Renamed TouchSignal to TouchedSignal
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-TouchProcessing.cpp
index 19327d6..eeb635e 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 
 #include <stdlib.h>
 #include <dali/public-api/dali-core.h>
+#include <dali/integration-api/events/touch-integ.h>
 #include <dali/integration-api/events/touch-event-integ.h>
-#include <dali/integration-api/system-overlay.h>
+#include <dali/integration-api/render-task-list-integ.h>
 #include <dali-test-suite-utils.h>
+#include <dali/devel-api/actors/actor-devel.h>
 
 using namespace Dali;
 
@@ -39,29 +41,68 @@ void utc_dali_touch_processing_cleanup(void)
 
 namespace
 {
+struct TestPoint
+{
+  int32_t deviceId{-1};
+  PointState::Type state{PointState::FINISHED};
+  Actor hitActor;
+  Vector2 local;
+  Vector2 screen;
+  float radius{0};
+  Vector2 ellipseRadius;
+  float pressure{0};
+  Degree angle;
+  Device::Class::Type deviceClass{Device::Class::NONE};
+  Device::Subclass::Type deviceSubclass{Device::Subclass::NONE};
+
+  TestPoint() = default;
+  static const TestPoint ZERO;
+};
+
+const TestPoint TestPoint::ZERO;
+
 
 // Stores data that is populated in the callback and will be read by the TET cases
 struct SignalData
 {
   SignalData()
   : functorCalled( false ),
-    touchEvent(),
+    receivedTouch(),
     touchedActor()
   {
   }
 
+  struct TestTouchEvent
+  {
+    unsigned long time;
+    std::vector<TestPoint> points;
+
+    const TestPoint& GetPoint(size_t i)
+    {
+      if( i < points.size() )
+      {
+        return points[i];
+      }
+      return TestPoint::ZERO;
+    }
+    size_t GetPointCount()
+    {
+      return points.size();
+    }
+  };
+
   void Reset()
   {
     functorCalled = false;
 
-    touchEvent.time = 0u;
-    touchEvent.points.clear();
+    receivedTouch.time = 0u;
+    receivedTouch.points.clear();
 
     touchedActor.Reset();
   }
 
   bool functorCalled;
-  TouchEvent touchEvent;
+  TestTouchEvent receivedTouch;
   Actor touchedActor;
 };
 
@@ -79,11 +120,30 @@ struct TouchEventFunctor
   {
   }
 
-  bool operator()( Actor actor, const TouchEvent& touchEvent )
+  bool operator()( Actor actor, const TouchEvent& touch )
   {
     signalData.functorCalled = true;
     signalData.touchedActor = actor;
-    signalData.touchEvent = touchEvent;
+
+    signalData.receivedTouch.time = touch.GetTime();
+    signalData.receivedTouch.points.clear();
+
+    for( size_t i=0; i<touch.GetPointCount(); ++i )
+    {
+      TestPoint p;
+      p.deviceId = touch.GetDeviceId(i);
+      p.state = touch.GetState(i);
+      p.hitActor = touch.GetHitActor(i);
+      p.local = touch.GetLocalPosition(i);
+      p.screen = touch.GetScreenPosition(i);
+      p.radius = touch.GetRadius(i);
+      p.ellipseRadius = touch.GetEllipseRadius(i);
+      p.pressure = touch.GetPressure(i);
+      p.angle = touch.GetAngle(i);
+      p.deviceClass = touch.GetDeviceClass(i);
+      p.deviceSubclass = touch.GetDeviceSubclass(i);
+      signalData.receivedTouch.points.push_back(p);
+    }
 
     return returnValue;
   }
@@ -92,6 +152,42 @@ struct TouchEventFunctor
   bool returnValue;
 };
 
+struct HandleData
+{
+  bool signalReceived;
+  TouchEvent receivedTouchHandle;
+
+  HandleData()
+  : signalReceived(false)
+  {
+  }
+};
+
+struct TouchEventHandleFunctor
+{
+  /**
+   * Constructor.
+   * @param[in]  data         Reference to the data to store callback information.
+   * @param[in]  returnValue  What the functor should return.
+   */
+  TouchEventHandleFunctor( HandleData& handleData, bool returnValue = true )
+  : handleData(handleData),
+    returnValue( returnValue )
+  {
+  }
+
+  bool operator()( Actor actor, const TouchEvent& someTouchEvent )
+  {
+    handleData.signalReceived = true;
+    handleData.receivedTouchHandle = someTouchEvent;
+    return returnValue;
+  }
+
+  HandleData& handleData;
+  bool returnValue;
+};
+
+
 // Functor that removes the actor when called.
 struct RemoveActorFunctor : public TouchEventFunctor
 {
@@ -105,7 +201,7 @@ struct RemoveActorFunctor : public TouchEventFunctor
   {
   }
 
-  bool operator()( Actor actor, const TouchEvent& touchEvent )
+  bool operator()( Actor actor, const TouchEvent& touch )
   {
     Actor parent( actor.GetParent() );
     if ( parent )
@@ -113,14 +209,63 @@ struct RemoveActorFunctor : public TouchEventFunctor
       parent.Remove( actor );
     }
 
-    return TouchEventFunctor::operator()( actor, touchEvent );
+    return TouchEventFunctor::operator()( actor, touch );
+  }
+};
+
+struct OutOfBoundsData
+{
+  TestPoint point;
+  bool functorCalled;
+
+  OutOfBoundsData()
+  :functorCalled(false)
+  {
   }
 };
 
-Integration::TouchEvent GenerateSingleTouch( TouchPoint::State state, Vector2 screenPosition )
+// Functor that reads out of bounds data when called
+struct OutOfBoundsFunctor
+{
+  /**
+   * Constructor.
+   * @param[in]  data         Reference to the data to store callback information.
+   * @param[in]  returnValue  What the functor should return.
+   */
+  OutOfBoundsFunctor( OutOfBoundsData& data, bool returnValue = true )
+  : outOfBoundsData ( data ),
+    returnValue( returnValue )
+  {
+  }
+
+  bool operator()( Actor actor, const TouchEvent& touch )
+  {
+    outOfBoundsData.functorCalled = true;
+    size_t count = touch.GetPointCount();
+
+    // Read out of bounds data
+    outOfBoundsData.point.deviceId = touch.GetDeviceId(count+1);
+    outOfBoundsData.point.state = touch.GetState(count+1);
+    outOfBoundsData.point.hitActor = touch.GetHitActor(count+1);
+    outOfBoundsData.point.local = touch.GetLocalPosition(count+1);
+    outOfBoundsData.point.screen = touch.GetScreenPosition(count+1);
+
+    return returnValue;
+  }
+
+  OutOfBoundsData& outOfBoundsData;
+  bool returnValue;
+};
+
+Integration::TouchEvent GenerateSingleTouch( PointState::Type state, const Vector2& screenPosition )
 {
   Integration::TouchEvent touchEvent;
-  touchEvent.points.push_back( TouchPoint ( 0, state, screenPosition.x, screenPosition.y ) );
+  Integration::Point point;
+  point.SetState( state );
+  point.SetScreenPosition( screenPosition );
+  point.SetDeviceClass( Device::Class::TOUCH );
+  point.SetDeviceSubclass( Device::Subclass::NONE );
+  touchEvent.points.push_back( point );
   return touchEvent;
 }
 
@@ -128,20 +273,20 @@ Integration::TouchEvent GenerateSingleTouch( TouchPoint::State state, Vector2 sc
 
 ///////////////////////////////////////////////////////////////////////////////
 
-int UtcDaliTouchNormalProcessing(void)
+int UtcDaliTouchEventNormalProcessing01(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
-  // Connect to actor's touched signal
+  // Connect to actor's touch signal
   SignalData data;
   TouchEventFunctor functor( data );
   actor.TouchedSignal().Connect( &application, functor );
@@ -151,62 +296,136 @@ int UtcDaliTouchNormalProcessing(void)
   actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, screenCoordinates ) );
+  const TestPoint *point1 = &data.receivedTouch.GetPoint(0);
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( localCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS( 1u, data.receivedTouch.GetPointCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, point1->state, TEST_LOCATION );
+  DALI_TEST_EQUALS( screenCoordinates, point1->screen, TEST_LOCATION );
+  DALI_TEST_EQUALS( localCoordinates, point1->local, 0.1f, TEST_LOCATION );
   data.Reset();
 
   // Emit a motion signal
   screenCoordinates.x = screenCoordinates.y = 11.0f;
   actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, screenCoordinates ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, screenCoordinates ) );
+  const TestPoint *point2 = &data.receivedTouch.GetPoint(0);
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( localCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS( 1u, data.receivedTouch.GetPointCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::MOTION, point2->state, TEST_LOCATION );
+  DALI_TEST_EQUALS( screenCoordinates, point2->screen, TEST_LOCATION );
+  DALI_TEST_EQUALS( localCoordinates, point2->local, 0.1f, TEST_LOCATION );
   data.Reset();
 
   // Emit an up signal
   screenCoordinates.x = screenCoordinates.y = 12.0f;
   actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Up, screenCoordinates ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::UP, screenCoordinates ) );
+  const TestPoint *point3 = &data.receivedTouch.GetPoint(0);
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Up, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( localCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS( 1u, data.receivedTouch.GetPointCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::UP, point3->state, TEST_LOCATION );
+  DALI_TEST_EQUALS( screenCoordinates, point3->screen, TEST_LOCATION );
+  DALI_TEST_EQUALS( localCoordinates, point3->local, 0.1f, TEST_LOCATION );
   data.Reset();
 
   // Emit a down signal where the actor is not present
   screenCoordinates.x = screenCoordinates.y = 200.0f;
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, screenCoordinates ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliTouchOutsideCameraNearFarPlanes(void)
+
+int UtcDaliTouchEventNormalProcessing02(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  HandleData handleData;
+  TouchEventHandleFunctor functor( handleData );
+  actor.TouchedSignal().Connect( &application, functor );
+
+  Vector2 screenCoordinates( 10.0f, 10.0f );
+  Vector2 localCoordinates;
+  actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
+
+  // Emit a down signal
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, screenCoordinates ) );
+  DALI_TEST_EQUALS( true, handleData.signalReceived, TEST_LOCATION );
+  DALI_TEST_EQUALS( 1u, handleData.receivedTouchHandle.GetPointCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, handleData.receivedTouchHandle.GetState(0), TEST_LOCATION );
+  DALI_TEST_EQUALS( screenCoordinates, handleData.receivedTouchHandle.GetScreenPosition(0), TEST_LOCATION );
+  DALI_TEST_EQUALS( localCoordinates, handleData.receivedTouchHandle.GetLocalPosition(0), 0.1f, TEST_LOCATION );
+
+  END_TEST;
+}
+
+
+int UtcDaliTouchEventAPINegative(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  OutOfBoundsData data;
+  OutOfBoundsFunctor functor( data, true );
+  actor.TouchedSignal().Connect( &application, functor );
+
+  Vector2 screenCoordinates( 10.0f, 10.0f );
+  Vector2 localCoordinates;
+  actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
+
+  // Emit a down signal
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, screenCoordinates ) );
+
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, data.point.deviceId, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::FINISHED, data.point.state, TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector2::ZERO, data.point.screen, TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector2::ZERO, data.point.local, 0.1f, TEST_LOCATION );
+  DALI_TEST_CHECK( ! data.point.hitActor );
+
+  END_TEST;
+}
+
+
+int UtcDaliTouchEventOutsideCameraNearFarPlanes(void)
 {
   TestApplication application;
 
-  Stage stage = Stage::GetCurrent();
-  Vector2 stageSize = stage.GetSize();
+  Integration::Scene scene = application.GetScene();
+  Vector2 sceneSize = scene.GetSize();
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::CENTER);
-  actor.SetParentOrigin(ParentOrigin::CENTER);
-  stage.Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+  scene.Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Get the camera's near and far planes
-  RenderTaskList taskList = stage.GetRenderTaskList();
+  RenderTaskList taskList = scene.GetRenderTaskList();
   Dali::RenderTask task = taskList.GetTask(0);
   CameraActor camera = task.GetCameraActor();
   float nearPlane = camera.GetNearClippingPlane();
@@ -214,67 +433,67 @@ int UtcDaliTouchOutsideCameraNearFarPlanes(void)
 
   // Calculate the current distance of the actor from the camera
   float tanHalfFov = tanf(camera.GetFieldOfView() * 0.5f);
-  float distance = (stageSize.y * 0.5f) / tanHalfFov;
+  float distance = (sceneSize.y * 0.5f) / tanHalfFov;
 
   // Connect to actor's touched signal
   SignalData data;
   TouchEventFunctor functor( data );
   actor.TouchedSignal().Connect( &application, functor );
 
-  Vector2 screenCoordinates( stageSize.x * 0.5f, stageSize.y * 0.5f );
+  Vector2 screenCoordinates( sceneSize.x * 0.5f, sceneSize.y * 0.5f );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, screenCoordinates ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Emit a down signal where actor is just at the camera's near plane
-  actor.SetZ(distance - nearPlane);
+  actor.SetProperty( Actor::Property::POSITION_Z, distance - nearPlane);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, screenCoordinates ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Emit a down signal where actor is closer than the camera's near plane
-  actor.SetZ((distance - nearPlane) + 1.0f);
+  actor.SetProperty( Actor::Property::POSITION_Z, (distance - nearPlane) + 1.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, screenCoordinates ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Emit a down signal where actor is just at the camera's far plane
-  actor.SetZ(distance - farPlane);
+  actor.SetProperty( Actor::Property::POSITION_Z, distance - farPlane);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, screenCoordinates ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Emit a down signal where actor is further than the camera's far plane
-  actor.SetZ((distance - farPlane) - 1.0f);
+  actor.SetProperty( Actor::Property::POSITION_Z, (distance - farPlane) - 1.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, screenCoordinates ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchEmitEmpty(void)
+int UtcDaliTouchEventEmitEmpty(void)
 {
   TestApplication application;
 
@@ -292,14 +511,14 @@ int UtcDaliTouchEmitEmpty(void)
   END_TEST;
 }
 
-int UtcDaliTouchInterrupted(void)
+int UtcDaliTouchEventInterrupted(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -311,32 +530,32 @@ int UtcDaliTouchInterrupted(void)
   actor.TouchedSignal().Connect( &application, functor );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
   data.Reset();
 
   // Emit an interrupted signal, we should be signalled regardless of whether there is a hit or not.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f /* Outside actor */ ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::INTERRUPTED, Vector2( 200.0f, 200.0f /* Outside actor */ ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION );
   data.Reset();
 
   // Emit another interrupted signal, our signal handler should not be called.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::INTERRUPTED, Vector2( 200.0f, 200.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliTouchParentConsumer(void)
+int UtcDaliTouchEventParentConsumer(void)
 {
   TestApplication application;
-  Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+  Actor rootActor( application.GetScene().GetRootLayer() );
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -358,19 +577,19 @@ int UtcDaliTouchParentConsumer(void)
   rootActor.ScreenToLocal( rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, screenCoordinates ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, rootData.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, rootData.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_EQUALS( rootCoordinates, rootData.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  DALI_TEST_EQUALS( 1u, data.receivedTouch.GetPointCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( 1u, rootData.receivedTouch.GetPointCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( screenCoordinates, data.receivedTouch.points[0].screen, TEST_LOCATION );
+  DALI_TEST_EQUALS( screenCoordinates, rootData.receivedTouch.points[0].screen, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorCoordinates, data.receivedTouch.points[0].local, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS( rootCoordinates, rootData.receivedTouch.points[0].local, 0.1f, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == data.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( actor == rootData.receivedTouch.points[0].hitActor );
   data.Reset();
   rootData.Reset();
 
@@ -378,19 +597,19 @@ int UtcDaliTouchParentConsumer(void)
   screenCoordinates.x = screenCoordinates.y = 11.0f;
   actor.ScreenToLocal( actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y );
   rootActor.ScreenToLocal( rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, screenCoordinates ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, screenCoordinates ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, rootData.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, rootData.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_EQUALS( rootCoordinates, rootData.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  DALI_TEST_EQUALS( 1u, data.receivedTouch.GetPointCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( 1u, rootData.receivedTouch.GetPointCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::MOTION, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::MOTION, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( screenCoordinates, data.receivedTouch.points[0].screen, TEST_LOCATION );
+  DALI_TEST_EQUALS( screenCoordinates, rootData.receivedTouch.points[0].screen, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorCoordinates, data.receivedTouch.points[0].local, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS( rootCoordinates, rootData.receivedTouch.points[0].local, 0.1f, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == data.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( actor == rootData.receivedTouch.points[0].hitActor );
   data.Reset();
   rootData.Reset();
 
@@ -398,45 +617,45 @@ int UtcDaliTouchParentConsumer(void)
   screenCoordinates.x = screenCoordinates.y = 12.0f;
   actor.ScreenToLocal( actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y );
   rootActor.ScreenToLocal( rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Up, screenCoordinates ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::UP, screenCoordinates ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, rootData.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Up, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Up, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, rootData.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_EQUALS( rootCoordinates, rootData.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  DALI_TEST_EQUALS( 1u, data.receivedTouch.GetPointCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( 1u, rootData.receivedTouch.GetPointCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::UP, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::UP, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( screenCoordinates, data.receivedTouch.points[0].screen, TEST_LOCATION );
+  DALI_TEST_EQUALS( screenCoordinates, rootData.receivedTouch.points[0].screen, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorCoordinates, data.receivedTouch.points[0].local, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS( rootCoordinates, rootData.receivedTouch.points[0].local, 0.1f, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == data.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( actor == rootData.receivedTouch.points[0].hitActor );
   data.Reset();
   rootData.Reset();
 
   // Emit a down signal where the actor is not present, will hit the root actor though
   screenCoordinates.x = screenCoordinates.y = 200.0f;
   rootActor.ScreenToLocal( rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, screenCoordinates ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, rootData.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, rootData.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( rootCoordinates, rootData.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_CHECK( rootActor == rootData.touchEvent.points[0].hitActor );
+  DALI_TEST_EQUALS( 1u, rootData.receivedTouch.GetPointCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( screenCoordinates, rootData.receivedTouch.points[0].screen, TEST_LOCATION );
+  DALI_TEST_EQUALS( rootCoordinates, rootData.receivedTouch.points[0].local, 0.1f, TEST_LOCATION );
+  DALI_TEST_CHECK( rootActor == rootData.receivedTouch.points[0].hitActor );
   END_TEST;
 }
 
-int UtcDaliTouchInterruptedParentConsumer(void)
+int UtcDaliTouchEventInterruptedParentConsumer(void)
 {
   TestApplication application;
-  Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+  Actor rootActor( application.GetScene().GetRootLayer() );
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -453,67 +672,69 @@ int UtcDaliTouchInterruptedParentConsumer(void)
   rootActor.TouchedSignal().Connect( &application, rootFunctor );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == data.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( actor == rootData.receivedTouch.points[0].hitActor );
   data.Reset();
   rootData.Reset();
 
   // Emit an interrupted signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::INTERRUPTED, Vector2( 200.0f, 200.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == data.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( actor == rootData.receivedTouch.points[0].hitActor );
   data.Reset();
   rootData.Reset();
 
   // Emit another down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION );
   data.Reset();
   rootData.Reset();
 
-  // Remove actor from Stage
-  Stage::GetCurrent().Remove( actor );
+  // Remove actor from scene
+  application.GetScene().Remove( actor );
+  data.Reset();
+  rootData.Reset();
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Emit an interrupted signal, only root actor's signal should be called.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f /* Outside actor */ ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::INTERRUPTED, Vector2( 200.0f, 200.0f /* Outside actor */ ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( rootActor == rootData.touchEvent.points[0].hitActor );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( rootActor == rootData.receivedTouch.points[0].hitActor );
   data.Reset();
   rootData.Reset();
 
   // Emit another interrupted state, none of the signal's should be called.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::INTERRUPTED, Vector2( 200.0f, 200.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( false, rootData.functorCalled, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliTouchLeave(void)
+int UtcDaliTouchEventLeave(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -525,50 +746,50 @@ int UtcDaliTouchLeave(void)
   actor.TouchedSignal().Connect( &application, functor );
 
   // Set actor to require leave events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
   data.Reset();
 
   // Emit a motion signal outside of actor, should be signalled with a Leave
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2 ( 200.0f, 200.0f )) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Leave, data.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::LEAVE, data.receivedTouch.points[0].state, TEST_LOCATION );
   data.Reset();
 
   // Another motion outside of actor, no signalling
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 201.0f, 201.0f )) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2 ( 201.0f, 201.0f )) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Another motion event inside actor, signalled with motion
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 10.0f, 10.0f )) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2 ( 10.0f, 10.0f )) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, data.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::MOTION, data.receivedTouch.points[0].state, TEST_LOCATION );
   data.Reset();
 
   // We do not want to listen to leave events anymore
-  actor.SetLeaveRequired( false );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, false );
 
   // Another motion event outside of actor, no signalling
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2 ( 200.0f, 200.0f )) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchLeaveParentConsumer(void)
+int UtcDaliTouchEventLeaveParentConsumer(void)
 {
   TestApplication application;
-  Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+  Actor rootActor( application.GetScene().GetRootLayer() );
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -585,71 +806,71 @@ int UtcDaliTouchLeaveParentConsumer(void)
   rootActor.TouchedSignal().Connect( &application, rootFunctor );
 
   // Set actor to require leave events
-  actor.SetLeaveRequired( true );
-  rootActor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
+  rootActor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == data.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( actor == rootData.receivedTouch.points[0].hitActor );
   data.Reset();
   rootData.Reset();
 
   // Emit a motion signal outside of actor, should be signalled with a Leave
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2 ( 200.0f, 200.0f )) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Leave, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Leave, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  DALI_TEST_EQUALS( PointState::LEAVE, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::LEAVE, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == data.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( actor == rootData.receivedTouch.points[0].hitActor );
   data.Reset();
   rootData.Reset();
 
   // Another motion outside of actor, only rootActor signalled
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 201.0f, 201.0f )) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2 ( 201.0f, 201.0f )) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( rootActor == rootData.touchEvent.points[0].hitActor );
+  DALI_TEST_EQUALS( PointState::MOTION, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( rootActor == rootData.receivedTouch.points[0].hitActor );
   data.Reset();
   rootData.Reset();
 
   // Another motion event inside actor, signalled with motion
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 10.0f, 10.0f )) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2 ( 10.0f, 10.0f )) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  DALI_TEST_EQUALS( PointState::MOTION, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::MOTION, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == data.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( actor == rootData.receivedTouch.points[0].hitActor );
   data.Reset();
   rootData.Reset();
 
   // We do not want to listen to leave events of actor anymore
-  actor.SetLeaveRequired( false );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, false );
 
   // Another motion event outside of root actor, only root signalled
-  Vector2 stageSize( Stage::GetCurrent().GetSize() );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( stageSize.width + 10.0f, stageSize.height + 10.0f )) );
+  Vector2 sceneSize( application.GetScene().GetSize() );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2 ( sceneSize.width + 10.0f, sceneSize.height + 10.0f )) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Leave, rootData.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::LEAVE, rootData.receivedTouch.points[0].state, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliTouchActorBecomesInsensitive(void)
+int UtcDaliTouchEventActorBecomesInsensitive(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -661,31 +882,31 @@ int UtcDaliTouchActorBecomesInsensitive(void)
   actor.TouchedSignal().Connect( &application, functor );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
   data.Reset();
 
   // Change actor to insensitive
-  actor.SetSensitive( false );
+  actor.SetProperty( Actor::Property::SENSITIVE, false );
 
   // Emit a motion signal, signalled with an interrupted
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2 ( 200.0f, 200.0f )) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION );
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchActorBecomesInsensitiveParentConsumer(void)
+int UtcDaliTouchEventActorBecomesInsensitiveParentConsumer(void)
 {
   TestApplication application;
-  Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+  Actor rootActor( application.GetScene().GetRootLayer() );
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -702,52 +923,50 @@ int UtcDaliTouchActorBecomesInsensitiveParentConsumer(void)
   rootActor.TouchedSignal().Connect( &application, rootFunctor );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == data.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( actor == rootData.receivedTouch.points[0].hitActor );
   data.Reset();
   rootData.Reset();
 
-  // Remove actor from Stage
-  Stage::GetCurrent().Remove( actor );
-
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Make root actor insensitive
-  rootActor.SetSensitive( false );
+  rootActor.SetProperty( Actor::Property::SENSITIVE, false );
 
   // Emit a motion signal, signalled with an interrupted (should get interrupted even if within root actor)
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2 ( 200.0f, 200.0f )) );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION );
   DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, rootData.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, rootData.receivedTouch.points[0].state, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliTouchMultipleLayers(void)
+int UtcDaliTouchEventMultipleLayers(void)
 {
   TestApplication application;
-  Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+  Actor rootActor( application.GetScene().GetRootLayer() );
 
   // Connect to actor's touched signal
   SignalData data;
   TouchEventFunctor functor( data );
 
   Layer layer1 ( Layer::New() );
-  layer1.SetSize(100.0f, 100.0f);
-  layer1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add( layer1 );
+  layer1.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  layer1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add( layer1 );
 
   Actor actor1 ( Actor::New() );
-  actor1.SetSize( 100.0f, 100.0f );
-  actor1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  actor1.SetZ( 1.0f ); // Should hit actor1 in this layer
+  actor1.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  actor1.SetProperty( Actor::Property::POSITION_Z,  1.0f ); // Should hit actor1 in this layer
   layer1.Add( actor1 );
 
   // Render and notify
@@ -759,43 +978,43 @@ int UtcDaliTouchMultipleLayers(void)
   actor1.TouchedSignal().Connect( &application, functor );
 
   // Hit in hittable area, actor1 should be hit
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_CHECK( data.touchedActor == actor1 );
   data.Reset();
 
   // Make layer1 insensitive, nothing should be hit
-  layer1.SetSensitive( false );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  layer1.SetProperty( Actor::Property::SENSITIVE, false );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Make layer1 sensitive again, again actor1 will be hit
-  layer1.SetSensitive( true );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  layer1.SetProperty( Actor::Property::SENSITIVE, true );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_CHECK( data.touchedActor == actor1 );
   data.Reset();
 
   // Make rootActor insensitive, nothing should be hit
-  rootActor.SetSensitive( false );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  rootActor.SetProperty( Actor::Property::SENSITIVE, false );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Make rootActor sensitive
-  rootActor.SetSensitive( true );
+  rootActor.SetProperty( Actor::Property::SENSITIVE, true );
 
   // Add another layer
   Layer layer2 ( Layer::New() );
-  layer2.SetSize(100.0f, 100.0f );
-  layer2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  layer2.SetZ( 10.0f ); // Should hit layer2 in this layer rather than actor2
-  Stage::GetCurrent().Add( layer2 );
+  layer2.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  layer2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  layer2.SetProperty( Actor::Property::POSITION_Z,  10.0f ); // Should hit layer2 in this layer rather than actor2
+  application.GetScene().Add( layer2 );
 
   Actor actor2 ( Actor::New() );
-  actor2.SetSize(100.0f, 100.0f);
-  actor2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor2.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   layer2.Add( actor2 );
 
   // Render and notify
@@ -807,62 +1026,62 @@ int UtcDaliTouchMultipleLayers(void)
   actor2.TouchedSignal().Connect( &application, functor );
 
   // Emit an event, should hit layer2
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   //DALI_TEST_CHECK( data.touchedActor == layer2 ); // TODO: Uncomment this after removing renderable hack!
   data.Reset();
 
   // Make layer2 insensitive, should hit actor1
-  layer2.SetSensitive( false );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  layer2.SetProperty( Actor::Property::SENSITIVE, false );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_CHECK( data.touchedActor == actor1 );
   data.Reset();
 
   // Make layer2 sensitive again, should hit layer2
-  layer2.SetSensitive( true );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  layer2.SetProperty( Actor::Property::SENSITIVE, true );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   //DALI_TEST_CHECK( data.touchedActor == layer2 ); // TODO: Uncomment this after removing renderable hack!
   data.Reset();
 
   // Make layer2 invisible, render and notify
-  layer2.SetVisible( false );
+  layer2.SetProperty( Actor::Property::VISIBLE, false );
   application.SendNotification();
   application.Render();
 
   // Should hit actor1
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_CHECK( data.touchedActor == actor1 );
   data.Reset();
 
   // Make rootActor invisible, render and notify
-  rootActor.SetVisible( false );
+  rootActor.SetProperty( Actor::Property::VISIBLE, false );
   application.SendNotification();
   application.Render();
 
   // Should not hit anything
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchMultipleRenderTasks(void)
+int UtcDaliTouchEventMultipleRenderTasks(void)
 {
   TestApplication application;
-  Stage stage ( Stage::GetCurrent() );
-  Vector2 stageSize ( stage.GetSize() );
+  Integration::Scene scene ( application.GetScene() );
+  Vector2 sceneSize ( scene.GetSize() );
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  scene.Add(actor);
 
   // Create render task
-  Viewport viewport( stageSize.width * 0.5f, stageSize.height * 0.5f, stageSize.width * 0.5f, stageSize.height * 0.5f );
-  RenderTask renderTask ( Stage::GetCurrent().GetRenderTaskList().CreateTask() );
+  Viewport viewport( sceneSize.width * 0.5f, sceneSize.height * 0.5f, sceneSize.width * 0.5f, sceneSize.height * 0.5f );
+  RenderTask renderTask ( application.GetScene().GetRenderTaskList().CreateTask() );
   renderTask.SetViewport( viewport );
   renderTask.SetInputEnabled( true );
 
@@ -876,42 +1095,42 @@ int UtcDaliTouchMultipleRenderTasks(void)
   actor.TouchedSignal().Connect( &application, functor );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Ensure renderTask actor can be hit too.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Disable input on renderTask, should not be hittable
   renderTask.SetInputEnabled( false );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchMultipleRenderTasksWithChildLayer(void)
+int UtcDaliTouchEventMultipleRenderTasksWithChildLayer(void)
 {
   TestApplication application;
-  Stage stage ( Stage::GetCurrent() );
-  Vector2 stageSize ( stage.GetSize() );
+  Integration::Scene scene ( application.GetScene() );
+  Vector2 sceneSize ( scene.GetSize() );
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  scene.Add(actor);
 
   Layer layer = Layer::New();
-  layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  layer.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   actor.Add(layer);
 
   // Create render task
-  Viewport viewport( stageSize.width * 0.5f, stageSize.height * 0.5f, stageSize.width * 0.5f, stageSize.height * 0.5f );
-  RenderTask renderTask ( Stage::GetCurrent().GetRenderTaskList().CreateTask() );
+  Viewport viewport( sceneSize.width * 0.5f, sceneSize.height * 0.5f, sceneSize.width * 0.5f, sceneSize.height * 0.5f );
+  RenderTask renderTask ( application.GetScene().GetRenderTaskList().CreateTask() );
   renderTask.SetViewport( viewport );
   renderTask.SetInputEnabled( true );
   renderTask.SetSourceActor( actor );
@@ -927,55 +1146,55 @@ int UtcDaliTouchMultipleRenderTasksWithChildLayer(void)
   layer.TouchedSignal().Connect( &application, functor );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Ensure renderTask actor can be hit too.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Disable input on renderTask, should not be hittable
   renderTask.SetInputEnabled( false );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchOffscreenRenderTasks(void)
+int UtcDaliTouchEventOffscreenRenderTasks(void)
 {
   TestApplication application;
-  Stage stage ( Stage::GetCurrent() );
-  Vector2 stageSize ( stage.GetSize() );
+  Integration::Scene scene ( application.GetScene() );
+  Vector2 sceneSize ( scene.GetSize() );
 
   // FrameBufferImage for offscreen RenderTask
-  FrameBufferImage frameBufferImage( FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 ) );
+  FrameBuffer frameBuffer = FrameBuffer::New(sceneSize.width, sceneSize.height);
 
-  // Create an image actor to display the FrameBufferImage
-  ImageActor imageActor ( ImageActor::New( frameBufferImage ) );
-  imageActor.SetParentOrigin(ParentOrigin::CENTER);
-  imageActor.SetSize( stageSize.x, stageSize.y );
-  imageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
-  stage.Add( imageActor );
+  // Create a renderable actor to display the FrameBufferImage
+  Actor renderableActor = CreateRenderableActor(frameBuffer.GetColorTexture());
+  renderableActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+  renderableActor.SetProperty( Actor::Property::SIZE, Vector2( sceneSize.x, sceneSize.y ) );
+  renderableActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
+  scene.Add( renderableActor );
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add( actor );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  scene.Add( actor );
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); // Ensure framebuffer connects
 
-  stage.GetRenderTaskList().GetTask( 0u ).SetScreenToFrameBufferFunction( RenderTask::FULLSCREEN_FRAMEBUFFER_FUNCTION );
+  scene.GetRenderTaskList().GetTask( 0u ).SetScreenToFrameBufferFunction( RenderTask::FULLSCREEN_FRAMEBUFFER_FUNCTION );
 
   // Create a RenderTask
-  RenderTask renderTask = stage.GetRenderTaskList().CreateTask();
+  RenderTask renderTask = scene.GetRenderTaskList().CreateTask();
   renderTask.SetSourceActor( actor );
-  renderTask.SetTargetFrameBuffer( frameBufferImage );
+  renderTask.SetFrameBuffer(frameBuffer);
   renderTask.SetInputEnabled( true );
 
   // Create another RenderTask
-  RenderTask renderTask2( stage.GetRenderTaskList().CreateTask() );
+  RenderTask renderTask2( scene.GetRenderTaskList().CreateTask() );
   renderTask2.SetInputEnabled( true );
 
   // Render and notify
@@ -988,26 +1207,26 @@ int UtcDaliTouchOffscreenRenderTasks(void)
   actor.TouchedSignal().Connect( &application, functor );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchMultipleRenderableActors(void)
+int UtcDaliTouchEventMultipleRenderableActors(void)
 {
   TestApplication application;
-  Stage stage ( Stage::GetCurrent() );
-  Vector2 stageSize ( stage.GetSize() );
+  Integration::Scene scene ( application.GetScene() );
+  Vector2 sceneSize ( scene.GetSize() );
 
-  Actor parent = ImageActor::New();
-  parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add(parent);
+  Actor parent = CreateRenderableActor();
+  parent.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  scene.Add(parent);
 
-  Actor actor = ImageActor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1021,20 +1240,20 @@ int UtcDaliTouchMultipleRenderableActors(void)
   actor.TouchedSignal().Connect( &application, functor );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_CHECK( actor == data.touchedActor );
   END_TEST;
 }
 
-int UtcDaliTouchActorRemovedInSignal(void)
+int UtcDaliTouchEventActorRemovedInSignal(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -1046,25 +1265,25 @@ int UtcDaliTouchActorRemovedInSignal(void)
   actor.TouchedSignal().Connect( &application, functor );
 
   // Register for leave events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Re-add, render and notify
-  Stage::GetCurrent().Add(actor);
+  application.GetScene().Add(actor);
   application.SendNotification();
   application.Render();
 
   // Emit another signal outside of actor's area, should not get anything as the scene has changed.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 210.0f, 210.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2( 210.0f, 210.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
@@ -1073,17 +1292,17 @@ int UtcDaliTouchActorRemovedInSignal(void)
   application.Render();
 
   // Emit another signal outside of actor's area, should not get anything as the scene has changed.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 210.0f, 210.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2( 210.0f, 210.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
-  // Re-add actor back to stage, render and notify
-  Stage::GetCurrent().Add(actor);
+  // Re-add actor back to scene, render and notify
+  application.GetScene().Add(actor);
   application.SendNotification();
   application.Render();
 
   // Emit another down event
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
@@ -1091,19 +1310,19 @@ int UtcDaliTouchActorRemovedInSignal(void)
   actor.Reset();
 
   // Emit event, should not crash and should not receive an event.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 210.0f, 210.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2( 210.0f, 210.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliTouchActorSignalNotConsumed(void)
+int UtcDaliTouchEventActorSignalNotConsumed(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -1115,19 +1334,19 @@ int UtcDaliTouchActorSignalNotConsumed(void)
   actor.TouchedSignal().Connect( &application, functor );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliTouchActorUnStaged(void)
+int UtcDaliTouchEventActorRemovedFromScene(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -1139,68 +1358,33 @@ int UtcDaliTouchActorUnStaged(void)
   actor.TouchedSignal().Connect( &application, functor );
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
-  // Remove actor from stage
-  Stage::GetCurrent().Remove( actor );
+  // Remove actor from scene
+  application.GetScene().Remove( actor );
+  data.Reset();
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Emit a move at the same point, we should not be signalled.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchSystemOverlayActor(void)
+int UtcDaliTouchEventLayerConsumesTouch(void)
 {
   TestApplication application;
-  Dali::Integration::Core& core( application.GetCore() );
-  Dali::Integration::SystemOverlay& systemOverlay( core.GetSystemOverlay() );
-  systemOverlay.GetOverlayRenderTasks().CreateTask();
 
-  // Create an actor and add it to the system overlay.
-  Actor systemActor = Actor::New();
-  systemActor.SetSize(100.0f, 100.0f);
-  systemActor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  systemOverlay.Add( systemActor );
-
-  // Create an actor and add it to the stage as per normal, same position and size as systemActor
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
-
-  // Connect to the touch signals.
-  SignalData data;
-  TouchEventFunctor functor( data );
-  systemActor.TouchedSignal().Connect( &application, functor );
-  actor.TouchedSignal().Connect( &application, functor );
-
-  // Render and notify
-  application.SendNotification();
-  application.Render();
-
-  // Emit a down signal, the system overlay is drawn last so is at the top, should hit the systemActor.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_CHECK( systemActor == data.touchedActor );
-  END_TEST;
-}
-
-int UtcDaliTouchLayerConsumesTouch(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -1213,9 +1397,9 @@ int UtcDaliTouchLayerConsumesTouch(void)
 
   // Add a layer to overlap the actor
   Layer layer = Layer::New();
-  layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add( layer );
+  layer.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  layer.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add( layer );
   layer.RaiseToTop();
 
   // Render and notify
@@ -1223,39 +1407,39 @@ int UtcDaliTouchLayerConsumesTouch(void)
   application.Render();
 
   // Emit a few touch signals
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Up, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::UP, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Set layer to consume all touch
-  layer.SetTouchConsumed( true );
+  layer.SetProperty( Layer::Property::CONSUMES_TOUCH, true );
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Emit the same signals again, should not receive
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Up, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::UP, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   END_TEST;
 }
 
-int UtcDaliTouchLeaveActorReadded(void)
+int UtcDaliTouchEventLeaveActorReadded(void)
 {
   TestApplication application;
-  Stage stage = Stage::GetCurrent();
+  Integration::Scene scene = application.GetScene();
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  scene.Add(actor);
 
   // Set actor to receive touch-events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Render and notify
   application.SendNotification();
@@ -1267,44 +1451,89 @@ int UtcDaliTouchLeaveActorReadded(void)
   actor.TouchedSignal().Connect( &application, functor );
 
   // Emit a down and motion
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 11.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2( 11.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
-  // Remove actor from stage and add again
-  stage.Remove( actor );
-  stage.Add( actor );
+  // Remove actor from scene and add again
+  scene.Remove( actor );
+  scene.Add( actor );
 
   // Emit a motion within the actor's bounds
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 12.0f, 10.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2( 12.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Emit a motion outside the actor's bounds
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 200.0f, 200.0f ) ) );
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2( 200.0f, 200.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Leave, data.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::LEAVE, data.receivedTouch.points[0].state, TEST_LOCATION );
   data.Reset();
 
   END_TEST;
 }
 
-int UtcDaliTouchStencil(void)
+int UtcDaliTouchEventClippedActor(void)
 {
   TestApplication application;
-  Stage stage = Stage::GetCurrent();
+  Integration::Scene scene = application.GetScene();
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  scene.Add( actor );
+
+  Actor clippingActor = Actor::New();
+  clippingActor.SetProperty( Actor::Property::SIZE, Vector2( 50.0f, 50.0f ) );
+  clippingActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  clippingActor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+  scene.Add( clippingActor );
+
+  // Add a child to the clipped region.
+  Actor clippingChild = Actor::New();
+  clippingChild.SetProperty( Actor::Property::SIZE, Vector2( 50.0f, 50.0f ) );
+  clippingChild.SetProperty( Actor::Property::POSITION, Vector2( 25.0f, 25.0f ));
+  clippingChild.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  clippingActor.Add( clippingChild );
+
+  // Render and notify.
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touch signal.
+  SignalData data;
+  TouchEventFunctor functor( data );
+  actor.TouchedSignal().Connect( &application, functor );
 
-  TextActor actor = TextActor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add(actor);
+  // Emit an event within clipped area - no hit.
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
+  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  data.Reset();
 
-  Actor stencil = Actor::New();
-  stencil.SetSize(50.0f, 50.0f);
-  stencil.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stencil.SetDrawMode( DrawMode::STENCIL );
-  stage.Add(stencil);
+  // Emit an event outside the clipped area but within the actor area, we should have a hit.
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 60.0f, 60.0f ) ) );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  data.Reset();
+
+  clippingChild.TouchedSignal().Connect( &application, functor );
+
+  // Emit an event inside part of the child which is within the clipped area, we should have a hit.
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 30.0f, 30.0f ) ) );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  data.Reset();
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventActorUnparented(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -1315,127 +1544,241 @@ int UtcDaliTouchStencil(void)
   TouchEventFunctor functor( data );
   actor.TouchedSignal().Connect( &application, functor );
 
-  // Emit an event within stencil area
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  // Emit a down signal
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == data.receivedTouch.points[0].hitActor );
   data.Reset();
 
-  // Emit an event outside the stencil area but within the actor area
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 60.0f, 60.0f ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
-  data.Reset();
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Unparent the actor
+  actor.Unparent();
 
+  // Should receive an interrupted event
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliTouchStencilInActorHierarchy(void)
+int UtcDaliTouchEventParentRemovedFromScene(void)
 {
   TestApplication application;
-  Stage stage = Stage::GetCurrent();
 
-  TextActor parent = TextActor::New();
-  parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add(parent);
+  Actor parent = Actor::New();
+  parent.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(parent);
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  parent.Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  SignalData data;
+  TouchEventFunctor functor( data );
+  actor.TouchedSignal().Connect( &application, functor );
+
+  // Emit a down signal
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == data.receivedTouch.points[0].hitActor );
+  data.Reset();
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Unparent the parent of the touchable actor
+  parent.Unparent();
+
+  // Should receive an interrupted event
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliTouchEventActorRemovedFromSceneDifferentConsumer(void)
+{
+  TestApplication application;
 
-  TextActor child = TextActor::New();
-  child.SetSize(25.0f, 25.0f);
-  child.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  parent.Add(child);
+  Actor parent = Actor::New();
+  parent.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(parent);
 
-  Actor stencil = Actor::New();
-  stencil.SetSize(50.0f, 50.0f);
-  stencil.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stencil.SetDrawMode( DrawMode::STENCIL );
-  stage.Add(stencil);
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  parent.Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
-  // Connect to touch signals
+  // Connect to actor's touched signal
+  SignalData data;
+  TouchEventFunctor functor( data, false /* Do not consume */ );
+  actor.TouchedSignal().Connect( &application, functor );
+
+  // Connect to parent's touched signal
   SignalData parentData;
-  parent.TouchedSignal().Connect( &application, TouchEventFunctor(parentData) );
-  SignalData childData;
-  child.TouchedSignal().Connect( &application, TouchEventFunctor(childData) );
-
-  // Emit an event within stencil area
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( false, parentData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, childData.functorCalled, TEST_LOCATION );
-  parentData.Reset();
-  childData.Reset();
+  TouchEventFunctor parentFunctor( parentData );
+  parent.TouchedSignal().Connect( &application, parentFunctor );
 
-  // Emit an event outside child area and within stencil area
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 40.0f, 40.0f ) ) );
+  // Emit a down signal
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == data.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( actor == data.touchedActor );
   DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( false, childData.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, parentData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == parentData.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( parent == parentData.touchedActor );
+  data.Reset();
   parentData.Reset();
-  childData.Reset();
 
-  // Emit an event outside stencil are but within parent area
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 60.0f, 60.0f ) ) );
-  DALI_TEST_EQUALS( false, parentData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( false, childData.functorCalled, TEST_LOCATION );
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Unparent the actor
+  actor.Unparent();
+
+  // Should receive an interrupted event for both actor & parent
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, parentData.receivedTouch.points[0].state, TEST_LOCATION );
+  data.Reset();
   parentData.Reset();
-  childData.Reset();
 
-  // Readd actor (so that stencil is the first child)
-  stage.Remove(parent);
+  // Readd actor to parent
+  parent.Add(actor);
+
+  // Render and notify
   application.SendNotification();
   application.Render();
-  stage.Add(parent);
+
+  // Emit a motion signal
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2( 10.0f, 10.0f ) ) );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
+  data.Reset();
+  parentData.Reset();
+
+  // Parent is now consumer, connect again to the touched signal of the actor so that it becomes the consumer
+  SignalData secondData;
+  TouchEventFunctor secondFunctor( secondData /* Consume */ );
+  actor.TouchedSignal().Connect( &application, secondFunctor );
+
+  // Unparent the actor
+  actor.Unparent();
+
+  // Should receive an interrupted event for both actor functors & the parent as well as it was last consumer
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, parentData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( true, secondData.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, secondData.receivedTouch.points[0].state, TEST_LOCATION );
+  data.Reset();
+  parentData.Reset();
+  secondData.Reset();
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventInterruptedDifferentConsumer(void)
+{
+  TestApplication application;
+  Actor rootActor( application.GetScene().GetRootLayer() );
+
+  Actor parent = Actor::New();
+  parent.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(parent);
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  parent.Add(actor);
+
+  // Render and notify
   application.SendNotification();
   application.Render();
 
-  // Redo hit in same area...
+  // Connect to actor's touched signal
+  SignalData data;
+  TouchEventFunctor functor( data, false /* Do not consume */ );
+  actor.TouchedSignal().Connect( &application, functor );
 
-  // Emit an event within stencil area
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( false, parentData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, childData.functorCalled, TEST_LOCATION );
-  parentData.Reset();
-  childData.Reset();
+  // Connect to parent's touched signal
+  SignalData parentData;
+  TouchEventFunctor parentFunctor( parentData, false /* Do not consume */ );
+  parent.TouchedSignal().Connect( &application, parentFunctor );
+
+  // Connect to root's touched signal and consume
+  SignalData rootData;
+  TouchEventFunctor rootFunctor( rootData );
+  rootActor.TouchedSignal().Connect( &application, rootFunctor );
 
-  // Emit an event outside child area and within stencil area
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 40.0f, 40.0f ) ) );
+  // Emit a down signal
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == data.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( actor == data.touchedActor );
   DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( false, childData.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, parentData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == parentData.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( parent == parentData.touchedActor );
+  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_CHECK( actor == rootData.receivedTouch.points[0].hitActor );
+  DALI_TEST_CHECK( rootActor == rootData.touchedActor );
+  data.Reset();
   parentData.Reset();
-  childData.Reset();
+  rootData.Reset();
+
+  // Root is now consumer, connect to the touched signal of the parent so that it becomes the consumer
+  SignalData secondData;
+  TouchEventFunctor secondFunctor( secondData /* Consume */ );
+  parent.TouchedSignal().Connect( &application, secondFunctor );
 
-  // Emit an event outside stencil are but within parent area
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 60.0f, 60.0f ) ) );
-  DALI_TEST_EQUALS( false, parentData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( false, childData.functorCalled, TEST_LOCATION );
+  // Emit an interrupted signal, all three should STILL be called
+  application.ProcessEvent( GenerateSingleTouch( PointState::INTERRUPTED, Vector2( 10.0f, 10.0f ) ) );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, parentData.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::INTERRUPTED, rootData.receivedTouch.points[0].state, TEST_LOCATION );
+  data.Reset();
   parentData.Reset();
-  childData.Reset();
+  rootData.Reset();
 
   END_TEST;
 }
 
-int UtcDaliTouchMultipleStencils(void)
+int UtcDaliTouchEventGetRadius(void)
 {
   TestApplication application;
-  Stage stage = Stage::GetCurrent();
-
-  TextActor actor = TextActor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add(actor);
-
-  Actor stencil = Actor::New();
-  stencil.SetSize(50.0f, 50.0f);
-  stencil.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stencil.SetDrawMode( DrawMode::STENCIL );
-  stage.Add(stencil);
-
-  Actor stencil2 = Actor::New();
-  stencil2.SetSize(50.0f, 50.0f);
-  stencil2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stencil2.SetDrawMode( DrawMode::STENCIL );
-  stencil2.SetPosition(50.0f, 50.0f);
-  stage.Add(stencil2);
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -1446,39 +1789,233 @@ int UtcDaliTouchMultipleStencils(void)
   TouchEventFunctor functor( data );
   actor.TouchedSignal().Connect( &application, functor );
 
-  // Emit an event within stencil area
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  // Emit a down signal with an angle
+  Integration::TouchEvent touchEvent = GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+  touchEvent.points[ 0 ].SetRadius( 100.0f );
+  application.ProcessEvent( touchEvent );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  data.Reset();
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( 100.0f, data.receivedTouch.points[0].radius, TEST_LOCATION );
+  DALI_TEST_EQUALS( 100.0f, data.receivedTouch.points[0].ellipseRadius.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( 100.0f, data.receivedTouch.points[0].ellipseRadius.y, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventGetEllipseRadius(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
 
-  // Emit an event inside the second stencil area
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 60.0f, 60.0f ) ) );
+  // Connect to actor's touched signal
+  SignalData data;
+  TouchEventFunctor functor( data );
+  actor.TouchedSignal().Connect( &application, functor );
+
+  // Emit a down signal with an angle
+  Integration::TouchEvent touchEvent = GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+  touchEvent.points[ 0 ].SetRadius( 100.0f, Vector2( 20.0f, 10.0f ) );
+  application.ProcessEvent( touchEvent );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  data.Reset();
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( 100.0f, data.receivedTouch.points[0].radius, TEST_LOCATION );
+  DALI_TEST_EQUALS( 20.0f, data.receivedTouch.points[0].ellipseRadius.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( 10.0f, data.receivedTouch.points[0].ellipseRadius.y, TEST_LOCATION );
 
-  // Emit an event outside both stencil areas but within the actor area
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 60.0f ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
-  data.Reset();
+  END_TEST;
+}
+
+int UtcDaliTouchEventGetAngle(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  SignalData data;
+  TouchEventFunctor functor( data );
+  actor.TouchedSignal().Connect( &application, functor );
+
+  // Emit a down signal with an angle
+  Integration::TouchEvent touchEvent = GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+  touchEvent.points[ 0 ].SetAngle( Degree( 90.0f ) );
+  application.ProcessEvent( touchEvent );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( Degree( 90.0f ), data.receivedTouch.points[0].angle, TEST_LOCATION );
 
   END_TEST;
 }
 
-int UtcDaliTouchStencilNonRenderableActor(void)
+int UtcDaliTouchEventGetPressure(void)
 {
   TestApplication application;
-  Stage stage = Stage::GetCurrent();
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
 
-  Actor stencil = Actor::New();
-  stencil.SetSize(50.0f, 50.0f);
-  stencil.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stencil.SetDrawMode( DrawMode::STENCIL );
-  stage.Add(stencil);
+  // Connect to actor's touched signal
+  SignalData data;
+  TouchEventFunctor functor( data );
+  actor.TouchedSignal().Connect( &application, functor );
+
+  // Emit a down signal with an angle
+  Integration::TouchEvent touchEvent = GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+  touchEvent.points[ 0 ].SetPressure( 10.0f );
+  application.ProcessEvent( touchEvent );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS( 10.0f, data.receivedTouch.points[0].pressure, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventUsage(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  SignalData data;
+  TouchEventFunctor functor( data );
+  actor.TouchedSignal().Connect( &application, functor );
+
+
+  // Emit a down signal with an angle
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventGetDeviceAPINegative(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  HandleData handleData;
+  TouchEventHandleFunctor functor( handleData );
+  actor.TouchedSignal().Connect( &application, functor );
+
+  Vector2 screenCoordinates( 10.0f, 10.0f );
+  Vector2 localCoordinates;
+  actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
+
+  // Emit a down signal
+  application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, screenCoordinates ) );
+
+  TouchEvent data = handleData.receivedTouchHandle;
+  DALI_TEST_EQUALS( data.GetDeviceClass( -1 ), Device::Class::NONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( data.GetDeviceSubclass( -1 ), Device::Subclass::NONE, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliTouchEventGetMouseButtonPositive(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  HandleData handleData;
+  TouchEventHandleFunctor functor( handleData );
+  actor.TouchedSignal().Connect( &application, functor );
+
+  // Emit a down signal with MouseButton
+  Integration::TouchEvent touchEvent = GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+  touchEvent.points[ 0 ].SetMouseButton( static_cast< MouseButton::Type >( 3 ) );
+  application.ProcessEvent( touchEvent );
+
+  TouchEvent data = handleData.receivedTouchHandle;
+  DALI_TEST_EQUALS( data.GetMouseButton( 0 ), MouseButton::SECONDARY, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventGetMouseButtonNagative(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  HandleData handleData;
+  TouchEventHandleFunctor functor( handleData );
+  actor.TouchedSignal().Connect( &application, functor );
+
+  // Emit a down signal with MouseButton
+  Integration::TouchEvent touchEvent = GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+  touchEvent.points[ 0 ].SetMouseButton( static_cast< MouseButton::Type >( 2 ) );
+  application.ProcessEvent( touchEvent );
+
+  TouchEvent data = handleData.receivedTouchHandle;
+  DALI_TEST_EQUALS( data.GetMouseButton( 0 ), MouseButton::TERTIARY, TEST_LOCATION );
+  DALI_TEST_EQUALS( data.GetMouseButton( 3 ), MouseButton::INVALID, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventCapturePropertySet(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
@@ -1489,15 +2026,53 @@ int UtcDaliTouchStencilNonRenderableActor(void)
   TouchEventFunctor functor( data );
   actor.TouchedSignal().Connect( &application, functor );
 
-  // Emit an event within stencil area
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+  // Emit a down signal
+  application.ProcessEvent( GenerateSingleTouch( PointState::STARTED, Vector2( 10.0f, 10.0f ) ) );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  data.Reset();
+
+  // Now motion outside of actor, we should not receive the event
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2( 110.0f, 110.0f ) ) );
+  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  data.Reset();
+
+  // Up event, should receive an interrupted
+  application.ProcessEvent( GenerateSingleTouch( PointState::FINISHED, Vector2( 110.0f, 110.0f ) ) );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( data.receivedTouch.GetPoint(0).state, PointState::INTERRUPTED, TEST_LOCATION );
+
+  // Now set the capture property
+  actor.SetProperty( DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, true);
+
+  // Emit a down signal
+  application.ProcessEvent( GenerateSingleTouch( PointState::STARTED, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
-  // Emit an event outside the stencil area but within the actor area, we should have a hit!
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 60.0f, 60.0f ) ) );
+  // Now motion outside of actor, we now SHOULD receive the event
+  application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2( 110.0f, 110.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
+  // Up event, we should receive it again, but as ended rather than interrupted
+  application.ProcessEvent( GenerateSingleTouch( PointState::FINISHED, Vector2( 110.0f, 110.0f ) ) );
+  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  DALI_TEST_EQUALS( data.receivedTouch.GetPoint(0).state, PointState::FINISHED, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventIntegNewTouchEvent(void)
+{
+  uint32_t timestamp = 92858u;
+  TouchPoint tp(1, PointState::STARTED, 34.4f, 123.89f, 5.0f, 7.0f);
+  Dali::TouchEvent touchEvent = Integration::NewTouchEvent(timestamp, tp);
+
+  DALI_TEST_EQUALS(touchEvent.GetPointCount(), 1u, TEST_LOCATION);
+  DALI_TEST_EQUALS(touchEvent.GetState(0), PointState::STARTED, TEST_LOCATION );
+  DALI_TEST_EQUALS(touchEvent.GetLocalPosition(0), Vector2(5.0f, 7.0f), TEST_LOCATION );
+  DALI_TEST_EQUALS(touchEvent.GetScreenPosition(0), Vector2(34.4f, 123.89f), TEST_LOCATION );
+
+
   END_TEST;
 }