Change property name from TouchDelegateArea to TouchArea.
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-TouchProcessing.cpp
old mode 100644 (file)
new mode 100755 (executable)
index 8d09883..275aa2a
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
  *
  */
 
-#include <iostream>
-
-#include <stdlib.h>
-#include <dali/public-api/dali-core.h>
-#include <dali/integration-api/events/touch-event-integ.h>
-#include <dali/integration-api/system-overlay.h>
 #include <dali-test-suite-utils.h>
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/integration-api/events/touch-event-integ.h>
+#include <dali/integration-api/events/touch-integ.h>
+#include <dali/integration-api/render-task-list-integ.h>
+#include <dali/public-api/dali-core.h>
+#include <stdlib.h>
+
+#include <iostream>
 
 using namespace Dali;
 
@@ -39,30 +41,68 @@ void utc_dali_touch_processing_cleanup(void)
 
 namespace
 {
+struct TestPoint
+{
+  int32_t                deviceId{-1};
+  PointState::Type       state{PointState::FINISHED};
+  Actor                  hitActor;
+  Vector2                local;
+  Vector2                screen;
+  float                  radius{0};
+  Vector2                ellipseRadius;
+  float                  pressure{0};
+  Degree                 angle;
+  Device::Class::Type    deviceClass{Device::Class::NONE};
+  Device::Subclass::Type deviceSubclass{Device::Subclass::NONE};
+
+  TestPoint() = default;
+  static const TestPoint ZERO;
+};
+
+const TestPoint TestPoint::ZERO;
 
 // Stores data that is populated in the callback and will be read by the TET cases
 struct SignalData
 {
   SignalData()
-  : functorCalled( false ),
-    touchEvent(),
+  : functorCalled(false),
+    receivedTouch(),
     touchedActor()
   {
   }
 
+  struct TestTouchEvent
+  {
+    unsigned long          time;
+    std::vector<TestPoint> points;
+
+    const TestPoint& GetPoint(size_t i)
+    {
+      if(i < points.size())
+      {
+        return points[i];
+      }
+      return TestPoint::ZERO;
+    }
+    size_t GetPointCount()
+    {
+      return points.size();
+    }
+  };
+
   void Reset()
   {
     functorCalled = false;
 
-    touchEvent.time = 0u;
-    touchEvent.points.clear();
+    receivedTouch.time = 0u;
+    receivedTouch.points.clear();
 
     touchedActor.Reset();
   }
 
-  bool functorCalled;
-  TouchEvent touchEvent;
-  Actor touchedActor;
+  bool           functorCalled;
+  TestTouchEvent receivedTouch;
+  Actor          touchedActor;
 };
 
 // Functor that sets the data when called
@@ -73,23 +113,77 @@ struct TouchEventFunctor
    * @param[in]  data         Reference to the data to store callback information.
    * @param[in]  returnValue  What the functor should return.
    */
-  TouchEventFunctor( SignalData& data, bool returnValue = true )
-  : signalData( data ),
-    returnValue( returnValue )
+  TouchEventFunctor(SignalData& data, bool returnValue = true)
+  : signalData(data),
+    returnValue(returnValue)
   {
   }
 
-  bool operator()( Actor actor, const TouchEvent& touchEvent )
+  bool operator()(Actor actor, const TouchEvent& touch)
   {
     signalData.functorCalled = true;
-    signalData.touchedActor = actor;
-    signalData.touchEvent = touchEvent;
+    signalData.touchedActor  = actor;
+
+    signalData.receivedTouch.time = touch.GetTime();
+    signalData.receivedTouch.points.clear();
+
+    for(size_t i = 0; i < touch.GetPointCount(); ++i)
+    {
+      TestPoint p;
+      p.deviceId       = touch.GetDeviceId(i);
+      p.state          = touch.GetState(i);
+      p.hitActor       = touch.GetHitActor(i);
+      p.local          = touch.GetLocalPosition(i);
+      p.screen         = touch.GetScreenPosition(i);
+      p.radius         = touch.GetRadius(i);
+      p.ellipseRadius  = touch.GetEllipseRadius(i);
+      p.pressure       = touch.GetPressure(i);
+      p.angle          = touch.GetAngle(i);
+      p.deviceClass    = touch.GetDeviceClass(i);
+      p.deviceSubclass = touch.GetDeviceSubclass(i);
+      signalData.receivedTouch.points.push_back(p);
+    }
 
     return returnValue;
   }
 
   SignalData& signalData;
-  bool returnValue;
+  bool        returnValue;
+};
+
+struct HandleData
+{
+  bool       signalReceived;
+  TouchEvent receivedTouchHandle;
+
+  HandleData()
+  : signalReceived(false)
+  {
+  }
+};
+
+struct TouchEventHandleFunctor
+{
+  /**
+   * Constructor.
+   * @param[in]  data         Reference to the data to store callback information.
+   * @param[in]  returnValue  What the functor should return.
+   */
+  TouchEventHandleFunctor(HandleData& handleData, bool returnValue = true)
+  : handleData(handleData),
+    returnValue(returnValue)
+  {
+  }
+
+  bool operator()(Actor actor, const TouchEvent& someTouchEvent)
+  {
+    handleData.signalReceived      = true;
+    handleData.receivedTouchHandle = someTouchEvent;
+    return returnValue;
+  }
+
+  HandleData& handleData;
+  bool        returnValue;
 };
 
 // Functor that removes the actor when called.
@@ -100,181 +194,301 @@ struct RemoveActorFunctor : public TouchEventFunctor
    * @param[in]  data         Reference to the data to store callback information.
    * @param[in]  returnValue  What the functor should return.
    */
-  RemoveActorFunctor( SignalData& data, bool returnValue = true )
-  : TouchEventFunctor( data, returnValue )
+  RemoveActorFunctor(SignalData& data, bool returnValue = true)
+  : TouchEventFunctor(data, returnValue)
   {
   }
 
-  bool operator()( Actor actor, const TouchEvent& touchEvent )
+  bool operator()(Actor actor, const TouchEvent& touch)
   {
-    Actor parent( actor.GetParent() );
-    if ( parent )
+    Actor parent(actor.GetParent());
+    if(parent)
     {
-      parent.Remove( actor );
+      parent.Remove(actor);
     }
 
-    return TouchEventFunctor::operator()( actor, touchEvent );
+    return TouchEventFunctor::operator()(actor, touch);
+  }
+};
+
+struct OutOfBoundsData
+{
+  TestPoint point;
+  bool      functorCalled;
+
+  OutOfBoundsData()
+  : functorCalled(false)
+  {
+  }
+};
+
+// Functor that reads out of bounds data when called
+struct OutOfBoundsFunctor
+{
+  /**
+   * Constructor.
+   * @param[in]  data         Reference to the data to store callback information.
+   * @param[in]  returnValue  What the functor should return.
+   */
+  OutOfBoundsFunctor(OutOfBoundsData& data, bool returnValue = true)
+  : outOfBoundsData(data),
+    returnValue(returnValue)
+  {
+  }
+
+  bool operator()(Actor actor, const TouchEvent& touch)
+  {
+    outOfBoundsData.functorCalled = true;
+    size_t count                  = touch.GetPointCount();
+
+    // Read out of bounds data
+    outOfBoundsData.point.deviceId = touch.GetDeviceId(count + 1);
+    outOfBoundsData.point.state    = touch.GetState(count + 1);
+    outOfBoundsData.point.hitActor = touch.GetHitActor(count + 1);
+    outOfBoundsData.point.local    = touch.GetLocalPosition(count + 1);
+    outOfBoundsData.point.screen   = touch.GetScreenPosition(count + 1);
+
+    return returnValue;
   }
+
+  OutOfBoundsData& outOfBoundsData;
+  bool             returnValue;
 };
 
-Integration::TouchEvent GenerateSingleTouch( TouchPoint::State state, Vector2 screenPosition )
+Integration::TouchEvent GenerateSingleTouch(PointState::Type state, const Vector2& screenPosition)
 {
   Integration::TouchEvent touchEvent;
-  touchEvent.points.push_back( TouchPoint ( 0, state, screenPosition.x, screenPosition.y ) );
+  Integration::Point      point;
+  point.SetState(state);
+  point.SetScreenPosition(screenPosition);
+  point.SetDeviceClass(Device::Class::TOUCH);
+  point.SetDeviceSubclass(Device::Subclass::NONE);
+  touchEvent.points.push_back(point);
   return touchEvent;
 }
 
-} // anon namespace
+} // namespace
 
 ///////////////////////////////////////////////////////////////////////////////
 
-int UtcDaliTouchNormalProcessing(void)
+int UtcDaliTouchEventNormalProcessing01(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
-  // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  // Connect to actor's touch signal
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
-  Vector2 screenCoordinates( 10.0f, 10.0f );
+  Vector2 screenCoordinates(10.0f, 10.0f);
   Vector2 localCoordinates;
-  actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
+  actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( localCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+  const TestPoint* point1 = &data.receivedTouch.GetPoint(0);
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(1u, data.receivedTouch.GetPointCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, point1->state, TEST_LOCATION);
+  DALI_TEST_EQUALS(screenCoordinates, point1->screen, TEST_LOCATION);
+  DALI_TEST_EQUALS(localCoordinates, point1->local, 0.1f, TEST_LOCATION);
   data.Reset();
 
   // Emit a motion signal
   screenCoordinates.x = screenCoordinates.y = 11.0f;
-  actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, screenCoordinates ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( localCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
+  actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, screenCoordinates));
+  const TestPoint* point2 = &data.receivedTouch.GetPoint(0);
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(1u, data.receivedTouch.GetPointCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::MOTION, point2->state, TEST_LOCATION);
+  DALI_TEST_EQUALS(screenCoordinates, point2->screen, TEST_LOCATION);
+  DALI_TEST_EQUALS(localCoordinates, point2->local, 0.1f, TEST_LOCATION);
   data.Reset();
 
   // Emit an up signal
   screenCoordinates.x = screenCoordinates.y = 12.0f;
-  actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Up, screenCoordinates ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Up, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( localCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
+  actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+  application.ProcessEvent(GenerateSingleTouch(PointState::UP, screenCoordinates));
+  const TestPoint* point3 = &data.receivedTouch.GetPoint(0);
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(1u, data.receivedTouch.GetPointCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::UP, point3->state, TEST_LOCATION);
+  DALI_TEST_EQUALS(screenCoordinates, point3->screen, TEST_LOCATION);
+  DALI_TEST_EQUALS(localCoordinates, point3->local, 0.1f, TEST_LOCATION);
   data.Reset();
 
   // Emit a down signal where the actor is not present
   screenCoordinates.x = screenCoordinates.y = 200.0f;
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliTouchOutsideCameraNearFarPlanes(void)
+int UtcDaliTouchEventNormalProcessing02(void)
 {
   TestApplication application;
 
-  Stage stage = Stage::GetCurrent();
-  Vector2 stageSize = stage.GetSize();
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  HandleData              handleData;
+  TouchEventHandleFunctor functor(handleData);
+  actor.TouchedSignal().Connect(&application, functor);
+
+  Vector2 screenCoordinates(10.0f, 10.0f);
+  Vector2 localCoordinates;
+  actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+
+  // Emit a down signal
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+  DALI_TEST_EQUALS(true, handleData.signalReceived, TEST_LOCATION);
+  DALI_TEST_EQUALS(1u, handleData.receivedTouchHandle.GetPointCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, handleData.receivedTouchHandle.GetState(0), TEST_LOCATION);
+  DALI_TEST_EQUALS(screenCoordinates, handleData.receivedTouchHandle.GetScreenPosition(0), TEST_LOCATION);
+  DALI_TEST_EQUALS(localCoordinates, handleData.receivedTouchHandle.GetLocalPosition(0), 0.1f, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventAPINegative(void)
+{
+  TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::CENTER);
-  actor.SetParentOrigin(ParentOrigin::CENTER);
-  stage.Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  OutOfBoundsData    data;
+  OutOfBoundsFunctor functor(data, true);
+  actor.TouchedSignal().Connect(&application, functor);
+
+  Vector2 screenCoordinates(10.0f, 10.0f);
+  Vector2 localCoordinates;
+  actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+
+  // Emit a down signal
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(-1, data.point.deviceId, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::FINISHED, data.point.state, TEST_LOCATION);
+  DALI_TEST_EQUALS(Vector2::ZERO, data.point.screen, TEST_LOCATION);
+  DALI_TEST_EQUALS(Vector2::ZERO, data.point.local, 0.1f, TEST_LOCATION);
+  DALI_TEST_CHECK(!data.point.hitActor);
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventOutsideCameraNearFarPlanes(void)
+{
+  TestApplication application;
+
+  Integration::Scene scene     = application.GetScene();
+  Vector2            sceneSize = scene.GetSize();
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  scene.Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Get the camera's near and far planes
-  RenderTaskList taskList = stage.GetRenderTaskList();
-  Dali::RenderTask task = taskList.GetTask(0);
-  CameraActor camera = task.GetCameraActor();
-  float nearPlane = camera.GetNearClippingPlane();
-  float farPlane = camera.GetFarClippingPlane();
+  RenderTaskList   taskList  = scene.GetRenderTaskList();
+  Dali::RenderTask task      = taskList.GetTask(0);
+  CameraActor      camera    = task.GetCameraActor();
+  float            nearPlane = camera.GetNearClippingPlane();
+  float            farPlane  = camera.GetFarClippingPlane();
 
   // Calculate the current distance of the actor from the camera
   float tanHalfFov = tanf(camera.GetFieldOfView() * 0.5f);
-  float distance = (stageSize.y * 0.5f) / tanHalfFov;
+  float distance   = (sceneSize.y * 0.5f) / tanHalfFov;
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
-  Vector2 screenCoordinates( stageSize.x * 0.5f, stageSize.y * 0.5f );
+  Vector2 screenCoordinates(sceneSize.x * 0.5f, sceneSize.y * 0.5f);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Emit a down signal where actor is just at the camera's near plane
-  actor.SetZ(distance - nearPlane);
+  actor.SetProperty(Actor::Property::POSITION_Z, distance - nearPlane);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Emit a down signal where actor is closer than the camera's near plane
-  actor.SetZ((distance - nearPlane) + 1.0f);
+  actor.SetProperty(Actor::Property::POSITION_Z, (distance - nearPlane) + 1.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Emit a down signal where actor is just at the camera's far plane
-  actor.SetZ(distance - farPlane);
+  actor.SetProperty(Actor::Property::POSITION_Z, distance - farPlane);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Emit a down signal where actor is further than the camera's far plane
-  actor.SetZ((distance - farPlane) - 1.0f);
+  actor.SetProperty(Actor::Property::POSITION_Z, (distance - farPlane) - 1.0f);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchEmitEmpty(void)
+int UtcDaliTouchEventEmitEmpty(void)
 {
   TestApplication application;
 
@@ -282,209 +496,209 @@ int UtcDaliTouchEmitEmpty(void)
   {
     // Emit an empty TouchEvent
     Integration::TouchEvent event;
-    application.ProcessEvent( event );
-    tet_result( TET_FAIL );
+    application.ProcessEvent(event);
+    tet_result(TET_FAIL);
   }
-  catch ( Dali::DaliException& e )
+  catch(Dali::DaliException& e)
   {
-    DALI_TEST_ASSERT( e, "!event.points.empty()", TEST_LOCATION );
+    DALI_TEST_ASSERT(e, "!event.points.empty()", TEST_LOCATION);
   }
   END_TEST;
 }
 
-int UtcDaliTouchInterrupted(void)
+int UtcDaliTouchEventInterrupted(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
   data.Reset();
 
   // Emit an interrupted signal, we should be signalled regardless of whether there is a hit or not.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f /* Outside actor */ ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::INTERRUPTED, Vector2(200.0f, 200.0f /* Outside actor */)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
   data.Reset();
 
   // Emit another interrupted signal, our signal handler should not be called.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::INTERRUPTED, Vector2(200.0f, 200.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliTouchParentConsumer(void)
+int UtcDaliTouchEventParentConsumer(void)
 {
   TestApplication application;
-  Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+  Actor           rootActor(application.GetScene().GetRootLayer());
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data, false );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data, false);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Connect to root actor's touched signal
-  SignalData rootData;
-  TouchEventFunctor rootFunctor( rootData ); // Consumes signal
-  rootActor.TouchedSignal().Connect( &application, rootFunctor );
+  SignalData        rootData;
+  TouchEventFunctor rootFunctor(rootData); // Consumes signal
+  rootActor.TouchedSignal().Connect(&application, rootFunctor);
 
-  Vector2 screenCoordinates( 10.0f, 10.0f );
+  Vector2 screenCoordinates(10.0f, 10.0f);
   Vector2 actorCoordinates, rootCoordinates;
-  actor.ScreenToLocal( actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y );
-  rootActor.ScreenToLocal( rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y );
+  actor.ScreenToLocal(actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+  rootActor.ScreenToLocal(rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, rootData.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, rootData.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_EQUALS( rootCoordinates, rootData.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(1u, data.receivedTouch.GetPointCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(1u, rootData.receivedTouch.GetPointCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(screenCoordinates, data.receivedTouch.points[0].screen, TEST_LOCATION);
+  DALI_TEST_EQUALS(screenCoordinates, rootData.receivedTouch.points[0].screen, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorCoordinates, data.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+  DALI_TEST_EQUALS(rootCoordinates, rootData.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
   data.Reset();
   rootData.Reset();
 
   // Emit a motion signal
   screenCoordinates.x = screenCoordinates.y = 11.0f;
-  actor.ScreenToLocal( actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y );
-  rootActor.ScreenToLocal( rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, screenCoordinates ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, rootData.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, rootData.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_EQUALS( rootCoordinates, rootData.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  actor.ScreenToLocal(actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+  rootActor.ScreenToLocal(rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, screenCoordinates));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(1u, data.receivedTouch.GetPointCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(1u, rootData.receivedTouch.GetPointCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::MOTION, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::MOTION, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(screenCoordinates, data.receivedTouch.points[0].screen, TEST_LOCATION);
+  DALI_TEST_EQUALS(screenCoordinates, rootData.receivedTouch.points[0].screen, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorCoordinates, data.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+  DALI_TEST_EQUALS(rootCoordinates, rootData.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
   data.Reset();
   rootData.Reset();
 
   // Emit an up signal
   screenCoordinates.x = screenCoordinates.y = 12.0f;
-  actor.ScreenToLocal( actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y );
-  rootActor.ScreenToLocal( rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Up, screenCoordinates ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, rootData.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Up, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Up, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, rootData.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_EQUALS( rootCoordinates, rootData.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  actor.ScreenToLocal(actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+  rootActor.ScreenToLocal(rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+  application.ProcessEvent(GenerateSingleTouch(PointState::UP, screenCoordinates));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(1u, data.receivedTouch.GetPointCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(1u, rootData.receivedTouch.GetPointCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::UP, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::UP, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(screenCoordinates, data.receivedTouch.points[0].screen, TEST_LOCATION);
+  DALI_TEST_EQUALS(screenCoordinates, rootData.receivedTouch.points[0].screen, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorCoordinates, data.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+  DALI_TEST_EQUALS(rootCoordinates, rootData.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
   data.Reset();
   rootData.Reset();
 
   // Emit a down signal where the actor is not present, will hit the root actor though
   screenCoordinates.x = screenCoordinates.y = 200.0f;
-  rootActor.ScreenToLocal( rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( 1u, rootData.touchEvent.GetPointCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( screenCoordinates, rootData.touchEvent.points[0].screen, TEST_LOCATION );
-  DALI_TEST_EQUALS( rootCoordinates, rootData.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
-  DALI_TEST_CHECK( rootActor == rootData.touchEvent.points[0].hitActor );
+  rootActor.ScreenToLocal(rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(1u, rootData.receivedTouch.GetPointCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(screenCoordinates, rootData.receivedTouch.points[0].screen, TEST_LOCATION);
+  DALI_TEST_EQUALS(rootCoordinates, rootData.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+  DALI_TEST_CHECK(rootActor == rootData.receivedTouch.points[0].hitActor);
   END_TEST;
 }
 
-int UtcDaliTouchInterruptedParentConsumer(void)
+int UtcDaliTouchEventInterruptedParentConsumer(void)
 {
   TestApplication application;
-  Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+  Actor           rootActor(application.GetScene().GetRootLayer());
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data, false );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data, false);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Connect to root actor's touched signal
-  SignalData rootData;
-  TouchEventFunctor rootFunctor( rootData ); // Consumes signal
-  rootActor.TouchedSignal().Connect( &application, rootFunctor );
+  SignalData        rootData;
+  TouchEventFunctor rootFunctor(rootData); // Consumes signal
+  rootActor.TouchedSignal().Connect(&application, rootFunctor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
   data.Reset();
   rootData.Reset();
 
   // Emit an interrupted signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::INTERRUPTED, Vector2(200.0f, 200.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
   data.Reset();
   rootData.Reset();
 
   // Emit another down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
   data.Reset();
   rootData.Reset();
 
-  // Remove actor from Stage
-  Stage::GetCurrent().Remove( actor );
+  // Remove actor from scene
+  application.GetScene().Remove(actor);
   data.Reset();
   rootData.Reset();
 
@@ -493,224 +707,224 @@ int UtcDaliTouchInterruptedParentConsumer(void)
   application.Render();
 
   // Emit an interrupted signal, only root actor's signal should be called.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f /* Outside actor */ ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( rootActor == rootData.touchEvent.points[0].hitActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::INTERRUPTED, Vector2(200.0f, 200.0f /* Outside actor */)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(rootActor == rootData.receivedTouch.points[0].hitActor);
   data.Reset();
   rootData.Reset();
 
   // Emit another interrupted state, none of the signal's should be called.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( false, rootData.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::INTERRUPTED, Vector2(200.0f, 200.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(false, rootData.functorCalled, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliTouchLeave(void)
+int UtcDaliTouchEventLeave(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Set actor to require leave events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
   data.Reset();
 
   // Emit a motion signal outside of actor, should be signalled with a Leave
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Leave, data.touchEvent.points[0].state, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(200.0f, 200.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::LEAVE, data.receivedTouch.points[0].state, TEST_LOCATION);
   data.Reset();
 
   // Another motion outside of actor, no signalling
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 201.0f, 201.0f )) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(201.0f, 201.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Another motion event inside actor, signalled with motion
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 10.0f, 10.0f )) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, data.touchEvent.points[0].state, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::MOTION, data.receivedTouch.points[0].state, TEST_LOCATION);
   data.Reset();
 
   // We do not want to listen to leave events anymore
-  actor.SetLeaveRequired( false );
+  actor.SetProperty(Actor::Property::LEAVE_REQUIRED, false);
 
   // Another motion event outside of actor, no signalling
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(200.0f, 200.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchLeaveParentConsumer(void)
+int UtcDaliTouchEventLeaveParentConsumer(void)
 {
   TestApplication application;
-  Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+  Actor           rootActor(application.GetScene().GetRootLayer());
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data, false );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data, false);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Connect to root actor's touched signal
-  SignalData rootData;
-  TouchEventFunctor rootFunctor( rootData ); // Consumes signal
-  rootActor.TouchedSignal().Connect( &application, rootFunctor );
+  SignalData        rootData;
+  TouchEventFunctor rootFunctor(rootData); // Consumes signal
+  rootActor.TouchedSignal().Connect(&application, rootFunctor);
 
   // Set actor to require leave events
-  actor.SetLeaveRequired( true );
-  rootActor.SetLeaveRequired( true );
+  actor.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
+  rootActor.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
   data.Reset();
   rootData.Reset();
 
   // Emit a motion signal outside of actor, should be signalled with a Leave
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Leave, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Leave, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(200.0f, 200.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::LEAVE, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::LEAVE, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
   data.Reset();
   rootData.Reset();
 
   // Another motion outside of actor, only rootActor signalled
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 201.0f, 201.0f )) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( rootActor == rootData.touchEvent.points[0].hitActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(201.0f, 201.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::MOTION, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(rootActor == rootData.receivedTouch.points[0].hitActor);
   data.Reset();
   rootData.Reset();
 
   // Another motion event inside actor, signalled with motion
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 10.0f, 10.0f )) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Motion, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::MOTION, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::MOTION, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
   data.Reset();
   rootData.Reset();
 
   // We do not want to listen to leave events of actor anymore
-  actor.SetLeaveRequired( false );
+  actor.SetProperty(Actor::Property::LEAVE_REQUIRED, false);
 
   // Another motion event outside of root actor, only root signalled
-  Vector2 stageSize( Stage::GetCurrent().GetSize() );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( stageSize.width + 10.0f, stageSize.height + 10.0f )) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Leave, rootData.touchEvent.points[0].state, TEST_LOCATION );
+  Vector2 sceneSize(application.GetScene().GetSize());
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(sceneSize.width + 10.0f, sceneSize.height + 10.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::LEAVE, rootData.receivedTouch.points[0].state, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliTouchActorBecomesInsensitive(void)
+int UtcDaliTouchEventActorBecomesInsensitive(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
   data.Reset();
 
   // Change actor to insensitive
-  actor.SetSensitive( false );
+  actor.SetProperty(Actor::Property::SENSITIVE, false);
 
   // Emit a motion signal, signalled with an interrupted
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(200.0f, 200.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchActorBecomesInsensitiveParentConsumer(void)
+int UtcDaliTouchEventActorBecomesInsensitiveParentConsumer(void)
 {
   TestApplication application;
-  Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+  Actor           rootActor(application.GetScene().GetRootLayer());
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data, false );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data, false);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Connect to root actor's touched signal
-  SignalData rootData;
-  TouchEventFunctor rootFunctor( rootData ); // Consumes signal
-  rootActor.TouchedSignal().Connect( &application, rootFunctor );
+  SignalData        rootData;
+  TouchEventFunctor rootFunctor(rootData); // Consumes signal
+  rootActor.TouchedSignal().Connect(&application, rootFunctor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
   data.Reset();
   rootData.Reset();
 
@@ -719,296 +933,295 @@ int UtcDaliTouchActorBecomesInsensitiveParentConsumer(void)
   application.Render();
 
   // Make root actor insensitive
-  rootActor.SetSensitive( false );
+  rootActor.SetProperty(Actor::Property::SENSITIVE, false);
 
   // Emit a motion signal, signalled with an interrupted (should get interrupted even if within root actor)
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, rootData.touchEvent.points[0].state, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(200.0f, 200.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, rootData.receivedTouch.points[0].state, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliTouchMultipleLayers(void)
+int UtcDaliTouchEventMultipleLayers(void)
 {
   TestApplication application;
-  Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+  Actor           rootActor(application.GetScene().GetRootLayer());
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
+  SignalData        data;
+  TouchEventFunctor functor(data);
 
-  Layer layer1 ( Layer::New() );
-  layer1.SetSize(100.0f, 100.0f);
-  layer1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add( layer1 );
+  Layer layer1(Layer::New());
+  layer1.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  layer1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(layer1);
 
-  Actor actor1 ( Actor::New() );
-  actor1.SetSize( 100.0f, 100.0f );
-  actor1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  actor1.SetZ( 1.0f ); // Should hit actor1 in this layer
-  layer1.Add( actor1 );
+  Actor actor1(Actor::New());
+  actor1.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor1.SetProperty(Actor::Property::POSITION_Z, 1.0f); // Should hit actor1 in this layer
+  layer1.Add(actor1);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to layer1 and actor1
-  layer1.TouchedSignal().Connect( &application, functor );
-  actor1.TouchedSignal().Connect( &application, functor );
+  layer1.TouchedSignal().Connect(&application, functor);
+  actor1.TouchedSignal().Connect(&application, functor);
 
   // Hit in hittable area, actor1 should be hit
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_CHECK( data.touchedActor == actor1 );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_CHECK(data.touchedActor == actor1);
   data.Reset();
 
   // Make layer1 insensitive, nothing should be hit
-  layer1.SetSensitive( false );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  layer1.SetProperty(Actor::Property::SENSITIVE, false);
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Make layer1 sensitive again, again actor1 will be hit
-  layer1.SetSensitive( true );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_CHECK( data.touchedActor == actor1 );
+  layer1.SetProperty(Actor::Property::SENSITIVE, true);
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_CHECK(data.touchedActor == actor1);
   data.Reset();
 
   // Make rootActor insensitive, nothing should be hit
-  rootActor.SetSensitive( false );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  rootActor.SetProperty(Actor::Property::SENSITIVE, false);
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Make rootActor sensitive
-  rootActor.SetSensitive( true );
+  rootActor.SetProperty(Actor::Property::SENSITIVE, true);
 
   // Add another layer
-  Layer layer2 ( Layer::New() );
-  layer2.SetSize(100.0f, 100.0f );
-  layer2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  layer2.SetZ( 10.0f ); // Should hit layer2 in this layer rather than actor2
-  Stage::GetCurrent().Add( layer2 );
+  Layer layer2(Layer::New());
+  layer2.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  layer2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  layer2.SetProperty(Actor::Property::POSITION_Z, 10.0f); // Should hit layer2 in this layer rather than actor2
+  application.GetScene().Add(layer2);
 
-  Actor actor2 ( Actor::New() );
-  actor2.SetSize(100.0f, 100.0f);
-  actor2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  layer2.Add( actor2 );
+  Actor actor2(Actor::New());
+  actor2.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  layer2.Add(actor2);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to layer2 and actor2
-  layer2.TouchedSignal().Connect( &application, functor );
-  actor2.TouchedSignal().Connect( &application, functor );
+  layer2.TouchedSignal().Connect(&application, functor);
+  actor2.TouchedSignal().Connect(&application, functor);
 
   // Emit an event, should hit layer2
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   //DALI_TEST_CHECK( data.touchedActor == layer2 ); // TODO: Uncomment this after removing renderable hack!
   data.Reset();
 
   // Make layer2 insensitive, should hit actor1
-  layer2.SetSensitive( false );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_CHECK( data.touchedActor == actor1 );
+  layer2.SetProperty(Actor::Property::SENSITIVE, false);
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_CHECK(data.touchedActor == actor1);
   data.Reset();
 
   // Make layer2 sensitive again, should hit layer2
-  layer2.SetSensitive( true );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  layer2.SetProperty(Actor::Property::SENSITIVE, true);
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   //DALI_TEST_CHECK( data.touchedActor == layer2 ); // TODO: Uncomment this after removing renderable hack!
   data.Reset();
 
   // Make layer2 invisible, render and notify
-  layer2.SetVisible( false );
+  layer2.SetProperty(Actor::Property::VISIBLE, false);
   application.SendNotification();
   application.Render();
 
   // Should hit actor1
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_CHECK( data.touchedActor == actor1 );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_CHECK(data.touchedActor == actor1);
   data.Reset();
 
   // Make rootActor invisible, render and notify
-  rootActor.SetVisible( false );
+  rootActor.SetProperty(Actor::Property::VISIBLE, false);
   application.SendNotification();
   application.Render();
 
   // Should not hit anything
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchMultipleRenderTasks(void)
+int UtcDaliTouchEventMultipleRenderTasks(void)
 {
-  TestApplication application;
-  Stage stage ( Stage::GetCurrent() );
-  Vector2 stageSize ( stage.GetSize() );
+  TestApplication    application;
+  Integration::Scene scene(application.GetScene());
+  Vector2            sceneSize(scene.GetSize());
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  scene.Add(actor);
 
   // Create render task
-  Viewport viewport( stageSize.width * 0.5f, stageSize.height * 0.5f, stageSize.width * 0.5f, stageSize.height * 0.5f );
-  RenderTask renderTask ( Stage::GetCurrent().GetRenderTaskList().CreateTask() );
-  renderTask.SetViewport( viewport );
-  renderTask.SetInputEnabled( true );
+  Viewport   viewport(sceneSize.width * 0.5f, sceneSize.height * 0.5f, sceneSize.width * 0.5f, sceneSize.height * 0.5f);
+  RenderTask renderTask(application.GetScene().GetRenderTaskList().CreateTask());
+  renderTask.SetViewport(viewport);
+  renderTask.SetInputEnabled(true);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Ensure renderTask actor can be hit too.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(viewport.x + 5.0f, viewport.y + 5.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Disable input on renderTask, should not be hittable
-  renderTask.SetInputEnabled( false );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  renderTask.SetInputEnabled(false);
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(viewport.x + 5.0f, viewport.y + 5.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchMultipleRenderTasksWithChildLayer(void)
+int UtcDaliTouchEventMultipleRenderTasksWithChildLayer(void)
 {
-  TestApplication application;
-  Stage stage ( Stage::GetCurrent() );
-  Vector2 stageSize ( stage.GetSize() );
+  TestApplication    application;
+  Integration::Scene scene(application.GetScene());
+  Vector2            sceneSize(scene.GetSize());
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  scene.Add(actor);
 
   Layer layer = Layer::New();
-  layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  layer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
   actor.Add(layer);
 
   // Create render task
-  Viewport viewport( stageSize.width * 0.5f, stageSize.height * 0.5f, stageSize.width * 0.5f, stageSize.height * 0.5f );
-  RenderTask renderTask ( Stage::GetCurrent().GetRenderTaskList().CreateTask() );
-  renderTask.SetViewport( viewport );
-  renderTask.SetInputEnabled( true );
-  renderTask.SetSourceActor( actor );
+  Viewport   viewport(sceneSize.width * 0.5f, sceneSize.height * 0.5f, sceneSize.width * 0.5f, sceneSize.height * 0.5f);
+  RenderTask renderTask(application.GetScene().GetRenderTaskList().CreateTask());
+  renderTask.SetViewport(viewport);
+  renderTask.SetInputEnabled(true);
+  renderTask.SetSourceActor(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to layer's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
-  layer.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
+  layer.TouchedSignal().Connect(&application, functor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Ensure renderTask actor can be hit too.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(viewport.x + 5.0f, viewport.y + 5.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Disable input on renderTask, should not be hittable
-  renderTask.SetInputEnabled( false );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  renderTask.SetInputEnabled(false);
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(viewport.x + 5.0f, viewport.y + 5.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchOffscreenRenderTasks(void)
+int UtcDaliTouchEventOffscreenRenderTasks(void)
 {
-  TestApplication application;
-  Stage stage ( Stage::GetCurrent() );
-  Vector2 stageSize ( stage.GetSize() );
+  TestApplication    application;
+  Integration::Scene scene(application.GetScene());
+  Vector2            sceneSize(scene.GetSize());
 
   // FrameBufferImage for offscreen RenderTask
-  FrameBufferImage frameBufferImage( FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 ) );
+  FrameBuffer frameBuffer = FrameBuffer::New(sceneSize.width, sceneSize.height);
 
-  // Create an image actor to display the FrameBufferImage
-  ImageActor imageActor ( ImageActor::New( frameBufferImage ) );
-  imageActor.SetParentOrigin(ParentOrigin::CENTER);
-  imageActor.SetSize( stageSize.x, stageSize.y );
-  imageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
-  stage.Add( imageActor );
+  // Create a renderable actor to display the FrameBufferImage
+  Actor renderableActor = CreateRenderableActor(frameBuffer.GetColorTexture());
+  renderableActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  renderableActor.SetProperty(Actor::Property::SIZE, Vector2(sceneSize.x, sceneSize.y));
+  renderableActor.ScaleBy(Vector3(1.0f, -1.0f, 1.0f)); // FIXME
+  scene.Add(renderableActor);
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add( actor );
-  application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); // Ensure framebuffer connects
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  scene.Add(actor);
+  application.GetGlAbstraction().SetCheckFramebufferStatusResult(GL_FRAMEBUFFER_COMPLETE); // Ensure framebuffer connects
 
-  stage.GetRenderTaskList().GetTask( 0u ).SetScreenToFrameBufferFunction( RenderTask::FULLSCREEN_FRAMEBUFFER_FUNCTION );
+  scene.GetRenderTaskList().GetTask(0u).SetScreenToFrameBufferFunction(RenderTask::FULLSCREEN_FRAMEBUFFER_FUNCTION);
 
   // Create a RenderTask
-  RenderTask renderTask = stage.GetRenderTaskList().CreateTask();
-  renderTask.SetSourceActor( actor );
-  renderTask.SetTargetFrameBuffer( frameBufferImage );
-  renderTask.SetInputEnabled( true );
+  RenderTask renderTask = scene.GetRenderTaskList().CreateTask();
+  renderTask.SetSourceActor(actor);
+  renderTask.SetFrameBuffer(frameBuffer);
+  renderTask.SetInputEnabled(true);
 
   // Create another RenderTask
-  RenderTask renderTask2( stage.GetRenderTaskList().CreateTask() );
-  renderTask2.SetInputEnabled( true );
+  RenderTask renderTask2(scene.GetRenderTaskList().CreateTask());
+  renderTask2.SetInputEnabled(true);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchMultipleRenderableActors(void)
+int UtcDaliTouchEventMultipleRenderableActors(void)
 {
-  TestApplication application;
-  Stage stage ( Stage::GetCurrent() );
-  Vector2 stageSize ( stage.GetSize() );
-
-  ImageActor parent = ImageActor::New();
-  parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add(parent);
-
-  ImageActor actor = ImageActor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  actor.SetSortModifier( 1.0f );
+  TestApplication    application;
+  Integration::Scene scene(application.GetScene());
+  Vector2            sceneSize(scene.GetSize());
+
+  Actor parent = CreateRenderableActor();
+  parent.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  scene.Add(parent);
+
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1016,57 +1229,57 @@ int UtcDaliTouchMultipleRenderableActors(void)
   application.Render();
 
   // Connect to layer's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  parent.TouchedSignal().Connect( &application, functor );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  parent.TouchedSignal().Connect(&application, functor);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchedActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.touchedActor);
   END_TEST;
 }
 
-int UtcDaliTouchActorRemovedInSignal(void)
+int UtcDaliTouchEventActorRemovedInSignal(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  RemoveActorFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData         data;
+  RemoveActorFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Register for leave events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Re-add, render and notify
-  Stage::GetCurrent().Add(actor);
+  application.GetScene().Add(actor);
   application.SendNotification();
   application.Render();
 
   // Emit another signal outside of actor's area, should not get anything as the scene has changed.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 210.0f, 210.0f ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(210.0f, 210.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Render and notify
@@ -1074,78 +1287,78 @@ int UtcDaliTouchActorRemovedInSignal(void)
   application.Render();
 
   // Emit another signal outside of actor's area, should not get anything as the scene has changed.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 210.0f, 210.0f ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(210.0f, 210.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
-  // Re-add actor back to stage, render and notify
-  Stage::GetCurrent().Add(actor);
+  // Re-add actor back to scene, render and notify
+  application.GetScene().Add(actor);
   application.SendNotification();
   application.Render();
 
   // Emit another down event
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Completely delete the actor
   actor.Reset();
 
   // Emit event, should not crash and should not receive an event.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 210.0f, 210.0f ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(210.0f, 210.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliTouchActorSignalNotConsumed(void)
+int UtcDaliTouchEventActorSignalNotConsumed(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data, false );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data, false);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliTouchActorUnStaged(void)
+int UtcDaliTouchEventActorRemovedFromScene(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
-  // Remove actor from stage
-  Stage::GetCurrent().Remove( actor );
+  // Remove actor from scene
+  application.GetScene().Remove(actor);
   data.Reset();
 
   // Render and notify
@@ -1153,71 +1366,35 @@ int UtcDaliTouchActorUnStaged(void)
   application.Render();
 
   // Emit a move at the same point, we should not be signalled.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
   END_TEST;
 }
 
-int UtcDaliTouchSystemOverlayActor(void)
+int UtcDaliTouchEventLayerConsumesTouch(void)
 {
   TestApplication application;
-  Dali::Integration::Core& core( application.GetCore() );
-  Dali::Integration::SystemOverlay& systemOverlay( core.GetSystemOverlay() );
-  systemOverlay.GetOverlayRenderTasks().CreateTask();
 
-  // Create an actor and add it to the system overlay.
-  Actor systemActor = Actor::New();
-  systemActor.SetSize(100.0f, 100.0f);
-  systemActor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  systemOverlay.Add( systemActor );
-
-  // Create an actor and add it to the stage as per normal, same position and size as systemActor
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
-
-  // Connect to the touch signals.
-  SignalData data;
-  TouchEventFunctor functor( data );
-  systemActor.TouchedSignal().Connect( &application, functor );
-  actor.TouchedSignal().Connect( &application, functor );
-
-  // Render and notify
-  application.SendNotification();
-  application.Render();
-
-  // Emit a down signal, the system overlay is drawn last so is at the top, should hit the systemActor.
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_CHECK( systemActor == data.touchedActor );
-  END_TEST;
-}
-
-int UtcDaliTouchLayerConsumesTouch(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Add a layer to overlap the actor
   Layer layer = Layer::New();
-  layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add( layer );
+  layer.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  layer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(layer);
   layer.RaiseToTop();
 
   // Render and notify
@@ -1225,134 +1402,148 @@ int UtcDaliTouchLayerConsumesTouch(void)
   application.Render();
 
   // Emit a few touch signals
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Up, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  application.ProcessEvent(GenerateSingleTouch(PointState::UP, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Set layer to consume all touch
-  layer.SetTouchConsumed( true );
+  layer.SetProperty(Layer::Property::CONSUMES_TOUCH, true);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Emit the same signals again, should not receive
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Up, Vector2( 10.0f, 10.0f ) ) );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  application.ProcessEvent(GenerateSingleTouch(PointState::UP, Vector2(10.0f, 10.0f)));
   DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   END_TEST;
 }
 
-int UtcDaliTouchLeaveActorReadded(void)
+int UtcDaliTouchEventLeaveActorReadded(void)
 {
-  TestApplication application;
-  Stage stage = Stage::GetCurrent();
+  TestApplication    application;
+  Integration::Scene scene = application.GetScene();
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  scene.Add(actor);
 
   // Set actor to receive touch-events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Emit a down and motion
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 11.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(11.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
-  // Remove actor from stage and add again
-  stage.Remove( actor );
-  stage.Add( actor );
+  // Remove actor from scene and add again
+  scene.Remove(actor);
+  scene.Add(actor);
 
   // Emit a motion within the actor's bounds
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 12.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(12.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   // Emit a motion outside the actor's bounds
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 200.0f, 200.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Leave, data.touchEvent.points[0].state, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(200.0f, 200.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::LEAVE, data.receivedTouch.points[0].state, TEST_LOCATION);
   data.Reset();
 
   END_TEST;
 }
 
-int UtcDaliTouchStencilNonRenderableActor(void)
+int UtcDaliTouchEventClippedActor(void)
 {
-  TestApplication application;
-  Stage stage = Stage::GetCurrent();
+  TestApplication    application;
+  Integration::Scene scene = application.GetScene();
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stage.Add(actor);
-
-  Actor stencil = Actor::New();
-  stencil.SetSize(50.0f, 50.0f);
-  stencil.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  stencil.SetDrawMode( DrawMode::STENCIL );
-  stage.Add(stencil);
-
-  // Render and notify
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  scene.Add(actor);
+
+  Actor clippingActor = Actor::New();
+  clippingActor.SetProperty(Actor::Property::SIZE, Vector2(50.0f, 50.0f));
+  clippingActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  clippingActor.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
+  scene.Add(clippingActor);
+
+  // Add a child to the clipped region.
+  Actor clippingChild = Actor::New();
+  clippingChild.SetProperty(Actor::Property::SIZE, Vector2(50.0f, 50.0f));
+  clippingChild.SetProperty(Actor::Property::POSITION, Vector2(25.0f, 25.0f));
+  clippingChild.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  clippingActor.Add(clippingChild);
+
+  // Render and notify.
   application.SendNotification();
   application.Render();
 
-  // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  // Connect to actor's touch signal.
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
-  // Emit an event within stencil area
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  // Emit an event within clipped area - no hit.
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
-  // Emit an event outside the stencil area but within the actor area, we should have a hit!
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 60.0f, 60.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+  // Emit an event outside the clipped area but within the actor area, we should have a hit.
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(60.0f, 60.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  data.Reset();
+
+  clippingChild.TouchedSignal().Connect(&application, functor);
+
+  // Emit an event inside part of the child which is within the clipped area, we should have a hit.
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(30.0f, 30.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   data.Reset();
 
   END_TEST;
 }
 
-int UtcDaliTouchActorUnstaged(void)
+int UtcDaliTouchEventActorUnparented(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
 
   // Render and notify
   application.SendNotification();
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
   data.Reset();
 
   // Render and notify
@@ -1363,23 +1554,23 @@ int UtcDaliTouchActorUnstaged(void)
   actor.Unparent();
 
   // Should receive an interrupted event
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliTouchParentUnstaged(void)
+int UtcDaliTouchEventParentRemovedFromScene(void)
 {
   TestApplication application;
 
   Actor parent = Actor::New();
-  parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(parent);
+  parent.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(parent);
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1387,15 +1578,15 @@ int UtcDaliTouchParentUnstaged(void)
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
   data.Reset();
 
   // Render and notify
@@ -1406,23 +1597,23 @@ int UtcDaliTouchParentUnstaged(void)
   parent.Unparent();
 
   // Should receive an interrupted event
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliTouchActorUnstagedDifferentConsumer(void)
+int UtcDaliTouchEventActorRemovedFromSceneDifferentConsumer(void)
 {
   TestApplication application;
 
   Actor parent = Actor::New();
-  parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(parent);
+  parent.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(parent);
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1430,25 +1621,25 @@ int UtcDaliTouchActorUnstagedDifferentConsumer(void)
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data, false /* Do not consume */ );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data, false /* Do not consume */);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Connect to parent's touched signal
-  SignalData parentData;
-  TouchEventFunctor parentFunctor( parentData );
-  parent.TouchedSignal().Connect( &application, parentFunctor );
+  SignalData        parentData;
+  TouchEventFunctor parentFunctor(parentData);
+  parent.TouchedSignal().Connect(&application, parentFunctor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == data.touchedActor );
-  DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, parentData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == parentData.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( parent == parentData.touchedActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(actor == data.touchedActor);
+  DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, parentData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == parentData.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(parent == parentData.touchedActor);
   data.Reset();
   parentData.Reset();
 
@@ -1460,10 +1651,10 @@ int UtcDaliTouchActorUnstagedDifferentConsumer(void)
   actor.Unparent();
 
   // Should receive an interrupted event for both actor & parent
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, parentData.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, parentData.receivedTouch.points[0].state, TEST_LOCATION);
   data.Reset();
   parentData.Reset();
 
@@ -1475,27 +1666,27 @@ int UtcDaliTouchActorUnstagedDifferentConsumer(void)
   application.Render();
 
   // Emit a motion signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
   data.Reset();
   parentData.Reset();
 
   // Parent is now consumer, connect again to the touched signal of the actor so that it becomes the consumer
-  SignalData secondData;
-  TouchEventFunctor secondFunctor( secondData /* Consume */ );
-  actor.TouchedSignal().Connect( &application, secondFunctor );
+  SignalData        secondData;
+  TouchEventFunctor secondFunctor(secondData /* Consume */);
+  actor.TouchedSignal().Connect(&application, secondFunctor);
 
   // Unparent the actor
   actor.Unparent();
 
   // Should receive an interrupted event for both actor functors & the parent as well as it was last consumer
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, parentData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, secondData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, secondData.touchEvent.points[0].state, TEST_LOCATION );
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, parentData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, secondData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, secondData.receivedTouch.points[0].state, TEST_LOCATION);
   data.Reset();
   parentData.Reset();
   secondData.Reset();
@@ -1503,19 +1694,19 @@ int UtcDaliTouchActorUnstagedDifferentConsumer(void)
   END_TEST;
 }
 
-int UtcDaliTouchInterruptedDifferentConsumer(void)
+int UtcDaliTouchEventInterruptedDifferentConsumer(void)
 {
   TestApplication application;
-  Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+  Actor           rootActor(application.GetScene().GetRootLayer());
 
   Actor parent = Actor::New();
-  parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  Stage::GetCurrent().Add(parent);
+  parent.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(parent);
 
   Actor actor = Actor::New();
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1523,54 +1714,473 @@ int UtcDaliTouchInterruptedDifferentConsumer(void)
   application.Render();
 
   // Connect to actor's touched signal
-  SignalData data;
-  TouchEventFunctor functor( data, false /* Do not consume */ );
-  actor.TouchedSignal().Connect( &application, functor );
+  SignalData        data;
+  TouchEventFunctor functor(data, false /* Do not consume */);
+  actor.TouchedSignal().Connect(&application, functor);
 
   // Connect to parent's touched signal
-  SignalData parentData;
-  TouchEventFunctor parentFunctor( parentData, false /* Do not consume */ );
-  parent.TouchedSignal().Connect( &application, parentFunctor );
+  SignalData        parentData;
+  TouchEventFunctor parentFunctor(parentData, false /* Do not consume */);
+  parent.TouchedSignal().Connect(&application, parentFunctor);
 
   // Connect to root's touched signal and consume
-  SignalData rootData;
-  TouchEventFunctor rootFunctor( rootData );
-  rootActor.TouchedSignal().Connect( &application, rootFunctor );
+  SignalData        rootData;
+  TouchEventFunctor rootFunctor(rootData);
+  rootActor.TouchedSignal().Connect(&application, rootFunctor);
 
   // Emit a down signal
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( actor == data.touchedActor );
-  DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, parentData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == parentData.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( parent == parentData.touchedActor );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
-  DALI_TEST_CHECK( rootActor == rootData.touchedActor );
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(actor == data.touchedActor);
+  DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, parentData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == parentData.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(parent == parentData.touchedActor);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(rootActor == rootData.touchedActor);
   data.Reset();
   parentData.Reset();
   rootData.Reset();
 
   // Root is now consumer, connect to the touched signal of the parent so that it becomes the consumer
-  SignalData secondData;
-  TouchEventFunctor secondFunctor( secondData /* Consume */ );
-  parent.TouchedSignal().Connect( &application, secondFunctor );
+  SignalData        secondData;
+  TouchEventFunctor secondFunctor(secondData /* Consume */);
+  parent.TouchedSignal().Connect(&application, secondFunctor);
 
   // Emit an interrupted signal, all three should STILL be called
-  application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 10.0f, 10.0f ) ) );
-  DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, parentData.touchEvent.points[0].state, TEST_LOCATION );
-  DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
-  DALI_TEST_EQUALS( TouchPoint::Interrupted, rootData.touchEvent.points[0].state, TEST_LOCATION );
+  application.ProcessEvent(GenerateSingleTouch(PointState::INTERRUPTED, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, parentData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::INTERRUPTED, rootData.receivedTouch.points[0].state, TEST_LOCATION);
   data.Reset();
   parentData.Reset();
   rootData.Reset();
 
   END_TEST;
 }
+
+int UtcDaliTouchEventGetRadius(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
+
+  // Emit a down signal with an angle
+  Integration::TouchEvent touchEvent = GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f));
+  touchEvent.points[0].SetRadius(100.0f);
+  application.ProcessEvent(touchEvent);
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(100.0f, data.receivedTouch.points[0].radius, TEST_LOCATION);
+  DALI_TEST_EQUALS(100.0f, data.receivedTouch.points[0].ellipseRadius.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(100.0f, data.receivedTouch.points[0].ellipseRadius.y, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventGetEllipseRadius(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
+
+  // Emit a down signal with an angle
+  Integration::TouchEvent touchEvent = GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f));
+  touchEvent.points[0].SetRadius(100.0f, Vector2(20.0f, 10.0f));
+  application.ProcessEvent(touchEvent);
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(100.0f, data.receivedTouch.points[0].radius, TEST_LOCATION);
+  DALI_TEST_EQUALS(20.0f, data.receivedTouch.points[0].ellipseRadius.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(10.0f, data.receivedTouch.points[0].ellipseRadius.y, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventGetAngle(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
+
+  // Emit a down signal with an angle
+  Integration::TouchEvent touchEvent = GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f));
+  touchEvent.points[0].SetAngle(Degree(90.0f));
+  application.ProcessEvent(touchEvent);
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(Degree(90.0f), data.receivedTouch.points[0].angle, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventGetPressure(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
+
+  // Emit a down signal with an angle
+  Integration::TouchEvent touchEvent = GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f));
+  touchEvent.points[0].SetPressure(10.0f);
+  application.ProcessEvent(touchEvent);
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_EQUALS(10.0f, data.receivedTouch.points[0].pressure, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventUsage(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
+
+  // Emit a down signal with an angle
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventGetDeviceAPINegative(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  HandleData              handleData;
+  TouchEventHandleFunctor functor(handleData);
+  actor.TouchedSignal().Connect(&application, functor);
+
+  Vector2 screenCoordinates(10.0f, 10.0f);
+  Vector2 localCoordinates;
+  actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+
+  // Emit a down signal
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+
+  TouchEvent data = handleData.receivedTouchHandle;
+  DALI_TEST_EQUALS(data.GetDeviceClass(-1), Device::Class::NONE, TEST_LOCATION);
+  DALI_TEST_EQUALS(data.GetDeviceSubclass(-1), Device::Subclass::NONE, TEST_LOCATION);
+  END_TEST;
+}
+
+int UtcDaliTouchEventGetMouseButtonPositive(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  HandleData              handleData;
+  TouchEventHandleFunctor functor(handleData);
+  actor.TouchedSignal().Connect(&application, functor);
+
+  // Emit a down signal with MouseButton
+  Integration::TouchEvent touchEvent = GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f));
+  touchEvent.points[0].SetMouseButton(static_cast<MouseButton::Type>(3));
+  application.ProcessEvent(touchEvent);
+
+  TouchEvent data = handleData.receivedTouchHandle;
+  DALI_TEST_EQUALS(data.GetMouseButton(0), MouseButton::SECONDARY, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventGetMouseButtonNagative(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  HandleData              handleData;
+  TouchEventHandleFunctor functor(handleData);
+  actor.TouchedSignal().Connect(&application, functor);
+
+  // Emit a down signal with MouseButton
+  Integration::TouchEvent touchEvent = GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f));
+  touchEvent.points[0].SetMouseButton(static_cast<MouseButton::Type>(2));
+  application.ProcessEvent(touchEvent);
+
+  TouchEvent data = handleData.receivedTouchHandle;
+  DALI_TEST_EQUALS(data.GetMouseButton(0), MouseButton::TERTIARY, TEST_LOCATION);
+  DALI_TEST_EQUALS(data.GetMouseButton(3), MouseButton::INVALID, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventCapturePropertySet(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  SignalData        data;
+  TouchEventFunctor functor(data);
+  actor.TouchedSignal().Connect(&application, functor);
+
+  // Emit a down signal
+  application.ProcessEvent(GenerateSingleTouch(PointState::STARTED, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  data.Reset();
+
+  // Now motion outside of actor, we should not receive the event
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(110.0f, 110.0f)));
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+  data.Reset();
+
+  // Up event, should receive an interrupted
+  application.ProcessEvent(GenerateSingleTouch(PointState::FINISHED, Vector2(110.0f, 110.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(data.receivedTouch.GetPoint(0).state, PointState::INTERRUPTED, TEST_LOCATION);
+
+  // Now set the capture property
+  actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, true);
+
+  // Emit a down signal
+  application.ProcessEvent(GenerateSingleTouch(PointState::STARTED, Vector2(10.0f, 10.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  data.Reset();
+
+  // Now motion outside of actor, we now SHOULD receive the event
+  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(110.0f, 110.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  data.Reset();
+
+  // Up event, we should receive it again, but as ended rather than interrupted
+  application.ProcessEvent(GenerateSingleTouch(PointState::FINISHED, Vector2(110.0f, 110.0f)));
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(data.receivedTouch.GetPoint(0).state, PointState::FINISHED, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliTouchEventIntegNewTouchEvent(void)
+{
+  uint32_t         timestamp = 92858u;
+  TouchPoint       tp(1, PointState::STARTED, 34.4f, 123.89f, 5.0f, 7.0f);
+  Dali::TouchEvent touchEvent = Integration::NewTouchEvent(timestamp, tp);
+
+  DALI_TEST_EQUALS(touchEvent.GetPointCount(), 1u, TEST_LOCATION);
+  DALI_TEST_EQUALS(touchEvent.GetState(0), PointState::STARTED, TEST_LOCATION);
+  DALI_TEST_EQUALS(touchEvent.GetLocalPosition(0), Vector2(5.0f, 7.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(touchEvent.GetScreenPosition(0), Vector2(34.4f, 123.89f), TEST_LOCATION);
+
+  END_TEST;
+}
+
+
+int UtcDaliTouchEventIntercept(void)
+{
+  TestApplication application;
+
+  Actor parent = Actor::New();
+  parent.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  application.GetScene().Add(parent);
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  parent.Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  SignalData        data;
+  TouchEventFunctor functor(data, false /* Do not consume */);
+  actor.TouchedSignal().Connect(&application, functor);
+
+
+  // Connect to parent's touched signal
+  SignalData        parentData;
+  TouchEventFunctor parentFunctor(parentData, false /* Do not consume */);
+  parent.TouchedSignal().Connect(&application, parentFunctor);
+  // Connect to parent's intercept touched signal
+  SignalData        interceptData;
+  TouchEventFunctor interceptFunctor(interceptData, true /* Do intercept */);
+  Dali::DevelActor::InterceptTouchedSignal(parent).Connect(&application, interceptFunctor);
+
+  // Emit a down signal
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+  // The actor touched signal is not called because the touch is intercepted in the parent.
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, interceptData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, interceptData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == interceptData.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(parent == interceptData.touchedActor);
+  DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, parentData.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == parentData.receivedTouch.points[0].hitActor);
+  DALI_TEST_CHECK(parent == parentData.touchedActor);
+  data.Reset();
+  parentData.Reset();
+
+  END_TEST;
+}
+
+int UtcDaliTouchArea(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+
+  application.GetScene().Add(actor);
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Connect to actor's touched signal
+  SignalData        data;
+  TouchEventFunctor functor(data, false /* Do not consume */);
+  actor.TouchedSignal().Connect(&application, functor);
+
+  // Emit a down signal
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(110.0f, 110.0f)));
+  // The actor touched signal is not called because the touch area is outside actor.
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+  data.Reset();
+
+  // set a bigger touch area
+  actor.SetProperty(DevelActor::Property::TOUCH_AREA, Vector2(200.0f, 200.0f));
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Emit a down signal
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(110.0f, 110.0f)));
+  // The actor touched signal is called because the touch area is inside touchArea.
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+  data.Reset();
+
+  // set a smaller touch area
+  actor.SetProperty(DevelActor::Property::TOUCH_AREA, Vector2(50.0f, 50.0f));
+
+  // Render and notify
+  application.SendNotification();
+  application.Render();
+
+  // Emit a down signal
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(80.0f, 80.0f)));
+  // The actor touched signal is not called because the touch area is outside touchArea.
+  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+  data.Reset();
+
+  // Emit a down signal
+  application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(30.0f, 30.0f)));
+  // The actor touched signal is called because the touch area is inside touchArea.
+  DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+  DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+  DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+  data.Reset();
+
+  END_TEST;
+}