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 e233b1b..4794369 100644 (file)
@@ -20,6 +20,7 @@
 #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>
@@ -44,6 +45,9 @@ void utc_dali_actor_cleanup(void)
 namespace
 {
 bool gTouchCallBackCalled=false;
+bool gTouchCallBackCalled2=false;
+bool gTouchCallBackCalled3=false;
+
 bool gHoverCallBackCalled=false;
 
 static bool gTestConstraintCalled;
@@ -86,6 +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;
@@ -146,6 +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
 
 
@@ -724,6 +808,9 @@ int UtcDaliActorSetSize01(void)
   // 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();
@@ -734,6 +821,16 @@ int UtcDaliActorSetSize01(void)
 
   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 );
@@ -948,6 +1045,37 @@ int UtcDaliActorSetSizeIndividual(void)
   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)
 {
@@ -1009,7 +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();
@@ -1185,28 +1313,46 @@ int UtcDaliActorSetPositionProperties(void)
   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;
 }
@@ -1459,12 +1605,15 @@ int UtcDaliActorSetOrientationProperty(void)
   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;
 }
 
@@ -1660,28 +1809,40 @@ int UtcDaliActorSetScaleIndividual(void)
   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;
 }
@@ -1960,36 +2121,61 @@ int UtcDaliActorSetColorIndividual(void)
   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;
 }
@@ -2279,7 +2465,7 @@ int UtcDaliActorTouchedSignal(void)
 {
   TestApplication application;
 
-  gTouchCallBackCalled = false;
+  ResetTouchCallbacks();
 
   // get the root layer
   Actor actor = Stage::GetCurrent().GetRootLayer();
@@ -2297,9 +2483,9 @@ int UtcDaliActorTouchedSignal(void)
   point.SetDeviceId( 1 );
   point.SetState( PointState::DOWN );
   point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
-  Dali::Integration::TouchEvent event;
-  event.AddPoint( point );
-  application.ProcessEvent( event );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
+  application.ProcessEvent( touchEvent );
 
   DALI_TEST_CHECK( gTouchCallBackCalled == true );
   END_TEST;
@@ -2327,9 +2513,9 @@ int UtcDaliActorHoveredSignal(void)
   point.SetDeviceId( 1 );
   point.SetState( PointState::MOTION );
   point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
-  Dali::Integration::HoverEvent event;
-  event.AddPoint( point );
-  application.ProcessEvent( event );
+  Dali::Integration::HoverEvent hoverEvent;
+  hoverEvent.AddPoint( point );
+  application.ProcessEvent( hoverEvent );
 
   DALI_TEST_CHECK( gHoverCallBackCalled == true );
   END_TEST;
@@ -2515,7 +2701,7 @@ int UtcDaliActorHitTest(void)
 
   Stage::GetCurrent().Add( actor );
 
-  gTouchCallBackCalled = false;
+  ResetTouchCallbacks();
 
   unsigned int index = 0;
   while( NULL != hitTestData[index] )
@@ -2551,7 +2737,7 @@ int UtcDaliActorHitTest(void)
                  hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y,
                  hitTestData[index]->mResult );
 
-    gTouchCallBackCalled = false;
+    ResetTouchCallbacks();
     ++index;
   }
   END_TEST;
@@ -2779,6 +2965,41 @@ int UtcDaliActorConstrainedToOrientation(void)
   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;
@@ -2935,6 +3156,7 @@ const PropertyStringIndex PROPERTY_TABLE[] =
   { "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
@@ -3637,17 +3859,33 @@ int UtcDaliActorRemoveRendererP1(void)
 
   DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
 
-  Geometry geometry = CreateQuadGeometry();
-  Shader shader = CreateShader();
-  Renderer renderer = Renderer::New(geometry, shader);
+  {
+    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.AddRenderer( renderer );
+    DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
 
-  actor.RemoveRenderer(renderer);
-  DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, 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;
 }
@@ -3666,13 +3904,19 @@ int UtcDaliActorRemoveRendererP2(void)
   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);
-  DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+  application.SendNotification();
+  application.Render();
 
+  DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
 
+  // Shut down whilst holding onto the renderer handle.
   END_TEST;
 }
 
@@ -4021,3 +4265,1821 @@ int UtcDaliGetPropertyN(void)
   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;
+}