Fix SCREEN_POSITION error
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Actor.cpp
index 5bfa46a..57e4757 100644 (file)
@@ -51,6 +51,8 @@ bool gHoverCallBackCalled=false;
 
 static bool gTestConstraintCalled;
 
+LayoutDirection::Type gLayoutDirectionType;
+
 struct TestConstraint
 {
   void operator()( Vector4& color, const PropertyInputContainer& /* inputs */ )
@@ -177,6 +179,58 @@ 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
 
 
@@ -755,6 +809,9 @@ 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();
@@ -765,6 +822,16 @@ 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 = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.depth, actor.GetCurrentProperty< float >( 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 );
@@ -979,6 +1046,37 @@ 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)
 {
@@ -1040,7 +1138,7 @@ 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();
@@ -1216,28 +1314,46 @@ 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, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< float >( 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, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< float >( 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, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -1490,12 +1606,15 @@ 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, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
@@ -1691,28 +1810,40 @@ 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, actor.GetCurrentProperty< float >( 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, actor.GetCurrentProperty< float >( 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, actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
+
+  DALI_TEST_EQUALS( vector, actor.GetProperty< Vector3 >( Actor::Property::SCALE ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -1991,39 +2122,56 @@ 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, actor.GetCurrentProperty< float >( 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, actor.GetCurrentProperty< float >( 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, actor.GetCurrentProperty< float >( 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, actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
+
+  DALI_TEST_EQUALS( vector, actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
+  DALI_TEST_EQUALS( vector, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
 
   actor.SetProperty( DevelActor::Property::OPACITY, 0.2f );
 
+
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -2336,9 +2484,9 @@ 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;
@@ -2366,9 +2514,9 @@ 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;
@@ -3712,17 +3860,33 @@ 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;
 }
@@ -3741,13 +3905,19 @@ 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;
 }
 
@@ -3777,20 +3947,25 @@ int UtcDaliActorRemoveRendererN(void)
 }
 
 // Clipping test helper functions:
-Actor CreateActorWithContent()
+Actor CreateActorWithContent( uint32_t width, uint32_t height)
 {
-  BufferImage image = BufferImage::New( 16u, 16u );
+  BufferImage image = BufferImage::New( width, height );
   Actor actor = CreateRenderableActor( image );
 
   // Setup dimensions and position so actor is not skipped by culling.
   actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
-  actor.SetSize( 16.0f, 16.0f );
+  actor.SetSize( width, height );
   actor.SetParentOrigin( ParentOrigin::CENTER );
   actor.SetAnchorPoint( AnchorPoint::CENTER );
 
   return actor;
 }
 
+Actor CreateActorWithContent16x16()
+{
+  return CreateActorWithContent( 16, 16 );
+}
+
 void GenerateTrace( TestApplication& application, TraceCallStack& enabledDisableTrace, TraceCallStack& stencilTrace )
 {
   enabledDisableTrace.Reset();
@@ -3818,7 +3993,7 @@ void CheckColorMask( TestGlAbstraction& glAbstraction, bool maskValue )
 int UtcDaliActorPropertyClippingP(void)
 {
   // This test checks the clippingMode property.
-  tet_infoline( "Testing Actor::Property::CLIPPING_MODE P" );
+  tet_infoline( "Testing Actor::Property::ClippingMode: P" );
   TestApplication application;
 
   Actor actor = Actor::New();
@@ -3835,7 +4010,7 @@ int UtcDaliActorPropertyClippingP(void)
     DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
   }
 
-  // Check setting the property.
+  // Check setting the property to the stencil mode.
   actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
 
   // Check the new value was set.
@@ -3848,13 +4023,25 @@ int UtcDaliActorPropertyClippingP(void)
     DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_CHILDREN, TEST_LOCATION );
   }
 
+  // Check setting the property to the scissor mode.
+  actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+  // Check the new value was set.
+  getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
+  getValueResult = getValue.Get( value );
+  DALI_TEST_CHECK( getValueResult );
+
+  if( getValueResult )
+  {
+    DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_TO_BOUNDING_BOX, TEST_LOCATION );
+  }
   END_TEST;
 }
 
 int UtcDaliActorPropertyClippingN(void)
 {
   // Negative test case for Clipping.
-  tet_infoline( "Testing Actor::Property::CLIPPING_MODE N" );
+  tet_infoline( "Testing Actor::Property::ClippingMode: N" );
   TestApplication application;
 
   Actor actor = Actor::New();
@@ -3889,7 +4076,7 @@ int UtcDaliActorPropertyClippingN(void)
 int UtcDaliActorPropertyClippingActor(void)
 {
   // This test checks that an actor is correctly setup for clipping.
-  tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor" );
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor" );
   TestApplication application;
 
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
@@ -3898,7 +4085,7 @@ int UtcDaliActorPropertyClippingActor(void)
   size_t startIndex = 0u;
 
   // Create a clipping actor.
-  Actor actorDepth1Clip = CreateActorWithContent();
+  Actor actorDepth1Clip = CreateActorWithContent16x16();
   actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
   Stage::GetCurrent().Add( actorDepth1Clip );
 
@@ -3925,7 +4112,7 @@ int UtcDaliActorPropertyClippingActor(void)
 int UtcDaliActorPropertyClippingActorEnableThenDisable(void)
 {
   // This test checks that an actor is correctly setup for clipping and then correctly setup when clipping is disabled
-  tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor enable and then disable" );
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor enable and then disable" );
   TestApplication application;
 
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
@@ -3934,7 +4121,7 @@ int UtcDaliActorPropertyClippingActorEnableThenDisable(void)
   size_t startIndex = 0u;
 
   // Create a clipping actor.
-  Actor actorDepth1Clip = CreateActorWithContent();
+  Actor actorDepth1Clip = CreateActorWithContent16x16();
   actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
   Stage::GetCurrent().Add( actorDepth1Clip );
 
@@ -3971,36 +4158,35 @@ int UtcDaliActorPropertyClippingActorEnableThenDisable(void)
   END_TEST;
 }
 
-
 int UtcDaliActorPropertyClippingNestedChildren(void)
 {
   // This test checks that a hierarchy of actors are clipped correctly by
   // writing to and reading from the correct bit-planes of the stencil buffer.
-  tet_infoline( "Testing Actor::Property::CLIPPING_MODE nested children" );
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN nested children" );
   TestApplication application;
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
   TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
   TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
 
   // Create a clipping actor.
-  Actor actorDepth1Clip = CreateActorWithContent();
+  Actor actorDepth1Clip = CreateActorWithContent16x16();
   actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
   Stage::GetCurrent().Add( actorDepth1Clip );
 
   // Create a child actor.
-  Actor childDepth2 = CreateActorWithContent();
+  Actor childDepth2 = CreateActorWithContent16x16();
   actorDepth1Clip.Add( childDepth2 );
 
   // Create another clipping actor.
-  Actor childDepth2Clip = CreateActorWithContent();
+  Actor childDepth2Clip = CreateActorWithContent16x16();
   childDepth2Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
   childDepth2.Add( childDepth2Clip );
 
   // Create another 2 child actors. We do this so 2 nodes will have the same clipping ID.
   // This tests the sort algorithm.
-  Actor childDepth3 = CreateActorWithContent();
+  Actor childDepth3 = CreateActorWithContent16x16();
   childDepth2Clip.Add( childDepth3 );
-  Actor childDepth4 = CreateActorWithContent();
+  Actor childDepth4 = CreateActorWithContent16x16();
   childDepth3.Add( childDepth4 );
 
   // Gather the call trace.
@@ -4050,6 +4236,280 @@ int UtcDaliActorPropertyClippingNestedChildren(void)
   END_TEST;
 }
 
+int UtcDaliActorPropertyClippingActorDrawOrder(void)
+{
+  // This test checks that a hierarchy of actors are drawn in the correct order when clipping is enabled.
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN draw order" );
+  TestApplication application;
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+  /* We create a small tree of actors as follows:
+
+                           A
+                          / \
+     Clipping enabled -> B   D
+                         |   |
+                         C   E
+
+     The correct draw order is "ABCDE" (the same as if clipping was not enabled).
+  */
+  Actor actors[5];
+  for( int i = 0; i < 5; ++i )
+  {
+    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 );
+
+    if( i == 0 )
+    {
+      actor.SetParentOrigin( ParentOrigin::CENTER );
+    }
+    else
+    {
+      float b = i > 2 ? 1.0f : -1.0f;
+      actor.SetParentOrigin( Vector3( 0.5 + ( 0.2f * b ), 0.8f, 0.8f ) );
+    }
+
+    actors[i] = actor;
+  }
+
+  // Enable clipping on the actor at the top of the left branch.
+  actors[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+
+  // Build the scene graph.
+  Stage::GetCurrent().Add( actors[0] );
+
+  // Left branch:
+  actors[0].Add( actors[1] );
+  actors[1].Add( actors[2] );
+
+  // Right branch:
+  actors[0].Add( actors[3] );
+  actors[3].Add( actors[4] );
+
+  // Gather the call trace.
+  enabledDisableTrace.Reset();
+  enabledDisableTrace.Enable( true );
+  application.SendNotification();
+  application.Render();
+  enabledDisableTrace.Enable( false );
+
+  /* Check stencil is enabled and disabled again (as right-hand branch of tree is drawn).
+
+     Note: Correct enable call trace:    StackTrace: Index:0, Function:Enable, ParamList:3042 StackTrace: Index:1, Function:Enable, ParamList:2960 StackTrace: Index:2, Function:Disable, ParamList:2960
+           Incorrect enable call trace:  StackTrace: Index:0, Function:Enable, ParamList:3042 StackTrace: Index:1, Function:Enable, ParamList:2960
+  */
+  size_t startIndex = 0u;
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Enable",  "3042", startIndex ) );
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Enable",  "2960", startIndex ) ); // 2960 is GL_STENCIL_TEST
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Disable", "2960", startIndex ) );
+
+  // Swap the clipping actor from top of left branch to top of right branch.
+  actors[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED );
+  actors[3].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+
+  // Gather the call trace.
+  enabledDisableTrace.Reset();
+  enabledDisableTrace.Enable( true );
+  application.SendNotification();
+  application.Render();
+  enabledDisableTrace.Enable( false );
+
+  // Check stencil is enabled but NOT disabled again (as right-hand branch of tree is drawn).
+  // This proves the draw order has remained the same.
+  startIndex = 0u;
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex(  "Enable",  "2960", startIndex ) );
+  DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Disable", "2960", startIndex ) );
+
+  END_TEST;
+}
+
+int UtcDaliActorPropertyScissorClippingActor(void)
+{
+  // This test checks that an actor is correctly setup for clipping.
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor" );
+  TestApplication application;
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+  const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
+  const Vector2 imageSize( 16.0f, 16.0f );
+
+  // Create a clipping actor.
+  Actor clippingActorA = CreateActorWithContent16x16();
+  // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
+  // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
+  clippingActorA.SetParentOrigin( ParentOrigin::BOTTOM_LEFT );
+  clippingActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+  clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+  Stage::GetCurrent().Add( clippingActorA );
+
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+  // Check we are writing to the color buffer.
+  CheckColorMask( glAbstraction, true );
+
+  // Check scissor test was enabled.
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );                                   // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+  // Check the scissor was set, and the coordinates are correct.
+  std::stringstream compareParametersString;
+  compareParametersString << "0, 0, " << imageSize.x << ", " << imageSize.y;
+  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) );                  // Compare with 0, 0, 16, 16
+
+  clippingActorA.SetParentOrigin( ParentOrigin::TOP_RIGHT );
+  clippingActorA.SetAnchorPoint( AnchorPoint::TOP_RIGHT );
+
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+  // Check the scissor was set, and the coordinates are correct.
+  compareParametersString.str( std::string() );
+  compareParametersString.clear();
+  compareParametersString << ( stageSize.x - imageSize.x ) << ", " << ( stageSize.y - imageSize.y ) << ", " << imageSize.x << ", " << imageSize.y;
+  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) );                  // Compare with 464, 784, 16, 16
+
+  END_TEST;
+}
+
+int UtcDaliActorPropertyScissorClippingActorSiblings(void)
+{
+  // This test checks that an actor is correctly setup for clipping.
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actors which are siblings" );
+  TestApplication application;
+
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+  const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
+  const Vector2 sizeA{ stageSize.width, stageSize.height * 0.25f };
+  const Vector2 sizeB{ stageSize.width, stageSize.height * 0.05f };
+
+  // Create a clipping actors.
+  Actor clippingActorA = CreateActorWithContent( sizeA.width, sizeA.height );
+  Actor clippingActorB = CreateActorWithContent( sizeB.width, sizeB.height );
+
+  clippingActorA.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+  clippingActorA.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+  clippingActorB.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+  clippingActorB.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+  clippingActorA.SetPosition( 0.0f, -200.0f, 0.0f );
+  clippingActorB.SetPosition( 0.0f, 0.0f, 0.0f );
+
+  Stage::GetCurrent().Add( clippingActorA );
+  Stage::GetCurrent().Add( clippingActorB );
+
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+  // Check we are writing to the color buffer.
+  CheckColorMask( glAbstraction, true );
+
+  // Check scissor test was enabled.
+  DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );                                   // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+  // Check the scissor was set, and the coordinates are correct.
+  std::stringstream compareParametersString;
+
+  std::string clipA( "0, 500, 480, 200" );
+  std::string clipB( "0, 380, 480, 40" );
+
+  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipA ) );
+  DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipB ) );
+
+  END_TEST;
+}
+
+int UtcDaliActorPropertyScissorClippingActorNested(void)
+{
+  // This test checks that an actor is correctly setup for clipping.
+  tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor nested" );
+  TestApplication application;
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+  TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+  const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
+  const Vector2 imageSize( 16.0f, 16.0f );
+
+  /* Create a nest of 2 scissors to test nesting (intersecting clips).
+
+     A is drawn first - with scissor clipping on
+     B is drawn second - also with scissor clipping on
+     C is the generated clipping region, the intersection ( A ∩ B )
+
+           ┏━━━━━━━┓                   ┌───────┐
+           ┃     B ┃                   │     B │
+       ┌───╂┄┄┄┐   ┃               ┌┄┄┄╆━━━┓   │
+       │   ┃   ┊   ┃     ━━━━━>    ┊   ┃ C ┃   │
+       │   ┗━━━┿━━━┛               ┊   ┗━━━╃───┘
+       │ A     │                   ┊ A     ┊
+       └───────┘                   └┄┄┄┄┄┄┄┘
+
+     We then reposition B around each corner of A to test the 4 overlap combinations (thus testing intersecting works correctly).
+  */
+
+  // Create a clipping actor.
+  Actor clippingActorA = CreateActorWithContent16x16();
+  // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
+  // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
+  clippingActorA.SetParentOrigin( ParentOrigin::CENTER );
+  clippingActorA.SetAnchorPoint( AnchorPoint::CENTER );
+  clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+  Stage::GetCurrent().Add( clippingActorA );
+
+  // Create a child clipping actor.
+  Actor clippingActorB = CreateActorWithContent16x16();
+  clippingActorB.SetParentOrigin( ParentOrigin::CENTER );
+  clippingActorB.SetAnchorPoint( AnchorPoint::CENTER );
+  clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+  clippingActorA.Add( clippingActorB );
+
+  // positionModifiers is an array of positions to position B around.
+  // expect is an array of expected scissor clip coordinate results.
+  const Vector2 positionModifiers[4] = { Vector2( 1.0f, 1.0f ),     Vector2( -1.0f, 1.0f ),    Vector2( -1.0f, -1.0f ),   Vector2( 1.0f, -1.0f )    };
+  const Vector4 expect[4] =            { Vector4( 240, 392, 8, 8 ), Vector4( 232, 392, 8, 8 ), Vector4( 232, 400, 8, 8 ), Vector4( 240, 400, 8, 8 ) };
+
+  // Loop through each overlap combination.
+  for( unsigned int test = 0u; test < 4u; ++test )
+  {
+    // Position the child clipping actor so it intersects with the 1st clipping actor. This changes each loop.
+    const Vector2 position = ( imageSize / 2.0f ) * positionModifiers[test];
+    clippingActorB.SetPosition( position.x, position.y );
+
+    // Gather the call trace.
+    GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+    // Check we are writing to the color buffer.
+    CheckColorMask( glAbstraction, true );
+
+    // Check scissor test was enabled.
+    DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );                                   // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+    // Check the scissor was set, and the coordinates are correct.
+    const Vector4& expectResults( expect[test] );
+    std::stringstream compareParametersString;
+    compareParametersString << expectResults.x << ", " << expectResults.y << ", " << expectResults.z << ", " << expectResults.w;
+    DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) );                  // Compare with the expected result
+  }
+
+  END_TEST;
+}
+
 int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
 {
   // This test checks that an actor with clipping will be ignored if overridden by the Renderer properties.
@@ -4061,7 +4521,7 @@ int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
   TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
 
   // Create a clipping actor.
-  Actor actorDepth1Clip = CreateActorWithContent();
+  Actor actorDepth1Clip = CreateActorWithContent16x16();
   actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
   Stage::GetCurrent().Add( actorDepth1Clip );
 
@@ -4082,6 +4542,19 @@ int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
   DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilMask" ) );
   DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilOp" ) );
 
+  // Check that scissor clipping is overriden by the renderer properties.
+  TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+
+  actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+  // Gather the call trace.
+  GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+  // Check the stencil buffer was not enabled.
+  DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) );    // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+  DALI_TEST_CHECK( !scissorTrace.FindMethod( "StencilFunc" ) );
+
   END_TEST;
 }
 
@@ -4150,10 +4623,10 @@ int UtcDaliActorRaiseLower(void)
   point.SetDeviceId( 1 );
   point.SetState( PointState::DOWN );
   point.SetScreenPosition( Vector2( 10.f, 10.f ) );
-  Dali::Integration::TouchEvent event;
-  event.AddPoint( point );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
   DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
@@ -4169,14 +4642,16 @@ int UtcDaliActorRaiseLower(void)
   Property::Value value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
   value.Get( preActorOrder );
 
-  DevelActor::Raise( actorB );
+  actorB.Raise();
+  // 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( event );
+  application.ProcessEvent( touchEvent );
 
   DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
   DALI_TEST_EQUALS( gTouchCallBackCalled2,  true , TEST_LOCATION );
@@ -4189,14 +4664,15 @@ int UtcDaliActorRaiseLower(void)
   value  = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
   value.Get( preActorOrder );
 
-  DevelActor::Lower( actorB );
+  actorB.Lower();
+  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( event );
+  application.ProcessEvent( touchEvent );
 
   DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
   DALI_TEST_EQUALS( gTouchCallBackCalled2,  false , TEST_LOCATION );
@@ -4302,10 +4778,10 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
   point.SetDeviceId( 1 );
   point.SetState( PointState::DOWN );
   point.SetScreenPosition( Vector2( 10.f, 10.f ) );
-  Dali::Integration::TouchEvent event;
-  event.AddPoint( point );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
   DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
@@ -4315,9 +4791,10 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
 
   tet_printf( "RaiseToTop ActorA\n" );
 
-  DevelActor::RaiseToTop( actorA );
+  actorA.RaiseToTop();
+  application.SendNotification(); // ensure sorting order is calculated before next touch event
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   glAbstraction.ResetSetUniformCallStack();
   glSetUniformStack = glAbstraction.GetSetUniformTrace();
@@ -4345,9 +4822,10 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
 
   tet_printf( "RaiseToTop ActorB\n" );
 
-  DevelActor::RaiseToTop( actorB );
+  actorB.RaiseToTop();
+  application.SendNotification(); // Ensure sort order is calculated before next touch event
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   glAbstraction.ResetSetUniformCallStack();
   glSetUniformStack = glAbstraction.GetSetUniformTrace();
@@ -4375,15 +4853,15 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
 
   tet_printf( "LowerToBottom ActorA then ActorB leaving Actor C at Top\n" );
 
-  DevelActor::LowerToBottom( actorA );
+  actorA.LowerToBottom();
   application.SendNotification();
   application.Render();
 
-  DevelActor::LowerToBottom( actorB );
+  actorB.LowerToBottom();
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   glAbstraction.ResetSetUniformCallStack();
   glSetUniformStack = glAbstraction.GetSetUniformTrace();
@@ -4465,10 +4943,10 @@ int UtcDaliActorRaiseAbove(void)
   point.SetDeviceId( 1 );
   point.SetState( PointState::DOWN );
   point.SetScreenPosition( Vector2( 10.f, 10.f ) );
-  Dali::Integration::TouchEvent event;
-  event.AddPoint( point );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
   DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
@@ -4478,9 +4956,11 @@ int UtcDaliActorRaiseAbove(void)
 
   tet_printf( "Raise actor B Above Actor C\n" );
 
-  DevelActor::RaiseAbove( actorB, actorC );
+  actorB.RaiseAbove( actorC );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
   DALI_TEST_EQUALS( gTouchCallBackCalled2,  true, TEST_LOCATION );
@@ -4490,9 +4970,12 @@ int UtcDaliActorRaiseAbove(void)
 
   tet_printf( "Raise actor A Above Actor B\n" );
 
-  DevelActor::RaiseAbove( actorA, actorB );
+  actorA.RaiseAbove( actorB );
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent ); // process a touch event on ordered actors.
 
   DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
   DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
@@ -4556,9 +5039,14 @@ int UtcDaliActorLowerBelow(void)
   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 );
+  Actor container = Actor::New();
+  container.SetParentOrigin( ParentOrigin::CENTER );
+  container.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+  stage.Add( container );
+
+  container.Add( actorA );
+  container.Add( actorB );
+  container.Add( actorC );
 
   ResetTouchCallbacks();
 
@@ -4601,12 +5089,12 @@ int UtcDaliActorLowerBelow(void)
   point.SetDeviceId( 1 );
   point.SetState( PointState::DOWN );
   point.SetScreenPosition( Vector2( 10.f, 10.f ) );
-  Dali::Integration::TouchEvent event;
-  event.AddPoint( point );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
 
   tet_infoline( "UtcDaliActor Test Set up completed \n" );
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
   DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
@@ -4616,12 +5104,12 @@ int UtcDaliActorLowerBelow(void)
 
   tet_printf( "Lower actor C below Actor B ( actor B and A on same level due to insertion order) so C is below both \n" );
 
-  DevelActor::LowerBelow( actorC, actorB );
-
+  actorC.LowerBelow( actorB );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent ); // touch event
 
   glAbstraction.ResetSetUniformCallStack();
   glSetUniformStack = glAbstraction.GetSetUniformTrace();
@@ -4636,10 +5124,9 @@ int UtcDaliActorLowerBelow(void)
   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 );
+  tet_infoline( "Testing render order is A, C, B" );
+  DALI_TEST_EQUALS( indexC > indexA, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( indexB > indexC, true, TEST_LOCATION );
 
   DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
   DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
@@ -4647,14 +5134,14 @@ int UtcDaliActorLowerBelow(void)
 
   ResetTouchCallbacks();
 
-  tet_printf( "Lower actor B below Actor C leaving A on top\n" );
-
-  DevelActor::LowerBelow( actorB, actorC );
+  tet_printf( "Lower actor C below Actor A leaving B on top\n" );
 
+  actorC.LowerBelow( actorA );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   glAbstraction.ResetSetUniformCallStack();
   glSetUniformStack = glAbstraction.GetSetUniformTrace();
@@ -4667,24 +5154,23 @@ int UtcDaliActorLowerBelow(void)
   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( indexA > indexC, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( indexB > indexA, true, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( gTouchCallBackCalled2, false, 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 A below Actor C leaving C on top\n" );
-
-  DevelActor::LowerBelow( actorA, actorC );
+  tet_printf( "Lower actor B below Actor C leaving A on top\n" );
 
+  actorB.LowerBelow( actorC );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   glAbstraction.ResetSetUniformCallStack();
   glSetUniformStack = glAbstraction.GetSetUniformTrace();
@@ -4697,83 +5183,27 @@ int UtcDaliActorLowerBelow(void)
   indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "2" );
   indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor",  "1" );
 
-  bool CAB = ( indexC > indexA) &&  ( indexA > indexB );
-
-  DALI_TEST_EQUALS( CAB, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( indexC > indexB, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( indexA > indexC, true, TEST_LOCATION );
 
   END_TEST;
 }
 
-int UtcDaliActorMaxSiblingOrder(void)
+
+int UtcDaliActorRaiseAboveDifferentParentsN(void)
 {
-  tet_infoline( "UtcDaliActor De-fragment of sibling order once max index reached\n" );
+  tet_infoline( "UtcDaliActor RaiseToAbove test with actor and target actor having different parents \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 );
-
-  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" );
+  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 );
@@ -4831,10 +5261,10 @@ int UtcDaliActorRaiseAboveLowerBelowDifferentParentsN(void)
   point.SetDeviceId( 1 );
   point.SetState( PointState::DOWN );
   point.SetScreenPosition( Vector2( 10.f, 10.f ) );
-  Dali::Integration::TouchEvent event;
-  event.AddPoint( point );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
   DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
@@ -4844,9 +5274,11 @@ int UtcDaliActorRaiseAboveLowerBelowDifferentParentsN(void)
 
   tet_printf( "Raise actor A Above Actor C which have different parents\n" );
 
-  DevelActor::RaiseAbove( actorA, actorC );
+  actorA.RaiseAbove( actorC );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent ); // touch event
 
   DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
   DALI_TEST_EQUALS( gTouchCallBackCalled2,  false, TEST_LOCATION );
@@ -4906,14 +5338,16 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
   point.SetDeviceId( 1 );
   point.SetState( PointState::DOWN );
   point.SetScreenPosition( Vector2( 10.f, 10.f ) );
-  Dali::Integration::TouchEvent event;
-  event.AddPoint( point );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
 
   tet_printf( "Raise actor A Above Actor C which have no parents\n" );
 
-  DevelActor::RaiseAbove( actorA, actorC );
+  actorA.RaiseAbove( actorC );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   tet_printf( "Not parented so RaiseAbove should show no effect\n" );
 
@@ -4924,13 +5358,14 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
   ResetTouchCallbacks();
 
   stage.Add ( actorB );
+  tet_printf( "Lower actor A below Actor C when only A is not on stage \n" );
+  actorA.LowerBelow( actorC );
 
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
 
-  tet_printf( "Lower actor A below Actor C when only A is not on stage \n" );
-  DevelActor::LowerBelow( actorA, actorC );
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   tet_printf( "Actor A not parented so LowerBelow should show no effect\n" );
   DALI_TEST_EQUALS( gTouchCallBackCalled,  false, TEST_LOCATION );
@@ -4946,8 +5381,11 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
   application.Render();
 
   tet_printf( "Raise actor B Above Actor C when only B has a parent\n" );
-  DevelActor::RaiseAbove( actorB, actorC );
-  application.ProcessEvent( event );
+  actorB.RaiseAbove( 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 );
@@ -4957,8 +5395,11 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
   ResetTouchCallbacks();
 
   tet_printf( "Lower actor A below Actor C when only A has a parent\n" );
-  DevelActor::LowerBelow( actorA, actorC );
-  application.ProcessEvent( event );
+  actorA.LowerBelow( 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 );
@@ -4968,12 +5409,12 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
   ResetTouchCallbacks();
 
   stage.Add ( actorC );
-
+  actorA.RaiseAbove( actorC );
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
 
-  DevelActor::RaiseAbove( actorA, actorC );
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   tet_printf( "Raise actor A Above Actor C, now both have same parent \n" );
   DALI_TEST_EQUALS( gTouchCallBackCalled,  true, TEST_LOCATION );
@@ -5025,19 +5466,17 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
   point.SetDeviceId( 1 );
   point.SetState( PointState::DOWN );
   point.SetScreenPosition( Vector2( 10.f, 10.f ) );
-  Dali::Integration::TouchEvent event;
-  event.AddPoint( point );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
 
   stage.Add ( actorA );
+  tet_printf( "Raise actor B Above Actor C but B not parented\n" );
+  actorB.Raise();
 
   application.SendNotification();
   application.Render();
 
-  tet_printf( "Raise actor B Above Actor C but B not parented\n" );
-
-  DevelActor::Raise( actorB );
-
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   tet_printf( "Not parented so RaiseAbove should show no effect\n" );
 
@@ -5048,9 +5487,12 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
   tet_printf( "Raise actor B Above Actor C but B not parented\n" );
   ResetTouchCallbacks();
 
-  DevelActor::Lower( actorC );
+  actorC.Lower();
+  // Sort actor tree before next touch event
+  application.SendNotification();
+  application.Render();
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   tet_printf( "Not parented so RaiseAbove should show no effect\n" );
 
@@ -5061,9 +5503,12 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
 
   tet_printf( "Lower actor C below B but C not parented\n" );
 
-  DevelActor::Lower( actorB );
+  actorB.Lower();
+  // Sort actor tree before next touch event
+  application.SendNotification();
+  application.Render();
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   tet_printf( "Not parented so Lower should show no effect\n" );
 
@@ -5074,9 +5519,12 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
 
   tet_printf( "Raise actor B to top\n" );
 
-  DevelActor::RaiseToTop( actorB );
+  actorB.RaiseToTop();
+  // Sort actor tree before next touch event
+  application.SendNotification();
+  application.Render();
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   tet_printf( "Not parented so RaiseToTop should show no effect\n" );
 
@@ -5089,14 +5537,13 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
 
   stage.Add ( actorB );
 
-  application.SendNotification();
-  application.Render();
-
   tet_printf( "Lower actor C to Bottom, B stays at top\n" );
 
-  DevelActor::LowerToBottom( actorC );
+  actorC.LowerToBottom();
+  application.SendNotification();
+  application.Render();
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   tet_printf( "Not parented so LowerToBottom should show no effect\n" );
 
@@ -5158,10 +5605,10 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
   point.SetDeviceId( 1 );
   point.SetState( PointState::DOWN );
   point.SetScreenPosition( Vector2( 10.f, 10.f ) );
-  Dali::Integration::TouchEvent event;
-  event.AddPoint( point );
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint( point );
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
   DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
   DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
@@ -5169,13 +5616,15 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
 
   ResetTouchCallbacks();
 
-  tet_printf( "Raise actor A Above Actor A which is the same actor!!\n" );
+  tet_infoline( "Raise actor A Above Actor A which is the same actor!!\n" );
 
-  DevelActor::RaiseAbove( actorA, actorA );
+  actorA.RaiseAbove( actorA );
+  application.SendNotification();
+  application.Render();
 
-  application.ProcessEvent( event );
+  application.ProcessEvent( touchEvent );
 
-  tet_printf( "No target is source Actor so RaiseAbove should show no effect\n" );
+  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 );
@@ -5183,10 +5632,13 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
 
   ResetTouchCallbacks();
 
-  DevelActor::RaiseAbove( actorA, actorC );
-  application.ProcessEvent( event );
+  actorA.RaiseAbove( actorC );
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent( touchEvent );
 
-  tet_printf( "Raise actor A Above Actor C which will now be successful \n" );
+  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 );
@@ -5194,3 +5646,804 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
   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 );
+
+  tet_infoline( "UtcDaliActorGetScreenPosition Scale parent and check child's screen position \n" );
+
+  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorA.SetPosition( 30.0, 30.0 );
+
+  Actor actorB = Actor::New();
+  actorB.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorB.SetSize( size2 );
+  actorB.SetPosition( 10.f, 10.f );
+  actorA.Add( actorB );
+
+  actorA.SetScale( 2.0f );
+
+  application.SendNotification();
+  application.Render();
+
+  actorScreenPosition = actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+  DALI_TEST_EQUALS( actorScreenPosition.x,  50lu , TEST_LOCATION );
+  DALI_TEST_EQUALS( actorScreenPosition.y,  50lu , TEST_LOCATION );
+
+  END_TEST;
+}
+
+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( actor.GetCurrentProperty< bool >( 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( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render( 1100 ); // After the animation
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+
+  END_TEST;
+}
+
+
+static void LayoutDirectionChanged( Actor actor, LayoutDirection::Type type )
+{
+  gLayoutDirectionType = type;
+}
+
+int UtcDaliActorLayoutDirectionProperty(void)
+{
+  TestApplication application;
+  tet_infoline( "Check layout direction property" );
+
+  Actor actor0 = Actor::New();
+  DALI_TEST_EQUALS( actor0.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  Stage::GetCurrent().Add( actor0 );
+
+  application.SendNotification();
+  application.Render();
+
+  Actor actor1 = Actor::New();
+  DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  Actor actor2 = Actor::New();
+  DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  Actor actor3 = Actor::New();
+  DALI_TEST_EQUALS( actor3.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  Actor actor4 = Actor::New();
+  DALI_TEST_EQUALS( actor4.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  Actor actor5 = Actor::New();
+  DALI_TEST_EQUALS( actor5.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  Actor actor6 = Actor::New();
+  DALI_TEST_EQUALS( actor6.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  Actor actor7 = Actor::New();
+  DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  Actor actor8 = Actor::New();
+  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  Actor actor9 = Actor::New();
+  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+  actor1.Add( actor2 );
+  gLayoutDirectionType = LayoutDirection::LEFT_TO_RIGHT;
+  actor2.LayoutDirectionChangedSignal().Connect( LayoutDirectionChanged );
+
+  DALI_TEST_EQUALS( actor1.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
+  actor1.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT );
+  DALI_TEST_EQUALS( actor1.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( gLayoutDirectionType, LayoutDirection::RIGHT_TO_LEFT, TEST_LOCATION );
+
+  actor1.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, true );
+  actor0.Add( actor1 );
+  DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+  Stage::GetCurrent().Add( actor3 );
+  actor3.Add( actor4 );
+  actor4.Add( actor5 );
+  actor5.Add( actor6 );
+  actor5.Add( actor7 );
+  actor7.Add( actor8 );
+  actor8.Add( actor9 );
+  actor3.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
+  actor5.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
+
+  DALI_TEST_EQUALS( actor8.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
+  actor8.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, false );
+  DALI_TEST_EQUALS( actor8.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
+
+  actor7.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
+
+  DALI_TEST_EQUALS( actor3.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor4.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor5.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor6.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+  actor8.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
+  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+
+  actor7.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
+  DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+
+  actor8.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, true );
+  DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+  END_TEST;
+}