[Tizen] Do not call NotifyObjects in case of finished animations
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Animation.cpp
index dd93bd4..d453600 100644 (file)
  *
  */
 
-#include <iostream>
-#include <algorithm>
-
-#include <stdlib.h>
-#include <dali/public-api/dali-core.h>
-#include <dali/devel-api/actors/actor-devel.h>
 #include <dali-test-suite-utils.h>
+#include <dali/devel-api/actors/actor-devel.h>
 #include <dali/devel-api/animation/animation-devel.h>
+#include <dali/public-api/dali-core.h>
+#include <stdlib.h>
+
+#include <algorithm>
+#include <iostream>
 
 using std::max;
 using namespace Dali;
@@ -39,10 +39,9 @@ void utc_dali_animation_cleanuP(void)
 
 namespace
 {
-
 static const float ROTATION_EPSILON = 0.0001f;
-static const float VECTOR4_EPSILON = 0.0001f;
-static const float VECTOR3_EPSILON = 0.0001f;
+static const float VECTOR4_EPSILON  = 0.0001f;
+static const float VECTOR3_EPSILON  = 0.0001f;
 
 // Functor to test whether a Finish signal is emitted
 struct AnimationFinishCheck
@@ -64,7 +63,7 @@ struct AnimationFinishCheck
 
   void CheckSignalReceived()
   {
-    if (!mSignalReceived)
+    if(!mSignalReceived)
     {
       tet_printf("Expected Finish signal was not received\n");
       tet_result(TET_FAIL);
@@ -77,7 +76,7 @@ struct AnimationFinishCheck
 
   void CheckSignalNotReceived()
   {
-    if (mSignalReceived)
+    if(mSignalReceived)
     {
       tet_printf("Unexpected Finish signal was received\n");
       tet_result(TET_FAIL);
@@ -96,7 +95,7 @@ struct AnimationProgressCheck
 {
   AnimationProgressCheck(bool& signalReceived, std::string name = " ")
   : mSignalReceived(signalReceived),
-    mName( name )
+    mName(name)
   {
   }
 
@@ -112,9 +111,9 @@ struct AnimationProgressCheck
 
   void CheckSignalReceived()
   {
-    if (!mSignalReceived)
+    if(!mSignalReceived)
     {
-      tet_printf("Expected Progress reached signal was not received %s \n", mName.c_str() );
+      tet_printf("Expected Progress reached signal was not received %s \n", mName.c_str());
       tet_result(TET_FAIL);
     }
     else
@@ -125,7 +124,7 @@ struct AnimationProgressCheck
 
   void CheckSignalNotReceived()
   {
-    if (mSignalReceived)
+    if(mSignalReceived)
     {
       tet_printf("Unexpected Progress reached signal was received %s \n", mName.c_str());
       tet_result(TET_FAIL);
@@ -136,11 +135,11 @@ struct AnimationProgressCheck
     }
   }
 
-  bool& mSignalReceived; // owned by individual tests
+  bool&       mSignalReceived; // owned by individual tests
   std::string mName;
 };
 
-} // anon namespace
+} // namespace
 
 int UtcDaliAnimationConstructorP(void)
 {
@@ -148,7 +147,7 @@ int UtcDaliAnimationConstructorP(void)
 
   Animation animation;
 
-  DALI_TEST_CHECK( !animation );
+  DALI_TEST_CHECK(!animation);
   END_TEST;
 }
 
@@ -156,7 +155,7 @@ int UtcDaliAnimationNewP(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New( 1.0f );
+  Animation animation = Animation::New(1.0f);
 
   DALI_TEST_CHECK(animation);
   END_TEST;
@@ -166,7 +165,7 @@ int UtcDaliAnimationNewN(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New( -1.0f );
+  Animation animation = Animation::New(-1.0f);
 
   DALI_TEST_CHECK(animation);
   DALI_TEST_EQUALS(animation.GetDuration(), 0.0f, TEST_LOCATION);
@@ -179,7 +178,7 @@ int UtcDaliAnimationDownCastP(void)
 
   tet_infoline("Testing Dali::Animation::DownCast()");
 
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   BaseHandle object(animation);
@@ -187,7 +186,7 @@ int UtcDaliAnimationDownCastP(void)
   Animation animation2 = Animation::DownCast(object);
   DALI_TEST_CHECK(animation2);
 
-  Animation animation3 = DownCast< Animation >(object);
+  Animation animation3 = DownCast<Animation>(object);
   DALI_TEST_CHECK(animation3);
   END_TEST;
 }
@@ -198,11 +197,11 @@ int UtcDaliAnimationDownCastN(void)
 
   BaseHandle unInitializedObject;
 
-  Animation animation1 = Animation::DownCast( unInitializedObject );
-  DALI_TEST_CHECK( !animation1 );
+  Animation animation1 = Animation::DownCast(unInitializedObject);
+  DALI_TEST_CHECK(!animation1);
 
-  Animation animation2 = DownCast< Animation >( unInitializedObject );
-  DALI_TEST_CHECK( !animation2 );
+  Animation animation2 = DownCast<Animation>(unInitializedObject);
+  DALI_TEST_CHECK(!animation2);
   END_TEST;
 }
 
@@ -211,12 +210,12 @@ int UtcDaliAnimationCopyConstructorP(void)
   TestApplication application;
 
   // Initialize an object, ref count == 1
-  Animation animation = Animation::New( 1.0f );
+  Animation animation = Animation::New(1.0f);
 
-  Animation copy( animation );
-  DALI_TEST_CHECK( copy );
+  Animation copy(animation);
+  DALI_TEST_CHECK(copy);
 
-  DALI_TEST_CHECK( copy.GetDuration() == animation.GetDuration() );
+  DALI_TEST_CHECK(copy.GetDuration() == animation.GetDuration());
   END_TEST;
 }
 
@@ -224,14 +223,14 @@ int UtcDaliAnimationAssignmentOperatorP(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New( 1.0f );
+  Animation animation = Animation::New(1.0f);
 
   Animation copy = animation;
-  DALI_TEST_CHECK( copy );
+  DALI_TEST_CHECK(copy);
 
-  DALI_TEST_CHECK( animation == copy );
+  DALI_TEST_CHECK(animation == copy);
 
-  DALI_TEST_CHECK( copy.GetDuration() == animation.GetDuration() );
+  DALI_TEST_CHECK(copy.GetDuration() == animation.GetDuration());
   END_TEST;
 }
 
@@ -241,33 +240,33 @@ int UtcDaliAnimationMoveConstructor(void)
 
   //Animation
 
-  Animation animation = Animation::New( 1.0f );
-  DALI_TEST_CHECK( animation );
-  DALI_TEST_EQUALS( 1, animation.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1.0f, animation.GetDuration(), 0.001f, TEST_LOCATION );
+  Animation animation = Animation::New(1.0f);
+  DALI_TEST_CHECK(animation);
+  DALI_TEST_EQUALS(1, animation.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(1.0f, animation.GetDuration(), 0.001f, TEST_LOCATION);
 
-  Animation movedAnimation = std::move( animation );
-  DALI_TEST_CHECK( movedAnimation );
-  DALI_TEST_EQUALS( 1, movedAnimation.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1.0f, movedAnimation.GetDuration(), 0.001f, TEST_LOCATION );
-  DALI_TEST_CHECK( !animation );
+  Animation movedAnimation = std::move(animation);
+  DALI_TEST_CHECK(movedAnimation);
+  DALI_TEST_EQUALS(1, movedAnimation.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(1.0f, movedAnimation.GetDuration(), 0.001f, TEST_LOCATION);
+  DALI_TEST_CHECK(!animation);
 
   // KeyFrames
 
   KeyFrames keyframes = KeyFrames::New();
-  DALI_TEST_CHECK( keyframes );
-  DALI_TEST_EQUALS( 1, keyframes.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Property::Type::NONE, keyframes.GetType(), TEST_LOCATION );
+  DALI_TEST_CHECK(keyframes);
+  DALI_TEST_EQUALS(1, keyframes.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(Property::Type::NONE, keyframes.GetType(), TEST_LOCATION);
 
-  keyframes.Add( 0.0f, Vector3( 0.0f, 0.0f, 0.0f ) );
-  keyframes.Add( 1.0f, Vector3( 100.0f, 100.0f, 100.0f ) );
-  DALI_TEST_EQUALS( Property::Type::VECTOR3, keyframes.GetType(), TEST_LOCATION );
+  keyframes.Add(0.0f, Vector3(0.0f, 0.0f, 0.0f));
+  keyframes.Add(1.0f, Vector3(100.0f, 100.0f, 100.0f));
+  DALI_TEST_EQUALS(Property::Type::VECTOR3, keyframes.GetType(), TEST_LOCATION);
 
-  KeyFrames movedKeyFrames = std::move( keyframes );
-  DALI_TEST_CHECK( movedKeyFrames );
-  DALI_TEST_EQUALS( 1, movedKeyFrames.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Property::Type::VECTOR3, movedKeyFrames.GetType(), TEST_LOCATION );
-  DALI_TEST_CHECK( !keyframes );
+  KeyFrames movedKeyFrames = std::move(keyframes);
+  DALI_TEST_CHECK(movedKeyFrames);
+  DALI_TEST_EQUALS(1, movedKeyFrames.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(Property::Type::VECTOR3, movedKeyFrames.GetType(), TEST_LOCATION);
+  DALI_TEST_CHECK(!keyframes);
 
   END_TEST;
 }
@@ -278,35 +277,35 @@ int UtcDaliAnimationMoveAssignment(void)
 
   // Animation
 
-  Animation animation = Animation::New( 1.0f );
-  DALI_TEST_CHECK( animation );
-  DALI_TEST_EQUALS( 1, animation.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1.0f, animation.GetDuration(), 0.001f, TEST_LOCATION );
+  Animation animation = Animation::New(1.0f);
+  DALI_TEST_CHECK(animation);
+  DALI_TEST_EQUALS(1, animation.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(1.0f, animation.GetDuration(), 0.001f, TEST_LOCATION);
 
   Animation move;
-  move = std::move( animation );
-  DALI_TEST_CHECK( move );
-  DALI_TEST_EQUALS( 1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1.0f, move.GetDuration(), 0.001f, TEST_LOCATION );
-  DALI_TEST_CHECK( !animation );
+  move = std::move(animation);
+  DALI_TEST_CHECK(move);
+  DALI_TEST_EQUALS(1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(1.0f, move.GetDuration(), 0.001f, TEST_LOCATION);
+  DALI_TEST_CHECK(!animation);
 
   // KeyFrames
 
   KeyFrames keyframes = KeyFrames::New();
-  DALI_TEST_CHECK( keyframes );
-  DALI_TEST_EQUALS( 1, keyframes.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Property::Type::NONE, keyframes.GetType(), TEST_LOCATION );
+  DALI_TEST_CHECK(keyframes);
+  DALI_TEST_EQUALS(1, keyframes.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(Property::Type::NONE, keyframes.GetType(), TEST_LOCATION);
 
-  keyframes.Add( 0.0f, Vector3( 0.0f, 0.0f, 0.0f ) );
-  keyframes.Add( 1.0f, Vector3( 100.0f, 100.0f, 100.0f ) );
-  DALI_TEST_EQUALS( Property::Type::VECTOR3, keyframes.GetType(), TEST_LOCATION );
+  keyframes.Add(0.0f, Vector3(0.0f, 0.0f, 0.0f));
+  keyframes.Add(1.0f, Vector3(100.0f, 100.0f, 100.0f));
+  DALI_TEST_EQUALS(Property::Type::VECTOR3, keyframes.GetType(), TEST_LOCATION);
 
   KeyFrames movedKeyFrames;
-  movedKeyFrames = std::move( keyframes );
-  DALI_TEST_CHECK( movedKeyFrames );
-  DALI_TEST_EQUALS( 1, movedKeyFrames.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Property::Type::VECTOR3, movedKeyFrames.GetType(), TEST_LOCATION );
-  DALI_TEST_CHECK( !keyframes );
+  movedKeyFrames = std::move(keyframes);
+  DALI_TEST_CHECK(movedKeyFrames);
+  DALI_TEST_EQUALS(1, movedKeyFrames.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(Property::Type::VECTOR3, movedKeyFrames.GetType(), TEST_LOCATION);
+  DALI_TEST_CHECK(!keyframes);
 
   END_TEST;
 }
@@ -319,7 +318,7 @@ int UtcDaliAnimationSetDurationP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   DALI_TEST_EQUALS(animation.GetDuration(), durationSeconds, TEST_LOCATION);
 
@@ -328,51 +327,51 @@ int UtcDaliAnimationSetDurationP(void)
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) - 1u/*just less than the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(2u/*just beyond the animation duration*/);
+  application.Render(2u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Restart the animation, with a different duration
   finishCheck.Reset();
-  actor.SetProperty( Actor::Property::POSITION, Vector3::ZERO );
+  actor.SetProperty(Actor::Property::POSITION, Vector3::ZERO);
   durationSeconds = 3.5f;
   animation.SetDuration(durationSeconds);
   DALI_TEST_EQUALS(animation.GetDuration(), durationSeconds, TEST_LOCATION);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) - 1u/*just less than the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(2u/*just beyond the animation duration*/);
+  application.Render(2u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -380,11 +379,11 @@ int UtcDaliAnimationSetDurationN(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New( 1.0f );
-  DALI_TEST_EQUALS( animation.GetDuration(), 1.0f, TEST_LOCATION );
+  Animation animation = Animation::New(1.0f);
+  DALI_TEST_EQUALS(animation.GetDuration(), 1.0f, TEST_LOCATION);
 
-  animation.SetDuration( -1.0f );
-  DALI_TEST_EQUALS( animation.GetDuration(), 0.0f, TEST_LOCATION );
+  animation.SetDuration(-1.0f);
+  DALI_TEST_EQUALS(animation.GetDuration(), 0.0f, TEST_LOCATION);
   END_TEST;
 }
 
@@ -408,9 +407,9 @@ int UtcDaliAnimationSetLoopingP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
@@ -418,7 +417,7 @@ int UtcDaliAnimationSetLoopingP(void)
   DALI_TEST_CHECK(animation.IsLooping());
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -426,15 +425,15 @@ int UtcDaliAnimationSetLoopingP(void)
 
   // Loop 5 times
   float intervalSeconds = 0.25f;
-  float progress = 0.0f;
-  for (int iterations = 0; iterations < 5;)
+  float progress        = 0.0f;
+  for(int iterations = 0; iterations < 5;)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
     progress += intervalSeconds;
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS(targetPosition * progress, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 0.001f, TEST_LOCATION);
 
-    if (progress >= 1.0f)
+    if(progress >= 1.0f)
     {
       progress = progress - 1.0f;
       ++iterations;
@@ -449,18 +448,18 @@ int UtcDaliAnimationSetLoopingP(void)
   DALI_TEST_CHECK(!animation.IsLooping());
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -472,9 +471,9 @@ int UtcDaliAnimationSetLoopCountP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
@@ -482,7 +481,7 @@ int UtcDaliAnimationSetLoopCountP(void)
   DALI_TEST_CHECK(animation.IsLooping());
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -498,8 +497,8 @@ int UtcDaliAnimationSetLoopCountP(void)
   // Loop
   float intervalSeconds = 3.0f;
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
   application.Render(0);
   application.SendNotification();
@@ -511,22 +510,22 @@ int UtcDaliAnimationSetLoopCountP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   finishCheck.Reset();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
@@ -545,29 +544,29 @@ int UtcDaliAnimationSetLoopCountP2(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-  animation.SetEndAction(Animation::Discard);
+  animation.SetEndAction(Animation::DISCARD);
 
   // Start the animation
   animation.SetLoopCount(3);
   DALI_TEST_CHECK(animation.IsLooping());
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   float intervalSeconds = 3.0f;
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
 
   application.SendNotification();
@@ -579,17 +578,17 @@ int UtcDaliAnimationSetLoopCountP2(void)
   animation.SetLooping(true);
   DALI_TEST_CHECK(animation.IsLooping());
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
@@ -602,13 +601,13 @@ int UtcDaliAnimationSetLoopCountP2(void)
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalReceived();
 
@@ -618,17 +617,17 @@ int UtcDaliAnimationSetLoopCountP2(void)
   animation.SetLooping(true);
   DALI_TEST_CHECK(animation.IsLooping());
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
@@ -639,19 +638,18 @@ int UtcDaliAnimationSetLoopCountP2(void)
   DALI_TEST_CHECK(animation.IsLooping());
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived(); // we never hit play
 
   finishCheck.Reset();
 
-
   END_TEST;
 }
 
@@ -666,15 +664,15 @@ int UtcDaliAnimationSetLoopCountP3(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-  animation.SetEndAction(Animation::Discard);
+  animation.SetEndAction(Animation::DISCARD);
 
   float intervalSeconds = 3.0f;
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -682,17 +680,17 @@ int UtcDaliAnimationSetLoopCountP3(void)
   animation.SetLooping(true);
   DALI_TEST_CHECK(animation.IsLooping());
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
@@ -703,19 +701,18 @@ int UtcDaliAnimationSetLoopCountP3(void)
   DALI_TEST_CHECK(animation.IsLooping());
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived(); // we never hit play
 
   finishCheck.Reset();
 
-
   END_TEST;
 }
 
@@ -730,15 +727,15 @@ int UtcDaliAnimationSetLoopCountP4(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-  animation.SetEndAction(Animation::Bake);
+  animation.SetEndAction(Animation::BAKE);
 
   float intervalSeconds = 3.0f;
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -748,12 +745,12 @@ int UtcDaliAnimationSetLoopCountP4(void)
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalReceived();
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-  actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
 
   finishCheck.Reset();
 
@@ -762,11 +759,11 @@ int UtcDaliAnimationSetLoopCountP4(void)
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalReceived();
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   END_TEST;
 }
@@ -779,9 +776,9 @@ int UtcDaliAnimationGetLoopCountP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   DALI_TEST_CHECK(1 == animation.GetLoopCount());
@@ -799,13 +796,13 @@ int UtcDaliAnimationGetLoopCountP(void)
   // Loop
   float intervalSeconds = 3.0f;
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
   application.Render(0);
   application.SendNotification();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
 
   animation.SetLoopCount(0);
@@ -819,7 +816,6 @@ int UtcDaliAnimationGetLoopCountP(void)
   END_TEST;
 }
 
-
 int UtcDaliAnimationGetCurrentLoopP(void)
 {
   TestApplication application;
@@ -828,9 +824,9 @@ int UtcDaliAnimationGetCurrentLoopP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
@@ -839,7 +835,7 @@ int UtcDaliAnimationGetCurrentLoopP(void)
   DALI_TEST_CHECK(0 == animation.GetCurrentLoop());
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -848,14 +844,14 @@ int UtcDaliAnimationGetCurrentLoopP(void)
   // Loop
   float intervalSeconds = 3.0f;
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_CHECK(2 == animation.GetCurrentLoop());
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
   application.SendNotification();
   finishCheck.CheckSignalReceived();
@@ -864,15 +860,15 @@ int UtcDaliAnimationGetCurrentLoopP(void)
 
   finishCheck.Reset();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
@@ -900,9 +896,9 @@ int UtcDaliAnimationSetEndActionN(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE);
 
   Vector3 targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
@@ -910,32 +906,32 @@ int UtcDaliAnimationSetEndActionN(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Go back to the start
-  actor.SetProperty( Actor::Property::POSITION, Vector3::ZERO );
+  actor.SetProperty(Actor::Property::POSITION, Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3::ZERO, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Test BakeFinal, animate again, for half the duration
   finishCheck.Reset();
-  animation.SetEndAction(Animation::BakeFinal);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+  animation.SetEndAction(Animation::BAKE_FINAL);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE_FINAL);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f*0.5f) /*half of the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f * 0.5f) /*half of the animation duration*/);
 
   // Stop the animation early
   animation.Stop();
@@ -943,41 +939,41 @@ int UtcDaliAnimationSetEndActionN(void)
   // We did NOT expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition * 0.5f, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), VECTOR4_EPSILON, TEST_LOCATION);
 
   // The position should be same with target position in the next frame
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Go back to the start
-  actor.SetProperty( Actor::Property::POSITION, Vector3::ZERO );
+  actor.SetProperty(Actor::Property::POSITION, Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3::ZERO, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Test EndAction::Discard, animate again, but don't bake this time
   finishCheck.Reset();
-  animation.SetEndAction(Animation::Discard);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
+  animation.SetEndAction(Animation::DISCARD);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::DISCARD);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // The position should be discarded in the next frame
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3::ZERO /*discarded*/, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3::ZERO, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3::ZERO, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -986,21 +982,21 @@ int UtcDaliAnimationGetEndActionP(void)
   TestApplication application;
 
   Animation animation = Animation::New(1.0f);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE);
 
-  animation.SetEndAction(Animation::Discard);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
+  animation.SetEndAction(Animation::DISCARD);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::DISCARD);
 
-  animation.SetEndAction(Animation::BakeFinal);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+  animation.SetEndAction(Animation::BAKE_FINAL);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE_FINAL);
 
   END_TEST;
 }
 
 int UtcDaliAnimationSetDisconnectActionP(void)
 {
-  TestApplication application;
-  Integration::Scene stage( application.GetScene() );
+  TestApplication    application;
+  Integration::Scene stage(application.GetScene());
 
   // Default: BakeFinal
   {
@@ -1008,9 +1004,9 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     stage.Add(actor);
 
     // Build the animation
-    float durationSeconds(1.0f);
+    float     durationSeconds(1.0f);
     Animation animation = Animation::New(durationSeconds);
-    DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
+    DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BAKE_FINAL);
 
     Vector3 targetPosition(10.0f, 10.0f, 10.0f);
     animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
@@ -1019,14 +1015,14 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     animation.Play();
 
     application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /*Only half the animation*/);
 
     actor.Unparent();
 
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   }
 
   // Bake
@@ -1035,9 +1031,9 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     stage.Add(actor);
 
     // Build the animation
-    float durationSeconds(1.0f);
+    float     durationSeconds(1.0f);
     Animation animation = Animation::New(durationSeconds);
-    animation.SetDisconnectAction( Animation::Bake );
+    animation.SetDisconnectAction(Animation::BAKE);
 
     Vector3 targetPosition(10.0f, 10.0f, 10.0f);
     animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
@@ -1046,14 +1042,14 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     animation.Play();
 
     application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /*Only half the animation*/);
 
     actor.Unparent();
 
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition*0.5f, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition * 0.5f, TEST_LOCATION);
   }
 
   // Discard
@@ -1062,9 +1058,9 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     stage.Add(actor);
 
     // Build the animation
-    float durationSeconds(1.0f);
+    float     durationSeconds(1.0f);
     Animation animation = Animation::New(durationSeconds);
-    animation.SetDisconnectAction( Animation::Discard );
+    animation.SetDisconnectAction(Animation::DISCARD);
 
     Vector3 targetPosition(10.0f, 10.0f, 10.0f);
     animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
@@ -1073,14 +1069,14 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     animation.Play();
 
     application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /*Only half the animation*/);
 
     actor.Unparent();
 
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
   }
 
   // Don't play the animation: disconnect action should not be applied
@@ -1089,21 +1085,21 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     stage.Add(actor);
 
     // Build the animation
-    float durationSeconds(1.0f);
+    float     durationSeconds(1.0f);
     Animation animation = Animation::New(durationSeconds);
 
     Vector3 targetPosition(10.0f, 10.0f, 10.0f);
     animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
     application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /*Only half the animation*/);
 
     actor.Unparent();
 
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
   }
 
   END_TEST;
@@ -1112,14 +1108,14 @@ int UtcDaliAnimationSetDisconnectActionP(void)
 int UtcDaliAnimationGetDisconnectActionP(void)
 {
   TestApplication application;
-  Animation animation = Animation::New(1.0f);
-  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default!
+  Animation       animation = Animation::New(1.0f);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BAKE_FINAL); // default!
 
-  animation.SetDisconnectAction(Animation::Discard);
-  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard);
+  animation.SetDisconnectAction(Animation::DISCARD);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::DISCARD);
 
-  animation.SetDisconnectAction(Animation::Bake);
-  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake);
+  animation.SetDisconnectAction(Animation::BAKE);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BAKE);
 
   END_TEST;
 }
@@ -1128,8 +1124,8 @@ int UtcDaliAnimationSetDefaultAlphaFunctionP(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New(1.0f);
-  AlphaFunction func = animation.GetDefaultAlphaFunction();
+  Animation     animation = Animation::New(1.0f);
+  AlphaFunction func      = animation.GetDefaultAlphaFunction();
   DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
 
   animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN);
@@ -1142,8 +1138,8 @@ int UtcDaliAnimationGetDefaultAlphaFunctionP(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New(1.0f);
-  AlphaFunction func = animation.GetDefaultAlphaFunction();
+  Animation     animation = Animation::New(1.0f);
+  AlphaFunction func      = animation.GetDefaultAlphaFunction();
 
   // Test that the default is linear
   DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
@@ -1169,7 +1165,7 @@ int UtcDaliAnimationSetCurrentProgressP(void)
   float durationSeconds(1.0f);
   animation.SetDuration(durationSeconds);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
@@ -1178,43 +1174,43 @@ int UtcDaliAnimationSetCurrentProgressP(void)
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation from 40% progress
-  animation.SetCurrentProgress( 0.4f );
+  animation.SetCurrentProgress(0.4f);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
-  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
+  DALI_TEST_EQUALS(0.6f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
 
   //Set the progress to 70%
-  animation.SetCurrentProgress( 0.7f );
+  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 );
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 80% progress */);
+  DALI_TEST_EQUALS(0.8f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
-  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (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*/);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -1232,7 +1228,7 @@ int UtcDaliAnimationSetCurrentProgressN(void)
   float durationSeconds(1.0f);
   animation.SetDuration(durationSeconds);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
@@ -1241,13 +1237,13 @@ int UtcDaliAnimationSetCurrentProgressN(void)
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   //Trying to set the current cursor outside the range [0..1] is ignored
-  animation.SetCurrentProgress( -1.0f);
+  animation.SetCurrentProgress(-1.0f);
   application.SendNotification();
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-  animation.SetCurrentProgress( 100.0f);
+  animation.SetCurrentProgress(100.0f);
   application.SendNotification();
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
   END_TEST;
 }
 
@@ -1263,21 +1259,21 @@ int UtcDaliAnimationGetCurrentProgressP(void)
   animation.Play();
 
   //Test GetCurrentProgress return 0.0 as the duration is 0.0
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-  animation.SetCurrentProgress( 0.5f );
+  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 );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   //Set duration
   float durationSeconds(1.0f);
   animation.SetDuration(durationSeconds);
   application.SendNotification();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
@@ -1286,31 +1282,31 @@ int UtcDaliAnimationGetCurrentProgressP(void)
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation from 40% progress
-  animation.SetCurrentProgress( 0.4f );
+  animation.SetCurrentProgress(0.4f);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.6f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
 
   //Set the progress to 70%
-  animation.SetCurrentProgress( 0.7f );
+  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 );
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 80% progress */);
+  DALI_TEST_EQUALS(0.8f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), 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*/);
+  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();
@@ -1327,16 +1323,16 @@ int UtcDaliAnimationSetSpeedFactorP1(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  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::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+  keyframes.Add(0.0f, initialPosition);
+  keyframes.Add(1.0f, targetPosition);
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
   //Set speed to be x2
   animation.SetSpeedFactor(2.0f);
@@ -1344,37 +1340,37 @@ int UtcDaliAnimationSetSpeedFactorP1(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   END_TEST;
 }
@@ -1387,68 +1383,68 @@ int UtcDaliAnimationSetSpeedFactorP2(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  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::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+  keyframes.Add(0.0f, initialPosition);
+  keyframes.Add(1.0f, targetPosition);
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
   tet_printf("Test -1 speed factor. Animation will play in reverse at normal speed\n");
-  animation.SetSpeedFactor( -1.0f );
+  animation.SetSpeedFactor(-1.0f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), initialPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(initialPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(initialPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   END_TEST;
 }
@@ -1461,75 +1457,74 @@ int UtcDaliAnimationSetSpeedFactorP3(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  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::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+  keyframes.Add(0.0f, initialPosition);
+  keyframes.Add(1.0f, targetPosition);
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   tet_printf("Test half speed factor. Animation will take twice the duration\n");
 
   //Set speed to be half of normal speed
-  animation.SetSpeedFactor( 0.5f );
+  animation.SetSpeedFactor(0.5f);
 
   // Start the animation
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.1f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.3f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.3f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*1200.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1200.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
-
 int UtcDaliAnimationSetSpeedFactorP4(void)
 {
   TestApplication application;
@@ -1538,18 +1533,18 @@ int UtcDaliAnimationSetSpeedFactorP4(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  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::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+  keyframes.Add(0.0f, initialPosition);
+  keyframes.Add(1.0f, targetPosition);
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -1557,64 +1552,64 @@ int UtcDaliAnimationSetSpeedFactorP4(void)
 
   tet_printf("Set speed to be half of normal speed\n");
   tet_printf("SetSpeedFactor(0.5f)\n");
-  animation.SetSpeedFactor( 0.5f );
+  animation.SetSpeedFactor(0.5f);
 
   // Start the animation
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.1f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.3f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.3f), TEST_LOCATION);
 
   tet_printf("Reverse direction of animation whilst playing\n");
   tet_printf("SetSpeedFactor(-0.5f)\n");
   animation.SetSpeedFactor(-0.5f);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), 0.0001, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.1f), 0.0001, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), initialPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(initialPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(initialPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -1638,150 +1633,202 @@ int UtcDaliAnimationSetSpeedFactorAndRange(void)
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
     /*                                            | reverse                       */
-    { 0.0f,                                                                  1.0f, // TimePeriod
-      0.0f,                                                                100.0f, // POS
-      {/**/                 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,  /* Loop */
-       /**/                 30.0f, 40.0f, 50.0f, 60.0f, /* Reverse direction */
-       /**/                               50.0f,
-       /**/                        40.0f,
-       /**/                 30.0f,
-       /**/                                             70.0f,
-       /**/                                      60.0f,
-       /**/                               50.0f,
+    {0.0f, 1.0f, // TimePeriod
+     0.0f,
+     100.0f, // POS
+     {
+       /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */
+       /**/ 30.0f,
+       40.0f,
+       50.0f,
+       60.0f, /* Reverse direction */
+       /**/ 50.0f,
+       /**/ 40.0f,
+       /**/ 30.0f,
+       /**/ 70.0f,
+       /**/ 60.0f,
+       /**/ 50.0f,
        /**/
-      }
-    },
+     }},
 
     // ACTOR 1 - Across start of range
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
     /*                                            | reverse                       */
-    {                0.2f,                0.5f,                               // TimePeriod
-                     20.0f,               50.0f,                // POS
-      {/**/                 30.0f, 40.0f, 50.0f, 50.0f, 50.0f,  /* Loop */
-       /**/                 30.0f, 40.0f, 50.0f, 50.0f, /* Reverse direction @ frame #9 */
-       /**/                               50.0f,
-       /**/                        40.0f,
-       /**/                 30.0f,
-       /**/                                             50.0f,
-       /**/                                      50.0f,
-       /**/                               50.0f
-      }
-    },
+    {0.2f, 0.5f, // TimePeriod
+     20.0f,
+     50.0f,                                   // POS
+     {/**/ 30.0f, 40.0f, 50.0f, 50.0f, 50.0f, /* Loop */
+      /**/ 30.0f,
+      40.0f,
+      50.0f,
+      50.0f, /* Reverse direction @ frame #9 */
+      /**/ 50.0f,
+      /**/ 40.0f,
+      /**/ 30.0f,
+      /**/ 50.0f,
+      /**/ 50.0f,
+      /**/ 50.0f}},
 
     // ACTOR 2 - Across end of range
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
     /*                                            | reverse                       */
-    {/**/                                  0.5f,                      0.9f,   // TimePeriod
-     /**/                                 50.0f,                      90.0f,  // POS
-     { /**/                 50.0f, 50.0f, 50.0f, 60.0f, 70.0f, /* Loop */
-       /**/                 50.0f, 50.0f, 50.0f, 60.0f,/* Reverse direction @ frame #9 */
-       /**/                               50.0f,
-       /**/                        50.0f,
-       /**/                 50.0f,                      70.0f,
-       /**/                                      60.0f,
-       /**/                               50.0f,
-      }
-    },
+    {/**/ 0.5f, 0.9f, // TimePeriod
+     /**/ 50.0f,
+     90.0f, // POS
+     {
+       /**/ 50.0f,
+       50.0f,
+       50.0f,
+       60.0f,
+       70.0f, /* Loop */
+       /**/ 50.0f,
+       50.0f,
+       50.0f,
+       60.0f, /* Reverse direction @ frame #9 */
+       /**/ 50.0f,
+       /**/ 50.0f,
+       /**/ 50.0f,
+       70.0f,
+       /**/ 60.0f,
+       /**/ 50.0f,
+     }},
 
     // ACTOR 3 - Before beginning of range
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
     /*                                            | reverse                       */
-    {/**/     0.1f,      0.25f, // TimePeriod
-     /**/     10.0f,     25.0f, // POS
-     { /**/
-       /**/ 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f
+    {/**/ 0.1f, 0.25f, // TimePeriod
+     /**/ 10.0f,
+     25.0f, // POS
+     {
        /**/
-      }
-    },
+       /**/ 25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f
+       /**/
+     }},
 
     // ACTOR 4 - After end of range
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
     /*                                            | reverse                       */
-    {/**/                                                           0.85f,   1.0f, // TimePeriod
-     /**/                                                           85.0f,  100.0f, // POS
-     { /**/
-       /**/ 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f
+    {/**/ 0.85f, 1.0f, // TimePeriod
+     /**/ 85.0f,
+     100.0f, // POS
+     {
        /**/
-     }
-    },
+       /**/ 85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f
+       /**/
+     }},
     // Actor 5 - Middle of range
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
     /*                                            | reverse                       */
-    {/**/                          0.4f,            0.65f, // Time Period
-     /**/                         40.0f,            65.0f, // Position
-     { /**/                40.0f, 40.0f, 50.0f, 60.0f, 65.0f,
-       /**/                40.0f, 40.0f, 50.0f, 60.0f, // Reverse
-       /**/                              50.0f,
-       /**/                       40.0f,
-       /**/                40.0f,
-       /**/                                            65.0f,
-       /**/                                      60.0f,
-       /**/                              50.0f,
-     }
-    }
-  };
-
-  const size_t NUM_ENTRIES(sizeof(testData)/sizeof(TestData));
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  bool signalReceived(false);
+    {/**/ 0.4f, 0.65f, // Time Period
+     /**/ 40.0f,
+     65.0f, // Position
+     {
+       /**/ 40.0f,
+       40.0f,
+       50.0f,
+       60.0f,
+       65.0f,
+       /**/ 40.0f,
+       40.0f,
+       50.0f,
+       60.0f, // Reverse
+       /**/ 50.0f,
+       /**/ 40.0f,
+       /**/ 40.0f,
+       /**/ 65.0f,
+       /**/ 60.0f,
+       /**/ 50.0f,
+     }}};
+
+  const size_t NUM_ENTRIES(sizeof(testData) / sizeof(TestData));
+
+  // Build the animation
+  float                durationSeconds(1.0f);
+  Animation            animation = Animation::New(durationSeconds);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   std::vector<Dali::Actor> actors;
 
-  for( unsigned int actorIndex = 0; actorIndex < NUM_ENTRIES; ++actorIndex )
+  for(unsigned int actorIndex = 0; actorIndex < NUM_ENTRIES; ++actorIndex)
   {
     Actor actor = Actor::New();
-    actor.SetProperty( Actor::Property::POSITION, Vector3( testData[actorIndex].startX, 0, 0 ) );
+    actor.SetProperty(Actor::Property::POSITION, Vector3(testData[actorIndex].startX, 0, 0));
     actors.push_back(actor);
     application.GetScene().Add(actor);
 
-    if( actorIndex == 0 || actorIndex == NUM_ENTRIES-1 )
+    if(actorIndex == 0 || actorIndex == NUM_ENTRIES - 1)
     {
       KeyFrames keyframes = KeyFrames::New();
-      keyframes.Add( testData[actorIndex].startTime, Vector3(testData[actorIndex].startX, 0, 0));
-      keyframes.Add( testData[actorIndex].endTime, Vector3(testData[actorIndex].endX, 0, 0));
-      animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+      keyframes.Add(testData[actorIndex].startTime, Vector3(testData[actorIndex].startX, 0, 0));
+      keyframes.Add(testData[actorIndex].endTime, Vector3(testData[actorIndex].endX, 0, 0));
+      animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
     }
     else
     {
-      animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( testData[actorIndex].endX, 0, 0 ), TimePeriod( testData[actorIndex].startTime, testData[actorIndex].endTime - testData[actorIndex].startTime) );
+      animation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(testData[actorIndex].endX, 0, 0), TimePeriod(testData[actorIndex].startTime, testData[actorIndex].endTime - testData[actorIndex].startTime));
     }
   }
 
   tet_printf("Test half speed factor. Animation will take twice the duration\n");
   tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
   tet_printf("SetSpeedFactor(0.5f)\n");
-  animation.SetSpeedFactor( 0.5f );
-  animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+  animation.SetSpeedFactor(0.5f);
+  animation.SetPlayRange(Vector2(0.3f, 0.8f));
   animation.SetLooping(true);
 
   // Start the animation
   animation.Play();
   application.SendNotification();
-  application.Render(0);   // Frame 0 tests initial values
+  application.Render(0); // Frame 0 tests initial values
 
-  for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+  for(unsigned int frame = 0; frame < NUM_FRAMES; ++frame)
   {
     unsigned int actorIndex = 0u;
-    for( actorIndex = 0u; actorIndex < NUM_ENTRIES; ++actorIndex )
+    for(actorIndex = 0u; actorIndex < NUM_ENTRIES; ++actorIndex)
     {
-      DALI_TEST_EQUALS( actors[actorIndex].GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION );
-      if( ! Equals(actors[actorIndex].GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData[actorIndex].expected[frame]) )
+      DALI_TEST_EQUALS(actors[actorIndex].GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION);
+      if(!Equals(actors[actorIndex].GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, testData[actorIndex].expected[frame]))
       {
-        tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex );
+        tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex);
       }
     }
 
-    if( frame == 8 )
+    if(frame == 8)
     {
       tet_printf("Reverse direction of animation whilst playing after frame 8\n");
       tet_printf("SetSpeedFactor(-0.5f)\n");
@@ -1817,55 +1864,63 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void)
     // ACTOR 0
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
-    { 0.0f,                                                                  1.0f, // TimePeriod
-      0.0f,                                                                100.0f, // POS
-      {/**/                 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,  /* Loop */
-       /**/                 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,
-       /**/                 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,
+    {0.0f, 1.0f, // TimePeriod
+     0.0f,
+     100.0f, // POS
+     {
+       /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */
+       /**/ 30.0f,
+       40.0f,
+       50.0f,
+       60.0f,
+       70.0f,
+       /**/ 30.0f,
+       40.0f,
+       50.0f,
+       60.0f,
+       70.0f,
        /**/
-      }
-    };
-
+     }};
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  bool signalReceived(false);
+  float                durationSeconds(1.0f);
+  Animation            animation = Animation::New(durationSeconds);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   std::vector<Dali::Actor> actors;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::POSITION, Vector3( testData.startX, 0, 0 ) );
+  actor.SetProperty(Actor::Property::POSITION, Vector3(testData.startX, 0, 0));
   actors.push_back(actor);
   application.GetScene().Add(actor);
 
   KeyFrames keyframes = KeyFrames::New();
-  keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0));
-  keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0));
-  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+  keyframes.Add(testData.startTime, Vector3(testData.startX, 0, 0));
+  keyframes.Add(testData.endTime, Vector3(testData.endX, 0, 0));
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
   tet_printf("Test half speed factor. Animation will take twice the duration\n");
   tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
   tet_printf("SetSpeedFactor(0.5f)\n");
   tet_printf("SetLoopCount(3)\n");
-  animation.SetSpeedFactor( 0.5f );
-  animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+  animation.SetSpeedFactor(0.5f);
+  animation.SetPlayRange(Vector2(0.3f, 0.8f));
   animation.SetLoopCount(3);
 
   // Start the animation
   animation.Play();
   application.SendNotification();
-  application.Render(0);   // Frame 0 tests initial values
+  application.Render(0); // Frame 0 tests initial values
 
-  for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+  for(unsigned int frame = 0; frame < NUM_FRAMES; ++frame)
   {
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData.expected[frame], 0.001, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, testData.expected[frame], 0.001, TEST_LOCATION);
 
     application.Render(200); // 200 ms at half speed corresponds to 0.1 s
 
-    if( frame < NUM_FRAMES-1 )
+    if(frame < NUM_FRAMES - 1)
     {
       // We didn't expect the animation to finish yet
       application.SendNotification();
@@ -1876,7 +1931,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 80.0f, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, 80.0f, 0.001, TEST_LOCATION);
 
   END_TEST;
 }
@@ -1900,54 +1955,66 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void)
     // ACTOR 0
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
-    { 0.0f,                                                                  1.0f, // TimePeriod
-      0.0f,                                                                100.0f, // POS
-      {/**/                 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
-       /**/                 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
-       /**/                 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
-      }
-    };
-
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  bool signalReceived(false);
+    {0.0f, 1.0f, // TimePeriod
+     0.0f,
+     100.0f, // POS
+     {
+       /**/ 80.0f,
+       70.0f,
+       60.0f,
+       50.0f,
+       40.0f,
+       /**/ 80.0f,
+       70.0f,
+       60.0f,
+       50.0f,
+       40.0f,
+       /**/ 80.0f,
+       70.0f,
+       60.0f,
+       50.0f,
+       40.0f,
+     }};
+
+  // Build the animation
+  float                durationSeconds(1.0f);
+  Animation            animation = Animation::New(durationSeconds);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   std::vector<Dali::Actor> actors;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::POSITION, Vector3( testData.startX, 0, 0 ) );
+  actor.SetProperty(Actor::Property::POSITION, Vector3(testData.startX, 0, 0));
   actors.push_back(actor);
   application.GetScene().Add(actor);
 
   KeyFrames keyframes = KeyFrames::New();
-  keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0));
-  keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0));
-  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+  keyframes.Add(testData.startTime, Vector3(testData.startX, 0, 0));
+  keyframes.Add(testData.endTime, Vector3(testData.endX, 0, 0));
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
   tet_printf("Test reverse half speed factor. Animation will take twice the duration\n");
   tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
   tet_printf("SetSpeedFactor(-0.5f)\n");
   tet_printf("SetLoopCount(3)\n");
-  animation.SetSpeedFactor( -0.5f );
-  animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+  animation.SetSpeedFactor(-0.5f);
+  animation.SetPlayRange(Vector2(0.3f, 0.8f));
   animation.SetLoopCount(3);
 
   // Start the animation
   animation.Play();
   application.SendNotification();
-  application.Render(0);   // Frame 0 tests initial values
+  application.Render(0); // Frame 0 tests initial values
 
-  for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+  for(unsigned int frame = 0; frame < NUM_FRAMES; ++frame)
   {
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData.expected[frame], 0.001, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, testData.expected[frame], 0.001, TEST_LOCATION);
 
     application.Render(200); // 200 ms at half speed corresponds to 0.1 s
 
-    if( frame < NUM_FRAMES-1 )
+    if(frame < NUM_FRAMES - 1)
     {
       // We didn't expect the animation to finish yet
       application.SendNotification();
@@ -1958,12 +2025,11 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 30.0f, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, 30.0f, 0.001, TEST_LOCATION);
 
   END_TEST;
 }
 
-
 int UtcDaliAnimationGetSpeedFactorP(void)
 {
   TestApplication application;
@@ -1982,50 +2048,50 @@ int UtcDaliAnimationSetPlayRangeP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds( 1.0f );
-  Animation animation = Animation::New( durationSeconds );
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
-  bool signalReceived( false );
-  AnimationFinishCheck finishCheck( signalReceived );
-  animation.FinishedSignal().Connect( &application, finishCheck );
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
 
   // Set range between 0.4 and 0.8
-  animation.SetPlayRange( Vector2( 0.4f, 0.9f ) );
+  animation.SetPlayRange(Vector2(0.4f, 0.9f));
   application.SendNotification();
-  DALI_TEST_EQUALS( Vector2( 0.4f, 0.9f ), animation.GetPlayRange(), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector2(0.4f, 0.9f), animation.GetPlayRange(), TEST_LOCATION);
 
-  Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation from 40% progress
   animation.Play();
 
   application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.6f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 80% progress */ );
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.8f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds*100.0f ) + 1u/*just beyond the animation duration*/ );
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.9f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.9f), TEST_LOCATION);
   END_TEST;
 }
 
@@ -2041,17 +2107,17 @@ int UtcDaliAnimationSetPlayRangeN(void)
   application.SendNotification();
 
   //PlayRange out of bounds
-  animation.SetPlayRange( Vector2(-1.0f,1.0f) );
+  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) );
+  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 );
+  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) );
+  animation.SetPlayRange(Vector2(0.8f, 0.2f));
   application.SendNotification();
-  DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector2(0.2f, 0.8f), animation.GetPlayRange(), TEST_LOCATION);
 
   END_TEST;
 }
@@ -2061,19 +2127,19 @@ int UtcDaliAnimationGetPlayRangeP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
   // Build the animation
-  Animation animation = Animation::New( 1.0f );
+  Animation animation = Animation::New(1.0f);
   application.SendNotification();
 
   //If PlayRange not specified it should be 0.0-1.0 by default
-  DALI_TEST_EQUALS( Vector2( 0.0f,1.0f ), animation.GetPlayRange(), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector2(0.0f, 1.0f), animation.GetPlayRange(), TEST_LOCATION);
 
   // Set range between 0.4 and 0.8
-  animation.SetPlayRange( Vector2( 0.4f, 0.8f ) );
+  animation.SetPlayRange(Vector2(0.4f, 0.8f));
   application.SendNotification();
-  DALI_TEST_EQUALS( Vector2( 0.4f, 0.8f ), animation.GetPlayRange(), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector2(0.4f, 0.8f), animation.GetPlayRange(), TEST_LOCATION);
 
   END_TEST;
 }
@@ -2086,326 +2152,413 @@ int UtcDaliAnimationPlayP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), 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)/* 40% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), 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)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (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)/* 80% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), 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/*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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayOffSceneP(void)
+{
+  // Test that an animation cannot be played, when the actor is off-stage.
+  // And the property value and the current property value should not be changed in the case.
+
+  TestApplication application;
+
+  Actor   actor = Actor::New();
+  Vector3 basePosition(Vector3::ZERO);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+  // Not added to the stage yet!
+
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // 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 * 1000.0f) + 1u /*just beyond the animation duration*/);
+
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+
+  // An animation can't be played. The position shouldn't be changed.
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+
+  // Add to the stage
+  application.GetScene().Add(actor);
+
+  // Start the animation again
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+  // Reset the position
+  actor[Actor::Property::POSITION] = basePosition;
+
+  application.SendNotification();
+  application.Render();
+
+  // Create an animator again
+  animation.Clear();
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // Remove from the stage
+  application.GetScene().Remove(actor);
+
+  signalReceived = false;
+
+  // Start the animation again
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
+
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+
+  // An animation can't be played. The position shouldn't be changed.
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+
   END_TEST;
 }
 
 int UtcDaliAnimationPlayOffSceneDiscardP(void)
 {
-  // Test that an animation can be played, when the actor is off-stage.
+  // Test that an animation cannot be played, when the actor is off-stage.
   // When the actor is added to the stage, it should appear at the current position
   // i.e. where it would have been anyway, if on-stage from the beginning.
 
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
   // Not added to the stage yet!
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.SetDisconnectAction( Animation::Discard );
+  animation.SetDisconnectAction(Animation::DISCARD);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
+
+  // An animation can't be played. The position shouldn't be changed.
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
 
   // Add to the stage
   application.GetScene().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(40, 40, 40) /*on-stage*/, TEST_LOCATION);
 
   // Remove from the stage
   application.GetScene().Remove(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*back to start position as disconnect behaviour is discard*/, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO /*back to start position as disconnect behaviour is discard*/, TEST_LOCATION);
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Add to the stage
   application.GetScene().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(80,80,80), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(80, 80, 80), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
-
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
 int UtcDaliAnimationPlayOffSceneBakeFinalP(void)
 {
-  // Test that an animation can be played, when the actor is off-stage.
+  // Test that an animation cannot be played, when the actor is off-stage.
   // When the actor is added to the stage, it should appear at the current position
   // i.e. where it would have been anyway, if on-stage from the beginning.
 
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
   // Not added to the stage!
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
+
+  // An animation can't be played. The position shouldn't be changed.
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
 
   // Add to the stage
   application.GetScene().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(40, 40, 40) /*on-stage*/, TEST_LOCATION);
 
   // Remove from the stage
   application.GetScene().Remove(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition /*bake final*/, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition /*bake final*/, TEST_LOCATION);
 
   // Add to the stage
   application.GetScene().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition /*bake final removed the */, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition /*bake final removed the */, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
 int UtcDaliAnimationPlayOffSceneBakeP(void)
 {
-  // Test that an animation can be played, when the actor is off-stage.
+  // Test that an animation cannot be played, when the actor is off-stage.
   // When the actor is added to the stage, it should appear at the current position
   // i.e. where it would have been anyway, if on-stage from the beginning.
 
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
   // Not added to the stage!
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.SetDisconnectAction( Animation::Bake );
+  animation.SetDisconnectAction(Animation::BAKE);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
+
+  // An animation can't be played. The position shouldn't be changed.
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
 
   // Add to the stage
   application.GetScene().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(40, 40, 40) /*on-stage*/, TEST_LOCATION);
 
   // Remove from the stage
   application.GetScene().Remove(actor); // baked here
 
   application.SendNotification();
   // this render is a no-op in this case as animator is disabled while off stage
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40) /*baked value*/, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(40, 40, 40) /*baked value*/, TEST_LOCATION);
 
   // Add back to the stage
   application.GetScene().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /* animation restarted at 40,40,40 + 80%*60 */, TEST_LOCATION );
-  application.Render(static_cast<unsigned int>(0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
-  application.Render(static_cast<unsigned int>(0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /* animation restarted at 40,40,40 + 80%*60 */, TEST_LOCATION);
+  application.Render(static_cast<unsigned int>(0.0f));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
+  application.Render(static_cast<unsigned int>(0.0f));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
 
   // Remove from the stage
   application.GetScene().Remove(actor); // baked here
 
   application.SendNotification();
   // this render is a no-op in this case as animator is disabled while off stage
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
-  application.Render(static_cast<unsigned int>(0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
-  application.Render(static_cast<unsigned int>(0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 100% progress */);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
+  application.Render(static_cast<unsigned int>(0.0f));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
+  application.Render(static_cast<unsigned int>(0.0f));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
 
   // Add back to the stage
   application.GetScene().Add(actor);
@@ -2413,22 +2566,22 @@ int UtcDaliAnimationPlayOffSceneBakeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) , TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -2440,12 +2593,12 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -2455,53 +2608,53 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // This is a test of the "Fire and Forget" behaviour
   // Discard the animation handle!
   animation.Reset();
-  DALI_TEST_CHECK( !animation );
+  DALI_TEST_CHECK(!animation);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -2513,64 +2666,64 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
   // This is a test of the "Fire and Forget" behaviour
   // Stop the animation, and Discard the animation handle!
   animation.Stop();
   animation.Reset();
-  DALI_TEST_CHECK( !animation );
+  DALI_TEST_CHECK(!animation);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 40% progress */);
 
   // We expect the animation to finish at 20% progress
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   finishCheck.Reset();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 60% progress */);
 
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
 
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 100% progress */);
 
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
   END_TEST;
 }
 
@@ -2582,97 +2735,95 @@ int UtcDaliAnimationPlayRangeP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   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 ) );
+  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::Property::POSITION), keyframes );
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes);
 
   // Set range between 0.4 and 0.8
-  animation.SetPlayRange( Vector2(0.4f,0.8f) );
+  animation.SetPlayRange(Vector2(0.4f, 0.8f));
   animation.Play();
 
-  bool signalReceived(false);
+  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 );
+  animation.SetCurrentProgress(0.9f);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
-  animation.SetCurrentProgress( 0.2f );
+  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 );
+  DALI_TEST_EQUALS(animation.GetCurrentProgress(), 0.4f, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (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 */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition * 0.8f, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
-
+  DALI_TEST_EQUALS(targetPosition * 0.8f, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   //Loop inside the range
   finishCheck.Reset();
-  animation.SetLooping( true );
+  animation.SetLooping(true);
   animation.Play();
   application.SendNotification();
   float intervalSeconds = 0.1f;
-  float progress = 0.4f;
-  for (int iterations = 0; iterations < 10; ++iterations )
+  float progress        = 0.4f;
+  for(int iterations = 0; iterations < 10; ++iterations)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
     progress += intervalSeconds;
-    if (progress > 0.8f)
+    if(progress > 0.8f)
     {
       progress = progress - 0.4f;
     }
 
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS(targetPosition * progress, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 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 ) );
+  animation.SetPlayRange(Vector2(0.2f, 0.9f));
   application.SendNotification();
 
-  for (int iterations = 0; iterations < 10; ++iterations )
+  for(int iterations = 0; iterations < 10; ++iterations)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
     progress += intervalSeconds;
-    if (progress > 0.9f)
+    if(progress > 0.9f)
     {
       progress = progress - 0.7f;
     }
 
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS(targetPosition * progress, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 0.001f, TEST_LOCATION);
   }
 
   END_TEST;
@@ -2685,52 +2836,52 @@ int UtcDaliAnimationPlayFromP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation from 40% progress
-  animation.PlayFrom( 0.4f );
+  animation.PlayFrom(0.4f);
 
   // Target value should be updated straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (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)/* 80% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -2742,19 +2893,19 @@ int UtcDaliAnimationPlayFromN(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   //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 );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   animation.PlayFrom(100.0f);
   application.SendNotification();
-  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
   END_TEST;
 }
 
@@ -2766,9 +2917,9 @@ int UtcDaliAnimationPauseP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
@@ -2776,59 +2927,58 @@ int UtcDaliAnimationPauseP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
 
   // Pause the animation
   animation.Pause();
   application.SendNotification();
 
   // Loop 5 times
-  for (int i=0; i<5; ++i)
+  for(int i = 0; i < 5; ++i)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+    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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 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*/);
+  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*/);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
-
 int UtcDaliAnimationGetStateP(void)
 {
   TestApplication application;
@@ -2837,87 +2987,86 @@ int UtcDaliAnimationGetStateP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-  DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::STOPPED, TEST_LOCATION);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
   // Start the animation
   animation.Play();
 
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
 
   // Pause the animation
   animation.Pause();
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PAUSED, TEST_LOCATION);
   application.SendNotification();
   application.Render(0.f);
 
   // Loop 5 times
-  for (int i=0; i<5; ++i)
+  for(int i = 0; i < 5; ++i)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+    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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
-    DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress /* Still 50% progress when paused */, TEST_LOCATION);
+    DALI_TEST_EQUALS(animation.GetState(), Animation::PAUSED, TEST_LOCATION);
   }
 
   // Keep going
   finishCheck.Reset();
   animation.Play();
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+  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();
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, 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 * 10.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(animation.GetState(), Animation::STOPPED, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
-  DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+  DALI_TEST_EQUALS(animation.GetState(), Animation::STOPPED, TEST_LOCATION);
 
   // re-play
   finishCheck.Reset();
   animation.Play();
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 490.0f) /*slightly less than the animation duration*/);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
-
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
 
   END_TEST;
 }
@@ -2930,9 +3079,9 @@ int UtcDaliAnimationStopP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
@@ -2940,31 +3089,31 @@ int UtcDaliAnimationStopP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
 
   // Stop the animation
   animation.Stop();
   application.SendNotification();
 
   // Loop 5 times
-  for (int i=0; i<5; ++i)
+  for(int i = 0; i < 5; ++i)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
 
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress /* Still 50% progress when stopped */, TEST_LOCATION);
   }
   END_TEST;
 }
@@ -2980,9 +3129,9 @@ int UtcDaliAnimationStopSetPositionP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
@@ -2990,33 +3139,33 @@ int UtcDaliAnimationStopSetPositionP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
 
   // Stop the animation
   animation.Stop();
   Vector3 positionSet(2.0f, 3.0f, 4.0f);
-  actor.SetProperty( Actor::Property::POSITION, positionSet );
+  actor.SetProperty(Actor::Property::POSITION, positionSet);
   application.SendNotification();
 
   // Loop 5 times
-  for (int i=0; i<5; ++i)
+  for(int i = 0; i < 5; ++i)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
 
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), positionSet /*Animation should not interfere with this*/, TEST_LOCATION);
   }
   END_TEST;
 }
@@ -3029,9 +3178,9 @@ int UtcDaliAnimationClearP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
@@ -3039,52 +3188,52 @@ int UtcDaliAnimationClearP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
 
   // Clear the animation
   animation.Clear();
   application.SendNotification();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We don't expect the animation to finish now
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress /* Still 50% progress since the animator was destroyed */, TEST_LOCATION);
 
   // Restart as a scale animation; this should not move the actor's position
   finishCheck.Reset();
-  actor.SetProperty( Actor::Property::POSITION, Vector3::ZERO );
+  actor.SetProperty(Actor::Property::POSITION, Vector3::ZERO);
   Vector3 targetScale(3.0f, 3.0f, 3.0f);
-  animation.AnimateTo( Property( actor, Actor::Property::SCALE ), targetScale, AlphaFunction::LINEAR );
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO /*Check move-animator was destroyed*/, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO /*Check move-animator was destroyed*/, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
   END_TEST;
 }
 
@@ -3093,16 +3242,16 @@ int UtcDaliAnimationFinishedSignalP(void)
   TestApplication application;
 
   // Start the empty animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
@@ -3117,50 +3266,50 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   Actor actor = Actor::New();
 
   // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  bool            startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(2.0f);
-  Animation animation = Animation::New(durationSeconds);
+  float      durationSeconds(2.0f);
+  Animation  animation = Animation::New(durationSeconds);
   const bool relativeValue(true);
-  const bool finalValue( false || relativeValue );
+  const bool finalValue(false || relativeValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( index ), finalValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<bool>(index), finalValue, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Repeat with relative value "false" - this should be an NOOP
   animation = Animation::New(durationSeconds);
@@ -3174,26 +3323,26 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
@@ -3204,47 +3353,47 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
   Actor actor = Actor::New();
 
   // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  bool            startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool relativeValue(true);
-  bool finalValue( false || relativeValue );
+  bool      relativeValue(true);
+  bool      finalValue(false || relativeValue);
   animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_IN);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Repeat with relative value "false" - this should be an NOOP
   animation = Animation::New(durationSeconds);
@@ -3258,20 +3407,20 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
@@ -3282,60 +3431,60 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  bool            startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool relativeValue(true);
-  bool finalValue( false || relativeValue );
-  float animatorDurationSeconds(durationSeconds * 0.5f);
-  animation.AnimateBy( Property(actor, index),
-                       relativeValue,
-                       TimePeriod( animatorDurationSeconds ) );
+  bool      relativeValue(true);
+  bool      finalValue(false || relativeValue);
+  float     animatorDurationSeconds(durationSeconds * 0.5f);
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      TimePeriod(animatorDurationSeconds));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<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.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+  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.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
@@ -3346,61 +3495,61 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  bool            startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool relativeValue(true);
-  bool finalValue( false || relativeValue );
-  float animatorDurationSeconds(durationSeconds * 0.5f);
-  animation.AnimateBy( Property(actor, index),
-                       relativeValue,
-                       AlphaFunction::EASE_IN_OUT,
-                       TimePeriod( animatorDurationSeconds ) );
+  bool      relativeValue(true);
+  bool      finalValue(false || relativeValue);
+  float     animatorDurationSeconds(durationSeconds * 0.5f);
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      AlphaFunction::EASE_IN_OUT,
+                      TimePeriod(animatorDurationSeconds));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<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.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+  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.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
@@ -3411,52 +3560,52 @@ int UtcDaliAnimationAnimateByFloatP(void)
   Actor actor = Actor::New();
 
   // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(50.0f);
-  float relativeValue(targetValue - startValue);
+  float     targetValue(50.0f);
+  float     relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  float ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), targetValue, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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.GetCurrentProperty< float >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -3467,52 +3616,52 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void)
   Actor actor = Actor::New();
 
   // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(90.0f);
-  float relativeValue(targetValue - startValue);
+  float     targetValue(90.0f);
+  float     relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  float ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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.GetCurrentProperty< float >( index ) );
-  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+  float current(actor.GetCurrentProperty<float>(index));
+  DALI_TEST_CHECK(current > ninetyFivePercentProgress);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -3523,18 +3672,18 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  float     targetValue(30.0f);
+  float     relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -3542,39 +3691,39 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
+  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.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -3585,18 +3734,18 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  float     targetValue(30.0f);
+  float     relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       AlphaFunction::LINEAR,
@@ -3605,39 +3754,39 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
+  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.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -3648,52 +3797,52 @@ int UtcDaliAnimationAnimateByIntegerP(void)
   Actor actor = Actor::New();
 
   // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  int             startValue(1);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(50);
-  int relativeValue(targetValue - startValue);
+  int       targetValue(50);
+  int       relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue * 0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), targetValue, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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.GetCurrentProperty< int >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -3704,52 +3853,52 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void)
   Actor actor = Actor::New();
 
   // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  int             startValue(1);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(90);
-  int relativeValue(targetValue - startValue);
+  int       targetValue(90);
+  int       relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue * 0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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
-  int current( actor.GetCurrentProperty< int >( index ) );
-  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+  int current(actor.GetCurrentProperty<int>(index));
+  DALI_TEST_CHECK(current > ninetyFivePercentProgress);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -3760,18 +3909,18 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  int             startValue(10);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  int       targetValue(30);
+  int       relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -3779,39 +3928,39 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< int >( index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
+  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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -3822,18 +3971,18 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  int             startValue(10);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  int       targetValue(30);
+  int       relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       AlphaFunction::LINEAR,
@@ -3842,39 +3991,39 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< int >( index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
+  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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -3885,33 +4034,33 @@ int UtcDaliAnimationAnimateByQuaternionP(void)
   Actor actor = Actor::New();
 
   // Register a quaternion property
-  const Quaternion startValue( Degree( 90 ), Vector3::XAXIS );
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  const Quaternion startValue(Degree(90), Vector3::XAXIS);
+  Property::Index  index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetProperty<Quaternion>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Quaternion>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(2.0f);
-  Animation animation = Animation::New(durationSeconds);
-  const Quaternion relativeValue( Degree( 90 ), Vector3::ZAXIS );
-  const Quaternion finalValue( startValue * relativeValue );
+  float            durationSeconds(2.0f);
+  Animation        animation = Animation::New(durationSeconds);
+  const Quaternion relativeValue(Degree(90), Vector3::ZAXIS);
+  const Quaternion finalValue(startValue * relativeValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetProperty<Quaternion>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Quaternion>(index) == startValue);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == finalValue );
+  DALI_TEST_CHECK(actor.GetProperty<Quaternion>(index) == finalValue);
 
   application.SendNotification();
-  application.Render( 2000 ); // animation complete
+  application.Render(2000); // animation complete
 
-  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == finalValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetProperty<Quaternion>(index) == finalValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Quaternion>(index) == finalValue);
 
   END_TEST;
 }
@@ -3923,52 +4072,52 @@ int UtcDaliAnimationAnimateByVector2P(void)
   Actor actor = Actor::New();
 
   // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector2         startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(60.0f, 60.0f);
-  Vector2 relativeValue(targetValue - startValue);
+  Vector2   targetValue(60.0f, 60.0f);
+  Vector2   relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector2 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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.GetCurrentProperty< Vector2 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -3979,53 +4128,53 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void)
   Actor actor = Actor::New();
 
   // Register a Vector2 property
-  Vector2 startValue(100.0f, 100.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector2         startValue(100.0f, 100.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(20.0f, 20.0f);
-  Vector2 relativeValue(targetValue - startValue);
+  Vector2   targetValue(20.0f, 20.0f);
+  Vector2   relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector2 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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
-  Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) );
-  DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
+  Vector2 current(actor.GetCurrentProperty<Vector2>(index));
+  DALI_TEST_CHECK(current.x < ninetyFivePercentProgress.x);
+  DALI_TEST_CHECK(current.y < ninetyFivePercentProgress.y);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4036,18 +4185,18 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector2         startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(30.0f, 30.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector2   targetValue(30.0f, 30.0f);
+  Vector2   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -4055,39 +4204,39 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4098,18 +4247,18 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a Vector2 property
-  Vector2 startValue(5.0f, 5.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector2         startValue(5.0f, 5.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(10.0f, 10.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector2   targetValue(10.0f, 10.0f);
+  Vector2   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       AlphaFunction::LINEAR,
@@ -4118,39 +4267,39 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4161,52 +4310,52 @@ int UtcDaliAnimationAnimateByVector3P(void)
   Actor actor = Actor::New();
 
   // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector3         startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(60.0f, 60.0f, 60.0f);
-  Vector3 relativeValue(targetValue - startValue);
+  Vector3   targetValue(60.0f, 60.0f, 60.0f);
+  Vector3   relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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.GetCurrentProperty< Vector3 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4217,54 +4366,54 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void)
   Actor actor = Actor::New();
 
   // Register a Vector3 property
-  Vector3 startValue(100.0f, 100.0f, 100.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector3         startValue(100.0f, 100.0f, 100.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(20.0f, 20.0f, 20.0f);
-  Vector3 relativeValue(targetValue - startValue);
+  Vector3   targetValue(20.0f, 20.0f, 20.0f);
+  Vector3   relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( index ));
-  DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
+  Vector3 current(actor.GetCurrentProperty<Vector3>(index));
+  DALI_TEST_CHECK(current.x < ninetyFivePercentProgress.x);
+  DALI_TEST_CHECK(current.y < ninetyFivePercentProgress.y);
+  DALI_TEST_CHECK(current.z < ninetyFivePercentProgress.z);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4275,18 +4424,18 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector3         startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(30.0f, 30.0f, 30.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector3   targetValue(30.0f, 30.0f, 30.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -4294,39 +4443,39 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4337,18 +4486,18 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a Vector3 property
-  Vector3 startValue(5.0f, 5.0f, 5.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector3         startValue(5.0f, 5.0f, 5.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(10.0f, 10.0f, 10.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector3   targetValue(10.0f, 10.0f, 10.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       AlphaFunction::LINEAR,
@@ -4357,39 +4506,39 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4400,52 +4549,52 @@ int UtcDaliAnimationAnimateByVector4P(void)
   Actor actor = Actor::New();
 
   // Register a Vector4 property
-  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector4         startValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(60.0f, 60.0f, 60.0f, 60.0f);
-  Vector4 relativeValue(targetValue - startValue);
+  Vector4   targetValue(60.0f, 60.0f, 60.0f, 60.0f);
+  Vector4   relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector4 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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.GetCurrentProperty< Vector4 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4456,55 +4605,55 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void)
   Actor actor = Actor::New();
 
   // Register a Vector4 property
-  Vector4 startValue(100.0f, 100.0f, 100.0f, 100.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector4         startValue(100.0f, 100.0f, 100.0f, 100.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(20.0f, 20.0f, 20.0f, 20.0f);
-  Vector4 relativeValue(targetValue - startValue);
+  Vector4   targetValue(20.0f, 20.0f, 20.0f, 20.0f);
+  Vector4   relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector4 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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
-  Vector4 current( actor.GetCurrentProperty< Vector4 >( index ) );
-  DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
-  DALI_TEST_CHECK( current.w < ninetyFivePercentProgress.w );
+  Vector4 current(actor.GetCurrentProperty<Vector4>(index));
+  DALI_TEST_CHECK(current.x < ninetyFivePercentProgress.x);
+  DALI_TEST_CHECK(current.y < ninetyFivePercentProgress.y);
+  DALI_TEST_CHECK(current.z < ninetyFivePercentProgress.z);
+  DALI_TEST_CHECK(current.w < ninetyFivePercentProgress.w);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4515,18 +4664,18 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a Vector4 property
-  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector4         startValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f);
-  Vector4 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector4   targetValue(30.0f, 30.0f, 30.0f, 30.0f);
+  Vector4   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -4534,39 +4683,39 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4577,18 +4726,18 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a Vector4 property
-  Vector4 startValue(5.0f, 5.0f, 5.0f, 5.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector4         startValue(5.0f, 5.0f, 5.0f, 5.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Vector4 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector4   targetValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Vector4   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       AlphaFunction::LINEAR,
@@ -4597,39 +4746,39 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4637,54 +4786,54 @@ int UtcDaliAnimationAnimateByActorPositionP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetProperty( Actor::Property::POSITION, startPosition );
+  actor.SetProperty(Actor::Property::POSITION, startPosition);
   application.GetScene().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
+  Vector3   targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3   relativePosition(targetPosition - startPosition);
   animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition);
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition * 0.95f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4694,35 +4843,35 @@ int UtcDaliAnimationAnimateByActorPositionComponentsP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 300.0f, 400.0f);
-  Vector3 relativePosition(targetPosition - Vector3::ZERO);
-  animation.AnimateBy( Property( actor, Actor::Property::POSITION_X ), relativePosition.x );
-  animation.AnimateBy( Property( actor, Actor::Property::POSITION_Y ), relativePosition.y );
-  animation.AnimateBy( Property( actor, Actor::Property::POSITION_Z ), relativePosition.z );
+  Vector3   targetPosition(200.0f, 300.0f, 400.0f);
+  Vector3   relativePosition(targetPosition - Vector3::ZERO);
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION_X), relativePosition.x);
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION_Y), relativePosition.y);
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION_Z), relativePosition.z);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetPosition.z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION); // Not changed yet
 
   application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
+  application.Render(1000); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   END_TEST;
 }
@@ -4731,56 +4880,56 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetProperty( Actor::Property::POSITION, startPosition );
+  actor.SetProperty(Actor::Property::POSITION, startPosition);
   application.GetScene().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
+  Vector3   targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3   relativePosition(targetPosition - startPosition);
   animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunction::EASE_OUT);
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
-  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
+  Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
+  DALI_TEST_CHECK(current.x > ninetyFivePercentProgress.x);
+  DALI_TEST_CHECK(current.y > ninetyFivePercentProgress.y);
+  DALI_TEST_CHECK(current.z > ninetyFivePercentProgress.z);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4788,54 +4937,54 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetProperty( Actor::Property::POSITION, startPosition );
+  actor.SetProperty(Actor::Property::POSITION, startPosition);
   application.GetScene().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
-  float delay = 0.5f;
+  Vector3   targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3   relativePosition(targetPosition - startPosition);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, Actor::Property::POSITION),
                       relativePosition,
                       TimePeriod(delay, durationSeconds - delay));
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4843,55 +4992,55 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
   Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetProperty( Actor::Property::POSITION, startPosition );
+  actor.SetProperty(Actor::Property::POSITION, startPosition);
   application.GetScene().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
-  float delay = 0.5f;
+  Vector3   targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3   relativePosition(targetPosition - startPosition);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, Actor::Property::POSITION),
                       relativePosition,
                       AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4900,58 +5049,58 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ) );
+  Degree    relativeRotationDegrees(360.0f);
+  Radian    relativeRotationRadians(relativeRotationDegrees);
+  animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS));
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
@@ -4962,60 +5111,59 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void)
   tet_printf("Testing that rotation angle > 360 performs full rotations\n");
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::ZAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(710.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
+  Degree    relativeRotationDegrees(710.0f);
+  Radian    relativeRotationRadians(relativeRotationDegrees);
 
-  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), AngleAxis( relativeRotationRadians, Vector3::ZAXIS ) );
+  animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), AngleAxis(relativeRotationRadians, Vector3::ZAXIS));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
-
 int UtcDaliAnimationAnimateByActorOrientationP3(void)
 {
   TestApplication application;
@@ -5023,117 +5171,116 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void)
   tet_printf("Testing that rotation angle > 360 performs partial rotations when cast to Quaternion\n");
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::ZAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(730.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
+  Degree    relativeRotationDegrees(730.0f);
+  Radian    relativeRotationRadians(relativeRotationDegrees);
 
-  Radian actualRotationRadians( Degree(10.0f) );
+  Radian actualRotationRadians(Degree(10.0f));
 
-  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ) );
+  animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::ZAXIS));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
-
 int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ), AlphaFunction::EASE_IN );
+  Degree    relativeRotationDegrees(360.0f);
+  Radian    relativeRotationRadians(relativeRotationDegrees);
+  animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), AlphaFunction::EASE_IN);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.25f * 0.25f * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.5f * 0.5f * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.75f * 0.75f * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
@@ -5142,60 +5289,59 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  float delay = 0.3f;
-  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ),
-                       AlphaFunction::EASE_IN, TimePeriod( delay, durationSeconds - delay ) );
+  Degree    relativeRotationDegrees(360.0f);
+  Radian    relativeRotationRadians(relativeRotationDegrees);
+  float     delay = 0.3f;
+  animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
@@ -5205,109 +5351,109 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetScale(2.0f, 2.0f, 2.0f);
-  Vector3 relativeScale(targetScale - Vector3::ONE);
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), Vector3( relativeScale.x, relativeScale.y, relativeScale.z ) );
+  Vector3   targetScale(2.0f, 2.0f, 2.0f);
+  Vector3   relativeScale(targetScale - Vector3::ONE);
+  animation.AnimateBy(Property(actor, Actor::Property::SCALE), Vector3(relativeScale.x, relativeScale.y, relativeScale.z));
 
-  Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f);
+  Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale * 0.99f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), ninetyNinePercentProgress, 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 * 10.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SCALE,Vector3::ONE);
+  actor.SetProperty(Actor::Property::SCALE, Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::EASE_IN );
+  animation.AnimateBy(Property(actor, Actor::Property::SCALE), relativeScale, AlphaFunction::EASE_IN);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
   // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
-  DALI_TEST_CHECK( current.x > 1.0f );
-  DALI_TEST_CHECK( current.y > 1.0f );
-  DALI_TEST_CHECK( current.z > 1.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
+  Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
+  DALI_TEST_CHECK(current.x > 1.0f);
+  DALI_TEST_CHECK(current.y > 1.0f);
+  DALI_TEST_CHECK(current.z > 1.0f);
+  DALI_TEST_CHECK(current.x < ninetyNinePercentProgress.x);
+  DALI_TEST_CHECK(current.y < ninetyNinePercentProgress.y);
+  DALI_TEST_CHECK(current.z < ninetyNinePercentProgress.z);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SCALE,Vector3::ONE);
+  actor.SetProperty(Actor::Property::SCALE, Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
   // Repeat with a delay
   float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+  animation   = Animation::New(durationSeconds);
+  animation.AnimateBy(Property(actor, Actor::Property::SCALE), relativeScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% 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_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
   END_TEST;
 }
 
@@ -5317,35 +5463,35 @@ int UtcDaliAnimationAnimateByActorScaleComponentsP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetScale(2.0f, 3.0f, 4.0f);
-  Vector3 relativeScale(targetScale - Vector3::ONE);
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE_X ), relativeScale.x );
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE_Y ), relativeScale.y );
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE_Z ), relativeScale.z );
+  Vector3   targetScale(2.0f, 3.0f, 4.0f);
+  Vector3   relativeScale(targetScale - Vector3::ONE);
+  animation.AnimateBy(Property(actor, Actor::Property::SCALE_X), relativeScale.x);
+  animation.AnimateBy(Property(actor, Actor::Property::SCALE_Y), relativeScale.y);
+  animation.AnimateBy(Property(actor, Actor::Property::SCALE_Z), relativeScale.z);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetScale.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetScale.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetScale.z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_X), targetScale.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Y), targetScale.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Z), targetScale.z, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION); // Not changed yet
 
   application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
+  application.Render(1000); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
 
   END_TEST;
 }
@@ -5356,34 +5502,34 @@ int UtcDaliAnimationAnimateByActorColorP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetColor( 0.5f, 0.75f, 0.8f, 0.1f );
-  Vector4 relativeColor( targetColor - Color::WHITE );
-  animation.AnimateBy( Property( actor, Actor::Property::COLOR ), relativeColor );
+  Vector4   targetColor(0.5f, 0.75f, 0.8f, 0.1f);
+  Vector4   relativeColor(targetColor - Color::WHITE);
+  animation.AnimateBy(Property(actor, Actor::Property::COLOR), relativeColor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColor.r, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetColor.g, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetColor.b, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetColor.a, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION); // Not changed yet
 
   application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
+  application.Render(1000); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
 
   END_TEST;
 }
@@ -5394,37 +5540,37 @@ int UtcDaliAnimationAnimateByActorColorComponentsP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetColor( 0.5f, 0.75f, 0.8f, 0.1f );
-  Vector4 relativeColor( targetColor - Color::WHITE );
-  animation.AnimateBy( Property( actor, Actor::Property::COLOR_RED ), relativeColor.r );
-  animation.AnimateBy( Property( actor, Actor::Property::COLOR_GREEN ), relativeColor.g );
-  animation.AnimateBy( Property( actor, Actor::Property::COLOR_BLUE ), relativeColor.b );
-  animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), relativeColor.a );
+  Vector4   targetColor(0.5f, 0.75f, 0.8f, 0.1f);
+  Vector4   relativeColor(targetColor - Color::WHITE);
+  animation.AnimateBy(Property(actor, Actor::Property::COLOR_RED), relativeColor.r);
+  animation.AnimateBy(Property(actor, Actor::Property::COLOR_GREEN), relativeColor.g);
+  animation.AnimateBy(Property(actor, Actor::Property::COLOR_BLUE), relativeColor.b);
+  animation.AnimateBy(Property(actor, Actor::Property::COLOR_ALPHA), relativeColor.a);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColor.r, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetColor.g, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetColor.b, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetColor.a, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION); // Not changed yet
 
   application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
+  application.Render(1000); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
 
   END_TEST;
 }
@@ -5435,33 +5581,33 @@ int UtcDaliAnimationAnimateByActorSizeP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetSize( 100.0f, 200.0f, 300.0f );
-  Vector3 relativeSize( targetSize - Vector3::ZERO );
-  animation.AnimateBy( Property( actor, Actor::Property::SIZE ), relativeSize );
+  Vector3   targetSize(100.0f, 200.0f, 300.0f);
+  Vector3   relativeSize(targetSize - Vector3::ZERO);
+  animation.AnimateBy(Property(actor, Actor::Property::SIZE), relativeSize);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSize.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSize.height, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSize.depth, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION); // Not changed yet
 
   application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
+  application.Render(1000); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
 
   END_TEST;
 }
@@ -5472,35 +5618,35 @@ int UtcDaliAnimationAnimateByActorSizeComponentsP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetSize( 100.0f, 200.0f, 300.0f );
-  Vector3 relativeSize( targetSize - Vector3::ZERO );
-  animation.AnimateBy( Property( actor, Actor::Property::SIZE_WIDTH ), relativeSize.width );
-  animation.AnimateBy( Property( actor, Actor::Property::SIZE_HEIGHT ), relativeSize.height );
-  animation.AnimateBy( Property( actor, Actor::Property::SIZE_DEPTH ), relativeSize.depth );
+  Vector3   targetSize(100.0f, 200.0f, 300.0f);
+  Vector3   relativeSize(targetSize - Vector3::ZERO);
+  animation.AnimateBy(Property(actor, Actor::Property::SIZE_WIDTH), relativeSize.width);
+  animation.AnimateBy(Property(actor, Actor::Property::SIZE_HEIGHT), relativeSize.height);
+  animation.AnimateBy(Property(actor, Actor::Property::SIZE_DEPTH), relativeSize.depth);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSize.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSize.height, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSize.depth, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION); // Not changed yet
 
   application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
+  application.Render(1000); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
 
   END_TEST;
 }
@@ -5511,35 +5657,35 @@ int UtcDaliAnimationAnimateByActorVisibilityP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
 
-  actor.SetProperty( Actor::Property::VISIBLE, false );
+  actor.SetProperty(Actor::Property::VISIBLE, false);
 
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), false, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool targetVisibility( true );
-  bool relativeVisibility( targetVisibility );
-  animation.AnimateBy( Property( actor, Actor::Property::VISIBLE ), relativeVisibility );
+  bool      targetVisibility(true);
+  bool      relativeVisibility(targetVisibility);
+  animation.AnimateBy(Property(actor, Actor::Property::VISIBLE), relativeVisibility);
 
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<bool>(Actor::Property::VISIBLE), false, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), targetVisibility, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS(actor.GetProperty<bool>(Actor::Property::VISIBLE), targetVisibility, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), false, TEST_LOCATION); // Not changed yet
 
   application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
+  application.Render(1000); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
 
   END_TEST;
 }
@@ -5551,50 +5697,50 @@ int UtcDaliAnimationAnimateToBooleanP(void)
   Actor actor = Actor::New();
 
   // Register a boolean property
-  const bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  const bool      startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(2.0f);
-  Animation animation = Animation::New(durationSeconds);
-  const bool targetValue( !startValue );
+  float      durationSeconds(2.0f);
+  Animation  animation = Animation::New(durationSeconds);
+  const bool targetValue(!startValue);
   animation.AnimateTo(Property(actor, index), targetValue);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
 
   // Repeat with target value "false"
   animation = Animation::New(durationSeconds);
-  const bool finalValue( !targetValue );
+  const bool finalValue(!targetValue);
   animation.AnimateTo(Property(actor, index), finalValue);
 
   // Start the animation
@@ -5604,26 +5750,26 @@ int UtcDaliAnimationAnimateToBooleanP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
@@ -5634,50 +5780,50 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
   Actor actor = Actor::New();
 
   // Register a boolean property
-  const bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  const bool      startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(2.0f);
-  Animation animation = Animation::New(durationSeconds);
-  const bool targetValue( !startValue );
+  float      durationSeconds(2.0f);
+  Animation  animation = Animation::New(durationSeconds);
+  const bool targetValue(!startValue);
   animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
 
   // Repeat with target value "false"
   animation = Animation::New(durationSeconds);
-  const bool finalValue( !targetValue );
+  const bool finalValue(!targetValue);
   animation.AnimateTo(Property(actor, index), finalValue, AlphaFunction::EASE_OUT);
 
   // Start the animation
@@ -5687,26 +5833,26 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
@@ -5717,59 +5863,59 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  bool            startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool finalValue( !startValue );
-  float animatorDurationSeconds(durationSeconds * 0.5f);
-  animation.AnimateTo( Property(actor, index),
-                       finalValue,
-                       TimePeriod( animatorDurationSeconds ) );
+  bool      finalValue(!startValue);
+  float     animatorDurationSeconds(durationSeconds * 0.5f);
+  animation.AnimateTo(Property(actor, index),
+                      finalValue,
+                      TimePeriod(animatorDurationSeconds));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<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.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+  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.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
@@ -5780,60 +5926,60 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  bool            startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool finalValue( !startValue );
-  float animatorDurationSeconds(durationSeconds * 0.5f);
-  animation.AnimateTo( Property(actor, index),
-                       finalValue,
-                       AlphaFunction::LINEAR,
-                       TimePeriod( animatorDurationSeconds ) );
+  bool      finalValue(!startValue);
+  float     animatorDurationSeconds(durationSeconds * 0.5f);
+  animation.AnimateTo(Property(actor, index),
+                      finalValue,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(animatorDurationSeconds));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<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.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+  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.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
@@ -5844,43 +5990,43 @@ int UtcDaliAnimationAnimateToFloatP(void)
   Actor actor = Actor::New();
 
   // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(50.0f);
-  float relativeValue(targetValue - startValue);
+  float     targetValue(50.0f);
+  float     relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, "testProperty"), targetValue);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  float ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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.GetCurrentProperty< float >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -5891,46 +6037,46 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void)
   Actor actor = Actor::New();
 
   // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(90.0f);
-  float relativeValue(targetValue - startValue);
+  float     targetValue(90.0f);
+  float     relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  float ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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.GetCurrentProperty< float >( index ) );
-  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+  float current(actor.GetCurrentProperty<float>(index));
+  DALI_TEST_CHECK(current > ninetyFivePercentProgress);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -5941,18 +6087,18 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  float     targetValue(30.0f);
+  float     relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -5960,33 +6106,33 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
+  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.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -5997,18 +6143,18 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  float     targetValue(30.0f);
+  float     relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
                       AlphaFunction::LINEAR,
@@ -6017,33 +6163,33 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
+  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.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6054,43 +6200,43 @@ int UtcDaliAnimationAnimateToIntegerP(void)
   Actor actor = Actor::New();
 
   // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  int             startValue(10);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(50);
-  int relativeValue(targetValue - startValue);
+  int       targetValue(50);
+  int       relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, "testProperty"), targetValue);
 
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue * 0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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.GetCurrentProperty< int >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6101,46 +6247,46 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void)
   Actor actor = Actor::New();
 
   // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  int             startValue(10);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(90);
-  int relativeValue(targetValue - startValue);
+  int       targetValue(90);
+  int       relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue * 0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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
-  int current( actor.GetCurrentProperty< int >( index ) );
-  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+  int current(actor.GetCurrentProperty<int>(index));
+  DALI_TEST_CHECK(current > ninetyFivePercentProgress);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6151,18 +6297,18 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  int             startValue(10);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  int       targetValue(30);
+  int       relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -6170,33 +6316,33 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< int >( index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
+  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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6207,18 +6353,18 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  int             startValue(10);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  int       targetValue(30);
+  int       relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
                       AlphaFunction::LINEAR,
@@ -6227,33 +6373,33 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< int >( index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
+  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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6264,43 +6410,43 @@ int UtcDaliAnimationAnimateToVector2P(void)
   Actor actor = Actor::New();
 
   // Register a Vector2 property
-  Vector2 startValue(-50.0f, -50.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector2         startValue(-50.0f, -50.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(50.0f, 50.0f);
-  Vector2 relativeValue(targetValue - startValue);
+  Vector2   targetValue(50.0f, 50.0f);
+  Vector2   relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, index), targetValue);
 
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector2 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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.GetCurrentProperty< Vector2 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6311,47 +6457,47 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void)
   Actor actor = Actor::New();
 
   // Register a Vector2 property
-  Vector2 startValue(1000.0f, 1000.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector2         startValue(1000.0f, 1000.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(9000.0f, 9000.0f);
-  Vector2 relativeValue(targetValue - startValue);
+  Vector2   targetValue(9000.0f, 9000.0f);
+  Vector2   relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
 
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector2 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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
-  Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) );
-  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
+  Vector2 current(actor.GetCurrentProperty<Vector2>(index));
+  DALI_TEST_CHECK(current.x > ninetyFivePercentProgress.x);
+  DALI_TEST_CHECK(current.y > ninetyFivePercentProgress.y);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6362,18 +6508,18 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector2         startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(-10.0f, 20.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector2   targetValue(-10.0f, 20.0f);
+  Vector2   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -6381,33 +6527,33 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6418,18 +6564,18 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector2         startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(30.0f, 30.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector2   targetValue(30.0f, 30.0f);
+  Vector2   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
                       AlphaFunction::LINEAR,
@@ -6438,35 +6584,35 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet, but cached value should be the final one
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty<Vector2>( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6477,43 +6623,43 @@ int UtcDaliAnimationAnimateToVector3P(void)
   Actor actor = Actor::New();
 
   // Register a Vector3 property
-  Vector3 startValue(-50.0f, -50.0f, -50.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector3         startValue(-50.0f, -50.0f, -50.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(50.0f, 50.0f, 50.0f);
-  Vector3 relativeValue(targetValue - startValue);
+  Vector3   targetValue(50.0f, 50.0f, 50.0f);
+  Vector3   relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, index), targetValue);
 
-  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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.GetCurrentProperty< Vector3 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6524,48 +6670,48 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void)
   Actor actor = Actor::New();
 
   // Register a Vector3 property
-  Vector3 startValue(1000.0f, 1000.0f, 1000.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector3         startValue(1000.0f, 1000.0f, 1000.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(9000.0f, 9000.0f, 9000.0f);
-  Vector3 relativeValue(targetValue - startValue);
+  Vector3   targetValue(9000.0f, 9000.0f, 9000.0f);
+  Vector3   relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
-  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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
-  Vector3 current( actor.GetCurrentProperty< Vector3 >( index ) );
-  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
+  Vector3 current(actor.GetCurrentProperty<Vector3>(index));
+  DALI_TEST_CHECK(current.x > ninetyFivePercentProgress.x);
+  DALI_TEST_CHECK(current.y > ninetyFivePercentProgress.y);
+  DALI_TEST_CHECK(current.z > ninetyFivePercentProgress.z);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6576,18 +6722,18 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector3         startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(-10.0f, 20.0f, 100.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector3   targetValue(-10.0f, 20.0f, 100.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -6595,33 +6741,33 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6632,18 +6778,18 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector3         startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(30.0f, 30.0f, 30.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector3   targetValue(30.0f, 30.0f, 30.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateTo(Property(actor, "testProperty"),
                       targetValue,
                       AlphaFunction::LINEAR,
@@ -6652,33 +6798,33 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6689,19 +6835,19 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void)
   Actor actor = Actor::New();
 
   // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector3         startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(30.0f, 30.0f, 10.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateTo(Property(actor, "testProperty",  0),
+  Vector3   targetValue(30.0f, 30.0f, 10.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
+  animation.AnimateTo(Property(actor, "testProperty", 0),
                       30.0f,
                       AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
@@ -6713,33 +6859,33 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6750,43 +6896,43 @@ int UtcDaliAnimationAnimateToVector4P(void)
   Actor actor = Actor::New();
 
   // Register a Vector4 property
-  Vector4 startValue(-50.0f, -40.0f, -30.0f, -20.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector4         startValue(-50.0f, -40.0f, -30.0f, -20.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(50.0f, 50.0f, 50.0f, 50.0f);
-  Vector4 relativeValue(targetValue - startValue);
+  Vector4   targetValue(50.0f, 50.0f, 50.0f, 50.0f);
+  Vector4   relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, index), targetValue);
 
-  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector4 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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.GetCurrentProperty< Vector4 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6797,49 +6943,49 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void)
   Actor actor = Actor::New();
 
   // Register a Vector4 property
-  Vector4 startValue(1000.0f, 1000.0f, 1000.0f, 1000.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector4         startValue(1000.0f, 1000.0f, 1000.0f, 1000.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(9000.0f, 9000.0f, 9000.0f, 9000.0f);
-  Vector4 relativeValue(targetValue - startValue);
+  Vector4   targetValue(9000.0f, 9000.0f, 9000.0f, 9000.0f);
+  Vector4   relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
-  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector4 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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
-  Vector4 current( actor.GetCurrentProperty< Vector4 >( index ) );
-  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
-  DALI_TEST_CHECK( current.w > ninetyFivePercentProgress.w );
+  Vector4 current(actor.GetCurrentProperty<Vector4>(index));
+  DALI_TEST_CHECK(current.x > ninetyFivePercentProgress.x);
+  DALI_TEST_CHECK(current.y > ninetyFivePercentProgress.y);
+  DALI_TEST_CHECK(current.z > ninetyFivePercentProgress.z);
+  DALI_TEST_CHECK(current.w > ninetyFivePercentProgress.w);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6850,18 +6996,18 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a Vector4 property
-  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector4         startValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, VECTOR4_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(-10.0f, 20.0f, 100.0f, 100.0f);
-  Vector4 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector4   targetValue(-10.0f, 20.0f, 100.0f, 100.0f);
+  Vector4   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -6869,33 +7015,33 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, VECTOR4_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue + (relativeValue * 0.5f), VECTOR4_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, VECTOR4_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6906,18 +7052,18 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
 
   // Register a Vector4 property
-  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Vector4         startValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f);
-  Vector4 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector4   targetValue(30.0f, 30.0f, 30.0f, 30.0f);
+  Vector4   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
                       AlphaFunction::LINEAR,
@@ -6926,33 +7072,33 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -6962,17 +7108,18 @@ int UtcDaliAnimationAnimateToActorParentOriginP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::TOP_LEFT, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
+  Vector3   targetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
 
   DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin );
-  }, "Property is not animatable" );
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin);
+    },
+    "Property is not animatable");
 
   END_TEST;
 }
@@ -6984,18 +7131,19 @@ int UtcDaliAnimationAnimateToActorParentOriginXN(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).x, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN).x, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetX(1.0f);
+  float     targetX(1.0f);
 
   DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX );
-  }, "Property is not animatable" );
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX);
+    },
+    "Property is not animatable");
 
   END_TEST;
 }
@@ -7007,18 +7155,19 @@ int UtcDaliAnimationAnimateToActorParentOriginYN(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).y, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN).y, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Y), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetY(1.0f);
+  float     targetY(1.0f);
 
   DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY );
-  }, "Property is not animatable" );
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY);
+    },
+    "Property is not animatable");
 
   END_TEST;
 }
@@ -7030,18 +7179,19 @@ int UtcDaliAnimationAnimateToActorParentOriginZN(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).z, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN).z, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetZ(1.0f);
+  float     targetZ(1.0f);
 
   DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ );
-  }, "Property is not animatable" );
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ);
+    },
+    "Property is not animatable");
 
   END_TEST;
 }
@@ -7052,17 +7202,18 @@ int UtcDaliAnimationAnimateToActorAnchorPointN(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), AnchorPoint::CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), AnchorPoint::CENTER, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetAnchorPoint(AnchorPoint::TOP_LEFT);
+  Vector3   targetAnchorPoint(AnchorPoint::TOP_LEFT);
 
   DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
-  }, "Property is not animatable" );
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
+    },
+    "Property is not animatable");
 
   END_TEST;
 }
@@ -7074,18 +7225,19 @@ int UtcDaliAnimationAnimateToActorAnchorPointXN(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).x, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT).x, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_X), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetX(1.0f);
+  float     targetX(1.0f);
 
   DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX );
-  }, "Property is not animatable" );
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::ANCHOR_POINT_X), targetX);
+    },
+    "Property is not animatable");
 
   END_TEST;
 }
@@ -7097,18 +7249,19 @@ int UtcDaliAnimationAnimateToActorAnchorPointYN(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).y, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT).y, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Y), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetY(0.0f);
+  float     targetY(0.0f);
 
   DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY );
-  }, "Property is not animatable" );
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY);
+    },
+    "Property is not animatable");
 
   END_TEST;
 }
@@ -7120,18 +7273,19 @@ int UtcDaliAnimationAnimateToActorAnchorPointZN(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).z, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT).z, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Z), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetZ(100.0f);
+  float     targetZ(100.0f);
 
   DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ );
-  }, "Property is not animatable" );
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ);
+    },
+    "Property is not animatable");
 
   END_TEST;
 }
@@ -7142,117 +7296,117 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetSize(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize );
+  Vector3   targetSize(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSize);
 
   Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
 
   // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), 0.0f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), 0.0f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), 0.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), 0.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), 0.0f, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSize.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSize.height, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSize.depth, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), ninetyNinePercentProgress, 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 * 10.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SIZE,Vector3::ZERO);
+  actor.SetProperty(Actor::Property::SIZE, Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::EASE_IN);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::EASE_IN);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
   // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
-  DALI_TEST_CHECK( current.x > 0.0f );
-  DALI_TEST_CHECK( current.y > 0.0f );
-  DALI_TEST_CHECK( current.z > 0.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
+  Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
+  DALI_TEST_CHECK(current.x > 0.0f);
+  DALI_TEST_CHECK(current.y > 0.0f);
+  DALI_TEST_CHECK(current.z > 0.0f);
+  DALI_TEST_CHECK(current.x < ninetyNinePercentProgress.x);
+  DALI_TEST_CHECK(current.y < ninetyNinePercentProgress.y);
+  DALI_TEST_CHECK(current.z < ninetyNinePercentProgress.z);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SIZE,Vector3::ZERO);
+  actor.SetProperty(Actor::Property::SIZE, Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Repeat with a delay
   float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
+  animation   = Animation::New(durationSeconds);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% 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_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
   END_TEST;
 }
 
@@ -7263,48 +7417,48 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).width, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetWidth(10.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE_WIDTH), targetWidth );
+  float     targetWidth(10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_WIDTH), targetWidth);
 
-  float fiftyPercentProgress(startValue + (targetWidth - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetWidth - startValue) * 0.5f);
 
   // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( targetWidth, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetWidth, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3(targetWidth, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).width, fiftyPercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, targetWidth, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).width, targetWidth, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION);
   END_TEST;
 }
 
@@ -7315,48 +7469,48 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).height, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetHeight(-10.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE_HEIGHT), targetHeight );
+  float     targetHeight(-10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_HEIGHT), targetHeight);
 
-  float fiftyPercentProgress(startValue + (targetHeight - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetHeight - startValue) * 0.5f);
 
   // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( 0.0f, targetHeight, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetHeight, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3(0.0f, targetHeight, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).height, fiftyPercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, targetHeight, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).height, targetHeight, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION);
   END_TEST;
 }
 
@@ -7367,48 +7521,48 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).depth, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetDepth(-10.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE_DEPTH), targetDepth );
+  float     targetDepth(-10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_DEPTH), targetDepth);
 
-  float fiftyPercentProgress(startValue + (targetDepth - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetDepth - startValue) * 0.5f);
 
   // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( 0.0f, 0.0f, targetDepth ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetDepth, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3(0.0f, 0.0f, targetDepth), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).depth, fiftyPercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, targetDepth, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).depth, targetDepth, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION);
   END_TEST;
 }
 
@@ -7418,107 +7572,107 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetSize(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetSize );
+  Vector3   targetSize(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSize);
 
   Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), ninetyNinePercentProgress, 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 * 10.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SIZE,Vector3::ZERO);
+  actor.SetProperty(Actor::Property::SIZE, Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::EASE_IN );
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::EASE_IN );
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_WIDTH), targetSize.x, AlphaFunction::EASE_IN);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_HEIGHT), targetSize.y, AlphaFunction::EASE_IN);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
   // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
-  DALI_TEST_CHECK( current.x > 0.0f );
-  DALI_TEST_CHECK( current.y > 0.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
+  Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
+  DALI_TEST_CHECK(current.x > 0.0f);
+  DALI_TEST_CHECK(current.y > 0.0f);
+  DALI_TEST_CHECK(current.x < ninetyNinePercentProgress.x);
+  DALI_TEST_CHECK(current.y < ninetyNinePercentProgress.y);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).x, targetSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).y, targetSize.y, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).x, targetSize.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).y, targetSize.y, TEST_LOCATION);
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SIZE,Vector3::ZERO);
+  actor.SetProperty(Actor::Property::SIZE, Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Repeat with a delay
   float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+  animation   = Animation::New(durationSeconds);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_WIDTH), targetSize.x, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_HEIGHT), targetSize.y, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% 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_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).x, targetSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).y, targetSize.y, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).x, targetSize.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).y, targetSize.y, TEST_LOCATION);
   END_TEST;
 }
 
@@ -7528,50 +7682,50 @@ int UtcDaliAnimationAnimateToActorPositionP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+  Vector3   targetPosition(200.0f, 200.0f, 200.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
 
   Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
   // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), 0.0f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), 0.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), 0.0f, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetPosition.z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 750.0f) /* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), seventyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
@@ -7582,52 +7736,52 @@ int UtcDaliAnimationAnimateToActorPositionXP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetX(1.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::POSITION_X), targetX );
+  float     targetX(1.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), targetX);
 
-  float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetX - startValue) * 0.5f);
 
   // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( targetX, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(targetX, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetX, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, fiftyPercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, targetX, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetX, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -7638,52 +7792,52 @@ int UtcDaliAnimationAnimateToActorPositionYP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).y, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetY(10.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::POSITION_Y), targetY );
+  float     targetY(10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_Y), targetY);
 
-  float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetY - startValue) * 0.5f);
 
   // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, targetY, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, targetY, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetY, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).y, fiftyPercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).y, targetY, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetY, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -7694,52 +7848,52 @@ int UtcDaliAnimationAnimateToActorPositionZP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).z, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetZ(-5.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::POSITION_Z), targetZ );
+  float     targetZ(-5.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_Z), targetZ);
 
-  float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetZ - startValue) * 0.5f);
 
   // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, targetZ ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, targetZ), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetZ, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).z, fiftyPercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, targetZ, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).z, targetZ, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetZ, TEST_LOCATION);
   END_TEST;
 }
 
@@ -7749,12 +7903,12 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+  Vector3   targetPosition(200.0f, 200.0f, 200.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::EASE_IN);
 
   Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
@@ -7762,33 +7916,33 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 750.0f) /* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
-  DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
-  DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
-  DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
-  DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z );
+  Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
+  DALI_TEST_CHECK(current.x > Vector3::ZERO.x);
+  DALI_TEST_CHECK(current.y > Vector3::ZERO.y);
+  DALI_TEST_CHECK(current.z > Vector3::ZERO.z);
+  DALI_TEST_CHECK(current.x < seventyFivePercentProgress.x);
+  DALI_TEST_CHECK(current.y < seventyFivePercentProgress.y);
+  DALI_TEST_CHECK(current.z < seventyFivePercentProgress.z);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
@@ -7798,49 +7952,49 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  float delay = 0.5f;
-  animation.AnimateTo( Property(actor, Actor::Property::POSITION),
-                       targetPosition,
-                       TimePeriod( delay, durationSeconds - delay ) );
+  Vector3   targetPosition(200.0f, 200.0f, 200.0f);
+  float     delay = 0.5f;
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION),
+                      targetPosition,
+                      TimePeriod(delay, durationSeconds - delay));
 
   Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f * 0.75) /* 7/8 animation progress, 3/4 animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), seventyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f * 0.25) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
@@ -7850,50 +8004,50 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  float delay = 0.5f;
-  animation.AnimateTo( Property(actor, Actor::Property::POSITION),
-                       targetPosition,
-                       AlphaFunction::LINEAR,
-                       TimePeriod( delay, durationSeconds - delay ) );
+  Vector3   targetPosition(200.0f, 200.0f, 200.0f);
+  float     delay = 0.5f;
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION),
+                      targetPosition,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(delay, durationSeconds - delay));
 
   Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f * 0.75) /* 7/8 animation progress, 3/4 animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), seventyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f * 0.25) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
@@ -7902,58 +8056,58 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
+  Degree    targetRotationDegrees(90.0f);
+  Radian    targetRotationRadians(targetRotationDegrees);
+  animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS));
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
@@ -7962,56 +8116,56 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
+  float      durationSeconds(1.0f);
+  Animation  animation = Animation::New(durationSeconds);
+  Degree     targetRotationDegrees(90.0f);
+  Radian     targetRotationRadians(targetRotationDegrees);
   Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), targetRotation );
+  animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), targetRotation);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
@@ -8020,55 +8174,55 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN);
+  Degree    targetRotationDegrees(90.0f);
+  Radian    targetRotationRadians(targetRotationDegrees);
+  animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.25f * 0.25f * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.5f * 0.5f * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.75f * 0.75f * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
@@ -8077,59 +8231,59 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  float delay(0.1f);
-  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
+  Degree    targetRotationDegrees(90.0f);
+  Radian    targetRotationRadians(targetRotationDegrees);
+  float     delay(0.1f);
+  animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
@@ -8138,59 +8292,59 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  float delay(0.1f);
-  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay));
+  Degree    targetRotationDegrees(90.0f);
+  Radian    targetRotationRadians(targetRotationDegrees);
+  float     delay(0.1f);
+  animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*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_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
@@ -8200,111 +8354,111 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetScale(2.0f, 2.0f, 2.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale );
+  Vector3   targetScale(2.0f, 2.0f, 2.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE), targetScale);
 
-  Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
+  Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE) * 0.99f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetScale.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetScale.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetScale.z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_X), targetScale.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Y), targetScale.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Z), targetScale.z, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), ninetyNinePercentProgress, 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 * 10.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SCALE,Vector3::ONE);
+  actor.SetProperty(Actor::Property::SCALE, Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::EASE_IN);
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::EASE_IN);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
   // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
-  DALI_TEST_CHECK( current.x > 1.0f );
-  DALI_TEST_CHECK( current.y > 1.0f );
-  DALI_TEST_CHECK( current.z > 1.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
+  Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
+  DALI_TEST_CHECK(current.x > 1.0f);
+  DALI_TEST_CHECK(current.y > 1.0f);
+  DALI_TEST_CHECK(current.z > 1.0f);
+  DALI_TEST_CHECK(current.x < ninetyNinePercentProgress.x);
+  DALI_TEST_CHECK(current.y < ninetyNinePercentProgress.y);
+  DALI_TEST_CHECK(current.z < ninetyNinePercentProgress.z);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SCALE,Vector3::ONE);
+  actor.SetProperty(Actor::Property::SCALE, Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
   // Repeat with a delay
   float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
+  animation   = Animation::New(durationSeconds);
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% 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_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
   END_TEST;
 }
 
@@ -8315,54 +8469,54 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).x, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetX(10.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE_X), targetX );
+  float     targetX(10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE_X), targetX);
 
-  float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetX - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( targetX, startValue, startValue ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), Vector3(targetX, startValue, startValue), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_X), targetX, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).x, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).x, targetX, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), targetX, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -8373,54 +8527,54 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).y, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetY(1000.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE_Y), targetY );
+  float     targetY(1000.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE_Y), targetY);
 
-  float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetY - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( startValue, targetY, startValue ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), Vector3(startValue, targetY, startValue), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Y), targetY, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).y, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).y, targetY, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), targetY, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -8431,54 +8585,54 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).z, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetZ(-1000.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE_Z), targetZ );
+  float     targetZ(-1000.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE_Z), targetZ);
 
-  float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetZ - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( startValue, startValue, targetZ ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), Vector3(startValue, startValue, targetZ), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Z), targetZ, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).z, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), fiftyPercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, targetZ, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).z, targetZ, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), targetZ, TEST_LOCATION);
   END_TEST;
 }
 
@@ -8488,13 +8642,13 @@ int UtcDaliAnimationAnimateToActorColorP(void)
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetColor(Color::RED);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor );
+  Vector4   targetColor(Color::RED);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR), targetColor);
 
   Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f));
   Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f));
@@ -8503,107 +8657,107 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::OPACITY ), targetColor.a, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColor.r, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetColor.g, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetColor.b, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetColor.a, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::OPACITY), targetColor.a, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 10% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), tenPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), tenPercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 900.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetProperty( Actor::Property::COLOR,Color::WHITE);
+  actor.SetProperty(Actor::Property::COLOR, Color::WHITE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::EASE_IN);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::EASE_IN);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 10% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
   // The color should have changed less, than with a linear alpha function
-  Vector4 current(actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
-  DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change
-  DALI_TEST_CHECK( current.y < 1.0f );
-  DALI_TEST_CHECK( current.y > tenPercentProgress.y );
-  DALI_TEST_CHECK( current.z  < 1.0f );
-  DALI_TEST_CHECK( current.z  > tenPercentProgress.z );
-  DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
+  Vector4 current(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR));
+  DALI_TEST_CHECK(current.x == 1.0f); // doesn't change
+  DALI_TEST_CHECK(current.y < 1.0f);
+  DALI_TEST_CHECK(current.y > tenPercentProgress.y);
+  DALI_TEST_CHECK(current.z < 1.0f);
+  DALI_TEST_CHECK(current.z > tenPercentProgress.z);
+  DALI_TEST_CHECK(current.w == 1.0f); // doesn't change
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 900.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetProperty( Actor::Property::COLOR,Color::WHITE);
+  actor.SetProperty(Actor::Property::COLOR, Color::WHITE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
   // Repeat with a shorter animator duration
   float animatorDuration = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::LINEAR, TimePeriod(animatorDuration));
+  animation              = Animation::New(durationSeconds);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::LINEAR, TimePeriod(animatorDuration));
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 10% animation progress, 20% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), twentyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), twentyPercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 400.0f) /* 50% animation progress, 100% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
   END_TEST;
 }
 
@@ -8614,58 +8768,58 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).r, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetRed(0.5f);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR_RED), targetRed );
+  float     targetRed(0.5f);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR_RED), targetRed);
 
-  float fiftyPercentProgress(startValue + (targetRed - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetRed - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( targetRed, startValue, startValue, startValue ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetRed, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Vector4(targetRed, startValue, startValue, startValue), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetRed, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).r, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, targetRed, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   targetRed,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).r, targetRed, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), targetRed, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -8676,58 +8830,58 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).g, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetGreen(0.5f);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR_GREEN), targetGreen );
+  float     targetGreen(0.5f);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR_GREEN), targetGreen);
 
-  float fiftyPercentProgress(startValue + (targetGreen - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetGreen - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, targetGreen, startValue, startValue ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetGreen, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Vector4(startValue, targetGreen, startValue, startValue), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).g, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, targetGreen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).g, targetGreen, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -8738,58 +8892,58 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).b, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetBlue(0.5f);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR_BLUE), targetBlue );
+  float     targetBlue(0.5f);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR_BLUE), targetBlue);
 
-  float fiftyPercentProgress(startValue + (targetBlue - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetBlue - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, startValue, targetBlue, startValue ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetBlue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Vector4(startValue, startValue, targetBlue, startValue), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetBlue, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).b, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, targetBlue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  targetBlue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).b, targetBlue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), targetBlue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -8800,59 +8954,59 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetAlpha(0.5f);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha );
+  float     targetAlpha(0.5f);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha);
 
-  float fiftyPercentProgress(startValue + (targetAlpha - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetAlpha - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, startValue, startValue, targetAlpha ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::OPACITY ), targetAlpha, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Vector4(startValue, startValue, startValue, targetAlpha), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetAlpha, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::OPACITY), targetAlpha, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), fiftyPercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, targetAlpha, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, targetAlpha, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), targetAlpha, TEST_LOCATION);
   END_TEST;
 }
 
@@ -8867,17 +9021,17 @@ int UtcDaliAnimationKeyFrames01P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
 
-  KeyFrames keyFrames2( keyFrames);
-  DALI_TEST_CHECK( keyFrames2 );
+  KeyFrames keyFrames2(keyFrames);
+  DALI_TEST_CHECK(keyFrames2);
   DALI_TEST_EQUALS(keyFrames2.GetType(), Property::FLOAT, TEST_LOCATION);
 
   KeyFrames keyFrames3 = KeyFrames::New();
   keyFrames3.Add(0.6f, true);
-  DALI_TEST_CHECK( keyFrames3 );
+  DALI_TEST_CHECK(keyFrames3);
   DALI_TEST_EQUALS(keyFrames3.GetType(), Property::BOOLEAN, TEST_LOCATION);
 
   keyFrames3 = keyFrames;
-  DALI_TEST_CHECK( keyFrames3 );
+  DALI_TEST_CHECK(keyFrames3);
   DALI_TEST_EQUALS(keyFrames3.GetType(), Property::FLOAT, TEST_LOCATION);
 
   END_TEST;
@@ -8900,9 +9054,10 @@ int UtcDaliAnimationKeyFrames02N(void)
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
 
   DALI_TEST_ASSERTION(
-  {
-    keyFrames.Add(1.9f, false);
-  }, "mType == value.GetType()" );
+    {
+      keyFrames.Add(1.9f, false);
+    },
+    "mType == value.GetType()");
 
   END_TEST;
 }
@@ -8924,9 +9079,10 @@ int UtcDaliAnimationKeyFrames03N(void)
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION);
 
   DALI_TEST_ASSERTION(
-  {
-    keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
-  }, "mType == value.GetType()" );
+    {
+      keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
+    },
+    "mType == value.GetType()");
 
   END_TEST;
 }
@@ -8948,9 +9104,10 @@ int UtcDaliAnimationKeyFrames04N(void)
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION);
 
   DALI_TEST_ASSERTION(
-  {
-    keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
-  }, "mType == value.GetType()" );
+    {
+      keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
+    },
+    "mType == value.GetType()");
 
   END_TEST;
 }
@@ -8972,9 +9129,10 @@ int UtcDaliAnimationKeyFrames05N(void)
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION);
 
   DALI_TEST_ASSERTION(
-  {
-    keyFrames.Add(0.7f, 1.0f);
-  }, "mType == value.GetType()" );
+    {
+      keyFrames.Add(0.7f, 1.0f);
+    },
+    "mType == value.GetType()");
 
   END_TEST;
 }
@@ -8996,9 +9154,10 @@ int UtcDaliAnimationKeyFrames06N(void)
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION);
 
   DALI_TEST_ASSERTION(
-  {
-    keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS));
-  }, "mType == value.GetType()" );
+    {
+      keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS));
+    },
+    "mType == value.GetType()");
 
   END_TEST;
 }
@@ -9020,9 +9179,10 @@ int UtcDaliAnimationKeyFrames07N(void)
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
 
   DALI_TEST_ASSERTION(
-  {
-    keyFrames.Add(0.7f, 1.1f);
-  }, "mType == value.GetType()" );
+    {
+      keyFrames.Add(0.7f, 1.1f);
+    },
+    "mType == value.GetType()");
 
   END_TEST;
 }
@@ -9033,21 +9193,21 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -9058,70 +9218,70 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   keyFrames.Add(0.8f, 0.7f);
   keyFrames.Add(1.0f, 0.9f);
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames );
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR_ALPHA), keyFrames);
 
   // Start the animation
   animation.Play();
 
   // Final key frame value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.1f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 10% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.3f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 30% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.25f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.25f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 40% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.0f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 400.0f) /* 80% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.7f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 90% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.8f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.9f, 0.01f, TEST_LOCATION);
 
   // We did expect the animation to finish
 
@@ -9135,21 +9295,21 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -9160,67 +9320,67 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   keyFrames.Add(0.8f, 0.7f);
   keyFrames.Add(1.0f, 0.9f);
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames, Animation::Cubic );
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR_ALPHA), keyFrames, Animation::CUBIC);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.1f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 10% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.36f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.36f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.36f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.36f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 30% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.21f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.21f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.21f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.21f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 40% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.0f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 400.0f) /* 80% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.7f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 90% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.76f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.76f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.76f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.76f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.9f, 0.01f, TEST_LOCATION);
 
   // We did expect the animation to finish
 
@@ -9234,21 +9394,21 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -9256,50 +9416,50 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void)
   keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
   keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames );
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
 
   // We did expect the animation to finish
 
@@ -9313,21 +9473,21 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -9335,50 +9495,50 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
   keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
   keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, Animation::Cubic );
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, Animation::CUBIC);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
 
   // We did expect the animation to finish
 
@@ -9390,18 +9550,18 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor     actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
   application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -9411,25 +9571,25 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
   keyFrames.Add(0.8f, false);
   keyFrames.Add(1.0f, true);
 
-  animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames );
+  animation.AnimateBetween(Property(actor, Actor::Property::VISIBLE), keyFrames);
 
   // Start the animation
   animation.Play();
 
   // Final key frame value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1);
   application.SendNotification();
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -9438,18 +9598,18 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor     actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
   application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -9460,22 +9620,22 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
   keyFrames.Add(1.0f, true);
 
   //Cubic interpolation for boolean values should be ignored
-  animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::Cubic );
+  animation.AnimateBetween(Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::CUBIC);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1);
   application.SendNotification();
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -9484,44 +9644,44 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor     actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
   application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render(0);
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), start, 0.001f, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
   keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
+  animation.AnimateBetween(Property(actor, Actor::Property::ORIENTATION), keyFrames);
 
   // Start the animation
   animation.Play();
 
   // Final key frame value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Degree( 60 ), Vector3::ZAXIS ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Degree(60), Vector3::ZAXIS), TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1);
   application.SendNotification();
 
-  Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
+  Quaternion check(Radian(Degree(60)), Vector3::ZAXIS);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -9530,18 +9690,18 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor     actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
   application.SendNotification();
   application.Render(0);
   application.GetScene().Add(actor);
 
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), start, 0.001f, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -9549,12 +9709,12 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
   keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
   keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
+  animation.AnimateBetween(Property(actor, Actor::Property::ORIENTATION), keyFrames);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
@@ -9563,27 +9723,27 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
   finishCheck.CheckSignalNotReceived();
 
   Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
   application.SendNotification();
-  check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  check = Quaternion(Radian(Degree(90)), Vector3::XAXIS);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
   application.SendNotification();
-  check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  check = Quaternion(Radian(Degree(120)), Vector3::XAXIS);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  check = Quaternion(Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  check = Quaternion(Radian(Degree(120)), Vector3::YAXIS);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
   // We did expect the animation to finish
 
@@ -9595,42 +9755,42 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor     actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
   application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render(0);
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), start, 0.001f, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
   keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
 
   //Cubic interpolation should be ignored for quaternions
-  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
+  animation.AnimateBetween(Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::CUBIC);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1);
   application.SendNotification();
 
-  Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
+  Quaternion check(Radian(Degree(60)), Vector3::ZAXIS);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -9639,18 +9799,18 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor     actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
   application.SendNotification();
   application.Render(0);
   application.GetScene().Add(actor);
 
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), start, 0.001f, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -9659,12 +9819,12 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
   keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
 
   //Cubic interpolation should be ignored for quaternions
-  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
+  animation.AnimateBetween(Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::CUBIC);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
@@ -9673,27 +9833,27 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
   finishCheck.CheckSignalNotReceived();
 
   Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
   application.SendNotification();
-  check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  check = Quaternion(Radian(Degree(90)), Vector3::XAXIS);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
   application.SendNotification();
-  check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  check = Quaternion(Radian(Degree(120)), Vector3::XAXIS);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f ) );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  check = Quaternion(Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  check = Quaternion(Radian(Degree(120)), Vector3::YAXIS);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
   // We did expect the animation to finish
 
@@ -9707,21 +9867,21 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -9729,50 +9889,50 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
   keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
   keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR );
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
 
   // We did expect the animation to finish
 
@@ -9786,21 +9946,21 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -9808,50 +9968,50 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
   keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
   keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::Cubic );
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::CUBIC);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
 
   // We did expect the animation to finish
 
@@ -9865,22 +10025,22 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  float delay = 0.5f;
+  float     durationSeconds(1.0f);
+  float     delay     = 0.5f;
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -9888,51 +10048,51 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
   keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
   keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ) );
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
 
-  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
+  application.Render(static_cast<unsigned int>(delay * 1000.0f) /* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
 
   // We did expect the animation to finish
 
@@ -9946,22 +10106,22 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  float delay = 0.5f;
+  float     durationSeconds(1.0f);
+  float     delay     = 0.5f;
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -9969,51 +10129,51 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
   keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
   keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod(delay, durationSeconds - delay), Animation::CUBIC);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
 
-  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
+  application.Render(static_cast<unsigned int>(delay * 1000.0f) /* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
 
   // We did expect the animation to finish
 
@@ -10028,21 +10188,21 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
   float startValue(1.0f);
   float delay = 0.5f;
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -10050,51 +10210,51 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
   keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
   keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
 
-  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
+  application.Render(static_cast<unsigned int>(delay * 1000.0f) /* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
 
   // We did expect the animation to finish
 
@@ -10108,23 +10268,22 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
-
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  float delay = 0.5f;
+  float     durationSeconds(1.0f);
+  float     delay     = 0.5f;
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -10132,51 +10291,51 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
   keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
   keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay), Animation::CUBIC);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
 
-  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
+  application.Render(static_cast<unsigned int>(delay * 1000.0f) /* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
 
   // We did expect the animation to finish
 
@@ -10192,9 +10351,9 @@ int UtcDaliAnimationAnimateP(void)
   application.GetScene().Add(actor);
 
   //Build the path
-  Vector3 position0( 30.0,  80.0,  0.0);
-  Vector3 position1( 70.0,  120.0, 0.0);
-  Vector3 position2( 100.0, 100.0, 0.0);
+  Vector3 position0(30.0, 80.0, 0.0);
+  Vector3 position1(70.0, 120.0, 0.0);
+  Vector3 position2(100.0, 100.0, 0.0);
 
   Dali::Path path = Dali::Path::New();
   path.AddPoint(position0);
@@ -10202,62 +10361,62 @@ int UtcDaliAnimationAnimateP(void)
   path.AddPoint(position2);
 
   //Control points for first segment
-  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
-  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+  path.AddControlPoint(Vector3(39.0, 90.0, 0.0));
+  path.AddControlPoint(Vector3(56.0, 119.0, 0.0));
 
   //Control points for second segment
-  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
-  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+  path.AddControlPoint(Vector3(78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3(93.0, 104.0, 0.0));
 
   // Build the animation
-  float durationSeconds( 1.0f );
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   animation.Animate(actor, path, Vector3::XAXIS);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  Vector3 position, tangent;
+  Vector3    position, tangent;
   Quaternion rotation;
-  path.Sample( 0.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.0f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
   application.SendNotification();
-  path.Sample( 0.25f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.25f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
   application.SendNotification();
-  path.Sample( 0.5f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.5f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  path.Sample( 0.75f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.75f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  path.Sample( 1.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(1.0f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -10271,9 +10430,9 @@ int UtcDaliAnimationAnimateAlphaFunctionP(void)
   application.GetScene().Add(actor);
 
   //Build the path
-  Vector3 position0( 30.0,  80.0,  0.0);
-  Vector3 position1( 70.0,  120.0, 0.0);
-  Vector3 position2( 100.0, 100.0, 0.0);
+  Vector3 position0(30.0, 80.0, 0.0);
+  Vector3 position1(70.0, 120.0, 0.0);
+  Vector3 position2(100.0, 100.0, 0.0);
 
   Dali::Path path = Dali::Path::New();
   path.AddPoint(position0);
@@ -10281,62 +10440,62 @@ int UtcDaliAnimationAnimateAlphaFunctionP(void)
   path.AddPoint(position2);
 
   //Control points for first segment
-  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
-  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+  path.AddControlPoint(Vector3(39.0, 90.0, 0.0));
+  path.AddControlPoint(Vector3(56.0, 119.0, 0.0));
 
   //Control points for second segment
-  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
-  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+  path.AddControlPoint(Vector3(78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3(93.0, 104.0, 0.0));
 
   // Build the animation
-  float durationSeconds( 1.0f );
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  Vector3 position, tangent;
+  Vector3    position, tangent;
   Quaternion rotation;
-  path.Sample( 0.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.0f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
   application.SendNotification();
-  path.Sample( 0.25f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.25f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
   application.SendNotification();
-  path.Sample( 0.5f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.5f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  path.Sample( 0.75f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.75f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  path.Sample( 1.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(1.0f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -10350,9 +10509,9 @@ int UtcDaliAnimationAnimateTimePeriodP(void)
   application.GetScene().Add(actor);
 
   //Build the path
-  Vector3 position0( 30.0,  80.0,  0.0);
-  Vector3 position1( 70.0,  120.0, 0.0);
-  Vector3 position2( 100.0, 100.0, 0.0);
+  Vector3 position0(30.0, 80.0, 0.0);
+  Vector3 position1(70.0, 120.0, 0.0);
+  Vector3 position2(100.0, 100.0, 0.0);
 
   Dali::Path path = Dali::Path::New();
   path.AddPoint(position0);
@@ -10360,62 +10519,62 @@ int UtcDaliAnimationAnimateTimePeriodP(void)
   path.AddPoint(position2);
 
   //Control points for first segment
-  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
-  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+  path.AddControlPoint(Vector3(39.0, 90.0, 0.0));
+  path.AddControlPoint(Vector3(56.0, 119.0, 0.0));
 
   //Control points for second segment
-  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
-  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+  path.AddControlPoint(Vector3(78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3(93.0, 104.0, 0.0));
 
   // Build the animation
-  float durationSeconds( 1.0f );
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   animation.Animate(actor, path, Vector3::XAXIS, TimePeriod(0.0f, 1.0f));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  Vector3 position, tangent;
+  Vector3    position, tangent;
   Quaternion rotation;
-  path.Sample( 0.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.0f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
   application.SendNotification();
-  path.Sample( 0.25f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.25f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
   application.SendNotification();
-  path.Sample( 0.5f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.5f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  path.Sample( 0.75f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.75f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  path.Sample( 1.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(1.0f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -10429,9 +10588,9 @@ int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void)
   application.GetScene().Add(actor);
 
   //Build the path
-  Vector3 position0( 30.0,  80.0,  0.0);
-  Vector3 position1( 70.0,  120.0, 0.0);
-  Vector3 position2( 100.0, 100.0, 0.0);
+  Vector3 position0(30.0, 80.0, 0.0);
+  Vector3 position1(70.0, 120.0, 0.0);
+  Vector3 position2(100.0, 100.0, 0.0);
 
   Dali::Path path = Dali::Path::New();
   path.AddPoint(position0);
@@ -10439,62 +10598,62 @@ int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void)
   path.AddPoint(position2);
 
   //Control points for first segment
-  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
-  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+  path.AddControlPoint(Vector3(39.0, 90.0, 0.0));
+  path.AddControlPoint(Vector3(56.0, 119.0, 0.0));
 
   //Control points for second segment
-  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
-  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+  path.AddControlPoint(Vector3(78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3(93.0, 104.0, 0.0));
 
   // Build the animation
-  float durationSeconds( 1.0f );
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR, TimePeriod(0.0f, 1.0f));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  Vector3 position, tangent;
+  Vector3    position, tangent;
   Quaternion rotation;
-  path.Sample( 0.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.0f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
   application.SendNotification();
-  path.Sample( 0.25f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.25f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
   application.SendNotification();
-  path.Sample( 0.5f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.5f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  path.Sample( 0.75f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(0.75f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  path.Sample( 1.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  path.Sample(1.0f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -10505,45 +10664,45 @@ int UtcDaliAnimationShowP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::VISIBLE,false);
+  actor.SetProperty(Actor::Property::VISIBLE, false);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
   application.GetScene().Add(actor);
 
   // Start the animation
-  float durationSeconds(10.0f);
+  float     durationSeconds(10.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Show(actor, durationSeconds*0.5f);
+  animation.Show(actor, durationSeconds * 0.5f);
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * 490.0f));
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) /*Should be shown now*/);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
   END_TEST;
 }
 
@@ -10552,42 +10711,42 @@ int UtcDaliAnimationHideP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
   application.GetScene().Add(actor);
 
   // Start the animation
-  float durationSeconds(10.0f);
+  float     durationSeconds(10.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Hide(actor, durationSeconds*0.5f);
+  animation.Hide(actor, durationSeconds * 0.5f);
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * 490.0f));
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) /*Should be hidden now*/);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
   END_TEST;
 }
 
@@ -10599,40 +10758,40 @@ int UtcDaliAnimationShowHideAtEndP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
   application.GetScene().Add(actor);
 
   // Start Hide animation
-  float durationSeconds(10.0f);
+  float     durationSeconds(10.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Hide(actor, durationSeconds/*Hide at end*/);
+  animation.Hide(actor, durationSeconds /*Hide at end*/);
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
 
   // Start Show animation
   animation = Animation::New(durationSeconds);
-  animation.Show(actor, durationSeconds/*Show at end*/);
+  animation.Show(actor, durationSeconds /*Show at end*/);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
   END_TEST;
 }
 
@@ -10642,7 +10801,7 @@ int UtcDaliKeyFramesCreateDestroyP(void)
 
   KeyFrames* keyFrames = new KeyFrames;
   delete keyFrames;
-  DALI_TEST_CHECK( true );
+  DALI_TEST_CHECK(true);
   END_TEST;
 }
 
@@ -10651,20 +10810,20 @@ int UtcDaliKeyFramesDownCastP(void)
   TestApplication application;
   tet_infoline("Testing Dali::Animation::KeyFramesDownCast()");
 
-  KeyFrames keyFrames = KeyFrames::New();
+  KeyFrames  keyFrames = KeyFrames::New();
   BaseHandle object(keyFrames);
 
   KeyFrames keyFrames2 = KeyFrames::DownCast(object);
   DALI_TEST_CHECK(keyFrames2);
 
-  KeyFrames keyFrames3 = DownCast< KeyFrames >(object);
+  KeyFrames keyFrames3 = DownCast<KeyFrames>(object);
   DALI_TEST_CHECK(keyFrames3);
 
   BaseHandle unInitializedObject;
-  KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject);
+  KeyFrames  keyFrames4 = KeyFrames::DownCast(unInitializedObject);
   DALI_TEST_CHECK(!keyFrames4);
 
-  KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject);
+  KeyFrames keyFrames5 = DownCast<KeyFrames>(unInitializedObject);
   DALI_TEST_CHECK(!keyFrames5);
   END_TEST;
 }
@@ -10672,8 +10831,8 @@ int UtcDaliKeyFramesDownCastP(void)
 int UtcDaliAnimationCreateDestroyP(void)
 {
   TestApplication application;
-  Animation* animation = new Animation;
-  DALI_TEST_CHECK( animation );
+  Animation*      animation = new Animation;
+  DALI_TEST_CHECK(animation);
   delete animation;
   END_TEST;
 }
@@ -10685,9 +10844,9 @@ struct UpdateManagerTestConstraint
   {
   }
 
-  void operator()( Vector3& current, const PropertyInputContainer& /* inputs */)
+  void operator()(Vector3& current, const PropertyInputContainer& /* inputs */)
   {
-    mApplication.SendNotification();  // Process events
+    mApplication.SendNotification(); // Process events
   }
 
   TestApplication& mApplication;
@@ -10698,32 +10857,32 @@ int UtcDaliAnimationUpdateManagerP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
   // Build the animation
-  Animation animation = Animation::New( 0.0f );
+  Animation animation = Animation::New(0.0f);
 
-  bool signalReceived = false;
-  AnimationFinishCheck finishCheck( signalReceived );
-  animation.FinishedSignal().Connect( &application, finishCheck );
+  bool                 signalReceived = false;
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  Vector3 startValue(1.0f, 1.0f, 1.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  Constraint constraint = Constraint::New<Vector3>( actor, index, UpdateManagerTestConstraint( application ) );
+  Vector3         startValue(1.0f, 1.0f, 1.0f);
+  Property::Index index      = actor.RegisterProperty("testProperty", startValue);
+  Constraint      constraint = Constraint::New<Vector3>(actor, index, UpdateManagerTestConstraint(application));
   constraint.Apply();
 
   // Apply animation to actor
-  animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunction::LINEAR );
-  animation.AnimateTo( Property(actor, Actor::Property::OPACITY), 0.3f, AlphaFunction::LINEAR );
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(100.f, 90.f, 80.f), AlphaFunction::LINEAR);
+  animation.AnimateTo(Property(actor, Actor::Property::OPACITY), 0.3f, AlphaFunction::LINEAR);
 
   animation.Play();
 
   application.SendNotification();
-  application.UpdateOnly( 16 );
+  application.UpdateOnly(16);
 
   finishCheck.CheckSignalNotReceived();
 
-  application.SendNotification();   // Process events
+  application.SendNotification(); // Process events
 
   finishCheck.CheckSignalReceived();
 
@@ -10735,50 +10894,50 @@ int UtcDaliAnimationSignalOrderP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
   // Build the animations
-  Animation animation1 = Animation::New( 0.0f ); // finishes first frame
-  Animation animation2 = Animation::New( 0.02f ); // finishes in 20 ms
+  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 ) );
+  animation1.FinishedSignal().Connect(&application, AnimationFinishCheck(signal1Received));
 
   bool signal2Received = false;
-  animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) );
+  animation2.FinishedSignal().Connect(&application, AnimationFinishCheck(signal2Received));
 
   // Apply animations to actor
-  animation1.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunction::LINEAR );
+  animation1.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(3.0f, 2.0f, 1.0f), AlphaFunction::LINEAR);
   animation1.Play();
-  animation2.AnimateTo( Property(actor, Actor::Property::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunction::LINEAR );
+  animation2.AnimateTo(Property(actor, Actor::Property::SIZE), Vector3(10.0f, 20.0f, 30.0f), AlphaFunction::LINEAR);
   animation2.Play();
 
-  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+  DALI_TEST_EQUALS(signal1Received, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(signal2Received, false, TEST_LOCATION);
 
   application.SendNotification();
-  application.UpdateOnly( 10 ); // 10ms progress
+  application.UpdateOnly(10); // 10ms progress
 
   // no notifications yet
-  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+  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 );
+  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
+  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 );
+  DALI_TEST_EQUALS(signal1Received, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(signal2Received, true, TEST_LOCATION);
 
   END_TEST;
 }
@@ -10790,60 +10949,60 @@ int UtcDaliAnimationExtendDurationP(void)
   Actor actor = Actor::New();
 
   // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float initialDurationSeconds(1.0f);
-  float animatorDelay = 5.0f;
-  float animatorDurationSeconds(5.0f);
-  float extendedDurationSeconds(animatorDelay+animatorDurationSeconds);
+  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);
+  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 );
+  DALI_TEST_EQUALS(animation.GetDuration(), extendedDurationSeconds, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  application.Render(static_cast<unsigned int>(extendedDurationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet, but cached value should be the final one
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), targetValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
+  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.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
@@ -10855,41 +11014,41 @@ int UtcDaliAnimationCustomIntProperty(void)
   application.GetScene().Add(actor);
   int startValue(0u);
 
-  Property::Index index = actor.RegisterProperty("anIndex",  startValue);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION );
+  Property::Index index = actor.RegisterProperty("anIndex", startValue);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, index), 20 );
+  animation.AnimateTo(Property(actor, index), 20);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), 20, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), 10, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), 10, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), 20, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), 20, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), 20, TEST_LOCATION);
   END_TEST;
 }
 
@@ -10900,16 +11059,16 @@ int UtcDaliAnimationDuration(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
 
-  Animation animation = Animation::New( 0.0f );
-  DALI_TEST_EQUALS( 0.0f, animation.GetDuration(), TEST_LOCATION );
+  Animation animation = Animation::New(0.0f);
+  DALI_TEST_EQUALS(0.0f, animation.GetDuration(), TEST_LOCATION);
 
   // The animation duration should automatically increase depending on the animator time period
 
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 0.0f, 1.0f ) );
-  DALI_TEST_EQUALS( 1.0f, animation.GetDuration(), TEST_LOCATION );
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 100.0f, TimePeriod(0.0f, 1.0f));
+  DALI_TEST_EQUALS(1.0f, animation.GetDuration(), TEST_LOCATION);
 
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_Y ), 200.0f, TimePeriod( 10.0f, 1.0f ) );
-  DALI_TEST_EQUALS( 11.0f, animation.GetDuration(), TEST_LOCATION );
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_Y), 200.0f, TimePeriod(10.0f, 1.0f));
+  DALI_TEST_EQUALS(11.0f, animation.GetDuration(), TEST_LOCATION);
 
   END_TEST;
 }
@@ -10921,24 +11080,24 @@ int UtcDaliAnimationAnimateByNonAnimateableTypeN(void)
   Actor actor = Actor::New();
 
   // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  int             startValue(1);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
 
   DALI_TEST_ASSERTION(
-  {
-    // Build the animation
-    Animation animation = Animation::New( 2.0f );
-    std::string relativeValue = "relative string";
-    animation.AnimateBy( Property(actor, index), relativeValue );
-    tet_result(TET_FAIL);
-  }, "Target value is not animatable" );
+    {
+      // Build the animation
+      Animation   animation     = Animation::New(2.0f);
+      std::string relativeValue = "relative string";
+      animation.AnimateBy(Property(actor, index), relativeValue);
+      tet_result(TET_FAIL);
+    },
+    "Target value is not animatable");
 
   END_TEST;
 }
 
-
 int UtcDaliAnimationAnimateToNonAnimateableTypeN(void)
 {
   TestApplication application;
@@ -10946,18 +11105,19 @@ int UtcDaliAnimationAnimateToNonAnimateableTypeN(void)
   Actor actor = Actor::New();
 
   // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  int             startValue(1);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
 
   DALI_TEST_ASSERTION(
-  {
-    // Build the animation
-    Animation animation = Animation::New( 2.0f );
-    std::string relativeValue = "relative string";
-    animation.AnimateTo( Property(actor, index), relativeValue );
-  }, "Target value is not animatable" );
+    {
+      // Build the animation
+      Animation   animation     = Animation::New(2.0f);
+      std::string relativeValue = "relative string";
+      animation.AnimateTo(Property(actor, index), relativeValue);
+    },
+    "Target value is not animatable");
 
   END_TEST;
 }
@@ -10969,19 +11129,20 @@ int UtcDaliAnimationAnimateBetweenNonAnimateableTypeN(void)
   Actor actor = Actor::New();
 
   // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  int             startValue(1);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
 
   DALI_TEST_ASSERTION(
-  {
-    // Build the animation
-    KeyFrames keyFrames = KeyFrames::New();
-    keyFrames.Add( 0.0f, std::string("relative string1") );
-    keyFrames.Add( 1.0f, std::string("relative string2") );
-    // no need to really create the animation as keyframes do the check
-  }, "Property type is not animatable" );
+    {
+      // Build the animation
+      KeyFrames keyFrames = KeyFrames::New();
+      keyFrames.Add(0.0f, std::string("relative string1"));
+      keyFrames.Add(1.0f, std::string("relative string2"));
+      // no need to really create the animation as keyframes do the check
+    },
+    "Property type is not animatable");
 
   END_TEST;
 }
@@ -10997,14 +11158,14 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   Vector3 initialPosition(0.0f, 0.0f, 0.0f);
-  actor.SetProperty( Actor::Property::POSITION, initialPosition );
+  actor.SetProperty(Actor::Property::POSITION, initialPosition);
 
   // Build the animation
   Animation animation = Animation::New(2.0f);
 
   //Test GetCurrentProgress return 0.0 as the duration is 0.0
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
+  DALI_TEST_EQUALS(Vector3(0.0f, 0.0f, 0.0f), actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   tet_infoline("Set target position in animation without intiating play");
 
@@ -11016,9 +11177,9 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayP(void)
 
   tet_infoline("Ensure position of actor is still at intial value");
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION);
 
   tet_infoline("Play animation and ensure actor position is now target");
 
@@ -11028,19 +11189,19 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayP(void)
 
   tet_infoline("Ensure position of actor is at target value when aninmation half way");
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION);
 
-  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x );
+  tet_printf("x position at half way point(%f)\n", actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x);
 
   application.Render(2000u);
 
   tet_infoline("Ensure position of actor is still at target value when aninmation complete");
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION);
 
   END_TEST;
 }
@@ -11053,27 +11214,27 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
 
   std::vector<Vector3> targetPositions;
 
-  targetPositions.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
-  targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) );
-  targetPositions.push_back( Vector3( 50.0f, 10.0f, 100.0f ) );
+  targetPositions.push_back(Vector3(100.0f, 100.0f, 100.0f));
+  targetPositions.push_back(Vector3(200.0f, 1.0f, 100.0f));
+  targetPositions.push_back(Vector3(50.0f, 10.0f, 100.0f));
 
   tet_infoline("Set initial position and set up animation to re-position actor");
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   Vector3 initialPosition(0.0f, 0.0f, 0.0f);
-  actor.SetProperty( Actor::Property::POSITION, initialPosition );
+  actor.SetProperty(Actor::Property::POSITION, initialPosition);
 
   // Build the animation
   Animation animation = Animation::New(2.0f);
 
   //Test GetCurrentProgress return 0.0 as the duration is 0.0
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
+  DALI_TEST_EQUALS(Vector3(0.0f, 0.0f, 0.0f), actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   tet_infoline("Set target position in animation without intiating play");
 
-  for ( unsigned int i = 0; i < targetPositions.size(); i++ )
+  for(unsigned int i = 0; i < targetPositions.size(); i++)
   {
     animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[i], AlphaFunction::LINEAR);
   }
@@ -11083,9 +11244,9 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
 
   tet_infoline("Ensure position of actor is still at intial value");
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION);
 
   tet_infoline("Play animation and ensure actor position is now target");
 
@@ -11095,19 +11256,19 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
 
   tet_infoline("Ensure position of actor is at target value when aninmation half way");
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION);
 
-  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x );
+  tet_printf("x position at half way point(%f)\n", actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x);
 
   application.Render(2000u);
 
   tet_infoline("Ensure position of actor is still at target value when aninmation complete");
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION);
 
   END_TEST;
 }
@@ -11121,20 +11282,20 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionP(v
   std::vector<Vector3> targetSizes;
   std::vector<Vector3> targetPositions;
 
-  targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
-  targetSizes.push_back( Vector3( 50.0f, 10.0f, 100.0f ) );
+  targetSizes.push_back(Vector3(100.0f, 100.0f, 100.0f));
+  targetSizes.push_back(Vector3(50.0f, 10.0f, 100.0f));
 
-  targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) );
+  targetPositions.push_back(Vector3(200.0f, 1.0f, 100.0f));
 
   tet_infoline("Set initial position and set up animation to re-position actor");
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  Vector3 initialSize( 10.0f, 10.0f, 10.0f);
+  Vector3 initialSize(10.0f, 10.0f, 10.0f);
   Vector3 initialPosition(10.0f, 10.0f, 10.0f);
 
-  actor.SetProperty( Actor::Property::SIZE, initialSize );
-  actor.SetProperty( Actor::Property::POSITION, initialPosition );
+  actor.SetProperty(Actor::Property::SIZE, initialSize);
+  actor.SetProperty(Actor::Property::POSITION, initialPosition);
 
   // Build the animation
   Animation animation = Animation::New(2.0f);
@@ -11150,13 +11311,13 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionP(v
 
   tet_infoline("Ensure position of actor is still at intial size and position");
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialPosition.z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialPosition.z, TEST_LOCATION);
 
   tet_infoline("Play animation and ensure actor position and size is now matches targets");
 
@@ -11166,13 +11327,13 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionP(v
 
   tet_infoline("Ensure position and size of actor is at target value when aninmation playing");
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[0].x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[0].y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[0].z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[0].x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[0].y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[0].z, TEST_LOCATION);
 
   END_TEST;
 }
@@ -11184,20 +11345,20 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionCol
   TestApplication application;
 
   std::vector<Vector3> targetSizes;
-  std::vector<float> targetColors;
+  std::vector<float>   targetColors;
 
-  targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
-  targetSizes.push_back( Vector3( 50.0f, 10.0f, 150.0f ) );
+  targetSizes.push_back(Vector3(100.0f, 100.0f, 100.0f));
+  targetSizes.push_back(Vector3(50.0f, 10.0f, 150.0f));
 
-  targetColors.push_back( 1.0f );
+  targetColors.push_back(1.0f);
 
   tet_infoline("Set initial position and set up animation to re-position actor");
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  Vector3 initialSize( 10.0f, 5.0f, 10.0f);
+  Vector3 initialSize(10.0f, 5.0f, 10.0f);
 
-  actor.SetProperty( Actor::Property::SIZE, initialSize );
+  actor.SetProperty(Actor::Property::SIZE, initialSize);
 
   // Build the animation
   Animation animation = Animation::New(2.0f);
@@ -11213,9 +11374,9 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionCol
 
   tet_infoline("Ensure position of actor is still at initial size and position");
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION);
 
   tet_infoline("Play animation and ensure actor position and size is now matches targets");
 
@@ -11225,164 +11386,164 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionCol
 
   tet_infoline("Ensure position and size of actor is at target value when animation playing");
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColors[0], TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColors[0], TEST_LOCATION);
 
   END_TEST;
 }
 
 int UtcDaliAnimationTimePeriodOrder(void)
 {
-  tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place" );
+  tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place");
 
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
 
   //////////////////////////////////////////////////////////////////////////////////
 
-  tet_infoline( "With two AnimateTo calls" );
+  tet_infoline("With two AnimateTo calls");
 
-  Animation animation = Animation::New( 0.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
+  Animation animation = Animation::New(0.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 100.0f, TimePeriod(3.0f, 1.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 10.0f, TimePeriod(1.0f, 1.0f));
   animation.Play();
 
-  tet_infoline( "The target position should change instantly" );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+  tet_infoline("The target position should change instantly");
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 100.0f, TEST_LOCATION);
 
   application.SendNotification();
   application.Render(5000); // After the animation is complete
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 100.0f, TEST_LOCATION);
 
   //////////////////////////////////////////////////////////////////////////////////
 
-  tet_infoline( "Same animation again but in a different order - should yield the same result" );
+  tet_infoline("Same animation again but in a different order - should yield the same result");
 
-  actor.SetProperty( Actor::Property::POSITION_X,  0.0f );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  actor.SetProperty(Actor::Property::POSITION_X, 0.0f);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
 
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
 
-  animation = Animation::New( 0.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) );
+  animation = Animation::New(0.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 10.0f, TimePeriod(1.0f, 1.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 100.0f, TimePeriod(3.0f, 1.0f));
   animation.Play();
 
-  tet_infoline( "The target position should change instantly" );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+  tet_infoline("The target position should change instantly");
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 100.0f, TEST_LOCATION);
 
   application.SendNotification();
   application.Render(5000); // After the animation is complete
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 100.0f, TEST_LOCATION);
 
   END_TEST;
 }
 
 int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
 {
-  tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place with several AnimateTo calls" );
+  tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place with several AnimateTo calls");
 
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
 
   //////////////////////////////////////////////////////////////////////////////////
 
-  tet_infoline( "" );
+  tet_infoline("");
 
-  Animation animation = Animation::New( 0.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1.0f, TimePeriod( 3.0f, 4.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
+  Animation animation = Animation::New(0.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 1000.0f, TimePeriod(4.0f, 2.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 145.0f, TimePeriod(3.0f, 10.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 109.0f, TimePeriod(1.0f, 1.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 1.0f, TimePeriod(3.0f, 4.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 200.0f, TimePeriod(2.0f, 5.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 10.0f, TimePeriod(10.0f, 2.0f));
   animation.Play();
 
-  tet_infoline( "The target position should change instantly" );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+  tet_infoline("The target position should change instantly");
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 145.0f, TEST_LOCATION);
 
   application.SendNotification();
   application.Render(14000); // After the animation is complete
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 145.0f, TEST_LOCATION);
 
   //////////////////////////////////////////////////////////////////////////////////
 
-  tet_infoline( "Same animation again but in a different order - should end up at the same point" );
+  tet_infoline("Same animation again but in a different order - should end up at the same point");
 
-  actor.SetProperty( Actor::Property::POSITION_X,  0.0f );
+  actor.SetProperty(Actor::Property::POSITION_X, 0.0f);
 
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
 
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
 
-  animation = Animation::New( 0.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1.0f, TimePeriod( 3.0f, 4.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
+  animation = Animation::New(0.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 200.0f, TimePeriod(2.0f, 5.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 10.0f, TimePeriod(10.0f, 2.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 145.0f, TimePeriod(3.0f, 10.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 1000.0f, TimePeriod(4.0f, 2.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 1.0f, TimePeriod(3.0f, 4.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 109.0f, TimePeriod(1.0f, 1.0f));
   animation.Play();
 
-  tet_infoline( "The target position should change instantly" );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+  tet_infoline("The target position should change instantly");
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 145.0f, TEST_LOCATION);
 
   application.SendNotification();
   application.Render(14000); // After the animation is complete
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 145.0f, TEST_LOCATION);
 
   END_TEST;
 }
@@ -11391,18 +11552,18 @@ int UtcDaliAnimationAnimateBetweenIntegerP(void)
 {
   TestApplication application;
 
-  int startValue(1);
-  Actor actor = Actor::New();
-  const Property::Index index = actor.RegisterProperty("customProperty", startValue );
+  int                   startValue(1);
+  Actor                 actor = Actor::New();
+  const Property::Index index = actor.RegisterProperty("customProperty", startValue);
   application.GetScene().Add(actor);
 
   application.Render();
   application.SendNotification();
 
-  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
@@ -11413,13 +11574,13 @@ int UtcDaliAnimationAnimateBetweenIntegerP(void)
   keyFrames.Add(0.8f, 50);
   keyFrames.Add(1.0f, 60);
 
-  animation.AnimateBetween( Property(actor, index ), keyFrames );
+  animation.AnimateBetween(Property(actor, index), keyFrames);
 
   // Start the animation
   animation.Play();
 
   // Target value should change to the last key-frame's value straight away
-  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 60, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), 60, TEST_LOCATION);
 
   END_TEST;
 }
@@ -11428,35 +11589,35 @@ int UtcDaliAnimationAnimateBetweenVector2P(void)
 {
   TestApplication application;
 
-  Vector2 startValue( 10.0f, 20.0f );
-  Actor actor = Actor::New();
-  const Property::Index index = actor.RegisterProperty("customProperty", startValue );
+  Vector2               startValue(10.0f, 20.0f);
+  Actor                 actor = Actor::New();
+  const Property::Index index = actor.RegisterProperty("customProperty", startValue);
   application.GetScene().Add(actor);
 
   application.Render();
   application.SendNotification();
 
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add( 0.0f, Vector2( 0.0f, 5.0f ) );
-  keyFrames.Add( 0.2f, Vector2( 30.0f, 25.0f ) );
-  keyFrames.Add( 0.4f, Vector2( 40.0f, 35.0f ) );
-  keyFrames.Add( 0.6f, Vector2( 50.0f, 45.0f ) );
-  keyFrames.Add( 0.8f, Vector2( 60.0f, 55.0f ) );
-  keyFrames.Add( 1.0f, Vector2( 70.0f, 65.0f ) );
+  keyFrames.Add(0.0f, Vector2(0.0f, 5.0f));
+  keyFrames.Add(0.2f, Vector2(30.0f, 25.0f));
+  keyFrames.Add(0.4f, Vector2(40.0f, 35.0f));
+  keyFrames.Add(0.6f, Vector2(50.0f, 45.0f));
+  keyFrames.Add(0.8f, Vector2(60.0f, 55.0f));
+  keyFrames.Add(1.0f, Vector2(70.0f, 65.0f));
 
-  animation.AnimateBetween( Property(actor, index ), keyFrames );
+  animation.AnimateBetween(Property(actor, index), keyFrames);
 
   // Start the animation
   animation.Play();
 
   // Target value should change to the last key-frame's value straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), Vector2( 70.0f, 65.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), Vector2(70.0f, 65.0f), TEST_LOCATION);
 
   END_TEST;
 }
@@ -11482,73 +11643,73 @@ int UtcDaliAnimationProgressCallbackP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   AnimationProgressCheck progressCheck(progressSignalReceived);
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  tet_infoline( "Animation Progress notification set to 30%" );
-  DevelAnimation::SetProgressNotification( animation, 0.3f );
+  tet_infoline("Animation Progress notification set to 30%");
+  DevelAnimation::SetProgressNotification(animation, 0.3f);
 
   application.SendNotification();
-  application.Render( );
+  application.Render();
 
-  DALI_TEST_EQUALS( 0.3f, DevelAnimation::GetProgressNotification( animation ), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.3f, DevelAnimation::GetProgressNotification(animation), TEST_LOCATION);
 
   progressCheck.CheckSignalNotReceived();
 
   // Start the animation from 10% progress
-  animation.SetCurrentProgress( 0.1f );
+  animation.SetCurrentProgress(0.1f);
   animation.Play();
 
-  tet_infoline( "Animation Playing from 10%" );
+  tet_infoline("Animation Playing from 10%");
 
   application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(durationSeconds*100.0f ); // 20% progress
+  application.Render(0);                        // start animation
+  application.Render(durationSeconds * 100.0f); // 20% progress
 
-  tet_infoline( "Animation at 20%" );
+  tet_infoline("Animation at 20%");
 
   progressCheck.CheckSignalNotReceived();
 
   application.SendNotification();
-  application.Render(durationSeconds*200.0f ); // 40% progress
+  application.Render(durationSeconds * 200.0f); // 40% progress
   application.SendNotification();
-  tet_infoline( "Animation at 40%" );
-  DALI_TEST_EQUALS( 0.4f, animation.GetCurrentProgress(), TEST_LOCATION );
+  tet_infoline("Animation at 40%");
+  DALI_TEST_EQUALS(0.4f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   progressCheck.CheckSignalReceived();
 
-  tet_infoline( "Progress check reset" );
+  tet_infoline("Progress check reset");
   progressCheck.Reset();
 
-  application.Render(durationSeconds*100.0f ); // 50% progress
-  tet_infoline( "Animation at 50%" );
+  application.Render(durationSeconds * 100.0f); // 50% progress
+  tet_infoline("Animation at 50%");
   application.SendNotification();
 
-  DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   progressCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 60% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 60% progress */);
   application.SendNotification();
 
-  tet_infoline( "Animation at 60%" );
+  tet_infoline("Animation at 60%");
 
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
-  tet_infoline( "Animation at 80%" );
+  DALI_TEST_EQUALS(0.8f, animation.GetCurrentProgress(), TEST_LOCATION);
+  tet_infoline("Animation at 80%");
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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();
-  tet_infoline( "Animation finished" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  tet_infoline("Animation finished");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   END_TEST;
 }
@@ -11564,52 +11725,52 @@ int UtcDaliAnimationPlayAfterP(void)
     application.GetScene().Add(actor);
 
     // Build the animation
-    float durationSeconds(1.0f);
+    float     durationSeconds(1.0f);
     Animation animation = Animation::New(durationSeconds);
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
     application.SendNotification();
 
-    Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
 
     // Play animation after the initial delay time
-    animation.PlayAfter( 0.2f );
+    animation.PlayAfter(0.2f);
     application.SendNotification();
     application.Render(0); // start animation
 
-    application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+    application.Render(durationSeconds * 200.f); // The intial delay time of PlayAfter
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move
 
-    application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% 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_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
 
     application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+    application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
 
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
 
     application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
     // Check that nothing has changed after a couple of buffer swaps
     application.Render(0);
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   }
 
   tet_printf("Testing that playing after 2 seconds with negative speedfactor\n");
@@ -11619,53 +11780,53 @@ int UtcDaliAnimationPlayAfterP(void)
     application.GetScene().Add(actor);
 
     // Build the animation
-    float durationSeconds(1.0f);
+    float     durationSeconds(1.0f);
     Animation animation = Animation::New(durationSeconds);
-    animation.SetSpeedFactor( -1.0f ); // Set SpeedFactor as < 0
+    animation.SetSpeedFactor(-1.0f); // Set SpeedFactor as < 0
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
     application.SendNotification();
 
-    Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
 
     // Play animation after the initial delay time
-    animation.PlayAfter( 0.2f );
+    animation.PlayAfter(0.2f);
     application.SendNotification();
     application.Render(0); // start animation
 
-    application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+    application.Render(durationSeconds * 200.f); // The intial delay time of PlayAfter
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 1.0f), TEST_LOCATION); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
 
-    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
+    application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% animation progress, 50% animator progress */);
 
     // We didn't expect the animation to finish yet
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
 
     application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
+    application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% animation progress, 100% animator progress */);
 
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION);
 
     application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) + 1u/*just beyond the animation duration*/ );
+    application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of Timeperiod in seconds
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of Timeperiod in seconds
 
     // Check that nothing has changed after a couple of buffer swaps
     application.Render(0);
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0, 0.0, 0.0), TEST_LOCATION);
   }
 
   END_TEST;
@@ -11682,64 +11843,64 @@ int UtcDaliAnimationPlayAfterP2(void)
     application.GetScene().Add(actor);
 
     // Build the animation
-    float durationSeconds(1.0f);
+    float     durationSeconds(1.0f);
     Animation animation = Animation::New(durationSeconds);
-    animation.SetLooping( true );
+    animation.SetLooping(true);
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
     application.SendNotification();
 
-    Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
 
     // Play animation after the initial delay time
-    animation.PlayAfter( 0.2f );
+    animation.PlayAfter(0.2f);
     application.SendNotification();
     application.Render(0); // start animation
 
-    for( int iterations = 0; iterations < 3; ++iterations )
+    for(int iterations = 0; iterations < 3; ++iterations)
     {
       // The initial delay time of PlayAfter() applies only once in looping mode.
-      if( iterations == 0 )
+      if(iterations == 0)
       {
-        application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+        application.Render(durationSeconds * 200.f); // The intial delay time of PlayAfter
         application.SendNotification();
         finishCheck.CheckSignalNotReceived();
-        DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
+        DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move
       }
 
-      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% 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_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
 
       application.SendNotification();
-      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+      application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
 
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
 
       application.SendNotification();
-      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) /* 100% progress */ );
+      application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% progress */);
 
       // We did expect the animation to finish
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
     }
 
     animation.SetLooping(false);
     application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+    application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   }
 
   tet_printf("Testing that playing after 2 seconds before looping with negative speedfactor\n");
@@ -11749,65 +11910,65 @@ int UtcDaliAnimationPlayAfterP2(void)
     application.GetScene().Add(actor);
 
     // Build the animation
-    float durationSeconds(1.0f);
+    float     durationSeconds(1.0f);
     Animation animation = Animation::New(durationSeconds);
-    animation.SetLooping( true );
-    animation.SetSpeedFactor( -1.0f ); //Set SpeedFactor as < 0
+    animation.SetLooping(true);
+    animation.SetSpeedFactor(-1.0f); //Set SpeedFactor as < 0
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
     application.SendNotification();
 
-    Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
 
     // Play animation after the initial delay time
-    animation.PlayAfter( 0.2f );
+    animation.PlayAfter(0.2f);
     application.SendNotification();
     application.Render(0); // start animation
 
-    for( int iterations = 0; iterations < 3; ++iterations )
+    for(int iterations = 0; iterations < 3; ++iterations)
     {
       // The initial delay time of PlayAfter() applies only once in looping mode.
-      if( iterations == 0 )
+      if(iterations == 0)
       {
-        application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+        application.Render(durationSeconds * 200.f); // The intial delay time of PlayAfter
         application.SendNotification();
         finishCheck.CheckSignalNotReceived();
-        DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+        DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 1.0f), TEST_LOCATION); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
       }
 
-      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
+      application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% animation progress, 50% animator progress */);
 
       // We didn't expect the animation to finish yet
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
 
       application.SendNotification();
-      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
+      application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% animation progress, 100% animator progress */);
 
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION );
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION);
 
       application.SendNotification();
-      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) /* 100% progress */ );
+      application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 100% progress */);
 
       // We did expect the animation to finish
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ),  ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in second
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in second
     }
 
     animation.SetLooping(false);
     application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+    application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0, 0.0, 0.0), TEST_LOCATION);
   }
 
   END_TEST;
@@ -11823,47 +11984,47 @@ int UtcDaliAnimationPlayAfterP3(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
-  bool signalReceived( false );
-  AnimationFinishCheck finishCheck( signalReceived );
-  animation.FinishedSignal().Connect( &application, finishCheck );
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
 
-  Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
 
   // When the delay time is negative value, it would treat as play immediately.
-  animation.PlayAfter( -2.0f );
+  animation.PlayAfter(-2.0f);
   application.SendNotification();
   application.Render(0); // start animation
 
-  application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% 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_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
 
   application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*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_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
@@ -11877,211 +12038,211 @@ int UtcDaliAnimationPlayAfterP4(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
-  bool signalReceived( false );
-  AnimationFinishCheck finishCheck( signalReceived );
-  animation.FinishedSignal().Connect( &application, finishCheck );
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
 
-  Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
 
   // Delay time is 0.3s. So after duration times, progress must be 70%. animation will finished at 1.3s.
-  animation.PlayAfter( durationSeconds * 0.3f );
+  animation.PlayAfter(durationSeconds * 0.3f);
   application.SendNotification();
   application.Render(0); // start animation
 
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 5/6 delay progress, 0% animation progress, 0% animator progress */ );
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 5/6 delay progress, 0% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of PlayAfter
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of PlayAfter
 
   application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 20% animation progress, 0% animator progress */ );
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% delay progress, 20% animation progress, 0% animator progress */);
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
 
   application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 45% animation progress, 0% animator progress */ );
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% delay progress, 45% animation progress, 0% animator progress */);
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
 
   application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 70% animation progress, 40% animator progress */ );
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% delay progress, 70% animation progress, 40% animator progress */);
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.4f ), TEST_LOCATION ); // 40% of animator progress
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION); // 40% of animator progress
 
   application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 95% animation progress, 90% animator progress */ );
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% delay progress, 95% animation progress, 90% animator progress */);
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.9f ), TEST_LOCATION ); // 90% of animator progress
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.9f), TEST_LOCATION); // 90% of animator progress
 
   application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 50.0f ) + 1u/*just beyond the animation duration*/ );
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
 int UtcDaliAnimationSetLoopingModeP(void)
 {
   // Test Loop forever and Loop mode being set
-  TestApplication application;
-  Integration::Scene stage( application.GetScene() );
+  TestApplication    application;
+  Integration::Scene stage(application.GetScene());
 
   // Default: LoopingMode::RESTART
   {
     Actor actor = Actor::New();
-    stage.Add( actor );
+    stage.Add(actor);
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART );
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::RESTART);
 
     Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
 
     // Start the animation
     animation.Play();
     application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /*Only half the animation*/);
 
     actor.Unparent();
 
     application.SendNotification();
     application.Render();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   }
 
   // LoopingMode::AUTO_REVERSE
   {
     Actor actor = Actor::New();
-    stage.Add( actor );
+    stage.Add(actor);
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
-    animation.SetLooping( true );
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetLooping(true);
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
     application.SendNotification();
 
     Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
 
-    animation.SetLoopingMode( Animation::LoopingMode::AUTO_REVERSE );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+    animation.SetLoopingMode(Animation::LoopingMode::AUTO_REVERSE);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
 
     // Start the animation
     animation.Play();
     application.SendNotification();
     application.Render(0);
 
-    for( int iterations = 0; iterations < 3; ++iterations )
+    for(int iterations = 0; iterations < 3; ++iterations)
     {
-      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% time progress */ );
+      application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% time progress */);
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
 
       // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
       // and arrives at the beginning.
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
       application.SendNotification();
-      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
+      application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 100% time progress */);
 
       // We did expect the animation to finish
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
     }
 
-    animation.SetLooping( false );
+    animation.SetLooping(false);
     application.SendNotification();
-    application.Render(static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/);
+    application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
 
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
   }
 
   // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
   {
     Actor actor = Actor::New();
-    stage.Add( actor );
+    stage.Add(actor);
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
-    animation.SetLooping( true );
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetLooping(true);
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
     application.SendNotification();
 
     // Specify a negative multiplier to play the animation in reverse
-    animation.SetSpeedFactor( -1.0f );
+    animation.SetSpeedFactor(-1.0f);
 
     Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
 
-    animation.SetLoopingMode( Animation::AUTO_REVERSE );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+    animation.SetLoopingMode(Animation::AUTO_REVERSE);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
 
     // Start the animation
     animation.Play();
     application.SendNotification();
     application.Render(0);
 
-    for( int iterations = 0; iterations < 3; ++iterations )
+    for(int iterations = 0; iterations < 3; ++iterations)
     {
-      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% time progress */ );
+      application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% time progress */);
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
 
       // Setting a negative speed factor is to play the animation in reverse.
       // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
       // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
 
       application.SendNotification();
-      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
+      application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 100% time progress */);
 
       // We did expect the animation to finish
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
     }
 
-    animation.SetLooping( false );
+    animation.SetLooping(false);
     application.SendNotification();
-    application.Render(static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/);
+    application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
 
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   }
 
   END_TEST;
@@ -12090,29 +12251,29 @@ int UtcDaliAnimationSetLoopingModeP(void)
 int UtcDaliAnimationSetLoopingModeP2(void)
 {
   // Test Loop Count and Loop mode being set
-  TestApplication application;
-  Integration::Scene stage( application.GetScene() );
+  TestApplication    application;
+  Integration::Scene stage(application.GetScene());
 
   // LoopingMode::AUTO_REVERSE
   {
     Actor actor = Actor::New();
-    stage.Add( actor );
+    stage.Add(actor);
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
     animation.SetLoopCount(3);
     DALI_TEST_CHECK(animation.IsLooping());
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
     application.SendNotification();
 
     Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
 
-    animation.SetLoopingMode( Animation::AUTO_REVERSE );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+    animation.SetLoopingMode(Animation::AUTO_REVERSE);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
 
     // Start the animation
     animation.Play();
@@ -12129,12 +12290,12 @@ int UtcDaliAnimationSetLoopingModeP2(void)
     // Loop
     float intervalSeconds = 3.0f;
 
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
     // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
     // and arrives at the beginning.
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
 
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
     application.Render(0);
     application.SendNotification();
@@ -12146,11 +12307,11 @@ int UtcDaliAnimationSetLoopingModeP2(void)
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
 
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
 
     finishCheck.Reset();
   }
@@ -12158,26 +12319,26 @@ int UtcDaliAnimationSetLoopingModeP2(void)
   // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
   {
     Actor actor = Actor::New();
-    stage.Add( actor );
+    stage.Add(actor);
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
     animation.SetLoopCount(3);
     DALI_TEST_CHECK(animation.IsLooping());
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
     application.SendNotification();
 
     // Specify a negative multiplier to play the animation in reverse
-    animation.SetSpeedFactor( -1.0f );
+    animation.SetSpeedFactor(-1.0f);
 
     Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
 
-    animation.SetLoopingMode( Animation::AUTO_REVERSE );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+    animation.SetLoopingMode(Animation::AUTO_REVERSE);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
 
     // Start the animation
     animation.Play();
@@ -12194,13 +12355,13 @@ int UtcDaliAnimationSetLoopingModeP2(void)
     // Loop
     float intervalSeconds = 3.0f;
 
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
     // Setting a negative speed factor is to play the animation in reverse.
     // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
     // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
     application.Render(0);
     application.SendNotification();
@@ -12212,11 +12373,11 @@ int UtcDaliAnimationSetLoopingModeP2(void)
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
 
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
     finishCheck.Reset();
   }
@@ -12227,50 +12388,50 @@ int UtcDaliAnimationSetLoopingModeP2(void)
 int UtcDaliAnimationSetLoopingModeP3(void)
 {
   // Test Loop Count is 1 (== default) and Loop mode being set
-  TestApplication application;
-  Integration::Scene stage( application.GetScene() );
+  TestApplication    application;
+  Integration::Scene stage(application.GetScene());
 
   // LoopingMode::AUTO_REVERSE
   {
     Actor actor = Actor::New();
-    stage.Add( actor );
+    stage.Add(actor);
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
     DALI_TEST_CHECK(1 == animation.GetLoopCount());
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
     application.SendNotification();
 
     Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
 
-    animation.SetLoopingMode( Animation::AUTO_REVERSE );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+    animation.SetLoopingMode(Animation::AUTO_REVERSE);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
 
     // Start the animation
     animation.Play();
     application.Render(0);
     application.SendNotification();
 
-    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ );
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /* 50% time progress */);
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
 
     // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
     // and arrives at the beginning.
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
     application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /* 100% time progress */);
 
     application.SendNotification();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
 
     application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+    application.Render(static_cast<unsigned int>(durationSeconds * 1.0f * 1000.0f) + 1u /*just beyond the animation duration*/);
 
     application.SendNotification();
     application.Render(0);
@@ -12278,7 +12439,7 @@ int UtcDaliAnimationSetLoopingModeP3(void)
     finishCheck.CheckSignalReceived();
 
     // After all animation finished, arrives at the beginning.
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
 
     finishCheck.Reset();
   }
@@ -12286,48 +12447,48 @@ int UtcDaliAnimationSetLoopingModeP3(void)
   // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
   {
     Actor actor = Actor::New();
-    stage.Add( actor );
+    stage.Add(actor);
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
     DALI_TEST_CHECK(1 == animation.GetLoopCount());
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
     application.SendNotification();
 
     // Specify a negative multiplier to play the animation in reverse
-    animation.SetSpeedFactor( -1.0f );
+    animation.SetSpeedFactor(-1.0f);
 
     Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
 
-    animation.SetLoopingMode( Animation::AUTO_REVERSE );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+    animation.SetLoopingMode(Animation::AUTO_REVERSE);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
 
     // Start the animation
     animation.Play();
     application.Render(0);
     application.SendNotification();
 
-    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ );
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /* 50% time progress */);
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
 
     // Setting a negative speed factor is to play the animation in reverse.
     // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
     // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
 
     application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /* 100% time progress */);
 
     application.SendNotification();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
     application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+    application.Render(static_cast<unsigned int>(durationSeconds * 1.0f * 1000.0f) + 1u /*just beyond the animation duration*/);
 
     application.SendNotification();
     application.Render(0);
@@ -12335,7 +12496,7 @@ int UtcDaliAnimationSetLoopingModeP3(void)
     finishCheck.CheckSignalReceived();
 
     // After all animation finished, arrives at the target.
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
     finishCheck.Reset();
   }
@@ -12350,10 +12511,10 @@ int UtcDaliAnimationGetLoopingModeP(void)
   Animation animation = Animation::New(1.0f);
 
   // default mode
-  DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART );
+  DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::RESTART);
 
-  animation.SetLoopingMode( Animation::AUTO_REVERSE );
-  DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+  animation.SetLoopingMode(Animation::AUTO_REVERSE);
+  DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
 
   END_TEST;
 }
@@ -12362,7 +12523,7 @@ int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void)
 {
   TestApplication application;
 
-  tet_infoline( "Connect to ProgressReachedSignal but do not set a required Progress marker" );
+  tet_infoline("Connect to ProgressReachedSignal but do not set a required Progress marker");
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
@@ -12380,8 +12541,8 @@ int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void)
   AnimationFinishCheck finishCheck(finishedSignalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
-  AnimationProgressCheck progressCheck( progressSignalReceived );
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
@@ -12392,26 +12553,26 @@ int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void)
   animation.Play();
 
   application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(durationSeconds*100.0f ); // 10% progress
+  application.Render(0);                        // start animation
+  application.Render(durationSeconds * 100.0f); // 10% progress
   application.SendNotification();
 
-  tet_infoline( "Ensure after animation has started playing that ProgressReachedSignal not emitted" );
+  tet_infoline("Ensure after animation has started playing that ProgressReachedSignal not emitted");
   progressCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 900.0f) + 1u /*just beyond the animation duration*/);
 
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  tet_infoline( "Animation finished" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  tet_infoline("Animation finished");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   END_TEST;
 }
 
 int UtcDaliAnimationMultipleProgressSignalsP(void)
 {
-  tet_infoline( "Multiple animations with different progress markers" );
+  tet_infoline("Multiple animations with different progress markers");
 
   TestApplication application;
 
@@ -12420,7 +12581,7 @@ int UtcDaliAnimationMultipleProgressSignalsP(void)
 
   // Build the animation
   Animation animationAlpha = Animation::New(0.0f);
-  Animation animationBeta = Animation::New(0.0f);
+  Animation animationBeta  = Animation::New(0.0f);
 
   //Set duration
   float durationSeconds(1.0f);
@@ -12431,95 +12592,95 @@ int UtcDaliAnimationMultipleProgressSignalsP(void)
   bool progressSignalReceivedBeta(false);
 
   AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
-  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta");
 
-  DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
-  DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
+  DevelAnimation::ProgressReachedSignal(animationAlpha).Connect(&application, progressCheckAlpha);
+  DevelAnimation::ProgressReachedSignal(animationBeta).Connect(&application, progressCheckBeta);
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
   animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  tet_infoline( "AnimationAlpha Progress notification set to 30%" );
-  DevelAnimation::SetProgressNotification( animationAlpha, 0.3f );
+  tet_infoline("AnimationAlpha Progress notification set to 30%");
+  DevelAnimation::SetProgressNotification(animationAlpha, 0.3f);
 
-  tet_infoline( "AnimationBeta Progress notification set to 50%" );
-  DevelAnimation::SetProgressNotification( animationBeta, 0.5f );
+  tet_infoline("AnimationBeta Progress notification set to 50%");
+  DevelAnimation::SetProgressNotification(animationBeta, 0.5f);
 
   application.SendNotification();
-  application.Render( );
+  application.Render();
 
   progressCheckAlpha.CheckSignalNotReceived();
   progressCheckBeta.CheckSignalNotReceived();
 
   // Start the animations from 10% progress
-  animationAlpha.SetCurrentProgress( 0.1f );
-  animationBeta.SetCurrentProgress( 0.1f );
+  animationAlpha.SetCurrentProgress(0.1f);
+  animationBeta.SetCurrentProgress(0.1f);
   animationAlpha.Play();
   animationBeta.Play();
 
-  tet_infoline( "Animation Playing from 10%" );
+  tet_infoline("Animation Playing from 10%");
 
   application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(durationSeconds*100.0f ); // 20% progress
+  application.Render(0);                        // start animation
+  application.Render(durationSeconds * 100.0f); // 20% progress
 
-  tet_infoline( "Animation at 20% - No signals to be received" );
+  tet_infoline("Animation at 20% - No signals to be received");
 
   progressCheckAlpha.CheckSignalNotReceived();
   progressCheckBeta.CheckSignalNotReceived();
 
   application.SendNotification();
-  application.Render(durationSeconds*200.0f ); // 40% progress
+  application.Render(durationSeconds * 200.0f); // 40% progress
   application.SendNotification();
-  tet_infoline( "Animation at 40% - Alpha signal should be received" );
-  DALI_TEST_EQUALS( 0.4f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+  tet_infoline("Animation at 40% - Alpha signal should be received");
+  DALI_TEST_EQUALS(0.4f, animationAlpha.GetCurrentProgress(), TEST_LOCATION);
 
   progressCheckAlpha.CheckSignalReceived();
   progressCheckBeta.CheckSignalNotReceived();
 
-  tet_infoline( "Progress check reset" );
+  tet_infoline("Progress check reset");
   progressCheckAlpha.Reset();
   progressCheckBeta.Reset();
 
-  application.Render(durationSeconds*100.0f ); // 50% progress
-  tet_infoline( "Animation at 50% - Beta should receive signal, Alpha should not" );
+  application.Render(durationSeconds * 100.0f); // 50% progress
+  tet_infoline("Animation at 50% - Beta should receive signal, Alpha should not");
   application.SendNotification();
 
-  DALI_TEST_EQUALS( 0.5f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.5f, animationBeta.GetCurrentProgress(), TEST_LOCATION);
 
   progressCheckAlpha.CheckSignalNotReceived();
   progressCheckBeta.CheckSignalReceived();
-  tet_infoline( "Progress check reset" );
+  tet_infoline("Progress check reset");
   progressCheckAlpha.Reset();
   progressCheckBeta.Reset();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 60% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 60% progress */);
   application.SendNotification();
 
-  tet_infoline( "Animation at 60%" );
+  tet_infoline("Animation at 60%");
 
   progressCheckAlpha.CheckSignalNotReceived();
   progressCheckBeta.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
   application.SendNotification();
-  tet_infoline( "Animation at 80%" );
+  tet_infoline("Animation at 80%");
 
   progressCheckAlpha.CheckSignalNotReceived();
   progressCheckBeta.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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
-  tet_infoline( "Animation finished" );
+  tet_infoline("Animation finished");
 
   END_TEST;
 }
 
 int UtcDaliAnimationMultipleProgressSignalsP2(void)
 {
-  tet_infoline( "Multiple animations with different progress markers and big step time" );
+  tet_infoline("Multiple animations with different progress markers and big step time");
 
   TestApplication application;
 
@@ -12528,7 +12689,7 @@ int UtcDaliAnimationMultipleProgressSignalsP2(void)
 
   // Build the animation
   Animation animationAlpha = Animation::New(0.0f);
-  Animation animationBeta = Animation::New(0.0f);
+  Animation animationBeta  = Animation::New(0.0f);
 
   //Set duration
   const float durationSeconds(1.0f);
@@ -12539,102 +12700,102 @@ int UtcDaliAnimationMultipleProgressSignalsP2(void)
   bool progressSignalReceivedBeta(false);
 
   AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
-  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta");
 
-  DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
-  DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
+  DevelAnimation::ProgressReachedSignal(animationAlpha).Connect(&application, progressCheckAlpha);
+  DevelAnimation::ProgressReachedSignal(animationBeta).Connect(&application, progressCheckBeta);
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
   animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  tet_infoline( "AnimationAlpha Progress notification set to 1%" );
-  DevelAnimation::SetProgressNotification( animationAlpha, 0.01f );
+  tet_infoline("AnimationAlpha Progress notification set to 1%");
+  DevelAnimation::SetProgressNotification(animationAlpha, 0.01f);
 
-  tet_infoline( "AnimationBeta Progress notification set to 99%" );
-  DevelAnimation::SetProgressNotification( animationBeta, 0.99f );
+  tet_infoline("AnimationBeta Progress notification set to 99%");
+  DevelAnimation::SetProgressNotification(animationBeta, 0.99f);
 
   application.SendNotification();
-  application.Render( );
+  application.Render();
 
   progressCheckAlpha.CheckSignalNotReceived();
   progressCheckBeta.CheckSignalNotReceived();
 
   // Start the animations unlimited looping
-  animationAlpha.SetLooping( true );
-  animationBeta.SetLooping( true );
+  animationAlpha.SetLooping(true);
+  animationBeta.SetLooping(true);
   animationAlpha.Play();
   animationBeta.Play();
 
   application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(durationSeconds*20.0f ); // 2% progress
+  application.Render(0);                       // start animation
+  application.Render(durationSeconds * 20.0f); // 2% progress
   application.SendNotification();
-  DALI_TEST_EQUALS( 0.02f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.02f, animationAlpha.GetCurrentProgress(), TEST_LOCATION);
 
-  tet_infoline( "Animation at 2% - Alpha signals should be received, Beta should not." );
+  tet_infoline("Animation at 2% - Alpha signals should be received, Beta should not.");
 
   progressCheckAlpha.CheckSignalReceived();
   progressCheckBeta.CheckSignalNotReceived();
 
-  tet_infoline( "Progress check reset" );
+  tet_infoline("Progress check reset");
   progressCheckAlpha.Reset();
   progressCheckBeta.Reset();
 
   application.SendNotification();
-  application.Render(durationSeconds*960.0f ); // 98% progress
+  application.Render(durationSeconds * 960.0f); // 98% progress
   application.SendNotification();
-  tet_infoline( "Animation at 98% - No signal received" );
-  DALI_TEST_EQUALS( 0.98f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+  tet_infoline("Animation at 98% - No signal received");
+  DALI_TEST_EQUALS(0.98f, animationAlpha.GetCurrentProgress(), TEST_LOCATION);
 
   progressCheckAlpha.CheckSignalNotReceived();
   progressCheckBeta.CheckSignalNotReceived();
 
   application.SendNotification();
-  application.Render(durationSeconds*40.0f ); // 2% progress
+  application.Render(durationSeconds * 40.0f); // 2% progress
   application.SendNotification();
-  tet_infoline( "Animation loop once and now 2% - Alpha and Beta should receive signal" );
+  tet_infoline("Animation loop once and now 2% - Alpha and Beta should receive signal");
   application.SendNotification();
 
-  DALI_TEST_EQUALS( 0.02f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.02f, animationBeta.GetCurrentProgress(), TEST_LOCATION);
 
   progressCheckAlpha.CheckSignalReceived();
   progressCheckBeta.CheckSignalReceived();
 
-  tet_infoline( "Progress check reset" );
+  tet_infoline("Progress check reset");
   progressCheckAlpha.Reset();
   progressCheckBeta.Reset();
 
   application.SendNotification();
-  application.Render(durationSeconds*980.0f ); // 100% progress
+  application.Render(durationSeconds * 980.0f); // 100% progress
   application.SendNotification();
-  tet_infoline( "Animation loop one more time. and now 100% - Beta should receive signal, Alhpa sholud not" );
+  tet_infoline("Animation loop one more time. and now 100% - Beta should receive signal, Alhpa sholud not");
   application.SendNotification();
 
   progressCheckAlpha.CheckSignalNotReceived();
   progressCheckBeta.CheckSignalReceived();
 
-  tet_infoline( "Progress check reset" );
+  tet_infoline("Progress check reset");
   progressCheckAlpha.Reset();
   progressCheckBeta.Reset();
 
-  animationAlpha.SetLooping( false );
-  animationBeta.SetLooping( false );
+  animationAlpha.SetLooping(false);
+  animationBeta.SetLooping(false);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*2000.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 2000.0f) + 1u /*just beyond the animation duration*/);
   application.SendNotification();
 
   // We did expect the animation to finish
-  tet_infoline( "Animation finished" );
+  tet_infoline("Animation finished");
 
   END_TEST;
 }
 
 int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
 {
-  tet_infoline( "Multiple animations with different progress markers" );
+  tet_infoline("Multiple animations with different progress markers");
 
   TestApplication application;
 
@@ -12643,7 +12804,7 @@ int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
 
   // Build the animation
   Animation animationAlpha = Animation::New(0.0f);
-  Animation animationBeta = Animation::New(0.0f);
+  Animation animationBeta  = Animation::New(0.0f);
 
   //Set duration
   float durationSeconds(1.0f);
@@ -12655,24 +12816,24 @@ int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
   bool progressSignalReceivedBeta(false);
 
   AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
-  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta");
 
-  DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
-  DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
+  DevelAnimation::ProgressReachedSignal(animationAlpha).Connect(&application, progressCheckAlpha);
+  DevelAnimation::ProgressReachedSignal(animationBeta).Connect(&application, progressCheckBeta);
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
   animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  tet_infoline( "AnimationAlpha Progress notification set to 30%" );
-  DevelAnimation::SetProgressNotification( animationAlpha, 0.3f );
+  tet_infoline("AnimationAlpha Progress notification set to 30%");
+  DevelAnimation::SetProgressNotification(animationAlpha, 0.3f);
 
-  tet_infoline( "AnimationBeta Progress notification set to ~0% (==Notify when delay is done)" );
-  DevelAnimation::SetProgressNotification( animationBeta, Math::MACHINE_EPSILON_1 );
+  tet_infoline("AnimationBeta Progress notification set to ~0% (==Notify when delay is done)");
+  DevelAnimation::SetProgressNotification(animationBeta, Math::MACHINE_EPSILON_1);
 
   application.SendNotification();
-  application.Render( );
+  application.Render();
 
   progressCheckAlpha.CheckSignalNotReceived();
   progressCheckBeta.CheckSignalNotReceived();
@@ -12682,65 +12843,65 @@ int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
   animationBeta.PlayAfter(delaySeconds);
 
   application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(delaySeconds * 500.0f ); // 50% wait progress
+  application.Render(0);                     // start animation
+  application.Render(delaySeconds * 500.0f); // 50% wait progress
 
-  tet_infoline( "Delay at 50% - No signals to be received" );
+  tet_infoline("Delay at 50% - No signals to be received");
 
   progressCheckAlpha.CheckSignalNotReceived();
   progressCheckBeta.CheckSignalNotReceived();
 
   application.SendNotification();
-  application.Render(delaySeconds * 500.0f + durationSeconds * 50.0f ); // 100% wait, 5% progress
+  application.Render(delaySeconds * 500.0f + durationSeconds * 50.0f); // 100% wait, 5% progress
   application.SendNotification();
-  tet_infoline( "Delay at 100%, Animation at 5% - Beta signal should be received" );
-  DALI_TEST_EQUALS( 0.05f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+  tet_infoline("Delay at 100%, Animation at 5% - Beta signal should be received");
+  DALI_TEST_EQUALS(0.05f, animationBeta.GetCurrentProgress(), TEST_LOCATION);
 
   progressCheckBeta.CheckSignalReceived();
   progressCheckAlpha.CheckSignalNotReceived();
 
-  tet_infoline( "Progress check reset" );
+  tet_infoline("Progress check reset");
   progressCheckAlpha.Reset();
   progressCheckBeta.Reset();
 
-  application.Render(durationSeconds * 200.0f ); // 25% progress
-  tet_infoline( "Animation at 25% - No signals to be received" );
+  application.Render(durationSeconds * 200.0f); // 25% progress
+  tet_infoline("Animation at 25% - No signals to be received");
   application.SendNotification();
 
   progressCheckAlpha.CheckSignalNotReceived();
   progressCheckBeta.CheckSignalNotReceived();
 
-  application.Render(durationSeconds * 200.0f ); // 45% progress
-  tet_infoline( "Animation at 45% - Alpha should receive signal, Beta should not" );
+  application.Render(durationSeconds * 200.0f); // 45% progress
+  tet_infoline("Animation at 45% - Alpha should receive signal, Beta should not");
   application.SendNotification();
 
-  DALI_TEST_EQUALS( 0.45f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.45f, animationAlpha.GetCurrentProgress(), TEST_LOCATION);
 
   progressCheckAlpha.CheckSignalReceived();
   progressCheckBeta.CheckSignalNotReceived();
 
-  tet_infoline( "Progress check reset" );
+  tet_infoline("Progress check reset");
   progressCheckAlpha.Reset();
   progressCheckBeta.Reset();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*150.0f)/* 60% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 150.0f) /* 60% progress */);
   application.SendNotification();
 
-  tet_infoline( "Animation at 60%" );
+  tet_infoline("Animation at 60%");
 
   progressCheckAlpha.CheckSignalNotReceived();
   progressCheckBeta.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
   application.SendNotification();
-  tet_infoline( "Animation at 80%" );
+  tet_infoline("Animation at 80%");
 
   progressCheckAlpha.CheckSignalNotReceived();
   progressCheckBeta.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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
-  tet_infoline( "Animation finished" );
+  tet_infoline("Animation finished");
 
   END_TEST;
 }
@@ -12760,8 +12921,8 @@ int UtcDaliAnimationProgressCallbackWithLoopingP(void)
   animation.SetDuration(durationSeconds);
 
   // Set Looping Count
-  const int loopCount( 4 );
-  animation.SetLoopCount( loopCount );
+  const int loopCount(4);
+  animation.SetLoopCount(loopCount);
 
   bool finishedSignalReceived(false);
   bool progressSignalReceived(false);
@@ -12770,17 +12931,17 @@ int UtcDaliAnimationProgressCallbackWithLoopingP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   AnimationProgressCheck progressCheck(progressSignalReceived);
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  tet_infoline( "Animation Progress notification set to 50% with looping count 4" );
-  DevelAnimation::SetProgressNotification( animation, 0.5f );
+  tet_infoline("Animation Progress notification set to 50% with looping count 4");
+  DevelAnimation::SetProgressNotification(animation, 0.5f);
 
   application.SendNotification();
-  application.Render( );
+  application.Render();
 
   progressCheck.CheckSignalNotReceived();
 
@@ -12789,35 +12950,35 @@ int UtcDaliAnimationProgressCallbackWithLoopingP(void)
   for(int count = 0; count < loopCount; count++)
   {
     application.SendNotification();
-    application.Render(0); // start animation
-    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
-    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+    application.Render(0);                                // start animation
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+    DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-    tet_infoline( "Animation at 25%" );
+    tet_infoline("Animation at 25%");
 
     progressCheck.CheckSignalNotReceived();
 
     application.SendNotification();
-    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
     application.SendNotification();
-    tet_infoline( "Animation at 50%" );
-    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+    tet_infoline("Animation at 50%");
+    DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
 
     progressCheck.CheckSignalReceived();
 
-    tet_infoline( "Progress check reset" );
+    tet_infoline("Progress check reset");
     progressCheck.Reset();
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
-    tet_infoline( "Animation at 75%" );
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+    tet_infoline("Animation at 75%");
     application.SendNotification();
 
-    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+    DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
 
     progressCheck.CheckSignalNotReceived();
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
-    tet_infoline( "Animation at 100%" );
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 100% progress
+    tet_infoline("Animation at 100%");
     application.SendNotification();
 
     //Nothing check at 100% progress. cause It can be both 100% and 0%.
@@ -12848,7 +13009,7 @@ int UtcDaliAnimationProgressCallbackWithLoopingP2(void)
   animation.SetDuration(durationSeconds);
 
   // Set Looping Unlmited
-  animation.SetLooping( true );
+  animation.SetLooping(true);
 
   bool finishedSignalReceived(false);
   bool progressSignalReceived(false);
@@ -12857,17 +13018,17 @@ int UtcDaliAnimationProgressCallbackWithLoopingP2(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   AnimationProgressCheck progressCheck(progressSignalReceived);
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  tet_infoline( "Animation Progress notification set to 50% with unlimited looping" );
-  DevelAnimation::SetProgressNotification( animation, 0.5f );
+  tet_infoline("Animation Progress notification set to 50% with unlimited looping");
+  DevelAnimation::SetProgressNotification(animation, 0.5f);
 
   application.SendNotification();
-  application.Render( );
+  application.Render();
 
   progressCheck.CheckSignalNotReceived();
 
@@ -12876,35 +13037,35 @@ int UtcDaliAnimationProgressCallbackWithLoopingP2(void)
   for(int count = 0; count < 4; count++)
   {
     application.SendNotification();
-    application.Render(0); // start animation
-    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
-    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+    application.Render(0);                                // start animation
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+    DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-    tet_infoline( "Animation at 25%" );
+    tet_infoline("Animation at 25%");
 
     progressCheck.CheckSignalNotReceived();
 
     application.SendNotification();
-    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
     application.SendNotification();
-    tet_infoline( "Animation at 50%" );
-    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+    tet_infoline("Animation at 50%");
+    DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
 
     progressCheck.CheckSignalReceived();
 
-    tet_infoline( "Progress check reset" );
+    tet_infoline("Progress check reset");
     progressCheck.Reset();
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
-    tet_infoline( "Animation at 75%" );
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+    tet_infoline("Animation at 75%");
     application.SendNotification();
 
-    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+    DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
 
     progressCheck.CheckSignalNotReceived();
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
-    tet_infoline( "Animation at 100%" );
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 100% progress
+    tet_infoline("Animation at 100%");
     application.SendNotification();
 
     //Nothing check at 100% progress. cause It can be both 100% and 0%.
@@ -12913,7 +13074,7 @@ int UtcDaliAnimationProgressCallbackWithLoopingP2(void)
   }
   finishCheck.CheckSignalNotReceived();
 
-  animation.SetLooping( false );
+  animation.SetLooping(false);
   application.Render(0u);
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 10u);
@@ -12941,10 +13102,10 @@ int UtcDaliAnimationProgressCallbackNegativeSpeed(void)
   animation.SetDuration(durationSeconds);
 
   //Set speed negative
-  animation.SetSpeedFactor( -1.0f );
+  animation.SetSpeedFactor(-1.0f);
 
   // Set Looping Unlmited
-  animation.SetLooping( true );
+  animation.SetLooping(true);
 
   bool finishedSignalReceived(false);
   bool progressSignalReceived(false);
@@ -12953,17 +13114,17 @@ int UtcDaliAnimationProgressCallbackNegativeSpeed(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   AnimationProgressCheck progressCheck(progressSignalReceived);
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  tet_infoline( "Animation Progress notification set to 50%" );
-  DevelAnimation::SetProgressNotification( animation, 0.5f );
+  tet_infoline("Animation Progress notification set to 50%");
+  DevelAnimation::SetProgressNotification(animation, 0.5f);
 
   application.SendNotification();
-  application.Render( );
+  application.Render();
 
   progressCheck.CheckSignalNotReceived();
 
@@ -12976,34 +13137,34 @@ int UtcDaliAnimationProgressCallbackNegativeSpeed(void)
     progressCheck.CheckSignalNotReceived();
 
     application.SendNotification();
-    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
-    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+    DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-    tet_infoline( "Animation at 25%" );
+    tet_infoline("Animation at 25%");
 
     progressCheck.CheckSignalNotReceived();
 
     application.SendNotification();
-    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
     application.SendNotification();
-    tet_infoline( "Animation at 50%" );
-    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+    tet_infoline("Animation at 50%");
+    DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
 
     progressCheck.CheckSignalReceived();
 
-    tet_infoline( "Progress check reset" );
+    tet_infoline("Progress check reset");
     progressCheck.Reset();
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
-    tet_infoline( "Animation at 75%" );
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+    tet_infoline("Animation at 75%");
     application.SendNotification();
 
-    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+    DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
 
     progressCheck.CheckSignalNotReceived();
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
-    tet_infoline( "Animation at 100%" );
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 100% progress
+    tet_infoline("Animation at 100%");
     application.SendNotification();
 
     //Nothing check at 100% progress. cause It can be both 100% and 0%.
@@ -13013,8 +13174,8 @@ int UtcDaliAnimationProgressCallbackNegativeSpeed(void)
   finishCheck.CheckSignalNotReceived();
 
   animation.Stop();
-  animation.SetLooping( false );
-  animation.SetLoopCount( 4 );
+  animation.SetLooping(false);
+  animation.SetLoopCount(4);
   animation.Play();
   application.Render(0u);
   application.SendNotification();
@@ -13026,34 +13187,34 @@ int UtcDaliAnimationProgressCallbackNegativeSpeed(void)
     progressCheck.CheckSignalNotReceived();
 
     application.SendNotification();
-    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
-    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+    DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-    tet_infoline( "Animation at 25%" );
+    tet_infoline("Animation at 25%");
 
     progressCheck.CheckSignalNotReceived();
 
     application.SendNotification();
-    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
     application.SendNotification();
-    tet_infoline( "Animation at 50%" );
-    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+    tet_infoline("Animation at 50%");
+    DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
 
     progressCheck.CheckSignalReceived();
 
-    tet_infoline( "Progress check reset" );
+    tet_infoline("Progress check reset");
     progressCheck.Reset();
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
-    tet_infoline( "Animation at 75%" );
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+    tet_infoline("Animation at 75%");
     application.SendNotification();
 
-    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+    DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
 
     progressCheck.CheckSignalNotReceived();
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
-    tet_infoline( "Animation at 100%" );
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 100% progress
+    tet_infoline("Animation at 100%");
     application.SendNotification();
 
     //Nothing check at 100% progress. cause It can be both 100% and 0%.
@@ -13090,52 +13251,52 @@ int UtcDaliAnimationProgressCallbackInvalidSignalN(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   AnimationProgressCheck progressCheck(progressSignalReceived);
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  tet_infoline( "Animation Progress PlayRange as 10% ~ 90%" );
-  animation.SetPlayRange( Vector2( 0.1f, 0.9f ) );
+  tet_infoline("Animation Progress PlayRange as 10% ~ 90%");
+  animation.SetPlayRange(Vector2(0.1f, 0.9f));
 
-  tet_infoline( "Animation Progress notification set to >90% that never can notificated" );
-  DevelAnimation::SetProgressNotification( animation, 0.9f + Math::MACHINE_EPSILON_1 );
+  tet_infoline("Animation Progress notification set to >90% that never can notificated");
+  DevelAnimation::SetProgressNotification(animation, 0.9f + Math::MACHINE_EPSILON_1);
 
   application.SendNotification();
-  application.Render( );
+  application.Render();
 
   progressCheck.CheckSignalNotReceived();
 
   animation.Play();
 
   application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(durationSeconds*0.25*1000.0f ); // 35% progress
-  DALI_TEST_EQUALS( 0.35f, animation.GetCurrentProgress(), TEST_LOCATION );
+  application.Render(0);                                // start animation
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 35% progress
+  DALI_TEST_EQUALS(0.35f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-  tet_infoline( "Animation at 35%" );
+  tet_infoline("Animation at 35%");
 
   progressCheck.CheckSignalNotReceived();
 
   application.SendNotification();
-  application.Render(durationSeconds*0.25*1000.0f ); // 60% progress
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 60% progress
   application.SendNotification();
-  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.6f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-  tet_infoline( "Animation at 60%" );
+  tet_infoline("Animation at 60%");
 
   progressCheck.CheckSignalNotReceived();
 
-  application.Render(durationSeconds*0.25*1000.0f ); // 85% progress
-  tet_infoline( "Animation at 85%" );
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 85% progress
+  tet_infoline("Animation at 85%");
   application.SendNotification();
-  DALI_TEST_EQUALS( 0.85f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.85f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   progressCheck.CheckSignalNotReceived();
 
-  application.Render(durationSeconds*0.25*1000.0f ); // 90% progress
-  tet_infoline( "Animation over 90%" );
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 90% progress
+  tet_infoline("Animation over 90%");
   application.SendNotification();
 
   // progress never signaled because playrange is 90%
@@ -13165,47 +13326,47 @@ int UtcDaliAnimationProgressCallbackLongDurationP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   AnimationProgressCheck progressCheck(progressSignalReceived);
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  tet_infoline( "Animation Progress notification set to 50%" );
-  DevelAnimation::SetProgressNotification( animation, 0.5f );
+  tet_infoline("Animation Progress notification set to 50%");
+  DevelAnimation::SetProgressNotification(animation, 0.5f);
 
   application.SendNotification();
-  application.Render( );
+  application.Render();
 
   progressCheck.CheckSignalNotReceived();
 
   animation.Play();
 
   application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
-  DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+  application.Render(0);                                // start animation
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+  DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-  tet_infoline( "Animation at 25%" );
+  tet_infoline("Animation at 25%");
 
   progressCheck.CheckSignalNotReceived();
 
   application.SendNotification();
-  application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
   application.SendNotification();
-  tet_infoline( "Animation at 50%" );
-  DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+  tet_infoline("Animation at 50%");
+  DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   progressCheck.CheckSignalReceived();
 
-  tet_infoline( "Progress check reset" );
+  tet_infoline("Progress check reset");
   progressCheck.Reset();
 
-  application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
-  tet_infoline( "Animation at 75%" );
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+  tet_infoline("Animation at 75%");
   application.SendNotification();
 
-  DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   progressCheck.CheckSignalNotReceived();
 
@@ -13223,48 +13384,55 @@ int UtcDaliAnimationAnimateByInvalidParameters(void)
   Animation animation = Animation::New(1.0f);
 
   DALI_TEST_ASSERTION(
-  {
-    // non animateable property (STRING)
-    animation.AnimateBy( Property( actor, Actor::Property::LAYOUT_DIRECTION ), Property::Value( "new direction" ) );
-  }, "Property type is not animatable" );
+    {
+      // non animateable property (STRING)
+      animation.AnimateBy(Property(actor, Actor::Property::LAYOUT_DIRECTION), Property::Value("new direction"));
+    },
+    "Property type is not animatable");
 
   DALI_TEST_ASSERTION(
-  {
-    // non animateable property (MATRIX)
-    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Dali::Matrix() ), Property::ANIMATABLE );
-    animation.AnimateBy( Property( actor, index ), Property::Value( Property::MATRIX ) );
-  }, "Property type is not animatable" );
+    {
+      // non animateable property (MATRIX)
+      Property::Index index = actor.RegisterProperty("Foobar", Property::Value(Dali::Matrix()), Property::ANIMATABLE);
+      animation.AnimateBy(Property(actor, index), Property::Value(Property::MATRIX));
+    },
+    "Property type is not animatable");
 
   // AnimateBy
   DALI_TEST_ASSERTION(
-  {
-    // non animateable target (NONE)
-    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value() );
-  }, "Target value is not animatable" );
+    {
+      // non animateable target (NONE)
+      animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value());
+    },
+    "Target value is not animatable");
 
   DALI_TEST_ASSERTION(
-  {
-    // non animateable target (STRING)
-    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value("foo") );
-  }, "Target value is not animatable" );
+    {
+      // non animateable target (STRING)
+      animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value("foo"));
+    },
+    "Target value is not animatable");
 
   DALI_TEST_ASSERTION(
-  {
-    // not mathing properties (VECTOR3, FLOAT)
-    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( 10.f ) );
-  }, "Property and target types don't match" );
+    {
+      // not mathing properties (VECTOR3, FLOAT)
+      animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value(10.f));
+    },
+    "Property and target types don't match");
 
   DALI_TEST_ASSERTION(
-  {
-    // not mathing properties (VECTOR3.A, VECTOR2)
-    animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), Property::Value( Property::VECTOR2 ) );
-  }, "Property and target types don't match" );
+    {
+      // not mathing properties (VECTOR3.A, VECTOR2)
+      animation.AnimateBy(Property(actor, Actor::Property::COLOR_ALPHA), Property::Value(Property::VECTOR2));
+    },
+    "Property and target types don't match");
 
   DALI_TEST_ASSERTION(
-  {
-    // negative duration
-    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) );
-  }, "Duration must be >=0" );
+    {
+      // negative duration
+      animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value(Vector3(1, 2, 3)), TimePeriod(-1));
+    },
+    "Duration must be >=0");
 
   END_TEST;
 }
@@ -13281,47 +13449,54 @@ int UtcDaliAnimationAnimateToInvalidParameters(void)
 
   // AnimateTo
   DALI_TEST_ASSERTION(
-  {
-    // non animateable property (MAP)
-    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::MAP ), Property::ANIMATABLE );
-    animation.AnimateTo( Property( actor, index ), Property::Value( Property::MAP ) );
-  }, "Property type is not animatable" );
+    {
+      // non animateable property (MAP)
+      Property::Index index = actor.RegisterProperty("Foobar", Property::Value(Property::MAP), Property::ANIMATABLE);
+      animation.AnimateTo(Property(actor, index), Property::Value(Property::MAP));
+    },
+    "Property type is not animatable");
 
   DALI_TEST_ASSERTION(
-  {
-    // non animateable target (NONE)
-    animation.AnimateTo( Property( actor, Actor::Property::CLIPPING_MODE ), Property::Value() );
-  }, "Property type is not animatable" );
+    {
+      // non animateable target (NONE)
+      animation.AnimateTo(Property(actor, Actor::Property::CLIPPING_MODE), Property::Value());
+    },
+    "Property type is not animatable");
 
   DALI_TEST_ASSERTION(
-  {
-    // non animateable target (ARRAY)
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Property::ARRAY ) );
-  }, "Target value is not animatable" );
+    {
+      // non animateable target (ARRAY)
+      animation.AnimateTo(Property(actor, Actor::Property::POSITION), Property::Value(Property::ARRAY));
+    },
+    "Target value is not animatable");
 
   DALI_TEST_ASSERTION(
-  {
-    // non animateable target (RECTANGLE)
-    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Rect<int32_t>() ) );
-  }, "Target value is not animatable" );
+    {
+      // non animateable target (RECTANGLE)
+      animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value(Rect<int32_t>()));
+    },
+    "Target value is not animatable");
 
   DALI_TEST_ASSERTION(
-  {
-    // not mathing properties (FLOAT, INT)
-    animation.AnimateTo( Property( actor, Actor::Property::SCALE_Y ), Property::Value(10) );
-  }, "Property and target types don't match" );
+    {
+      // not mathing properties (FLOAT, INT)
+      animation.AnimateTo(Property(actor, Actor::Property::SCALE_Y), Property::Value(10));
+    },
+    "Property and target types don't match");
 
   DALI_TEST_ASSERTION(
-  {
-    // not mathing properties (VECTOR3, VECTOR2)
-    animation.AnimateTo( Property( actor, Actor::Property::COLOR ), Property::Value( Property::VECTOR2 ) );
-  }, "Property and target types don't match" );
+    {
+      // not mathing properties (VECTOR3, VECTOR2)
+      animation.AnimateTo(Property(actor, Actor::Property::COLOR), Property::Value(Property::VECTOR2));
+    },
+    "Property and target types don't match");
 
   DALI_TEST_ASSERTION(
-  {
-    // negative duration
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) );
-  }, "Duration must be >=0" );
+    {
+      // negative duration
+      animation.AnimateTo(Property(actor, Actor::Property::POSITION), Property::Value(Vector3(1, 2, 3)), TimePeriod(-1));
+    },
+    "Duration must be >=0");
 
   END_TEST;
 }
@@ -13338,53 +13513,59 @@ int UtcDaliAnimationAnimateBetweenInvalidParameters(void)
 
   // AnimateBetween
   DALI_TEST_ASSERTION(
-  {
-    // non animateable property (ARRAY)
-    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::ARRAY ), Property::ANIMATABLE );
-    KeyFrames keyframes = KeyFrames::New();
-    keyframes.Add( 0.5f, Property::Value( Property::ARRAY ) );
-    animation.AnimateBetween( Property( actor, index ), keyframes );
-  }, "Property type is not animatable" );
+    {
+      // non animateable property (ARRAY)
+      Property::Index index     = actor.RegisterProperty("Foobar", Property::Value(Property::ARRAY), Property::ANIMATABLE);
+      KeyFrames       keyframes = KeyFrames::New();
+      keyframes.Add(0.5f, Property::Value(Property::ARRAY));
+      animation.AnimateBetween(Property(actor, index), keyframes);
+    },
+    "Property type is not animatable");
 
   DALI_TEST_ASSERTION(
-  {
-    // non animateable target (NONE)
-    KeyFrames keyframes = KeyFrames::New();
-    keyframes.Add( 0.5f, Property::Value() );
-    animation.AnimateBetween( Property( actor, Actor::Property::CLIPPING_MODE ), keyframes );
-  }, "Property type is not animatable" );
+    {
+      // non animateable target (NONE)
+      KeyFrames keyframes = KeyFrames::New();
+      keyframes.Add(0.5f, Property::Value());
+      animation.AnimateBetween(Property(actor, Actor::Property::CLIPPING_MODE), keyframes);
+    },
+    "Property type is not animatable");
 
   DALI_TEST_ASSERTION(
-  {
-    // non animateable target (EXTENTS)
-    KeyFrames keyframes = KeyFrames::New();
-    keyframes.Add( 0.5f, Property::Value( Property::EXTENTS ) ); // throws
-    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes );
-  }, "Property type is not animatable" );
+    {
+      // non animateable target (EXTENTS)
+      KeyFrames keyframes = KeyFrames::New();
+      keyframes.Add(0.5f, Property::Value(Property::EXTENTS)); // throws
+      animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes);
+    },
+    "Property type is not animatable");
 
   DALI_TEST_ASSERTION(
-  {
-    // non animateable target (RECTANGLE)
-    KeyFrames keyframes = KeyFrames::New();
-    keyframes.Add( 0.5f, Property::Value( Property::MAP ) ); // throws
-    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes );
-  }, "Property type is not animatable" );
+    {
+      // non animateable target (RECTANGLE)
+      KeyFrames keyframes = KeyFrames::New();
+      keyframes.Add(0.5f, Property::Value(Property::MAP)); // throws
+      animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes);
+    },
+    "Property type is not animatable");
 
   DALI_TEST_ASSERTION(
-  {
-    // not mathing properties (VECTOR2, VECTOR4)
-    KeyFrames keyframes = KeyFrames::New();
-    keyframes.Add( 0.5f, Property::Value( Vector4( 1, 2, 3, 4 ) ) );
-    animation.AnimateBetween( Property( actor, Actor::Property::MAXIMUM_SIZE ), keyframes );
-  }, "Property and target types don't match" );
+    {
+      // not mathing properties (VECTOR2, VECTOR4)
+      KeyFrames keyframes = KeyFrames::New();
+      keyframes.Add(0.5f, Property::Value(Vector4(1, 2, 3, 4)));
+      animation.AnimateBetween(Property(actor, Actor::Property::MAXIMUM_SIZE), keyframes);
+    },
+    "Property and target types don't match");
 
   DALI_TEST_ASSERTION(
-  {
-    // negative duration
-    KeyFrames keyframes = KeyFrames::New();
-    keyframes.Add( 0.5f, Property::Value(Vector3( 1, 2, 3 ) ) );
-    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes, TimePeriod(-1) );
-  }, "Duration must be >=0" );
+    {
+      // negative duration
+      KeyFrames keyframes = KeyFrames::New();
+      keyframes.Add(0.5f, Property::Value(Vector3(1, 2, 3)));
+      animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, TimePeriod(-1));
+    },
+    "Duration must be >=0");
 
   END_TEST;
 }
@@ -13397,34 +13578,34 @@ enum TestFunction
   CLEAR
 };
 
-void CheckPropertyValuesWhenCallingAnimationMethod( TestFunction functionToTest, const char * testName )
+void CheckPropertyValuesWhenCallingAnimationMethod(TestFunction functionToTest, const char* testName)
 {
-  tet_printf( "Testing %s\n", testName );
+  tet_printf("Testing %s\n", testName);
 
   // When an Animation::Stop() or Animation::Clear() is called, the event-side property needs to be updated appropriately
   // This test checks that that is being done
 
-  const float durationSeconds( 1.0f );
-  unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) );
-  const Vector3 originalPosition( Vector3::ZERO );
-  const Vector3 targetPosition( 10.0f, 10.0f, 10.0f );
-  const Vector3 halfWayToTarget( targetPosition * 0.5f );
+  const float   durationSeconds(1.0f);
+  unsigned int  halfAnimationDuration(static_cast<unsigned int>(durationSeconds * 1000.0f * 0.5f));
+  const Vector3 originalPosition(Vector3::ZERO);
+  const Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  const Vector3 halfWayToTarget(targetPosition * 0.5f);
 
   struct ExpectedValue
   {
     Animation::EndAction endAction;
-    Vector3 expectedGetPropertyValue;
+    Vector3              expectedGetPropertyValue;
   };
 
   ExpectedValue expectedValueTable[] =
-  {
-   { Animation::Bake,      halfWayToTarget  }, // When baking, the current value is the final value.
-   { Animation::BakeFinal, targetPosition   }, // When BakeFinal, we should jump to the final value when clearing or stopping.
-   { Animation::Discard,   originalPosition }, // When discarding, we should jump back to the original value when clearing or stopping.
-  };
-  const auto expectedValueTableCount = sizeof( expectedValueTable ) / sizeof( ExpectedValue );
+    {
+      {Animation::BAKE, halfWayToTarget},      // When baking, the current value is the final value.
+      {Animation::BAKE_FINAL, targetPosition}, // When BakeFinal, we should jump to the final value when clearing or stopping.
+      {Animation::DISCARD, originalPosition},  // When discarding, we should jump back to the original value when clearing or stopping.
+    };
+  const auto expectedValueTableCount = sizeof(expectedValueTable) / sizeof(ExpectedValue);
 
-  for( auto i = 0u; i < expectedValueTableCount; ++i  )
+  for(auto i = 0u; i < expectedValueTableCount; ++i)
   {
     TestApplication application;
 
@@ -13432,18 +13613,18 @@ void CheckPropertyValuesWhenCallingAnimationMethod( TestFunction functionToTest,
     application.GetScene().Add(actor);
 
     // Build the animation
-    Animation animation = Animation::New( durationSeconds );
-    animation.SetEndAction( expectedValueTable[ i ].endAction );
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetEndAction(expectedValueTable[i].endAction);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
     // Start the animation
     animation.Play();
 
     application.SendNotification();
-    application.Render( halfAnimationDuration );
+    application.Render(halfAnimationDuration);
 
     // Stop or Clear the animation early, both have the same effect
-    if( functionToTest == TestFunction::STOP )
+    if(functionToTest == TestFunction::STOP)
     {
       animation.Stop();
     }
@@ -13453,49 +13634,96 @@ void CheckPropertyValuesWhenCallingAnimationMethod( TestFunction functionToTest,
     }
 
     // The event side property should be set the expected value immediately, the update side property will still only be halfway as we haven't run an update yet
-    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
-    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), expectedValueTable[i].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION);
+    DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
 
     // After one frame, both values should match regardless of the End Action
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
-    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), expectedValueTable[i].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION);
+    DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), expectedValueTable[i].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION);
   }
 }
 } // unnamed namespace
 
 int UtcDaliAnimationStopPropertyValue(void)
 {
-  CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::STOP, "UtcDaliAnimationStopPropertyValue" );
+  CheckPropertyValuesWhenCallingAnimationMethod(TestFunction::STOP, "UtcDaliAnimationStopPropertyValue");
+  END_TEST;
+}
+
+int UtcDaliAnimationClearPropertyValue01(void)
+{
+  CheckPropertyValuesWhenCallingAnimationMethod(TestFunction::CLEAR, "UtcDaliAnimationStopPropertyValue");
   END_TEST;
 }
 
-int UtcDaliAnimationClearPropertyValue(void)
+int UtcDaliAnimationClearPropertyValue02(void)
 {
-  CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::CLEAR, "UtcDaliAnimationStopPropertyValue" );
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  const float durationSeconds(1.0f);
+  const Vector3 targetPosition1(10.0f, 10.0f, 10.0f);
+  const Vector3 targetPosition2(20.0f, 20.0f, 20.0f);
+
+  // Build the animation
+  Animation animation1 = Animation::New(durationSeconds);
+  animation1.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition1, AlphaFunction::LINEAR);
+  animation1.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
+
+  // The event side property should be set the current value immediately
+  DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), targetPosition1, VECTOR3_EPSILON, TEST_LOCATION);
+
+  application.SendNotification();
+  application.Render(2u /*just beyond the animation duration*/);
+
+  // Build a new animation
+  Animation animation2 = Animation::New(durationSeconds);
+  animation2.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition2, AlphaFunction::LINEAR);
+  animation2.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
+
+  // The event side property should be set the current value immediately
+  DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), targetPosition2, VECTOR3_EPSILON, TEST_LOCATION);
+
+  // Clear the first animation after finished
+  animation1.Clear();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
+
+  // The property should not be changed.
+  DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), targetPosition2, VECTOR3_EPSILON, TEST_LOCATION);
+
   END_TEST;
 }
 
 int UtcDaliAnimationPausePropertyValue(void)
 {
-  const float durationSeconds( 1.0f );
-  unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) );
-  const Vector3 originalPosition( Vector3::ZERO );
-  const Vector3 targetPosition( 10.0f, 10.0f, 10.0f );
-  const Vector3 halfWayToTarget( targetPosition * 0.5f );
+  const float   durationSeconds(1.0f);
+  unsigned int  halfAnimationDuration(static_cast<unsigned int>(durationSeconds * 1000.0f * 0.5f));
+  const Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  const Vector3 halfWayToTarget(targetPosition * 0.5f);
 
   Animation::EndAction endActions[] =
-  {
-   Animation::Bake,
-   Animation::BakeFinal,
-   Animation::Discard,
-  };
-  const auto endActionCount = sizeof( endActions ) / sizeof( endActions[0] );
+    {
+      Animation::BAKE,
+      Animation::BAKE_FINAL,
+      Animation::DISCARD,
+    };
+  const auto endActionCount = sizeof(endActions) / sizeof(endActions[0]);
 
   // For all end actions, when pausing, we stay at the current value
-  for( auto i = 0u; i < endActionCount; ++i  )
+  for(auto i = 0u; i < endActionCount; ++i)
   {
     TestApplication application;
 
@@ -13503,29 +13731,29 @@ int UtcDaliAnimationPausePropertyValue(void)
     application.GetScene().Add(actor);
 
     // Build the animation
-    Animation animation = Animation::New( durationSeconds );
-    animation.SetEndAction( endActions[ i ] );
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetEndAction(endActions[i]);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
     // Start the animation
     animation.Play();
 
     application.SendNotification();
-    application.Render( halfAnimationDuration );
+    application.Render(halfAnimationDuration);
 
     // Puase the animation early
     animation.Pause();
 
     // The event side property should be set the current value immediately, the update side property will still only be halfway
-    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
-    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
+    DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
 
     // After one frame, both values should match regardless of the End Action
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
-    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
+    DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
   }
 
   END_TEST;
@@ -13536,106 +13764,106 @@ int UtcDaliAnimationPlayFromWithLoopCount(void)
   TestApplication application;
 
   auto actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
-  auto animation = Animation::New( 1.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f );
-  animation.SetLoopCount( 2 );
+  auto animation = Animation::New(1.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 100.0f);
+  animation.SetLoopCount(2);
   animation.Play();
 
   application.SendNotification();
-  application.Render( 1001 );
+  application.Render(1001);
 
   // One loop completed
 
-  application.Render( 2005 );
+  application.Render(2005);
   application.SendNotification();
 
   // 2 loops should have completed
-  DALI_TEST_EQUALS( animation.GetCurrentLoop(), 2u, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetCurrentLoop(), 2u, TEST_LOCATION);
 
   // Another render needs to occur after all the loops end
   application.SendNotification();
-  application.Render( 1000 );
+  application.Render(1000);
 
   // Stop the animation and use PlayFrom, previously we got an Assert here
   animation.Stop();
-  animation.PlayFrom( 0.5f );
+  animation.PlayFrom(0.5f);
 
   application.SendNotification();
-  application.Render( 1000 );
+  application.Render(1000);
 
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
 
   END_TEST;
 }
 
 int UtcDaliAnimationCombineToAndByWithStop(void)
 {
-  tet_infoline( "Ensure the Y Position is not modified when animating the X position using AnimateTo and AnimateBy");
+  tet_infoline("Ensure the Y Position is not modified when animating the X position using AnimateTo and AnimateBy");
 
   TestApplication application;
 
   auto actor = Actor::New();
-  actor.SetProperty( Actor::Property::POSITION, Vector2( 100.0f, 100.0f ));
-  application.GetScene().Add( actor );
+  actor.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 100.0f));
+  application.GetScene().Add(actor);
 
-  auto animation = Animation::New( 1.0f );
-  const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >();
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) );
-  animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Vector3( -30.0f, 0.0f, 0.0f ), TimePeriod( 1.0f, 1.0f ) );
+  auto        animation = Animation::New(1.0f);
+  const float origY     = actor.GetProperty(Actor::Property::POSITION_Y).Get<float>();
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(150.0f, origY, 0.0f), TimePeriod(1.0f));
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION), Vector3(-30.0f, 0.0f, 0.0f), TimePeriod(1.0f, 1.0f));
   animation.Play();
 
   application.SendNotification();
-  application.Render( 500 );
+  application.Render(500);
 
   application.SendNotification();
-  application.Render( 500 );
+  application.Render(500);
 
   application.SendNotification();
-  application.Render( 500 );
+  application.Render(500);
 
   // Stop and clear the animation using the current values
   animation.Stop();
   animation.Clear();
 
   // Check the y position, it should be the same as before
-  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION_Y).Get< float >(), origY, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION_Y).Get<float>(), origY, TEST_LOCATION);
 
   END_TEST;
 }
 
 int UtcDaliAnimationCountAndGetAnimationAt(void)
 {
-  tet_infoline( "UtcDaliAnimationCountAndGetAnimationAt");
+  tet_infoline("UtcDaliAnimationCountAndGetAnimationAt");
 
   TestApplication application;
 
   auto actor = Actor::New();
-  actor.SetProperty( Actor::Property::POSITION, Vector2( 100.0f, 100.0f ));
-  application.GetScene().Add( actor );
+  actor.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 100.0f));
+  application.GetScene().Add(actor);
 
-  auto animation = Animation::New( 1.0f );
-  const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >();
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) );
+  auto        animation = Animation::New(1.0f);
+  const float origY     = actor.GetProperty(Actor::Property::POSITION_Y).Get<float>();
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(150.0f, origY, 0.0f), TimePeriod(1.0f));
   animation.Play();
 
   application.SendNotification();
-  application.Render( 500 );
+  application.Render(500);
 
   uint32_t animationCount = Dali::DevelAnimation::GetAnimationCount();
-  DALI_TEST_EQUALS( animationCount, 1, TEST_LOCATION );
+  DALI_TEST_EQUALS(animationCount, 1, TEST_LOCATION);
 
-  DALI_TEST_CHECK( !Dali::DevelAnimation::GetAnimationAt( 5 ) );
+  DALI_TEST_CHECK(!Dali::DevelAnimation::GetAnimationAt(5));
 
-  Dali::Animation animationReturned = Dali::DevelAnimation::GetAnimationAt( 0 );
-  DALI_TEST_EQUALS( animationReturned.GetState(), Dali::Animation::State::PLAYING, TEST_LOCATION );
+  Dali::Animation animationReturned = Dali::DevelAnimation::GetAnimationAt(0);
+  DALI_TEST_EQUALS(animationReturned.GetState(), Dali::Animation::State::PLAYING, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( animation.GetDuration(), animationReturned.GetDuration(), TEST_LOCATION );
-  DALI_TEST_EQUALS( animation.GetLoopCount(), animationReturned.GetLoopCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( animation.IsLooping(), animationReturned.IsLooping(), TEST_LOCATION );
-  DALI_TEST_EQUALS( animation.GetEndAction(), animationReturned.GetEndAction(), TEST_LOCATION );
-  DALI_TEST_EQUALS( animation.GetState(), animationReturned.GetState(), TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetDuration(), animationReturned.GetDuration(), TEST_LOCATION);
+  DALI_TEST_EQUALS(animation.GetLoopCount(), animationReturned.GetLoopCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(animation.IsLooping(), animationReturned.IsLooping(), TEST_LOCATION);
+  DALI_TEST_EQUALS(animation.GetEndAction(), animationReturned.GetEndAction(), TEST_LOCATION);
+  DALI_TEST_EQUALS(animation.GetState(), animationReturned.GetState(), TEST_LOCATION);
 
   // Stop and clear the animation using the current values
   animation.Stop();
@@ -13643,3 +13871,972 @@ int UtcDaliAnimationCountAndGetAnimationAt(void)
 
   END_TEST;
 }
+
+int UtcDaliAnimationSetLoopingNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    bool arg1(false);
+    instance.SetLooping(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetDurationNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    float arg1(0.0f);
+    instance.SetDuration(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetLoopCountNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetLoopCount();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetEndActionNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Animation::EndAction arg1(Animation::BAKE);
+    instance.SetEndAction(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetLoopCountNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    int arg1(0);
+    instance.SetLoopCount(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetPlayRangeNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Vector2 arg1;
+    instance.SetPlayRange(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative01(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property  arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames arg2;
+    instance.AnimateBetween(arg1, arg2);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative02(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property                 arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames                arg2;
+    Dali::Animation::Interpolation arg3(Animation::LINEAR);
+    instance.AnimateBetween(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative03(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property   arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames  arg2;
+    Dali::TimePeriod arg3(1.0f);
+    instance.AnimateBetween(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative04(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property                 arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames                arg2;
+    Dali::TimePeriod               arg3(1.0f);
+    Dali::Animation::Interpolation arg4(Animation::LINEAR);
+    instance.AnimateBetween(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative05(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property      arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames     arg2;
+    Dali::AlphaFunction arg3;
+    instance.AnimateBetween(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative06(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property                 arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames                arg2;
+    Dali::AlphaFunction            arg3;
+    Dali::Animation::Interpolation arg4(Animation::LINEAR);
+    instance.AnimateBetween(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative07(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property      arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames     arg2;
+    Dali::AlphaFunction arg3;
+    Dali::TimePeriod    arg4(1.0f);
+    instance.AnimateBetween(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative08(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property                 arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames                arg2;
+    Dali::AlphaFunction            arg3;
+    Dali::TimePeriod               arg4(1.0f);
+    Dali::Animation::Interpolation arg5(Animation::LINEAR);
+    instance.AnimateBetween(arg1, arg2, arg3, arg4, arg5);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationFinishedSignalNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.FinishedSignal();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetCurrentLoopNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetCurrentLoop();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Animation::LoopingMode arg1(Animation::RESTART);
+    instance.SetLoopingMode(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    float arg1(0.0f);
+    instance.SetSpeedFactor(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetCurrentProgressNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetCurrentProgress();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetCurrentProgressNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    float arg1(0.0f);
+    instance.SetCurrentProgress(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetDisconnectActionNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Animation::EndAction arg1(Animation::BAKE);
+    instance.SetDisconnectAction(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetDefaultAlphaFunctionNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::AlphaFunction arg1;
+    instance.SetDefaultAlphaFunction(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationHideNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Actor arg1;
+    float       arg2(0.0f);
+    instance.Hide(arg1, arg2);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.Play();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationShowNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Actor arg1;
+    float       arg2(0.0f);
+    instance.Show(arg1, arg2);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationStopNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.Stop();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationClearNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.Clear();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationPauseNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.Pause();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateNegative01(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Actor   arg1;
+    Dali::Path    arg2;
+    Dali::Vector3 arg3;
+    instance.Animate(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateNegative02(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Actor      arg1;
+    Dali::Path       arg2;
+    Dali::Vector3    arg3;
+    Dali::TimePeriod arg4(1.0f);
+    instance.Animate(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateNegative03(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Actor         arg1;
+    Dali::Path          arg2;
+    Dali::Vector3       arg3;
+    Dali::AlphaFunction arg4;
+    instance.Animate(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateNegative04(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Actor         arg1;
+    Dali::Path          arg2;
+    Dali::Vector3       arg3;
+    Dali::AlphaFunction arg4;
+    Dali::TimePeriod    arg5(1.0f);
+    instance.Animate(arg1, arg2, arg3, arg4, arg5);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayFromNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    float arg1(0.0f);
+    instance.PlayFrom(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNegative01(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    instance.AnimateBy(arg1, arg2);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNegative02(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    Dali::TimePeriod      arg3(1.0f);
+    instance.AnimateBy(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNegative03(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    Dali::AlphaFunction   arg3;
+    instance.AnimateBy(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNegative04(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    Dali::AlphaFunction   arg3;
+    Dali::TimePeriod      arg4(1.0f);
+    instance.AnimateBy(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToNegative01(void)
+{
+  TestApplication application;
+  Dali::Actor     actor;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    instance.AnimateTo(arg1, arg2);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToNegative02(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    Dali::TimePeriod      arg3(1.0f);
+    instance.AnimateTo(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToNegative03(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    Dali::AlphaFunction   arg3;
+    instance.AnimateTo(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToNegative04(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    Dali::AlphaFunction   arg3;
+    Dali::TimePeriod      arg4(1.0f);
+    instance.AnimateTo(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    float arg1(0.0f);
+    instance.PlayAfter(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetDurationNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetDuration();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetEndActionNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetEndAction();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetPlayRangeNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetPlayRange();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetLoopingModeNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetLoopingMode();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetSpeedFactorNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetSpeedFactor();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetDisconnectActionNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetDisconnectAction();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetDefaultAlphaFunctionNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetDefaultAlphaFunction();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetStateNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetState();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationIsLoopingNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.IsLooping();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliKeyFramesAddNegative01(void)
+{
+  TestApplication application;
+  Dali::KeyFrames instance;
+  try
+  {
+    float                 arg1(0.0f);
+    Dali::Property::Value arg2;
+    instance.Add(arg1, arg2);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliKeyFramesAddNegative02(void)
+{
+  TestApplication application;
+  Dali::KeyFrames instance;
+  try
+  {
+    float                 arg1(0.0f);
+    Dali::Property::Value arg2;
+    Dali::AlphaFunction   arg3;
+    instance.Add(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliKeyFramesGetTypeNegative(void)
+{
+  TestApplication application;
+  Dali::KeyFrames instance;
+  try
+  {
+    instance.GetType();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}