Ensure cached values of properties animated using AnimateTo are updated
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Actor.cpp
index 1de3046..4794369 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include <dali/public-api/dali-core.h>
 #include <string>
 #include <cfloat>   // For FLT_MAX
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/object/handle-devel.h>
 #include <dali/integration-api/events/touch-event-integ.h>
 #include <dali/integration-api/events/hover-event-integ.h>
 #include <dali-test-suite-utils.h>
+#include <mesh-builder.h>
 
 //& set: DaliActor
 
@@ -42,34 +45,10 @@ void utc_dali_actor_cleanup(void)
 namespace
 {
 bool gTouchCallBackCalled=false;
-bool gHoverCallBackCalled=false;
-
-/**
- * Simulates a Down Touch at 25.0, 25.0.
- * @param[in] app Test Application instance.
- */
-int SimulateTouchForSetOverlayHitTest(TestApplication& app)
-{
-  app.SendNotification();
-  app.Render(1);
-  app.SendNotification();
-  app.Render(1);
-
-  gTouchCallBackCalled = false;
-
-  // simulate a touch event
-  Dali::TouchPoint point( 0, TouchPoint::Down, 25.0f, 25.0f );
-  Dali::Integration::TouchEvent event;
-  event.AddPoint( point );
-  app.ProcessEvent( event );
-
-  app.SendNotification();
-  app.Render(1);
-  app.SendNotification();
-  app.Render(1);
-  END_TEST;
-}
+bool gTouchCallBackCalled2=false;
+bool gTouchCallBackCalled3=false;
 
+bool gHoverCallBackCalled=false;
 
 static bool gTestConstraintCalled;
 
@@ -111,6 +90,34 @@ static bool TestCallback(Actor actor, const TouchEvent& event)
   END_TEST;
 }
 
+static bool TestTouchCallback(Actor actor, const TouchData& touchData )
+{
+  gTouchCallBackCalled = true;
+  return true;
+  END_TEST;
+}
+
+static bool TestTouchCallback2(Actor actor, const TouchData& touchData )
+{
+  gTouchCallBackCalled2 = true;
+  return true;
+  END_TEST;
+}
+
+static bool TestTouchCallback3(Actor actor, const TouchData& touchData )
+{
+  gTouchCallBackCalled3 = true;
+  return true;
+  END_TEST;
+}
+
+static void ResetTouchCallbacks()
+{
+  gTouchCallBackCalled = false;
+  gTouchCallBackCalled2 = false;
+  gTouchCallBackCalled3 = false;
+}
+
 static bool TestCallback3(Actor actor, const HoverEvent& event)
 {
   gHoverCallBackCalled = true;
@@ -118,13 +125,6 @@ static bool TestCallback3(Actor actor, const HoverEvent& event)
   END_TEST;
 }
 
-static Vector3 gSetSize;
-static bool gSetSizeCallBackCalled;
-void SetSizeCallback( Actor actor, const Vector3& size )
-{
-  gSetSizeCallBackCalled = true;
-  gSetSize = size;
-}
 // validation stuff for onstage & offstage signals
 static std::vector< std::string > gActorNamesOnOffStage;
 static int gOnStageCallBackCalled;
@@ -155,6 +155,18 @@ struct PositionComponentConstraint
   }
 };
 
+struct OrientationComponentConstraint
+{
+  OrientationComponentConstraint(){}
+
+  void operator()( Quaternion& orientation, const PropertyInputContainer& inputs )
+  {
+    const Quaternion& parentOrientation = inputs[0]->GetQuaternion();
+    Vector3 pos, scale;
+    Quaternion rot;
+    orientation = parentOrientation;
+  }
+};
 // OnRelayout
 
 static bool gOnRelayoutCallBackCalled = false;
@@ -166,6 +178,58 @@ void OnRelayoutCallback( Actor actor )
   gActorNamesRelayout.push_back( actor.GetName() );
 }
 
+struct VisibilityChangedFunctorData
+{
+  VisibilityChangedFunctorData()
+  : actor(),
+    visible( false ),
+    type( DevelActor::VisibilityChange::SELF ),
+    called( false )
+  {
+  }
+
+  void Reset()
+  {
+    actor.Reset();
+    visible = false;
+    type = DevelActor::VisibilityChange::SELF;
+    called = false;
+  }
+
+  void Check( bool compareCalled, Actor compareActor, bool compareVisible, DevelActor::VisibilityChange::Type compareType, const char * location )
+  {
+    DALI_TEST_EQUALS( called, compareCalled, TEST_INNER_LOCATION( location ) );
+    DALI_TEST_EQUALS( actor, compareActor, TEST_INNER_LOCATION( location ) );
+    DALI_TEST_EQUALS( visible, compareVisible, TEST_INNER_LOCATION( location ) );
+    DALI_TEST_EQUALS( (int)type, (int)compareType, TEST_INNER_LOCATION( location ) );
+  }
+
+  void Check( bool compareCalled, const std::string& location )
+  {
+    DALI_TEST_EQUALS( called, compareCalled, TEST_INNER_LOCATION( location ) );
+  }
+
+  Actor actor;
+  bool visible;
+  DevelActor::VisibilityChange::Type type;
+  bool called;
+};
+
+struct VisibilityChangedFunctor
+{
+  VisibilityChangedFunctor( VisibilityChangedFunctorData& dataVar ) : data( dataVar ) { }
+
+  void operator()( Actor actor, bool visible, DevelActor::VisibilityChange::Type type )
+  {
+    data.actor = actor;
+    data.visible = visible;
+    data.type = type;
+    data.called = true;
+  }
+
+  VisibilityChangedFunctorData& data;
+};
+
 } // anonymous namespace
 
 
@@ -589,6 +653,42 @@ int UtcDaliActorSetParentOrigin(void)
   END_TEST;
 }
 
+int UtcDaliActorSetParentOriginIndividual(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  Vector3 vector(0.7f, 0.8f, 0.9f);
+  DALI_TEST_CHECK(vector != actor.GetCurrentParentOrigin());
+
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN_X, vector.x );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.x, actor.GetCurrentParentOrigin().x, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN_Y, vector.y );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.y, actor.GetCurrentParentOrigin().y, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN_Z, vector.z );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.z, actor.GetCurrentParentOrigin().z, TEST_LOCATION );
+
+  END_TEST;
+}
+
 int UtcDaliActorGetCurrentParentOrigin(void)
 {
   TestApplication application;
@@ -638,6 +738,42 @@ int UtcDaliActorSetAnchorPoint(void)
   END_TEST;
 }
 
+int UtcDaliActorSetAnchorPointIndividual(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  Vector3 vector(0.7f, 0.8f, 0.9f);
+  DALI_TEST_CHECK(vector != actor.GetCurrentAnchorPoint());
+
+  actor.SetProperty( Actor::Property::ANCHOR_POINT_X, vector.x );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.x, actor.GetCurrentAnchorPoint().x, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::ANCHOR_POINT_Y, vector.y );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.y, actor.GetCurrentAnchorPoint().y, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::ANCHOR_POINT_Z, vector.z );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.z, actor.GetCurrentAnchorPoint().z, TEST_LOCATION );
+
+  END_TEST;
+}
+
 int UtcDaliActorGetCurrentAnchorPoint(void)
 {
   TestApplication application;
@@ -669,11 +805,57 @@ int UtcDaliActorSetSize01(void)
 
   actor.SetSize(vector.x, vector.y);
 
-  // flush the queue and render once
+  // Immediately retrieve the size after setting
+  Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  // Flush the queue and render once
   application.SendNotification();
   application.Render();
 
+  // Check the size in the new frame
   DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  // Check async behaviour
+  currentSize = DevelHandle::GetCurrentProperty( actor, Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.width, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.height, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.depth, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  // Change the resize policy and check whether the size stays the same
+  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // Set a new size after resize policy is changed and check the new size
+  actor.SetSize( Vector3( 0.1f, 0.2f, 0.0f ) );
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // Change the resize policy again and check whether the new size stays the same
+  actor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // Set another new size after resize policy is changed and check the new size
+  actor.SetSize( Vector3( 50.0f, 60.0f, 0.0f ) );
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, Vector3( 50.0f, 60.0f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -689,11 +871,20 @@ int UtcDaliActorSetSize02(void)
 
   actor.SetSize(vector.x, vector.y, vector.z);
 
+  // Immediately check the size after setting
+  Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
+  // Check the size in the new frame
   DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -709,11 +900,20 @@ int UtcDaliActorSetSize03(void)
 
   actor.SetSize(Vector2(vector.x, vector.y));
 
+  // Immediately check the size after setting
+  Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
+  // Check the size in the new frame
   DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -729,24 +929,154 @@ int UtcDaliActorSetSize04(void)
 
   actor.SetSize(vector);
 
+  // Immediately check the size after setting
+  Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
+  // Check the size in the new frame
   DALI_TEST_CHECK(vector == actor.GetCurrentSize());
 
   Stage::GetCurrent().Add( actor );
   actor.SetSize( Vector3( 0.1f, 0.2f, 0.3f ) );
 
+  // Immediately check the size after setting
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.3f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
+  // Check the size in the new frame
   DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentSize(), TEST_LOCATION );
+
+  currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.3f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
   Stage::GetCurrent().Remove( actor );
   END_TEST;
 }
 
+int UtcDaliActorSetSizeIndividual(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  Vector3 vector(0.7f, 0.8f, 0.9f);
+  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+
+  actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
+
+  // Immediately check the width after setting
+  float sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  // Check the width in the new frame
+  DALI_TEST_EQUALS( vector.width, actor.GetCurrentSize().width, TEST_LOCATION );
+
+  sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::SIZE_HEIGHT, vector.height );
+
+  // Immediately check the height after setting
+  float sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
+  DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  // Check the height in the new frame
+  DALI_TEST_EQUALS( vector.height, actor.GetCurrentSize().height, TEST_LOCATION );
+
+  sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
+  DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::SIZE_DEPTH, vector.depth );
+
+  // Immediately check the depth after setting
+  float sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  // Check the depth in the new frame
+  DALI_TEST_EQUALS( vector.depth, actor.GetCurrentSize().depth, TEST_LOCATION );
+
+  sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // Change the resize policy and check whether the size stays the same
+  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+
+  sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
+  DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // Change the resize policy again and check whether the size stays the same
+  actor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
+
+  sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
+  DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
+  DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorSetSizeIndividual02(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+  Stage::GetCurrent().Add( actor );
+
+  Vector3 vector( 100.0f, 200.0f, 400.0f );
+  DALI_TEST_CHECK( vector != actor.GetCurrentSize() );
+
+  actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >(), vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::SIZE_HEIGHT, vector.height );
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >(), vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::SIZE_DEPTH, vector.depth );
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >(), vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  // Check the width in the new frame
+  DALI_TEST_EQUALS( vector.width, actor.GetCurrentSize().width, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.height, actor.GetCurrentSize().height, TEST_LOCATION );
+
+  END_TEST;
+}
+
+
 int UtcDaliActorGetCurrentSize(void)
 {
   TestApplication application;
@@ -807,7 +1137,7 @@ int UtcDaliActorGetCurrentSizeImmediate(void)
   const Vector3 targetValue( 10.0f, 20.0f, 30.0f );
   animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetValue );
 
-  DALI_TEST_CHECK( actor.GetTargetSize() == targetValue );
+  DALI_TEST_CHECK( actor.GetTargetSize() == vector );
 
   // Start the animation
   animation.Play();
@@ -973,6 +1303,60 @@ int UtcDaliActorSetZ(void)
   END_TEST;
 }
 
+int UtcDaliActorSetPositionProperties(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  Vector3 vector(0.7f, 0.8f, 0.9f);
+  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+
+  actor.SetProperty( Actor::Property::POSITION_X, vector.x );
+  DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.x, actor.GetCurrentPosition().x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ).x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::POSITION_Y, vector.y );
+  DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.y, actor.GetCurrentPosition().y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ).y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_Y ), TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::POSITION_Z, vector.z );
+  DALI_TEST_EQUALS( vector.z, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.z, actor.GetCurrentPosition().z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ).z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_Z ), TEST_LOCATION );
+
+  END_TEST;
+}
+
 int UtcDaliActorTranslateBy(void)
 {
   TestApplication application;
@@ -1073,7 +1457,7 @@ int UtcDaliActorInheritPosition(void)
   DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
 
-  // first test default, which is INHERIT_PARENT_POSITION
+  // 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
@@ -1082,37 +1466,78 @@ int UtcDaliActorInheritPosition(void)
   DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
   DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION );
 
-  // Change inheritance mode to use parent
-  child.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
-  DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::USE_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, TEST_LOCATION );
 
-  // Change inheritance mode to use parent + offset
-  child.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
+  //Change child position
   Vector3 childOffset( -1.0f, 1.0f, 0.0f );
   child.SetPosition( childOffset );
-  DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION );
+
+  // 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(), parentPosition + childOffset, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), childOffset, TEST_LOCATION );
+  END_TEST;
+}
 
-  // Change inheritance mode to not inherit
-  child.SetPositionInheritanceMode( Dali::DONT_INHERIT_POSITION );
-  DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::DONT_INHERIT_POSITION, TEST_LOCATION );
+int UtcDaliActorSetInheritPosition(void)
+{
+  tet_infoline("Testing Actor::SetInheritPosition");
+  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.IsPositionInherited(), true, 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 );
+
+  // Use local position as world postion
+  child.SetInheritPosition( false );
+  DALI_TEST_EQUALS( child.IsPositionInherited(), false, 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 );
+
+  //Change back to inherit position from parent
+  child.SetInheritPosition( true );
+  DALI_TEST_EQUALS( child.IsPositionInherited(), true, 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(), parentPosition + childOffset, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1171,6 +1596,27 @@ int UtcDaliActorSetOrientation02(void)
   END_TEST;
 }
 
+// SetOrientation(float angleRadians, Vector3 axis)
+int UtcDaliActorSetOrientationProperty(void)
+{
+  TestApplication application;
+
+  Quaternion rotation( Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
+  Actor actor = Actor::New();
+
+  actor.SetProperty( Actor::Property::ORIENTATION, rotation );
+  DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, DevelHandle::GetCurrentProperty< Quaternion >( actor, Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+  END_TEST;
+}
+
 // RotateBy(float angleRadians, Vector3 axis)
 int UtcDaliActorRotateBy01(void)
 {
@@ -1353,6 +1799,54 @@ int UtcDaliActorSetScale03(void)
   END_TEST;
 }
 
+int UtcDaliActorSetScaleIndividual(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  Vector3 vector(0.7f, 0.8f, 0.9f);
+  DALI_TEST_CHECK(vector != actor.GetCurrentScale());
+
+  actor.SetProperty( Actor::Property::SCALE_X, vector.x );
+  DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.x, actor.GetCurrentScale().x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::SCALE_Y, vector.y );
+  DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.y, actor.GetCurrentScale().y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::SCALE_Z, vector.z );
+  DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.z, actor.GetCurrentScale().z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), TEST_LOCATION );
+
+  DALI_TEST_EQUALS( vector, actor.GetProperty< Vector3 >( Actor::Property::SCALE ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector, DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::SCALE ), TEST_LOCATION );
+
+  END_TEST;
+}
+
 int UtcDaliActorScaleBy(void)
 {
   TestApplication application;
@@ -1617,6 +2111,76 @@ int UtcDaliActorSetColor(void)
   END_TEST;
 }
 
+int UtcDaliActorSetColorIndividual(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  Vector4 vector(0.7f, 0.8f, 0.9f, 0.6f);
+  DALI_TEST_CHECK(vector != actor.GetCurrentColor());
+
+  actor.SetProperty( Actor::Property::COLOR_RED, vector.r );
+  DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.r, actor.GetCurrentColor().r, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.r, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::COLOR_GREEN, vector.g );
+  DALI_TEST_EQUALS( vector.g, actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.g, actor.GetCurrentColor().g, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.g, actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.g, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::COLOR_BLUE, vector.b );
+  DALI_TEST_EQUALS( vector.b, actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.b, actor.GetCurrentColor().b, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.b, actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.b, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), TEST_LOCATION );
+
+
+  actor.SetProperty( Actor::Property::COLOR_ALPHA, vector.a );
+  DALI_TEST_EQUALS( vector.a, actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( vector.a, actor.GetCurrentColor().a, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.a, actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.a, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
+
+  DALI_TEST_EQUALS( vector, actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector, DevelHandle::GetCurrentProperty< Vector4 >( actor, Actor::Property::COLOR ), TEST_LOCATION );
+
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.2f );
+
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( 0.2f, actor.GetCurrentColor().a, TEST_LOCATION );
+
+  END_TEST;
+}
+
+
 int UtcDaliActorGetCurrentColor(void)
 {
   TestApplication application;
@@ -1728,6 +2292,9 @@ int UtcDaliActorScreenToLocal(void)
   float localX;
   float localY;
 
+  application.SendNotification();
+  application.Render();
+
   DALI_TEST_CHECK( actor.ScreenToLocal(localX, localY, 50.0f, 50.0f) );
 
   DALI_TEST_EQUALS(localX, 40.0f, 0.01f, TEST_LOCATION);
@@ -1898,7 +2465,7 @@ int UtcDaliActorTouchedSignal(void)
 {
   TestApplication application;
 
-  gTouchCallBackCalled = false;
+  ResetTouchCallbacks();
 
   // get the root layer
   Actor actor = Stage::GetCurrent().GetRootLayer();
@@ -1912,10 +2479,13 @@ int UtcDaliActorTouchedSignal(void)
 
   // simulate a touch event in the middle of the screen
   Vector2 touchPoint( Stage::GetCurrent().GetSize() * 0.5 );
-  Dali::TouchPoint point( 1, TouchPoint::Down, touchPoint.x, touchPoint.y );
-  Dali::Integration::TouchEvent event;
-  event.AddPoint( point );
-  application.ProcessEvent( event );
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::DOWN );
+  point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
+  application.ProcessEvent( touchEvent );
 
   DALI_TEST_CHECK( gTouchCallBackCalled == true );
   END_TEST;
@@ -1939,10 +2509,13 @@ int UtcDaliActorHoveredSignal(void)
 
   // simulate a hover event in the middle of the screen
   Vector2 touchPoint( Stage::GetCurrent().GetSize() * 0.5 );
-  Dali::TouchPoint point( 1, TouchPoint::Motion, touchPoint.x, touchPoint.y );
-  Dali::Integration::HoverEvent event;
-  event.AddPoint( point );
-  application.ProcessEvent( event );
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::MOTION );
+  point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
+  Dali::Integration::HoverEvent hoverEvent;
+  hoverEvent.AddPoint( point );
+  application.ProcessEvent( hoverEvent );
 
   DALI_TEST_CHECK( gHoverCallBackCalled == true );
   END_TEST;
@@ -2128,7 +2701,7 @@ int UtcDaliActorHitTest(void)
 
   Stage::GetCurrent().Add( actor );
 
-  gTouchCallBackCalled = false;
+  ResetTouchCallbacks();
 
   unsigned int index = 0;
   while( NULL != hitTestData[index] )
@@ -2145,7 +2718,9 @@ int UtcDaliActorHitTest(void)
     // connect to its touch signal
     actor.TouchedSignal().Connect(TestCallback);
 
-    Dali::TouchPoint point( 0, TouchPoint::Down, hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y );
+    Dali::Integration::Point point;
+    point.SetState( PointState::DOWN );
+    point.SetScreenPosition( Vector2( hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y ) );
     Dali::Integration::TouchEvent event;
     event.AddPoint( point );
 
@@ -2162,7 +2737,7 @@ int UtcDaliActorHitTest(void)
                  hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y,
                  hitTestData[index]->mResult );
 
-    gTouchCallBackCalled = false;
+    ResetTouchCallbacks();
     ++index;
   }
   END_TEST;
@@ -2189,17 +2764,11 @@ int UtcDaliActorSetDrawMode(void)
 
   DALI_TEST_CHECK( DrawMode::OVERLAY_2D == a.GetDrawMode() ); // Check Actor is overlay
 
-  a.SetDrawMode( DrawMode::STENCIL );
-  app.SendNotification();
-  app.Render(1);
-
-  DALI_TEST_CHECK( DrawMode::STENCIL == a.GetDrawMode() ); // Check Actor is stencil, not overlay
-
   a.SetDrawMode( DrawMode::NORMAL );
   app.SendNotification();
   app.Render(1);
 
-  DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Check Actor is not stencil
+  DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Check Actor is normal
   END_TEST;
 }
 
@@ -2220,9 +2789,15 @@ int UtcDaliActorSetDrawModeOverlayRender(void)
   BufferImage imageA = BufferImage::New(16, 16);
   BufferImage imageB = BufferImage::New(16, 16);
   BufferImage imageC = BufferImage::New(16, 16);
-  ImageActor a = ImageActor::New( imageA );
-  ImageActor b = ImageActor::New( imageB );
-  ImageActor c = ImageActor::New( imageC );
+  Actor a = CreateRenderableActor( imageA );
+  Actor b = CreateRenderableActor( imageB );
+  Actor c = CreateRenderableActor( imageC );
+
+  app.SendNotification();
+  app.Render(1);
+
+  //Textures are bound when first created. Clear bound textures vector
+  app.GetGlAbstraction().ClearBoundTextures();
 
   // Render a,b,c as regular non-overlays. so order will be:
   // a (8)
@@ -2296,10 +2871,6 @@ int UtcDaliActorGetCurrentWorldMatrix(void)
   child.SetScale( childScale );
   parent.Add( child );
 
-  // The actors should not have a world matrix yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), Matrix::IDENTITY, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldMatrix(), Matrix::IDENTITY, 0.001, TEST_LOCATION );
-
   app.SendNotification();
   app.Render(0);
   app.Render();
@@ -2308,12 +2879,12 @@ int UtcDaliActorGetCurrentWorldMatrix(void)
   Matrix parentMatrix(false);
   parentMatrix.SetTransformComponents(parentScale, parentRotation, parentPosition);
 
-  Vector3 childWorldPosition = parentPosition + parentRotation * parentScale * childPosition;
-  Quaternion childWorldRotation = parentRotation * childRotation;
-  Vector3 childWorldScale = parentScale * childScale;
+  Matrix childMatrix(false);
+  childMatrix.SetTransformComponents( childScale, childRotation, childPosition );
 
+  //Child matrix should be the composition of child and parent
   Matrix childWorldMatrix(false);
-  childWorldMatrix.SetTransformComponents(childWorldScale, childWorldRotation, childWorldPosition);
+  Matrix::Multiply( childWorldMatrix, childMatrix, parentMatrix);
 
   DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), parentMatrix, 0.001, TEST_LOCATION );
   DALI_TEST_EQUALS( child.GetCurrentWorldMatrix(), childWorldMatrix, 0.001, TEST_LOCATION );
@@ -2347,10 +2918,6 @@ int UtcDaliActorConstrainedToWorldMatrix(void)
 
   Stage::GetCurrent().Add( child );
 
-  // The actors should not have a world matrix yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), Matrix::IDENTITY, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldMatrix(), Matrix::IDENTITY, 0.001, TEST_LOCATION );
-
   app.SendNotification();
   app.Render(0);
   app.Render();
@@ -2364,6 +2931,75 @@ int UtcDaliActorConstrainedToWorldMatrix(void)
   END_TEST;
 }
 
+int UtcDaliActorConstrainedToOrientation(void)
+{
+  TestApplication app;
+  tet_infoline(" UtcDaliActorConstrainedToOrientation");
+
+  Actor parent = Actor::New();
+  parent.SetParentOrigin(ParentOrigin::CENTER);
+  parent.SetAnchorPoint(AnchorPoint::CENTER);
+  Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
+  Radian rotationAngle(Degree(85.0f));
+  Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
+  Vector3 parentScale( 1.0f, 2.0f, 3.0f );
+  parent.SetPosition( parentPosition );
+  parent.SetOrientation( parentRotation );
+  parent.SetScale( parentScale );
+  Stage::GetCurrent().Add( parent );
+
+  Actor child = Actor::New();
+  child.SetParentOrigin(ParentOrigin::CENTER);
+  Constraint posConstraint = Constraint::New<Quaternion>( child, Actor::Property::ORIENTATION, OrientationComponentConstraint() );
+  posConstraint.AddSource( Source( parent, Actor::Property::ORIENTATION ) );
+  posConstraint.Apply();
+
+  Stage::GetCurrent().Add( child );
+
+  app.SendNotification();
+  app.Render(0);
+  app.Render();
+  app.SendNotification();
+
+  DALI_TEST_EQUALS( child.GetCurrentOrientation(), parent.GetCurrentOrientation(), 0.001, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliActorConstrainedToOpacity(void)
+{
+  TestApplication app;
+  tet_infoline(" UtcDaliActorConstrainedToOpacity");
+
+  Actor parent = Actor::New();
+  parent.SetOpacity( 0.7f );
+  Stage::GetCurrent().Add( parent );
+
+  Actor child = Actor::New();
+  Constraint opacityConstraint = Constraint::New<float>( child, DevelActor::Property::OPACITY, EqualToConstraint() );
+  opacityConstraint.AddSource( Source( parent, DevelActor::Property::OPACITY ) );
+  opacityConstraint.Apply();
+
+  Stage::GetCurrent().Add( child );
+
+  app.SendNotification();
+  app.Render(0);
+  app.Render();
+  app.SendNotification();
+
+  DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION );
+
+  parent.SetOpacity( 0.3f );
+
+  app.SendNotification();
+  app.Render(0);
+  app.Render();
+  app.SendNotification();
+
+  DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION );
+
+  END_TEST;
+}
+
 int UtcDaliActorUnparent(void)
 {
   TestApplication app;
@@ -2518,6 +3154,9 @@ const PropertyStringIndex PROPERTY_TABLE[] =
   { "padding",                  Actor::Property::PADDING,                  Property::VECTOR4     },
   { "minimumSize",              Actor::Property::MINIMUM_SIZE,             Property::VECTOR2     },
   { "maximumSize",              Actor::Property::MAXIMUM_SIZE,             Property::VECTOR2     },
+  { "inheritPosition",          Actor::Property::INHERIT_POSITION,         Property::BOOLEAN     },
+  { "clippingMode",             Actor::Property::CLIPPING_MODE,            Property::STRING      },
+  { "opacity",                  DevelActor::Property::OPACITY,             Property::FLOAT       },
 };
 const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
 } // unnamed namespace
@@ -2565,6 +3204,16 @@ int UtcDaliRelayoutProperties_ResizePolicies(void)
   DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_RESIZE_POLICY ).Get< std::string >(), widthPolicy, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_RESIZE_POLICY ).Get< std::string >(), heightPolicy, TEST_LOCATION );
 
+  // Set individual dimensions using enums
+  ResizePolicy::Type widthPolicyEnum = ResizePolicy::USE_ASSIGNED_SIZE;
+  ResizePolicy::Type heightPolicyEnum = ResizePolicy::SIZE_RELATIVE_TO_PARENT;
+
+  actor.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, widthPolicyEnum );
+  actor.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, heightPolicyEnum );
+
+  DALI_TEST_EQUALS( static_cast< int >( actor.GetResizePolicy( Dimension::WIDTH ) ), static_cast< int >( widthPolicyEnum ), TEST_LOCATION );
+  DALI_TEST_EQUALS( static_cast< int >( actor.GetResizePolicy( Dimension::HEIGHT ) ), static_cast< int >( heightPolicyEnum ), TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -2908,3 +3557,2529 @@ int UtcDaliActorGetHierachyDepth(void)
   END_TEST;
 }
 
+int UtcDaliActorAnchorPointPropertyAsString(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_LEFT" );
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_CENTER" );
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_RIGHT" );
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_LEFT" );
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER" );
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_RIGHT" );
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_LEFT" );
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_CENTER" );
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_RIGHT" );
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+  // Invalid should not change anything
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, "INVALID_ARG" );
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorParentOriginPropertyAsString(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_LEFT" );
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_CENTER" );
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_RIGHT" );
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_LEFT" );
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER" );
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_RIGHT" );
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_LEFT" );
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_CENTER" );
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_RIGHT" );
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+  // Invalid should not change anything
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, "INVALID_ARG" );
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorColorModePropertyAsString(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_COLOR" );
+  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_COLOR, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::COLOR_MODE, "USE_PARENT_COLOR" );
+  DALI_TEST_EQUALS( actor.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_COLOR" );
+  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_ALPHA" );
+  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+
+  // Invalid should not change anything
+  actor.SetProperty( Actor::Property::COLOR_MODE, "INVALID_ARG" );
+  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+
+  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;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty( Actor::Property::DRAW_MODE, "NORMAL" );
+  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::NORMAL, TEST_LOCATION );
+
+  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 );
+
+  END_TEST;
+}
+
+int UtcDaliActorColorModePropertyAsEnum(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
+  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_COLOR, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::COLOR_MODE, USE_PARENT_COLOR );
+  DALI_TEST_EQUALS( actor.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
+  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA );
+  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+
+  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;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::NORMAL );
+  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::NORMAL, TEST_LOCATION );
+
+  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;
+}
+
+int UtcDaliActorAddRendererP(void)
+{
+  tet_infoline("Testing Actor::AddRenderer");
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New(geometry, shader);
+
+  actor.AddRenderer( renderer );
+  DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorAddRendererN(void)
+{
+  tet_infoline("Testing Actor::AddRenderer");
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Renderer renderer;
+
+  // try illegal Add
+  try
+  {
+    actor.AddRenderer( renderer );
+    tet_printf("Assertion test failed - no Exception\n" );
+    tet_result(TET_FAIL);
+  }
+  catch(Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "Renderer handle is empty", TEST_LOCATION);
+    DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+  }
+  catch(...)
+  {
+    tet_printf("Assertion test failed - wrong Exception\n" );
+    tet_result(TET_FAIL);
+  }
+
+  END_TEST;
+}
+
+int UtcDaliActorAddRendererOnStage(void)
+{
+  tet_infoline("Testing Actor::AddRenderer");
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  application.SendNotification();
+  application.Render(0);
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New(geometry, shader);
+
+  application.SendNotification();
+  application.Render(0);
+
+  try
+  {
+    actor.AddRenderer( renderer );
+    tet_result(TET_PASS);
+  }
+  catch(...)
+  {
+    tet_result(TET_FAIL);
+  }
+
+  END_TEST;
+}
+
+int UtcDaliActorRemoveRendererP1(void)
+{
+  tet_infoline("Testing Actor::RemoveRenderer");
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+  {
+    Geometry geometry = CreateQuadGeometry();
+    Shader shader = CreateShader();
+    Renderer renderer = Renderer::New(geometry, shader);
+
+    actor.AddRenderer( renderer );
+    DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render();
+  }
+
+  {
+    Renderer renderer = actor.GetRendererAt(0);
+    actor.RemoveRenderer(renderer);
+    DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render();
+  }
+
+  // Call one final time to ensure that the renderer is actually removed after
+  // the handle goes out of scope, and excercises the deletion code path in
+  // scene graph and render.
+  application.SendNotification();
+  application.Render();
+
+  END_TEST;
+}
+
+int UtcDaliActorRemoveRendererP2(void)
+{
+  tet_infoline("Testing Actor::RemoveRenderer");
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New(geometry, shader);
+
+  actor.AddRenderer( renderer );
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+  actor.RemoveRenderer(0);
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+  // Shut down whilst holding onto the renderer handle.
+  END_TEST;
+}
+
+
+int UtcDaliActorRemoveRendererN(void)
+{
+  tet_infoline("Testing Actor::RemoveRenderer");
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New(geometry, shader);
+
+  actor.AddRenderer( renderer );
+  DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+  actor.RemoveRenderer(10);
+  DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+
+  END_TEST;
+}
+
+// Clipping test helper functions:
+Actor CreateActorWithContent()
+{
+  BufferImage image = BufferImage::New( 16u, 16u );
+  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.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetAnchorPoint( AnchorPoint::CENTER );
+
+  return actor;
+}
+
+void GenerateTrace( TestApplication& application, TraceCallStack& enabledDisableTrace, TraceCallStack& stencilTrace )
+{
+  enabledDisableTrace.Reset();
+  stencilTrace.Reset();
+  enabledDisableTrace.Enable( true );
+  stencilTrace.Enable( true );
+
+  application.SendNotification();
+  application.Render();
+
+  enabledDisableTrace.Enable( false );
+  stencilTrace.Enable( false );
+}
+
+void CheckColorMask( TestGlAbstraction& glAbstraction, bool maskValue )
+{
+  const TestGlAbstraction::ColorMaskParams& colorMaskParams = glAbstraction.GetColorMaskParams();
+
+  DALI_TEST_EQUALS<bool>( colorMaskParams.red,   maskValue, TEST_LOCATION );
+  DALI_TEST_EQUALS<bool>( colorMaskParams.green, maskValue, TEST_LOCATION );
+  DALI_TEST_EQUALS<bool>( colorMaskParams.blue,  maskValue, TEST_LOCATION );
+  DALI_TEST_EQUALS<bool>( colorMaskParams.alpha, maskValue, TEST_LOCATION );
+}
+
+int UtcDaliActorPropertyClippingP(void)
+{
+  // This test checks the clippingMode property.
+  tet_infoline( "Testing Actor::Property::CLIPPING_MODE P" );
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Check default clippingEnabled value.
+  Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) );
+
+  int value = 0;
+  bool getValueResult = getValue.Get( value );
+  DALI_TEST_CHECK( getValueResult );
+
+  if( getValueResult )
+  {
+    DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+  }
+
+  // Check setting the property.
+  actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+
+  // 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_CHILDREN, TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliActorPropertyClippingN(void)
+{
+  // Negative test case for Clipping.
+  tet_infoline( "Testing Actor::Property::CLIPPING_MODE N" );
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Check default clippingEnabled value.
+  Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) );
+
+  int value = 0;
+  bool getValueResult = getValue.Get( value );
+  DALI_TEST_CHECK( getValueResult );
+
+  if( getValueResult )
+  {
+    DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+  }
+
+  // Check setting an invalid property value won't change the current property value.
+  actor.SetProperty( Actor::Property::CLIPPING_MODE, "INVALID_PROPERTY" );
+
+  getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
+  getValueResult = getValue.Get( value );
+  DALI_TEST_CHECK( getValueResult );
+
+  if( getValueResult )
+  {
+    DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliActorPropertyClippingActor(void)
+{
+  // This test checks that an actor is correctly setup for clipping.
+  tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor" );
+  TestApplication application;
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+  size_t startIndex = 0u;
+
+  // Create a clipping actor.
+  Actor actorDepth1Clip = CreateActorWithContent();
+  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+  Stage::GetCurrent().Add( actorDepth1Clip );
+
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+  // Check we are writing to the color buffer.
+  CheckColorMask( glAbstraction, true );
+
+  // Check the stencil buffer was enabled.
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) );                                   // 2960 is GL_STENCIL_TEST
+
+  // Check the stencil buffer was cleared.
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+
+  // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer.
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc",  "514, 1, 0", startIndex ) );     // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node.
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) );
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+  END_TEST;
+}
+
+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" );
+  TestApplication application;
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+  size_t startIndex = 0u;
+
+  // Create a clipping actor.
+  Actor actorDepth1Clip = CreateActorWithContent();
+  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+  Stage::GetCurrent().Add( actorDepth1Clip );
+
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+  // Check we are writing to the color buffer.
+  CheckColorMask( glAbstraction, true );
+
+  // Check the stencil buffer was enabled.
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) );                                   // 2960 is GL_STENCIL_TEST
+
+  // Check the stencil buffer was cleared.
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+
+  // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer.
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc",  "514, 1, 0", startIndex ) );     // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node.
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) );
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+  // Now disable the clipping
+  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED );
+
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+  // Check the stencil buffer was disabled.
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Disable", "2960" ) );                                   // 2960 is GL_STENCIL_TEST
+
+  // Ensure all values in stencil-mask are set to 1.
+  startIndex = 0u;
+  DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "255", startIndex ) );
+
+  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" );
+  TestApplication application;
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+  // Create a clipping actor.
+  Actor actorDepth1Clip = CreateActorWithContent();
+  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+  Stage::GetCurrent().Add( actorDepth1Clip );
+
+  // Create a child actor.
+  Actor childDepth2 = CreateActorWithContent();
+  actorDepth1Clip.Add( childDepth2 );
+
+  // Create another clipping actor.
+  Actor childDepth2Clip = CreateActorWithContent();
+  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();
+  childDepth2Clip.Add( childDepth3 );
+  Actor childDepth4 = CreateActorWithContent();
+  childDepth3.Add( childDepth4 );
+
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+  // Check we are writing to the color buffer.
+  CheckColorMask( glAbstraction, true );
+
+  // Check the stencil buffer was enabled.
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) );                                        // 2960 is GL_STENCIL_TEST
+
+  // Perform the test twice, once for 2D layer, and once for 3D.
+  for( unsigned int i = 0u ; i < 2u; ++i )
+  {
+    size_t startIndex = 0u;
+
+    // Check the stencil buffer was cleared.
+    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+
+    // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer.
+    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc",  "514, 1, 0", startIndex ) );        // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node.
+    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask",  "1", startIndex ) );                // Write to the first bit-plane
+    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp",    "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+    // Check the correct setup was done to test against first bit-plane (only) of the stencil buffer.
+    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc",  "514, 1, 255", startIndex ) );      // 514 is GL_EQUAL
+    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp",    "7680, 7680, 7680", startIndex ) ); // GL_KEEP, GL_KEEP, GL_KEEP
+
+    // Check we are set up to write to the second bitplane of the stencil buffer (only).
+    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc",  "514, 3, 1", startIndex ) );        // 514 is GL_EQUAL, Test both bit-planes 1 & 2
+    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask",  "3", startIndex ) );                // Write to second (and previous) bit-planes
+    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp",    "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+    // Check we are set up to test against both the first and second bit-planes of the stencil buffer.
+    // (Both must be set to pass the check).
+    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc",  "514, 3, 255", startIndex ) );      // 514 is GL_EQUAL, Test both bit-planes 1 & 2
+    DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp",    "7680, 7680, 7680", startIndex ) ); // GL_KEEP, GL_KEEP, GL_KEEP
+
+    // If we are on the first loop, set the layer to 3D and loop to perform the test again.
+    if( i == 0u )
+    {
+      Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_3D );
+      GenerateTrace( application, enabledDisableTrace, stencilTrace );
+    }
+  }
+
+  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 = CreateActorWithContent();
+  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" ) );
+
+  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 );
+
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::DOWN );
+  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
+
+  application.ProcessEvent( touchEvent );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  true , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Testing Raising of Actor\n" );
+
+  int preActorOrder( 0 );
+  int postActorOrder( 0 );
+
+  Property::Value value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+  value.Get( preActorOrder );
+
+  DevelActor::Raise( actorB );
+  // Ensure sort order is calculated before next touch event
+  application.SendNotification();
+
+  value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+  value.Get( postActorOrder );
+
+  tet_printf( "Raised ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
+
+  application.ProcessEvent( touchEvent );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  true , TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false, TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Testing Lowering of Actor\n" );
+
+  value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+  value.Get( preActorOrder );
+
+  DevelActor::Lower( actorB );
+  application.SendNotification(); // ensure sort order calculated before next touch event
+
+  value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+  value.Get( postActorOrder );
+
+  tet_printf( "Lowered ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
+
+  application.ProcessEvent( touchEvent );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false , TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  true, TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  END_TEST;
+}
+
+int UtcDaliActorRaiseToTopLowerToBottom(void)
+{
+  tet_infoline( "UtcDaliActorRaiseToTop and LowerToBottom test \n" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  Actor actorA = Actor::New();
+  Actor actorB = Actor::New();
+  Actor actorC = Actor::New();
+
+  // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each
+  // enables checking of which actor the uniform is assigned too
+  Shader shaderA = CreateShader();
+  shaderA.RegisterProperty( "uRendererColor",1.f);
+
+  Shader shaderB = CreateShader();
+  shaderB.RegisterProperty( "uRendererColor", 2.f );
+
+  Shader shaderC = CreateShader();
+  shaderC.RegisterProperty( "uRendererColor", 3.f );
+
+  Geometry geometry = CreateQuadGeometry();
+
+  // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C,
+  Renderer rendererA = Renderer::New(geometry, shaderA);
+  actorA.AddRenderer(rendererA);
+
+  Renderer rendererB = Renderer::New(geometry, shaderB);
+  actorB.AddRenderer(rendererB);
+
+  Renderer rendererC = Renderer::New(geometry, shaderC);
+  actorC.AddRenderer(rendererC);
+
+  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();
+
+  // Set up gl abstraction trace so can query the set uniform order
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableSetUniformCallTrace(true);
+  glAbstraction.ResetSetUniformCallStack();
+
+  TraceCallStack& glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf( "Trace Output:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+
+  // Test order of uniforms in stack
+  int indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  int indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  int indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  bool CBA = ( indexC > indexB) &&  ( indexB > indexA );
+
+  DALI_TEST_EQUALS( CBA, true, TEST_LOCATION );
+
+  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 );
+
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::DOWN );
+  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
+
+  application.ProcessEvent( touchEvent );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  true , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "RaiseToTop ActorA\n" );
+
+  DevelActor::RaiseToTop( actorA );
+  application.SendNotification(); // ensure sorting order is calculated before next touch event
+
+  application.ProcessEvent( touchEvent );
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  tet_infoline( "Testing A above C and B at bottom\n" );
+  bool ACB = ( indexA > indexC) && ( indexC > indexB );
+
+  DALI_TEST_EQUALS( ACB, true, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "RaiseToTop ActorB\n" );
+
+  DevelActor::RaiseToTop( actorB );
+  application.SendNotification(); // Ensure sort order is calculated before next touch event
+
+  application.ProcessEvent( touchEvent );
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  tet_infoline( "Testing B above A and C at bottom\n" );
+  bool BAC = ( indexB > indexA ) && ( indexA > indexC );
+
+  DALI_TEST_EQUALS( BAC, true, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "LowerToBottom ActorA then ActorB leaving Actor C at Top\n" );
+
+  DevelActor::LowerToBottom( actorA );
+  application.SendNotification();
+  application.Render();
+
+  DevelActor::LowerToBottom( actorB );
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent );
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  tet_infoline( "Testing C above A and B at bottom\n" );
+  bool CAB = ( indexC > indexA ) && ( indexA > indexB );
+
+  DALI_TEST_EQUALS( CAB, true, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  true , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  END_TEST;
+}
+
+int UtcDaliActorRaiseAbove(void)
+{
+  tet_infoline( "UtcDaliActor RaiseToAbove 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 );
+
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::DOWN );
+  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
+
+  application.ProcessEvent( touchEvent );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  true , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Raise actor B Above Actor C\n" );
+
+  DevelActor::RaiseAbove( actorB, actorC );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+
+  application.ProcessEvent( touchEvent );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Raise actor A Above Actor B\n" );
+
+  DevelActor::RaiseAbove( actorA, actorB );
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+
+  application.ProcessEvent( touchEvent ); // process a touch event on ordered actors.
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  END_TEST;
+}
+
+int UtcDaliActorLowerBelow(void)
+{
+  tet_infoline( "UtcDaliActor LowerBelow test \n" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each
+  // enables checking of which actor the uniform is assigned too
+  Shader shaderA = CreateShader();
+  shaderA.RegisterProperty( "uRendererColor",1.f);
+
+  Shader shaderB = CreateShader();
+  shaderB.RegisterProperty( "uRendererColor", 2.f );
+
+  Shader shaderC = CreateShader();
+  shaderC.RegisterProperty( "uRendererColor", 3.f );
+
+  Actor actorA = Actor::New();
+  Actor actorB = Actor::New();
+  Actor actorC = Actor::New();
+
+  // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C,
+  Geometry geometry = CreateQuadGeometry();
+
+  Renderer rendererA = Renderer::New(geometry, shaderA);
+  actorA.AddRenderer(rendererA);
+
+  Renderer rendererB = Renderer::New(geometry, shaderB);
+  actorB.AddRenderer(rendererB);
+
+  Renderer rendererC = Renderer::New(geometry, shaderC);
+  actorC.AddRenderer(rendererC);
+
+  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();
+
+  // Set up gl abstraction trace so can query the set uniform order
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableSetUniformCallTrace(true);
+  glAbstraction.ResetSetUniformCallStack();
+  TraceCallStack& glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  glAbstraction.ResetSetUniformCallStack();
+
+  application.SendNotification();
+  application.Render();
+
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+  // Test order of uniforms in stack
+  int indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  int indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  int indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  tet_infoline( "Testing C above B and A at bottom\n" );
+  bool CBA = ( indexC > indexB) &&  ( indexB > indexA );
+
+  DALI_TEST_EQUALS( CBA, true, TEST_LOCATION );
+
+  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 );
+
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::DOWN );
+  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
+
+  tet_infoline( "UtcDaliActor Test Set up completed \n" );
+
+  application.ProcessEvent( touchEvent );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  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 );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent ); // touch event
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  tet_infoline( "Testing B above A and C at bottom\n" );
+  bool BAC = ( indexB > indexA) &&  ( indexA > indexC ); // B at TOP, then A then C at bottom
+
+  DALI_TEST_EQUALS( BAC, true, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Lower actor B below Actor C leaving A on top\n" );
+
+  DevelActor::LowerBelow( actorB, actorC );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent );
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.Render();
+  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  bool ACB = ( indexA > indexC) &&  ( indexC > indexB ); // A on TOP, then C then B at bottom
+
+  DALI_TEST_EQUALS( ACB, true, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Lower actor A below Actor C leaving C on top\n" );
+
+  DevelActor::LowerBelow( actorA, actorC );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent );
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.Render();
+  tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "3" );
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
+
+  bool CAB = ( indexC > indexA) &&  ( indexA > indexB );
+
+  DALI_TEST_EQUALS( CAB, true, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorMaxSiblingOrder(void)
+{
+  tet_infoline( "UtcDaliActor De-fragment of sibling order once max index reached\n" );
+
+  TestApplication application;
+
+  int testOrders[] = { 0,1,3,5,17,998, 999 };
+  int resultingOrders[] = { 0,1,2,3,4,6,5 };
+
+  const int TEST_ORDERS_COUNT = sizeof( testOrders ) / sizeof( testOrders[0] );
+
+  Stage stage( Stage::GetCurrent() );
+
+  Actor parent = Actor::New();
+
+  for ( int index = 0; index < TEST_ORDERS_COUNT; index++ )
+  {
+    Actor newActor = Actor::New();
+    newActor.SetProperty(Dali::DevelActor::Property::SIBLING_ORDER, testOrders[index] );
+    parent.Add( newActor );
+  }
+  stage.Add( parent );
+
+  tet_printf( "Sibling Order %d children :",  parent.GetChildCount() );
+  for ( unsigned int index = 0; index < parent.GetChildCount(); index ++)
+  {
+    Actor sibling = parent.GetChildAt( index );
+    int siblingOrder = 0;
+    Property::Value value = sibling.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+    value.Get( siblingOrder );
+    tet_printf( "%d, ", siblingOrder );
+  }
+  tet_printf( "\n" );
+
+  Actor sibling = parent.GetChildAt( 5 );
+  DevelActor::RaiseToTop( sibling );
+
+  // Ensure sorting happens at end of Core::ProcessEvents()
+  application.SendNotification();
+  application.Render();
+
+  tet_printf( "Sibling Order %d children :",  parent.GetChildCount() );
+  for ( unsigned int index = 0; index < parent.GetChildCount(); index ++)
+  {
+    Actor sibling = parent.GetChildAt( index );
+    int siblingOrder = 0;
+    Property::Value value = sibling.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+    value.Get( siblingOrder );
+    tet_printf( "%d, ", siblingOrder );
+    DALI_TEST_EQUALS( siblingOrder,  resultingOrders[ index] , TEST_LOCATION );
+  }
+
+  tet_printf( "\n" );
+
+  END_TEST;
+}
+
+int UtcDaliActorRaiseAboveLowerBelowDifferentParentsN(void)
+{
+  tet_infoline( "UtcDaliActor RaiseToAbove test with actor and target actor having different parents \n" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  Actor parentA = Actor::New();
+  Actor parentB = Actor::New();
+  parentA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  parentA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+  parentB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+  parentB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+  parentA.SetAnchorPoint( AnchorPoint::CENTER );
+  parentA.SetParentOrigin( ParentOrigin::CENTER );
+
+  parentB.SetAnchorPoint( AnchorPoint::CENTER );
+  parentB.SetParentOrigin( ParentOrigin::CENTER );
+
+  stage.Add( parentA );
+  stage.Add( parentB );
+
+  Actor actorA = Actor::New();
+  Actor actorB = Actor::New();
+  Actor actorC = Actor::New();
+
+  parentA.Add( actorA );
+  parentA.Add( actorB );
+
+  tet_printf( "Actor C added to different parent from A and B \n" );
+  parentB.Add( actorC );
+
+  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" );
+
+  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 );
+
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::DOWN );
+  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
+
+  application.ProcessEvent( touchEvent );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Raise actor A Above Actor C which have different parents\n" );
+
+  DevelActor::RaiseAbove( actorA, actorC );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+
+  application.ProcessEvent( touchEvent ); // touch event
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  true , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  END_TEST;
+}
+
+int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
+{
+  tet_infoline( "UtcDaliActor Test  raiseAbove and lowerBelow api when target Actor has no parent \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" );
+
+  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 );
+
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::DOWN );
+  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
+
+  tet_printf( "Raise actor A Above Actor C which have no parents\n" );
+
+  DevelActor::RaiseAbove( actorA, actorC );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+
+  application.ProcessEvent( touchEvent );
+
+  tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  stage.Add ( actorB );
+  tet_printf( "Lower actor A below Actor C when only A is not on stage \n" );
+  DevelActor::LowerBelow( actorA, actorC );
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent );
+
+  tet_printf( "Actor A not parented so LowerBelow should show no effect\n" );
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Adding Actor A to stage, will be on top\n" );
+
+  stage.Add ( actorA );
+  application.SendNotification();
+  application.Render();
+
+  tet_printf( "Raise actor B Above Actor C when only B has a parent\n" );
+  DevelActor::RaiseAbove( actorB, actorC );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+
+  application.ProcessEvent( touchEvent );
+
+  tet_printf( "C not parented so RaiseAbove should show no effect\n" );
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_printf( "Lower actor A below Actor C when only A has a parent\n" );
+  DevelActor::LowerBelow( actorA, actorC );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+
+  application.ProcessEvent( touchEvent );
+
+  tet_printf( "C not parented so LowerBelow should show no effect\n" );
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  stage.Add ( actorC );
+  DevelActor::RaiseAbove( actorA, actorC );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent );
+
+  tet_printf( "Raise actor A Above Actor C, now both have same parent \n" );
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorTestAllAPIwhenActorNotParented(void)
+{
+  tet_infoline( "UtcDaliActor Test all raise/lower api when actor has no parent \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" );
+
+  ResetTouchCallbacks();
+
+  // 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 );
+
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::DOWN );
+  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
+
+  stage.Add ( actorA );
+  tet_printf( "Raise actor B Above Actor C but B not parented\n" );
+  DevelActor::Raise( actorB );
+
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent );
+
+  tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  tet_printf( "Raise actor B Above Actor C but B not parented\n" );
+  ResetTouchCallbacks();
+
+  DevelActor::Lower( actorC );
+  // Sort actor tree before next touch event
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent );
+
+  tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  ResetTouchCallbacks();
+
+  tet_printf( "Lower actor C below B but C not parented\n" );
+
+  DevelActor::Lower( actorB );
+  // Sort actor tree before next touch event
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent );
+
+  tet_printf( "Not parented so Lower should show no effect\n" );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  ResetTouchCallbacks();
+
+  tet_printf( "Raise actor B to top\n" );
+
+  DevelActor::RaiseToTop( actorB );
+  // Sort actor tree before next touch event
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent );
+
+  tet_printf( "Not parented so RaiseToTop should show no effect\n" );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  ResetTouchCallbacks();
+
+  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 );
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent );
+
+  tet_printf( "Not parented so LowerToBottom should show no effect\n" );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+  ResetTouchCallbacks();
+
+  END_TEST;
+}
+
+
+int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
+{
+  tet_infoline( "UtcDaliActor RaiseToAbove and  test with actor provided as target resulting in a no operation \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 );
+
+  // 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 );
+
+  ResetTouchCallbacks();
+
+  application.SendNotification();
+  application.Render();
+
+  Dali::Integration::Point point;
+  point.SetDeviceId( 1 );
+  point.SetState( PointState::DOWN );
+  point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
+
+  application.ProcessEvent( touchEvent );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3, true, TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  tet_infoline( "Raise actor A Above Actor A which is the same actor!!\n" );
+
+  DevelActor::RaiseAbove( actorA, actorA );
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent );
+
+  tet_infoline( "No target is source Actor so RaiseAbove should show no effect\n" );
+
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  true , TEST_LOCATION );
+
+  ResetTouchCallbacks();
+
+  DevelActor::RaiseAbove( actorA, actorC );
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent );
+
+  tet_infoline( "Raise actor A Above Actor C which will now be successful \n" );
+  DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
+  DALI_TEST_EQUALS( gTouchCallBackCalled3,  false , TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorGetScreenPosition(void)
+{
+  tet_infoline( "UtcDaliActorGetScreenPosition Get screen coordinates of Actor \n" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  Actor actorA = Actor::New();
+  actorA.SetAnchorPoint( AnchorPoint::CENTER );
+
+  Vector2 size2( 10.0f, 20.0f );
+  actorA.SetSize( size2 );
+
+  actorA.SetPosition( 0.f, 0.f );
+
+  tet_infoline( "UtcDaliActorGetScreenPosition Center Anchor Point and 0,0 position \n" );
+
+  stage.Add( actorA );
+
+  application.SendNotification();
+  application.Render();
+
+  Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::CENTER \n",  actorWorldPosition.x, actorWorldPosition.y  );
+  tet_printf( "Actor Screen Position %f %f \n", actorScreenPosition.x, actorScreenPosition.y );
+
+  DALI_TEST_EQUALS( actorScreenPosition.x,  0lu , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  0lu , TEST_LOCATION );
+
+  tet_infoline( "UtcDaliActorGetScreenPosition Top Left Anchor Point and 0,0 position \n" );
+
+  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+
+  application.SendNotification();
+  application.Render();
+
+  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  tet_printf( "Actor World Position  ( %f %f ) AnchorPoint::TOP_LEFT  \n",  actorWorldPosition.x, actorWorldPosition.y );
+  tet_printf( "Actor Screen Position  ( %f %f ) AnchorPoint::TOP_LEFT \n", actorScreenPosition.x, actorScreenPosition.y );
+
+  DALI_TEST_EQUALS( actorScreenPosition.x,  0lu , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  0lu , TEST_LOCATION );
+
+  tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 0,0 position \n" );
+
+  actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+
+  application.SendNotification();
+  application.Render();
+
+  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT   \n",  actorWorldPosition.x, actorWorldPosition.y );
+  tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT  \n", actorScreenPosition.x, actorScreenPosition.y );
+
+  DALI_TEST_EQUALS( actorScreenPosition.x,  0lu , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  0lu , TEST_LOCATION );
+
+  tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,0 position \n" );
+
+  actorA.SetPosition( 30.0, 0.0 );
+
+  application.SendNotification();
+  application.Render();
+
+  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0 \n",  actorWorldPosition.x, actorWorldPosition.y );
+  tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0   \n", actorScreenPosition.x, actorScreenPosition.y );
+
+  DALI_TEST_EQUALS( actorScreenPosition.x,  30lu , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  0lu , TEST_LOCATION );
+
+  tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,420 position \n" );
+
+  actorA.SetPosition( 30.0, 420.0 );
+
+  application.SendNotification();
+  application.Render();
+
+  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  DALI_TEST_EQUALS( actorScreenPosition.x,  30lu , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  420lu , TEST_LOCATION );
+
+  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 );
+
+
+  END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionAfterScaling(void)
+{
+  tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling Get screen coordinates of Actor \n" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  Actor actorA = Actor::New();
+  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+
+  Vector2 size2( 10.0f, 20.0f );
+  actorA.SetSize( size2 );
+  actorA.SetScale( 1.5f );
+  actorA.SetPosition( 0.f, 0.f );
+
+  tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling TopRight Anchor Point, scale 1.5f and 0,0 position \n" );
+
+  stage.Add( actorA );
+
+  application.SendNotification();
+  application.Render();
+
+  Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT \n",  actorWorldPosition.x, actorWorldPosition.y  );
+  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+  DALI_TEST_EQUALS( actorScreenPosition.x,  0lu , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  0lu , TEST_LOCATION );
+
+  tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling BOTTOM_RIGHT Anchor Point, scale 1.5f and 0,0 position \n" );
+
+  actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+
+  application.SendNotification();
+  application.Render();
+
+  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n",  actorWorldPosition.x, actorWorldPosition.y  );
+  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+  DALI_TEST_EQUALS( actorScreenPosition.x , 0.0f  , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  0.0f , TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionWithDifferentParentOrigin(void)
+{
+  tet_infoline( "UtcDaliActorGetScreenPositionWithDifferentParentOrigin Changes parent origin which should not effect result \n" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  Actor actorA = Actor::New();
+  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  Vector2 size2( 10.0f, 20.0f );
+  actorA.SetSize( size2 );
+  actorA.SetPosition( 0.f, 0.f );
+
+  tet_infoline( " TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+  stage.Add( actorA );
+
+  application.SendNotification();
+  application.Render();
+
+  Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n",  actorWorldPosition.x, actorWorldPosition.y  );
+  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+  DALI_TEST_EQUALS( actorScreenPosition.x,  240.0f , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  400.0f , TEST_LOCATION );
+
+  tet_infoline( " BOTTOM_RIGHT Anchor Point, ParentOrigin::TOP_RIGHT and 0,0 position \n" );
+
+  actorA.SetParentOrigin( ParentOrigin::TOP_RIGHT );
+  actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+
+  application.SendNotification();
+  application.Render();
+
+  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT ParentOrigin::TOP_RIGHT \n",  actorWorldPosition.x, actorWorldPosition.y  );
+  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+  DALI_TEST_EQUALS( actorScreenPosition.x , 480.0f , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  0.0f , TEST_LOCATION );
+
+  END_TEST;
+  END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionWithChildActors(void)
+{
+  tet_infoline( "UtcDaliActorGetScreenPositionWithChildActors Check screen position with a tree of actors \n" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+  Actor actorA = Actor::New();
+  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  Vector2 size1( 10.0f, 20.0f );
+  actorA.SetSize( size1 );
+  actorA.SetPosition( 0.f, 0.f );
+
+  tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+  Actor parentActorA = Actor::New();
+  parentActorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  parentActorA.SetParentOrigin( ParentOrigin::CENTER );
+  Vector2 size2( 30.0f, 60.0f );
+  parentActorA.SetSize( size2 );
+  parentActorA.SetPosition( 0.f, 0.f );
+
+  tet_infoline( "Add child 1 to Parent 1 and check screen position \n" );
+
+  stage.Add( parentActorA );
+  parentActorA.Add ( actorA );
+
+  application.SendNotification();
+  application.Render();
+
+  Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n",  actorWorldPosition.x, actorWorldPosition.y  );
+  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+  DALI_TEST_EQUALS( actorScreenPosition.x,  255.0f , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  430.0f , TEST_LOCATION );
+
+  tet_infoline( "Test 2\n");
+
+  tet_infoline( "change parent anchor point and parent origin then check screen position \n" );
+
+  parentActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+  parentActorA.SetParentOrigin( ParentOrigin::TOP_LEFT );
+
+  application.SendNotification();
+  application.Render();
+
+  actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_LEFT ParentOrigin::TOP_LEFT  \n",  actorWorldPosition.x, actorWorldPosition.y  );
+  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+  DALI_TEST_EQUALS( actorScreenPosition.x,  15.0f , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  -30.0f , TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionWithChildActors02(void)
+{
+  tet_infoline( "UtcDaliActorGetScreenPositionWithChildActors02 Check screen position with a tree of actors \n" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+  Actor actorA = Actor::New();
+  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  Vector2 size1( 10.0f, 20.0f );
+  actorA.SetSize( size1 );
+  actorA.SetPosition( 0.f, 0.f );
+
+  tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+  Actor parentActorA = Actor::New();
+  parentActorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  parentActorA.SetParentOrigin( ParentOrigin::CENTER );
+  Vector2 size2( 30.0f, 60.0f );
+  parentActorA.SetSize( size2 );
+  parentActorA.SetPosition( 0.f, 0.f );
+
+  tet_infoline( "Create Grand Parent Actor 1 BOTTOM_LEFT Anchor Point, ParentOrigin::BOTTOM_LEFT and 0,0 position \n" );
+
+  Actor grandParentActorA = Actor::New();
+  grandParentActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+  grandParentActorA.SetParentOrigin( ParentOrigin::BOTTOM_LEFT );
+  Vector2 size3( 60.0f, 120.0f );
+  grandParentActorA.SetSize( size3 );
+  grandParentActorA.SetPosition( 0.f, 0.f );
+
+  tet_infoline( "Add Parent 1 to Grand Parent 1 \n" );
+
+  stage.Add( grandParentActorA );
+  grandParentActorA.Add ( parentActorA );
+
+  tet_infoline( "Add child 1 to Parent 1 and check screen position \n" );
+
+  parentActorA.Add ( actorA );
+
+  application.SendNotification();
+  application.Render();
+
+  Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n",  actorWorldPosition.x, actorWorldPosition.y  );
+  tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+  DALI_TEST_EQUALS( actorScreenPosition.x,  45.0f , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  770.0f , TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
+{
+  tet_infoline( "UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse Check screen position where the position does not use the anchor point" );
+
+  TestApplication application;
+
+  Stage stage( Stage::GetCurrent() );
+
+  tet_infoline( "Create an actor with AnchorPoint::TOP_LEFT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+
+  Actor actorA = Actor::New();
+  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actorA.SetSize( 10.0f, 20.0f );
+  stage.Add( actorA );
+
+  tet_infoline( "Create an Actor with AnchorPoint::BOTTOM_RIGHT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+
+  Actor actorB = Actor::New();
+  actorB.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  Vector2 actorBSize( 30.0f, 60.0f );
+  actorB.SetSize( actorBSize );
+  stage.Add( actorB );
+
+  tet_infoline( "Create an actor with AnchorPoint::CENTER, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+
+  Actor actorC = Actor::New();
+  actorC.SetAnchorPoint( AnchorPoint::CENTER );
+  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  Vector2 actorCSize( 60.0f, 120.0f );
+  actorC.SetSize( actorCSize );
+  stage.Add( actorC );
+
+  application.SendNotification();
+  application.Render();
+
+  tet_infoline( "Despite differing sizes and anchor-points, the screen position for all actors is the same");
+
+  Vector2 center( stage.GetSize() * 0.5f );
+
+  DALI_TEST_EQUALS( actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorC.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+
+  tet_infoline( "Add scale to all actors" );
+
+  actorA.SetScale( 2.0f );
+  actorB.SetScale( 2.0f );
+  actorC.SetScale( 2.0f );
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center /* TOP_LEFT Anchor */, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorBSize /* BOTTOM_RIGHT Anchor */, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorC.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorCSize * 0.5f /* CENTER Anchor*/, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPoint(void)
+{
+  TestApplication application;
+  tet_infoline( "Check default behaviour\n" );
+
+  Actor actor = Actor::New();
+  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetAnchorPoint( AnchorPoint::CENTER );
+  actor.SetSize( 100.0f, 100.0f );
+  Stage::GetCurrent().Add( actor );
+
+  application.SendNotification();
+  application.Render();
+
+  tet_infoline( "Check that the world position is in the center\n" );
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+  tet_infoline( "Set the position uses anchor point property to false\n" );
+  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+
+  application.SendNotification();
+  application.Render();
+
+  tet_infoline( "Check that the world position has changed appropriately\n" );
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPointCheckScale(void)
+{
+  TestApplication application;
+  tet_infoline( "Check that the scale is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+
+  Actor actor = Actor::New();
+  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetAnchorPoint( AnchorPoint::CENTER );
+  actor.SetSize( 100.0f, 100.0f );
+  actor.SetScale( 2.0f );
+  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  Stage::GetCurrent().Add( actor );
+
+  application.SendNotification();
+  application.Render();
+
+  tet_infoline( "Check the world position is the same as it would be without a scale\n" );
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+  tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
+  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+
+  tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
+  actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPointCheckRotation(void)
+{
+  TestApplication application;
+  tet_infoline( "Check that the rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+
+  Actor actor = Actor::New();
+  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetAnchorPoint( AnchorPoint::CENTER );
+  actor.SetSize( 100.0f, 100.0f );
+  actor.SetOrientation( Degree( 90.0f), Vector3::ZAXIS );
+  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  Stage::GetCurrent().Add( actor );
+
+  application.SendNotification();
+  application.Render();
+
+  tet_infoline( "Check the world position is the same as it would be without a rotation\n" );
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+  tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
+  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+  tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
+  actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 150.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPointCheckScaleAndRotation(void)
+{
+  TestApplication application;
+  tet_infoline( "Check that the scale and rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+
+  Actor actor = Actor::New();
+  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetAnchorPoint( AnchorPoint::CENTER );
+  actor.SetSize( 100.0f, 100.0f );
+  actor.SetOrientation( Degree( 90.0f), Vector3::ZAXIS );
+  actor.SetScale( 2.0f );
+  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  Stage::GetCurrent().Add( actor );
+
+  application.SendNotification();
+  application.Render();
+
+  tet_infoline( "Check the world position is the same as it would be without a scale and rotation\n" );
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+  tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
+  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+
+  tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
+  actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 200.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPointOnlyInheritPosition(void)
+{
+  TestApplication application;
+  tet_infoline( "Check that if not inheriting scale and position, then the position is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+
+  Actor parent = Actor::New();
+
+  Stage::GetCurrent().Add( parent );
+  Vector2 stageSize( Stage::GetCurrent().GetSize() );
+
+  Actor actor = Actor::New();
+  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetAnchorPoint( AnchorPoint::CENTER );
+  actor.SetSize( 100.0f, 100.0f );
+  actor.SetInheritScale( false );
+  actor.SetInheritOrientation( false );
+  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  parent.Add( actor );
+
+  application.SendNotification();
+  application.Render();
+
+  const Vector3 expectedWorldPosition( -stageSize.width * 0.5f + 50.0f, -stageSize.height * 0.5f + 50.0f, 0.0f );
+
+  tet_infoline( "Check the world position is in the right place\n" );
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+
+  tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure world position hasn't changed" );
+  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+
+  tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure world position hasn't changed" );
+  actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int utcDaliActorVisibilityChangeSignalSelf(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();
+
+  VisibilityChangedFunctorData data;
+  DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) );
+
+  actor.SetVisible( false );
+
+  data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+
+  tet_infoline( "Ensure functor is not called if we attempt to change the visibility to what it already is at" );
+  data.Reset();
+
+  actor.SetVisible( false );
+  data.Check( false /* not called */, TEST_LOCATION );
+
+  tet_infoline( "Change the visibility using properties, ensure called" );
+  data.Reset();
+
+  actor.SetProperty( Actor::Property::VISIBLE, true );
+  data.Check( true /* called */, actor, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+
+  tet_infoline( "Set the visibility to current using properties, ensure not called" );
+  data.Reset();
+
+  actor.SetProperty( Actor::Property::VISIBLE, true );
+  data.Check( false /* not called */, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int utcDaliActorVisibilityChangeSignalChildren(void)
+{
+  TestApplication application;
+  tet_infoline( "Check that the visibility change signal is called for the children when the visibility changes for the parent" );
+
+  Actor parent = Actor::New();
+  Actor child = Actor::New();
+  parent.Add( child );
+
+  Actor grandChild = Actor::New();
+  child.Add( grandChild );
+
+  VisibilityChangedFunctorData parentData;
+  VisibilityChangedFunctorData childData;
+  VisibilityChangedFunctorData grandChildData;
+
+  tet_infoline( "Only connect the child and grandchild, ensure they are called and not the parent" );
+  DevelActor::VisibilityChangedSignal( child ).Connect( &application, VisibilityChangedFunctor( childData ) );
+  DevelActor::VisibilityChangedSignal( grandChild ).Connect( &application, VisibilityChangedFunctor( grandChildData ) );
+
+  parent.SetVisible( false );
+  parentData.Check( false /* not called */, TEST_LOCATION );
+  childData.Check( true /* called */, child, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+  grandChildData.Check( true /* called */, grandChild, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+
+  tet_infoline( "Connect to the parent's signal as well and ensure all three are called" );
+  parentData.Reset();
+  childData.Reset();
+  grandChildData.Reset();
+
+  DevelActor::VisibilityChangedSignal( parent ).Connect( &application, VisibilityChangedFunctor( parentData ) );
+
+  parent.SetVisible( true );
+  parentData.Check( true /* called */, parent, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+  childData.Check( true /* called */, child, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+  grandChildData.Check( true /* called */, grandChild, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+
+  tet_infoline( "Ensure none of the functors are called if we attempt to change the visibility to what it already is at" );
+  parentData.Reset();
+  childData.Reset();
+  grandChildData.Reset();
+
+  parent.SetVisible( true );
+  parentData.Check( false /* not called */, TEST_LOCATION );
+  childData.Check( false /* not called */, TEST_LOCATION );
+  grandChildData.Check( false /* not called */, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int utcDaliActorVisibilityChangeSignalAfterAnimation(void)
+{
+  TestApplication application;
+  tet_infoline( "Check that the visibility change signal is emitted when the visibility changes when an animation starts" );
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  application.SendNotification();
+  application.Render();
+
+  VisibilityChangedFunctorData data;
+  DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) );
+
+  Animation animation = Animation::New( 1.0f );
+  animation.AnimateTo( Property( actor, Actor::Property::VISIBLE ), false );
+
+  data.Check( false, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< bool >( actor, Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
+  tet_infoline( "Play the animation and check the property value" );
+  animation.Play();
+
+  data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+
+  tet_infoline( "Animation not currently finished, so the current visibility should still be true" );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< bool >( actor, Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render( 1100 ); // After the animation
+
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< bool >( actor, Actor::Property::VISIBLE ), false, TEST_LOCATION );
+
+  END_TEST;
+}