Added api to specify a playing range inside an animation
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Animation.cpp
index bdf7ad2..3d1a11f 100644 (file)
@@ -19,7 +19,7 @@
 #include <algorithm>
 
 #include <stdlib.h>
-#include <dali/dali.h>
+#include <dali/public-api/dali-core.h>
 #include <dali-test-suite-utils.h>
 
 using std::max;
@@ -110,6 +110,23 @@ struct AnimateFloatTestFunctor
   float mEnd;
 };
 
+struct AnimateIntegerTestFunctor
+{
+  AnimateIntegerTestFunctor( int start, int end )
+  : mStart( start ),
+    mEnd( end )
+  {
+  }
+
+  int operator()( float alpha, const int& current )
+  {
+    return static_cast<int>( mStart + ((mEnd - mStart) * alpha ) + 0.5f );
+  }
+
+  int mStart;
+  int mEnd;
+};
+
 struct AnimateVector2TestFunctor
 {
   AnimateVector2TestFunctor( Vector2 start, Vector2 end )
@@ -626,6 +643,183 @@ int UtcDaliAnimationPlay(void)
   END_TEST;
 }
 
+int UtcDaliAnimationSetSpeedFactor(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
+  const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add( 0.0f, initialPosition);
+  keyframes.Add( 1.0f, targetPosition );
+  animation.AnimateBetween( Property(actor, Actor::POSITION), keyframes, AlphaFunctions::Linear);
+
+  //Set speed to be x2
+  animation.SetSpeedFactor(2.0f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+  finishCheck.Reset();
+
+  //Test -1 speed factor. Animation will play in reverse at normal speed
+  animation.SetSpeedFactor( -1.0f );
+
+  // Start the animation
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+
+  //Test change speed factor on the fly
+  finishCheck.Reset();
+
+  //Set speed to be half of normal speed
+  animation.SetSpeedFactor( 0.5f );
+
+  // Start the animation
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+
+  //Change speed factor while animation still playing.
+  animation.SetSpeedFactor(-1.0f);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationGetSpeedFactor(void)
+{
+  TestApplication application;
+
+  Animation animation = Animation::New(1.0f);
+  animation.SetSpeedFactor(0.5f);
+  DALI_TEST_EQUALS(animation.GetSpeedFactor(), 0.5f, TEST_LOCATION);
+
+  animation.SetSpeedFactor(-2.5f);
+  DALI_TEST_EQUALS(animation.GetSpeedFactor(), -2.5f, TEST_LOCATION);
+  END_TEST;
+}
+
 int UtcDaliAnimationPlayOffStage(void)
 {
   // Test that an animation can be played, when the actor is off-stage.
@@ -853,7 +1047,7 @@ int UtcDaliAnimationPlayStopDiscardHandle(void)
   END_TEST;
 }
 
-int UtcDaliAnimationPause(void)
+int UtcDaliAnimationPlayFrom(void)
 {
   TestApplication application;
 
@@ -866,50 +1060,40 @@ int UtcDaliAnimationPause(void)
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
 
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+  //PlayFrom with an argument outside the range [0..1] will be ignored
+  animation.PlayFrom(-1.0f);
+  application.SendNotification();
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // Start the animation
-  animation.Play();
+  animation.PlayFrom(100.0f);
+  application.SendNotification();
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  // Start the animation from 40% progress
+  animation.PlayFrom( 0.4f );
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
-
-  // Pause the animation
-  animation.Pause();
-  application.SendNotification();
-
-  // Loop 5 times
-  for (int i=0; i<5; ++i)
-  {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
-
-    // We didn't expect the animation to finish yet
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
-  }
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
 
-  // Keep going
-  animation.Play();
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
@@ -923,7 +1107,7 @@ int UtcDaliAnimationPause(void)
   END_TEST;
 }
 
-int UtcDaliAnimationStop(void)
+int UtcDaliAnimationSetCurrentProgress(void)
 {
   TestApplication application;
 
@@ -931,50 +1115,87 @@ int UtcDaliAnimationStop(void)
   Stage::GetCurrent().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  Animation animation = Animation::New(0.0f);
+  animation.Play();
 
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+  //Test GetCurrentProgress return 0.0 as the duration is 0.0
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // Start the animation
-  animation.Play();
+  animation.SetCurrentProgress( 0.5f );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(100.0f));
+
+  //Progress should still be 0.0
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  //Set duration
+  float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+  application.SendNotification();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
 
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+  //Trying to set the current cursor outside the range [0..1] is ignored
+  animation.SetCurrentProgress( -1.0f);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  animation.SetCurrentProgress( 100.0f);
+  application.SendNotification();
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  // Start the animation from 40% progress
+  animation.SetCurrentProgress( 0.4f );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // Stop the animation
-  animation.Stop();
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
 
-  // Loop 5 times
-  for (int i=0; i<5; ++i)
-  {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  //Set the progress to 70%
+  animation.SetCurrentProgress( 0.7f );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
+  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-    // We did expect the animation to finish
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
-  }
+
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  //
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationStopSetPosition(void)
+int UtcDaliAnimationPlayRange(void)
 {
-  // Test that Animation::Stop & Actor::SetPosition can be used in conjunction
-  // i.e. to check that the animation does not interfere with the position set.
-
   TestApplication application;
 
   Actor actor = Actor::New();
@@ -984,7 +1205,266 @@ int UtcDaliAnimationStopSetPosition(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add( 0.0f , Vector3(0.0f,0.0f,0.0f ) );
+  keyframes.Add( 1.0f , Vector3(100.0f,100.0f,100.0f ) );
+
+  animation.AnimateBetween( Property( actor, Actor::POSITION), keyframes );
+
+  // Set range between 0.4 and 0.8
+  animation.SetPlayRange( Vector2(0.4f,0.8f) );
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  //Test that setting progress outside the range doesn't work
+  animation.SetCurrentProgress( 0.9f );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
+  animation.SetCurrentProgress( 0.2f );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/* 80% progress */);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+
+
+  //Loop inside the range
+  finishCheck.Reset();
+  animation.SetLooping( true );
+  animation.Play();
+  application.SendNotification();
+  float intervalSeconds = 0.1f;
+  float progress = 0.4f;
+  for (int iterations = 0; iterations < 10; ++iterations )
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+    progress += intervalSeconds;
+    if (progress > 0.8f)
+    {
+      progress = progress - 0.4f;
+    }
+
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+  }
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+
+  //Test change range on the fly
+  animation.SetPlayRange( Vector2( 0.2f, 0.9f ) );
+  application.SendNotification();
+
+  for (int iterations = 0; iterations < 10; ++iterations )
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+    progress += intervalSeconds;
+    if (progress > 0.9f)
+    {
+      progress = progress - 0.7f;
+    }
+
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationSetPlayRange(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0);
+  application.SendNotification();
+
+  //If PlayRange not specified it should be 0.0-1.0 by default
+  DALI_TEST_EQUALS( Vector2(0.0,1.0), animation.GetPlayRange(), TEST_LOCATION );
+
+  //PlayRange out of bounds
+  animation.SetPlayRange( Vector2(-1.0f,1.0f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+  animation.SetPlayRange( Vector2(0.0f,2.0f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+
+  //If playRange is not in the correct order it has to be ordered
+  animation.SetPlayRange( Vector2(0.8f,0.2f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+
+  // Set range between 0.4 and 0.8
+  animation.SetPlayRange( Vector2(0.4f,0.8f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.4f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPause(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+
+  // Pause the animation
+  animation.Pause();
+  application.SendNotification();
+
+  // Loop 5 times
+  for (int i=0; i<5; ++i)
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+
+    // We didn't expect the animation to finish yet
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+  }
+
+  // Keep going
+  animation.Play();
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationStop(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+
+  // Stop the animation
+  animation.Stop();
+  application.SendNotification();
+
+  // Loop 5 times
+  for (int i=0; i<5; ++i)
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+
+    // We did expect the animation to finish
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationStopSetPosition(void)
+{
+  // Test that Animation::Stop & Actor::SetPosition can be used in conjunction
+  // i.e. to check that the animation does not interfere with the position set.
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
@@ -1444,32 +1924,262 @@ int UtcDaliAnimationAnimateByFloat(void)
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByFloatAlphaFunction(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(90.0f);
+  float relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
+
+  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // The position should have moved more, than with a linear alpha function
+  float current(actor.GetProperty<float>(index));
+  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByFloatTimePeriod(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      TimePeriod(delay, durationSeconds - delay));
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriod(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      AlphaFunctions::Linear,
+                      TimePeriod(delay, durationSeconds - delay));
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByInteger(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register an integer property
+  int startValue(1);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(2.0f);
+  Animation animation = Animation::New(durationSeconds);
+  int targetValue(50);
+  int relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue);
+
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatAlphaFunction(void)
+int UtcDaliAnimationAnimateByIntegerAlphaFunction(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(1);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(90.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(90);
+  int relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
@@ -1486,7 +2196,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunction(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  float current(actor.GetProperty<float>(index));
+  int current(actor.GetProperty<int>(index));
   DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
@@ -1495,33 +2205,33 @@ int UtcDaliAnimationAnimateByFloatAlphaFunction(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatTimePeriod(void)
+int UtcDaliAnimationAnimateByIntegerTimePeriod(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(10);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(30);
+  int relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
@@ -1540,7 +2250,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -1548,7 +2258,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -1556,33 +2266,33 @@ int UtcDaliAnimationAnimateByFloatTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriod(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(10);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(30);
+  int relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
@@ -1602,7 +2312,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -1610,7 +2320,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -1618,13 +2328,13 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2745,52 +3455,266 @@ int UtcDaliAnimationAnimateToBooleanTimePeriod(void)
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+
+  // We didn't expect the animation to finish yet...
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // ...however we should have reached the final value
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriod(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a boolean property
+  bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+
+  // Build the animation
+  float durationSeconds(2.0f);
+  Animation animation = Animation::New(durationSeconds);
+  bool finalValue( !startValue );
+  float animatorDurationSeconds(durationSeconds * 0.5f);
+  animation.AnimateTo( Property(actor, index),
+                       finalValue,
+                       AlphaFunctions::Linear,
+                       TimePeriod( animatorDurationSeconds ) );
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+
+  // We didn't expect the animation to finish yet...
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // ...however we should have reached the final value
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToFloat(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(2.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(50.0f);
+  float relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, "test-property"), targetValue);
+
+  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToFloatAlphaFunction(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(90.0f);
+  float relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
+
+  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // The position should have moved more, than with a linear alpha function
+  float current(actor.GetProperty<float>(index));
+  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToFloatTimePeriod(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      TimePeriod(delay, durationSeconds - delay));
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
 
-  // We didn't expect the animation to finish yet...
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-
-  // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a boolean property
-  bool startValue(false);
+  // Register a float property
+  float startValue(10.0f);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool finalValue( !startValue );
-  float animatorDurationSeconds(durationSeconds * 0.5f);
-  animation.AnimateTo( Property(actor, index),
-                       finalValue,
-                       AlphaFunctions::Linear,
-                       TimePeriod( animatorDurationSeconds ) );
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      AlphaFunctions::Linear,
+                      TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
@@ -2800,59 +3724,51 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriod(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
 
-  // We didn't expect the animation to finish yet...
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-
-  // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloat(void)
+int UtcDaliAnimationAnimateToInteger(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(10);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(50.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(50);
+  int relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, "test-property"), targetValue);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
@@ -2867,7 +3783,7 @@ int UtcDaliAnimationAnimateToFloat(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2875,30 +3791,30 @@ int UtcDaliAnimationAnimateToFloat(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatAlphaFunction(void)
+int UtcDaliAnimationAnimateToIntegerAlphaFunction(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(10);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(90.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(90);
+  int relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
@@ -2915,7 +3831,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunction(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  float current(actor.GetProperty<float>(index));
+  int current(actor.GetProperty<int>(index));
   DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
@@ -2924,27 +3840,27 @@ int UtcDaliAnimationAnimateToFloatAlphaFunction(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatTimePeriod(void)
+int UtcDaliAnimationAnimateToIntegerTimePeriod(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(10);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(30);
+  int relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
@@ -2963,7 +3879,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -2971,7 +3887,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -2979,27 +3895,27 @@ int UtcDaliAnimationAnimateToFloatTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriod(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(10);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(30);
+  int relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
@@ -3019,7 +3935,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3027,7 +3943,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -3035,7 +3951,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8219,6 +9135,66 @@ int UtcDaliAnimationAnimateFloat(void)
   END_TEST;
 }
 
+int UtcDaliAnimationAnimateInteger(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Register an integer property
+  int startValue(10);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(10.0f);
+  Animation animation = Animation::New(durationSeconds);
+  int targetPosition(0);
+  AnimateIntegerTestFunctor func( 100, targetPosition );
+  animation.Animate<int>( Property(actor, index), func );
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), 75, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), 50, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), 25, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetPosition, TEST_LOCATION );
+  END_TEST;
+}
+
 int UtcDaliAnimationAnimateVector2(void)
 {
   TestApplication application;
@@ -8893,3 +9869,171 @@ int UtcDaliAnimationCreateDestroy(void)
   delete animation;
   END_TEST;
 }
+
+struct UpdateManagerTestConstraint
+{
+  UpdateManagerTestConstraint(TestApplication& application)
+  : mApplication(application)
+  {
+  }
+
+  Vector3 operator()(const Vector3& current)
+  {
+    mApplication.SendNotification();  // Process events
+    return current;
+  }
+
+  TestApplication& mApplication;
+};
+
+int UtcDaliAnimationUpdateManager(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  // Build the animation
+  Animation animation = Animation::New( 0.0f );
+
+  bool signalReceived = false;
+  AnimationFinishCheck finishCheck( signalReceived );
+  animation.FinishedSignal().Connect( &application, finishCheck );
+
+  Vector3 startValue(1.0f, 1.0f, 1.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Constraint constraint = Constraint::New<Vector3>( index, UpdateManagerTestConstraint( application ) );
+  actor.ApplyConstraint( constraint );
+
+  // Apply animation to actor
+  BounceFunc func(0.0f, 0.0f, -100.0f);
+  animation.Animate<Vector3>( Property(actor, Actor::POSITION), func, AlphaFunctions::Linear );
+
+  animation.Play();
+
+  application.SendNotification();
+  application.UpdateOnly( 16 );
+
+  finishCheck.CheckSignalNotReceived();
+
+  application.SendNotification();   // Process events
+
+  finishCheck.CheckSignalReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationSignalOrder(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  // Build the animations
+  Animation animation1 = Animation::New( 0.0f ); // finishes first frame
+  Animation animation2 = Animation::New( 0.02f ); // finishes in 20 ms
+
+  bool signal1Received = false;
+  animation1.FinishedSignal().Connect( &application, AnimationFinishCheck( signal1Received ) );
+
+  bool signal2Received = false;
+  animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) );
+
+  // Apply animations to actor
+  animation1.AnimateTo( Property(actor, Actor::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunctions::Linear );
+  animation1.Play();
+  animation2.AnimateTo( Property(actor, Actor::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunctions::Linear );
+  animation2.Play();
+
+  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+
+  application.SendNotification();
+  application.UpdateOnly( 10 ); // 10ms progress
+
+  // no notifications yet
+  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+
+  application.SendNotification();
+
+  // first completed
+  DALI_TEST_EQUALS( signal1Received, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+  signal1Received = false;
+
+  // 1st animation is complete now, do another update with no ProcessEvents in between
+  application.UpdateOnly( 20 ); // 20ms progress
+
+  // ProcessEvents
+  application.SendNotification();
+
+  // 2nd should complete now
+  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( signal2Received, true, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationExtendDuration(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float initialDurationSeconds(1.0f);
+  float animatorDelay = 5.0f;
+  float animatorDurationSeconds(5.0f);
+  float extendedDurationSeconds(animatorDelay+animatorDurationSeconds);
+  Animation animation = Animation::New(initialDurationSeconds);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
+
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      TimePeriod(animatorDelay, animatorDurationSeconds));
+
+  // The duration should have been extended
+  DALI_TEST_EQUALS( animation.GetDuration(), extendedDurationSeconds, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(extendedDurationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+