {
   }
 
   LayoutDirectionFunctor(const LayoutDirectionFunctor& rhs)
-  : mSignalCalled( rhs.mSignalCalled )
+  : mSignalCalled(rhs.mSignalCalled)
   {
   }
 
@@ -6912,107 +7487,106 @@ struct LayoutDirectionFunctor
 int UtcDaliActorLayoutDirectionSignal(void)
 {
   TestApplication application;
-  tet_infoline( "Check changing layout direction property sends a signal" );
+  tet_infoline("Check changing layout direction property sends a signal");
 
   Actor actor = Actor::New();
-  DALI_TEST_EQUALS( actor.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
-  application.GetScene().Add( actor );
-  bool signalCalled = false;
+  DALI_TEST_EQUALS(actor.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
+  application.GetScene().Add(actor);
+  bool                   signalCalled = false;
   LayoutDirectionFunctor layoutDirectionFunctor(signalCalled);
 
-  actor.ConnectSignal( &application, "layoutDirectionChanged", layoutDirectionFunctor );
-  DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+  actor.ConnectSignal(&application, "layoutDirectionChanged", layoutDirectionFunctor);
+  DALI_TEST_EQUALS(signalCalled, false, TEST_LOCATION);
 
   // Test that writing the same value doesn't send a signal
-  actor.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
-  DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT);
+  DALI_TEST_EQUALS(signalCalled, false, TEST_LOCATION);
 
   // Test that writing a different value sends the signal
   signalCalled = false;
-  actor.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT );
-  DALI_TEST_EQUALS( signalCalled, true, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT);
+  DALI_TEST_EQUALS(signalCalled, true, TEST_LOCATION);
 
   signalCalled = false;
-  actor.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT );
-  DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT);
+  DALI_TEST_EQUALS(signalCalled, false, TEST_LOCATION);
 
   END_TEST;
 }
 
 struct ChildAddedSignalCheck
 {
-  ChildAddedSignalCheck( bool& signalReceived, Actor& childHandle )
-  : mSignalReceived( signalReceived ),
-    mChildHandle( childHandle )
+  ChildAddedSignalCheck(bool& signalReceived, Actor& childHandle)
+  : mSignalReceived(signalReceived),
+    mChildHandle(childHandle)
   {
   }
 
-  void operator() ( Actor childHandle )
+  void operator()(Actor childHandle)
   {
     mSignalReceived = true;
-    mChildHandle = childHandle;
+    mChildHandle    = childHandle;
   }
-  void operator() ()
+  void operator()()
   {
     mSignalReceived = true;
-    mChildHandle = Actor();
+    mChildHandle    = Actor();
   }
 
-  bool& mSignalReceived;
+  bool&  mSignalReceived;
   Actor& mChildHandle;
 };
 
 int UtcDaliChildAddedSignalP1(void)
 {
   TestApplication application;
-  auto stage = application.GetScene();
+  auto            stage = application.GetScene();
 
-  bool signalReceived=false;
+  bool  signalReceived = false;
   Actor childActor;
 
-  ChildAddedSignalCheck signal( signalReceived, childActor );
-  DevelActor::ChildAddedSignal( stage.GetRootLayer() ).Connect( &application, signal );
-  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  ChildAddedSignalCheck signal(signalReceived, childActor);
+  DevelActor::ChildAddedSignal(stage.GetRootLayer()).Connect(&application, signal);
+  DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
 
   auto actorA = Actor::New();
-  stage.Add( actorA );
-  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( childActor, actorA, TEST_LOCATION );
+  stage.Add(actorA);
+  DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(childActor, actorA, TEST_LOCATION);
   signalReceived = false;
 
   auto actorB = Actor::New();
-  stage.Add( actorB );
-  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( childActor, actorB, TEST_LOCATION );
+  stage.Add(actorB);
+  DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(childActor, actorB, TEST_LOCATION);
 
   END_TEST;
 }
 
-
 int UtcDaliChildAddedSignalP2(void)
 {
   TestApplication application;
-  auto stage = application.GetScene();
+  auto            stage = application.GetScene();
 
-  bool signalReceived=false;
+  bool  signalReceived = false;
   Actor childActor;
 
-  ChildAddedSignalCheck signal( signalReceived, childActor );
-  tet_infoline( "Connect to childAdded signal by name" );
+  ChildAddedSignalCheck signal(signalReceived, childActor);
+  tet_infoline("Connect to childAdded signal by name");
 
-  stage.GetRootLayer().ConnectSignal( &application, "childAdded", signal );
-  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  stage.GetRootLayer().ConnectSignal(&application, "childAdded", signal);
+  DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
 
   auto actorA = Actor::New();
-  stage.Add( actorA );
-  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+  stage.Add(actorA);
+  DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
 
   // Can't test which actor was added; signal signature is void() when connecting via name.
   signalReceived = false;
 
   auto actorB = Actor::New();
-  stage.Add( actorB );
-  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+  stage.Add(actorB);
+  DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
 
   END_TEST;
 }
@@ -7020,80 +7594,79 @@ int UtcDaliChildAddedSignalP2(void)
 int UtcDaliChildAddedSignalN(void)
 {
   TestApplication application;
-  auto stage = application.GetScene();
+  auto            stage = application.GetScene();
 
-  bool signalReceived=false;
+  bool  signalReceived = false;
   Actor childActor;
 
-  ChildAddedSignalCheck signal( signalReceived, childActor );
-  DevelActor::ChildAddedSignal( stage.GetRootLayer() ).Connect( &application, signal );
-  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  ChildAddedSignalCheck signal(signalReceived, childActor);
+  DevelActor::ChildAddedSignal(stage.GetRootLayer()).Connect(&application, signal);
+  DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
 
   auto actorA = Actor::New();
-  stage.Add( actorA );
-  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( childActor, actorA, TEST_LOCATION );
+  stage.Add(actorA);
+  DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(childActor, actorA, TEST_LOCATION);
   signalReceived = false;
 
   auto actorB = Actor::New();
-  actorA.Add( actorB );
-  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  actorA.Add(actorB);
+  DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
   END_TEST;
 }
 
-
 struct ChildRemovedSignalCheck
 {
-  ChildRemovedSignalCheck( bool& signalReceived, Actor& childHandle )
-  : mSignalReceived( signalReceived ),
-    mChildHandle( childHandle )
+  ChildRemovedSignalCheck(bool& signalReceived, Actor& childHandle)
+  : mSignalReceived(signalReceived),
+    mChildHandle(childHandle)
   {
   }
 
-  void operator() ( Actor childHandle )
+  void operator()(Actor childHandle)
   {
     mSignalReceived = true;
-    mChildHandle = childHandle;
+    mChildHandle    = childHandle;
   }
 
-  void operator() ()
+  void operator()()
   {
     mSignalReceived = true;
   }
 
-  bool& mSignalReceived;
+  bool&  mSignalReceived;
   Actor& mChildHandle;
 };
 
 int UtcDaliChildRemovedSignalP1(void)
 {
   TestApplication application;
-  auto stage = application.GetScene();
+  auto            stage = application.GetScene();
 
-  bool signalReceived=false;
+  bool  signalReceived = false;
   Actor childActor;
 
-  ChildRemovedSignalCheck signal( signalReceived, childActor );
-  DevelActor::ChildRemovedSignal( stage.GetRootLayer() ).Connect( &application, signal );
-  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  ChildRemovedSignalCheck signal(signalReceived, childActor);
+  DevelActor::ChildRemovedSignal(stage.GetRootLayer()).Connect(&application, signal);
+  DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
 
   auto actorA = Actor::New();
-  stage.Add( actorA );
-  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
-  DALI_TEST_CHECK( !childActor );
+  stage.Add(actorA);
+  DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
+  DALI_TEST_CHECK(!childActor);
 
-  stage.Remove( actorA );
-  DALI_TEST_EQUALS( childActor, actorA, TEST_LOCATION );
-  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+  stage.Remove(actorA);
+  DALI_TEST_EQUALS(childActor, actorA, TEST_LOCATION);
+  DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
 
   signalReceived = false;
-  auto actorB = Actor::New();
-  stage.Add( actorB );
-  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  auto actorB    = Actor::New();
+  stage.Add(actorB);
+  DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
 
-  stage.Remove( actorB );
-  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( childActor, actorB, TEST_LOCATION );
+  stage.Remove(actorB);
+  DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(childActor, actorB, TEST_LOCATION);
 
   END_TEST;
 }
@@ -7101,104 +7674,102 @@ int UtcDaliChildRemovedSignalP1(void)
 int UtcDaliChildRemovedSignalP2(void)
 {
   TestApplication application;
-  auto stage = application.GetScene();
+  auto            stage = application.GetScene();
 
-  bool signalReceived=false;
+  bool  signalReceived = false;
   Actor childActor;
 
-  ChildAddedSignalCheck signal( signalReceived, childActor );
-  tet_infoline( "Connect to childRemoved signal by name" );
+  ChildAddedSignalCheck signal(signalReceived, childActor);
+  tet_infoline("Connect to childRemoved signal by name");
 
-  stage.GetRootLayer().ConnectSignal( &application, "childRemoved", signal );
-  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  stage.GetRootLayer().ConnectSignal(&application, "childRemoved", signal);
+  DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
 
   auto actorA = Actor::New();
-  stage.Add( actorA );
-  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  stage.Add(actorA);
+  DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
 
-  stage.Remove( actorA );
-  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+  stage.Remove(actorA);
+  DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
 
   signalReceived = false;
-  auto actorB = Actor::New();
-  stage.Add( actorB );
-  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  auto actorB    = Actor::New();
+  stage.Add(actorB);
+  DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
 
-  stage.Remove( actorB );
-  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+  stage.Remove(actorB);
+  DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
 
   END_TEST;
 }
 
-
 int UtcDaliChildRemovedSignalN(void)
 {
   TestApplication application;
-  auto stage = application.GetScene();
+  auto            stage = application.GetScene();
 
-  bool signalReceived=false;
+  bool  signalReceived = false;
   Actor childActor;
 
-  ChildRemovedSignalCheck signal( signalReceived, childActor );
-  DevelActor::ChildRemovedSignal( stage.GetRootLayer() ).Connect( &application, signal );
-  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  ChildRemovedSignalCheck signal(signalReceived, childActor);
+  DevelActor::ChildRemovedSignal(stage.GetRootLayer()).Connect(&application, signal);
+  DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
 
   auto actorA = Actor::New();
-  stage.Add( actorA );
+  stage.Add(actorA);
 
   auto actorB = Actor::New();
-  actorA.Add( actorB );
+  actorA.Add(actorB);
 
-  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
-  DALI_TEST_CHECK( ! childActor );
+  DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
+  DALI_TEST_CHECK(!childActor);
 
-  actorA.Remove( actorB );
-  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  actorA.Remove(actorB);
+  DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
   END_TEST;
 }
 
-
 int UtcDaliChildMovedSignalP(void)
 {
   TestApplication application;
-  auto stage = application.GetScene();
+  auto            stage = application.GetScene();
 
-  bool addedASignalReceived   = false;
-  bool removedASignalReceived = false;
-  bool addedBSignalReceived   = false;
-  bool removedBSignalReceived = false;
+  bool  addedASignalReceived   = false;
+  bool  removedASignalReceived = false;
+  bool  addedBSignalReceived   = false;
+  bool  removedBSignalReceived = false;
   Actor childActor;
 
   auto actorA = Actor::New();
   auto actorB = Actor::New();
-  stage.Add( actorA );
-  stage.Add( actorB );
+  stage.Add(actorA);
+  stage.Add(actorB);
 
-  ChildAddedSignalCheck addedSignalA( addedASignalReceived, childActor );
-  ChildRemovedSignalCheck removedSignalA( removedASignalReceived, childActor );
-  ChildAddedSignalCheck addedSignalB( addedBSignalReceived, childActor );
-  ChildRemovedSignalCheck removedSignalB( removedBSignalReceived, childActor );
+  ChildAddedSignalCheck   addedSignalA(addedASignalReceived, childActor);
+  ChildRemovedSignalCheck removedSignalA(removedASignalReceived, childActor);
+  ChildAddedSignalCheck   addedSignalB(addedBSignalReceived, childActor);
+  ChildRemovedSignalCheck removedSignalB(removedBSignalReceived, childActor);
 
-  DevelActor::ChildAddedSignal( actorA ).Connect( &application, addedSignalA );
-  DevelActor::ChildRemovedSignal( actorA ).Connect( &application, removedSignalA );
-  DevelActor::ChildAddedSignal( actorB ).Connect( &application, addedSignalB );
-  DevelActor::ChildRemovedSignal( actorB ).Connect( &application, removedSignalB );
+  DevelActor::ChildAddedSignal(actorA).Connect(&application, addedSignalA);
+  DevelActor::ChildRemovedSignal(actorA).Connect(&application, removedSignalA);
+  DevelActor::ChildAddedSignal(actorB).Connect(&application, addedSignalB);
+  DevelActor::ChildRemovedSignal(actorB).Connect(&application, removedSignalB);
 
-  DALI_TEST_EQUALS( addedASignalReceived, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( removedASignalReceived, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( addedBSignalReceived, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( removedBSignalReceived, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(addedASignalReceived, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(removedASignalReceived, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(addedBSignalReceived, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(removedBSignalReceived, false, TEST_LOCATION);
 
   // Create a child of A
 
   auto child = Actor::New();
-  actorA.Add( child );
+  actorA.Add(child);
 
-  DALI_TEST_EQUALS( addedASignalReceived, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( removedASignalReceived, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( addedBSignalReceived, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( removedBSignalReceived, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( childActor, child, TEST_LOCATION );
+  DALI_TEST_EQUALS(addedASignalReceived, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(removedASignalReceived, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(addedBSignalReceived, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(removedBSignalReceived, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(childActor, child, TEST_LOCATION);
 
   // Move child to B:
   addedASignalReceived   = false;
@@ -7206,11 +7777,11 @@ int UtcDaliChildMovedSignalP(void)
   removedASignalReceived = false;
   removedBSignalReceived = false;
 
-  actorB.Add( child ); // Expect this child to be re-parented
-  DALI_TEST_EQUALS( addedASignalReceived, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( removedASignalReceived, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( addedBSignalReceived, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( removedBSignalReceived, false, TEST_LOCATION );
+  actorB.Add(child); // Expect this child to be re-parented
+  DALI_TEST_EQUALS(addedASignalReceived, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(removedASignalReceived, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(addedBSignalReceived, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(removedBSignalReceived, false, TEST_LOCATION);
 
   // Move child back to A:
   addedASignalReceived   = false;
@@ -7218,12 +7789,66 @@ int UtcDaliChildMovedSignalP(void)
   removedASignalReceived = false;
   removedBSignalReceived = false;
 
-  actorA.Add( child ); // Expect this child to be re-parented
-  DALI_TEST_EQUALS( addedASignalReceived, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( removedASignalReceived, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( addedBSignalReceived, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( removedBSignalReceived, true, TEST_LOCATION );
+  actorA.Add(child); // Expect this child to be re-parented
+  DALI_TEST_EQUALS(addedASignalReceived, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(removedASignalReceived, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(addedBSignalReceived, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(removedBSignalReceived, true, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliActorSwitchParentP(void)
+{
+  tet_infoline("Testing Actor::UtcDaliActorSwitchParentP");
+  TestApplication application;
+
+  Actor parent1 = Actor::New();
+  Actor child   = Actor::New();
+
+  application.GetScene().Add(parent1);
+
+  DALI_TEST_EQUALS(parent1.GetChildCount(), 0u, TEST_LOCATION);
+
+  child.OnSceneSignal().Connect(OnSceneCallback);
+  child.OffSceneSignal().Connect(OffSceneCallback);
+
+  // sanity check
+  DALI_TEST_CHECK(gOnSceneCallBackCalled == 0);
+  DALI_TEST_CHECK(gOffSceneCallBackCalled == 0);
+
+  parent1.Add(child);
 
+  DALI_TEST_EQUALS(parent1.GetChildCount(), 1u, TEST_LOCATION);
+
+  DALI_TEST_CHECK(gOnSceneCallBackCalled == 1);
+  DALI_TEST_CHECK(gOffSceneCallBackCalled == 0);
+
+  Actor parent2 = Actor::New();
+  application.GetScene().Add(parent2);
+
+  bool                  addSignalReceived = false;
+  ChildAddedSignalCheck addedSignal(addSignalReceived, child);
+  DevelActor::ChildAddedSignal(application.GetScene().GetRootLayer()).Connect(&application, addedSignal);
+  DALI_TEST_EQUALS(addSignalReceived, false, TEST_LOCATION);
+
+  bool                    removedSignalReceived = false;
+  ChildRemovedSignalCheck removedSignal(removedSignalReceived, child);
+  DevelActor::ChildRemovedSignal(application.GetScene().GetRootLayer()).Connect(&application, removedSignal);
+  DALI_TEST_EQUALS(removedSignalReceived, false, TEST_LOCATION);
+
+  DevelActor::SwitchParent(child, parent2);
+
+  DALI_TEST_EQUALS(addSignalReceived, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(removedSignalReceived, false, TEST_LOCATION);
+
+  DALI_TEST_EQUALS(parent1.GetChildCount(), 0u, TEST_LOCATION);
+  DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
+
+  DALI_TEST_CHECK(gOnSceneCallBackCalled == 1);
+  DALI_TEST_CHECK(gOffSceneCallBackCalled == 0);
+  DALI_TEST_CHECK(child.GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE));
+  DALI_TEST_CHECK(child.GetParent() == parent2);
 
   END_TEST;
 }
@@ -7231,46 +7856,46 @@ int UtcDaliChildMovedSignalP(void)
 int utcDaliActorCulled(void)
 {
   TestApplication application;
-  auto stage = application.GetScene();
+  auto            stage = application.GetScene();
 
-  tet_infoline( "Check that the actor is culled if the actor is out of the screen" );
+  tet_infoline("Check that the actor is culled if the actor is out of the screen");
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::SIZE, Vector2( 10.0f, 10.0f ) );
+  actor.SetProperty(Actor::Property::SIZE, Vector2(10.0f, 10.0f));
 
   Geometry geometry = CreateQuadGeometry();
-  Shader shader = CreateShader();
+  Shader   shader   = CreateShader();
   Renderer renderer = Renderer::New(geometry, shader);
-  actor.AddRenderer( renderer );
+  actor.AddRenderer(renderer);
 
-  stage.Add( actor );
+  stage.Add(actor);
 
   application.SendNotification();
-  application.Render( 0 );
+  application.Render(0);
 
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::CULLED ), false, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<bool>(Actor::Property::CULLED), false, TEST_LOCATION);
 
-  PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::CULLED, LessThanCondition( 0.5f ) );
-  notification.SetNotifyMode( PropertyNotification::NOTIFY_ON_CHANGED );
+  PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::CULLED, LessThanCondition(0.5f));
+  notification.SetNotifyMode(PropertyNotification::NOTIFY_ON_CHANGED);
 
   // Connect NotifySignal
-  bool propertyNotificationSignal( false );
-  PropertyNotification source;
-  CulledPropertyNotificationFunctor f( propertyNotificationSignal, source );
-  notification.NotifySignal().Connect( &application, f ) ;
+  bool                              propertyNotificationSignal(false);
+  PropertyNotification              source;
+  CulledPropertyNotificationFunctor f(propertyNotificationSignal, source);
+  notification.NotifySignal().Connect(&application, f);
 
-  actor.SetProperty( Actor::Property::POSITION, Vector2( 1000.0f, 1000.0f ));
+  actor.SetProperty(Actor::Property::POSITION, Vector2(1000.0f, 1000.0f));
 
   application.SendNotification();
   application.Render();
 
   application.SendNotification();
 
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::CULLED ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<bool>(Actor::Property::CULLED), true, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( propertyNotificationSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( source.GetTargetProperty(), static_cast< int >( Actor::Property::CULLED ), TEST_LOCATION );
-  DALI_TEST_EQUALS( source.GetTarget().GetProperty< bool >( source.GetTargetProperty() ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS(propertyNotificationSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(source.GetTargetProperty(), static_cast<int>(Actor::Property::CULLED), TEST_LOCATION);
+  DALI_TEST_EQUALS(source.GetTarget().GetProperty<bool>(source.GetTargetProperty()), true, TEST_LOCATION);
 
   END_TEST;
 }
@@ -7278,18 +7903,18 @@ int utcDaliActorCulled(void)
 int utcDaliEnsureRenderWhenRemovingLastRenderableActor(void)
 {
   TestApplication application;
-  auto stage = application.GetScene();
+  auto            stage = application.GetScene();
 
-  tet_infoline( "Ensure we clear the screen when the last actor is removed" );
+  tet_infoline("Ensure we clear the screen when the last actor is removed");
 
   Actor actor = CreateRenderableActor();
-  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
-  stage.Add( actor );
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  stage.Add(actor);
 
   application.SendNotification();
   application.Render();
 
-  auto& glAbstraction = application.GetGlAbstraction();
+  auto&      glAbstraction    = application.GetGlAbstraction();
   const auto clearCountBefore = glAbstraction.GetClearCountCalled();
 
   actor.Unparent();
@@ -7297,7 +7922,7 @@ int utcDaliEnsureRenderWhenRemovingLastRenderableActor(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION );
+  DALI_TEST_EQUALS(glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION);
 
   END_TEST;
 }
@@ -7305,26 +7930,26 @@ int utcDaliEnsureRenderWhenRemovingLastRenderableActor(void)
 int utcDaliEnsureRenderWhenMakingLastActorInvisible(void)
 {
   TestApplication application;
-  auto stage = application.GetScene();
+  auto            stage = application.GetScene();
 
-  tet_infoline( "Ensure we clear the screen when the last actor is made invisible" );
+  tet_infoline("Ensure we clear the screen when the last actor is made invisible");
 
   Actor actor = CreateRenderableActor();
-  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
-  stage.Add( actor );
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  stage.Add(actor);
 
   application.SendNotification();
   application.Render();
 
-  auto& glAbstraction = application.GetGlAbstraction();
+  auto&      glAbstraction    = application.GetGlAbstraction();
   const auto clearCountBefore = glAbstraction.GetClearCountCalled();
 
-  actor.SetProperty( Actor::Property::VISIBLE, false );
+  actor.SetProperty(Actor::Property::VISIBLE, false);
 
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION );
+  DALI_TEST_EQUALS(glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION);
 
   END_TEST;
 }
@@ -7332,197 +7957,330 @@ int utcDaliEnsureRenderWhenMakingLastActorInvisible(void)
 int utcDaliActorGetSizeAfterAnimation(void)
 {
   TestApplication application;
-  tet_infoline( "Check the actor size before / after an animation is finished" );
+  tet_infoline("Check the actor size before / after an animation is finished");
 
-  Vector3 actorSize( 100.0f, 100.0f, 0.0f );
+  Vector3 actorSize(100.0f, 100.0f, 0.0f);
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::SIZE, actorSize );
-  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
-  application.GetScene().Add( actor );
+  actor.SetProperty(Actor::Property::SIZE, actorSize);
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
 
   // Size should be updated without rendering.
-  Vector3 size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  Vector3 size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
   application.SendNotification();
   application.Render();
 
   // Size and current size should be updated.
-  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorSize.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actorSize.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actorSize.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
-
-  Vector3 currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( currentSize, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorSize.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actorSize.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actorSize.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorSize.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(actorSize.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actorSize.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+  Vector3 currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorSize.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(actorSize.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(actorSize.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
   // Set size again
-  actorSize = Vector3( 200.0f, 200.0f, 0.0f );
-  actor.SetProperty( Actor::Property::SIZE, actorSize );
+  actorSize = Vector3(200.0f, 200.0f, 0.0f);
+  actor.SetProperty(Actor::Property::SIZE, actorSize);
 
-  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
-  Vector3 targetValue( 10.0f, 20.0f, 0.0f );
+  Vector3 targetValue(10.0f, 20.0f, 0.0f);
 
-  Animation animation = Animation::New( 1.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetValue );
+  Animation animation = Animation::New(1.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetValue);
   animation.Play();
 
   // Size should be updated without rendering.
-  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render( 1100 ); // After the animation
+  application.Render(1100); // After the animation
 
-  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
-  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
   targetValue.width = 50.0f;
 
   animation.Clear();
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetValue.width );
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_WIDTH), targetValue.width);
   animation.Play();
 
   application.SendNotification();
-  application.Render( 1100 ); // After the animation
+  application.Render(1100); // After the animation
 
-  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
-  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
   targetValue.height = 70.0f;
 
   animation.Clear();
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetValue.height );
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_HEIGHT), targetValue.height);
   animation.Play();
 
   application.SendNotification();
-  application.Render( 1100 ); // After the animation
+  application.Render(1100); // After the animation
 
-  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
-  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
-  Vector3 offset( 10.0f, 20.0f, 0.0f );
+  Vector3 offset(10.0f, 20.0f, 0.0f);
 
   animation.Clear();
-  animation.AnimateBy( Property( actor, Actor::Property::SIZE ), offset );
+  animation.AnimateBy(Property(actor, Actor::Property::SIZE), offset);
   animation.Play();
 
   application.SendNotification();
-  application.Render( 1100 ); // After the animation
+  application.Render(1100); // After the animation
 
   targetValue += offset;
 
-  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
-  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
   offset.width = 20.0f;
 
   animation.Clear();
-  animation.AnimateBy( Property( actor, Actor::Property::SIZE_WIDTH ), offset.width );
+  animation.AnimateBy(Property(actor, Actor::Property::SIZE_WIDTH), offset.width);
   animation.Play();
 
   application.SendNotification();
-  application.Render( 1100 ); // After the animation
+  application.Render(1100); // After the animation
 
   targetValue.width += offset.width;
 
-  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
-  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
   offset.height = 10.0f;
 
   animation.Clear();
-  animation.AnimateBy( Property( actor, Actor::Property::SIZE_HEIGHT ), offset.height );
+  animation.AnimateBy(Property(actor, Actor::Property::SIZE_HEIGHT), offset.height);
   animation.Play();
 
   application.SendNotification();
-  application.Render( 1100 ); // After the animation
+  application.Render(1100); // After the animation
 
   targetValue.height += offset.height;
 
-  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
-  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
-  DALI_TEST_EQUALS( targetValue.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
   // Set size again
-  actorSize = Vector3( 300.0f, 300.0f, 0.0f );
+  actorSize = Vector3(300.0f, 300.0f, 0.0f);
 
-  actor.SetProperty( Actor::Property::SIZE, actorSize );
+  actor.SetProperty(Actor::Property::SIZE, actorSize);
 
-  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
-  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
   application.SendNotification();
   application.Render();
 
-  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorRelayoutAndAnimation(void)
+{
+  TestApplication application;
+  tet_infoline("Check the actor size when relayoutting and playing animation");
+
+  Vector3 parentSize(300.0f, 300.0f, 0.0f);
+  Vector3 actorSize(100.0f, 100.0f, 0.0f);
+
+  {
+    Actor parentA = Actor::New();
+    parentA.SetProperty(Actor::Property::SIZE, parentSize);
+    parentA.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+    application.GetScene().Add(parentA);
+
+    Actor parentB = Actor::New();
+    parentB.SetProperty(Actor::Property::SIZE, parentSize);
+    parentB.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+    application.GetScene().Add(parentB);
+
+    Actor actor = Actor::New();
+    actor.SetProperty(Actor::Property::SIZE, actorSize);
+    actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+    parentA.Add(actor);
+
+    Vector3 size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    Vector3 targetValue(200.0f, 200.0f, 0.0f);
+
+    Animation animation = Animation::New(1.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetValue);
+    animation.Play();
+
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    application.SendNotification();
+    application.Render(1100); // After the animation
+
+    // Size and current size should be updated.
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    Vector3 currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
 
-  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
-  DALI_TEST_EQUALS( currentSize, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+    // Trigger relayout
+    parentB.Add(actor);
+
+    application.SendNotification();
+    application.Render();
+
+    // Size and current size should be same.
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    actor.Unparent();
+    parentA.Unparent();
+    parentB.Unparent();
+  }
+
+  {
+    Actor parentA = Actor::New();
+    parentA.SetProperty(Actor::Property::SIZE, parentSize);
+    parentA.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+    application.GetScene().Add(parentA);
+
+    Actor parentB = Actor::New();
+    parentB.SetProperty(Actor::Property::SIZE, parentSize);
+    parentB.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+    application.GetScene().Add(parentB);
+
+    Actor actor = Actor::New();
+    actor.SetProperty(Actor::Property::SIZE, actorSize);
+    actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+    parentA.Add(actor);
+
+    Vector3 size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    application.SendNotification();
+    application.Render();
+
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    Vector3 currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(currentSize, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    Vector3 targetValue(200.0f, 200.0f, 0.0f);
+
+    // Make an animation
+    Animation animation = Animation::New(1.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetValue);
+    animation.Play();
+
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    application.SendNotification();
+    application.Render(1100); // After the animation
+
+    // Size and current size should be updated.
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    // Trigger relayout
+    parentB.Add(actor);
+
+    application.SendNotification();
+    application.Render();
+
+    // Size and current size should be same.
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    actor.Unparent();
+    parentA.Unparent();
+    parentB.Unparent();
+  }
 
   END_TEST;
 }
@@ -7539,15 +8297,17 @@ int utcDaliActorPartialUpdate(void)
 
   tet_infoline("Check the damaged area");
 
-  const TestGlAbstraction::ScissorParams& glScissorParams( application.GetGlAbstraction().GetScissorParams() );
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
 
   std::vector<Rect<int>> damagedRects;
-  Rect<int> clippingRect;
+  Rect<int>              clippingRect;
   application.SendNotification();
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
 
   // First render pass, nothing to render, adaptor would just do swap buffer.
   DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
 
   Actor actor = CreateRenderableActor();
@@ -7644,15 +8404,17 @@ int utcDaliActorPartialUpdateSetColor(void)
 
   tet_infoline("Check uniform update");
 
-  const TestGlAbstraction::ScissorParams& glScissorParams( application.GetGlAbstraction().GetScissorParams() );
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
 
   std::vector<Rect<int>> damagedRects;
-  Rect<int> clippingRect;
+  Rect<int>              clippingRect;
   application.SendNotification();
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
 
   // First render pass, nothing to render, adaptor would just do swap buffer.
   DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
 
   Actor actor = CreateRenderableActor();
@@ -7737,21 +8499,23 @@ int utcDaliActorPartialUpdateSetProperty(void)
     true,
     true);
 
-  tet_infoline( "Set/Update property with partial update" );
+  tet_infoline("Set/Update property with partial update");
 
   const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
 
   std::vector<Rect<int>> damagedRects;
-  Rect<int> clippingRect;
+  Rect<int>              clippingRect;
   application.SendNotification();
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
 
   // First render pass, nothing to render, adaptor would just do swap buffer.
   DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
 
-  Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 4u, 4u);
-  Actor actor = CreateRenderableActor(image, RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE);
+  Texture image = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGBA8888, 4u, 4u);
+  Actor   actor = CreateRenderableActor(image, RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE);
   actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
   actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
   actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
@@ -7774,7 +8538,7 @@ int utcDaliActorPartialUpdateSetProperty(void)
   DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
   DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
 
-  Property::Index shadowColorPropertyIndex = actor.GetPropertyIndex( SHADER_SHADOW_COLOR_PROPERTY_NAME );
+  Property::Index shadowColorPropertyIndex = actor.GetPropertyIndex(SHADER_SHADOW_COLOR_PROPERTY_NAME);
   actor.SetProperty(shadowColorPropertyIndex, Vector4(1.0f, 1.0f, 0.0f, 1.0f));
 
   damagedRects.clear();
@@ -7789,10 +8553,20 @@ int utcDaliActorPartialUpdateSetProperty(void)
   DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
   DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
 
+  // Should be no damage rects, nothing changed
+  damagedRects.clear();
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // Should be 1 damage rect due to change in size
   damagedRects.clear();
+  actor.SetProperty(Actor::Property::SIZE, Vector3(26.0f, 26.0f, 0.0f));
+  application.SendNotification();
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
   DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
 
+  clippingRect = Rect<int>(16, 752, 32, 48); // new clipping rect size increased due to change in actor size
   DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
   DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
@@ -7819,7 +8593,7 @@ int utcDaliActorPartialUpdateTwoActors(void)
 
   tet_infoline("Check the damaged rects with partial update and two actors");
 
-  const TestGlAbstraction::ScissorParams& glScissorParams( application.GetGlAbstraction().GetScissorParams() );
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
 
   Actor actor = CreateRenderableActor();
   actor.SetProperty(Actor::Property::POSITION, Vector3(100.0f, 100.0f, 0.0f));
@@ -7850,6 +8624,31 @@ int utcDaliActorPartialUpdateTwoActors(void)
   DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
   DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
 
+  // Change a Renderer of actor1
+  Geometry geometry    = CreateQuadGeometry();
+  Shader   shader      = CreateShader();
+  Renderer newRenderer = Renderer::New(geometry, shader);
+  Renderer renderer    = actor.GetRendererAt(0);
+
+  actor.RemoveRenderer(renderer);
+  actor.AddRenderer(newRenderer);
+
+  damagedRects.clear();
+
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(Rect<int>(64, 672, 64, 64), damagedRects[0], TEST_LOCATION);
+
+  // in screen coordinates, adaptor would calculate it using previous frames information
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
   END_TEST;
 }
 
@@ -7863,14 +8662,14 @@ int utcDaliActorPartialUpdateActorsWithSizeHint(void)
     true,
     true);
 
-  tet_infoline( "Check the damaged rect with partial update and actor size hint" );
+  tet_infoline("Check the damaged rect with partial update and actor size hint");
 
-  const TestGlAbstraction::ScissorParams& glScissorParams( application.GetGlAbstraction().GetScissorParams() );
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
 
   Actor actor = CreateRenderableActor();
-  actor.SetProperty(Actor::Property::POSITION, Vector3(75.0f, 150.0f, 0.0f));
-  actor.SetProperty(Actor::Property::SIZE, Vector3(75.0f, 150.0f, 0.0f));
-  actor.SetProperty(DevelActor::Property::UPDATE_SIZE_HINT, Vector3(150, 300, 0));
+  actor.SetProperty(Actor::Property::POSITION, Vector3(64.0f, 64.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(32.0f, 32.0f, 0.0f));
+  actor.SetProperty(DevelActor::Property::UPDATE_SIZE_HINT, Vector3(64.0f, 64.0f, 0.0f));
   actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
   application.GetScene().Add(actor);
 
@@ -7880,7 +8679,7 @@ int utcDaliActorPartialUpdateActorsWithSizeHint(void)
 
   DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
 
-  Rect<int> clippingRect = Rect<int>(0, 496, 160, 320);
+  Rect<int> clippingRect = Rect<int>(32, 704, 80, 80);
   DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
 
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
@@ -7893,141 +8692,972 @@ int utcDaliActorPartialUpdateActorsWithSizeHint(void)
   END_TEST;
 }
 
-int UtcDaliActorCaptureAllTouchAfterStartPropertyP(void)
+int utcDaliActorPartialUpdateAnimation(void)
 {
-  TestApplication application;
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
 
-  Actor actor = Actor::New();
-  DALI_TEST_EQUALS(actor.GetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START).Get<bool>(), false, TEST_LOCATION);
-  actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, true);
-  DALI_TEST_EQUALS(actor.GetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START).Get<bool>(), true, TEST_LOCATION);
-  DALI_TEST_EQUALS(actor.GetPropertyType(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), Property::BOOLEAN, TEST_LOCATION);
-  DALI_TEST_EQUALS(actor.IsPropertyWritable(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), true, TEST_LOCATION);
-  DALI_TEST_EQUALS(actor.IsPropertyAnimatable(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), false, TEST_LOCATION);
-  DALI_TEST_EQUALS(actor.IsPropertyAConstraintInput(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), false, TEST_LOCATION);
-  DALI_TEST_EQUALS(actor.GetPropertyName(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), "captureAllTouchAfterStart", TEST_LOCATION);
-  END_TEST;
-}
+  tet_infoline("Check the damaged area with partial update and animation");
 
-int UtcDaliActorCaptureAllTouchAfterStartPropertyN(void)
-{
-  TestApplication application;
+  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
+  drawTrace.Enable(true);
+  drawTrace.Reset();
 
-  Actor actor = Actor::New();
+  Actor actor1 = CreateRenderableActor();
+  actor1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor1.SetProperty(Actor::Property::SIZE, Vector3(80.0f, 80.0f, 0.0f));
+  application.GetScene().Add(actor1);
 
-  // Make sure setting invalid types does not cause a crash
-  try
-  {
-    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, 1.0f);
-    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Vector2::ONE);
-    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Vector3::ONE);
-    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Vector4::ONE);
-    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Property::Map());
-    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Property::Array());
-    tet_result(TET_PASS);
-  }
-  catch(...)
-  {
-     tet_result(TET_FAIL);
-  }
-  END_TEST;
-}
+  Actor actor2 = CreateRenderableActor();
+  actor2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor2.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  application.GetScene().Add(actor2);
 
-int UtcDaliActorLowerBelowNegative(void)
-{
-  TestApplication application;
-  Dali::Actor instance;
-  try
-  {
-    Dali::Actor arg1;
-    instance.LowerBelow(arg1);
-    DALI_TEST_CHECK(false); // Should not get here
-  }
-  catch(...)
-  {
-    DALI_TEST_CHECK(true); // We expect an assert
-  }
-  END_TEST;
-}
+  std::vector<Rect<int>> damagedRects;
+  Rect<int>              clippingRect;
+  Rect<int>              expectedRect1, expectedRect2;
 
-int UtcDaliActorRaiseAboveNegative(void)
-{
-  TestApplication application;
-  Dali::Actor instance;
-  try
-  {
-    Dali::Actor arg1;
-    instance.RaiseAbove(arg1);
-    DALI_TEST_CHECK(false); // Should not get here
-  }
-  catch(...)
-  {
-    DALI_TEST_CHECK(true); // We expect an assert
-  }
-  END_TEST;
-}
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
 
-int UtcDaliActorRaiseToTopNegative(void)
-{
-  TestApplication application;
-  Dali::Actor instance;
-  try
-  {
-    instance.RaiseToTop();
-    DALI_TEST_CHECK(false); // Should not get here
-  }
-  catch(...)
-  {
-    DALI_TEST_CHECK(true); // We expect an assert
-  }
-  END_TEST;
-}
+  DALI_TEST_EQUALS(damagedRects.size(), 2, TEST_LOCATION);
 
-int UtcDaliActorAddRendererNegative(void)
-{
-  TestApplication application;
-  Dali::Actor instance;
-  try
-  {
-    Dali::Renderer arg1;
-    instance.AddRenderer(arg1);
-    DALI_TEST_CHECK(false); // Should not get here
-  }
-  catch(...)
-  {
-    DALI_TEST_CHECK(true); // We expect an assert
-  }
-  END_TEST;
-}
+  // Aligned by 16
+  expectedRect1 = Rect<int>(0, 720, 96, 96); // in screen coordinates, includes 3 last frames updates
+  expectedRect2 = Rect<int>(0, 784, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[0], TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect2, damagedRects[1], TEST_LOCATION);
 
-int UtcDaliActorTouchSignalNegative(void)
-{
-  TestApplication application;
-  Dali::Actor instance;
-  try
-  {
-    instance.TouchSignal();
-    DALI_TEST_CHECK(false); // Should not get here
-  }
-  catch(...)
-  {
-    DALI_TEST_CHECK(true); // We expect an assert
-  }
-  END_TEST;
-}
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
 
-int UtcDaliActorTranslateByNegative(void)
-{
-  TestApplication application;
-  Dali::Actor instance;
-  try
-  {
-    Dali::Vector3 arg1;
-    instance.TranslateBy(arg1);
-    DALI_TEST_CHECK(false); // Should not get here
-  }
-  catch(...)
-  {
+  damagedRects.clear();
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Make an animation
+  Animation animation = Animation::New(1.0f);
+  animation.AnimateTo(Property(actor2, Actor::Property::POSITION_X), 160.0f, TimePeriod(0.5f, 0.5f));
+  animation.Play();
+
+  application.SendNotification();
+
+  damagedRects.clear();
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  drawTrace.Reset();
+  damagedRects.clear();
+
+  // In animation deley time
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Skip rendering
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION);
+
+  drawTrace.Reset();
+  damagedRects.clear();
+
+  // Also in animation deley time
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.PreRenderWithPartialUpdate(100, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Skip rendering
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION);
+
+  // Unparent 2 actors and make a new actor
+  actor1.Unparent();
+  actor2.Unparent();
+
+  Actor actor3 = CreateRenderableActor();
+  actor3.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor3.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  application.GetScene().Add(actor3);
+
+  application.SendNotification();
+
+  // Started animation
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(500, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 5, TEST_LOCATION);
+
+  // The first dirty rect is actor3's.
+  // We don't know the exact dirty rect of actor2
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect2, damagedRects[0], TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[1], TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Finished animation, but the actor was already unparented
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(500, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect2, damagedRects[0], TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateChangeVisibility(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged rect with partial update and visibility change");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  application.SendNotification();
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int>              clippingRect;
+
+  // 1. Actor added, damaged rect is added size of actor
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // 2. Make the Actor invisible
+  actor.SetProperty(Actor::Property::VISIBLE, false);
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  // 3. Make the Actor visible again
+  actor.SetProperty(Actor::Property::VISIBLE, true);
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateOnOffScene(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged rect with partial update and on/off scene");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  application.SendNotification();
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int>              clippingRect;
+
+  // 1. Actor added, damaged rect is added size of actor
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // 2. Remove the Actor from the Scene
+  actor.Unparent();
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  // 3. Add the Actor to the Scene again
+  application.GetScene().Add(actor);
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateSkipRendering(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check to skip rendering in case of the empty damaged rect");
+
+  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
+  drawTrace.Enable(true);
+  drawTrace.Reset();
+
+  Actor actor1 = CreateRenderableActor();
+  actor1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor1.SetProperty(Actor::Property::SIZE, Vector3(80.0f, 80.0f, 0.0f));
+  application.GetScene().Add(actor1);
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int>              clippingRect;
+  Rect<int>              expectedRect1;
+
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  expectedRect1 = Rect<int>(0, 720, 96, 96); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[0], TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+  damagedRects.clear();
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Remove the actor
+  actor1.Unparent();
+
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[0], TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Render again without any change
+  damagedRects.clear();
+  drawTrace.Reset();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  clippingRect = Rect<int>();
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Skip rendering
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION);
+
+  // Add the actor again
+  application.GetScene().Add(actor1);
+
+  application.SendNotification();
+
+  damagedRects.clear();
+  drawTrace.Reset();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[0], TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdate3DNode(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Partial update should be ignored in case of 3d layer of 3d node");
+
+  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
+  drawTrace.Enable(true);
+  drawTrace.Reset();
+
+  Actor actor1 = CreateRenderableActor();
+  actor1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor1.SetProperty(Actor::Property::SIZE, Vector3(80.0f, 80.0f, 0.0f));
+  application.GetScene().Add(actor1);
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int>              clippingRect;
+
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+  // Change the layer to 3D
+  application.GetScene().GetRootLayer().SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D);
+
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(TestApplication::DEFAULT_SURFACE_RECT, damagedRects[0], TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  drawTrace.Reset();
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+  // Change the layer to 2D
+  application.GetScene().GetRootLayer().SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_UI);
+
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Make 3D transform
+  actor1.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(90.0f), Vector3::YAXIS));
+
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(TestApplication::DEFAULT_SURFACE_RECT, damagedRects[0], TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  drawTrace.Reset();
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateNotRenderableActor(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged rect with not renderable parent actor");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  Actor parent                          = Actor::New();
+  parent[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+  parent[Actor::Property::POSITION]     = Vector3(16.0f, 16.0f, 0.0f);
+  parent[Actor::Property::SIZE]         = Vector3(16.0f, 16.0f, 0.0f);
+  parent.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(parent);
+
+  Actor child                          = CreateRenderableActor();
+  child[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+  child[Actor::Property::SIZE]         = Vector3(16.0f, 16.0f, 0.0f);
+  child.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  parent.Add(child);
+
+  application.SendNotification();
+
+  std::vector<Rect<int>> damagedRects;
+
+  // 1. Actor added, damaged rect is added size of actor
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  Rect<int> clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateChangeTransparency(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged rect with changing transparency");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  Actor actor                          = CreateRenderableActor();
+  actor[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+  actor[Actor::Property::POSITION]     = Vector3(16.0f, 16.0f, 0.0f);
+  actor[Actor::Property::SIZE]         = Vector3(16.0f, 16.0f, 0.0f);
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  application.SendNotification();
+
+  std::vector<Rect<int>> damagedRects;
+
+  // Actor added, damaged rect is added size of actor
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  Rect<int> clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Make the actor transparent by changing opacity of the Renderer
+  // It changes a uniform value
+  Renderer renderer                          = actor.GetRendererAt(0);
+  renderer[DevelRenderer::Property::OPACITY] = 0.0f;
+
+  application.SendNotification();
+
+  // The damaged rect should be same
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // Make the actor opaque again
+  renderer[DevelRenderer::Property::OPACITY] = 1.0f;
+
+  application.SendNotification();
+
+  // The damaged rect should not be empty
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Make the actor culled
+  actor[Actor::Property::SIZE] = Vector3(0.0f, 0.0f, 0.0f);
+
+  application.SendNotification();
+
+  // The damaged rect should be same
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // Make the actor not culled again
+  actor[Actor::Property::SIZE] = Vector3(16.0f, 16.0f, 16.0f);
+
+  application.SendNotification();
+
+  // The damaged rect should not be empty
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateChangeParentOpacity(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged rect with changing parent's opacity");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  Actor parent                          = Actor::New();
+  parent[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+  parent[Actor::Property::POSITION]     = Vector3(16.0f, 16.0f, 0.0f);
+  parent[Actor::Property::SIZE]         = Vector3(16.0f, 16.0f, 0.0f);
+  parent.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(parent);
+
+  Texture texture                      = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGBA8888, 16u, 16u);
+  Actor   child                        = CreateRenderableActor(texture);
+  child[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+  child[Actor::Property::SIZE]         = Vector3(16.0f, 16.0f, 0.0f);
+  child.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  parent.Add(child);
+
+  application.SendNotification();
+
+  std::vector<Rect<int>> damagedRects;
+
+  // Actor added, damaged rect is added size of actor
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  Rect<int> clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // Change the parent's opacity
+  parent[Actor::Property::OPACITY] = 0.5f;
+
+  application.SendNotification();
+
+  // The damaged rect should be same
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialAddRemoveRenderer(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged rect with adding / removing renderer");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  Actor actor                          = CreateRenderableActor();
+  actor[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+  actor[Actor::Property::POSITION]     = Vector3(16.0f, 16.0f, 0.0f);
+  actor[Actor::Property::SIZE]         = Vector3(16.0f, 16.0f, 0.0f);
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  application.SendNotification();
+
+  std::vector<Rect<int>> damagedRects;
+
+  // Actor added, damaged rect is added size of actor
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  Rect<int> clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Remove the Renderer
+  Renderer renderer = actor.GetRendererAt(0);
+  actor.RemoveRenderer(renderer);
+
+  application.SendNotification();
+
+  // The damaged rect should be the actor area
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // Add the Renderer again
+  actor.AddRenderer(renderer);
+
+  application.SendNotification();
+
+  // The damaged rect should be the actor area
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliActorCaptureAllTouchAfterStartPropertyP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  DALI_TEST_EQUALS(actor.GetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START).Get<bool>(), false, TEST_LOCATION);
+  actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, true);
+  DALI_TEST_EQUALS(actor.GetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START).Get<bool>(), true, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetPropertyType(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), Property::BOOLEAN, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.IsPropertyWritable(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), true, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.IsPropertyAnimatable(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), false, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.IsPropertyAConstraintInput(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), false, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetPropertyName(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), "captureAllTouchAfterStart", TEST_LOCATION);
+  END_TEST;
+}
+
+int UtcDaliActorCaptureAllTouchAfterStartPropertyN(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Make sure setting invalid types does not cause a crash
+  try
+  {
+    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, 1.0f);
+    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Vector2::ONE);
+    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Vector3::ONE);
+    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Vector4::ONE);
+    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Property::Map());
+    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Property::Array());
+    tet_result(TET_PASS);
+  }
+  catch(...)
+  {
+    tet_result(TET_FAIL);
+  }
+  END_TEST;
+}
+
+int UtcDaliActorTouchAreaOffsetPropertyP(void)
+{
+  TestApplication application;
+
+  Actor     actor           = Actor::New();
+  Rect<int> touchAreaOffset = actor.GetProperty(DevelActor::Property::TOUCH_AREA_OFFSET).Get<Rect<int>>();
+  DALI_TEST_EQUALS(Rect<int>(0, 0, 0, 0), touchAreaOffset, TEST_LOCATION);
+  actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Rect<int>(10, 20, 30, 40));
+  touchAreaOffset = actor.GetProperty(DevelActor::Property::TOUCH_AREA_OFFSET).Get<Rect<int>>();
+  DALI_TEST_EQUALS(Rect<int>(10, 20, 30, 40), touchAreaOffset, TEST_LOCATION);
+  END_TEST;
+}
+
+int UtcDaliActorTouchAreaOffsetPropertyN(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Make sure setting invalid types does not cause a crash
+  try
+  {
+    actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, 1.0f);
+    actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Vector2::ONE);
+    actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Vector3::ONE);
+    actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Vector4::ONE);
+    actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Property::Map());
+    actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Property::Array());
+    tet_result(TET_PASS);
+  }
+  catch(...)
+  {
+    tet_result(TET_FAIL);
+  }
+  END_TEST;
+}
+
+int UtcDaliActorLowerBelowNegative(void)
+{
+  TestApplication application;
+  Dali::Actor     instance;
+  try
+  {
+    Dali::Actor arg1;
+    instance.LowerBelow(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliActorRaiseAboveNegative(void)
+{
+  TestApplication application;
+  Dali::Actor     instance;
+  try
+  {
+    Dali::Actor arg1;
+    instance.RaiseAbove(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliActorRaiseToTopNegative(void)
+{
+  TestApplication application;
+  Dali::Actor     instance;
+  try
+  {
+    instance.RaiseToTop();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliActorAddRendererNegative(void)
+{
+  TestApplication application;
+  Dali::Actor     instance;
+  try
+  {
+    Dali::Renderer arg1;
+    instance.AddRenderer(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliActorTouchedSignalNegative(void)
+{
+  TestApplication application;
+  Dali::Actor     instance;
+  try
+  {
+    instance.TouchedSignal();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliActorTranslateByNegative(void)
+{
+  TestApplication application;
+  Dali::Actor     instance;
+  try
+  {
+    Dali::Vector3 arg1;
+    instance.TranslateBy(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
     DALI_TEST_CHECK(true); // We expect an assert
   }
   END_TEST;
@@ -8036,7 +9666,7 @@ int UtcDaliActorTranslateByNegative(void)
 int UtcDaliActorFindChildByIdNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     unsigned int arg1 = 0u;
@@ -8053,7 +9683,7 @@ int UtcDaliActorFindChildByIdNegative(void)
 int UtcDaliActorGetRendererAtNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     unsigned int arg1 = 0u;
@@ -8070,7 +9700,7 @@ int UtcDaliActorGetRendererAtNegative(void)
 int UtcDaliActorHoveredSignalNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.HoveredSignal();
@@ -8086,7 +9716,7 @@ int UtcDaliActorHoveredSignalNegative(void)
 int UtcDaliActorLowerToBottomNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.LowerToBottom();
@@ -8102,7 +9732,7 @@ int UtcDaliActorLowerToBottomNegative(void)
 int UtcDaliActorOnSceneSignalNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.OnSceneSignal();
@@ -8118,7 +9748,7 @@ int UtcDaliActorOnSceneSignalNegative(void)
 int UtcDaliActorOffSceneSignalNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.OffSceneSignal();
@@ -8134,7 +9764,7 @@ int UtcDaliActorOffSceneSignalNegative(void)
 int UtcDaliActorRemoveRendererNegative01(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     unsigned int arg1 = 0u;
@@ -8151,7 +9781,7 @@ int UtcDaliActorRemoveRendererNegative01(void)
 int UtcDaliActorRemoveRendererNegative02(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     Dali::Renderer arg1;
@@ -8168,7 +9798,7 @@ int UtcDaliActorRemoveRendererNegative02(void)
 int UtcDaliActorFindChildByNameNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     std::string arg1;
@@ -8185,12 +9815,12 @@ int UtcDaliActorFindChildByNameNegative(void)
 int UtcDaliActorSetResizePolicyNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     Dali::ResizePolicy::Type arg1 = ResizePolicy::USE_NATURAL_SIZE;
-    Dali::Dimension::Type arg2 = Dimension::ALL_DIMENSIONS;
-    instance.SetResizePolicy(arg1,arg2);
+    Dali::Dimension::Type    arg2 = Dimension::ALL_DIMENSIONS;
+    instance.SetResizePolicy(arg1, arg2);
     DALI_TEST_CHECK(false); // Should not get here
   }
   catch(...)
@@ -8203,7 +9833,7 @@ int UtcDaliActorSetResizePolicyNegative(void)
 int UtcDaliActorOnRelayoutSignalNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.OnRelayoutSignal();
@@ -8219,7 +9849,7 @@ int UtcDaliActorOnRelayoutSignalNegative(void)
 int UtcDaliActorWheelEventSignalNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.WheelEventSignal();
@@ -8235,7 +9865,7 @@ int UtcDaliActorWheelEventSignalNegative(void)
 int UtcDaliActorGetHeightForWidthNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     float arg1 = 0.0f;
@@ -8252,7 +9882,7 @@ int UtcDaliActorGetHeightForWidthNegative(void)
 int UtcDaliActorGetWidthForHeightNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     float arg1 = 0.0f;
@@ -8269,7 +9899,7 @@ int UtcDaliActorGetWidthForHeightNegative(void)
 int UtcDaliActorLayoutDirectionChangedSignalNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.LayoutDirectionChangedSignal();
@@ -8285,7 +9915,7 @@ int UtcDaliActorLayoutDirectionChangedSignalNegative(void)
 int UtcDaliActorAddNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     Dali::Actor arg1;
@@ -8302,7 +9932,7 @@ int UtcDaliActorAddNegative(void)
 int UtcDaliActorLowerNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.Lower();
@@ -8318,7 +9948,7 @@ int UtcDaliActorLowerNegative(void)
 int UtcDaliActorRaiseNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.Raise();
@@ -8334,7 +9964,7 @@ int UtcDaliActorRaiseNegative(void)
 int UtcDaliActorRemoveNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     Dali::Actor arg1;
@@ -8351,7 +9981,7 @@ int UtcDaliActorRemoveNegative(void)
 int UtcDaliActorScaleByNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     Dali::Vector3 arg1;
@@ -8368,7 +9998,7 @@ int UtcDaliActorScaleByNegative(void)
 int UtcDaliActorGetLayerNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.GetLayer();
@@ -8384,7 +10014,7 @@ int UtcDaliActorGetLayerNegative(void)
 int UtcDaliActorRotateByNegative01(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     Dali::Quaternion arg1;
@@ -8401,12 +10031,12 @@ int UtcDaliActorRotateByNegative01(void)
 int UtcDaliActorRotateByNegative02(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
-    Dali::Radian arg1;
+    Dali::Radian  arg1;
     Dali::Vector3 arg2;
-    instance.RotateBy(arg1,arg2);
+    instance.RotateBy(arg1, arg2);
     DALI_TEST_CHECK(false); // Should not get here
   }
   catch(...)
@@ -8419,7 +10049,7 @@ int UtcDaliActorRotateByNegative02(void)
 int UtcDaliActorUnparentNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.Unparent();
@@ -8435,7 +10065,7 @@ int UtcDaliActorUnparentNegative(void)
 int UtcDaliActorGetChildAtNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     unsigned int arg1 = 0u;
@@ -8452,7 +10082,7 @@ int UtcDaliActorGetChildAtNegative(void)
 int UtcDaliActorGetChildCountNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.GetChildCount();
@@ -8468,7 +10098,7 @@ int UtcDaliActorGetChildCountNegative(void)
 int UtcDaliActorGetTargetSizeNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.GetTargetSize();
@@ -8484,14 +10114,14 @@ int UtcDaliActorGetTargetSizeNegative(void)
 int UtcDaliActorScreenToLocalNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     float arg1 = 0.0f;
     float arg2 = 0.0f;
     float arg3 = 0.0f;
     float arg4 = 0.0f;
-    instance.ScreenToLocal(arg1,arg2,arg3,arg4);
+    instance.ScreenToLocal(arg1, arg2, arg3, arg4);
     DALI_TEST_CHECK(false); // Should not get here
   }
   catch(...)
@@ -8504,7 +10134,7 @@ int UtcDaliActorScreenToLocalNegative(void)
 int UtcDaliActorGetNaturalSizeNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.GetNaturalSize();
@@ -8520,7 +10150,7 @@ int UtcDaliActorGetNaturalSizeNegative(void)
 int UtcDaliActorGetRelayoutSizeNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     Dali::Dimension::Type arg1 = Dimension::HEIGHT;
@@ -8537,7 +10167,7 @@ int UtcDaliActorGetRelayoutSizeNegative(void)
 int UtcDaliActorGetResizePolicyNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     Dali::Dimension::Type arg1 = Dimension::ALL_DIMENSIONS;
@@ -8554,7 +10184,7 @@ int UtcDaliActorGetResizePolicyNegative(void)
 int UtcDaliActorGetRendererCountNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.GetRendererCount();
@@ -8570,7 +10200,7 @@ int UtcDaliActorGetRendererCountNegative(void)
 int UtcDaliActorGetParentNegative(void)
 {
   TestApplication application;
-  Dali::Actor instance;
+  Dali::Actor     instance;
   try
   {
     instance.GetParent();
@@ -8582,3 +10212,206 @@ int UtcDaliActorGetParentNegative(void)
   }
   END_TEST;
 }
+
+int UtcDaliActorPropertyBlendEquation(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test SetProperty AdvancedBlendEquation");
+
+  Geometry geometry  = CreateQuadGeometry();
+  Shader   shader    = CreateShader();
+  Renderer renderer1 = Renderer::New(geometry, shader);
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::OPACITY, 0.1f);
+
+  actor.AddRenderer(renderer1);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(400, 400));
+  application.GetScene().Add(actor);
+
+  if(!Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SCREEN))
+  {
+    actor.SetProperty(Dali::DevelActor::Property::BLEND_EQUATION, Dali::DevelBlendEquation::SCREEN);
+    int equation = actor.GetProperty<int>(Dali::DevelActor::Property::BLEND_EQUATION);
+    DALI_TEST_EQUALS((Dali::DevelBlendEquation::SCREEN == equation), false, TEST_LOCATION);
+  }
+
+  if(Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SCREEN))
+  {
+    actor.SetProperty(Dali::DevelActor::Property::BLEND_EQUATION, Dali::DevelBlendEquation::SCREEN);
+    int equation = actor.GetProperty<int>(Dali::DevelActor::Property::BLEND_EQUATION);
+    DALI_TEST_EQUALS((Dali::DevelBlendEquation::SCREEN == equation), true, TEST_LOCATION);
+  }
+
+  Renderer renderer2 = Renderer::New(geometry, shader);
+  actor.AddRenderer(renderer2);
+
+  END_TEST;
+}
+
+int UtcDaliActorRegisterProperty(void)
+{
+  tet_infoline("Test property registration and uniform map update\n");
+
+  TestApplication application;
+
+  Geometry geometry  = CreateQuadGeometry();
+  Shader   shader    = CreateShader();
+  Renderer renderer1 = Renderer::New(geometry, shader);
+  Renderer renderer2 = Renderer::New(geometry, shader);
+
+  Actor actor1 = Actor::New();
+  actor1.AddRenderer(renderer1);
+  actor1.SetProperty(Actor::Property::SIZE, Vector2(100, 100));
+  actor1.RegisterProperty("uCustom", 1);
+  application.GetScene().Add(actor1);
+
+  Actor actor2 = Actor::New();
+  actor2.AddRenderer(renderer2);
+  actor2.SetProperty(Actor::Property::SIZE, Vector2(100, 100));
+  application.GetScene().Add(actor2);
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack&    callStack     = glAbstraction.GetSetUniformTrace();
+  glAbstraction.EnableSetUniformCallTrace(true);
+
+  application.SendNotification();
+  application.Render();
+
+  std::stringstream out;
+  out.str("1");
+  std::string params;
+
+  // Test uniform value of the custom property
+  DALI_TEST_CHECK(callStack.FindMethodAndGetParameters("uCustom", params));
+  DALI_TEST_EQUALS(out.str(), params, TEST_LOCATION);
+
+  // Make invisible
+  actor1[Actor::Property::VISIBLE] = false;
+
+  application.SendNotification();
+  application.Render();
+
+  // Make visible again
+  actor1[Actor::Property::VISIBLE] = true;
+  actor1["uCustom"]                = 2;
+
+  glAbstraction.ResetSetUniformCallStack();
+
+  application.SendNotification();
+  application.Render();
+
+  out.str("2");
+
+  // The uniform value should not be changed
+  DALI_TEST_CHECK(callStack.FindMethodAndGetParameters("uCustom", params));
+  DALI_TEST_EQUALS(out.str(), params, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliActorDoesWantedHitTest(void)
+{
+  struct HitTestData
+  {
+  public:
+    HitTestData(const Vector3& scale, const Vector2& touchPoint, bool result)
+    : mScale(scale),
+      mTouchPoint(touchPoint),
+      mResult(result)
+    {
+    }
+
+    Vector3 mScale;
+    Vector2 mTouchPoint;
+    bool    mResult;
+  };
+
+  TestApplication application;
+  tet_infoline(" UtcDaliActorDoesWantedHitTest");
+
+  // Fill a vector with different hit tests.
+  struct HitTestData* hitTestData[] = {
+    //                    scale                     touch point           result
+    new HitTestData(Vector3(100.f, 100.f, 1.f), Vector2(289.f, 400.f), true),  // touch point close to the right edge (inside)
+    new HitTestData(Vector3(100.f, 100.f, 1.f), Vector2(291.f, 400.f), false), // touch point close to the right edge (outside)
+    new HitTestData(Vector3(110.f, 100.f, 1.f), Vector2(291.f, 400.f), true),  // same point as above with a wider scale. Should be inside.
+    new HitTestData(Vector3(100.f, 100.f, 1.f), Vector2(200.f, 451.f), false), // touch point close to the down edge (outside)
+    new HitTestData(Vector3(100.f, 110.f, 1.f), Vector2(200.f, 451.f), true),  // same point as above with a wider scale. Should be inside.
+    NULL,
+  };
+
+  // get the root layer
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  Actor lowerActor = Actor::New();
+  lowerActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  lowerActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  // actor and lowerActor have no relationship.
+  application.GetScene().Add(lowerActor);
+  application.GetScene().Add(actor);
+
+  ResetTouchCallbacks();
+  gHitTestTouchCallBackCalled = false;
+
+  unsigned int index = 0;
+  while(NULL != hitTestData[index])
+  {
+    actor.SetProperty(Actor::Property::SIZE, Vector2(1.f, 1.f));
+    actor.SetProperty(Actor::Property::SCALE, Vector3(hitTestData[index]->mScale.x, hitTestData[index]->mScale.y, hitTestData[index]->mScale.z));
+
+    lowerActor.SetProperty(Actor::Property::SIZE, Vector2(1.f, 1.f));
+    lowerActor.SetProperty(Actor::Property::SCALE, Vector3(hitTestData[index]->mScale.x, hitTestData[index]->mScale.y, hitTestData[index]->mScale.z));
+
+    // flush the queue and render once
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_CHECK(!gTouchCallBackCalled);
+    DALI_TEST_CHECK(!gTouchCallBackCalled2);
+    DALI_TEST_CHECK(!gHitTestTouchCallBackCalled);
+
+    // connect to its touch signal
+    actor.TouchedSignal().Connect(TestTouchCallback);
+    lowerActor.TouchedSignal().Connect(TestTouchCallback2);
+
+    // connect to its hit-test signal
+    Dali::DevelActor::HitTestResultSignal(actor).Connect(TestHitTestTouchCallback);
+
+    Dali::Integration::Point point;
+    point.SetState(PointState::DOWN);
+    point.SetScreenPosition(Vector2(hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y));
+    Dali::Integration::TouchEvent event;
+    event.AddPoint(point);
+
+    // flush the queue and render once
+    application.SendNotification();
+    application.Render();
+    application.ProcessEvent(event);
+
+    // check hit-test events
+    DALI_TEST_CHECK(gHitTestTouchCallBackCalled == hitTestData[index]->mResult);
+    // Passed all hit-tests of actor.
+    DALI_TEST_CHECK(gTouchCallBackCalled == false);
+    // The lowerActor was hit-tested.
+    DALI_TEST_CHECK(gTouchCallBackCalled2 == hitTestData[index]->mResult);
+
+    if(gTouchCallBackCalled2 != hitTestData[index]->mResult)
+      tet_printf("Test failed:\nScale %f %f %f\nTouchPoint %f, %f\nResult %d\n",
+                 hitTestData[index]->mScale.x,
+                 hitTestData[index]->mScale.y,
+                 hitTestData[index]->mScale.z,
+                 hitTestData[index]->mTouchPoint.x,
+                 hitTestData[index]->mTouchPoint.y,
+                 hitTestData[index]->mResult);
+
+    ResetTouchCallbacks();
+    gHitTestTouchCallBackCalled = false;
+    ++index;
+  }
+  END_TEST;
+}