Revert "[Tizen] Move DevelHandle::GetCurrentProperty to public"
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Animation.cpp
index 36fb592..6a1cc97 100644 (file)
@@ -2806,6 +2806,9 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( index ), finalValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -3099,6 +3102,9 @@ int UtcDaliAnimationAnimateByFloatP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -3333,6 +3339,9 @@ int UtcDaliAnimationAnimateByIntegerP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -3567,6 +3576,9 @@ int UtcDaliAnimationAnimateByVector2P(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -3802,6 +3814,9 @@ int UtcDaliAnimationAnimateByVector3P(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -4038,6 +4053,9 @@ int UtcDaliAnimationAnimateByVector4P(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -4274,6 +4292,9 @@ int UtcDaliAnimationAnimateByActorPositionP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -4489,6 +4510,9 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -4791,6 +4815,9 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -5781,10 +5808,11 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
-  // We didn't expect the animation to finish yet
+  // We didn't expect the animation to finish yet, but cached value should be the final one
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty<Vector2>( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5801,6 +5829,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6518,9 +6547,21 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
 
   Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
 
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), 0.0f, TEST_LOCATION );
+
   // Start the animation
   animation.Play();
 
+  // Should return the target property after play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -6628,9 +6669,17 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void)
 
   float fiftyPercentProgress(startValue + (targetWidth - startValue)*0.5f);
 
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), startValue, TEST_LOCATION );
+
   // Start the animation
   animation.Play();
 
+  // Should return the target property after play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( targetWidth, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetWidth, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -6672,9 +6721,17 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void)
 
   float fiftyPercentProgress(startValue + (targetHeight - startValue)*0.5f);
 
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), startValue, TEST_LOCATION );
+
   // Start the animation
   animation.Play();
 
+  // Should return the target property after play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( 0.0f, targetHeight, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetHeight, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -6716,9 +6773,17 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void)
 
   float fiftyPercentProgress(startValue + (targetDepth - startValue)*0.5f);
 
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), startValue, TEST_LOCATION );
+
   // Start the animation
   animation.Play();
 
+  // Should return the target property after play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( 0.0f, 0.0f, targetDepth ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetDepth, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -6868,9 +6933,21 @@ int UtcDaliAnimationAnimateToActorPositionP(void)
 
   Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), 0.0f, TEST_LOCATION );
+
   // Start the animation
   animation.Play();
 
+  // Should return the target property after play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetPosition.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetPosition.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetPosition.z, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -6913,9 +6990,17 @@ int UtcDaliAnimationAnimateToActorPositionXP(void)
 
   float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
 
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), startValue, TEST_LOCATION );
+
   // Start the animation
   animation.Play();
 
+  // Should return the target property after play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( targetX, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetX, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -6961,9 +7046,17 @@ int UtcDaliAnimationAnimateToActorPositionYP(void)
 
   float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
 
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), startValue, TEST_LOCATION );
+
   // Start the animation
   animation.Play();
 
+  // Should return the target property after play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, targetY, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetY, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -7009,9 +7102,17 @@ int UtcDaliAnimationAnimateToActorPositionZP(void)
 
   float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
 
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), startValue, TEST_LOCATION );
+
   // Start the animation
   animation.Play();
 
+  // Should return the target property after play
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, targetZ ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetZ, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -7210,6 +7311,9 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -7504,6 +7608,12 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetScale.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetScale.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetScale.z, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -7619,6 +7729,10 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( targetX, startValue, startValue ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -7673,6 +7787,10 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( startValue, targetY, startValue ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -7727,6 +7845,10 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( startValue, startValue, targetZ ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -7775,6 +7897,14 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( DevelActor::Property::OPACITY ), targetColor.a, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -7900,6 +8030,10 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( targetRed, startValue, startValue, startValue ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetRed, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -7958,6 +8092,10 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, targetGreen, startValue, startValue ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetGreen, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -8016,6 +8154,10 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, startValue, targetBlue, startValue ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetBlue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -8074,6 +8216,11 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, startValue, startValue, targetAlpha ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( DevelActor::Property::OPACITY ), targetAlpha, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -8335,6 +8482,9 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   // Start the animation
   animation.Play();
 
+  // Final key frame value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -10085,10 +10235,11 @@ int UtcDaliAnimationExtendDurationP(void)
   application.SendNotification();
   application.Render(static_cast<unsigned int>(extendedDurationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
-  // We didn't expect the animation to finish yet
+  // We didn't expect the animation to finish yet, but cached value should be the final one
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -10105,6 +10256,7 @@ int UtcDaliAnimationExtendDurationP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -10118,6 +10270,7 @@ int UtcDaliAnimationCustomIntProperty(void)
 
   Property::Index index = actor.RegisterProperty("anIndex",  startValue);
   DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -10127,6 +10280,9 @@ int UtcDaliAnimationCustomIntProperty(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -10146,6 +10302,7 @@ int UtcDaliAnimationCustomIntProperty(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 20, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION );
   END_TEST;
 }
 
@@ -10475,7 +10632,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionCol
   // Build the animation
   Animation animation = Animation::New(2.0f);
 
-  tet_infoline("Set target size in animation without intiating play");
+  tet_infoline("Set target size in animation without initiating play");
   animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR);
   tet_infoline("Set target position in animation without intiating play");
   animation.AnimateTo(Property(actor, Actor::Property::COLOR_RED), targetColors[0], AlphaFunction::LINEAR);
@@ -10484,7 +10641,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionCol
   application.SendNotification();
   application.Render();
 
-  tet_infoline("Ensure position of actor is still at intial size and position");
+  tet_infoline("Ensure position of actor is still at initial size and position");
 
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION );
@@ -10496,7 +10653,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionCol
   application.SendNotification();
   application.Render(2000u);
 
-  tet_infoline("Ensure position and size of actor is at target value when aninmation playing");
+  tet_infoline("Ensure position and size of actor is at target value when animation playing");
 
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION );
@@ -10520,6 +10677,12 @@ int UtcDaliAnimationTimePeriodOrder(void)
   application.Render();
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
 
   tet_infoline( "With two AnimateTo calls" );
 
@@ -10528,34 +10691,74 @@ int UtcDaliAnimationTimePeriodOrder(void)
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
   animation.Play();
 
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(5000); // After the animation is complete
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
 
   tet_infoline( "Same animation again but in a different order - should yield the same result" );
 
   actor.SetX( 0.0f );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render();
 
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
   animation = Animation::New( 0.0f );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) );
   animation.Play();
 
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(5000); // After the animation is complete
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
 
-  tet_infoline( "Now with several AnimateTo calls" );
+  END_TEST;
+}
+
+int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
+{
+  tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place with several AnimateTo calls" );
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
 
-  actor.SetX( 0.0f );
   application.SendNotification();
   application.Render();
 
-  animation = Animation::New( 0.0f );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
+
+  tet_infoline( "" );
+
+  Animation animation = Animation::New( 0.0f );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
@@ -10564,17 +10767,33 @@ int UtcDaliAnimationTimePeriodOrder(void)
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
   animation.Play();
 
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(14000); // After the animation is complete
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
 
   tet_infoline( "Same animation again but in a different order - should end up at the same point" );
 
   actor.SetX( 0.0f );
+
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render();
 
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
   animation = Animation::New( 0.0f );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
@@ -10584,10 +10803,16 @@ int UtcDaliAnimationTimePeriodOrder(void)
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
   animation.Play();
 
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(14000); // After the animation is complete
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
 
   END_TEST;
 }