[ATSPI] Add CalculateScreenExtents function
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Actor.cpp
index 786be23..12cbecd 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
@@ -51,7 +51,7 @@ bool gHoverCallBackCalled=false;
 
 static bool gTestConstraintCalled;
 
-DevelActor::LayoutDirection::Type gLayoutDirectionType;
+LayoutDirection::Type gLayoutDirectionType;
 
 struct TestConstraint
 {
@@ -231,6 +231,55 @@ struct VisibilityChangedFunctor
   VisibilityChangedFunctorData& data;
 };
 
+
+struct VisibilityChangedVoidFunctor
+{
+  VisibilityChangedVoidFunctor(bool& signalCalled)
+  : mSignalCalled( signalCalled )
+  { }
+
+  void operator()()
+  {
+    mSignalCalled  = true;
+  }
+
+  bool& mSignalCalled;
+};
+
+struct ChildOrderChangedFunctor
+{
+  ChildOrderChangedFunctor(bool& signalCalled, Actor& actor)
+  : mSignalCalled( signalCalled ),
+    mActor( actor )
+  { }
+
+  void operator()( Actor actor )
+  {
+    mSignalCalled  = true;
+    mActor = actor;
+  }
+
+  bool& mSignalCalled;
+  Actor& mActor;
+};
+
+struct CulledPropertyNotificationFunctor
+{
+  CulledPropertyNotificationFunctor( bool& signalCalled, PropertyNotification& propertyNotification )
+  : mSignalCalled( signalCalled ),
+    mPropertyNotification( propertyNotification )
+  { }
+
+  void operator()( PropertyNotification& source )
+  {
+    mSignalCalled  = true;
+    mPropertyNotification = source;
+  }
+
+  bool& mSignalCalled;
+  PropertyNotification& mPropertyNotification;
+};
+
 } // anonymous namespace
 
 
@@ -623,6 +672,75 @@ int UtcDaliActorGetParent02(void)
   END_TEST;
 }
 
+int UtcDaliActorCustomProperty(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  float startValue(1.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  DALI_TEST_CHECK( actor.GetProperty<float>(index) == startValue );
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<float>(index) == startValue );
+
+  actor.SetProperty( index, 5.0f );
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<float>(index) == 5.0f );
+  END_TEST;
+}
+
+int UtcDaliActorCustomPropertyIntToFloat(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  float startValue(5.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  DALI_TEST_CHECK( actor.GetProperty<float>(index) == startValue );
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<float>(index) == startValue );
+
+  actor.SetProperty( index, int(1) );
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<float>(index) == 1.0f );
+  END_TEST;
+}
+
+int UtcDaliActorCustomPropertyFloatToInt(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  int startValue(5);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  DALI_TEST_CHECK( actor.GetProperty<int>(index) == startValue );
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<int>(index) == startValue );
+
+  actor.SetProperty( index, float(1.5) );
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<int>(index) == 1 );
+  END_TEST;
+}
+
 int UtcDaliActorSetParentOrigin(void)
 {
   TestApplication application;
@@ -1151,6 +1269,29 @@ int UtcDaliActorGetCurrentSizeImmediate(void)
   END_TEST;
 }
 
+int UtcDaliActorCalculateScreenExtents(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  actor.SetPosition(Vector3(2.0f, 2.0f, 16.0f));
+  actor.SetSize(Vector3{ 1.0f, 1.0f, 1.0f });
+
+  application.SendNotification();
+  application.Render();
+
+  auto expectedExtent = Rect<>{ -0.5f, -0.5f, 1.0f, 1.0f };
+  auto actualExtent = DevelActor::CalculateScreenExtents( actor );
+  DALI_TEST_EQUALS( expectedExtent.x, actualExtent.x, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+  DALI_TEST_EQUALS( expectedExtent.y, actualExtent.y, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+  DALI_TEST_EQUALS( expectedExtent.width, actualExtent.width, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+  DALI_TEST_EQUALS( expectedExtent.height, actualExtent.height, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+
+  Stage::GetCurrent().Remove( actor );
+  END_TEST;
+}
+
 // SetPosition(float x, float y)
 int UtcDaliActorSetPosition01(void)
 {
@@ -1435,55 +1576,6 @@ int UtcDaliActorGetCurrentWorldPosition(void)
   END_TEST;
 }
 
-int UtcDaliActorInheritPosition(void)
-{
-  tet_infoline("Testing Actor::SetPositionInheritanceMode");
-  TestApplication application;
-
-  Actor parent = Actor::New();
-  Vector3 parentPosition( 1.0f, 2.0f, 3.0f );
-  parent.SetPosition( parentPosition );
-  parent.SetParentOrigin( ParentOrigin::CENTER );
-  parent.SetAnchorPoint( AnchorPoint::CENTER );
-  Stage::GetCurrent().Add( parent );
-
-  Actor child = Actor::New();
-  child.SetParentOrigin( ParentOrigin::CENTER );
-  child.SetAnchorPoint( AnchorPoint::CENTER );
-  Vector3 childPosition( 10.0f, 11.0f, 12.0f );
-  child.SetPosition( childPosition );
-  parent.Add( child );
-
-  // The actors should not have a world position yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
-
-  // first test default, which is to inherit position
-  DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::INHERIT_PARENT_POSITION, TEST_LOCATION );
-  application.SendNotification();
-  application.Render(0); // should only really call Update as Render is not required to update scene
-  DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentPosition(), childPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION );
-
-
-  //Change child position
-  Vector3 childOffset( -1.0f, 1.0f, 0.0f );
-  child.SetPosition( childOffset );
-
-  // Change inheritance mode to not inherit
-  child.SetPositionInheritanceMode( Dali::DONT_INHERIT_POSITION );
-  DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::DONT_INHERIT_POSITION, TEST_LOCATION );
-  application.SendNotification();
-  application.Render(0); // should only really call Update as Render is not required to update scene
-  DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), childOffset, TEST_LOCATION );
-  END_TEST;
-}
-
 int UtcDaliActorSetInheritPosition(void)
 {
   tet_infoline("Testing Actor::SetInheritPosition");
@@ -1542,6 +1634,41 @@ int UtcDaliActorSetInheritPosition(void)
   END_TEST;
 }
 
+int UtcDaliActorInheritOpacity(void)
+{
+  tet_infoline("Testing Actor::Inherit Opacity");
+  TestApplication application;
+
+  Actor parent = Actor::New();
+  Actor child = Actor::New();
+  parent.Add( child );
+  Stage::GetCurrent().Add( parent );
+
+  DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  parent.SetOpacity( 0.1f );
+
+  DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.f, 0.0001f, TEST_LOCATION );
+
+  END_TEST;
+}
+
 // SetOrientation(float angleRadians, Vector3 axis)
 int UtcDaliActorSetOrientation01(void)
 {
@@ -3144,7 +3271,6 @@ const PropertyStringIndex PROPERTY_TABLE[] =
   { "inheritOrientation",       Actor::Property::INHERIT_ORIENTATION,      Property::BOOLEAN     },
   { "inheritScale",             Actor::Property::INHERIT_SCALE,            Property::BOOLEAN     },
   { "colorMode",                Actor::Property::COLOR_MODE,               Property::STRING      },
-  { "positionInheritance",      Actor::Property::POSITION_INHERITANCE,     Property::STRING      },
   { "drawMode",                 Actor::Property::DRAW_MODE,                Property::STRING      },
   { "sizeModeFactor",           Actor::Property::SIZE_MODE_FACTOR,         Property::VECTOR3     },
   { "widthResizePolicy",        Actor::Property::WIDTH_RESIZE_POLICY,      Property::STRING      },
@@ -3663,31 +3789,6 @@ int UtcDaliActorColorModePropertyAsString(void)
   END_TEST;
 }
 
-int UtcDaliActorPositionInheritancePropertyAsString(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-
-  actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "INHERIT_PARENT_POSITION" );
-  DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), INHERIT_PARENT_POSITION, TEST_LOCATION );
-
-  actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "USE_PARENT_POSITION" );
-  DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION, TEST_LOCATION );
-
-  actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "USE_PARENT_POSITION_PLUS_LOCAL_POSITION" );
-  DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION );
-
-  actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "DONT_INHERIT_POSITION" );
-  DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
-
-  // Invalid should not change anything
-  actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "INVALID_ARG" );
-  DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
-
-  END_TEST;
-}
-
 int UtcDaliActorDrawModePropertyAsString(void)
 {
   TestApplication application;
@@ -3700,12 +3801,9 @@ int UtcDaliActorDrawModePropertyAsString(void)
   actor.SetProperty( Actor::Property::DRAW_MODE, "OVERLAY_2D" );
   DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
 
-  actor.SetProperty( Actor::Property::DRAW_MODE, "STENCIL" );
-  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
-
   // Invalid should not change anything
   actor.SetProperty( Actor::Property::DRAW_MODE, "INVALID_ARG" );
-  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
 
   END_TEST;
 }
@@ -3731,27 +3829,6 @@ int UtcDaliActorColorModePropertyAsEnum(void)
   END_TEST;
 }
 
-int UtcDaliActorPositionInheritancePropertyAsEnum(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-
-  actor.SetProperty( Actor::Property::POSITION_INHERITANCE, INHERIT_PARENT_POSITION );
-  DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), INHERIT_PARENT_POSITION, TEST_LOCATION );
-
-  actor.SetProperty( Actor::Property::POSITION_INHERITANCE, USE_PARENT_POSITION );
-  DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION, TEST_LOCATION );
-
-  actor.SetProperty( Actor::Property::POSITION_INHERITANCE, USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
-  DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION );
-
-  actor.SetProperty( Actor::Property::POSITION_INHERITANCE, DONT_INHERIT_POSITION );
-  DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
-
-  END_TEST;
-}
-
 int UtcDaliActorDrawModePropertyAsEnum(void)
 {
   TestApplication application;
@@ -3764,9 +3841,6 @@ int UtcDaliActorDrawModePropertyAsEnum(void)
   actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
   DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
 
-  actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::STENCIL );
-  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
-
   END_TEST;
 }
 
@@ -3947,20 +4021,25 @@ int UtcDaliActorRemoveRendererN(void)
 }
 
 // Clipping test helper functions:
-Actor CreateActorWithContent()
+Actor CreateActorWithContent( uint32_t width, uint32_t height)
 {
-  BufferImage image = BufferImage::New( 16u, 16u );
+  BufferImage image = BufferImage::New( width, height );
   Actor actor = CreateRenderableActor( image );
 
   // Setup dimensions and position so actor is not skipped by culling.
   actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
-  actor.SetSize( 16.0f, 16.0f );
+  actor.SetSize( width, height );
   actor.SetParentOrigin( ParentOrigin::CENTER );
   actor.SetAnchorPoint( AnchorPoint::CENTER );
 
   return actor;
 }
 
+Actor CreateActorWithContent16x16()
+{
+  return CreateActorWithContent( 16, 16 );
+}
+
 void GenerateTrace( TestApplication& application, TraceCallStack& enabledDisableTrace, TraceCallStack& stencilTrace )
 {
   enabledDisableTrace.Reset();
@@ -3988,7 +4067,7 @@ void CheckColorMask( TestGlAbstraction& glAbstraction, bool maskValue )
 int UtcDaliActorPropertyClippingP(void)
 {
   // This test checks the clippingMode property.
-  tet_infoline( "Testing Actor::Property::CLIPPING_MODE P" );
+  tet_infoline( "Testing Actor::Property::ClippingMode: P" );
   TestApplication application;
 
   Actor actor = Actor::New();
@@ -4005,7 +4084,7 @@ int UtcDaliActorPropertyClippingP(void)
     DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
   }
 
-  // Check setting the property.
+  // Check setting the property to the stencil mode.
   actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
 
   // Check the new value was set.
@@ -4018,13 +4097,25 @@ int UtcDaliActorPropertyClippingP(void)
     DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_CHILDREN, TEST_LOCATION );
   }
 
+  // Check setting the property to the scissor mode.
+  actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+  // Check the new value was set.
+  getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
+  getValueResult = getValue.Get( value );
+  DALI_TEST_CHECK( getValueResult );
+
+  if( getValueResult )
+  {
+    DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_TO_BOUNDING_BOX, TEST_LOCATION );
+  }
   END_TEST;
 }
 
 int UtcDaliActorPropertyClippingN(void)
 {
   // Negative test case for Clipping.
-  tet_infoline( "Testing Actor::Property::CLIPPING_MODE N" );
+  tet_infoline( "Testing Actor::Property::ClippingMode: N" );
   TestApplication application;
 
   Actor actor = Actor::New();
@@ -4059,7 +4150,7 @@ int UtcDaliActorPropertyClippingN(void)
 int UtcDaliActorPropertyClippingActor(void)
 {
   // This test checks that an actor is correctly setup for clipping.
-  tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor" );
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor" );
   TestApplication application;
 
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
@@ -4068,7 +4159,7 @@ int UtcDaliActorPropertyClippingActor(void)
   size_t startIndex = 0u;
 
   // Create a clipping actor.
-  Actor actorDepth1Clip = CreateActorWithContent();
+  Actor actorDepth1Clip = CreateActorWithContent16x16();
   actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
   Stage::GetCurrent().Add( actorDepth1Clip );
 
@@ -4095,7 +4186,7 @@ int UtcDaliActorPropertyClippingActor(void)
 int UtcDaliActorPropertyClippingActorEnableThenDisable(void)
 {
   // This test checks that an actor is correctly setup for clipping and then correctly setup when clipping is disabled
-  tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor enable and then disable" );
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor enable and then disable" );
   TestApplication application;
 
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
@@ -4104,7 +4195,7 @@ int UtcDaliActorPropertyClippingActorEnableThenDisable(void)
   size_t startIndex = 0u;
 
   // Create a clipping actor.
-  Actor actorDepth1Clip = CreateActorWithContent();
+  Actor actorDepth1Clip = CreateActorWithContent16x16();
   actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
   Stage::GetCurrent().Add( actorDepth1Clip );
 
@@ -4141,36 +4232,35 @@ int UtcDaliActorPropertyClippingActorEnableThenDisable(void)
   END_TEST;
 }
 
-
 int UtcDaliActorPropertyClippingNestedChildren(void)
 {
   // This test checks that a hierarchy of actors are clipped correctly by
   // writing to and reading from the correct bit-planes of the stencil buffer.
-  tet_infoline( "Testing Actor::Property::CLIPPING_MODE nested children" );
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN nested children" );
   TestApplication application;
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
   TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
   TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
 
   // Create a clipping actor.
-  Actor actorDepth1Clip = CreateActorWithContent();
+  Actor actorDepth1Clip = CreateActorWithContent16x16();
   actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
   Stage::GetCurrent().Add( actorDepth1Clip );
 
   // Create a child actor.
-  Actor childDepth2 = CreateActorWithContent();
+  Actor childDepth2 = CreateActorWithContent16x16();
   actorDepth1Clip.Add( childDepth2 );
 
   // Create another clipping actor.
-  Actor childDepth2Clip = CreateActorWithContent();
+  Actor childDepth2Clip = CreateActorWithContent16x16();
   childDepth2Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
   childDepth2.Add( childDepth2Clip );
 
   // Create another 2 child actors. We do this so 2 nodes will have the same clipping ID.
   // This tests the sort algorithm.
-  Actor childDepth3 = CreateActorWithContent();
+  Actor childDepth3 = CreateActorWithContent16x16();
   childDepth2Clip.Add( childDepth3 );
-  Actor childDepth4 = CreateActorWithContent();
+  Actor childDepth4 = CreateActorWithContent16x16();
   childDepth3.Add( childDepth4 );
 
   // Gather the call trace.
@@ -4223,7 +4313,7 @@ int UtcDaliActorPropertyClippingNestedChildren(void)
 int UtcDaliActorPropertyClippingActorDrawOrder(void)
 {
   // This test checks that a hierarchy of actors are drawn in the correct order when clipping is enabled.
-  tet_infoline( "Testing Actor::Property::CLIPPING_MODE draw order" );
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN draw order" );
   TestApplication application;
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
   TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
@@ -4312,102 +4402,392 @@ int UtcDaliActorPropertyClippingActorDrawOrder(void)
   END_TEST;
 }
 
-int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
+int UtcDaliActorPropertyScissorClippingActor(void)
 {
-  // This test checks that an actor with clipping will be ignored if overridden by the Renderer properties.
-  tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor with renderer override" );
+  // This test checks that an actor is correctly setup for clipping.
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor" );
   TestApplication application;
 
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-  TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+  TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
   TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
 
-  // Create a clipping actor.
-  Actor actorDepth1Clip = CreateActorWithContent();
-  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
-  Stage::GetCurrent().Add( actorDepth1Clip );
+  const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
+  const Vector2 imageSize( 16.0f, 16.0f );
 
-  // Turn the RenderMode to just "COLOR" at the Renderer level to ignore the clippingMode.
-  actorDepth1Clip.GetRendererAt( 0 ).SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
+  // Create a clipping actor.
+  Actor clippingActorA = CreateActorWithContent16x16();
+  // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
+  // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
+  clippingActorA.SetParentOrigin( ParentOrigin::BOTTOM_LEFT );
+  clippingActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+  clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+  Stage::GetCurrent().Add( clippingActorA );
 
   // Gather the call trace.
-  GenerateTrace( application, enabledDisableTrace, stencilTrace );
+  GenerateTrace( application, enabledDisableTrace, scissorTrace );
 
   // Check we are writing to the color buffer.
   CheckColorMask( glAbstraction, true );
 
-  // Check the stencil buffer was not enabled.
-  DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) );    // 2960 is GL_STENCIL_TEST
+  // Check scissor test was enabled.
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );                                   // 3089 = 0xC11 (GL_SCISSOR_TEST)
 
-  // Check stencil functions are not called.
-  DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilFunc" ) );
-  DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilMask" ) );
-  DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilOp" ) );
+  // Check the scissor was set, and the coordinates are correct.
+  std::stringstream compareParametersString;
+  compareParametersString << "0, 0, " << imageSize.x << ", " << imageSize.y;
+  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) );                  // Compare with 0, 0, 16, 16
 
-  END_TEST;
-}
+  clippingActorA.SetParentOrigin( ParentOrigin::TOP_RIGHT );
+  clippingActorA.SetAnchorPoint( AnchorPoint::TOP_RIGHT );
 
-int UtcDaliGetPropertyN(void)
-{
-  tet_infoline( "Testing Actor::GetProperty returns a non valid value if property index is out of range" );
-  TestApplication app;
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, scissorTrace );
 
-  Actor actor = Actor::New();
+  // Check the scissor was set, and the coordinates are correct.
+  compareParametersString.str( std::string() );
+  compareParametersString.clear();
+  compareParametersString << ( stageSize.x - imageSize.x ) << ", " << ( stageSize.y - imageSize.y ) << ", " << imageSize.x << ", " << imageSize.y;
+  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) );                  // Compare with 464, 784, 16, 16
 
-  unsigned int propertyCount = actor.GetPropertyCount();
-  DALI_TEST_EQUALS( actor.GetProperty( Property::Index(propertyCount)).GetType(), Property::NONE, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliActorRaiseLower(void)
+int UtcDaliActorPropertyScissorClippingActorSiblings(void)
 {
-  tet_infoline( "UtcDaliActor Raise and Lower test\n" );
-
+  // This test checks that an actor is correctly setup for clipping.
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actors which are siblings" );
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
 
-  Actor actorA = Actor::New();
-  Actor actorB = Actor::New();
-  Actor actorC = Actor::New();
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
+  const Vector2 sizeA{ stageSize.width, stageSize.height * 0.25f };
+  const Vector2 sizeB{ stageSize.width, stageSize.height * 0.05f };
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  // Create a clipping actors.
+  Actor clippingActorA = CreateActorWithContent( sizeA.width, sizeA.height );
+  Actor clippingActorB = CreateActorWithContent( sizeB.width, sizeB.height );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  clippingActorA.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+  clippingActorA.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
-  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
-  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+  clippingActorB.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+  clippingActorB.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
-  actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
-  actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+  clippingActorA.SetPosition( 0.0f, -200.0f, 0.0f );
+  clippingActorB.SetPosition( 0.0f, 0.0f, 0.0f );
 
-  actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
-  actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+  Stage::GetCurrent().Add( clippingActorA );
+  Stage::GetCurrent().Add( clippingActorB );
 
-  stage.Add( actorA );
-  stage.Add( actorB );
-  stage.Add( actorC );
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, scissorTrace );
 
-  ResetTouchCallbacks();
+  // Check we are writing to the color buffer.
+  CheckColorMask( glAbstraction, true );
 
-  application.SendNotification();
-  application.Render();
+  // Check scissor test was enabled.
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );                                   // 3089 = 0xC11 (GL_SCISSOR_TEST)
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION );
+  // Check the scissor was set, and the coordinates are correct.
+  std::stringstream compareParametersString;
 
-  // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
-  // Only top actor will get touched.
-  actorA.TouchSignal().Connect( TestTouchCallback );
+  std::string clipA( "0, 500, 480, 200" );
+  std::string clipB( "0, 380, 480, 40" );
+
+  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipA ) );
+  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipB ) );
+
+  END_TEST;
+}
+
+int UtcDaliActorPropertyScissorClippingActorNested01(void)
+{
+  // This test checks that an actor is correctly setup for clipping.
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor nested" );
+  TestApplication application;
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+  const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
+  const Vector2 imageSize( 16.0f, 16.0f );
+
+  /* Create a nest of 2 scissors to test nesting (intersecting clips).
+
+     A is drawn first - with scissor clipping on
+     B is drawn second - also with scissor clipping on
+     C is the generated clipping region, the intersection ( A ∩ B )
+
+           ┏━━━━━━━┓                   ┌───────┐
+           ┃     B ┃                   │     B │
+       ┌───╂┄┄┄┐   ┃               ┌┄┄┄╆━━━┓   │
+       │   ┃   ┊   ┃     ━━━━━>    ┊   ┃ C ┃   │
+       │   ┗━━━┿━━━┛               ┊   ┗━━━╃───┘
+       │ A     │                   ┊ A     ┊
+       └───────┘                   └┄┄┄┄┄┄┄┘
+
+     We then reposition B around each corner of A to test the 4 overlap combinations (thus testing intersecting works correctly).
+  */
+
+  // Create a clipping actor.
+  Actor clippingActorA = CreateActorWithContent16x16();
+  // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
+  // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
+  clippingActorA.SetParentOrigin( ParentOrigin::CENTER );
+  clippingActorA.SetAnchorPoint( AnchorPoint::CENTER );
+  clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+  Stage::GetCurrent().Add( clippingActorA );
+
+  // Create a child clipping actor.
+  Actor clippingActorB = CreateActorWithContent16x16();
+  clippingActorB.SetParentOrigin( ParentOrigin::CENTER );
+  clippingActorB.SetAnchorPoint( AnchorPoint::CENTER );
+  clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+  clippingActorA.Add( clippingActorB );
+
+  // positionModifiers is an array of positions to position B around.
+  // expect is an array of expected scissor clip coordinate results.
+  const Vector2 positionModifiers[4] = { Vector2( 1.0f, 1.0f ),     Vector2( -1.0f, 1.0f ),    Vector2( -1.0f, -1.0f ),   Vector2( 1.0f, -1.0f )    };
+  const Vector4 expect[4] =            { Vector4( 240, 392, 8, 8 ), Vector4( 232, 392, 8, 8 ), Vector4( 232, 400, 8, 8 ), Vector4( 240, 400, 8, 8 ) };
+
+  // Loop through each overlap combination.
+  for( unsigned int test = 0u; test < 4u; ++test )
+  {
+    // Position the child clipping actor so it intersects with the 1st clipping actor. This changes each loop.
+    const Vector2 position = ( imageSize / 2.0f ) * positionModifiers[test];
+    clippingActorB.SetPosition( position.x, position.y );
+
+    // Gather the call trace.
+    GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+    // Check we are writing to the color buffer.
+    CheckColorMask( glAbstraction, true );
+
+    // Check scissor test was enabled.
+    DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );                                   // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+    // Check the scissor was set, and the coordinates are correct.
+    const Vector4& expectResults( expect[test] );
+    std::stringstream compareParametersString;
+    compareParametersString << expectResults.x << ", " << expectResults.y << ", " << expectResults.z << ", " << expectResults.w;
+    DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) );                  // Compare with the expected result
+  }
+
+  END_TEST;
+}
+
+int UtcDaliActorPropertyScissorClippingActorNested02(void)
+{
+  // This test checks that an actor is correctly setup for clipping.
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor nested" );
+  TestApplication application;
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+  /* Create a nest of 2 scissors and siblings of the parent.
+
+            stage
+              |
+        ┌─────┐─────┐
+        A     C     D
+        |           |
+        B           E
+  */
+
+  const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
+  const Vector2 sizeA{ stageSize.width, stageSize.height * 0.25f };
+  const Vector2 sizeB{ stageSize.width, stageSize.height * 0.05f };
+  const Vector2 sizeC{ stageSize.width, stageSize.height * 0.25f };
+  const Vector2 sizeD{ stageSize.width, stageSize.height * 0.25f };
+  const Vector2 sizeE{ stageSize.width, stageSize.height * 0.05f };
+
+  // Create a clipping actors.
+  Actor clippingActorA = CreateActorWithContent( sizeA.width, sizeA.height );
+  Actor clippingActorB = CreateActorWithContent( sizeB.width, sizeB.height );
+  Actor clippingActorC = CreateActorWithContent( sizeC.width, sizeC.height );
+  Actor clippingActorD = CreateActorWithContent( sizeD.width, sizeD.height );
+  Actor clippingActorE = CreateActorWithContent( sizeE.width, sizeE.height );
+
+  clippingActorA.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+  clippingActorA.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+  clippingActorB.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+  clippingActorB.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+  clippingActorC.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+  clippingActorC.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorC.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+  clippingActorD.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+  clippingActorD.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorD.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+  clippingActorE.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+  clippingActorE.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+
+  clippingActorA.SetPosition( 0.0f, -200.0f, 0.0f );
+  clippingActorB.SetPosition( 0.0f, 0.0f, 0.0f );
+  clippingActorC.SetPosition( 0.0f, 100.0f, 0.0f );
+  clippingActorD.SetPosition( 0.0f, 0.0f, 0.0f );
+  clippingActorE.SetPosition( 0.0f, 0.0f, 0.0f );
+
+  Stage::GetCurrent().Add( clippingActorA );
+  clippingActorA.Add( clippingActorB );
+  Stage::GetCurrent().Add( clippingActorC );
+  Stage::GetCurrent().Add( clippingActorD );
+  clippingActorD.Add( clippingActorE );
+
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+  // Check we are writing to the color buffer.
+  CheckColorMask( glAbstraction, true );
+
+  // Check scissor test was enabled.
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );                                   // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+  // Check the scissor was set, and the coordinates are correct.
+  std::string clipA( "0, 500, 480, 200" );
+  std::string clipB( "0, 580, 480, 40" );
+  std::string clipC( "0, 200, 480, 200" );
+  std::string clipD( "0, 300, 480, 200" );
+
+  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipA ) );
+  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipB ) );
+  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipC ) );
+  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipD ) );
+  DALI_TEST_CHECK( scissorTrace.CountMethod( "Scissor" ) == 4 );    // Scissor rect should not be changed in clippingActorE case. So count should be 4.
+
+  END_TEST;
+}
+
+int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
+{
+  // This test checks that an actor with clipping will be ignored if overridden by the Renderer properties.
+  tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor with renderer override" );
+  TestApplication application;
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+  // Create a clipping actor.
+  Actor actorDepth1Clip = CreateActorWithContent16x16();
+  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+  Stage::GetCurrent().Add( actorDepth1Clip );
+
+  // Turn the RenderMode to just "COLOR" at the Renderer level to ignore the clippingMode.
+  actorDepth1Clip.GetRendererAt( 0 ).SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
+
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+  // Check we are writing to the color buffer.
+  CheckColorMask( glAbstraction, true );
+
+  // Check the stencil buffer was not enabled.
+  DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) );    // 2960 is GL_STENCIL_TEST
+
+  // Check stencil functions are not called.
+  DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilFunc" ) );
+  DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilMask" ) );
+  DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilOp" ) );
+
+  // Check that scissor clipping is overriden by the renderer properties.
+  TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+
+  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+  // Check the stencil buffer was not enabled.
+  DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );    // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+  DALI_TEST_CHECK( !scissorTrace.FindMethod( "StencilFunc" ) );
+
+  END_TEST;
+}
+
+int UtcDaliGetPropertyN(void)
+{
+  tet_infoline( "Testing Actor::GetProperty returns a non valid value if property index is out of range" );
+  TestApplication app;
+
+  Actor actor = Actor::New();
+
+  unsigned int propertyCount = actor.GetPropertyCount();
+  DALI_TEST_EQUALS( actor.GetProperty( Property::Index(propertyCount)).GetType(), Property::NONE, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliActorRaiseLower(void)
+{
+  tet_infoline( "UtcDaliActor Raise and Lower test\n" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  Actor actorA = Actor::New();
+  Actor actorB = Actor::New();
+  Actor actorC = Actor::New();
+
+  actorA.SetAnchorPoint( AnchorPoint::CENTER );
+  actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorB.SetAnchorPoint( AnchorPoint::CENTER );
+  actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorC.SetAnchorPoint( AnchorPoint::CENTER );
+  actorC.SetParentOrigin( ParentOrigin::CENTER );
+
+  actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  stage.Add( actorA );
+  stage.Add( actorB );
+  stage.Add( actorC );
+
+  ResetTouchCallbacks();
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION );
+
+  // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+  // Only top actor will get touched.
+  actorA.TouchSignal().Connect( TestTouchCallback );
   actorB.TouchSignal().Connect( TestTouchCallback2 );
   actorC.TouchSignal().Connect( TestTouchCallback3 );
 
+  // Connect ChildOrderChangedSignal
+  bool orderChangedSignal( false );
+  Actor orderChangedActor;
+  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
+  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+
   Dali::Integration::Point point;
   point.SetDeviceId( 1 );
   point.SetState( PointState::DOWN );
@@ -4431,7 +4811,11 @@ int UtcDaliActorRaiseLower(void)
   Property::Value value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
   value.Get( preActorOrder );
 
-  DevelActor::Raise( actorB );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorB.Raise();
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+
   // Ensure sort order is calculated before next touch event
   application.SendNotification();
 
@@ -4453,7 +4837,13 @@ int UtcDaliActorRaiseLower(void)
   value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
   value.Get( preActorOrder );
 
-  DevelActor::Lower( actorB );
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorB.Lower();
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+
   application.SendNotification(); // ensure sort order calculated before next touch event
 
   value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
@@ -4531,6 +4921,12 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
 
   ResetTouchCallbacks();
 
+  // Connect ChildOrderChangedSignal
+  bool orderChangedSignal( false );
+  Actor orderChangedActor;
+  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
+  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+
   // Set up gl abstraction trace so can query the set uniform order
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
   glAbstraction.EnableSetUniformCallTrace(true);
@@ -4580,7 +4976,11 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
 
   tet_printf( "RaiseToTop ActorA\n" );
 
-  DevelActor::RaiseToTop( actorA );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorA.RaiseToTop();
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+
   application.SendNotification(); // ensure sorting order is calculated before next touch event
 
   application.ProcessEvent( touchEvent );
@@ -4611,7 +5011,13 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
 
   tet_printf( "RaiseToTop ActorB\n" );
 
-  DevelActor::RaiseToTop( actorB );
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorB.RaiseToTop();
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+
   application.SendNotification(); // Ensure sort order is calculated before next touch event
 
   application.ProcessEvent( touchEvent );
@@ -4642,11 +5048,23 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
 
   tet_printf( "LowerToBottom ActorA then ActorB leaving Actor C at Top\n" );
 
-  DevelActor::LowerToBottom( actorA );
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorA.LowerToBottom();
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+
   application.SendNotification();
   application.Render();
 
-  DevelActor::LowerToBottom( actorB );
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorB.LowerToBottom();
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+
   application.SendNotification();
   application.Render();
 
@@ -4728,6 +5146,11 @@ int UtcDaliActorRaiseAbove(void)
   actorB.TouchSignal().Connect( TestTouchCallback2 );
   actorC.TouchSignal().Connect( TestTouchCallback3 );
 
+  bool orderChangedSignal( false );
+  Actor orderChangedActor;
+  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
+  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+
   Dali::Integration::Point point;
   point.SetDeviceId( 1 );
   point.SetState( PointState::DOWN );
@@ -4745,10 +5168,13 @@ int UtcDaliActorRaiseAbove(void)
 
   tet_printf( "Raise actor B Above Actor C\n" );
 
-  DevelActor::RaiseAbove( actorB, actorC );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorB.RaiseAbove( actorC );
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
-
   application.ProcessEvent( touchEvent );
 
   DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
@@ -4759,7 +5185,12 @@ int UtcDaliActorRaiseAbove(void)
 
   tet_printf( "Raise actor A Above Actor B\n" );
 
-  DevelActor::RaiseAbove( actorA, actorB );
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorA.RaiseAbove( actorB );
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
@@ -4839,6 +5270,12 @@ int UtcDaliActorLowerBelow(void)
 
   ResetTouchCallbacks();
 
+  // Connect ChildOrderChangedSignal
+  bool orderChangedSignal( false );
+  Actor orderChangedActor;
+  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
+  DevelActor::ChildOrderChangedSignal( container ).Connect( &application, f ) ;
+
   // Set up gl abstraction trace so can query the set uniform order
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
   glAbstraction.EnableSetUniformCallTrace(true);
@@ -4893,7 +5330,11 @@ int UtcDaliActorLowerBelow(void)
 
   tet_printf( "Lower actor C below Actor B ( actor B and A on same level due to insertion order) so C is below both \n" );
 
-  DevelActor::LowerBelow( actorC, actorB );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorC.LowerBelow( actorB );
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorC, TEST_LOCATION );
+
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
@@ -4925,7 +5366,13 @@ int UtcDaliActorLowerBelow(void)
 
   tet_printf( "Lower actor C below Actor A leaving B on top\n" );
 
-  DevelActor::LowerBelow( actorC, actorA );
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorC.LowerBelow( actorA );
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorC, TEST_LOCATION );
+
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
@@ -4954,7 +5401,13 @@ int UtcDaliActorLowerBelow(void)
 
   tet_printf( "Lower actor B below Actor C leaving A on top\n" );
 
-  DevelActor::LowerBelow( actorB, actorC );
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorB.LowerBelow( actorC );
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
@@ -5033,6 +5486,12 @@ int UtcDaliActorRaiseAboveDifferentParentsN(void)
 
   ResetTouchCallbacks();
 
+  // Connect ChildOrderChangedSignal
+  bool orderChangedSignal( false );
+  Actor orderChangedActor;
+  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
+  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+
   application.SendNotification();
   application.Render();
 
@@ -5063,7 +5522,10 @@ int UtcDaliActorRaiseAboveDifferentParentsN(void)
 
   tet_printf( "Raise actor A Above Actor C which have different parents\n" );
 
-  DevelActor::RaiseAbove( actorA, actorC );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorA.RaiseAbove( actorC );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
 
@@ -5110,6 +5572,12 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
 
   ResetTouchCallbacks();
 
+  // Connect ChildOrderChangedSignal
+  bool orderChangedSignal( false );
+  Actor orderChangedActor;
+  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
+  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+
   application.SendNotification();
   application.Render();
 
@@ -5132,7 +5600,10 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
 
   tet_printf( "Raise actor A Above Actor C which have no parents\n" );
 
-  DevelActor::RaiseAbove( actorA, actorC );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorA.RaiseAbove( actorC );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
 
@@ -5146,9 +5617,14 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
 
   ResetTouchCallbacks();
 
+  orderChangedSignal = false;
+
   stage.Add ( actorB );
   tet_printf( "Lower actor A below Actor C when only A is not on stage \n" );
-  DevelActor::LowerBelow( actorA, actorC );
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorA.LowerBelow( actorC );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
@@ -5163,6 +5639,8 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
 
   ResetTouchCallbacks();
 
+  orderChangedSignal = false;
+
   tet_printf( "Adding Actor A to stage, will be on top\n" );
 
   stage.Add ( actorA );
@@ -5170,7 +5648,11 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
   application.Render();
 
   tet_printf( "Raise actor B Above Actor C when only B has a parent\n" );
-  DevelActor::RaiseAbove( actorB, actorC );
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorB.RaiseAbove( actorC );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
 
@@ -5183,8 +5665,14 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
 
   ResetTouchCallbacks();
 
+  orderChangedSignal = false;
+
   tet_printf( "Lower actor A below Actor C when only A has a parent\n" );
-  DevelActor::LowerBelow( actorA, actorC );
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorA.LowerBelow( actorC );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
 
@@ -5197,8 +5685,15 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
 
   ResetTouchCallbacks();
 
+  orderChangedSignal = false;
+
   stage.Add ( actorC );
-  DevelActor::RaiseAbove( actorA, actorC );
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorA.RaiseAbove( actorC );
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
@@ -5245,6 +5740,12 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
 
   ResetTouchCallbacks();
 
+  // Connect ChildOrderChangedSignal
+  bool orderChangedSignal( false );
+  Actor orderChangedActor;
+  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
+  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+
   // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
   // Only top actor will get touched.
   actorA.TouchSignal().Connect( TestTouchCallback );
@@ -5260,7 +5761,10 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
 
   stage.Add ( actorA );
   tet_printf( "Raise actor B Above Actor C but B not parented\n" );
-  DevelActor::Raise( actorB );
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorB.Raise();
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
 
   application.SendNotification();
   application.Render();
@@ -5276,7 +5780,12 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
   tet_printf( "Raise actor B Above Actor C but B not parented\n" );
   ResetTouchCallbacks();
 
-  DevelActor::Lower( actorC );
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorC.Lower();
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
   // Sort actor tree before next touch event
   application.SendNotification();
   application.Render();
@@ -5290,9 +5799,14 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
   DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
   ResetTouchCallbacks();
 
+  orderChangedSignal = false;
+
   tet_printf( "Lower actor C below B but C not parented\n" );
 
-  DevelActor::Lower( actorB );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorB.Lower();
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
   // Sort actor tree before next touch event
   application.SendNotification();
   application.Render();
@@ -5306,9 +5820,14 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
   DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
   ResetTouchCallbacks();
 
+  orderChangedSignal = false;
+
   tet_printf( "Raise actor B to top\n" );
 
-  DevelActor::RaiseToTop( actorB );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorB.RaiseToTop();
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
   // Sort actor tree before next touch event
   application.SendNotification();
   application.Render();
@@ -5322,13 +5841,18 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
   DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
   ResetTouchCallbacks();
 
+  orderChangedSignal = false;
+
   tet_printf( "Add ActorB to stage so only Actor C not parented\n" );
 
   stage.Add ( actorB );
 
   tet_printf( "Lower actor C to Bottom, B stays at top\n" );
 
-  DevelActor::LowerToBottom( actorC );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorC.LowerToBottom();
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
   application.SendNotification();
   application.Render();
 
@@ -5387,6 +5911,12 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
 
   ResetTouchCallbacks();
 
+  // Connect ChildOrderChangedSignal
+  bool orderChangedSignal( false );
+  Actor orderChangedActor;
+  ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
+  DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+
   application.SendNotification();
   application.Render();
 
@@ -5407,7 +5937,11 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
 
   tet_infoline( "Raise actor A Above Actor A which is the same actor!!\n" );
 
-  DevelActor::RaiseAbove( actorA, actorA );
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorA.RaiseAbove( actorA );
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+
   application.SendNotification();
   application.Render();
 
@@ -5421,7 +5955,13 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
 
   ResetTouchCallbacks();
 
-  DevelActor::RaiseAbove( actorA, actorC );
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+  actorA.RaiseAbove( actorC );
+  DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+
   application.SendNotification();
   application.Render();
 
@@ -5531,6 +6071,26 @@ int UtcDaliActorGetScreenPosition(void)
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0\n",  actorWorldPosition.x, actorWorldPosition.y );
   tet_printf( "Actor Screen Position( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0 \n", actorScreenPosition.x, actorScreenPosition.y );
 
+  tet_infoline( "UtcDaliActorGetScreenPosition Scale parent and check child's screen position \n" );
+
+  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorA.SetPosition( 30.0, 30.0 );
+
+  Actor actorB = Actor::New();
+  actorB.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorB.SetSize( size2 );
+  actorB.SetPosition( 10.f, 10.f );
+  actorA.Add( actorB );
+
+  actorA.SetScale( 2.0f );
+
+  application.SendNotification();
+  application.Render();
+
+  actorScreenPosition = actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  DALI_TEST_EQUALS( actorScreenPosition.x,  50lu , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  50lu , TEST_LOCATION );
 
   END_TEST;
 }
@@ -6124,7 +6684,39 @@ int utcDaliActorVisibilityChangeSignalAfterAnimation(void)
 }
 
 
-static void LayoutDirectionChanged( Actor actor, DevelActor::LayoutDirection::Type type )
+int utcDaliActorVisibilityChangeSignalByName(void)
+{
+  TestApplication application;
+  tet_infoline( "Check that the visibility change signal is called when the visibility changes for the actor itself" );
+
+  Actor actor = Actor::New();
+
+  bool signalCalled=false;
+  actor.ConnectSignal( &application, "visibilityChanged", VisibilityChangedVoidFunctor(signalCalled) );
+  DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+  actor.SetVisible( false );
+  DALI_TEST_EQUALS( signalCalled, true, TEST_LOCATION );
+
+  tet_infoline( "Ensure functor is not called if we attempt to change the visibility to what it already is at" );
+  signalCalled = false;
+  actor.SetVisible( false );
+  DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+
+  tet_infoline( "Change the visibility using properties, ensure called" );
+  actor.SetProperty( Actor::Property::VISIBLE, true );
+  DALI_TEST_EQUALS( signalCalled, true, TEST_LOCATION );
+
+  tet_infoline( "Set the visibility to current using properties, ensure not called" );
+  signalCalled = false;
+
+  actor.SetProperty( Actor::Property::VISIBLE, true );
+  DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+
+  END_TEST;
+}
+
+
+static void LayoutDirectionChanged( Actor actor, LayoutDirection::Type type )
 {
   gLayoutDirectionType = type;
 }
@@ -6135,47 +6727,47 @@ int UtcDaliActorLayoutDirectionProperty(void)
   tet_infoline( "Check layout direction property" );
 
   Actor actor0 = Actor::New();
-  DALI_TEST_EQUALS( actor0.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor0.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
   Stage::GetCurrent().Add( actor0 );
 
   application.SendNotification();
   application.Render();
 
   Actor actor1 = Actor::New();
-  DALI_TEST_EQUALS( actor1.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
   Actor actor2 = Actor::New();
-  DALI_TEST_EQUALS( actor2.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
   Actor actor3 = Actor::New();
-  DALI_TEST_EQUALS( actor3.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor3.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
   Actor actor4 = Actor::New();
-  DALI_TEST_EQUALS( actor4.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor4.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
   Actor actor5 = Actor::New();
-  DALI_TEST_EQUALS( actor5.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor5.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
   Actor actor6 = Actor::New();
-  DALI_TEST_EQUALS( actor6.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor6.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
   Actor actor7 = Actor::New();
-  DALI_TEST_EQUALS( actor7.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
   Actor actor8 = Actor::New();
-  DALI_TEST_EQUALS( actor8.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
   Actor actor9 = Actor::New();
-  DALI_TEST_EQUALS( actor9.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
 
   actor1.Add( actor2 );
-  gLayoutDirectionType = DevelActor::LayoutDirection::LTR;
-  DevelActor::LayoutDirectionChangedSignal( actor2 ).Connect( LayoutDirectionChanged );
+  gLayoutDirectionType = LayoutDirection::LEFT_TO_RIGHT;
+  actor2.LayoutDirectionChangedSignal().Connect( LayoutDirectionChanged );
 
-  DALI_TEST_EQUALS( actor1.GetProperty< bool >( DevelActor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
-  actor1.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, DevelActor::LayoutDirection::RTL );
-  DALI_TEST_EQUALS( actor1.GetProperty< bool >( DevelActor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor1.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
+  actor1.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT );
+  DALI_TEST_EQUALS( actor1.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor1.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor2.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
-  DALI_TEST_EQUALS( gLayoutDirectionType, DevelActor::LayoutDirection::RTL, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( gLayoutDirectionType, LayoutDirection::RIGHT_TO_LEFT, TEST_LOCATION );
 
-  actor1.SetProperty( DevelActor::Property::INHERIT_LAYOUT_DIRECTION, true );
+  actor1.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, true );
   actor0.Add( actor1 );
-  DALI_TEST_EQUALS( actor1.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor2.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
 
   Stage::GetCurrent().Add( actor3 );
   actor3.Add( actor4 );
@@ -6184,35 +6776,476 @@ int UtcDaliActorLayoutDirectionProperty(void)
   actor5.Add( actor7 );
   actor7.Add( actor8 );
   actor8.Add( actor9 );
-  actor3.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, "RTL" );
-  actor5.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, DevelActor::LayoutDirection::LTR );
-
-  DALI_TEST_EQUALS( actor8.GetProperty< bool >( DevelActor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
-  actor8.SetProperty( DevelActor::Property::INHERIT_LAYOUT_DIRECTION, false );
-  DALI_TEST_EQUALS( actor8.GetProperty< bool >( DevelActor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
-
-  actor7.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, "RTL" );
-
-  DALI_TEST_EQUALS( actor3.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor4.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor5.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor6.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor7.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor8.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor9.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
-
-  actor8.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, "RTL" );
-  DALI_TEST_EQUALS( actor8.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor9.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
-
-  actor7.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, DevelActor::LayoutDirection::LTR );
-  DALI_TEST_EQUALS( actor7.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor8.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor9.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
-
-  actor8.SetProperty( DevelActor::Property::INHERIT_LAYOUT_DIRECTION, true );
-  DALI_TEST_EQUALS( actor8.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor9.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+  actor3.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
+  actor5.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
+
+  DALI_TEST_EQUALS( actor8.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
+  actor8.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, false );
+  DALI_TEST_EQUALS( actor8.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
+
+  actor7.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
+
+  DALI_TEST_EQUALS( actor3.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor4.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor5.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor6.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+  actor8.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
+  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+
+  actor7.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
+  DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+
+  actor8.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, true );
+  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+  END_TEST;
+}
+
+
+struct LayoutDirectionFunctor
+{
+  LayoutDirectionFunctor(bool& signalCalled)
+  : mSignalCalled( signalCalled )
+  {
+  }
+
+  LayoutDirectionFunctor(const LayoutDirectionFunctor& rhs)
+  : mSignalCalled( rhs.mSignalCalled )
+  {
+  }
+
+  void operator()()
+  {
+    mSignalCalled = true;
+  }
+
+  bool& mSignalCalled;
+};
+
+int UtcDaliActorLayoutDirectionSignal(void)
+{
+  TestApplication application;
+  tet_infoline( "Check changing layout direction property sends a signal" );
+
+  Actor actor = Actor::New();
+  DALI_TEST_EQUALS( actor.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  Stage::GetCurrent().Add( actor );
+  bool signalCalled = false;
+  LayoutDirectionFunctor layoutDirectionFunctor(signalCalled);
+
+  actor.ConnectSignal( &application, "layoutDirectionChanged", layoutDirectionFunctor );
+  DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+
+  // Test that writing the same value doesn't send a signal
+  actor.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
+  DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+
+  // Test that writing a different value sends the signal
+  signalCalled = false;
+  actor.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT );
+  DALI_TEST_EQUALS( signalCalled, true, TEST_LOCATION );
+
+  signalCalled = false;
+  actor.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT );
+  DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+
+  END_TEST;
+}
+
+struct ChildAddedSignalCheck
+{
+  ChildAddedSignalCheck( bool& signalReceived, Actor& childHandle )
+  : mSignalReceived( signalReceived ),
+    mChildHandle( childHandle )
+  {
+  }
+
+  void operator() ( Actor childHandle )
+  {
+    mSignalReceived = true;
+    mChildHandle = childHandle;
+  }
+  void operator() ()
+  {
+    mSignalReceived = true;
+    mChildHandle = Actor();
+  }
+
+  bool& mSignalReceived;
+  Actor& mChildHandle;
+};
+
+int UtcDaliChildAddedSignalP1(void)
+{
+  TestApplication application;
+  auto stage = Stage::GetCurrent();
+
+  bool signalReceived=false;
+  Actor childActor;
+
+  ChildAddedSignalCheck signal( signalReceived, childActor );
+  DevelActor::ChildAddedSignal( stage.GetRootLayer() ).Connect( &application, signal );
+  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+
+  auto actorA = Actor::New();
+  stage.Add( actorA );
+  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( childActor, actorA, TEST_LOCATION );
+  signalReceived = false;
+
+  auto actorB = Actor::New();
+  stage.Add( actorB );
+  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( childActor, actorB, TEST_LOCATION );
+
+  END_TEST;
+}
+
+
+int UtcDaliChildAddedSignalP2(void)
+{
+  TestApplication application;
+  auto stage = Stage::GetCurrent();
+
+  bool signalReceived=false;
+  Actor childActor;
+
+  ChildAddedSignalCheck signal( signalReceived, childActor );
+  tet_infoline( "Connect to childAdded signal by name" );
+
+  stage.GetRootLayer().ConnectSignal( &application, "childAdded", signal );
+  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+
+  auto actorA = Actor::New();
+  stage.Add( actorA );
+  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+
+  // Can't test which actor was added; signal signature is void() when connecting via name.
+  signalReceived = false;
+
+  auto actorB = Actor::New();
+  stage.Add( actorB );
+  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliChildAddedSignalN(void)
+{
+  TestApplication application;
+  auto stage = Stage::GetCurrent();
+
+  bool signalReceived=false;
+  Actor childActor;
+
+  ChildAddedSignalCheck signal( signalReceived, childActor );
+  DevelActor::ChildAddedSignal( stage.GetRootLayer() ).Connect( &application, signal );
+  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+
+  auto actorA = Actor::New();
+  stage.Add( actorA );
+  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( childActor, actorA, TEST_LOCATION );
+  signalReceived = false;
+
+  auto actorB = Actor::New();
+  actorA.Add( actorB );
+  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  END_TEST;
+}
+
+
+struct ChildRemovedSignalCheck
+{
+  ChildRemovedSignalCheck( bool& signalReceived, Actor& childHandle )
+  : mSignalReceived( signalReceived ),
+    mChildHandle( childHandle )
+  {
+  }
+
+  void operator() ( Actor childHandle )
+  {
+    mSignalReceived = true;
+    mChildHandle = childHandle;
+  }
+
+  void operator() ()
+  {
+    mSignalReceived = true;
+  }
+
+  bool& mSignalReceived;
+  Actor& mChildHandle;
+};
+
+int UtcDaliChildRemovedSignalP1(void)
+{
+  TestApplication application;
+  auto stage = Stage::GetCurrent();
+
+  bool signalReceived=false;
+  Actor childActor;
+
+  ChildRemovedSignalCheck signal( signalReceived, childActor );
+  DevelActor::ChildRemovedSignal( stage.GetRootLayer() ).Connect( &application, signal );
+  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+
+  auto actorA = Actor::New();
+  stage.Add( actorA );
+  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  DALI_TEST_CHECK( !childActor );
+
+  stage.Remove( actorA );
+  DALI_TEST_EQUALS( childActor, actorA, TEST_LOCATION );
+  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+
+  signalReceived = false;
+  auto actorB = Actor::New();
+  stage.Add( actorB );
+  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+
+  stage.Remove( actorB );
+  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( childActor, actorB, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliChildRemovedSignalP2(void)
+{
+  TestApplication application;
+  auto stage = Stage::GetCurrent();
+
+  bool signalReceived=false;
+  Actor childActor;
+
+  ChildAddedSignalCheck signal( signalReceived, childActor );
+  tet_infoline( "Connect to childRemoved signal by name" );
+
+  stage.GetRootLayer().ConnectSignal( &application, "childRemoved", signal );
+  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+
+  auto actorA = Actor::New();
+  stage.Add( actorA );
+  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+
+  stage.Remove( actorA );
+  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+
+  signalReceived = false;
+  auto actorB = Actor::New();
+  stage.Add( actorB );
+  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+
+  stage.Remove( actorB );
+  DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+
+  END_TEST;
+}
+
+
+int UtcDaliChildRemovedSignalN(void)
+{
+  TestApplication application;
+  auto stage = Stage::GetCurrent();
+
+  bool signalReceived=false;
+  Actor childActor;
+
+  ChildRemovedSignalCheck signal( signalReceived, childActor );
+  DevelActor::ChildRemovedSignal( stage.GetRootLayer() ).Connect( &application, signal );
+  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+
+  auto actorA = Actor::New();
+  stage.Add( actorA );
+
+  auto actorB = Actor::New();
+  actorA.Add( actorB );
+
+  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  DALI_TEST_CHECK( ! childActor );
+
+  actorA.Remove( actorB );
+  DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+  END_TEST;
+}
+
+
+int UtcDaliChildMovedSignalP(void)
+{
+  TestApplication application;
+  auto stage = Stage::GetCurrent();
+
+  bool addedASignalReceived   = false;
+  bool removedASignalReceived = false;
+  bool addedBSignalReceived   = false;
+  bool removedBSignalReceived = false;
+  Actor childActor;
+
+  auto actorA = Actor::New();
+  auto actorB = Actor::New();
+  stage.Add( actorA );
+  stage.Add( actorB );
+
+  ChildAddedSignalCheck addedSignalA( addedASignalReceived, childActor );
+  ChildRemovedSignalCheck removedSignalA( removedASignalReceived, childActor );
+  ChildAddedSignalCheck addedSignalB( addedBSignalReceived, childActor );
+  ChildRemovedSignalCheck removedSignalB( removedBSignalReceived, childActor );
+
+  DevelActor::ChildAddedSignal( actorA ).Connect( &application, addedSignalA );
+  DevelActor::ChildRemovedSignal( actorA ).Connect( &application, removedSignalA );
+  DevelActor::ChildAddedSignal( actorB ).Connect( &application, addedSignalB );
+  DevelActor::ChildRemovedSignal( actorB ).Connect( &application, removedSignalB );
+
+  DALI_TEST_EQUALS( addedASignalReceived, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( removedASignalReceived, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( addedBSignalReceived, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( removedBSignalReceived, false, TEST_LOCATION );
+
+  // Create a child of A
+
+  auto child = Actor::New();
+  actorA.Add( child );
+
+  DALI_TEST_EQUALS( addedASignalReceived, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( removedASignalReceived, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( addedBSignalReceived, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( removedBSignalReceived, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( childActor, child, TEST_LOCATION );
+
+  // Move child to B:
+  addedASignalReceived   = false;
+  addedBSignalReceived   = false;
+  removedASignalReceived = false;
+  removedBSignalReceived = false;
+
+  actorB.Add( child ); // Expect this child to be re-parented
+  DALI_TEST_EQUALS( addedASignalReceived, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( removedASignalReceived, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( addedBSignalReceived, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( removedBSignalReceived, false, TEST_LOCATION );
+
+  // Move child back to A:
+  addedASignalReceived   = false;
+  addedBSignalReceived   = false;
+  removedASignalReceived = false;
+  removedBSignalReceived = false;
+
+  actorA.Add( child ); // Expect this child to be re-parented
+  DALI_TEST_EQUALS( addedASignalReceived, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( removedASignalReceived, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( addedBSignalReceived, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( removedBSignalReceived, true, TEST_LOCATION );
+
+
+  END_TEST;
+}
+
+int utcDaliActorCulled(void)
+{
+  TestApplication application;
+  auto stage = Stage::GetCurrent();
+
+  tet_infoline( "Check that the actor is culled if the actor is out of the screen" );
+
+  Actor actor = Actor::New();
+  actor.SetSize( 10.0f, 10.0f );
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New(geometry, shader);
+  actor.AddRenderer( renderer );
+
+  stage.Add( actor );
+
+  application.SendNotification();
+  application.Render( 0 );
+
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( DevelActor::Property::CULLED ), false, TEST_LOCATION );
+
+  PropertyNotification notification = actor.AddPropertyNotification( DevelActor::Property::CULLED, LessThanCondition( 0.5f ) );
+  notification.SetNotifyMode( PropertyNotification::NotifyOnChanged );
+
+  // Connect NotifySignal
+  bool propertyNotificationSignal( false );
+  PropertyNotification source;
+  CulledPropertyNotificationFunctor f( propertyNotificationSignal, source );
+  notification.NotifySignal().Connect( &application, f ) ;
+
+  actor.SetPosition( 1000.0f, 1000.0f );
+
+  application.SendNotification();
+  application.Render();
+
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( DevelActor::Property::CULLED ), true, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( propertyNotificationSignal, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( source.GetTargetProperty(), static_cast< int >( DevelActor::Property::CULLED ), TEST_LOCATION );
+  DALI_TEST_EQUALS( source.GetTarget().GetProperty< bool >( source.GetTargetProperty() ), true, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int utcDaliEnsureRenderWhenRemovingLastRenderableActor(void)
+{
+  TestApplication application;
+  auto stage = Stage::GetCurrent();
+
+  tet_infoline( "Ensure we clear the screen when the last actor is removed" );
+
+  Actor actor = CreateRenderableActor();
+  actor.SetSize( 100.0f, 100.0f );
+  stage.Add( actor );
+
+  application.SendNotification();
+  application.Render();
+
+  auto& glAbstraction = application.GetGlAbstraction();
+  const auto clearCountBefore = glAbstraction.GetClearCountCalled();
+
+  actor.Unparent();
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int utcDaliEnsureRenderWhenMakingLastActorInvisible(void)
+{
+  TestApplication application;
+  auto stage = Stage::GetCurrent();
+
+  tet_infoline( "Ensure we clear the screen when the last actor is made invisible" );
+
+  Actor actor = CreateRenderableActor();
+  actor.SetSize( 100.0f, 100.0f );
+  stage.Add( actor );
+
+  application.SendNotification();
+  application.Render();
+
+  auto& glAbstraction = application.GetGlAbstraction();
+  const auto clearCountBefore = glAbstraction.GetClearCountCalled();
+
+  actor.SetVisible( false );
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION );
 
   END_TEST;
 }