(Actor) Fix mismatch between GetTargetSize method and Size property
[platform/core/uifw/dali-core.git] / dali / internal / event / actors / actor-impl.cpp
index 1fdb485..22aeff5 100644 (file)
@@ -87,6 +87,32 @@ inline const Vector2& GetDefaultDimensionPadding()
 
 const SizeScalePolicy::Type DEFAULT_SIZE_SCALE_POLICY = SizeScalePolicy::USE_SIZE_SET;
 
+int GetSiblingOrder( ActorPtr actor )
+{
+  Property::Value value  = actor->GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+  int order;
+  value.Get( order );
+  return order;
+}
+
+bool ValidateActors( const Internal::Actor& actor, const Internal::Actor& target )
+{
+  bool validTarget = true;
+
+  if( &actor == &target )
+  {
+    DALI_LOG_WARNING( "Source actor and target actor can not be the same, Sibling order not changed.\n" );
+    validTarget = false;
+  }
+  else if( actor.GetParent() != target.GetParent() )
+  {
+    DALI_LOG_WARNING( "Source actor and target actor need to have common parent, Sibling order not changed.\n" );
+    validTarget = false;
+  }
+
+  return validTarget;
+}
+
 } // unnamed namespace
 
 /**
@@ -146,62 +172,64 @@ namespace // unnamed namespace
  *              Name                  Type   writable animatable constraint-input  enum for index-checking
  */
 DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "parentOrigin",        VECTOR3,  true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN )
-DALI_PROPERTY( "parentOriginX",       FLOAT,    true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN_X )
-DALI_PROPERTY( "parentOriginY",       FLOAT,    true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN_Y )
-DALI_PROPERTY( "parentOriginZ",       FLOAT,    true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN_Z )
-DALI_PROPERTY( "anchorPoint",         VECTOR3,  true,  false, true,  Dali::Actor::Property::ANCHOR_POINT )
-DALI_PROPERTY( "anchorPointX",        FLOAT,    true,  false, true,  Dali::Actor::Property::ANCHOR_POINT_X )
-DALI_PROPERTY( "anchorPointY",        FLOAT,    true,  false, true,  Dali::Actor::Property::ANCHOR_POINT_Y )
-DALI_PROPERTY( "anchorPointZ",        FLOAT,    true,  false, true,  Dali::Actor::Property::ANCHOR_POINT_Z )
-DALI_PROPERTY( "size",                VECTOR3,  true,  true,  true,  Dali::Actor::Property::SIZE )
-DALI_PROPERTY( "sizeWidth",           FLOAT,    true,  true,  true,  Dali::Actor::Property::SIZE_WIDTH )
-DALI_PROPERTY( "sizeHeight",          FLOAT,    true,  true,  true,  Dali::Actor::Property::SIZE_HEIGHT )
-DALI_PROPERTY( "sizeDepth",           FLOAT,    true,  true,  true,  Dali::Actor::Property::SIZE_DEPTH )
-DALI_PROPERTY( "position",            VECTOR3,  true,  true,  true,  Dali::Actor::Property::POSITION )
-DALI_PROPERTY( "positionX",           FLOAT,    true,  true,  true,  Dali::Actor::Property::POSITION_X )
-DALI_PROPERTY( "positionY",           FLOAT,    true,  true,  true,  Dali::Actor::Property::POSITION_Y )
-DALI_PROPERTY( "positionZ",           FLOAT,    true,  true,  true,  Dali::Actor::Property::POSITION_Z )
-DALI_PROPERTY( "worldPosition",       VECTOR3,  false, false, true,  Dali::Actor::Property::WORLD_POSITION )
-DALI_PROPERTY( "worldPositionX",      FLOAT,    false, false, true,  Dali::Actor::Property::WORLD_POSITION_X )
-DALI_PROPERTY( "worldPositionY",      FLOAT,    false, false, true,  Dali::Actor::Property::WORLD_POSITION_Y )
-DALI_PROPERTY( "worldPositionZ",      FLOAT,    false, false, true,  Dali::Actor::Property::WORLD_POSITION_Z )
-DALI_PROPERTY( "orientation",         ROTATION, true,  true,  true,  Dali::Actor::Property::ORIENTATION )
-DALI_PROPERTY( "worldOrientation",    ROTATION, false, false, true,  Dali::Actor::Property::WORLD_ORIENTATION )
-DALI_PROPERTY( "scale",               VECTOR3,  true,  true,  true,  Dali::Actor::Property::SCALE )
-DALI_PROPERTY( "scaleX",              FLOAT,    true,  true,  true,  Dali::Actor::Property::SCALE_X )
-DALI_PROPERTY( "scaleY",              FLOAT,    true,  true,  true,  Dali::Actor::Property::SCALE_Y )
-DALI_PROPERTY( "scaleZ",              FLOAT,    true,  true,  true,  Dali::Actor::Property::SCALE_Z )
-DALI_PROPERTY( "worldScale",          VECTOR3,  false, false, true,  Dali::Actor::Property::WORLD_SCALE )
-DALI_PROPERTY( "visible",             BOOLEAN,  true,  true,  true,  Dali::Actor::Property::VISIBLE )
-DALI_PROPERTY( "color",               VECTOR4,  true,  true,  true,  Dali::Actor::Property::COLOR )
-DALI_PROPERTY( "colorRed",            FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_RED )
-DALI_PROPERTY( "colorGreen",          FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_GREEN )
-DALI_PROPERTY( "colorBlue",           FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_BLUE )
-DALI_PROPERTY( "colorAlpha",          FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_ALPHA )
-DALI_PROPERTY( "worldColor",          VECTOR4,  false, false, true,  Dali::Actor::Property::WORLD_COLOR )
-DALI_PROPERTY( "worldMatrix",         MATRIX,   false, false, true,  Dali::Actor::Property::WORLD_MATRIX )
-DALI_PROPERTY( "name",                STRING,   true,  false, false, Dali::Actor::Property::NAME )
-DALI_PROPERTY( "sensitive",           BOOLEAN,  true,  false, false, Dali::Actor::Property::SENSITIVE )
-DALI_PROPERTY( "leaveRequired",       BOOLEAN,  true,  false, false, Dali::Actor::Property::LEAVE_REQUIRED )
-DALI_PROPERTY( "inheritOrientation",  BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_ORIENTATION )
-DALI_PROPERTY( "inheritScale",        BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_SCALE )
-DALI_PROPERTY( "colorMode",           STRING,   true,  false, false, Dali::Actor::Property::COLOR_MODE )
-DALI_PROPERTY( "positionInheritance", STRING,   true,  false, false, Dali::Actor::Property::POSITION_INHERITANCE )
-DALI_PROPERTY( "drawMode",            STRING,   true,  false, false, Dali::Actor::Property::DRAW_MODE )
-DALI_PROPERTY( "sizeModeFactor",      VECTOR3,  true,  false, false, Dali::Actor::Property::SIZE_MODE_FACTOR )
-DALI_PROPERTY( "widthResizePolicy",   STRING,   true,  false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY )
-DALI_PROPERTY( "heightResizePolicy",  STRING,   true,  false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY )
-DALI_PROPERTY( "sizeScalePolicy",     STRING,   true,  false, false, Dali::Actor::Property::SIZE_SCALE_POLICY )
-DALI_PROPERTY( "widthForHeight",      BOOLEAN,  true,  false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT )
-DALI_PROPERTY( "heightForWidth",      BOOLEAN,  true,  false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH )
-DALI_PROPERTY( "padding",             VECTOR4,  true,  false, false, Dali::Actor::Property::PADDING )
-DALI_PROPERTY( "minimumSize",         VECTOR2,  true,  false, false, Dali::Actor::Property::MINIMUM_SIZE )
-DALI_PROPERTY( "maximumSize",         VECTOR2,  true,  false, false, Dali::Actor::Property::MAXIMUM_SIZE )
-DALI_PROPERTY( "inheritPosition",     BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_POSITION )
-DALI_PROPERTY( "clippingMode",        STRING,   true,  false, false, Dali::Actor::Property::CLIPPING_MODE )
-DALI_PROPERTY( "batchParent",         BOOLEAN,  true,  false, false, Dali::DevelActor::Property::BATCH_PARENT )
-DALI_PROPERTY( "siblingOrder",        INTEGER,  true,  false, false, Dali::DevelActor::Property::SIBLING_ORDER )
+DALI_PROPERTY( "parentOrigin",              VECTOR3,  true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN )
+DALI_PROPERTY( "parentOriginX",             FLOAT,    true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN_X )
+DALI_PROPERTY( "parentOriginY",             FLOAT,    true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN_Y )
+DALI_PROPERTY( "parentOriginZ",             FLOAT,    true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN_Z )
+DALI_PROPERTY( "anchorPoint",               VECTOR3,  true,  false, true,  Dali::Actor::Property::ANCHOR_POINT )
+DALI_PROPERTY( "anchorPointX",              FLOAT,    true,  false, true,  Dali::Actor::Property::ANCHOR_POINT_X )
+DALI_PROPERTY( "anchorPointY",              FLOAT,    true,  false, true,  Dali::Actor::Property::ANCHOR_POINT_Y )
+DALI_PROPERTY( "anchorPointZ",              FLOAT,    true,  false, true,  Dali::Actor::Property::ANCHOR_POINT_Z )
+DALI_PROPERTY( "size",                      VECTOR3,  true,  true,  true,  Dali::Actor::Property::SIZE )
+DALI_PROPERTY( "sizeWidth",                 FLOAT,    true,  true,  true,  Dali::Actor::Property::SIZE_WIDTH )
+DALI_PROPERTY( "sizeHeight",                FLOAT,    true,  true,  true,  Dali::Actor::Property::SIZE_HEIGHT )
+DALI_PROPERTY( "sizeDepth",                 FLOAT,    true,  true,  true,  Dali::Actor::Property::SIZE_DEPTH )
+DALI_PROPERTY( "position",                  VECTOR3,  true,  true,  true,  Dali::Actor::Property::POSITION )
+DALI_PROPERTY( "positionX",                 FLOAT,    true,  true,  true,  Dali::Actor::Property::POSITION_X )
+DALI_PROPERTY( "positionY",                 FLOAT,    true,  true,  true,  Dali::Actor::Property::POSITION_Y )
+DALI_PROPERTY( "positionZ",                 FLOAT,    true,  true,  true,  Dali::Actor::Property::POSITION_Z )
+DALI_PROPERTY( "worldPosition",             VECTOR3,  false, false, true,  Dali::Actor::Property::WORLD_POSITION )
+DALI_PROPERTY( "worldPositionX",            FLOAT,    false, false, true,  Dali::Actor::Property::WORLD_POSITION_X )
+DALI_PROPERTY( "worldPositionY",            FLOAT,    false, false, true,  Dali::Actor::Property::WORLD_POSITION_Y )
+DALI_PROPERTY( "worldPositionZ",            FLOAT,    false, false, true,  Dali::Actor::Property::WORLD_POSITION_Z )
+DALI_PROPERTY( "orientation",               ROTATION, true,  true,  true,  Dali::Actor::Property::ORIENTATION )
+DALI_PROPERTY( "worldOrientation",          ROTATION, false, false, true,  Dali::Actor::Property::WORLD_ORIENTATION )
+DALI_PROPERTY( "scale",                     VECTOR3,  true,  true,  true,  Dali::Actor::Property::SCALE )
+DALI_PROPERTY( "scaleX",                    FLOAT,    true,  true,  true,  Dali::Actor::Property::SCALE_X )
+DALI_PROPERTY( "scaleY",                    FLOAT,    true,  true,  true,  Dali::Actor::Property::SCALE_Y )
+DALI_PROPERTY( "scaleZ",                    FLOAT,    true,  true,  true,  Dali::Actor::Property::SCALE_Z )
+DALI_PROPERTY( "worldScale",                VECTOR3,  false, false, true,  Dali::Actor::Property::WORLD_SCALE )
+DALI_PROPERTY( "visible",                   BOOLEAN,  true,  true,  true,  Dali::Actor::Property::VISIBLE )
+DALI_PROPERTY( "color",                     VECTOR4,  true,  true,  true,  Dali::Actor::Property::COLOR )
+DALI_PROPERTY( "colorRed",                  FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_RED )
+DALI_PROPERTY( "colorGreen",                FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_GREEN )
+DALI_PROPERTY( "colorBlue",                 FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_BLUE )
+DALI_PROPERTY( "colorAlpha",                FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_ALPHA )
+DALI_PROPERTY( "worldColor",                VECTOR4,  false, false, true,  Dali::Actor::Property::WORLD_COLOR )
+DALI_PROPERTY( "worldMatrix",               MATRIX,   false, false, true,  Dali::Actor::Property::WORLD_MATRIX )
+DALI_PROPERTY( "name",                      STRING,   true,  false, false, Dali::Actor::Property::NAME )
+DALI_PROPERTY( "sensitive",                 BOOLEAN,  true,  false, false, Dali::Actor::Property::SENSITIVE )
+DALI_PROPERTY( "leaveRequired",             BOOLEAN,  true,  false, false, Dali::Actor::Property::LEAVE_REQUIRED )
+DALI_PROPERTY( "inheritOrientation",        BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_ORIENTATION )
+DALI_PROPERTY( "inheritScale",              BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_SCALE )
+DALI_PROPERTY( "colorMode",                 STRING,   true,  false, false, Dali::Actor::Property::COLOR_MODE )
+DALI_PROPERTY( "positionInheritance",       STRING,   true,  false, false, Dali::Actor::Property::POSITION_INHERITANCE )
+DALI_PROPERTY( "drawMode",                  STRING,   true,  false, false, Dali::Actor::Property::DRAW_MODE )
+DALI_PROPERTY( "sizeModeFactor",            VECTOR3,  true,  false, false, Dali::Actor::Property::SIZE_MODE_FACTOR )
+DALI_PROPERTY( "widthResizePolicy",         STRING,   true,  false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY )
+DALI_PROPERTY( "heightResizePolicy",        STRING,   true,  false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY )
+DALI_PROPERTY( "sizeScalePolicy",           STRING,   true,  false, false, Dali::Actor::Property::SIZE_SCALE_POLICY )
+DALI_PROPERTY( "widthForHeight",            BOOLEAN,  true,  false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT )
+DALI_PROPERTY( "heightForWidth",            BOOLEAN,  true,  false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH )
+DALI_PROPERTY( "padding",                   VECTOR4,  true,  false, false, Dali::Actor::Property::PADDING )
+DALI_PROPERTY( "minimumSize",               VECTOR2,  true,  false, false, Dali::Actor::Property::MINIMUM_SIZE )
+DALI_PROPERTY( "maximumSize",               VECTOR2,  true,  false, false, Dali::Actor::Property::MAXIMUM_SIZE )
+DALI_PROPERTY( "inheritPosition",           BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_POSITION )
+DALI_PROPERTY( "clippingMode",              STRING,   true,  false, false, Dali::Actor::Property::CLIPPING_MODE )
+DALI_PROPERTY( "siblingOrder",              INTEGER,  true,  false, false, Dali::DevelActor::Property::SIBLING_ORDER )
+DALI_PROPERTY( "opacity",                   FLOAT,    true,  true,  true,  Dali::DevelActor::Property::OPACITY )
+DALI_PROPERTY( "screenPosition",            VECTOR2,  false, false, false, Dali::DevelActor::Property::SCREEN_POSITION )
+DALI_PROPERTY( "positionUsesAnchorPoint",   BOOLEAN,  true,  false, false, Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT )
 DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
 
 // Signals
@@ -359,7 +387,30 @@ float GetDimensionValue( const Vector3& values, Dimension::Type dimension )
 
 unsigned int GetDepthIndex( uint16_t depth, uint16_t siblingOrder )
 {
-  return depth * Dali::DevelLayer::TREE_DEPTH_MULTIPLIER + siblingOrder * Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER;
+  return depth * Dali::DevelLayer::ACTOR_DEPTH_MULTIPLIER + siblingOrder * Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER;
+}
+
+/**
+ * @brief Recursively emits the visibility-changed-signal on the actor tree.
+ * @param[in] actor The actor to emit the signal on
+ * @param[in] visible The new visibility of the actor
+ * @param[in] type Whether the actor's visible property has changed or a parent's
+ */
+void EmitVisibilityChangedSignalRecursively( ActorPtr actor, bool visible, DevelActor::VisibilityChange::Type type )
+{
+  if( actor )
+  {
+    actor->EmitVisibilityChangedSignal( visible, type );
+
+    if( actor->GetChildCount() > 0 )
+    {
+      ActorContainer& children = actor->GetChildrenInternal();
+      for( ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter )
+      {
+        EmitVisibilityChangedSignalRecursively( *iter, visible, DevelActor::VisibilityChange::PARENT );
+      }
+    }
+  }
 }
 
 } // unnamed namespace
@@ -777,6 +828,24 @@ const Vector3& Actor::GetCurrentWorldPosition() const
   return Vector3::ZERO;
 }
 
+const Vector2 Actor::GetCurrentScreenPosition() const
+{
+  if( OnStage() && NULL != mNode )
+  {
+    StagePtr stage = Stage::GetCurrent();
+    Vector3 worldPosition =  mNode->GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
+    Vector3 actorSize = GetCurrentSize() * GetCurrentScale();
+    Vector2 halfStageSize( stage->GetSize() * 0.5f ); // World position origin is center of stage
+    Vector3 halfActorSize( actorSize * 0.5f );
+    Vector3 anchorPointOffSet = halfActorSize - actorSize * ( mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT );
+
+    return Vector2( halfStageSize.width + worldPosition.x - anchorPointOffSet.x,
+                    halfStageSize.height + worldPosition.y - anchorPointOffSet.y );
+  }
+
+  return Vector2::ZERO;
+}
+
 void Actor::SetPositionInheritanceMode( PositionInheritanceMode mode )
 {
   // this flag is not animatable so keep the value
@@ -821,6 +890,8 @@ void Actor::SetOrientation( const Radian& angle, const Vector3& axis )
 
 void Actor::SetOrientation( const Quaternion& orientation )
 {
+  mTargetOrientation = orientation;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -830,15 +901,13 @@ void Actor::SetOrientation( const Quaternion& orientation )
 
 void Actor::RotateBy( const Radian& angle, const Vector3& axis )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::BakeRelative, Quaternion(angle, axis) );
-  }
+  RotateBy( Quaternion(angle, axis) );
 }
 
 void Actor::RotateBy( const Quaternion& relativeRotation )
 {
+  mTargetOrientation *= Quaternion( relativeRotation );
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -880,6 +949,8 @@ void Actor::SetScale( float x, float y, float z )
 
 void Actor::SetScale( const Vector3& scale )
 {
+  mTargetScale = scale;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -889,6 +960,8 @@ void Actor::SetScale( const Vector3& scale )
 
 void Actor::SetScaleX( float x )
 {
+  mTargetScale.x = x;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -898,6 +971,8 @@ void Actor::SetScaleX( float x )
 
 void Actor::SetScaleY( float y )
 {
+  mTargetScale.y = y;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -907,6 +982,8 @@ void Actor::SetScaleY( float y )
 
 void Actor::SetScaleZ( float z )
 {
+  mTargetScale.z = z;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -916,6 +993,8 @@ void Actor::SetScaleZ( float z )
 
 void Actor::ScaleBy(const Vector3& relativeScale)
 {
+  mTargetScale *= relativeScale;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -974,10 +1053,18 @@ Matrix Actor::GetCurrentWorldMatrix() const
 
 void Actor::SetVisible( bool visible )
 {
-  if( NULL != mNode )
+  if( mVisible != visible )
   {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), mNode, &mNode->mVisible, &AnimatableProperty<bool>::Bake, visible );
+    if( NULL != mNode )
+    {
+      // mNode is being used in a separate thread; queue a message to set the value & base value
+      SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), mNode, &mNode->mVisible, &AnimatableProperty<bool>::Bake, visible );
+    }
+
+    mVisible = visible;
+
+    // Emit the signal on this actor and all its children
+    EmitVisibilityChangedSignalRecursively( this, visible, DevelActor::VisibilityChange::SELF );
   }
 }
 
@@ -994,6 +1081,8 @@ bool Actor::IsVisible() const
 
 void Actor::SetOpacity( float opacity )
 {
+  mTargetColor.a = opacity;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -1017,6 +1106,11 @@ ClippingMode::Type Actor::GetClippingMode() const
   return mClippingMode;
 }
 
+unsigned int Actor::GetSortingDepth()
+{
+  return GetDepthIndex( mDepth, mSiblingOrder );
+}
+
 const Vector4& Actor::GetCurrentWorldColor() const
 {
   if( NULL != mNode )
@@ -1029,6 +1123,8 @@ const Vector4& Actor::GetCurrentWorldColor() const
 
 void Actor::SetColor( const Vector4& color )
 {
+  mTargetColor = color;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -1038,6 +1134,8 @@ void Actor::SetColor( const Vector4& color )
 
 void Actor::SetColorRed( float red )
 {
+  mTargetColor.r = red;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -1047,6 +1145,8 @@ void Actor::SetColorRed( float red )
 
 void Actor::SetColorGreen( float green )
 {
+  mTargetColor.g = green;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -1056,6 +1156,8 @@ void Actor::SetColorGreen( float green )
 
 void Actor::SetColorBlue( float blue )
 {
+  mTargetColor.b = blue;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -1234,24 +1336,44 @@ void Actor::NotifyPositionAnimation( Animation& animation, float targetPosition,
 
 void Actor::SetWidth( float width )
 {
-  mTargetSize.width = width;
-
-  if( NULL != mNode )
+  if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
   {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, width );
+    SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
+    mRelayoutData->preferredSize.width = width;
+  }
+  else
+  {
+    mTargetSize.width = width;
+
+    if( NULL != mNode )
+    {
+      // mNode is being used in a separate thread; queue a message to set the value & base value
+      SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, width );
+    }
   }
+
+  RelayoutRequest();
 }
 
 void Actor::SetHeight( float height )
 {
-  mTargetSize.height = height;
-
-  if( NULL != mNode )
+  if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
   {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, height );
+    SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT );
+    mRelayoutData->preferredSize.height = height;
+  }
+  else
+  {
+    mTargetSize.height = height;
+
+    if( NULL != mNode )
+    {
+      // mNode is being used in a separate thread; queue a message to set the value & base value
+      SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, height );
+    }
   }
+
+  RelayoutRequest();
 }
 
 void Actor::SetDepth( float depth )
@@ -1265,9 +1387,21 @@ void Actor::SetDepth( float depth )
   }
 }
 
-const Vector3& Actor::GetTargetSize() const
+Vector3 Actor::GetTargetSize() const
 {
-  return mTargetSize;
+  Vector3 size = mTargetSize;
+
+  // Should return preferred size if size is fixed as set by SetSize
+  if( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::FIXED )
+  {
+    size.width = GetPreferredSize().width;
+  }
+  if( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::FIXED )
+  {
+    size.height = GetPreferredSize().height;
+  }
+
+  return size;
 }
 
 const Vector3& Actor::GetCurrentSize() const
@@ -1291,6 +1425,9 @@ void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimensio
 {
   EnsureRelayoutData();
 
+  ResizePolicy::Type originalWidthPolicy = GetResizePolicy(Dimension::WIDTH);
+  ResizePolicy::Type originalHeightPolicy = GetResizePolicy(Dimension::HEIGHT);
+
   for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     if( dimension & ( 1 << i ) )
@@ -1315,6 +1452,34 @@ void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimensio
   // If calling SetResizePolicy, assume we want relayout enabled
   SetRelayoutEnabled( true );
 
+  // If the resize policy is set to be FIXED, the preferred size
+  // should be overrided by the target size. Otherwise the target
+  // size should be overrided by the preferred size.
+
+  if( dimension & Dimension::WIDTH )
+  {
+    if( originalWidthPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED )
+    {
+      mRelayoutData->preferredSize.width = mTargetSize.width;
+    }
+    else if( originalWidthPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED )
+    {
+      mTargetSize.width = mRelayoutData->preferredSize.width;
+    }
+  }
+
+  if( dimension & Dimension::HEIGHT )
+  {
+    if( originalHeightPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED )
+    {
+      mRelayoutData->preferredSize.height = mTargetSize.height;
+    }
+    else if( originalHeightPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED )
+    {
+      mTargetSize.height = mRelayoutData->preferredSize.height;
+    }
+  }
+
   OnSetResizePolicy( policy, dimension );
 
   // Trigger relayout on this control
@@ -1879,6 +2044,15 @@ bool Actor::EmitWheelEventSignal( const WheelEvent& event )
   return consumed;
 }
 
+void Actor::EmitVisibilityChangedSignal( bool visible, DevelActor::VisibilityChange::Type type )
+{
+  if( ! mVisibilityChangedSignal.Empty() )
+  {
+    Dali::Actor handle( this );
+    mVisibilityChangedSignal.Emit( handle, visible, type );
+  }
+}
+
 Dali::Actor::TouchSignalType& Actor::TouchedSignal()
 {
   return mTouchedSignal;
@@ -1914,6 +2088,11 @@ Dali::Actor::OnRelayoutSignalType& Actor::OnRelayoutSignal()
   return mOnRelayoutSignal;
 }
 
+DevelActor::VisibilityChangedSignalType& Actor::VisibilityChangedSignal()
+{
+  return mVisibilityChangedSignal;
+}
+
 bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
 {
   bool connected( true );
@@ -1965,7 +2144,11 @@ Actor::Actor( DerivedType derivedType )
   mAnchorPoint( NULL ),
   mRelayoutData( NULL ),
   mGestureData( NULL ),
-  mTargetSize( 0.0f, 0.0f, 0.0f ),
+  mTargetOrientation( Quaternion::IDENTITY ),
+  mTargetColor( Color::WHITE ),
+  mTargetSize( Vector3::ZERO ),
+  mTargetPosition( Vector3::ZERO ),
+  mTargetScale( Vector3::ONE ),
   mName(),
   mId( ++mActorCounter ), // actor ID is initialised to start from 1, and 0 is reserved
   mDepth( 0u ),
@@ -1984,11 +2167,12 @@ Actor::Actor( DerivedType derivedType )
   mInheritPosition( true ),
   mInheritOrientation( true ),
   mInheritScale( true ),
+  mPositionUsesAnchorPoint( true ),
+  mVisible( true ),
   mDrawMode( DrawMode::NORMAL ),
   mPositionInheritanceMode( Node::DEFAULT_POSITION_INHERITANCE_MODE ),
   mColorMode( Node::DEFAULT_COLOR_MODE ),
-  mClippingMode( ClippingMode::DISABLED ),
-  mIsBatchParent( false )
+  mClippingMode( ClippingMode::DISABLED )
 {
 }
 
@@ -2502,8 +2686,13 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
     }
 
     case Dali::Actor::Property::COLOR_ALPHA:
+    case Dali::DevelActor::Property::OPACITY:
     {
-      SetOpacity( property.Get< float >() );
+      float value;
+      if( property.Get( value ) )
+      {
+        SetOpacity( value );
+      }
       break;
     }
 
@@ -2651,21 +2840,6 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
       break;
     }
 
-    case Dali::DevelActor::Property::BATCH_PARENT:
-    {
-      bool value;
-
-      if( property.Get( value ) )
-      {
-        if( value != mIsBatchParent )
-        {
-          mIsBatchParent = value;
-          SetIsBatchParentMessage( GetEventThreadServices(), *mNode, mIsBatchParent );
-        }
-      }
-      break;
-    }
-
     case Dali::DevelActor::Property::SIBLING_ORDER:
     {
       int value;
@@ -2674,11 +2848,7 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
       {
         if( static_cast<unsigned int>(value) != mSiblingOrder )
         {
-          mSiblingOrder = value;
-          if( mIsOnStage )
-          {
-            SetDepthIndexMessage( GetEventThreadServices(), *mNode, GetDepthIndex( mDepth, mSiblingOrder ) );
-          }
+          SetSiblingOrder( value );
         }
       }
       break;
@@ -2698,6 +2868,20 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
       break;
     }
 
+    case Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT:
+    {
+      bool value = false;
+      if( property.Get( value ) && value != mPositionUsesAnchorPoint )
+      {
+        mPositionUsesAnchorPoint = value;
+        if( NULL != mNode )
+        {
+          SetPositionUsesAnchorPointMessage( GetEventThreadServices(), *mNode, mPositionUsesAnchorPoint );
+        }
+      }
+      break;
+    }
+
     default:
     {
       // this can happen in the case of a non-animatable default property so just do nothing
@@ -2866,793 +3050,959 @@ Property::Value Actor::GetDefaultProperty( Property::Index index ) const
 {
   Property::Value value;
 
-  if( index >= DEFAULT_PROPERTY_COUNT )
+  if( ! GetCachedPropertyValue( index, value ) )
   {
-    return value;
+    // If property value is not stored in the event-side, then it must be a scene-graph only property
+    GetCurrentPropertyValue( index, value );
   }
 
-  switch( index )
+  return value;
+}
+
+Property::Value Actor::GetDefaultPropertyCurrentValue( Property::Index index ) const
+{
+  Property::Value value;
+
+  if( ! GetCurrentPropertyValue( index, value ) )
   {
-    case Dali::Actor::Property::PARENT_ORIGIN:
-    {
-      value = GetCurrentParentOrigin();
-      break;
-    }
+    // If unable to retrieve scene-graph property value, then it must be an event-side only property
+    GetCachedPropertyValue( index, value );
+  }
 
-    case Dali::Actor::Property::PARENT_ORIGIN_X:
-    {
-      value = GetCurrentParentOrigin().x;
-      break;
-    }
+  return value;
+}
 
-    case Dali::Actor::Property::PARENT_ORIGIN_Y:
-    {
-      value = GetCurrentParentOrigin().y;
-      break;
-    }
+const SceneGraph::PropertyOwner* Actor::GetPropertyOwner() const
+{
+  return mNode;
+}
 
-    case Dali::Actor::Property::PARENT_ORIGIN_Z:
-    {
-      value = GetCurrentParentOrigin().z;
-      break;
-    }
+const SceneGraph::PropertyOwner* Actor::GetSceneObject() const
+{
+  // This method should only return an object connected to the scene-graph
+  return OnStage() ? mNode : NULL;
+}
 
-    case Dali::Actor::Property::ANCHOR_POINT:
-    {
-      value = GetCurrentAnchorPoint();
-      break;
-    }
+const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index index ) const
+{
+  DALI_ASSERT_ALWAYS( IsPropertyAnimatable( index ) && "Property is not animatable" );
 
-    case Dali::Actor::Property::ANCHOR_POINT_X:
-    {
-      value = GetCurrentAnchorPoint().x;
-      break;
-    }
+  const PropertyBase* property( NULL );
 
-    case Dali::Actor::Property::ANCHOR_POINT_Y:
-    {
-      value = GetCurrentAnchorPoint().y;
-      break;
-    }
+  // This method should only return a property of an object connected to the scene-graph
+  if( !OnStage() )
+  {
+    return property;
+  }
 
-    case Dali::Actor::Property::ANCHOR_POINT_Z:
-    {
-      value = GetCurrentAnchorPoint().z;
-      break;
-    }
+  if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX )
+  {
+    AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index );
+    DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
 
-    case Dali::Actor::Property::SIZE:
-    {
-      value = GetTargetSize();
-      break;
-    }
+    property = animatable->GetSceneGraphProperty();
+  }
+  else if ( ( index >= CHILD_PROPERTY_REGISTRATION_START_INDEX ) && // Child properties are also stored as custom properties
+            ( index <= PROPERTY_CUSTOM_MAX_INDEX ) )
+  {
+    CustomPropertyMetadata* custom = FindCustomProperty( index );
+    DALI_ASSERT_ALWAYS( custom && "Property index is invalid" );
 
-    case Dali::Actor::Property::SIZE_WIDTH:
+    property = custom->GetSceneGraphProperty();
+  }
+  else if( NULL != mNode )
+  {
+    switch( index )
     {
-      value = GetTargetSize().width;
-      break;
-    }
+      case Dali::Actor::Property::SIZE:
+        property = &mNode->mSize;
+        break;
 
-    case Dali::Actor::Property::SIZE_HEIGHT:
-    {
-      value = GetTargetSize().height;
-      break;
-    }
+      case Dali::Actor::Property::SIZE_WIDTH:
+        property = &mNode->mSize;
+        break;
 
-    case Dali::Actor::Property::SIZE_DEPTH:
-    {
-      value = GetTargetSize().depth;
-      break;
-    }
+      case Dali::Actor::Property::SIZE_HEIGHT:
+        property = &mNode->mSize;
+        break;
 
-    case Dali::Actor::Property::POSITION:
-    {
-      value = GetTargetPosition();
-      break;
-    }
+      case Dali::Actor::Property::SIZE_DEPTH:
+        property = &mNode->mSize;
+        break;
 
-    case Dali::Actor::Property::POSITION_X:
-    {
-      value = GetTargetPosition().x;
-      break;
-    }
+      case Dali::Actor::Property::POSITION:
+        property = &mNode->mPosition;
+        break;
 
-    case Dali::Actor::Property::POSITION_Y:
-    {
-      value = GetTargetPosition().y;
-      break;
-    }
+      case Dali::Actor::Property::POSITION_X:
+        property = &mNode->mPosition;
+        break;
 
-    case Dali::Actor::Property::POSITION_Z:
-    {
-      value = GetTargetPosition().z;
-      break;
-    }
+      case Dali::Actor::Property::POSITION_Y:
+        property = &mNode->mPosition;
+        break;
 
-    case Dali::Actor::Property::WORLD_POSITION:
-    {
-      value = GetCurrentWorldPosition();
-      break;
-    }
+      case Dali::Actor::Property::POSITION_Z:
+        property = &mNode->mPosition;
+        break;
 
-    case Dali::Actor::Property::WORLD_POSITION_X:
-    {
-      value = GetCurrentWorldPosition().x;
-      break;
-    }
+      case Dali::Actor::Property::ORIENTATION:
+        property = &mNode->mOrientation;
+        break;
 
-    case Dali::Actor::Property::WORLD_POSITION_Y:
-    {
-      value = GetCurrentWorldPosition().y;
-      break;
-    }
+      case Dali::Actor::Property::SCALE:
+        property = &mNode->mScale;
+        break;
 
-    case Dali::Actor::Property::WORLD_POSITION_Z:
-    {
-      value = GetCurrentWorldPosition().z;
-      break;
-    }
+      case Dali::Actor::Property::SCALE_X:
+        property = &mNode->mScale;
+        break;
 
-    case Dali::Actor::Property::ORIENTATION:
-    {
-      value = GetCurrentOrientation();
-      break;
-    }
+      case Dali::Actor::Property::SCALE_Y:
+        property = &mNode->mScale;
+        break;
 
-    case Dali::Actor::Property::WORLD_ORIENTATION:
-    {
-      value = GetCurrentWorldOrientation();
-      break;
-    }
+      case Dali::Actor::Property::SCALE_Z:
+        property = &mNode->mScale;
+        break;
 
-    case Dali::Actor::Property::SCALE:
-    {
-      value = GetCurrentScale();
-      break;
-    }
+      case Dali::Actor::Property::VISIBLE:
+        property = &mNode->mVisible;
+        break;
 
-    case Dali::Actor::Property::SCALE_X:
-    {
-      value = GetCurrentScale().x;
-      break;
-    }
+      case Dali::Actor::Property::COLOR:
+        property = &mNode->mColor;
+        break;
 
-    case Dali::Actor::Property::SCALE_Y:
-    {
-      value = GetCurrentScale().y;
-      break;
-    }
+      case Dali::Actor::Property::COLOR_RED:
+        property = &mNode->mColor;
+        break;
 
-    case Dali::Actor::Property::SCALE_Z:
-    {
-      value = GetCurrentScale().z;
-      break;
-    }
+      case Dali::Actor::Property::COLOR_GREEN:
+        property = &mNode->mColor;
+        break;
 
-    case Dali::Actor::Property::WORLD_SCALE:
-    {
-      value = GetCurrentWorldScale();
-      break;
-    }
+      case Dali::Actor::Property::COLOR_BLUE:
+        property = &mNode->mColor;
+        break;
 
-    case Dali::Actor::Property::VISIBLE:
-    {
-      value = IsVisible();
-      break;
-    }
+      case Dali::Actor::Property::COLOR_ALPHA:
+      case Dali::DevelActor::Property::OPACITY:
+        property = &mNode->mColor;
+        break;
 
-    case Dali::Actor::Property::COLOR:
-    {
-      value = GetCurrentColor();
-      break;
+      default:
+        break;
     }
+  }
 
-    case Dali::Actor::Property::COLOR_RED:
-    {
-      value = GetCurrentColor().r;
-      break;
-    }
+  return property;
+}
 
-    case Dali::Actor::Property::COLOR_GREEN:
+const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index index ) const
+{
+  const PropertyInputImpl* property( NULL );
+
+  // This method should only return a property of an object connected to the scene-graph
+  if( !OnStage() )
+  {
+    return property;
+  }
+
+  if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX )
+  {
+    AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index );
+    DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
+
+    property = animatable->GetSceneGraphProperty();
+  }
+  else if ( ( index >= CHILD_PROPERTY_REGISTRATION_START_INDEX ) && // Child properties are also stored as custom properties
+            ( index <= PROPERTY_CUSTOM_MAX_INDEX ) )
+  {
+    CustomPropertyMetadata* custom = FindCustomProperty( index );
+    DALI_ASSERT_ALWAYS( custom && "Property index is invalid" );
+    property = custom->GetSceneGraphProperty();
+  }
+  else if( NULL != mNode )
+  {
+    switch( index )
     {
-      value = GetCurrentColor().g;
-      break;
+      case Dali::Actor::Property::PARENT_ORIGIN:
+        property = &mNode->mParentOrigin;
+        break;
+
+      case Dali::Actor::Property::PARENT_ORIGIN_X:
+        property = &mNode->mParentOrigin;
+        break;
+
+      case Dali::Actor::Property::PARENT_ORIGIN_Y:
+        property = &mNode->mParentOrigin;
+        break;
+
+      case Dali::Actor::Property::PARENT_ORIGIN_Z:
+        property = &mNode->mParentOrigin;
+        break;
+
+      case Dali::Actor::Property::ANCHOR_POINT:
+        property = &mNode->mAnchorPoint;
+        break;
+
+      case Dali::Actor::Property::ANCHOR_POINT_X:
+        property = &mNode->mAnchorPoint;
+        break;
+
+      case Dali::Actor::Property::ANCHOR_POINT_Y:
+        property = &mNode->mAnchorPoint;
+        break;
+
+      case Dali::Actor::Property::ANCHOR_POINT_Z:
+        property = &mNode->mAnchorPoint;
+        break;
+
+      case Dali::Actor::Property::SIZE:
+        property = &mNode->mSize;
+        break;
+
+      case Dali::Actor::Property::SIZE_WIDTH:
+        property = &mNode->mSize;
+        break;
+
+      case Dali::Actor::Property::SIZE_HEIGHT:
+        property = &mNode->mSize;
+        break;
+
+      case Dali::Actor::Property::SIZE_DEPTH:
+        property = &mNode->mSize;
+        break;
+
+      case Dali::Actor::Property::POSITION:
+        property = &mNode->mPosition;
+        break;
+
+      case Dali::Actor::Property::POSITION_X:
+        property = &mNode->mPosition;
+        break;
+
+      case Dali::Actor::Property::POSITION_Y:
+        property = &mNode->mPosition;
+        break;
+
+      case Dali::Actor::Property::POSITION_Z:
+        property = &mNode->mPosition;
+        break;
+
+      case Dali::Actor::Property::WORLD_POSITION:
+        property = &mNode->mWorldPosition;
+        break;
+
+      case Dali::Actor::Property::WORLD_POSITION_X:
+        property = &mNode->mWorldPosition;
+        break;
+
+      case Dali::Actor::Property::WORLD_POSITION_Y:
+        property = &mNode->mWorldPosition;
+        break;
+
+      case Dali::Actor::Property::WORLD_POSITION_Z:
+        property = &mNode->mWorldPosition;
+        break;
+
+      case Dali::Actor::Property::ORIENTATION:
+        property = &mNode->mOrientation;
+        break;
+
+      case Dali::Actor::Property::WORLD_ORIENTATION:
+        property = &mNode->mWorldOrientation;
+        break;
+
+      case Dali::Actor::Property::SCALE:
+        property = &mNode->mScale;
+        break;
+
+      case Dali::Actor::Property::SCALE_X:
+        property = &mNode->mScale;
+        break;
+
+      case Dali::Actor::Property::SCALE_Y:
+        property = &mNode->mScale;
+        break;
+
+      case Dali::Actor::Property::SCALE_Z:
+        property = &mNode->mScale;
+        break;
+
+      case Dali::Actor::Property::WORLD_SCALE:
+        property = &mNode->mWorldScale;
+        break;
+
+      case Dali::Actor::Property::VISIBLE:
+        property = &mNode->mVisible;
+        break;
+
+      case Dali::Actor::Property::COLOR:
+        property = &mNode->mColor;
+        break;
+
+      case Dali::Actor::Property::COLOR_RED:
+        property = &mNode->mColor;
+        break;
+
+      case Dali::Actor::Property::COLOR_GREEN:
+        property = &mNode->mColor;
+        break;
+
+      case Dali::Actor::Property::COLOR_BLUE:
+        property = &mNode->mColor;
+        break;
+
+      case Dali::Actor::Property::COLOR_ALPHA:
+      case Dali::DevelActor::Property::OPACITY:
+      {
+        property = &mNode->mColor;
+        break;
+      }
+
+      case Dali::Actor::Property::WORLD_COLOR:
+        property = &mNode->mWorldColor;
+        break;
+
+      case Dali::Actor::Property::WORLD_MATRIX:
+        property = &mNode->mWorldMatrix;
+        break;
+
+      default:
+        break;
     }
+  }
 
-    case Dali::Actor::Property::COLOR_BLUE:
+  return property;
+}
+
+int Actor::GetPropertyComponentIndex( Property::Index index ) const
+{
+  int componentIndex( Property::INVALID_COMPONENT_INDEX );
+
+  if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) )
+  {
+    // check whether the animatable property is registered already, if not then register one.
+    AnimatablePropertyMetadata* animatableProperty = RegisterAnimatableProperty(index);
+    if( animatableProperty )
     {
-      value = GetCurrentColor().b;
-      break;
+      componentIndex = animatableProperty->componentIndex;
     }
+  }
+  else
+  {
+    switch( index )
+    {
+      case Dali::Actor::Property::PARENT_ORIGIN_X:
+      case Dali::Actor::Property::ANCHOR_POINT_X:
+      case Dali::Actor::Property::SIZE_WIDTH:
+      case Dali::Actor::Property::POSITION_X:
+      case Dali::Actor::Property::WORLD_POSITION_X:
+      case Dali::Actor::Property::SCALE_X:
+      case Dali::Actor::Property::COLOR_RED:
+      {
+        componentIndex = 0;
+        break;
+      }
+
+      case Dali::Actor::Property::PARENT_ORIGIN_Y:
+      case Dali::Actor::Property::ANCHOR_POINT_Y:
+      case Dali::Actor::Property::SIZE_HEIGHT:
+      case Dali::Actor::Property::POSITION_Y:
+      case Dali::Actor::Property::WORLD_POSITION_Y:
+      case Dali::Actor::Property::SCALE_Y:
+      case Dali::Actor::Property::COLOR_GREEN:
+      {
+        componentIndex = 1;
+        break;
+      }
+
+      case Dali::Actor::Property::PARENT_ORIGIN_Z:
+      case Dali::Actor::Property::ANCHOR_POINT_Z:
+      case Dali::Actor::Property::SIZE_DEPTH:
+      case Dali::Actor::Property::POSITION_Z:
+      case Dali::Actor::Property::WORLD_POSITION_Z:
+      case Dali::Actor::Property::SCALE_Z:
+      case Dali::Actor::Property::COLOR_BLUE:
+      {
+        componentIndex = 2;
+        break;
+      }
+
+      case Dali::Actor::Property::COLOR_ALPHA:
+      case Dali::DevelActor::Property::OPACITY:
+      {
+        componentIndex = 3;
+        break;
+      }
 
-    case Dali::Actor::Property::COLOR_ALPHA:
-    {
-      value = GetCurrentColor().a;
-      break;
+      default:
+      {
+        // Do nothing
+        break;
+      }
     }
+  }
 
-    case Dali::Actor::Property::WORLD_COLOR:
-    {
-      value = GetCurrentWorldColor();
-      break;
-    }
+  return componentIndex;
+}
 
-    case Dali::Actor::Property::WORLD_MATRIX:
-    {
-      value = GetCurrentWorldMatrix();
-      break;
-    }
+void Actor::SetParent( Actor* parent )
+{
+  if( parent )
+  {
+    DALI_ASSERT_ALWAYS( !mParent && "Actor cannot have 2 parents" );
 
-    case Dali::Actor::Property::NAME:
-    {
-      value = GetName();
-      break;
-    }
+    mParent = parent;
 
-    case Dali::Actor::Property::SENSITIVE:
+    if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
+         parent->OnStage() )
     {
-      value = IsSensitive();
-      break;
+      // Instruct each actor to create a corresponding node in the scene graph
+      ConnectToStage( parent->GetHierarchyDepth() );
     }
 
-    case Dali::Actor::Property::LEAVE_REQUIRED:
-    {
-      value = GetLeaveRequired();
-      break;
-    }
+    // Resolve the name and index for the child properties if any
+    ResolveChildProperties();
+  }
+  else // parent being set to NULL
+  {
+    DALI_ASSERT_ALWAYS( mParent != NULL && "Actor should have a parent" );
 
-    case Dali::Actor::Property::INHERIT_POSITION:
-    {
-      value = IsPositionInherited();
-      break;
-    }
+    mParent = NULL;
 
-    case Dali::Actor::Property::INHERIT_ORIENTATION:
+    if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
+         OnStage() )
     {
-      value = IsOrientationInherited();
-      break;
-    }
+      DALI_ASSERT_ALWAYS( mNode != NULL );
 
-    case Dali::Actor::Property::INHERIT_SCALE:
-    {
-      value = IsScaleInherited();
-      break;
-    }
+      if( NULL != mNode )
+      {
+        // Disconnect the Node & its children from the scene-graph.
+        DisconnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *mNode );
+      }
 
-    case Dali::Actor::Property::COLOR_MODE:
-    {
-      value = Scripting::GetLinearEnumerationName< ColorMode >( GetColorMode(), COLOR_MODE_TABLE, COLOR_MODE_TABLE_COUNT );
-      break;
+      // Instruct each actor to discard pointers to the scene-graph
+      DisconnectFromStage();
     }
+  }
+}
 
-    case Dali::Actor::Property::POSITION_INHERITANCE:
-    {
-      value = Scripting::GetLinearEnumerationName< PositionInheritanceMode >( GetPositionInheritanceMode(), POSITION_INHERITANCE_MODE_TABLE, POSITION_INHERITANCE_MODE_TABLE_COUNT );
-      break;
-    }
+SceneGraph::Node* Actor::CreateNode() const
+{
+  return Node::New();
+}
 
-    case Dali::Actor::Property::DRAW_MODE:
-    {
-      value = Scripting::GetEnumerationName< DrawMode::Type >( GetDrawMode(), DRAW_MODE_TABLE, DRAW_MODE_TABLE_COUNT );
-      break;
-    }
+bool Actor::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */ )
+{
+  bool done = false;
+  Actor* actor = dynamic_cast< Actor* >( object );
 
-    case Dali::Actor::Property::SIZE_MODE_FACTOR:
+  if( actor )
+  {
+    if( 0 == actionName.compare( ACTION_SHOW ) )
     {
-      value = GetSizeModeFactor();
-      break;
+      actor->SetVisible( true );
+      done = true;
     }
-
-    case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
+    else if( 0 == actionName.compare( ACTION_HIDE ) )
     {
-      value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::WIDTH ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT );
-      break;
+      actor->SetVisible( false );
+      done = true;
     }
+  }
 
-    case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
-    {
-      value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::HEIGHT ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT );
-      break;
-    }
+  return done;
+}
 
-    case Dali::Actor::Property::SIZE_SCALE_POLICY:
-    {
-      value = Scripting::GetLinearEnumerationName< SizeScalePolicy::Type >( GetSizeScalePolicy(), SIZE_SCALE_POLICY_TABLE, SIZE_SCALE_POLICY_TABLE_COUNT );
-      break;
-    }
+bool Actor::GetCachedPropertyValue( Property::Index index, Property::Value& value ) const
+{
+  bool valueSet = true;
 
-    case Dali::Actor::Property::WIDTH_FOR_HEIGHT:
+  switch( index )
+  {
+    case Dali::Actor::Property::PARENT_ORIGIN:
     {
-      value = ( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::WIDTH ) == Dimension::HEIGHT );
+      value = GetCurrentParentOrigin();
       break;
     }
 
-    case Dali::Actor::Property::HEIGHT_FOR_WIDTH:
+    case Dali::Actor::Property::PARENT_ORIGIN_X:
     {
-      value = ( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::HEIGHT ) == Dimension::WIDTH );
+      value = GetCurrentParentOrigin().x;
       break;
     }
 
-    case Dali::Actor::Property::PADDING:
+    case Dali::Actor::Property::PARENT_ORIGIN_Y:
     {
-      Vector2 widthPadding = GetPadding( Dimension::WIDTH );
-      Vector2 heightPadding = GetPadding( Dimension::HEIGHT );
-      value = Vector4( widthPadding.x, widthPadding.y, heightPadding.x, heightPadding.y );
+      value = GetCurrentParentOrigin().y;
       break;
     }
 
-    case Dali::Actor::Property::MINIMUM_SIZE:
+    case Dali::Actor::Property::PARENT_ORIGIN_Z:
     {
-      value = Vector2( GetMinimumSize( Dimension::WIDTH ), GetMinimumSize( Dimension::HEIGHT ) );
+      value = GetCurrentParentOrigin().z;
       break;
     }
 
-    case Dali::Actor::Property::MAXIMUM_SIZE:
+    case Dali::Actor::Property::ANCHOR_POINT:
     {
-      value = Vector2( GetMaximumSize( Dimension::WIDTH ), GetMaximumSize( Dimension::HEIGHT ) );
+      value = GetCurrentAnchorPoint();
       break;
     }
 
-    case Dali::DevelActor::Property::BATCH_PARENT:
+    case Dali::Actor::Property::ANCHOR_POINT_X:
     {
-      value = mIsBatchParent;
+      value = GetCurrentAnchorPoint().x;
       break;
     }
 
-    case Dali::DevelActor::Property::SIBLING_ORDER:
+    case Dali::Actor::Property::ANCHOR_POINT_Y:
     {
-      value = static_cast<int>(mSiblingOrder);
+      value = GetCurrentAnchorPoint().y;
       break;
     }
 
-    case Dali::Actor::Property::CLIPPING_MODE:
+    case Dali::Actor::Property::ANCHOR_POINT_Z:
     {
-      value = mClippingMode;
+      value = GetCurrentAnchorPoint().z;
       break;
     }
-  }
-
-  return value;
-}
-
-const SceneGraph::PropertyOwner* Actor::GetPropertyOwner() const
-{
-  return mNode;
-}
-
-const SceneGraph::PropertyOwner* Actor::GetSceneObject() const
-{
-  // This method should only return an object connected to the scene-graph
-  return OnStage() ? mNode : NULL;
-}
-
-const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index index ) const
-{
-  DALI_ASSERT_ALWAYS( IsPropertyAnimatable( index ) && "Property is not animatable" );
-
-  const PropertyBase* property( NULL );
-
-  // This method should only return a property of an object connected to the scene-graph
-  if( !OnStage() )
-  {
-    return property;
-  }
-
-  if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX )
-  {
-    AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index );
-    DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
-
-    property = animatable->GetSceneGraphProperty();
-  }
-  else if ( ( index >= CHILD_PROPERTY_REGISTRATION_START_INDEX ) && // Child properties are also stored as custom properties
-            ( index <= PROPERTY_CUSTOM_MAX_INDEX ) )
-  {
-    CustomPropertyMetadata* custom = FindCustomProperty( index );
-    DALI_ASSERT_ALWAYS( custom && "Property index is invalid" );
 
-    property = custom->GetSceneGraphProperty();
-  }
-  else if( NULL != mNode )
-  {
-    switch( index )
+    case Dali::Actor::Property::SIZE:
     {
-      case Dali::Actor::Property::SIZE:
-        property = &mNode->mSize;
-        break;
-
-      case Dali::Actor::Property::SIZE_WIDTH:
-        property = &mNode->mSize;
-        break;
-
-      case Dali::Actor::Property::SIZE_HEIGHT:
-        property = &mNode->mSize;
-        break;
-
-      case Dali::Actor::Property::SIZE_DEPTH:
-        property = &mNode->mSize;
-        break;
-
-      case Dali::Actor::Property::POSITION:
-        property = &mNode->mPosition;
-        break;
-
-      case Dali::Actor::Property::POSITION_X:
-        property = &mNode->mPosition;
-        break;
-
-      case Dali::Actor::Property::POSITION_Y:
-        property = &mNode->mPosition;
-        break;
-
-      case Dali::Actor::Property::POSITION_Z:
-        property = &mNode->mPosition;
-        break;
-
-      case Dali::Actor::Property::ORIENTATION:
-        property = &mNode->mOrientation;
-        break;
-
-      case Dali::Actor::Property::SCALE:
-        property = &mNode->mScale;
-        break;
-
-      case Dali::Actor::Property::SCALE_X:
-        property = &mNode->mScale;
-        break;
+      value = GetTargetSize();
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE_Y:
-        property = &mNode->mScale;
-        break;
+    case Dali::Actor::Property::SIZE_WIDTH:
+    {
+      value = GetTargetSize().width;
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE_Z:
-        property = &mNode->mScale;
-        break;
+    case Dali::Actor::Property::SIZE_HEIGHT:
+    {
+      value = GetTargetSize().height;
+      break;
+    }
 
-      case Dali::Actor::Property::VISIBLE:
-        property = &mNode->mVisible;
-        break;
+    case Dali::Actor::Property::SIZE_DEPTH:
+    {
+      value = GetTargetSize().depth;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::POSITION:
+    {
+      value = GetTargetPosition();
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_RED:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::POSITION_X:
+    {
+      value = GetTargetPosition().x;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_GREEN:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::POSITION_Y:
+    {
+      value = GetTargetPosition().y;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_BLUE:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::POSITION_Z:
+    {
+      value = GetTargetPosition().z;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_ALPHA:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::ORIENTATION:
+    {
+      value = mTargetOrientation;
+      break;
+    }
 
-      default:
-        break;
+    case Dali::Actor::Property::SCALE:
+    {
+      value = mTargetScale;
+      break;
     }
-  }
 
-  return property;
-}
+    case Dali::Actor::Property::SCALE_X:
+    {
+      value = mTargetScale.x;
+      break;
+    }
 
-const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index index ) const
-{
-  const PropertyInputImpl* property( NULL );
+    case Dali::Actor::Property::SCALE_Y:
+    {
+      value = mTargetScale.y;
+      break;
+    }
 
-  // This method should only return a property of an object connected to the scene-graph
-  if( !OnStage() )
-  {
-    return property;
-  }
+    case Dali::Actor::Property::SCALE_Z:
+    {
+      value = mTargetScale.z;
+      break;
+    }
 
-  if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX )
-  {
-    AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index );
-    DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
+    case Dali::Actor::Property::VISIBLE:
+    {
+      value = mVisible;
+      break;
+    }
 
-    property = animatable->GetSceneGraphProperty();
-  }
-  else if ( ( index >= CHILD_PROPERTY_REGISTRATION_START_INDEX ) && // Child properties are also stored as custom properties
-            ( index <= PROPERTY_CUSTOM_MAX_INDEX ) )
-  {
-    CustomPropertyMetadata* custom = FindCustomProperty( index );
-    DALI_ASSERT_ALWAYS( custom && "Property index is invalid" );
-    property = custom->GetSceneGraphProperty();
-  }
-  else if( NULL != mNode )
-  {
-    switch( index )
+    case Dali::Actor::Property::COLOR:
     {
-      case Dali::Actor::Property::PARENT_ORIGIN:
-        property = &mNode->mParentOrigin;
-        break;
+      value = mTargetColor;
+      break;
+    }
 
-      case Dali::Actor::Property::PARENT_ORIGIN_X:
-        property = &mNode->mParentOrigin;
-        break;
+    case Dali::Actor::Property::COLOR_RED:
+    {
+      value = mTargetColor.r;
+      break;
+    }
 
-      case Dali::Actor::Property::PARENT_ORIGIN_Y:
-        property = &mNode->mParentOrigin;
-        break;
+    case Dali::Actor::Property::COLOR_GREEN:
+    {
+      value = mTargetColor.g;
+      break;
+    }
 
-      case Dali::Actor::Property::PARENT_ORIGIN_Z:
-        property = &mNode->mParentOrigin;
-        break;
+    case Dali::Actor::Property::COLOR_BLUE:
+    {
+      value = mTargetColor.b;
+      break;
+    }
 
-      case Dali::Actor::Property::ANCHOR_POINT:
-        property = &mNode->mAnchorPoint;
-        break;
+    case Dali::Actor::Property::COLOR_ALPHA:
+    case Dali::DevelActor::Property::OPACITY:
+    {
+      value = mTargetColor.a;
+      break;
+    }
 
-      case Dali::Actor::Property::ANCHOR_POINT_X:
-        property = &mNode->mAnchorPoint;
-        break;
+    case Dali::Actor::Property::NAME:
+    {
+      value = GetName();
+      break;
+    }
 
-      case Dali::Actor::Property::ANCHOR_POINT_Y:
-        property = &mNode->mAnchorPoint;
-        break;
+    case Dali::Actor::Property::SENSITIVE:
+    {
+      value = IsSensitive();
+      break;
+    }
 
-      case Dali::Actor::Property::ANCHOR_POINT_Z:
-        property = &mNode->mAnchorPoint;
-        break;
+    case Dali::Actor::Property::LEAVE_REQUIRED:
+    {
+      value = GetLeaveRequired();
+      break;
+    }
 
-      case Dali::Actor::Property::SIZE:
-        property = &mNode->mSize;
-        break;
+    case Dali::Actor::Property::INHERIT_POSITION:
+    {
+      value = IsPositionInherited();
+      break;
+    }
 
-      case Dali::Actor::Property::SIZE_WIDTH:
-        property = &mNode->mSize;
-        break;
+    case Dali::Actor::Property::INHERIT_ORIENTATION:
+    {
+      value = IsOrientationInherited();
+      break;
+    }
 
-      case Dali::Actor::Property::SIZE_HEIGHT:
-        property = &mNode->mSize;
-        break;
+    case Dali::Actor::Property::INHERIT_SCALE:
+    {
+      value = IsScaleInherited();
+      break;
+    }
 
-      case Dali::Actor::Property::SIZE_DEPTH:
-        property = &mNode->mSize;
-        break;
+    case Dali::Actor::Property::COLOR_MODE:
+    {
+      value = Scripting::GetLinearEnumerationName< ColorMode >( GetColorMode(), COLOR_MODE_TABLE, COLOR_MODE_TABLE_COUNT );
+      break;
+    }
 
-      case Dali::Actor::Property::POSITION:
-        property = &mNode->mPosition;
-        break;
+    case Dali::Actor::Property::POSITION_INHERITANCE:
+    {
+      value = Scripting::GetLinearEnumerationName< PositionInheritanceMode >( GetPositionInheritanceMode(), POSITION_INHERITANCE_MODE_TABLE, POSITION_INHERITANCE_MODE_TABLE_COUNT );
+      break;
+    }
 
-      case Dali::Actor::Property::POSITION_X:
-        property = &mNode->mPosition;
-        break;
+    case Dali::Actor::Property::DRAW_MODE:
+    {
+      value = Scripting::GetEnumerationName< DrawMode::Type >( GetDrawMode(), DRAW_MODE_TABLE, DRAW_MODE_TABLE_COUNT );
+      break;
+    }
 
-      case Dali::Actor::Property::POSITION_Y:
-        property = &mNode->mPosition;
-        break;
+    case Dali::Actor::Property::SIZE_MODE_FACTOR:
+    {
+      value = GetSizeModeFactor();
+      break;
+    }
 
-      case Dali::Actor::Property::POSITION_Z:
-        property = &mNode->mPosition;
-        break;
+    case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
+    {
+      value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::WIDTH ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT );
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_POSITION:
-        property = &mNode->mWorldPosition;
-        break;
+    case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
+    {
+      value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::HEIGHT ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT );
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_POSITION_X:
-        property = &mNode->mWorldPosition;
-        break;
+    case Dali::Actor::Property::SIZE_SCALE_POLICY:
+    {
+      value = Scripting::GetLinearEnumerationName< SizeScalePolicy::Type >( GetSizeScalePolicy(), SIZE_SCALE_POLICY_TABLE, SIZE_SCALE_POLICY_TABLE_COUNT );
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_POSITION_Y:
-        property = &mNode->mWorldPosition;
-        break;
+    case Dali::Actor::Property::WIDTH_FOR_HEIGHT:
+    {
+      value = ( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::WIDTH ) == Dimension::HEIGHT );
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_POSITION_Z:
-        property = &mNode->mWorldPosition;
-        break;
+    case Dali::Actor::Property::HEIGHT_FOR_WIDTH:
+    {
+      value = ( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::HEIGHT ) == Dimension::WIDTH );
+      break;
+    }
 
-      case Dali::Actor::Property::ORIENTATION:
-        property = &mNode->mOrientation;
-        break;
+    case Dali::Actor::Property::PADDING:
+    {
+      Vector2 widthPadding = GetPadding( Dimension::WIDTH );
+      Vector2 heightPadding = GetPadding( Dimension::HEIGHT );
+      value = Vector4( widthPadding.x, widthPadding.y, heightPadding.x, heightPadding.y );
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_ORIENTATION:
-        property = &mNode->mWorldOrientation;
-        break;
+    case Dali::Actor::Property::MINIMUM_SIZE:
+    {
+      value = Vector2( GetMinimumSize( Dimension::WIDTH ), GetMinimumSize( Dimension::HEIGHT ) );
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE:
-        property = &mNode->mScale;
-        break;
+    case Dali::Actor::Property::MAXIMUM_SIZE:
+    {
+      value = Vector2( GetMaximumSize( Dimension::WIDTH ), GetMaximumSize( Dimension::HEIGHT ) );
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE_X:
-        property = &mNode->mScale;
-        break;
+    case Dali::Actor::Property::CLIPPING_MODE:
+    {
+      value = mClippingMode;
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE_Y:
-        property = &mNode->mScale;
-        break;
+    case Dali::DevelActor::Property::SIBLING_ORDER:
+    {
+      value = static_cast<int>(mSiblingOrder);
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE_Z:
-        property = &mNode->mScale;
-        break;
+    case Dali::DevelActor::Property::SCREEN_POSITION:
+    {
+      value = GetCurrentScreenPosition();
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_SCALE:
-        property = &mNode->mWorldScale;
-        break;
+    case Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT:
+    {
+      value = mPositionUsesAnchorPoint;
+      break;
+    }
 
-      case Dali::Actor::Property::VISIBLE:
-        property = &mNode->mVisible;
-        break;
+    default:
+    {
+      // Must be a scene-graph only property
+      valueSet = false;
+      break;
+    }
+  }
 
-      case Dali::Actor::Property::COLOR:
-        property = &mNode->mColor;
-        break;
+  return valueSet;
+}
 
-      case Dali::Actor::Property::COLOR_RED:
-        property = &mNode->mColor;
-        break;
+bool Actor::GetCurrentPropertyValue( Property::Index index, Property::Value& value  ) const
+{
+  bool valueSet = true;
 
-      case Dali::Actor::Property::COLOR_GREEN:
-        property = &mNode->mColor;
-        break;
+  switch( index )
+  {
+    case Dali::Actor::Property::SIZE:
+    {
+      value = GetCurrentSize();
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_BLUE:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::SIZE_WIDTH:
+    {
+      value = GetCurrentSize().width;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_ALPHA:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::SIZE_HEIGHT:
+    {
+      value = GetCurrentSize().height;
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_COLOR:
-        property = &mNode->mWorldColor;
-        break;
+    case Dali::Actor::Property::SIZE_DEPTH:
+    {
+      value = GetCurrentSize().depth;
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_MATRIX:
-        property = &mNode->mWorldMatrix;
-        break;
+    case Dali::Actor::Property::POSITION:
+    {
+      value = GetCurrentPosition();
+      break;
+    }
 
-      default:
-        break;
+    case Dali::Actor::Property::POSITION_X:
+    {
+      value = GetCurrentPosition().x;
+      break;
     }
-  }
 
-  return property;
-}
+    case Dali::Actor::Property::POSITION_Y:
+    {
+      value = GetCurrentPosition().y;
+      break;
+    }
 
-int Actor::GetPropertyComponentIndex( Property::Index index ) const
-{
-  int componentIndex( Property::INVALID_COMPONENT_INDEX );
+    case Dali::Actor::Property::POSITION_Z:
+    {
+      value = GetCurrentPosition().z;
+      break;
+    }
 
-  if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) )
-  {
-    // check whether the animatable property is registered already, if not then register one.
-    AnimatablePropertyMetadata* animatableProperty = RegisterAnimatableProperty(index);
-    if( animatableProperty )
+    case Dali::Actor::Property::WORLD_POSITION:
     {
-      componentIndex = animatableProperty->componentIndex;
+      value = GetCurrentWorldPosition();
+      break;
     }
-  }
-  else
-  {
-    switch( index )
+
+    case Dali::Actor::Property::WORLD_POSITION_X:
     {
-      case Dali::Actor::Property::PARENT_ORIGIN_X:
-      case Dali::Actor::Property::ANCHOR_POINT_X:
-      case Dali::Actor::Property::SIZE_WIDTH:
-      case Dali::Actor::Property::POSITION_X:
-      case Dali::Actor::Property::WORLD_POSITION_X:
-      case Dali::Actor::Property::SCALE_X:
-      case Dali::Actor::Property::COLOR_RED:
-      {
-        componentIndex = 0;
-        break;
-      }
+      value = GetCurrentWorldPosition().x;
+      break;
+    }
 
-      case Dali::Actor::Property::PARENT_ORIGIN_Y:
-      case Dali::Actor::Property::ANCHOR_POINT_Y:
-      case Dali::Actor::Property::SIZE_HEIGHT:
-      case Dali::Actor::Property::POSITION_Y:
-      case Dali::Actor::Property::WORLD_POSITION_Y:
-      case Dali::Actor::Property::SCALE_Y:
-      case Dali::Actor::Property::COLOR_GREEN:
-      {
-        componentIndex = 1;
-        break;
-      }
+    case Dali::Actor::Property::WORLD_POSITION_Y:
+    {
+      value = GetCurrentWorldPosition().y;
+      break;
+    }
 
-      case Dali::Actor::Property::PARENT_ORIGIN_Z:
-      case Dali::Actor::Property::ANCHOR_POINT_Z:
-      case Dali::Actor::Property::SIZE_DEPTH:
-      case Dali::Actor::Property::POSITION_Z:
-      case Dali::Actor::Property::WORLD_POSITION_Z:
-      case Dali::Actor::Property::SCALE_Z:
-      case Dali::Actor::Property::COLOR_BLUE:
-      {
-        componentIndex = 2;
-        break;
-      }
+    case Dali::Actor::Property::WORLD_POSITION_Z:
+    {
+      value = GetCurrentWorldPosition().z;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_ALPHA:
-      {
-        componentIndex = 3;
-        break;
-      }
+    case Dali::Actor::Property::ORIENTATION:
+    {
+      value = GetCurrentOrientation();
+      break;
+    }
 
-      default:
-      {
-        // Do nothing
-        break;
-      }
+    case Dali::Actor::Property::WORLD_ORIENTATION:
+    {
+      value = GetCurrentWorldOrientation();
+      break;
     }
-  }
 
-  return componentIndex;
-}
+    case Dali::Actor::Property::SCALE:
+    {
+      value = GetCurrentScale();
+      break;
+    }
 
-void Actor::SetParent( Actor* parent )
-{
-  if( parent )
-  {
-    DALI_ASSERT_ALWAYS( !mParent && "Actor cannot have 2 parents" );
+    case Dali::Actor::Property::SCALE_X:
+    {
+      value = GetCurrentScale().x;
+      break;
+    }
 
-    mParent = parent;
+    case Dali::Actor::Property::SCALE_Y:
+    {
+      value = GetCurrentScale().y;
+      break;
+    }
 
-    if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
-         parent->OnStage() )
+    case Dali::Actor::Property::SCALE_Z:
     {
-      // Instruct each actor to create a corresponding node in the scene graph
-      ConnectToStage( parent->GetHierarchyDepth() );
+      value = GetCurrentScale().z;
+      break;
     }
 
-    // Resolve the name and index for the child properties if any
-    ResolveChildProperties();
-  }
-  else // parent being set to NULL
-  {
-    DALI_ASSERT_ALWAYS( mParent != NULL && "Actor should have a parent" );
+    case Dali::Actor::Property::WORLD_SCALE:
+    {
+      value = GetCurrentWorldScale();
+      break;
+    }
 
-    mParent = NULL;
+    case Dali::Actor::Property::COLOR:
+    {
+      value = GetCurrentColor();
+      break;
+    }
 
-    if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
-         OnStage() )
+    case Dali::Actor::Property::COLOR_RED:
     {
-      DALI_ASSERT_ALWAYS( mNode != NULL );
+      value = GetCurrentColor().r;
+      break;
+    }
 
-      if( NULL != mNode )
-      {
-        // Disconnect the Node & its children from the scene-graph.
-        DisconnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *mNode );
-      }
+    case Dali::Actor::Property::COLOR_GREEN:
+    {
+      value = GetCurrentColor().g;
+      break;
+    }
 
-      // Instruct each actor to discard pointers to the scene-graph
-      DisconnectFromStage();
+    case Dali::Actor::Property::COLOR_BLUE:
+    {
+      value = GetCurrentColor().b;
+      break;
     }
-  }
-}
 
-SceneGraph::Node* Actor::CreateNode() const
-{
-  return Node::New();
-}
+    case Dali::Actor::Property::COLOR_ALPHA:
+    case Dali::DevelActor::Property::OPACITY:
+    {
+      value = GetCurrentColor().a;
+      break;
+    }
 
-bool Actor::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */ )
-{
-  bool done = false;
-  Actor* actor = dynamic_cast< Actor* >( object );
+    case Dali::Actor::Property::WORLD_COLOR:
+    {
+      value = GetCurrentWorldColor();
+      break;
+    }
 
-  if( actor )
-  {
-    if( 0 == actionName.compare( ACTION_SHOW ) )
+    case Dali::Actor::Property::WORLD_MATRIX:
     {
-      actor->SetVisible( true );
-      done = true;
+      value = GetCurrentWorldMatrix();
+      break;
     }
-    else if( 0 == actionName.compare( ACTION_HIDE ) )
+
+    default:
     {
-      actor->SetVisible( false );
-      done = true;
+      // Must be an event-side only property
+      valueSet = false;
+      break;
     }
   }
 
-  return done;
+  return valueSet;
 }
 
 void Actor::EnsureRelayoutData()
@@ -3938,7 +4288,7 @@ float Actor::NegotiateFromChildren( Dimension::Type dimension )
 
 float Actor::GetSize( Dimension::Type dimension ) const
 {
-  return GetDimensionValue( GetTargetSize(), dimension );
+  return GetDimensionValue( mTargetSize, dimension );
 }
 
 float Actor::GetNaturalSize( Dimension::Type dimension ) const
@@ -4224,7 +4574,7 @@ void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& cont
   SetNegotiatedSize( container );
 
   // Negotiate down to children
-  const Vector2 newBounds = GetTargetSize().GetVectorXY();
+  const Vector2 newBounds = mTargetSize.GetVectorXY();
 
   for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
   {
@@ -4365,6 +4715,483 @@ Object* Actor::GetParentObject() const
   return mParent;
 }
 
+void Actor::SetSiblingOrder( unsigned int order )
+{
+  mSiblingOrder = std::min( order, static_cast<unsigned int>( DevelLayer::SIBLING_ORDER_MULTIPLIER ) );
+  if( mIsOnStage )
+  {
+    SetDepthIndexMessage( GetEventThreadServices(), *mNode, GetDepthIndex( mDepth, mSiblingOrder ) );
+  }
+}
+
+void Actor::DefragmentSiblingIndexes( ActorContainer& siblings )
+{
+  // Sibling index may not be in consecutive order as the sibling range is limited ( DevelLayer::SIBLING_ORDER_MULTIPLIER )
+  // we need to remove the gaps and ensure the number start from 0 and consecutive hence have a full range.
+
+  // Start at index 0, while index <= highest order
+  // Find next index higher than 0
+  //   if nextHigher > index+1
+  //      set all nextHigher orders to index+1
+
+  // Limitation: May reach the ceiling of DevelLayer::SIBLING_ORDER_MULTIPLIER with highest sibling.
+
+  ActorIter end = siblings.end();
+  int highestOrder = 0;
+  for( ActorIter iter = siblings.begin(); iter != end; ++iter )
+  {
+    ActorPtr sibling = (*iter);
+    int siblingOrder = sibling->mSiblingOrder;
+    highestOrder = std::max( highestOrder, siblingOrder );
+  }
+
+  for ( int index = 0; index <= highestOrder; index++ )
+  {
+    int nextHighest = -1;
+
+    // Find Next highest
+    for( ActorIter iter = siblings.begin(); iter != end; ++iter )
+    {
+      ActorPtr sibling = (*iter);
+      int siblingOrder = sibling->mSiblingOrder;
+
+      if ( siblingOrder > index )
+      {
+        if ( nextHighest == -1 )
+        {
+          nextHighest = siblingOrder;
+        }
+        nextHighest = std::min( nextHighest, siblingOrder );
+      }
+    }
+
+    // Check if a gap exists between indexes, if so set next index to consecutive number
+    if ( ( nextHighest - index ) > 1 )
+    {
+      for( ActorIter iter = siblings.begin(); iter != end; ++iter )
+      {
+        ActorPtr sibling = (*iter);
+        int siblingOrder = sibling->mSiblingOrder;
+        if ( siblingOrder == nextHighest )
+        {
+          sibling->mSiblingOrder =  index + 1;
+          if ( sibling->mSiblingOrder >= Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER )
+          {
+            DALI_LOG_WARNING( "Reached max sibling order level for raising / lowering actors\n" );
+            sibling->mSiblingOrder = Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER;
+          }
+          sibling->SetSiblingOrder( sibling->mSiblingOrder );
+        }
+      }
+    }
+  }
+}
+
+bool Actor::ShiftSiblingsLevels( ActorContainer& siblings, int targetLevelToShiftFrom )
+{
+  // Allows exclusive levels for an actor by shifting all sibling levels at the target and above by 1
+  bool defragmentationRequired( false );
+  ActorIter end = siblings.end();
+  for( ActorIter iter = siblings.begin(); ( iter != end ) ; ++iter )
+  {
+    // Move actors at nearest order and above up by 1
+    ActorPtr sibling = (*iter);
+    if ( sibling != this )
+    {
+      // Iterate through container of actors, any actor with a sibling order of the target or greater should
+      // be incremented by 1.
+      if ( sibling->mSiblingOrder >= targetLevelToShiftFrom )
+      {
+        sibling->mSiblingOrder++;
+        if ( sibling->mSiblingOrder + 1 >= DevelLayer::SIBLING_ORDER_MULTIPLIER )
+        {
+          // If a sibling order raises so that it is only 1 from the maximum allowed then set flag so
+          // can re-order all sibling orders.
+          defragmentationRequired = true;
+        }
+        sibling->SetSiblingOrder( sibling->mSiblingOrder );
+      }
+    }
+  }
+  return defragmentationRequired;
+}
+
+void Actor::Raise()
+{
+  /*
+     1) Check if already at top and nothing to be done.
+        This Actor can have highest sibling order but if not exclusive then another actor at same sibling
+        order can be positioned above it due to insertion order of actors.
+     2) Find nearest sibling level above, these are the siblings this actor needs to be above
+     3) a) There may be other levels above this target level
+        b) Increment all sibling levels at the level above nearest(target)
+        c) Now have a vacant sibling level
+     4) Set this actor's sibling level to nearest +1 as now vacated.
+
+     Note May not just be sibling level + 1 as could be empty levels in-between
+
+     Example:
+
+     1 ) Initial order
+        ActorC ( sibling level 4 )
+        ActorB ( sibling level 3 )
+        ActorA ( sibling level 1 )
+
+     2 )  ACTION: Raise A above B
+        a) Find nearest level above A = Level 3
+        b) Increment levels above Level 3
+
+           ActorC ( sibling level 5 )
+           ActorB ( sibling level 3 )  NEAREST
+           ActorA ( sibling level 1 )
+
+     3 ) Set Actor A sibling level to nearest +1 as vacant
+
+         ActorC ( sibling level 5 )
+         ActorA ( sibling level 4 )
+         ActorB ( sibling level 3 )
+
+     4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER
+         If shifting causes this ceiling to be reached. then a defragmentation can be performed to
+         remove any empty sibling order gaps and start from sibling level 0 again.
+         If the number of actors reaches this maximum and all using exclusive sibling order values then
+         defragmention will stop and new sibling orders will be set to same max value.
+  */
+  if ( mParent )
+  {
+    int nearestLevel = mSiblingOrder;
+    int shortestDistanceToNextLevel = DevelLayer::SIBLING_ORDER_MULTIPLIER;
+    bool defragmentationRequired( false );
+
+    ActorContainer* siblings = mParent->mChildren;
+
+    // Find Nearest sibling level above this actor
+    ActorIter end = siblings->end();
+    for( ActorIter iter = siblings->begin(); iter != end; ++iter )
+    {
+      ActorPtr sibling = (*iter);
+      if ( sibling != this )
+      {
+        int order = GetSiblingOrder( sibling );
+
+        if ( ( order >= mSiblingOrder ) )
+        {
+          int distanceToNextLevel =  order - mSiblingOrder;
+          if ( distanceToNextLevel < shortestDistanceToNextLevel )
+          {
+            nearestLevel = order;
+            shortestDistanceToNextLevel = distanceToNextLevel;
+          }
+        }
+      }
+    }
+
+    if ( nearestLevel < DevelLayer::SIBLING_ORDER_MULTIPLIER ) // Actor is not already exclusively at top
+    {
+      mSiblingOrder = nearestLevel + 1; // Set sibling level to that above the nearest level
+      defragmentationRequired = ShiftSiblingsLevels( *siblings, mSiblingOrder );
+      // Move current actor to newly vacated order level
+      SetSiblingOrder( mSiblingOrder );
+      if ( defragmentationRequired )
+      {
+        DefragmentSiblingIndexes( *siblings );
+      }
+    }
+    SetSiblingOrder( mSiblingOrder );
+  }
+  else
+  {
+    DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+  }
+}
+
+void Actor::Lower()
+{
+  /**
+    1) Check if actor already at bottom and if nothing needs to be done
+       This Actor can have lowest sibling order but if not exclusive then another actor at same sibling
+       order can be positioned above it due to insertion order of actors so need to move this actor below it.
+    2) Find nearest sibling level below, this Actor needs to be below it
+    3) a) Need to vacate a sibling level below nearest for this actor to occupy
+       b) Shift up all sibling order values of actor at the nearest level and levels above it to vacate a level.
+       c) Set this actor's sibling level to this newly vacated level.
+    4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER
+       If shifting causes this ceiling to be reached. then a defragmentation can be performed to
+       remove any empty sibling order gaps and start from sibling level 0 again.
+       If the number of actors reaches this maximum and all using exclusive sibling order values then
+       defragmention will stop and new sibling orders will be set to same max value.
+  */
+
+  if ( mParent )
+  {
+    // 1) Find nearest level below
+    int nearestLevel = mSiblingOrder;
+    int shortestDistanceToNextLevel = DevelLayer::SIBLING_ORDER_MULTIPLIER;
+
+    ActorContainer* siblings = mParent->mChildren;
+
+    ActorIter end = siblings->end();
+    for( ActorIter iter = siblings->begin(); iter != end; ++iter )
+    {
+      ActorPtr sibling = (*iter);
+      if ( sibling != this )
+      {
+        int order = GetSiblingOrder( sibling );
+
+        if ( order <= mSiblingOrder )
+        {
+          int distanceToNextLevel =  mSiblingOrder - order;
+          if ( distanceToNextLevel < shortestDistanceToNextLevel )
+          {
+            nearestLevel = order;
+            shortestDistanceToNextLevel = distanceToNextLevel;
+          }
+        }
+      }
+    }
+
+    bool defragmentationRequired ( false );
+
+    // 2) If actor already not at bottom, raise all actors at required level and above
+    if ( shortestDistanceToNextLevel < DevelLayer::SIBLING_ORDER_MULTIPLIER ) // Actor is not already exclusively at bottom
+    {
+      mSiblingOrder = nearestLevel;
+      defragmentationRequired = ShiftSiblingsLevels( *siblings, mSiblingOrder );
+      // Move current actor to newly vacated order
+      SetSiblingOrder( mSiblingOrder );
+      if ( defragmentationRequired )
+      {
+        DefragmentSiblingIndexes( *siblings );
+      }
+    }
+  }
+  else
+  {
+    DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+  }
+}
+
+void Actor::RaiseToTop()
+{
+  /**
+    1 ) Find highest sibling order actor
+    2 ) If highest sibling level not itself then set sibling order to that + 1
+    3 ) highest sibling order can be same as itself so need to increment over that
+    4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER
+        If shifting causes this ceiling to be reached. then a defragmentation can be performed to
+        remove any empty sibling order gaps and start from sibling level 0 again.
+        If the number of actors reaches this maximum and all using exclusive sibling order values then
+        defragmention will stop and new sibling orders will be set to same max value.
+   */
+
+  if ( mParent )
+  {
+    int maxOrder = 0;
+
+    ActorContainer* siblings = mParent->mChildren;
+
+    ActorIter end = siblings->end();
+    for( ActorIter iter = siblings->begin(); iter != end; ++iter )
+    {
+      ActorPtr sibling = (*iter);
+      if ( sibling != this )
+      {
+        maxOrder = std::max( GetSiblingOrder( sibling ), maxOrder );
+      }
+    }
+
+    bool defragmentationRequired( false );
+
+    if ( maxOrder >= mSiblingOrder )
+    {
+      mSiblingOrder = maxOrder + 1;
+      if ( mSiblingOrder + 1 >= DevelLayer::SIBLING_ORDER_MULTIPLIER )
+      {
+        defragmentationRequired = true;
+      }
+    }
+
+    SetSiblingOrder( mSiblingOrder );
+
+    if ( defragmentationRequired )
+    {
+      DefragmentSiblingIndexes( *siblings );
+    }
+  }
+  else
+  {
+    DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+  }
+}
+
+void Actor::LowerToBottom()
+{
+  /**
+    See Actor::LowerToBottom()
+
+    1 ) Check if this actor already at exclusively at the bottom, if so then no more to be done.
+    2 ) a ) Check if the bottom position 0 is vacant.
+        b ) If 0 position is not vacant then shift up all sibling order values from 0 and above
+        c ) 0 sibling position is vacant.
+    3 ) Set this actor to vacant sibling order 0;
+    4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER
+        If shifting causes this ceiling to be reached. then a defragmentation can be performed to
+        remove any empty sibling order gaps and start from sibling level 0 again.
+        If the number of actors reaches this maximum and all using exclusive sibling order values then
+        defragmention will stop and new sibling orders will be set to same max value.
+   */
+
+  if ( mParent )
+  {
+    bool defragmentationRequired( false );
+    bool orderZeroFree ( true );
+
+    ActorContainer* siblings = mParent->mChildren;
+
+    bool actorAtLowestOrder = true;
+    ActorIter end = siblings->end();
+    for( ActorIter iter = siblings->begin(); ( iter != end ) ; ++iter )
+    {
+      ActorPtr sibling = (*iter);
+      if ( sibling != this )
+      {
+        int siblingOrder = GetSiblingOrder( sibling );
+        if ( siblingOrder <= mSiblingOrder )
+        {
+          actorAtLowestOrder = false;
+        }
+
+        if ( siblingOrder == 0 )
+        {
+          orderZeroFree = false;
+        }
+      }
+    }
+
+    if ( ! actorAtLowestOrder  )
+    {
+      if ( ! orderZeroFree )
+      {
+        defragmentationRequired = ShiftSiblingsLevels( *siblings, 0 );
+      }
+      mSiblingOrder = 0;
+      SetSiblingOrder( mSiblingOrder );
+
+      if ( defragmentationRequired )
+      {
+        DefragmentSiblingIndexes( *siblings );
+      }
+    }
+  }
+  else
+  {
+    DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+  }
+}
+
+void Actor::RaiseAbove( Internal::Actor& target )
+{
+  /**
+    1 ) a) Find target actor's sibling order
+        b) If sibling order of target is the same as this actor then need to this Actor's sibling order
+           needs to be above it or the insertion order will determine which is drawn on top.
+    2 ) Shift up by 1 all sibling order greater than target sibling order
+    3 ) Set this actor to the sibling order to target +1 as will be a newly vacated gap above
+    4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER
+        If shifting causes this ceiling to be reached. then a defragmentation can be performed to
+        remove any empty sibling order gaps and start from sibling level 0 again.
+        If the number of actors reaches this maximum and all using exclusive sibling order values then
+        defragmention will stop and new sibling orders will be set to same max value.
+   */
+
+  if ( mParent )
+  {
+    if ( ValidateActors( *this, target ) )
+    {
+       // Find target's sibling order
+       // Set actor sibling order to this number +1
+      int targetSiblingOrder = GetSiblingOrder( &target );
+      ActorContainer* siblings = mParent->mChildren;
+      mSiblingOrder = targetSiblingOrder + 1;
+      bool defragmentationRequired = ShiftSiblingsLevels( *siblings, mSiblingOrder );
+
+      SetSiblingOrder( mSiblingOrder );
+
+      if ( defragmentationRequired )
+      {
+        DefragmentSiblingIndexes( *(mParent->mChildren) );
+      }
+    }
+  }
+  else
+  {
+    DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+  }
+}
+
+void Actor::LowerBelow( Internal::Actor& target )
+{
+  /**
+     1 ) a) Find target actor's sibling order
+         b) If sibling order of target is the same as this actor then need to this Actor's sibling order
+            needs to be below it or the insertion order will determine which is drawn on top.
+     2 ) Shift the target sibling order and all sibling orders at that level or above by 1
+     3 ) Set this actor to the sibling order of the target before it changed.
+     4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER
+         If shifting causes this ceiling to be reached. then a defragmentation can be performed to
+         remove any empty sibling order gaps and start from sibling level 0 again.
+         If the number of actors reaches this maximum and all using exclusive sibling order values then
+         defragmention will stop and new sibling orders will be set to same max value.
+   */
+
+  if ( mParent )
+  {
+    if ( ValidateActors( *this, target )  )
+    {
+      bool defragmentationRequired ( false );
+      // Find target's sibling order
+      // Set actor sibling order to target sibling order - 1
+      int targetSiblingOrder = GetSiblingOrder( &target);
+      ActorContainer* siblings = mParent->mChildren;
+      if ( targetSiblingOrder == 0 )
+      {
+        //lower to botton
+        ActorIter end = siblings->end();
+        for( ActorIter iter = siblings->begin(); ( iter != end ) ; ++iter )
+        {
+          ActorPtr sibling = (*iter);
+          if ( sibling != this )
+          {
+            sibling->mSiblingOrder++;
+            if ( sibling->mSiblingOrder + 1 >= DevelLayer::SIBLING_ORDER_MULTIPLIER )
+            {
+              defragmentationRequired = true;
+            }
+            sibling->SetSiblingOrder( sibling->mSiblingOrder );
+          }
+        }
+        mSiblingOrder = 0;
+      }
+      else
+      {
+        defragmentationRequired = ShiftSiblingsLevels( *siblings, targetSiblingOrder );
+
+        mSiblingOrder = targetSiblingOrder;
+      }
+      SetSiblingOrder( mSiblingOrder );
+
+      if ( defragmentationRequired )
+      {
+        DefragmentSiblingIndexes( *(mParent->mChildren) );
+      }
+    }
+  }
+  else
+  {
+    DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+  }
+}
+
 } // namespace Internal
 
 } // namespace Dali