Remove deprecated APIs in Tizen 3.0
[platform/core/uifw/dali-core.git] / dali / internal / event / actors / actor-impl.cpp
index 68d81d4..8d923b3 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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.
@@ -57,14 +57,17 @@ using Dali::Internal::SceneGraph::Node;
 using Dali::Internal::SceneGraph::AnimatableProperty;
 using Dali::Internal::SceneGraph::PropertyBase;
 
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_DEPTH_TIMER" );
+Debug::Filter* gLogRelayoutFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RELAYOUT_TIMER" );
+#endif
+
 namespace Dali
 {
 
 namespace Internal
 {
 
-unsigned int Actor::mActorCounter = 0;
-
 namespace
 {
 /// Using a function because of library initialisation order. Vector3::ONE may not have been initialised yet.
@@ -98,9 +101,10 @@ struct Actor::RelayoutData
     : sizeModeFactor( GetDefaultSizeModeFactor() ), preferredSize( GetDefaultPreferredSize() ), sizeSetPolicy( DEFAULT_SIZE_SCALE_POLICY ), relayoutEnabled( false ), insideRelayout( false )
   {
     // Set size negotiation defaults
-    for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+    for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
     {
       resizePolicies[ i ] = ResizePolicy::DEFAULT;
+      useAssignedSize[ i ] = false;
       negotiatedDimensions[ i ] = 0.0f;
       dimensionNegotiated[ i ] = false;
       dimensionDirty[ i ] = false;
@@ -112,6 +116,7 @@ struct Actor::RelayoutData
   }
 
   ResizePolicy::Type resizePolicies[ Dimension::DIMENSION_COUNT ];      ///< Resize policies
+  bool useAssignedSize[ Dimension::DIMENSION_COUNT ];                   ///< The flag to specify whether the size should be assigned to the actor
 
   Dimension::Type dimensionDependencies[ Dimension::DIMENSION_COUNT ];  ///< A list of dimension dependencies
 
@@ -146,62 +151,67 @@ namespace // unnamed namespace
  *              Name                  Type   writable animatable constraint-input  enum for index-checking
  */
 DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "parentOrigin",        VECTOR3,  true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN )
-DALI_PROPERTY( "parentOriginX",       FLOAT,    true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN_X )
-DALI_PROPERTY( "parentOriginY",       FLOAT,    true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN_Y )
-DALI_PROPERTY( "parentOriginZ",       FLOAT,    true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN_Z )
-DALI_PROPERTY( "anchorPoint",         VECTOR3,  true,  false, true,  Dali::Actor::Property::ANCHOR_POINT )
-DALI_PROPERTY( "anchorPointX",        FLOAT,    true,  false, true,  Dali::Actor::Property::ANCHOR_POINT_X )
-DALI_PROPERTY( "anchorPointY",        FLOAT,    true,  false, true,  Dali::Actor::Property::ANCHOR_POINT_Y )
-DALI_PROPERTY( "anchorPointZ",        FLOAT,    true,  false, true,  Dali::Actor::Property::ANCHOR_POINT_Z )
-DALI_PROPERTY( "size",                VECTOR3,  true,  true,  true,  Dali::Actor::Property::SIZE )
-DALI_PROPERTY( "sizeWidth",           FLOAT,    true,  true,  true,  Dali::Actor::Property::SIZE_WIDTH )
-DALI_PROPERTY( "sizeHeight",          FLOAT,    true,  true,  true,  Dali::Actor::Property::SIZE_HEIGHT )
-DALI_PROPERTY( "sizeDepth",           FLOAT,    true,  true,  true,  Dali::Actor::Property::SIZE_DEPTH )
-DALI_PROPERTY( "position",            VECTOR3,  true,  true,  true,  Dali::Actor::Property::POSITION )
-DALI_PROPERTY( "positionX",           FLOAT,    true,  true,  true,  Dali::Actor::Property::POSITION_X )
-DALI_PROPERTY( "positionY",           FLOAT,    true,  true,  true,  Dali::Actor::Property::POSITION_Y )
-DALI_PROPERTY( "positionZ",           FLOAT,    true,  true,  true,  Dali::Actor::Property::POSITION_Z )
-DALI_PROPERTY( "worldPosition",       VECTOR3,  false, false, true,  Dali::Actor::Property::WORLD_POSITION )
-DALI_PROPERTY( "worldPositionX",      FLOAT,    false, false, true,  Dali::Actor::Property::WORLD_POSITION_X )
-DALI_PROPERTY( "worldPositionY",      FLOAT,    false, false, true,  Dali::Actor::Property::WORLD_POSITION_Y )
-DALI_PROPERTY( "worldPositionZ",      FLOAT,    false, false, true,  Dali::Actor::Property::WORLD_POSITION_Z )
-DALI_PROPERTY( "orientation",         ROTATION, true,  true,  true,  Dali::Actor::Property::ORIENTATION )
-DALI_PROPERTY( "worldOrientation",    ROTATION, false, false, true,  Dali::Actor::Property::WORLD_ORIENTATION )
-DALI_PROPERTY( "scale",               VECTOR3,  true,  true,  true,  Dali::Actor::Property::SCALE )
-DALI_PROPERTY( "scaleX",              FLOAT,    true,  true,  true,  Dali::Actor::Property::SCALE_X )
-DALI_PROPERTY( "scaleY",              FLOAT,    true,  true,  true,  Dali::Actor::Property::SCALE_Y )
-DALI_PROPERTY( "scaleZ",              FLOAT,    true,  true,  true,  Dali::Actor::Property::SCALE_Z )
-DALI_PROPERTY( "worldScale",          VECTOR3,  false, false, true,  Dali::Actor::Property::WORLD_SCALE )
-DALI_PROPERTY( "visible",             BOOLEAN,  true,  true,  true,  Dali::Actor::Property::VISIBLE )
-DALI_PROPERTY( "color",               VECTOR4,  true,  true,  true,  Dali::Actor::Property::COLOR )
-DALI_PROPERTY( "colorRed",            FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_RED )
-DALI_PROPERTY( "colorGreen",          FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_GREEN )
-DALI_PROPERTY( "colorBlue",           FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_BLUE )
-DALI_PROPERTY( "colorAlpha",          FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_ALPHA )
-DALI_PROPERTY( "worldColor",          VECTOR4,  false, false, true,  Dali::Actor::Property::WORLD_COLOR )
-DALI_PROPERTY( "worldMatrix",         MATRIX,   false, false, true,  Dali::Actor::Property::WORLD_MATRIX )
-DALI_PROPERTY( "name",                STRING,   true,  false, false, Dali::Actor::Property::NAME )
-DALI_PROPERTY( "sensitive",           BOOLEAN,  true,  false, false, Dali::Actor::Property::SENSITIVE )
-DALI_PROPERTY( "leaveRequired",       BOOLEAN,  true,  false, false, Dali::Actor::Property::LEAVE_REQUIRED )
-DALI_PROPERTY( "inheritOrientation",  BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_ORIENTATION )
-DALI_PROPERTY( "inheritScale",        BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_SCALE )
-DALI_PROPERTY( "colorMode",           STRING,   true,  false, false, Dali::Actor::Property::COLOR_MODE )
-DALI_PROPERTY( "positionInheritance", STRING,   true,  false, false, Dali::Actor::Property::POSITION_INHERITANCE )
-DALI_PROPERTY( "drawMode",            STRING,   true,  false, false, Dali::Actor::Property::DRAW_MODE )
-DALI_PROPERTY( "sizeModeFactor",      VECTOR3,  true,  false, false, Dali::Actor::Property::SIZE_MODE_FACTOR )
-DALI_PROPERTY( "widthResizePolicy",   STRING,   true,  false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY )
-DALI_PROPERTY( "heightResizePolicy",  STRING,   true,  false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY )
-DALI_PROPERTY( "sizeScalePolicy",     STRING,   true,  false, false, Dali::Actor::Property::SIZE_SCALE_POLICY )
-DALI_PROPERTY( "widthForHeight",      BOOLEAN,  true,  false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT )
-DALI_PROPERTY( "heightForWidth",      BOOLEAN,  true,  false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH )
-DALI_PROPERTY( "padding",             VECTOR4,  true,  false, false, Dali::Actor::Property::PADDING )
-DALI_PROPERTY( "minimumSize",         VECTOR2,  true,  false, false, Dali::Actor::Property::MINIMUM_SIZE )
-DALI_PROPERTY( "maximumSize",         VECTOR2,  true,  false, false, Dali::Actor::Property::MAXIMUM_SIZE )
-DALI_PROPERTY( "inheritPosition",     BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_POSITION )
-DALI_PROPERTY( "clippingMode",        STRING,   true,  false, false, Dali::Actor::Property::CLIPPING_MODE )
-DALI_PROPERTY( "siblingOrder",        INTEGER,  true,  false, false, Dali::DevelActor::Property::SIBLING_ORDER )
-DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
+DALI_PROPERTY( "parentOrigin",              VECTOR3,  true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN )
+DALI_PROPERTY( "parentOriginX",             FLOAT,    true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN_X )
+DALI_PROPERTY( "parentOriginY",             FLOAT,    true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN_Y )
+DALI_PROPERTY( "parentOriginZ",             FLOAT,    true,  false, true,  Dali::Actor::Property::PARENT_ORIGIN_Z )
+DALI_PROPERTY( "anchorPoint",               VECTOR3,  true,  false, true,  Dali::Actor::Property::ANCHOR_POINT )
+DALI_PROPERTY( "anchorPointX",              FLOAT,    true,  false, true,  Dali::Actor::Property::ANCHOR_POINT_X )
+DALI_PROPERTY( "anchorPointY",              FLOAT,    true,  false, true,  Dali::Actor::Property::ANCHOR_POINT_Y )
+DALI_PROPERTY( "anchorPointZ",              FLOAT,    true,  false, true,  Dali::Actor::Property::ANCHOR_POINT_Z )
+DALI_PROPERTY( "size",                      VECTOR3,  true,  true,  true,  Dali::Actor::Property::SIZE )
+DALI_PROPERTY( "sizeWidth",                 FLOAT,    true,  true,  true,  Dali::Actor::Property::SIZE_WIDTH )
+DALI_PROPERTY( "sizeHeight",                FLOAT,    true,  true,  true,  Dali::Actor::Property::SIZE_HEIGHT )
+DALI_PROPERTY( "sizeDepth",                 FLOAT,    true,  true,  true,  Dali::Actor::Property::SIZE_DEPTH )
+DALI_PROPERTY( "position",                  VECTOR3,  true,  true,  true,  Dali::Actor::Property::POSITION )
+DALI_PROPERTY( "positionX",                 FLOAT,    true,  true,  true,  Dali::Actor::Property::POSITION_X )
+DALI_PROPERTY( "positionY",                 FLOAT,    true,  true,  true,  Dali::Actor::Property::POSITION_Y )
+DALI_PROPERTY( "positionZ",                 FLOAT,    true,  true,  true,  Dali::Actor::Property::POSITION_Z )
+DALI_PROPERTY( "worldPosition",             VECTOR3,  false, false, true,  Dali::Actor::Property::WORLD_POSITION )
+DALI_PROPERTY( "worldPositionX",            FLOAT,    false, false, true,  Dali::Actor::Property::WORLD_POSITION_X )
+DALI_PROPERTY( "worldPositionY",            FLOAT,    false, false, true,  Dali::Actor::Property::WORLD_POSITION_Y )
+DALI_PROPERTY( "worldPositionZ",            FLOAT,    false, false, true,  Dali::Actor::Property::WORLD_POSITION_Z )
+DALI_PROPERTY( "orientation",               ROTATION, true,  true,  true,  Dali::Actor::Property::ORIENTATION )
+DALI_PROPERTY( "worldOrientation",          ROTATION, false, false, true,  Dali::Actor::Property::WORLD_ORIENTATION )
+DALI_PROPERTY( "scale",                     VECTOR3,  true,  true,  true,  Dali::Actor::Property::SCALE )
+DALI_PROPERTY( "scaleX",                    FLOAT,    true,  true,  true,  Dali::Actor::Property::SCALE_X )
+DALI_PROPERTY( "scaleY",                    FLOAT,    true,  true,  true,  Dali::Actor::Property::SCALE_Y )
+DALI_PROPERTY( "scaleZ",                    FLOAT,    true,  true,  true,  Dali::Actor::Property::SCALE_Z )
+DALI_PROPERTY( "worldScale",                VECTOR3,  false, false, true,  Dali::Actor::Property::WORLD_SCALE )
+DALI_PROPERTY( "visible",                   BOOLEAN,  true,  true,  true,  Dali::Actor::Property::VISIBLE )
+DALI_PROPERTY( "color",                     VECTOR4,  true,  true,  true,  Dali::Actor::Property::COLOR )
+DALI_PROPERTY( "colorRed",                  FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_RED )
+DALI_PROPERTY( "colorGreen",                FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_GREEN )
+DALI_PROPERTY( "colorBlue",                 FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_BLUE )
+DALI_PROPERTY( "colorAlpha",                FLOAT,    true,  true,  true,  Dali::Actor::Property::COLOR_ALPHA )
+DALI_PROPERTY( "worldColor",                VECTOR4,  false, false, true,  Dali::Actor::Property::WORLD_COLOR )
+DALI_PROPERTY( "worldMatrix",               MATRIX,   false, false, true,  Dali::Actor::Property::WORLD_MATRIX )
+DALI_PROPERTY( "name",                      STRING,   true,  false, false, Dali::Actor::Property::NAME )
+DALI_PROPERTY( "sensitive",                 BOOLEAN,  true,  false, false, Dali::Actor::Property::SENSITIVE )
+DALI_PROPERTY( "leaveRequired",             BOOLEAN,  true,  false, false, Dali::Actor::Property::LEAVE_REQUIRED )
+DALI_PROPERTY( "inheritOrientation",        BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_ORIENTATION )
+DALI_PROPERTY( "inheritScale",              BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_SCALE )
+DALI_PROPERTY( "colorMode",                 STRING,   true,  false, false, Dali::Actor::Property::COLOR_MODE )
+DALI_PROPERTY( "drawMode",                  STRING,   true,  false, false, Dali::Actor::Property::DRAW_MODE )
+DALI_PROPERTY( "sizeModeFactor",            VECTOR3,  true,  false, false, Dali::Actor::Property::SIZE_MODE_FACTOR )
+DALI_PROPERTY( "widthResizePolicy",         STRING,   true,  false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY )
+DALI_PROPERTY( "heightResizePolicy",        STRING,   true,  false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY )
+DALI_PROPERTY( "sizeScalePolicy",           STRING,   true,  false, false, Dali::Actor::Property::SIZE_SCALE_POLICY )
+DALI_PROPERTY( "widthForHeight",            BOOLEAN,  true,  false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT )
+DALI_PROPERTY( "heightForWidth",            BOOLEAN,  true,  false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH )
+DALI_PROPERTY( "padding",                   VECTOR4,  true,  false, false, Dali::Actor::Property::PADDING )
+DALI_PROPERTY( "minimumSize",               VECTOR2,  true,  false, false, Dali::Actor::Property::MINIMUM_SIZE )
+DALI_PROPERTY( "maximumSize",               VECTOR2,  true,  false, false, Dali::Actor::Property::MAXIMUM_SIZE )
+DALI_PROPERTY( "inheritPosition",           BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_POSITION )
+DALI_PROPERTY( "clippingMode",              STRING,   true,  false, false, Dali::Actor::Property::CLIPPING_MODE )
+DALI_PROPERTY( "layoutDirection",           STRING,   true,  false, false, Dali::Actor::Property::LAYOUT_DIRECTION )
+DALI_PROPERTY( "inheritLayoutDirection",    BOOLEAN,  true,  false, false, Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION )
+DALI_PROPERTY( "siblingOrder",              INTEGER,  true,  false, false, Dali::DevelActor::Property::SIBLING_ORDER )
+DALI_PROPERTY( "opacity",                   FLOAT,    true,  true,  true,  Dali::DevelActor::Property::OPACITY )
+DALI_PROPERTY( "screenPosition",            VECTOR2,  false, false, false, Dali::DevelActor::Property::SCREEN_POSITION )
+DALI_PROPERTY( "positionUsesAnchorPoint",   BOOLEAN,  true,  false, false, Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT )
+DALI_PROPERTY( "culled",                    BOOLEAN,  false, false, true, Dali::DevelActor::Property::CULLED )
+DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX, ActorDefaultProperties )
 
 // Signals
 
@@ -212,6 +222,10 @@ const char* const SIGNAL_ON_STAGE = "onStage";
 const char* const SIGNAL_OFF_STAGE = "offStage";
 const char* const SIGNAL_ON_RELAYOUT = "onRelayout";
 const char* const SIGNAL_TOUCH = "touch";
+const char* const SIGNAL_VISIBILITY_CHANGED = "visibilityChanged";
+const char* const SIGNAL_LAYOUT_DIRECTION_CHANGED = "layoutDirectionChanged";
+const char* const SIGNAL_CHILD_ADDED = "childAdded";
+const char* const SIGNAL_CHILD_REMOVED = "childRemoved";
 
 // Actions
 
@@ -223,7 +237,7 @@ BaseHandle CreateActor()
   return Dali::Actor::New();
 }
 
-TypeRegistration mType( typeid(Dali::Actor), typeid(Dali::Handle), CreateActor );
+TypeRegistration mType( typeid(Dali::Actor), typeid(Dali::Handle), CreateActor, ActorDefaultProperties );
 
 SignalConnectorType signalConnector1( mType, SIGNAL_TOUCHED, &Actor::DoConnectSignal );
 SignalConnectorType signalConnector2( mType, SIGNAL_HOVERED, &Actor::DoConnectSignal );
@@ -232,6 +246,10 @@ SignalConnectorType signalConnector4( mType, SIGNAL_ON_STAGE, &Actor::DoConnectS
 SignalConnectorType signalConnector5( mType, SIGNAL_OFF_STAGE, &Actor::DoConnectSignal );
 SignalConnectorType signalConnector6( mType, SIGNAL_ON_RELAYOUT, &Actor::DoConnectSignal );
 SignalConnectorType signalConnector7( mType, SIGNAL_TOUCH, &Actor::DoConnectSignal );
+SignalConnectorType signalConnector8( mType, SIGNAL_VISIBILITY_CHANGED, &Actor::DoConnectSignal );
+SignalConnectorType signalConnector9( mType, SIGNAL_LAYOUT_DIRECTION_CHANGED, &Actor::DoConnectSignal );
+SignalConnectorType signalConnector10( mType, SIGNAL_CHILD_ADDED, &Actor::DoConnectSignal );
+SignalConnectorType signalConnector11( mType, SIGNAL_CHILD_REMOVED, &Actor::DoConnectSignal );
 
 TypeAction a1( mType, ACTION_SHOW, &Actor::DoAction );
 TypeAction a2( mType, ACTION_HIDE, &Actor::DoAction );
@@ -261,17 +279,9 @@ DALI_ENUM_TO_STRING( USE_OWN_MULTIPLY_PARENT_COLOR )
 DALI_ENUM_TO_STRING( USE_OWN_MULTIPLY_PARENT_ALPHA )
 DALI_ENUM_TO_STRING_TABLE_END( COLOR_MODE )
 
-DALI_ENUM_TO_STRING_TABLE_BEGIN( POSITION_INHERITANCE_MODE )
-DALI_ENUM_TO_STRING( INHERIT_PARENT_POSITION )
-DALI_ENUM_TO_STRING( USE_PARENT_POSITION )
-DALI_ENUM_TO_STRING( USE_PARENT_POSITION_PLUS_LOCAL_POSITION )
-DALI_ENUM_TO_STRING( DONT_INHERIT_POSITION )
-DALI_ENUM_TO_STRING_TABLE_END( POSITION_INHERITANCE_MODE )
-
 DALI_ENUM_TO_STRING_TABLE_BEGIN( DRAW_MODE )
 DALI_ENUM_TO_STRING_WITH_SCOPE( DrawMode, NORMAL )
 DALI_ENUM_TO_STRING_WITH_SCOPE( DrawMode, OVERLAY_2D )
-DALI_ENUM_TO_STRING_WITH_SCOPE( DrawMode, STENCIL )
 DALI_ENUM_TO_STRING_TABLE_END( DRAW_MODE )
 
 DALI_ENUM_TO_STRING_TABLE_BEGIN( RESIZE_POLICY )
@@ -296,12 +306,16 @@ DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, DISABLED )
 DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, CLIP_CHILDREN )
 DALI_ENUM_TO_STRING_TABLE_END( CLIPPING_MODE )
 
+DALI_ENUM_TO_STRING_TABLE_BEGIN( LAYOUT_DIRECTION )
+DALI_ENUM_TO_STRING_WITH_SCOPE( LayoutDirection, LEFT_TO_RIGHT )
+DALI_ENUM_TO_STRING_WITH_SCOPE( LayoutDirection, RIGHT_TO_LEFT )
+DALI_ENUM_TO_STRING_TABLE_END( LAYOUT_DIRECTION )
 
 bool GetAnchorPointConstant( const std::string& value, Vector3& anchor )
 {
-  for( unsigned int i = 0; i < ANCHOR_CONSTANT_TABLE_COUNT; ++i )
+  for( uint32_t i = 0; i < ANCHOR_CONSTANT_TABLE_COUNT; ++i )
   {
-    size_t sizeIgnored = 0;
+    uint32_t sizeIgnored = 0;
     if( CompareTokens( value.c_str(), ANCHOR_CONSTANT_TABLE[ i ].name, sizeIgnored ) )
     {
       anchor = ANCHOR_CONSTANT_TABLE[ i ].value;
@@ -356,16 +370,35 @@ float GetDimensionValue( const Vector3& values, Dimension::Type dimension )
   return GetDimensionValue( values.GetVectorXY(), dimension );
 }
 
-unsigned int GetDepthIndex( uint16_t depth, uint16_t siblingOrder )
+/**
+ * @brief Recursively emits the visibility-changed-signal on the actor tree.
+ * @param[in] actor The actor to emit the signal on
+ * @param[in] visible The new visibility of the actor
+ * @param[in] type Whether the actor's visible property has changed or a parent's
+ */
+void EmitVisibilityChangedSignalRecursively( ActorPtr actor, bool visible, DevelActor::VisibilityChange::Type type )
 {
-  return depth * Dali::DevelLayer::ACTOR_DEPTH_MULTIPLIER + siblingOrder * Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER;
+  if( actor )
+  {
+    actor->EmitVisibilityChangedSignal( visible, type );
+
+    if( actor->GetChildCount() > 0 )
+    {
+      ActorContainer& children = actor->GetChildrenInternal();
+      for( ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter )
+      {
+        EmitVisibilityChangedSignalRecursively( *iter, visible, DevelActor::VisibilityChange::PARENT );
+      }
+    }
+  }
 }
 
 } // unnamed namespace
 
 ActorPtr Actor::New()
 {
-  ActorPtr actor( new Actor( BASIC ) );
+  // pass a reference to actor, actor does not own its node
+  ActorPtr actor( new Actor( BASIC, *CreateNode() ) );
 
   // Second-phase construction
   actor->Initialize();
@@ -373,6 +406,16 @@ ActorPtr Actor::New()
   return actor;
 }
 
+const SceneGraph::Node* Actor::CreateNode()
+{
+  // create node. Nodes are owned by the update manager
+  SceneGraph::Node* node = SceneGraph::Node::New();
+  OwnerPointer< SceneGraph::Node > transferOwnership( node );
+  AddNodeMessage( Stage::GetCurrent()->GetUpdateManager(), transferOwnership );
+
+  return node;
+}
+
 const std::string& Actor::GetName() const
 {
   return mName;
@@ -382,16 +425,13 @@ void Actor::SetName( const std::string& name )
 {
   mName = name;
 
-  if( NULL != mNode )
-  {
-    // ATTENTION: string for debug purposes is not thread safe.
-    DALI_LOG_SET_OBJECT_STRING( const_cast< SceneGraph::Node* >( mNode ), name );
-  }
+  // ATTENTION: string for debug purposes is not thread safe.
+  DALI_LOG_SET_OBJECT_STRING( const_cast< SceneGraph::Node* >( &GetNode() ), name );
 }
 
-unsigned int Actor::GetId() const
+uint32_t Actor::GetId() const
 {
-  return mId;
+  return GetNode().GetId();
 }
 
 bool Actor::OnStage() const
@@ -439,7 +479,7 @@ void Actor::Add( Actor& child )
     // if we already have parent, unparent us first
     if( oldParent )
     {
-      oldParent->Remove( child ); // This causes OnChildRemove callback
+      oldParent->Remove( child ); // This causes OnChildRemove callback & ChildRemoved signal
 
       // Old parent may need to readjust to missing child
       if( oldParent->RelayoutDependentOnChildren() )
@@ -459,6 +499,9 @@ void Actor::Add( Actor& child )
 
       // Notification for derived classes
       OnChildAdd( child );
+      EmitChildAddedSignal( child );
+
+      InheritLayoutDirectionRecursively( ActorPtr( &child ), mLayoutDirection );
 
       // Only put in a relayout request if there is a suitable dependency
       if( RelayoutDependentOnChildren() )
@@ -511,6 +554,7 @@ void Actor::Remove( Actor& child )
 
   // Notification for derived classes
   OnChildRemove( child );
+  EmitChildRemovedSignal( child );
 }
 
 void Actor::Unparent()
@@ -524,12 +568,12 @@ void Actor::Unparent()
   }
 }
 
-unsigned int Actor::GetChildCount() const
+uint32_t Actor::GetChildCount() const
 {
-  return ( NULL != mChildren ) ? mChildren->size() : 0;
+  return ( NULL != mChildren ) ? static_cast<uint32_t>( mChildren->size() ) : 0; // only 4,294,967,295 children per actor
 }
 
-ActorPtr Actor::GetChildAt( unsigned int index ) const
+ActorPtr Actor::GetChildAt( uint32_t index ) const
 {
   DALI_ASSERT_ALWAYS( index < GetChildCount() );
 
@@ -559,10 +603,10 @@ ActorPtr Actor::FindChildByName( const std::string& actorName )
   return child;
 }
 
-ActorPtr Actor::FindChildById( const unsigned int id )
+ActorPtr Actor::FindChildById( const uint32_t id )
 {
   ActorPtr child = 0;
-  if( id == mId )
+  if( id == GetId() )
   {
     child = this;
   }
@@ -584,11 +628,8 @@ ActorPtr Actor::FindChildById( const unsigned int id )
 
 void Actor::SetParentOrigin( const Vector3& origin )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SetParentOriginMessage( GetEventThreadServices(), *mNode, origin );
-  }
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SetParentOriginMessage( GetEventThreadServices(), GetNode(), origin );
 
   // Cache for event-thread access
   if( !mParentOrigin )
@@ -635,11 +676,8 @@ const Vector3& Actor::GetCurrentParentOrigin() const
 
 void Actor::SetAnchorPoint( const Vector3& anchor )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SetAnchorPointMessage( GetEventThreadServices(), *mNode, anchor );
-  }
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SetAnchorPointMessage( GetEventThreadServices(), GetNode(), anchor );
 
   // Cache for event-thread access
   if( !mAnchorPoint )
@@ -698,66 +736,46 @@ void Actor::SetPosition( const Vector3& position )
 {
   mTargetPosition = position;
 
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, position );
-  }
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, position );
 }
 
 void Actor::SetX( float x )
 {
   mTargetPosition.x = x;
 
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x );
-  }
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x );
 }
 
 void Actor::SetY( float y )
 {
   mTargetPosition.y = y;
 
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y );
-  }
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y );
 }
 
 void Actor::SetZ( float z )
 {
   mTargetPosition.z = z;
 
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z );
-  }
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z );
 }
 
 void Actor::TranslateBy( const Vector3& distance )
 {
   mTargetPosition += distance;
 
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelative, distance );
-  }
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelative, distance );
 }
 
 const Vector3& Actor::GetCurrentPosition() const
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; copy the value from the previous update
-    return mNode->GetPosition(GetEventThreadServices().GetEventBufferIndex());
-  }
-
-  return Vector3::ZERO;
+  // node is being used in a separate thread; copy the value from the previous update
+  return GetNode().GetPosition(GetEventThreadServices().GetEventBufferIndex());
 }
 
 const Vector3& Actor::GetTargetPosition() const
@@ -767,39 +785,38 @@ const Vector3& Actor::GetTargetPosition() const
 
 const Vector3& Actor::GetCurrentWorldPosition() const
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; copy the value from the previous update
-    return mNode->GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
-  }
-
-  return Vector3::ZERO;
+  // node is being used in a separate thread; copy the value from the previous update
+  return GetNode().GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
 }
 
-void Actor::SetPositionInheritanceMode( PositionInheritanceMode mode )
+const Vector2 Actor::GetCurrentScreenPosition() const
 {
-  // this flag is not animatable so keep the value
-  mPositionInheritanceMode = mode;
-  if( NULL != mNode )
+  StagePtr stage = Stage::GetCurrent();
+  if( stage && OnStage() )
   {
-    // mNode is being used in a separate thread; queue a message to set the value
-    SetInheritPositionMessage( GetEventThreadServices(), *mNode, mode == INHERIT_PARENT_POSITION );
+    Vector3 worldPosition =  GetNode().GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
+    Vector3 cameraPosition = stage->GetDefaultCameraActor().GetNode().GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
+    worldPosition -= cameraPosition;
+
+    Vector3 actorSize = GetCurrentSize() * GetCurrentWorldScale();
+    Vector2 halfStageSize( stage->GetSize() * 0.5f ); // World position origin is center of stage
+    Vector3 halfActorSize( actorSize * 0.5f );
+    Vector3 anchorPointOffSet = halfActorSize - actorSize * ( mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT );
+
+    return Vector2( halfStageSize.width + worldPosition.x - anchorPointOffSet.x,
+                    halfStageSize.height + worldPosition.y - anchorPointOffSet.y );
   }
-}
 
-PositionInheritanceMode Actor::GetPositionInheritanceMode() const
-{
-  // Cached for event-thread access
-  return mPositionInheritanceMode;
+  return Vector2::ZERO;
 }
 
 void Actor::SetInheritPosition( bool inherit )
 {
-  if( mInheritPosition != inherit && NULL != mNode )
+  if( mInheritPosition != inherit )
   {
-    // non animateable so keep local copy
+    // non animatable so keep local copy
     mInheritPosition = inherit;
-    SetInheritPositionMessage( GetEventThreadServices(), *mNode, inherit );
+    SetInheritPositionMessage( GetEventThreadServices(), GetNode(), inherit );
   }
 }
 
@@ -820,51 +837,35 @@ void Actor::SetOrientation( const Radian& angle, const Vector3& axis )
 
 void Actor::SetOrientation( const Quaternion& orientation )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::Bake, orientation );
-  }
+  mTargetOrientation = orientation;
+
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::Bake, orientation );
 }
 
 void Actor::RotateBy( const Radian& angle, const Vector3& axis )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::BakeRelative, Quaternion(angle, axis) );
-  }
+  RotateBy( Quaternion(angle, axis) );
 }
 
 void Actor::RotateBy( const Quaternion& relativeRotation )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::BakeRelative, relativeRotation );
-  }
+  mTargetOrientation *= Quaternion( relativeRotation );
+
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::BakeRelative, relativeRotation );
 }
 
 const Quaternion& Actor::GetCurrentOrientation() const
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; copy the value from the previous update
-    return mNode->GetOrientation(GetEventThreadServices().GetEventBufferIndex());
-  }
-
-  return Quaternion::IDENTITY;
+  // node is being used in a separate thread; copy the value from the previous update
+  return GetNode().GetOrientation(GetEventThreadServices().GetEventBufferIndex());
 }
 
 const Quaternion& Actor::GetCurrentWorldOrientation() const
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; copy the value from the previous update
-    return mNode->GetWorldOrientation( GetEventThreadServices().GetEventBufferIndex() );
-  }
-
-  return Quaternion::IDENTITY;
+  // node is being used in a separate thread; copy the value from the previous update
+  return GetNode().GetWorldOrientation( GetEventThreadServices().GetEventBufferIndex() );
 }
 
 void Actor::SetScale( float scale )
@@ -879,80 +880,64 @@ void Actor::SetScale( float x, float y, float z )
 
 void Actor::SetScale( const Vector3& scale )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, scale );
-  }
+  mTargetScale = scale;
+
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, scale );
 }
 
 void Actor::SetScaleX( float x )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x );
-  }
+  mTargetScale.x = x;
+
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x );
 }
 
 void Actor::SetScaleY( float y )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y );
-  }
+  mTargetScale.y = y;
+
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y );
 }
 
 void Actor::SetScaleZ( float z )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z );
-  }
+  mTargetScale.z = z;
+
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z );
 }
 
 void Actor::ScaleBy(const Vector3& relativeScale)
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelativeMultiply, relativeScale );
-  }
+  mTargetScale *= relativeScale;
+
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelativeMultiply, relativeScale );
 }
 
 const Vector3& Actor::GetCurrentScale() const
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; copy the value from the previous update
-    return mNode->GetScale(GetEventThreadServices().GetEventBufferIndex());
-  }
-
-  return Vector3::ONE;
+  // node is being used in a separate thread; copy the value from the previous update
+  return GetNode().GetScale(GetEventThreadServices().GetEventBufferIndex());
 }
 
 const Vector3& Actor::GetCurrentWorldScale() const
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; copy the value from the previous update
-    return mNode->GetWorldScale( GetEventThreadServices().GetEventBufferIndex() );
-  }
-
-  return Vector3::ONE;
+  // node is being used in a separate thread; copy the value from the previous update
+  return GetNode().GetWorldScale( GetEventThreadServices().GetEventBufferIndex() );
 }
 
 void Actor::SetInheritScale( bool inherit )
 {
-
-  if( mInheritScale != inherit && NULL != mNode )
+  if( mInheritScale != inherit )
   {
-    // non animateable so keep local copy
+    // non animatable so keep local copy
     mInheritScale = inherit;
-    // mNode is being used in a separate thread; queue a message to set the value
-    SetInheritScaleMessage( GetEventThreadServices(), *mNode, inherit );
+    // node is being used in a separate thread; queue a message to set the value
+    SetInheritScaleMessage( GetEventThreadServices(), GetNode(), inherit );
   }
 }
 
@@ -963,52 +948,32 @@ bool Actor::IsScaleInherited() const
 
 Matrix Actor::GetCurrentWorldMatrix() const
 {
-  if( NULL != mNode )
-  {
-    return mNode->GetWorldMatrix(0);
-  }
-
-  return Matrix::IDENTITY;
+  return GetNode().GetWorldMatrix(0);
 }
 
 void Actor::SetVisible( bool visible )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), mNode, &mNode->mVisible, &AnimatableProperty<bool>::Bake, visible );
-  }
+  SetVisibleInternal( visible, SendMessage::TRUE );
 }
 
 bool Actor::IsVisible() const
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; copy the value from the previous update
-    return mNode->IsVisible( GetEventThreadServices().GetEventBufferIndex() );
-  }
-
-  return true;
+  // node is being used in a separate thread; copy the value from the previous update
+  return GetNode().IsVisible( GetEventThreadServices().GetEventBufferIndex() );
 }
 
 void Actor::SetOpacity( float opacity )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeW, opacity );
-  }
+  mTargetColor.a = opacity;
+
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeW, opacity );
 }
 
 float Actor::GetCurrentOpacity() const
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; copy the value from the previous update
-    return mNode->GetOpacity(GetEventThreadServices().GetEventBufferIndex());
-  }
-
-  return 1.0f;
+  // node is being used in a separate thread; copy the value from the previous update
+  return GetNode().GetOpacity(GetEventThreadServices().GetEventBufferIndex());
 }
 
 ClippingMode::Type Actor::GetClippingMode() const
@@ -1016,76 +981,62 @@ ClippingMode::Type Actor::GetClippingMode() const
   return mClippingMode;
 }
 
-unsigned int Actor::GetSortingDepth()
+uint32_t Actor::GetSortingDepth()
 {
-  return GetDepthIndex( mDepth, mSiblingOrder );
+  return mSortedDepth;
 }
 
 const Vector4& Actor::GetCurrentWorldColor() const
 {
-  if( NULL != mNode )
-  {
-    return mNode->GetWorldColor( GetEventThreadServices().GetEventBufferIndex() );
-  }
-
-  return Color::WHITE;
+  return GetNode().GetWorldColor( GetEventThreadServices().GetEventBufferIndex() );
 }
 
 void Actor::SetColor( const Vector4& color )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodePropertyMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::Bake, color );
-  }
+  mTargetColor = color;
+
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodePropertyMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::Bake, color );
 }
 
 void Actor::SetColorRed( float red )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeX, red );
-  }
+  mTargetColor.r = red;
+
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeX, red );
 }
 
 void Actor::SetColorGreen( float green )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeY, green );
-  }
+  mTargetColor.g = green;
+
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeY, green );
 }
 
 void Actor::SetColorBlue( float blue )
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeZ, blue );
-  }
+  mTargetColor.b = blue;
+
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeZ, blue );
 }
 
 const Vector4& Actor::GetCurrentColor() const
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; copy the value from the previous update
-    return mNode->GetColor(GetEventThreadServices().GetEventBufferIndex());
-  }
-
-  return Color::WHITE;
+  // node is being used in a separate thread; copy the value from the previous update
+  return GetNode().GetColor(GetEventThreadServices().GetEventBufferIndex());
 }
 
 void Actor::SetInheritOrientation( bool inherit )
 {
-  if( mInheritOrientation != inherit && NULL != mNode)
+  if( mInheritOrientation != inherit )
   {
-    // non animateable so keep local copy
+    // non animatable so keep local copy
     mInheritOrientation = inherit;
-    // mNode is being used in a separate thread; queue a message to set the value
-    SetInheritOrientationMessage( GetEventThreadServices(), *mNode, inherit );
+    // node is being used in a separate thread; queue a message to set the value
+    SetInheritOrientationMessage( GetEventThreadServices(), GetNode(), inherit );
   }
 }
 
@@ -1113,13 +1064,10 @@ const Vector3& Actor::GetSizeModeFactor() const
 
 void Actor::SetColorMode( ColorMode colorMode )
 {
-  // non animateable so keep local copy
+  // non animatable so keep local copy
   mColorMode = colorMode;
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value
-    SetColorModeMessage( GetEventThreadServices(), *mNode, colorMode );
-  }
+  // node is being used in a separate thread; queue a message to set the value
+  SetColorModeMessage( GetEventThreadServices(), GetNode(), colorMode );
 }
 
 ColorMode Actor::GetColorMode() const
@@ -1166,15 +1114,14 @@ void Actor::SetSizeInternal( const Vector3& size )
   // dont allow recursive loop
   DALI_ASSERT_ALWAYS( !mInsideOnSizeSet && "Cannot call SetSize from OnSizeSet" );
   // check that we have a node AND the new size width, height or depth is at least a little bit different from the old one
-  if( ( NULL != mNode )&&
-      ( ( fabsf( mTargetSize.width - size.width  ) > Math::MACHINE_EPSILON_1 )||
-        ( fabsf( mTargetSize.height- size.height ) > Math::MACHINE_EPSILON_1 )||
-        ( fabsf( mTargetSize.depth - size.depth  ) > Math::MACHINE_EPSILON_1 ) ) )
+  if( ( fabsf( mTargetSize.width - size.width  ) > Math::MACHINE_EPSILON_1 )||
+      ( fabsf( mTargetSize.height- size.height ) > Math::MACHINE_EPSILON_1 )||
+      ( fabsf( mTargetSize.depth - size.depth  ) > Math::MACHINE_EPSILON_1 ) )
   {
     mTargetSize = size;
 
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, mTargetSize );
+    // node is being used in a separate thread; queue a message to set the value & base value
+    SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, mTargetSize );
 
     // Notification for derived classes
     mInsideOnSizeSet = true;
@@ -1189,100 +1136,71 @@ void Actor::SetSizeInternal( const Vector3& size )
   }
 }
 
-void Actor::NotifySizeAnimation( Animation& animation, const Vector3& targetSize )
-{
-  mTargetSize = targetSize;
-
-  // Notify deriving classes
-  OnSizeAnimation( animation, mTargetSize );
-}
-
-void Actor::NotifySizeAnimation( Animation& animation, float targetSize, Property::Index property )
+void Actor::SetWidth( float width )
 {
-  if ( Dali::Actor::Property::SIZE_WIDTH == property )
-  {
-    mTargetSize.width = targetSize;
-  }
-  else if ( Dali::Actor::Property::SIZE_HEIGHT == property )
+  if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
   {
-    mTargetSize.height = targetSize;
+    SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
+    mRelayoutData->preferredSize.width = width;
   }
-  else if ( Dali::Actor::Property::SIZE_DEPTH == property )
+  else
   {
-    mTargetSize.depth = targetSize;
+    mTargetSize.width = width;
+
+    // node is being used in a separate thread; queue a message to set the value & base value
+    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, width );
   }
-  // Notify deriving classes
-  OnSizeAnimation( animation, mTargetSize );
-}
 
-void Actor::NotifyPositionAnimation( Animation& animation, const Vector3& targetPosition )
-{
-  mTargetPosition = targetPosition;
+  RelayoutRequest();
 }
 
-void Actor::NotifyPositionAnimation( Animation& animation, float targetPosition, Property::Index property )
+void Actor::SetHeight( float height )
 {
-  if ( Dali::Actor::Property::POSITION_X == property )
-  {
-    mTargetPosition.x = targetPosition;
-  }
-  else if ( Dali::Actor::Property::POSITION_Y == property )
+  if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
   {
-    mTargetPosition.y = targetPosition;
+    SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT );
+    mRelayoutData->preferredSize.height = height;
   }
-  else if ( Dali::Actor::Property::POSITION_Z == property )
+  else
   {
-    mTargetPosition.z = targetPosition;
+    mTargetSize.height = height;
+
+    // node is being used in a separate thread; queue a message to set the value & base value
+    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, height );
   }
+
+  RelayoutRequest();
 }
 
-void Actor::SetWidth( float width )
+void Actor::SetDepth( float depth )
 {
-  mTargetSize.width = width;
+  mTargetSize.depth = depth;
 
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, width );
-  }
+  // node is being used in a separate thread; queue a message to set the value & base value
+  SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, depth );
 }
 
-void Actor::SetHeight( float height )
+Vector3 Actor::GetTargetSize() const
 {
-  mTargetSize.height = height;
+  Vector3 size = mTargetSize;
 
-  if( NULL != mNode )
+  // Should return preferred size if size is fixed as set by SetSize
+  if( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::FIXED )
   {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, height );
+    size.width = GetPreferredSize().width;
   }
-}
-
-void Actor::SetDepth( float depth )
-{
-  mTargetSize.depth = depth;
-
-  if( NULL != mNode )
+  if( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::FIXED )
   {
-    // mNode is being used in a separate thread; queue a message to set the value & base value
-    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, depth );
+    size.height = GetPreferredSize().height;
   }
-}
 
-const Vector3& Actor::GetTargetSize() const
-{
-  return mTargetSize;
+  return size;
 }
 
 const Vector3& Actor::GetCurrentSize() const
 {
-  if( NULL != mNode )
-  {
-    // mNode is being used in a separate thread; copy the value from the previous update
-    return mNode->GetSize( GetEventThreadServices().GetEventBufferIndex() );
-  }
-
-  return Vector3::ZERO;
+  // node is being used in a separate thread; copy the value from the previous update
+  return GetNode().GetSize( GetEventThreadServices().GetEventBufferIndex() );
 }
 
 Vector3 Actor::GetNaturalSize() const
@@ -1298,11 +1216,19 @@ void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimensio
   ResizePolicy::Type originalWidthPolicy = GetResizePolicy(Dimension::WIDTH);
   ResizePolicy::Type originalHeightPolicy = GetResizePolicy(Dimension::HEIGHT);
 
-  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     if( dimension & ( 1 << i ) )
     {
-      mRelayoutData->resizePolicies[ i ] = policy;
+      if ( policy == ResizePolicy::USE_ASSIGNED_SIZE )
+      {
+        mRelayoutData->useAssignedSize[ i ] = true;
+      }
+      else
+      {
+        mRelayoutData->resizePolicies[ i ] = policy;
+        mRelayoutData->useAssignedSize[ i ] = false;
+      }
     }
   }
 
@@ -1361,11 +1287,18 @@ ResizePolicy::Type Actor::GetResizePolicy( Dimension::Type dimension ) const
   if ( mRelayoutData )
   {
     // If more than one dimension is requested, just return the first one found
-    for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+    for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
     {
       if( ( dimension & ( 1 << i ) ) )
       {
-        return mRelayoutData->resizePolicies[ i ];
+        if( mRelayoutData->useAssignedSize[ i ] )
+        {
+          return ResizePolicy::USE_ASSIGNED_SIZE;
+        }
+        else
+        {
+          return mRelayoutData->resizePolicies[ i ];
+        }
       }
     }
   }
@@ -1394,7 +1327,7 @@ void Actor::SetDimensionDependency( Dimension::Type dimension, Dimension::Type d
 {
   EnsureRelayoutData();
 
-  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     if( dimension & ( 1 << i ) )
     {
@@ -1408,7 +1341,7 @@ Dimension::Type Actor::GetDimensionDependency( Dimension::Type dimension ) const
   if ( mRelayoutData )
   {
     // If more than one dimension is requested, just return the first one found
-    for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+    for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
     {
       if( ( dimension & ( 1 << i ) ) )
       {
@@ -1445,7 +1378,7 @@ void Actor::SetLayoutDirty( bool dirty, Dimension::Type dimension )
 {
   EnsureRelayoutData();
 
-  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     if( dimension & ( 1 << i ) )
     {
@@ -1458,7 +1391,7 @@ bool Actor::IsLayoutDirty( Dimension::Type dimension ) const
 {
   if ( mRelayoutData )
   {
-    for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+    for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
     {
       if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionDirty[ i ] )
       {
@@ -1480,32 +1413,32 @@ bool Actor::RelayoutRequired( Dimension::Type dimension ) const
   return mRelayoutData && mRelayoutData->relayoutEnabled && IsLayoutDirty( dimension );
 }
 
-unsigned int Actor::AddRenderer( Renderer& renderer )
+uint32_t Actor::AddRenderer( Renderer& renderer )
 {
   if( !mRenderers )
   {
     mRenderers = new RendererContainer;
   }
 
-  unsigned int index = mRenderers->size();
+  uint32_t index = static_cast<uint32_t>( mRenderers->size() ); //  4,294,967,295 renderers per actor
   RendererPtr rendererPtr = RendererPtr( &renderer );
   mRenderers->push_back( rendererPtr );
-  AddRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() );
+  AttachRendererMessage( GetEventThreadServices(), GetNode(), renderer.GetRendererSceneObject() );
   return index;
 }
 
-unsigned int Actor::GetRendererCount() const
+uint32_t Actor::GetRendererCount() const
 {
-  unsigned int rendererCount(0);
+  uint32_t rendererCount(0);
   if( mRenderers )
   {
-    rendererCount = mRenderers->size();
+    rendererCount = static_cast<uint32_t>( mRenderers->size() ); //  4,294,967,295 renderers per actor
   }
 
   return rendererCount;
 }
 
-RendererPtr Actor::GetRendererAt( unsigned int index )
+RendererPtr Actor::GetRendererAt( uint32_t index )
 {
   RendererPtr renderer;
   if( index < GetRendererCount() )
@@ -1526,19 +1459,19 @@ void Actor::RemoveRenderer( Renderer& renderer )
       if( (*iter).Get() == &renderer )
       {
         mRenderers->erase( iter );
-        RemoveRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() );
+        DetachRendererMessage( GetEventThreadServices(), GetNode(), renderer.GetRendererSceneObject() );
         break;
       }
     }
   }
 }
 
-void Actor::RemoveRenderer( unsigned int index )
+void Actor::RemoveRenderer( uint32_t index )
 {
   if( index < GetRendererCount() )
   {
     RendererPtr renderer = ( *mRenderers )[ index ];
-    RemoveRendererMessage( GetEventThreadServices(), *mNode, renderer.Get()->GetRendererSceneObject() );
+    DetachRendererMessage( GetEventThreadServices(), GetNode(), renderer.Get()->GetRendererSceneObject() );
     mRenderers->erase( mRenderers->begin()+index );
   }
 }
@@ -1552,11 +1485,9 @@ void Actor::SetDrawMode( DrawMode::Type drawMode )
 {
   // this flag is not animatable so keep the value
   mDrawMode = drawMode;
-  if( ( NULL != mNode ) && ( drawMode != DrawMode::STENCIL ) )
-  {
-    // mNode is being used in a separate thread; queue a message to set the value
-    SetDrawModeMessage( GetEventThreadServices(), *mNode, drawMode );
-  }
+
+  // node is being used in a separate thread; queue a message to set the value
+  SetDrawModeMessage( GetEventThreadServices(), GetNode(), drawMode );
 }
 
 DrawMode::Type Actor::GetDrawMode() const
@@ -1575,11 +1506,11 @@ bool Actor::ScreenToLocal( float& localX, float& localY, float screenX, float sc
     Vector2 converted( screenX, screenY );
 
     // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
-    const int taskCount = taskList.GetTaskCount();
-    for( int i = taskCount - 1; i >= 0; --i )
+    uint32_t taskCount = taskList.GetTaskCount();
+    for( uint32_t i = taskCount; i > 0; --i )
     {
-      Dali::RenderTask task = taskList.GetTask( i );
-      if( ScreenToLocal( Dali::GetImplementation( task ), localX, localY, screenX, screenY ) )
+      RenderTaskPtr task = taskList.GetTask( i - 1 );
+      if( ScreenToLocal( *task, localX, localY, screenX, screenY ) )
       {
         // found a task where this conversion was ok so return
         return true;
@@ -1614,7 +1545,7 @@ bool Actor::ScreenToLocal( const RenderTask& renderTask, float& localX, float& l
 
 bool Actor::ScreenToLocal( const Matrix& viewMatrix, const Matrix& projectionMatrix, const Viewport& viewport, float& localX, float& localY, float screenX, float screenY ) const
 {
-  // Early-out if mNode is NULL
+  // Early-out if not on stage
   if( !OnStage() )
   {
     return false;
@@ -1622,7 +1553,7 @@ bool Actor::ScreenToLocal( const Matrix& viewMatrix, const Matrix& projectionMat
 
   // Get the ModelView matrix
   Matrix modelView;
-  Matrix::Multiply( modelView, mNode->GetWorldMatrix(0), viewMatrix );
+  Matrix::Multiply( modelView, GetNode().GetWorldMatrix(0), viewMatrix );
 
   // Calculate the inverted ModelViewProjection matrix; this will be used for 2 unprojects
   Matrix invertedMvp( false/*don't init*/);
@@ -1630,19 +1561,19 @@ bool Actor::ScreenToLocal( const Matrix& viewMatrix, const Matrix& projectionMat
   bool success = invertedMvp.Invert();
 
   // Convert to GL coordinates
-  Vector4 screenPos( screenX - viewport.x, viewport.height - ( screenY - viewport.y ), 0.f, 1.f );
+  Vector4 screenPos( screenX - static_cast<float>( viewport.x ), static_cast<float>( viewport.height ) - screenY - static_cast<float>( viewport.y ), 0.f, 1.f );
 
   Vector4 nearPos;
   if( success )
   {
-    success = Unproject( screenPos, invertedMvp, viewport.width, viewport.height, nearPos );
+    success = Unproject( screenPos, invertedMvp, static_cast<float>( viewport.width ), static_cast<float>( viewport.height ), nearPos );
   }
 
   Vector4 farPos;
   if( success )
   {
     screenPos.z = 1.0f;
-    success = Unproject( screenPos, invertedMvp, viewport.width, viewport.height, farPos );
+    success = Unproject( screenPos, invertedMvp, static_cast<float>( viewport.width ), static_cast<float>( viewport.height ), farPos );
   }
 
   if( success )
@@ -1725,8 +1656,8 @@ bool Actor::RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) con
    C = o dot o - r^2
    */
 
-  // Early out if mNode is NULL
-  if( !mNode )
+  // Early-out if not on stage
+  if( !OnStage() )
   {
     return false;
   }
@@ -1734,14 +1665,14 @@ bool Actor::RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) con
   BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
 
   // Transforms the ray to the local reference system. As the test is against a sphere, only the translation and scale are needed.
-  const Vector3& translation( mNode->GetWorldPosition( bufferIndex ) );
+  const Vector3& translation( GetNode().GetWorldPosition( bufferIndex ) );
   Vector3 rayOriginLocal( rayOrigin.x - translation.x, rayOrigin.y - translation.y, rayOrigin.z - translation.z );
 
   // Compute the radius is not needed, square radius it's enough.
-  const Vector3& size( mNode->GetSize( bufferIndex ) );
+  const Vector3& size( GetNode().GetSize( bufferIndex ) );
 
   // Scale the sphere.
-  const Vector3& scale( mNode->GetWorldScale( bufferIndex ) );
+  const Vector3& scale( GetNode().GetWorldScale( bufferIndex ) );
 
   const float width = size.width * scale.width;
   const float height = size.height * scale.height;
@@ -1759,14 +1690,14 @@ bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vecto
 {
   bool hit = false;
 
-  if( OnStage() && NULL != mNode )
+  if( OnStage() )
   {
     // Transforms the ray to the local reference system.
     // Calculate the inverse of Model matrix
     Matrix invModelMatrix( false/*don't init*/);
 
     BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
-    invModelMatrix = mNode->GetWorldMatrix(0);
+    invModelMatrix = GetNode().GetWorldMatrix(0);
     invModelMatrix.Invert();
 
     Vector4 rayOriginLocal( invModelMatrix * rayOrigin );
@@ -1782,7 +1713,7 @@ bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vecto
       // Ray travels distance * rayDirLocal to intersect with plane.
       distance = a / b;
 
-      const Vector3& size = mNode->GetSize( bufferIndex );
+      const Vector3& size = GetNode().GetSize( bufferIndex );
 
       hitPointLocal.x = rayOriginLocal.x + rayDirLocal.x * distance + size.x * 0.5f;
       hitPointLocal.y = rayOriginLocal.y + rayDirLocal.y * distance + size.y * 0.5f;
@@ -1914,6 +1845,42 @@ bool Actor::EmitWheelEventSignal( const WheelEvent& event )
   return consumed;
 }
 
+void Actor::EmitVisibilityChangedSignal( bool visible, DevelActor::VisibilityChange::Type type )
+{
+  if( ! mVisibilityChangedSignal.Empty() )
+  {
+    Dali::Actor handle( this );
+    mVisibilityChangedSignal.Emit( handle, visible, type );
+  }
+}
+
+void Actor::EmitLayoutDirectionChangedSignal( LayoutDirection::Type type )
+{
+  if( ! mLayoutDirectionChangedSignal.Empty() )
+  {
+    Dali::Actor handle( this );
+    mLayoutDirectionChangedSignal.Emit( handle, type );
+  }
+}
+
+void Actor::EmitChildAddedSignal( Actor& child )
+{
+  if( ! mChildAddedSignal.Empty() )
+  {
+    Dali::Actor handle( &child );
+    mChildAddedSignal.Emit( handle );
+  }
+}
+
+void Actor::EmitChildRemovedSignal( Actor& child )
+{
+  if( ! mChildRemovedSignal.Empty() )
+  {
+    Dali::Actor handle( &child );
+    mChildRemovedSignal.Emit( handle );
+  }
+}
+
 Dali::Actor::TouchSignalType& Actor::TouchedSignal()
 {
   return mTouchedSignal;
@@ -1949,6 +1916,31 @@ Dali::Actor::OnRelayoutSignalType& Actor::OnRelayoutSignal()
   return mOnRelayoutSignal;
 }
 
+DevelActor::VisibilityChangedSignalType& Actor::VisibilityChangedSignal()
+{
+  return mVisibilityChangedSignal;
+}
+
+Dali::Actor::LayoutDirectionChangedSignalType& Actor::LayoutDirectionChangedSignal()
+{
+  return mLayoutDirectionChangedSignal;
+}
+
+DevelActor::ChildChangedSignalType& Actor::ChildAddedSignal()
+{
+  return mChildAddedSignal;
+}
+
+DevelActor::ChildChangedSignalType& Actor::ChildRemovedSignal()
+{
+  return mChildRemovedSignal;
+}
+
+DevelActor::ChildOrderChangedSignalType& Actor::ChildOrderChangedSignal()
+{
+  return mChildOrderChangedSignal;
+}
+
 bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
 {
   bool connected( true );
@@ -1982,6 +1974,22 @@ bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tra
   {
     actor->TouchSignal().Connect( tracker, functor );
   }
+  else if( 0 == signalName.compare( SIGNAL_VISIBILITY_CHANGED ) )
+  {
+    actor->VisibilityChangedSignal().Connect( tracker, functor );
+  }
+  else if( 0 == signalName.compare( SIGNAL_LAYOUT_DIRECTION_CHANGED ) )
+  {
+    actor->LayoutDirectionChangedSignal().Connect( tracker, functor );
+  }
+  else if( 0 == signalName.compare( SIGNAL_CHILD_ADDED ) )
+  {
+    actor->ChildAddedSignal().Connect( tracker, functor );
+  }
+  else if( 0 == signalName.compare( SIGNAL_CHILD_REMOVED ) )
+  {
+    actor->ChildRemovedSignal().Connect( tracker, functor );
+  }
   else
   {
     // signalName does not match any signal
@@ -1991,20 +1999,35 @@ bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tra
   return connected;
 }
 
-Actor::Actor( DerivedType derivedType )
-: mParent( NULL ),
+Actor::Actor( DerivedType derivedType, const SceneGraph::Node& node )
+: Object( &node ),
+  mParent( NULL ),
   mChildren( NULL ),
   mRenderers( NULL ),
-  mNode( NULL ),
   mParentOrigin( NULL ),
   mAnchorPoint( NULL ),
   mRelayoutData( NULL ),
   mGestureData( NULL ),
-  mTargetSize( 0.0f, 0.0f, 0.0f ),
+  mTouchedSignal(),
+  mTouchSignal(),
+  mHoveredSignal(),
+  mWheelEventSignal(),
+  mOnStageSignal(),
+  mOffStageSignal(),
+  mOnRelayoutSignal(),
+  mVisibilityChangedSignal(),
+  mLayoutDirectionChangedSignal(),
+  mChildAddedSignal(),
+  mChildRemovedSignal(),
+  mChildOrderChangedSignal(),
+  mTargetOrientation( Quaternion::IDENTITY ),
+  mTargetColor( Color::WHITE ),
+  mTargetSize( Vector3::ZERO ),
+  mTargetPosition( Vector3::ZERO ),
+  mTargetScale( Vector3::ONE ),
   mName(),
-  mId( ++mActorCounter ), // actor ID is initialised to start from 1, and 0 is reserved
+  mSortedDepth( 0u ),
   mDepth( 0u ),
-  mSiblingOrder(0u),
   mIsRoot( ROOT_LAYER == derivedType ),
   mIsLayer( LAYER == derivedType || ROOT_LAYER == derivedType ),
   mIsOnStage( false ),
@@ -2019,8 +2042,11 @@ Actor::Actor( DerivedType derivedType )
   mInheritPosition( true ),
   mInheritOrientation( true ),
   mInheritScale( true ),
+  mPositionUsesAnchorPoint( true ),
+  mVisible( true ),
+  mInheritLayoutDirection( true ),
+  mLayoutDirection( LayoutDirection::LEFT_TO_RIGHT ),
   mDrawMode( DrawMode::NORMAL ),
-  mPositionInheritanceMode( Node::DEFAULT_POSITION_INHERITANCE_MODE ),
   mColorMode( Node::DEFAULT_COLOR_MODE ),
   mClippingMode( ClippingMode::DISABLED )
 {
@@ -2028,12 +2054,6 @@ Actor::Actor( DerivedType derivedType )
 
 void Actor::Initialize()
 {
-  // Node creation
-  SceneGraph::Node* node = CreateNode();
-
-  AddNodeMessage( GetEventThreadServices().GetUpdateManager(), *node ); // Pass ownership to scene-graph
-  mNode = node; // Keep raw-pointer to Node
-
   OnInitialize();
 
   GetEventThreadServices().RegisterObject( this );
@@ -2057,11 +2077,7 @@ Actor::~Actor()
   // Guard to allow handle destruction after Core has been destroyed
   if( EventThreadServices::IsCoreRunning() )
   {
-    if( NULL != mNode )
-    {
-      DestroyNodeMessage( GetEventThreadServices().GetUpdateManager(), *mNode );
-      mNode = NULL; // Node is about to be destroyed
-    }
+    DestroyNodeMessage( GetEventThreadServices().GetUpdateManager(), GetNode() );
 
     GetEventThreadServices().UnregisterObject( this );
   }
@@ -2074,18 +2090,21 @@ Actor::~Actor()
   delete mAnchorPoint;
 
   // Delete optional relayout data
-  if( mRelayoutData )
-  {
-    delete mRelayoutData;
-  }
+  delete mRelayoutData;
 }
 
-void Actor::ConnectToStage( unsigned int parentDepth )
+void Actor::ConnectToStage( uint32_t parentDepth )
 {
   // This container is used instead of walking the Actor hierarchy.
   // It protects us when the Actor hierarchy is modified during OnStageConnectionExternal callbacks.
   ActorContainer connectionList;
 
+  StagePtr stage = Stage::GetCurrent();
+  if( stage )
+  {
+    stage->RequestRebuildDepthTree();
+  }
+
   // This stage is atomic i.e. not interrupted by user callbacks.
   RecursiveConnectToStage( connectionList, parentDepth + 1 );
 
@@ -2099,13 +2118,12 @@ void Actor::ConnectToStage( unsigned int parentDepth )
   RelayoutRequest();
 }
 
-void Actor::RecursiveConnectToStage( ActorContainer& connectionList, unsigned int depth )
+void Actor::RecursiveConnectToStage( ActorContainer& connectionList, uint32_t depth )
 {
   DALI_ASSERT_ALWAYS( !OnStage() );
 
   mIsOnStage = true;
-  mDepth = depth;
-  SetDepthIndexMessage( GetEventThreadServices(), *mNode, GetDepthIndex( mDepth, mSiblingOrder ) );
+  mDepth = static_cast< uint16_t >( depth ); // overflow ignored, not expected in practice
 
   ConnectToSceneGraph();
 
@@ -2121,7 +2139,7 @@ void Actor::RecursiveConnectToStage( ActorContainer& connectionList, unsigned in
     ActorConstIter endIter = mChildren->end();
     for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter )
     {
-      (*iter)->RecursiveConnectToStage( connectionList, depth+1 );
+      (*iter)->RecursiveConnectToStage( connectionList, depth + 1 );
     }
   }
 }
@@ -2134,13 +2152,10 @@ void Actor::RecursiveConnectToStage( ActorContainer& connectionList, unsigned in
  */
 void Actor::ConnectToSceneGraph()
 {
-  DALI_ASSERT_DEBUG( mNode != NULL); DALI_ASSERT_DEBUG( mParent != NULL); DALI_ASSERT_DEBUG( mParent->mNode != NULL );
+  DALI_ASSERT_DEBUG( mParent != NULL);
 
-  if( NULL != mNode )
-  {
-    // Reparent Node in next Update
-    ConnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *(mParent->mNode), *mNode );
-  }
+  // Reparent Node in next Update
+  ConnectNodeMessage( GetEventThreadServices().GetUpdateManager(), mParent->GetNode(), GetNode() );
 
   // Request relayout on all actors that are added to the scenegraph
   RelayoutRequest();
@@ -2178,6 +2193,12 @@ void Actor::DisconnectFromStage()
   // It protects us when the Actor hierachy is modified during OnStageDisconnectionExternal callbacks.
   ActorContainer disconnectionList;
 
+  StagePtr stage = Stage::GetCurrent();
+  if( stage )
+  {
+    stage->RequestRebuildDepthTree();
+  }
+
   // This stage is atomic i.e. not interrupted by user callbacks
   RecursiveDisconnectFromStage( disconnectionList );
 
@@ -2191,7 +2212,8 @@ void Actor::DisconnectFromStage()
 
 void Actor::RecursiveDisconnectFromStage( ActorContainer& disconnectionList )
 {
-  DALI_ASSERT_ALWAYS( OnStage() );
+  // need to change state first so that internals relying on IsOnStage() inside OnStageDisconnectionInternal() get the correct value
+  mIsOnStage = false;
 
   // Recursively disconnect children
   if( mChildren )
@@ -2210,8 +2232,6 @@ void Actor::RecursiveDisconnectFromStage( ActorContainer& disconnectionList )
   OnStageDisconnectionInternal();
 
   DisconnectFromSceneGraph();
-
-  mIsOnStage = false;
 }
 
 /**
@@ -2252,9 +2272,9 @@ bool Actor::IsNodeConnected() const
 {
   bool connected( false );
 
-  if( OnStage() && ( NULL != mNode ) )
+  if( OnStage() )
   {
-    if( IsRoot() || mNode->GetParent() )
+    if( IsRoot() || GetNode().GetParent() )
     {
       connected = true;
     }
@@ -2263,88 +2283,42 @@ bool Actor::IsNodeConnected() const
   return connected;
 }
 
-unsigned int Actor::GetDefaultPropertyCount() const
-{
-  return DEFAULT_PROPERTY_COUNT;
-}
-
-void Actor::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
+// This method initiates traversal of the actor tree using depth-first
+// traversal to set a depth index based on traversal order. It sends a
+// single message to update manager to update all the actor's nodes in
+// this tree with the depth index. The sceneGraphNodeDepths vector's
+// elements are ordered by depth, and could be used to reduce sorting
+// in the update thread.
+void Actor::RebuildDepthTree()
 {
-  indices.Reserve( DEFAULT_PROPERTY_COUNT );
+  DALI_LOG_TIMER_START(depthTimer);
 
-  for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
-  {
-    indices.PushBack( i );
-  }
-}
+  // Vector of scene-graph nodes and their depths to send to UpdateManager
+  // in a single message
+  OwnerPointer<SceneGraph::NodeDepths> sceneGraphNodeDepths( new SceneGraph::NodeDepths() );
 
-const char* Actor::GetDefaultPropertyName( Property::Index index ) const
-{
-  if( index < DEFAULT_PROPERTY_COUNT )
-  {
-    return DEFAULT_PROPERTY_DETAILS[ index ].name;
-  }
+  int32_t depthIndex = 1;
+  DepthTraverseActorTree( sceneGraphNodeDepths, depthIndex );
 
-  return NULL;
+  SetDepthIndicesMessage( GetEventThreadServices().GetUpdateManager(), sceneGraphNodeDepths );
+  DALI_LOG_TIMER_END(depthTimer, gLogFilter, Debug::Concise, "Depth tree traversal time: ");
 }
 
-Property::Index Actor::GetDefaultPropertyIndex( const std::string& name ) const
+void Actor::DepthTraverseActorTree( OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int32_t& depthIndex )
 {
-  Property::Index index = Property::INVALID_INDEX;
+  mSortedDepth = depthIndex * DevelLayer::SIBLING_ORDER_MULTIPLIER;
+  sceneGraphNodeDepths->Add( const_cast<SceneGraph::Node*>( &GetNode() ), mSortedDepth );
 
-  // Look for name in default properties
-  for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
+  // Create/add to children of this node
+  if( mChildren )
   {
-    const Internal::PropertyDetails* property = &DEFAULT_PROPERTY_DETAILS[ i ];
-    if( 0 == name.compare( property->name ) )
+    for( ActorContainer::iterator it = mChildren->begin(); it != mChildren->end(); ++it )
     {
-      index = i;
-      break;
+      Actor* childActor = (*it).Get();
+      ++depthIndex;
+      childActor->DepthTraverseActorTree( sceneGraphNodeDepths, depthIndex );
     }
   }
-
-  return index;
-}
-
-bool Actor::IsDefaultPropertyWritable( Property::Index index ) const
-{
-  if( index < DEFAULT_PROPERTY_COUNT )
-  {
-    return DEFAULT_PROPERTY_DETAILS[ index ].writable;
-  }
-
-  return false;
-}
-
-bool Actor::IsDefaultPropertyAnimatable( Property::Index index ) const
-{
-  if( index < DEFAULT_PROPERTY_COUNT )
-  {
-    return DEFAULT_PROPERTY_DETAILS[ index ].animatable;
-  }
-
-  return false;
-}
-
-bool Actor::IsDefaultPropertyAConstraintInput( Property::Index index ) const
-{
-  if( index < DEFAULT_PROPERTY_COUNT )
-  {
-    return DEFAULT_PROPERTY_DETAILS[ index ].constraintInput;
-  }
-
-  return false;
-}
-
-Property::Type Actor::GetDefaultPropertyType( Property::Index index ) const
-{
-  if( index < DEFAULT_PROPERTY_COUNT )
-  {
-    return DEFAULT_PROPERTY_DETAILS[ index ].type;
-  }
-
-  // index out of range...return Property::NONE
-  return Property::NONE;
 }
 
 void Actor::SetDefaultProperty( Property::Index index, const Property::Value& property )
@@ -2536,8 +2510,13 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
     }
 
     case Dali::Actor::Property::COLOR_ALPHA:
+    case Dali::DevelActor::Property::OPACITY:
     {
-      SetOpacity( property.Get< float >() );
+      float value;
+      if( property.Get( value ) )
+      {
+        SetOpacity( value );
+      }
       break;
     }
 
@@ -2587,16 +2566,6 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
       break;
     }
 
-    case Dali::Actor::Property::POSITION_INHERITANCE:
-    {
-      PositionInheritanceMode mode = mPositionInheritanceMode;
-      if( Scripting::GetEnumerationProperty< PositionInheritanceMode >( property, POSITION_INHERITANCE_MODE_TABLE, POSITION_INHERITANCE_MODE_TABLE_COUNT, mode ) )
-      {
-        SetPositionInheritanceMode( mode );
-      }
-      break;
-    }
-
     case Dali::Actor::Property::DRAW_MODE:
     {
       DrawMode::Type mode = mDrawMode;
@@ -2615,7 +2584,7 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
 
     case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
     {
-      ResizePolicy::Type type = static_cast< ResizePolicy::Type >( -1 ); // Set to invalid number so it definitely gets set.
+      ResizePolicy::Type type = GetResizePolicy( Dimension::WIDTH );
       if( Scripting::GetEnumerationProperty< ResizePolicy::Type >( property, RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) )
       {
         SetResizePolicy( type, Dimension::WIDTH );
@@ -2625,7 +2594,7 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
 
     case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
     {
-      ResizePolicy::Type type = static_cast< ResizePolicy::Type >( -1 ); // Set to invalid number so it definitely gets set.
+      ResizePolicy::Type type = GetResizePolicy( Dimension::HEIGHT );
       if( Scripting::GetEnumerationProperty< ResizePolicy::Type >( property, RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) )
       {
         SetResizePolicy( type, Dimension::HEIGHT );
@@ -2635,7 +2604,7 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
 
     case Dali::Actor::Property::SIZE_SCALE_POLICY:
     {
-      SizeScalePolicy::Type type;
+      SizeScalePolicy::Type type = GetSizeScalePolicy();
       if( Scripting::GetEnumeration< SizeScalePolicy::Type >( property.Get< std::string >().c_str(), SIZE_SCALE_POLICY_TABLE, SIZE_SCALE_POLICY_TABLE_COUNT, type ) )
       {
         SetSizeScalePolicy( type );
@@ -2691,14 +2660,7 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
 
       if( property.Get( value ) )
       {
-        if( static_cast<unsigned int>(value) != mSiblingOrder )
-        {
-          mSiblingOrder = value;
-          if( mIsOnStage )
-          {
-            SetDepthIndexMessage( GetEventThreadServices(), *mNode, GetDepthIndex( mDepth, mSiblingOrder ) );
-          }
-        }
+        SetSiblingOrder( value );
       }
       break;
     }
@@ -2709,10 +2671,40 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
       if( Scripting::GetEnumerationProperty< ClippingMode::Type >( property, CLIPPING_MODE_TABLE, CLIPPING_MODE_TABLE_COUNT, convertedValue ) )
       {
         mClippingMode = convertedValue;
-        if( NULL != mNode )
-        {
-          SetClippingModeMessage( GetEventThreadServices(), *mNode, mClippingMode );
-        }
+        SetClippingModeMessage( GetEventThreadServices(), GetNode(), mClippingMode );
+      }
+      break;
+    }
+
+    case Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT:
+    {
+      bool value = false;
+      if( property.Get( value ) && value != mPositionUsesAnchorPoint )
+      {
+        mPositionUsesAnchorPoint = value;
+        SetPositionUsesAnchorPointMessage( GetEventThreadServices(), GetNode(), mPositionUsesAnchorPoint );
+      }
+      break;
+    }
+
+    case Dali::Actor::Property::LAYOUT_DIRECTION:
+    {
+      Dali::LayoutDirection::Type direction = mLayoutDirection;
+      mInheritLayoutDirection = false;
+
+      if( Scripting::GetEnumerationProperty< LayoutDirection::Type >( property, LAYOUT_DIRECTION_TABLE, LAYOUT_DIRECTION_TABLE_COUNT, direction ) )
+      {
+        InheritLayoutDirectionRecursively( this, direction, true );
+      }
+      break;
+    }
+
+    case Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION:
+    {
+      bool value = false;
+      if( property.Get( value ) )
+      {
+        SetInheritLayoutDirection( value );
       }
       break;
     }
@@ -2736,7 +2728,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata
       DALI_ASSERT_DEBUG( NULL != property );
 
       // property is being used in a separate thread; queue a message to set the property
-      SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<bool>::Bake, value.Get<bool>() );
+      SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<bool>::Bake, value.Get<bool>() );
 
       break;
     }
@@ -2747,7 +2739,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata
       DALI_ASSERT_DEBUG( NULL != property );
 
       // property is being used in a separate thread; queue a message to set the property
-      SceneGraph::NodePropertyMessage<int>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<int>::Bake, value.Get<int>() );
+      SceneGraph::NodePropertyMessage<int>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<int>::Bake, value.Get<int>() );
 
       break;
     }
@@ -2758,7 +2750,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata
       DALI_ASSERT_DEBUG( NULL != property );
 
       // property is being used in a separate thread; queue a message to set the property
-      SceneGraph::NodePropertyMessage<float>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<float>::Bake, value.Get<float>() );
+      SceneGraph::NodePropertyMessage<float>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<float>::Bake, value.Get<float>() );
 
       break;
     }
@@ -2771,15 +2763,15 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata
       // property is being used in a separate thread; queue a message to set the property
       if(entry.componentIndex == 0)
       {
-        SceneGraph::NodePropertyComponentMessage<Vector2>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector2>::BakeX, value.Get<float>() );
+        SceneGraph::NodePropertyComponentMessage<Vector2>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector2>::BakeX, value.Get<float>() );
       }
       else if(entry.componentIndex == 1)
       {
-        SceneGraph::NodePropertyComponentMessage<Vector2>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector2>::BakeY, value.Get<float>() );
+        SceneGraph::NodePropertyComponentMessage<Vector2>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector2>::BakeY, value.Get<float>() );
       }
       else
       {
-        SceneGraph::NodePropertyMessage<Vector2>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector2>::Bake, value.Get<Vector2>() );
+        SceneGraph::NodePropertyMessage<Vector2>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector2>::Bake, value.Get<Vector2>() );
       }
 
       break;
@@ -2793,19 +2785,19 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata
       // property is being used in a separate thread; queue a message to set the property
       if(entry.componentIndex == 0)
       {
-        SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::BakeX, value.Get<float>() );
+        SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector3>::BakeX, value.Get<float>() );
       }
       else if(entry.componentIndex == 1)
       {
-        SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::BakeY, value.Get<float>() );
+        SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector3>::BakeY, value.Get<float>() );
       }
       else if(entry.componentIndex == 2)
       {
-        SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::BakeZ, value.Get<float>() );
+        SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector3>::BakeZ, value.Get<float>() );
       }
       else
       {
-        SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::Bake, value.Get<Vector3>() );
+        SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector3>::Bake, value.Get<Vector3>() );
       }
 
       break;
@@ -2819,23 +2811,23 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata
       // property is being used in a separate thread; queue a message to set the property
       if(entry.componentIndex == 0)
       {
-        SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeX, value.Get<float>() );
+        SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector4>::BakeX, value.Get<float>() );
       }
       else if(entry.componentIndex == 1)
       {
-        SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeY, value.Get<float>() );
+        SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector4>::BakeY, value.Get<float>() );
       }
       else if(entry.componentIndex == 2)
       {
-        SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeZ, value.Get<float>() );
+        SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector4>::BakeZ, value.Get<float>() );
       }
       else if(entry.componentIndex == 3)
       {
-        SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeW, value.Get<float>() );
+        SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector4>::BakeW, value.Get<float>() );
       }
       else
       {
-        SceneGraph::NodePropertyMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::Bake, value.Get<Vector4>() );
+        SceneGraph::NodePropertyMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector4>::Bake, value.Get<Vector4>() );
       }
 
       break;
@@ -2847,7 +2839,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata
       DALI_ASSERT_DEBUG( NULL != property );
 
       // property is being used in a separate thread; queue a message to set the property
-      SceneGraph::NodePropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, property,&AnimatableProperty<Quaternion>::Bake,  value.Get<Quaternion>() );
+      SceneGraph::NodePropertyMessage<Quaternion>::Send( GetEventThreadServices(), &GetNode(), property,&AnimatableProperty<Quaternion>::Bake,  value.Get<Quaternion>() );
 
       break;
     }
@@ -2858,7 +2850,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata
       DALI_ASSERT_DEBUG( NULL != property );
 
       // property is being used in a separate thread; queue a message to set the property
-      SceneGraph::NodePropertyMessage<Matrix>::Send( GetEventThreadServices(), mNode, property,&AnimatableProperty<Matrix>::Bake,  value.Get<Matrix>() );
+      SceneGraph::NodePropertyMessage<Matrix>::Send( GetEventThreadServices(), &GetNode(), property,&AnimatableProperty<Matrix>::Bake,  value.Get<Matrix>() );
 
       break;
     }
@@ -2869,7 +2861,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata
       DALI_ASSERT_DEBUG( NULL != property );
 
       // property is being used in a separate thread; queue a message to set the property
-      SceneGraph::NodePropertyMessage<Matrix3>::Send( GetEventThreadServices(), mNode, property,&AnimatableProperty<Matrix3>::Bake,  value.Get<Matrix3>() );
+      SceneGraph::NodePropertyMessage<Matrix3>::Send( GetEventThreadServices(), &GetNode(), property,&AnimatableProperty<Matrix3>::Bake,  value.Get<Matrix3>() );
 
       break;
     }
@@ -2885,816 +2877,1092 @@ Property::Value Actor::GetDefaultProperty( Property::Index index ) const
 {
   Property::Value value;
 
-  if( index >= DEFAULT_PROPERTY_COUNT )
+  if( ! GetCachedPropertyValue( index, value ) )
   {
-    return value;
+    // If property value is not stored in the event-side, then it must be a scene-graph only property
+    GetCurrentPropertyValue( index, value );
   }
 
-  switch( index )
-  {
-    case Dali::Actor::Property::PARENT_ORIGIN:
-    {
-      value = GetCurrentParentOrigin();
-      break;
-    }
+  return value;
+}
 
-    case Dali::Actor::Property::PARENT_ORIGIN_X:
-    {
-      value = GetCurrentParentOrigin().x;
-      break;
-    }
+Property::Value Actor::GetDefaultPropertyCurrentValue( Property::Index index ) const
+{
+  Property::Value value;
 
-    case Dali::Actor::Property::PARENT_ORIGIN_Y:
-    {
-      value = GetCurrentParentOrigin().y;
-      break;
-    }
+  if( ! GetCurrentPropertyValue( index, value ) )
+  {
+    // If unable to retrieve scene-graph property value, then it must be an event-side only property
+    GetCachedPropertyValue( index, value );
+  }
 
-    case Dali::Actor::Property::PARENT_ORIGIN_Z:
-    {
-      value = GetCurrentParentOrigin().z;
-      break;
-    }
+  return value;
+}
 
-    case Dali::Actor::Property::ANCHOR_POINT:
+void Actor::OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType )
+{
+  switch( animationType )
+  {
+    case Animation::TO:
+    case Animation::BETWEEN:
     {
-      value = GetCurrentAnchorPoint();
-      break;
-    }
+      switch( index )
+      {
+        case Dali::Actor::Property::SIZE:
+        {
+          if( value.Get( mTargetSize ) )
+          {
+            // Notify deriving classes
+            OnSizeAnimation( animation, mTargetSize );
+          }
+          break;
+        }
 
-    case Dali::Actor::Property::ANCHOR_POINT_X:
-    {
-      value = GetCurrentAnchorPoint().x;
-      break;
-    }
+        case Dali::Actor::Property::SIZE_WIDTH:
+        {
+          if( value.Get( mTargetSize.width ) )
+          {
+            // Notify deriving classes
+            OnSizeAnimation( animation, mTargetSize );
+          }
+          break;
+        }
 
-    case Dali::Actor::Property::ANCHOR_POINT_Y:
-    {
-      value = GetCurrentAnchorPoint().y;
-      break;
-    }
+        case Dali::Actor::Property::SIZE_HEIGHT:
+        {
+          if( value.Get( mTargetSize.height ) )
+          {
+            // Notify deriving classes
+            OnSizeAnimation( animation, mTargetSize );
+          }
+          break;
+        }
 
-    case Dali::Actor::Property::ANCHOR_POINT_Z:
-    {
-      value = GetCurrentAnchorPoint().z;
-      break;
-    }
+        case Dali::Actor::Property::SIZE_DEPTH:
+        {
+          if( value.Get( mTargetSize.depth ) )
+          {
+            // Notify deriving classes
+            OnSizeAnimation( animation, mTargetSize );
+          }
+          break;
+        }
 
-    case Dali::Actor::Property::SIZE:
-    {
-      Vector3 size = GetTargetSize();
+        case Dali::Actor::Property::POSITION:
+        {
+          value.Get( mTargetPosition );
+          break;
+        }
 
-      // Should return preferred size if size is fixed as set by SetSize
-      if( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::FIXED )
-      {
-        size.width = GetPreferredSize().width;
-      }
-      if( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::FIXED )
-      {
-        size.height = GetPreferredSize().height;
-      }
+        case Dali::Actor::Property::POSITION_X:
+        {
+          value.Get( mTargetPosition.x );
+          break;
+        }
 
-      value = size;
+        case Dali::Actor::Property::POSITION_Y:
+        {
+          value.Get( mTargetPosition.y );
+          break;
+        }
 
-      break;
-    }
+        case Dali::Actor::Property::POSITION_Z:
+        {
+          value.Get( mTargetPosition.z );
+          break;
+        }
 
-    case Dali::Actor::Property::SIZE_WIDTH:
-    {
-      if( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::FIXED )
-      {
-        // Should return preferred size if size is fixed as set by SetSize
-        value = GetPreferredSize().width;
-      }
-      else
-      {
-        value = GetTargetSize().width;
-      }
-      break;
-    }
+        case Dali::Actor::Property::ORIENTATION:
+        {
+          value.Get( mTargetOrientation );
+          break;
+        }
 
-    case Dali::Actor::Property::SIZE_HEIGHT:
-    {
-      if( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::FIXED )
-      {
-        // Should return preferred size if size is fixed as set by SetSize
-        value = GetPreferredSize().height;
-      }
-      else
-      {
-        value = GetTargetSize().height;
-      }
-      break;
-    }
+        case Dali::Actor::Property::SCALE:
+        {
+          value.Get( mTargetScale );
+          break;
+        }
 
-    case Dali::Actor::Property::SIZE_DEPTH:
-    {
-      value = GetTargetSize().depth;
-      break;
-    }
+        case Dali::Actor::Property::SCALE_X:
+        {
+          value.Get( mTargetScale.x );
+          break;
+        }
 
-    case Dali::Actor::Property::POSITION:
-    {
-      value = GetTargetPosition();
-      break;
-    }
+        case Dali::Actor::Property::SCALE_Y:
+        {
+          value.Get( mTargetScale.y );
+          break;
+        }
 
-    case Dali::Actor::Property::POSITION_X:
-    {
-      value = GetTargetPosition().x;
-      break;
-    }
+        case Dali::Actor::Property::SCALE_Z:
+        {
+          value.Get( mTargetScale.z );
+          break;
+        }
 
-    case Dali::Actor::Property::POSITION_Y:
-    {
-      value = GetTargetPosition().y;
-      break;
-    }
+        case Dali::Actor::Property::VISIBLE:
+        {
+          SetVisibleInternal( value.Get< bool >(), SendMessage::FALSE );
+          break;
+        }
 
-    case Dali::Actor::Property::POSITION_Z:
-    {
-      value = GetTargetPosition().z;
-      break;
-    }
+        case Dali::Actor::Property::COLOR:
+        {
+          value.Get( mTargetColor );
+          break;
+        }
 
-    case Dali::Actor::Property::WORLD_POSITION:
-    {
-      value = GetCurrentWorldPosition();
-      break;
-    }
+        case Dali::Actor::Property::COLOR_RED:
+        {
+          value.Get( mTargetColor.r );
+          break;
+        }
 
-    case Dali::Actor::Property::WORLD_POSITION_X:
-    {
-      value = GetCurrentWorldPosition().x;
-      break;
-    }
+        case Dali::Actor::Property::COLOR_GREEN:
+        {
+          value.Get( mTargetColor.g );
+          break;
+        }
 
-    case Dali::Actor::Property::WORLD_POSITION_Y:
-    {
-      value = GetCurrentWorldPosition().y;
-      break;
-    }
+        case Dali::Actor::Property::COLOR_BLUE:
+        {
+          value.Get( mTargetColor.b );
+          break;
+        }
 
-    case Dali::Actor::Property::WORLD_POSITION_Z:
-    {
-      value = GetCurrentWorldPosition().z;
+        case Dali::Actor::Property::COLOR_ALPHA:
+        case Dali::DevelActor::Property::OPACITY:
+        {
+          value.Get( mTargetColor.a );
+          break;
+        }
+
+        default:
+        {
+          // Not an animatable property. Do nothing.
+          break;
+        }
+      }
       break;
     }
 
-    case Dali::Actor::Property::ORIENTATION:
+    case Animation::BY:
     {
-      value = GetCurrentOrientation();
+      switch( index )
+      {
+        case Dali::Actor::Property::SIZE:
+        {
+          if( AdjustValue< Vector3 >( mTargetSize, value ) )
+          {
+            // Notify deriving classes
+            OnSizeAnimation( animation, mTargetSize );
+          }
+          break;
+        }
+
+        case Dali::Actor::Property::SIZE_WIDTH:
+        {
+          if( AdjustValue< float >( mTargetSize.width, value ) )
+          {
+            // Notify deriving classes
+            OnSizeAnimation( animation, mTargetSize );
+          }
+          break;
+        }
+
+        case Dali::Actor::Property::SIZE_HEIGHT:
+        {
+          if( AdjustValue< float >( mTargetSize.height, value ) )
+          {
+            // Notify deriving classes
+            OnSizeAnimation( animation, mTargetSize );
+          }
+          break;
+        }
+
+        case Dali::Actor::Property::SIZE_DEPTH:
+        {
+          if( AdjustValue< float >( mTargetSize.depth, value ) )
+          {
+            // Notify deriving classes
+            OnSizeAnimation( animation, mTargetSize );
+          }
+          break;
+        }
+
+        case Dali::Actor::Property::POSITION:
+        {
+          AdjustValue< Vector3 >( mTargetPosition, value );
+          break;
+        }
+
+        case Dali::Actor::Property::POSITION_X:
+        {
+          AdjustValue< float >( mTargetPosition.x, value );
+          break;
+        }
+
+        case Dali::Actor::Property::POSITION_Y:
+        {
+          AdjustValue< float >( mTargetPosition.y, value );
+          break;
+        }
+
+        case Dali::Actor::Property::POSITION_Z:
+        {
+          AdjustValue< float >( mTargetPosition.z, value );
+          break;
+        }
+
+        case Dali::Actor::Property::ORIENTATION:
+        {
+          Quaternion relativeValue;
+          if( value.Get( relativeValue ) )
+          {
+            mTargetOrientation *= relativeValue;
+          }
+          break;
+        }
+
+        case Dali::Actor::Property::SCALE:
+        {
+          AdjustValue< Vector3 >( mTargetScale, value );
+          break;
+        }
+
+        case Dali::Actor::Property::SCALE_X:
+        {
+          AdjustValue< float >( mTargetScale.x, value );
+          break;
+        }
+
+        case Dali::Actor::Property::SCALE_Y:
+        {
+          AdjustValue< float >( mTargetScale.y, value );
+          break;
+        }
+
+        case Dali::Actor::Property::SCALE_Z:
+        {
+          AdjustValue< float >( mTargetScale.z, value );
+          break;
+        }
+
+        case Dali::Actor::Property::VISIBLE:
+        {
+          bool relativeValue = false;
+          if( value.Get( relativeValue ) )
+          {
+            bool visible = mVisible || relativeValue;
+            SetVisibleInternal( visible, SendMessage::FALSE );
+          }
+          break;
+        }
+
+        case Dali::Actor::Property::COLOR:
+        {
+          AdjustValue< Vector4 >( mTargetColor, value );
+          break;
+        }
+
+        case Dali::Actor::Property::COLOR_RED:
+        {
+          AdjustValue< float >( mTargetColor.r, value );
+          break;
+        }
+
+        case Dali::Actor::Property::COLOR_GREEN:
+        {
+          AdjustValue< float >( mTargetColor.g, value );
+          break;
+        }
+
+        case Dali::Actor::Property::COLOR_BLUE:
+        {
+          AdjustValue< float >( mTargetColor.b, value );
+          break;
+        }
+
+        case Dali::Actor::Property::COLOR_ALPHA:
+        case Dali::DevelActor::Property::OPACITY:
+        {
+          AdjustValue< float >( mTargetColor.a, value );
+          break;
+        }
+
+        default:
+        {
+          // Not an animatable property. Do nothing.
+          break;
+        }
+      }
       break;
     }
+  }
+}
 
-    case Dali::Actor::Property::WORLD_ORIENTATION:
+const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index index ) const
+{
+  const PropertyBase* property( NULL );
+
+  switch( index )
+  {
+    case Dali::Actor::Property::SIZE:        // FALLTHROUGH
+    case Dali::Actor::Property::SIZE_WIDTH:  // FALLTHROUGH
+    case Dali::Actor::Property::SIZE_HEIGHT: // FALLTHROUGH
+    case Dali::Actor::Property::SIZE_DEPTH:
     {
-      value = GetCurrentWorldOrientation();
+      property = &GetNode().mSize;
       break;
     }
-
-    case Dali::Actor::Property::SCALE:
+    case Dali::Actor::Property::POSITION:   // FALLTHROUGH
+    case Dali::Actor::Property::POSITION_X: // FALLTHROUGH
+    case Dali::Actor::Property::POSITION_Y: // FALLTHROUGH
+    case Dali::Actor::Property::POSITION_Z:
     {
-      value = GetCurrentScale();
+      property = &GetNode().mPosition;
       break;
     }
-
-    case Dali::Actor::Property::SCALE_X:
+    case Dali::Actor::Property::ORIENTATION:
     {
-      value = GetCurrentScale().x;
+      property = &GetNode().mOrientation;
       break;
     }
-
-    case Dali::Actor::Property::SCALE_Y:
+    case Dali::Actor::Property::SCALE:   // FALLTHROUGH
+    case Dali::Actor::Property::SCALE_X: // FALLTHROUGH
+    case Dali::Actor::Property::SCALE_Y: // FALLTHROUGH
+    case Dali::Actor::Property::SCALE_Z:
     {
-      value = GetCurrentScale().y;
+      property = &GetNode().mScale;
       break;
     }
-
-    case Dali::Actor::Property::SCALE_Z:
+    case Dali::Actor::Property::VISIBLE:
     {
-      value = GetCurrentScale().z;
+      property = &GetNode().mVisible;
       break;
     }
-
-    case Dali::Actor::Property::WORLD_SCALE:
+    case Dali::Actor::Property::COLOR:       // FALLTHROUGH
+    case Dali::Actor::Property::COLOR_RED:   // FALLTHROUGH
+    case Dali::Actor::Property::COLOR_GREEN: // FALLTHROUGH
+    case Dali::Actor::Property::COLOR_BLUE:  // FALLTHROUGH
+    case Dali::Actor::Property::COLOR_ALPHA: // FALLTHROUGH
+    case Dali::DevelActor::Property::OPACITY:
     {
-      value = GetCurrentWorldScale();
+      property = &GetNode().mColor;
       break;
     }
-
-    case Dali::Actor::Property::VISIBLE:
+    default:
     {
-      value = IsVisible();
       break;
     }
+  }
+  if( !property )
+  {
+    // not our property, ask base
+    property = Object::GetSceneObjectAnimatableProperty( index );
+  }
 
-    case Dali::Actor::Property::COLOR:
+  return property;
+}
+
+const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index index ) const
+{
+  const PropertyInputImpl* property( NULL );
+
+  switch( index )
+  {
+    case Dali::Actor::Property::PARENT_ORIGIN:   // FALLTHROUGH
+    case Dali::Actor::Property::PARENT_ORIGIN_X: // FALLTHROUGH
+    case Dali::Actor::Property::PARENT_ORIGIN_Y: // FALLTHROUGH
+    case Dali::Actor::Property::PARENT_ORIGIN_Z:
     {
-      value = GetCurrentColor();
+      property = &GetNode().mParentOrigin;
       break;
     }
-
-    case Dali::Actor::Property::COLOR_RED:
+    case Dali::Actor::Property::ANCHOR_POINT:   // FALLTHROUGH
+    case Dali::Actor::Property::ANCHOR_POINT_X: // FALLTHROUGH
+    case Dali::Actor::Property::ANCHOR_POINT_Y: // FALLTHROUGH
+    case Dali::Actor::Property::ANCHOR_POINT_Z:
     {
-      value = GetCurrentColor().r;
+      property = &GetNode().mAnchorPoint;
       break;
     }
-
-    case Dali::Actor::Property::COLOR_GREEN:
+    case Dali::Actor::Property::WORLD_POSITION:   // FALLTHROUGH
+    case Dali::Actor::Property::WORLD_POSITION_X: // FALLTHROUGH
+    case Dali::Actor::Property::WORLD_POSITION_Y: // FALLTHROUGH
+    case Dali::Actor::Property::WORLD_POSITION_Z:
     {
-      value = GetCurrentColor().g;
+      property = &GetNode().mWorldPosition;
       break;
     }
-
-    case Dali::Actor::Property::COLOR_BLUE:
+    case Dali::Actor::Property::WORLD_ORIENTATION:
     {
-      value = GetCurrentColor().b;
+      property = &GetNode().mWorldOrientation;
       break;
     }
-
-    case Dali::Actor::Property::COLOR_ALPHA:
+    case Dali::Actor::Property::WORLD_SCALE:
     {
-      value = GetCurrentColor().a;
+      property = &GetNode().mWorldScale;
       break;
     }
-
     case Dali::Actor::Property::WORLD_COLOR:
     {
-      value = GetCurrentWorldColor();
+      property = &GetNode().mWorldColor;
       break;
     }
-
     case Dali::Actor::Property::WORLD_MATRIX:
     {
-      value = GetCurrentWorldMatrix();
+      property = &GetNode().mWorldMatrix;
       break;
     }
-
-    case Dali::Actor::Property::NAME:
+    case Dali::DevelActor::Property::CULLED:
     {
-      value = GetName();
+      property = &GetNode().mCulled;
       break;
     }
-
-    case Dali::Actor::Property::SENSITIVE:
+    default:
     {
-      value = IsSensitive();
       break;
     }
+  }
+  if( !property )
+  {
+    // reuse animatable property getter as animatable properties are inputs as well
+    // animatable property chains back to Object::GetSceneObjectInputProperty() so all properties get covered
+    property = GetSceneObjectAnimatableProperty( index );
+  }
 
-    case Dali::Actor::Property::LEAVE_REQUIRED:
-    {
-      value = GetLeaveRequired();
-      break;
-    }
+  return property;
+}
 
-    case Dali::Actor::Property::INHERIT_POSITION:
-    {
-      value = IsPositionInherited();
-      break;
-    }
+int32_t Actor::GetPropertyComponentIndex( Property::Index index ) const
+{
+  int32_t componentIndex = Property::INVALID_COMPONENT_INDEX;
 
-    case Dali::Actor::Property::INHERIT_ORIENTATION:
+  switch( index )
+  {
+    case Dali::Actor::Property::PARENT_ORIGIN_X:
+    case Dali::Actor::Property::ANCHOR_POINT_X:
+    case Dali::Actor::Property::SIZE_WIDTH:
+    case Dali::Actor::Property::POSITION_X:
+    case Dali::Actor::Property::WORLD_POSITION_X:
+    case Dali::Actor::Property::SCALE_X:
+    case Dali::Actor::Property::COLOR_RED:
     {
-      value = IsOrientationInherited();
+      componentIndex = 0;
       break;
     }
 
-    case Dali::Actor::Property::INHERIT_SCALE:
+    case Dali::Actor::Property::PARENT_ORIGIN_Y:
+    case Dali::Actor::Property::ANCHOR_POINT_Y:
+    case Dali::Actor::Property::SIZE_HEIGHT:
+    case Dali::Actor::Property::POSITION_Y:
+    case Dali::Actor::Property::WORLD_POSITION_Y:
+    case Dali::Actor::Property::SCALE_Y:
+    case Dali::Actor::Property::COLOR_GREEN:
     {
-      value = IsScaleInherited();
+      componentIndex = 1;
       break;
     }
 
-    case Dali::Actor::Property::COLOR_MODE:
+    case Dali::Actor::Property::PARENT_ORIGIN_Z:
+    case Dali::Actor::Property::ANCHOR_POINT_Z:
+    case Dali::Actor::Property::SIZE_DEPTH:
+    case Dali::Actor::Property::POSITION_Z:
+    case Dali::Actor::Property::WORLD_POSITION_Z:
+    case Dali::Actor::Property::SCALE_Z:
+    case Dali::Actor::Property::COLOR_BLUE:
     {
-      value = Scripting::GetLinearEnumerationName< ColorMode >( GetColorMode(), COLOR_MODE_TABLE, COLOR_MODE_TABLE_COUNT );
+      componentIndex = 2;
       break;
     }
 
-    case Dali::Actor::Property::POSITION_INHERITANCE:
+    case Dali::Actor::Property::COLOR_ALPHA:
+    case Dali::DevelActor::Property::OPACITY:
     {
-      value = Scripting::GetLinearEnumerationName< PositionInheritanceMode >( GetPositionInheritanceMode(), POSITION_INHERITANCE_MODE_TABLE, POSITION_INHERITANCE_MODE_TABLE_COUNT );
+      componentIndex = 3;
       break;
     }
 
-    case Dali::Actor::Property::DRAW_MODE:
+    default:
     {
-      value = Scripting::GetEnumerationName< DrawMode::Type >( GetDrawMode(), DRAW_MODE_TABLE, DRAW_MODE_TABLE_COUNT );
+      // Do nothing
       break;
     }
+  }
+  if( Property::INVALID_COMPONENT_INDEX == componentIndex )
+  {
+    // ask base
+    componentIndex = Object::GetPropertyComponentIndex( index );
+  }
 
-    case Dali::Actor::Property::SIZE_MODE_FACTOR:
-    {
-      value = GetSizeModeFactor();
-      break;
-    }
+  return componentIndex;
+}
 
-    case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
-    {
-      value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::WIDTH ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT );
-      break;
-    }
+void Actor::SetParent( Actor* parent )
+{
+  if( parent )
+  {
+    DALI_ASSERT_ALWAYS( !mParent && "Actor cannot have 2 parents" );
 
-    case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
-    {
-      value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::HEIGHT ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT );
-      break;
-    }
+    mParent = parent;
 
-    case Dali::Actor::Property::SIZE_SCALE_POLICY:
+    if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
+         parent->OnStage() )
     {
-      value = Scripting::GetLinearEnumerationName< SizeScalePolicy::Type >( GetSizeScalePolicy(), SIZE_SCALE_POLICY_TABLE, SIZE_SCALE_POLICY_TABLE_COUNT );
-      break;
+      // Instruct each actor to create a corresponding node in the scene graph
+      ConnectToStage( parent->GetHierarchyDepth() );
     }
 
-    case Dali::Actor::Property::WIDTH_FOR_HEIGHT:
-    {
-      value = ( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::WIDTH ) == Dimension::HEIGHT );
-      break;
+    // Resolve the name and index for the child properties if any
+    ResolveChildProperties();
+  }
+  else // parent being set to NULL
+  {
+    DALI_ASSERT_ALWAYS( mParent != NULL && "Actor should have a parent" );
+
+    mParent = NULL;
+
+    if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
+         OnStage() )
+    {
+      // Disconnect the Node & its children from the scene-graph.
+      DisconnectNodeMessage( GetEventThreadServices().GetUpdateManager(), GetNode() );
+
+      // Instruct each actor to discard pointers to the scene-graph
+      DisconnectFromStage();
     }
+  }
+}
 
-    case Dali::Actor::Property::HEIGHT_FOR_WIDTH:
+bool Actor::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */ )
+{
+  bool done = false;
+  Actor* actor = dynamic_cast< Actor* >( object );
+
+  if( actor )
+  {
+    if( 0 == actionName.compare( ACTION_SHOW ) )
     {
-      value = ( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::HEIGHT ) == Dimension::WIDTH );
-      break;
+      actor->SetVisible( true );
+      done = true;
+    }
+    else if( 0 == actionName.compare( ACTION_HIDE ) )
+    {
+      actor->SetVisible( false );
+      done = true;
     }
+  }
 
-    case Dali::Actor::Property::PADDING:
+  return done;
+}
+
+bool Actor::GetCachedPropertyValue( Property::Index index, Property::Value& value ) const
+{
+  bool valueSet = true;
+
+  switch( index )
+  {
+    case Dali::Actor::Property::PARENT_ORIGIN:
     {
-      Vector2 widthPadding = GetPadding( Dimension::WIDTH );
-      Vector2 heightPadding = GetPadding( Dimension::HEIGHT );
-      value = Vector4( widthPadding.x, widthPadding.y, heightPadding.x, heightPadding.y );
+      value = GetCurrentParentOrigin();
       break;
     }
 
-    case Dali::Actor::Property::MINIMUM_SIZE:
+    case Dali::Actor::Property::PARENT_ORIGIN_X:
     {
-      value = Vector2( GetMinimumSize( Dimension::WIDTH ), GetMinimumSize( Dimension::HEIGHT ) );
+      value = GetCurrentParentOrigin().x;
       break;
     }
 
-    case Dali::Actor::Property::MAXIMUM_SIZE:
+    case Dali::Actor::Property::PARENT_ORIGIN_Y:
     {
-      value = Vector2( GetMaximumSize( Dimension::WIDTH ), GetMaximumSize( Dimension::HEIGHT ) );
+      value = GetCurrentParentOrigin().y;
       break;
     }
 
-    case Dali::DevelActor::Property::SIBLING_ORDER:
+    case Dali::Actor::Property::PARENT_ORIGIN_Z:
     {
-      value = static_cast<int>(mSiblingOrder);
+      value = GetCurrentParentOrigin().z;
       break;
     }
 
-    case Dali::Actor::Property::CLIPPING_MODE:
+    case Dali::Actor::Property::ANCHOR_POINT:
     {
-      value = mClippingMode;
+      value = GetCurrentAnchorPoint();
       break;
     }
-  }
-
-  return value;
-}
-
-const SceneGraph::PropertyOwner* Actor::GetPropertyOwner() const
-{
-  return mNode;
-}
-
-const SceneGraph::PropertyOwner* Actor::GetSceneObject() const
-{
-  // This method should only return an object connected to the scene-graph
-  return OnStage() ? mNode : NULL;
-}
-
-const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index index ) const
-{
-  DALI_ASSERT_ALWAYS( IsPropertyAnimatable( index ) && "Property is not animatable" );
-
-  const PropertyBase* property( NULL );
-
-  // This method should only return a property of an object connected to the scene-graph
-  if( !OnStage() )
-  {
-    return property;
-  }
-
-  if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX )
-  {
-    AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index );
-    DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
-
-    property = animatable->GetSceneGraphProperty();
-  }
-  else if ( ( index >= CHILD_PROPERTY_REGISTRATION_START_INDEX ) && // Child properties are also stored as custom properties
-            ( index <= PROPERTY_CUSTOM_MAX_INDEX ) )
-  {
-    CustomPropertyMetadata* custom = FindCustomProperty( index );
-    DALI_ASSERT_ALWAYS( custom && "Property index is invalid" );
 
-    property = custom->GetSceneGraphProperty();
-  }
-  else if( NULL != mNode )
-  {
-    switch( index )
+    case Dali::Actor::Property::ANCHOR_POINT_X:
     {
-      case Dali::Actor::Property::SIZE:
-        property = &mNode->mSize;
-        break;
-
-      case Dali::Actor::Property::SIZE_WIDTH:
-        property = &mNode->mSize;
-        break;
-
-      case Dali::Actor::Property::SIZE_HEIGHT:
-        property = &mNode->mSize;
-        break;
-
-      case Dali::Actor::Property::SIZE_DEPTH:
-        property = &mNode->mSize;
-        break;
-
-      case Dali::Actor::Property::POSITION:
-        property = &mNode->mPosition;
-        break;
+      value = GetCurrentAnchorPoint().x;
+      break;
+    }
 
-      case Dali::Actor::Property::POSITION_X:
-        property = &mNode->mPosition;
-        break;
+    case Dali::Actor::Property::ANCHOR_POINT_Y:
+    {
+      value = GetCurrentAnchorPoint().y;
+      break;
+    }
 
-      case Dali::Actor::Property::POSITION_Y:
-        property = &mNode->mPosition;
-        break;
+    case Dali::Actor::Property::ANCHOR_POINT_Z:
+    {
+      value = GetCurrentAnchorPoint().z;
+      break;
+    }
 
-      case Dali::Actor::Property::POSITION_Z:
-        property = &mNode->mPosition;
-        break;
+    case Dali::Actor::Property::SIZE:
+    {
+      value = GetTargetSize();
+      break;
+    }
 
-      case Dali::Actor::Property::ORIENTATION:
-        property = &mNode->mOrientation;
-        break;
+    case Dali::Actor::Property::SIZE_WIDTH:
+    {
+      value = GetTargetSize().width;
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE:
-        property = &mNode->mScale;
-        break;
+    case Dali::Actor::Property::SIZE_HEIGHT:
+    {
+      value = GetTargetSize().height;
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE_X:
-        property = &mNode->mScale;
-        break;
+    case Dali::Actor::Property::SIZE_DEPTH:
+    {
+      value = GetTargetSize().depth;
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE_Y:
-        property = &mNode->mScale;
-        break;
+    case Dali::Actor::Property::POSITION:
+    {
+      value = GetTargetPosition();
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE_Z:
-        property = &mNode->mScale;
-        break;
+    case Dali::Actor::Property::POSITION_X:
+    {
+      value = GetTargetPosition().x;
+      break;
+    }
 
-      case Dali::Actor::Property::VISIBLE:
-        property = &mNode->mVisible;
-        break;
+    case Dali::Actor::Property::POSITION_Y:
+    {
+      value = GetTargetPosition().y;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::POSITION_Z:
+    {
+      value = GetTargetPosition().z;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_RED:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::ORIENTATION:
+    {
+      value = mTargetOrientation;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_GREEN:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::SCALE:
+    {
+      value = mTargetScale;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_BLUE:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::SCALE_X:
+    {
+      value = mTargetScale.x;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_ALPHA:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::SCALE_Y:
+    {
+      value = mTargetScale.y;
+      break;
+    }
 
-      default:
-        break;
+    case Dali::Actor::Property::SCALE_Z:
+    {
+      value = mTargetScale.z;
+      break;
     }
-  }
 
-  return property;
-}
+    case Dali::Actor::Property::VISIBLE:
+    {
+      value = mVisible;
+      break;
+    }
 
-const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index index ) const
-{
-  const PropertyInputImpl* property( NULL );
+    case Dali::Actor::Property::COLOR:
+    {
+      value = mTargetColor;
+      break;
+    }
 
-  // This method should only return a property of an object connected to the scene-graph
-  if( !OnStage() )
-  {
-    return property;
-  }
+    case Dali::Actor::Property::COLOR_RED:
+    {
+      value = mTargetColor.r;
+      break;
+    }
 
-  if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX )
-  {
-    AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index );
-    DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
+    case Dali::Actor::Property::COLOR_GREEN:
+    {
+      value = mTargetColor.g;
+      break;
+    }
 
-    property = animatable->GetSceneGraphProperty();
-  }
-  else if ( ( index >= CHILD_PROPERTY_REGISTRATION_START_INDEX ) && // Child properties are also stored as custom properties
-            ( index <= PROPERTY_CUSTOM_MAX_INDEX ) )
-  {
-    CustomPropertyMetadata* custom = FindCustomProperty( index );
-    DALI_ASSERT_ALWAYS( custom && "Property index is invalid" );
-    property = custom->GetSceneGraphProperty();
-  }
-  else if( NULL != mNode )
-  {
-    switch( index )
+    case Dali::Actor::Property::COLOR_BLUE:
     {
-      case Dali::Actor::Property::PARENT_ORIGIN:
-        property = &mNode->mParentOrigin;
-        break;
+      value = mTargetColor.b;
+      break;
+    }
 
-      case Dali::Actor::Property::PARENT_ORIGIN_X:
-        property = &mNode->mParentOrigin;
-        break;
+    case Dali::Actor::Property::COLOR_ALPHA:
+    case Dali::DevelActor::Property::OPACITY:
+    {
+      value = mTargetColor.a;
+      break;
+    }
 
-      case Dali::Actor::Property::PARENT_ORIGIN_Y:
-        property = &mNode->mParentOrigin;
-        break;
+    case Dali::Actor::Property::NAME:
+    {
+      value = GetName();
+      break;
+    }
 
-      case Dali::Actor::Property::PARENT_ORIGIN_Z:
-        property = &mNode->mParentOrigin;
-        break;
+    case Dali::Actor::Property::SENSITIVE:
+    {
+      value = IsSensitive();
+      break;
+    }
 
-      case Dali::Actor::Property::ANCHOR_POINT:
-        property = &mNode->mAnchorPoint;
-        break;
+    case Dali::Actor::Property::LEAVE_REQUIRED:
+    {
+      value = GetLeaveRequired();
+      break;
+    }
 
-      case Dali::Actor::Property::ANCHOR_POINT_X:
-        property = &mNode->mAnchorPoint;
-        break;
+    case Dali::Actor::Property::INHERIT_POSITION:
+    {
+      value = IsPositionInherited();
+      break;
+    }
 
-      case Dali::Actor::Property::ANCHOR_POINT_Y:
-        property = &mNode->mAnchorPoint;
-        break;
+    case Dali::Actor::Property::INHERIT_ORIENTATION:
+    {
+      value = IsOrientationInherited();
+      break;
+    }
 
-      case Dali::Actor::Property::ANCHOR_POINT_Z:
-        property = &mNode->mAnchorPoint;
-        break;
+    case Dali::Actor::Property::INHERIT_SCALE:
+    {
+      value = IsScaleInherited();
+      break;
+    }
 
-      case Dali::Actor::Property::SIZE:
-        property = &mNode->mSize;
-        break;
+    case Dali::Actor::Property::COLOR_MODE:
+    {
+      value = Scripting::GetLinearEnumerationName< ColorMode >( GetColorMode(), COLOR_MODE_TABLE, COLOR_MODE_TABLE_COUNT );
+      break;
+    }
 
-      case Dali::Actor::Property::SIZE_WIDTH:
-        property = &mNode->mSize;
-        break;
+    case Dali::Actor::Property::DRAW_MODE:
+    {
+      value = Scripting::GetEnumerationName< DrawMode::Type >( GetDrawMode(), DRAW_MODE_TABLE, DRAW_MODE_TABLE_COUNT );
+      break;
+    }
 
-      case Dali::Actor::Property::SIZE_HEIGHT:
-        property = &mNode->mSize;
-        break;
+    case Dali::Actor::Property::SIZE_MODE_FACTOR:
+    {
+      value = GetSizeModeFactor();
+      break;
+    }
 
-      case Dali::Actor::Property::SIZE_DEPTH:
-        property = &mNode->mSize;
-        break;
+    case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
+    {
+      value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::WIDTH ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT );
+      break;
+    }
 
-      case Dali::Actor::Property::POSITION:
-        property = &mNode->mPosition;
-        break;
+    case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
+    {
+      value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::HEIGHT ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT );
+      break;
+    }
 
-      case Dali::Actor::Property::POSITION_X:
-        property = &mNode->mPosition;
-        break;
+    case Dali::Actor::Property::SIZE_SCALE_POLICY:
+    {
+      value = Scripting::GetLinearEnumerationName< SizeScalePolicy::Type >( GetSizeScalePolicy(), SIZE_SCALE_POLICY_TABLE, SIZE_SCALE_POLICY_TABLE_COUNT );
+      break;
+    }
 
-      case Dali::Actor::Property::POSITION_Y:
-        property = &mNode->mPosition;
-        break;
+    case Dali::Actor::Property::WIDTH_FOR_HEIGHT:
+    {
+      value = ( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::WIDTH ) == Dimension::HEIGHT );
+      break;
+    }
 
-      case Dali::Actor::Property::POSITION_Z:
-        property = &mNode->mPosition;
-        break;
+    case Dali::Actor::Property::HEIGHT_FOR_WIDTH:
+    {
+      value = ( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::HEIGHT ) == Dimension::WIDTH );
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_POSITION:
-        property = &mNode->mWorldPosition;
-        break;
+    case Dali::Actor::Property::PADDING:
+    {
+      Vector2 widthPadding = GetPadding( Dimension::WIDTH );
+      Vector2 heightPadding = GetPadding( Dimension::HEIGHT );
+      value = Vector4( widthPadding.x, widthPadding.y, heightPadding.x, heightPadding.y );
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_POSITION_X:
-        property = &mNode->mWorldPosition;
-        break;
+    case Dali::Actor::Property::MINIMUM_SIZE:
+    {
+      value = Vector2( GetMinimumSize( Dimension::WIDTH ), GetMinimumSize( Dimension::HEIGHT ) );
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_POSITION_Y:
-        property = &mNode->mWorldPosition;
-        break;
+    case Dali::Actor::Property::MAXIMUM_SIZE:
+    {
+      value = Vector2( GetMaximumSize( Dimension::WIDTH ), GetMaximumSize( Dimension::HEIGHT ) );
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_POSITION_Z:
-        property = &mNode->mWorldPosition;
-        break;
+    case Dali::Actor::Property::CLIPPING_MODE:
+    {
+      value = mClippingMode;
+      break;
+    }
 
-      case Dali::Actor::Property::ORIENTATION:
-        property = &mNode->mOrientation;
-        break;
+    case Dali::DevelActor::Property::SIBLING_ORDER:
+    {
+      value = static_cast<int>( GetSiblingOrder() );
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_ORIENTATION:
-        property = &mNode->mWorldOrientation;
-        break;
+    case Dali::DevelActor::Property::SCREEN_POSITION:
+    {
+      value = GetCurrentScreenPosition();
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE:
-        property = &mNode->mScale;
-        break;
+    case Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT:
+    {
+      value = mPositionUsesAnchorPoint;
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE_X:
-        property = &mNode->mScale;
-        break;
+    case Dali::Actor::Property::LAYOUT_DIRECTION:
+    {
+      value = mLayoutDirection;
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE_Y:
-        property = &mNode->mScale;
-        break;
+    case Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION:
+    {
+      value = IsLayoutDirectionInherited();
+      break;
+    }
 
-      case Dali::Actor::Property::SCALE_Z:
-        property = &mNode->mScale;
-        break;
+    default:
+    {
+      // Must be a scene-graph only property
+      valueSet = false;
+      break;
+    }
+  }
 
-      case Dali::Actor::Property::WORLD_SCALE:
-        property = &mNode->mWorldScale;
-        break;
+  return valueSet;
+}
 
-      case Dali::Actor::Property::VISIBLE:
-        property = &mNode->mVisible;
-        break;
+bool Actor::GetCurrentPropertyValue( Property::Index index, Property::Value& value  ) const
+{
+  bool valueSet = true;
 
-      case Dali::Actor::Property::COLOR:
-        property = &mNode->mColor;
-        break;
+  switch( index )
+  {
+    case Dali::Actor::Property::SIZE:
+    {
+      value = GetCurrentSize();
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_RED:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::SIZE_WIDTH:
+    {
+      value = GetCurrentSize().width;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_GREEN:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::SIZE_HEIGHT:
+    {
+      value = GetCurrentSize().height;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_BLUE:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::SIZE_DEPTH:
+    {
+      value = GetCurrentSize().depth;
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_ALPHA:
-        property = &mNode->mColor;
-        break;
+    case Dali::Actor::Property::POSITION:
+    {
+      value = GetCurrentPosition();
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_COLOR:
-        property = &mNode->mWorldColor;
-        break;
+    case Dali::Actor::Property::POSITION_X:
+    {
+      value = GetCurrentPosition().x;
+      break;
+    }
 
-      case Dali::Actor::Property::WORLD_MATRIX:
-        property = &mNode->mWorldMatrix;
-        break;
+    case Dali::Actor::Property::POSITION_Y:
+    {
+      value = GetCurrentPosition().y;
+      break;
+    }
 
-      default:
-        break;
+    case Dali::Actor::Property::POSITION_Z:
+    {
+      value = GetCurrentPosition().z;
+      break;
     }
-  }
 
-  return property;
-}
+    case Dali::Actor::Property::WORLD_POSITION:
+    {
+      value = GetCurrentWorldPosition();
+      break;
+    }
 
-int Actor::GetPropertyComponentIndex( Property::Index index ) const
-{
-  int componentIndex( Property::INVALID_COMPONENT_INDEX );
+    case Dali::Actor::Property::WORLD_POSITION_X:
+    {
+      value = GetCurrentWorldPosition().x;
+      break;
+    }
 
-  if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) )
-  {
-    // check whether the animatable property is registered already, if not then register one.
-    AnimatablePropertyMetadata* animatableProperty = RegisterAnimatableProperty(index);
-    if( animatableProperty )
+    case Dali::Actor::Property::WORLD_POSITION_Y:
     {
-      componentIndex = animatableProperty->componentIndex;
+      value = GetCurrentWorldPosition().y;
+      break;
     }
-  }
-  else
-  {
-    switch( index )
+
+    case Dali::Actor::Property::WORLD_POSITION_Z:
     {
-      case Dali::Actor::Property::PARENT_ORIGIN_X:
-      case Dali::Actor::Property::ANCHOR_POINT_X:
-      case Dali::Actor::Property::SIZE_WIDTH:
-      case Dali::Actor::Property::POSITION_X:
-      case Dali::Actor::Property::WORLD_POSITION_X:
-      case Dali::Actor::Property::SCALE_X:
-      case Dali::Actor::Property::COLOR_RED:
-      {
-        componentIndex = 0;
-        break;
-      }
+      value = GetCurrentWorldPosition().z;
+      break;
+    }
 
-      case Dali::Actor::Property::PARENT_ORIGIN_Y:
-      case Dali::Actor::Property::ANCHOR_POINT_Y:
-      case Dali::Actor::Property::SIZE_HEIGHT:
-      case Dali::Actor::Property::POSITION_Y:
-      case Dali::Actor::Property::WORLD_POSITION_Y:
-      case Dali::Actor::Property::SCALE_Y:
-      case Dali::Actor::Property::COLOR_GREEN:
-      {
-        componentIndex = 1;
-        break;
-      }
+    case Dali::Actor::Property::ORIENTATION:
+    {
+      value = GetCurrentOrientation();
+      break;
+    }
 
-      case Dali::Actor::Property::PARENT_ORIGIN_Z:
-      case Dali::Actor::Property::ANCHOR_POINT_Z:
-      case Dali::Actor::Property::SIZE_DEPTH:
-      case Dali::Actor::Property::POSITION_Z:
-      case Dali::Actor::Property::WORLD_POSITION_Z:
-      case Dali::Actor::Property::SCALE_Z:
-      case Dali::Actor::Property::COLOR_BLUE:
-      {
-        componentIndex = 2;
-        break;
-      }
+    case Dali::Actor::Property::WORLD_ORIENTATION:
+    {
+      value = GetCurrentWorldOrientation();
+      break;
+    }
 
-      case Dali::Actor::Property::COLOR_ALPHA:
-      {
-        componentIndex = 3;
-        break;
-      }
+    case Dali::Actor::Property::SCALE:
+    {
+      value = GetCurrentScale();
+      break;
+    }
 
-      default:
-      {
-        // Do nothing
-        break;
-      }
+    case Dali::Actor::Property::SCALE_X:
+    {
+      value = GetCurrentScale().x;
+      break;
     }
-  }
 
-  return componentIndex;
-}
+    case Dali::Actor::Property::SCALE_Y:
+    {
+      value = GetCurrentScale().y;
+      break;
+    }
 
-void Actor::SetParent( Actor* parent )
-{
-  if( parent )
-  {
-    DALI_ASSERT_ALWAYS( !mParent && "Actor cannot have 2 parents" );
+    case Dali::Actor::Property::SCALE_Z:
+    {
+      value = GetCurrentScale().z;
+      break;
+    }
 
-    mParent = parent;
+    case Dali::Actor::Property::WORLD_SCALE:
+    {
+      value = GetCurrentWorldScale();
+      break;
+    }
 
-    if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
-         parent->OnStage() )
+    case Dali::Actor::Property::COLOR:
     {
-      // Instruct each actor to create a corresponding node in the scene graph
-      ConnectToStage( parent->GetHierarchyDepth() );
+      value = GetCurrentColor();
+      break;
     }
 
-    // Resolve the name and index for the child properties if any
-    ResolveChildProperties();
-  }
-  else // parent being set to NULL
-  {
-    DALI_ASSERT_ALWAYS( mParent != NULL && "Actor should have a parent" );
+    case Dali::Actor::Property::COLOR_RED:
+    {
+      value = GetCurrentColor().r;
+      break;
+    }
 
-    mParent = NULL;
+    case Dali::Actor::Property::COLOR_GREEN:
+    {
+      value = GetCurrentColor().g;
+      break;
+    }
 
-    if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
-         OnStage() )
+    case Dali::Actor::Property::COLOR_BLUE:
     {
-      DALI_ASSERT_ALWAYS( mNode != NULL );
+      value = GetCurrentColor().b;
+      break;
+    }
 
-      if( NULL != mNode )
-      {
-        // Disconnect the Node & its children from the scene-graph.
-        DisconnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *mNode );
-      }
+    case Dali::Actor::Property::COLOR_ALPHA:
+    case Dali::DevelActor::Property::OPACITY:
+    {
+      value = GetCurrentColor().a;
+      break;
+    }
 
-      // Instruct each actor to discard pointers to the scene-graph
-      DisconnectFromStage();
+    case Dali::Actor::Property::WORLD_COLOR:
+    {
+      value = GetCurrentWorldColor();
+      break;
     }
-  }
-}
 
-SceneGraph::Node* Actor::CreateNode() const
-{
-  return Node::New();
-}
+    case Dali::Actor::Property::WORLD_MATRIX:
+    {
+      value = GetCurrentWorldMatrix();
+      break;
+    }
 
-bool Actor::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */ )
-{
-  bool done = false;
-  Actor* actor = dynamic_cast< Actor* >( object );
+    case Dali::Actor::Property::VISIBLE:
+    {
+      value = IsVisible();
+      break;
+    }
 
-  if( actor )
-  {
-    if( 0 == actionName.compare( ACTION_SHOW ) )
+    case DevelActor::Property::CULLED:
     {
-      actor->SetVisible( true );
-      done = true;
+      value = GetNode().IsCulled( GetEventThreadServices().GetEventBufferIndex() );
+      break;
     }
-    else if( 0 == actionName.compare( ACTION_HIDE ) )
+
+    default:
     {
-      actor->SetVisible( false );
-      done = true;
+      // Must be an event-side only property
+      valueSet = false;
+      break;
     }
   }
 
-  return done;
+  return valueSet;
 }
 
 void Actor::EnsureRelayoutData()
@@ -3709,7 +3977,7 @@ void Actor::EnsureRelayoutData()
 bool Actor::RelayoutDependentOnParent( Dimension::Type dimension )
 {
   // Check if actor is dependent on parent
-  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     if( ( dimension & ( 1 << i ) ) )
     {
@@ -3727,7 +3995,7 @@ bool Actor::RelayoutDependentOnParent( Dimension::Type dimension )
 bool Actor::RelayoutDependentOnChildren( Dimension::Type dimension )
 {
   // Check if actor is dependent on children
-  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     if( ( dimension & ( 1 << i ) ) )
     {
@@ -3759,7 +4027,7 @@ bool Actor::RelayoutDependentOnChildrenBase( Dimension::Type dimension )
 bool Actor::RelayoutDependentOnDimension( Dimension::Type dimension, Dimension::Type dependentDimension )
 {
   // Check each possible dimension and see if it is dependent on the input one
-  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     if( dimension & ( 1 << i ) )
     {
@@ -3772,7 +4040,7 @@ bool Actor::RelayoutDependentOnDimension( Dimension::Type dimension, Dimension::
 
 void Actor::SetNegotiatedDimension( float negotiatedDimension, Dimension::Type dimension )
 {
-  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     if( dimension & ( 1 << i ) )
     {
@@ -3784,7 +4052,7 @@ void Actor::SetNegotiatedDimension( float negotiatedDimension, Dimension::Type d
 float Actor::GetNegotiatedDimension( Dimension::Type dimension ) const
 {
   // If more than one dimension is requested, just return the first one found
-  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     if( ( dimension & ( 1 << i ) ) )
     {
@@ -3799,7 +4067,7 @@ void Actor::SetPadding( const Vector2& padding, Dimension::Type dimension )
 {
   EnsureRelayoutData();
 
-  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     if( dimension & ( 1 << i ) )
     {
@@ -3813,7 +4081,7 @@ Vector2 Actor::GetPadding( Dimension::Type dimension ) const
   if ( mRelayoutData )
   {
     // If more than one dimension is requested, just return the first one found
-    for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+    for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
     {
       if( ( dimension & ( 1 << i ) ) )
       {
@@ -3829,7 +4097,7 @@ void Actor::SetLayoutNegotiated( bool negotiated, Dimension::Type dimension )
 {
   EnsureRelayoutData();
 
-  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     if( dimension & ( 1 << i ) )
     {
@@ -3842,7 +4110,7 @@ bool Actor::IsLayoutNegotiated( Dimension::Type dimension ) const
 {
   if ( mRelayoutData )
   {
-    for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+    for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
     {
       if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionNegotiated[ i ] )
       {
@@ -3962,7 +4230,7 @@ float Actor::NegotiateFromChildren( Dimension::Type dimension )
 {
   float maxDimensionPoint = 0.0f;
 
-  for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
+  for( uint32_t i = 0, count = GetChildCount(); i < count; ++i )
   {
     ActorPtr child = GetChildAt( i );
 
@@ -3980,7 +4248,7 @@ float Actor::NegotiateFromChildren( Dimension::Type dimension )
 
 float Actor::GetSize( Dimension::Type dimension ) const
 {
-  return GetDimensionValue( GetTargetSize(), dimension );
+  return GetDimensionValue( mTargetSize, dimension );
 }
 
 float Actor::GetNaturalSize( Dimension::Type dimension ) const
@@ -4077,7 +4345,7 @@ void Actor::NegotiateDimension( Dimension::Type dimension, const Vector2& alloca
       recursionStack.push_back( ActorDimensionPair( this, dimension ) );
 
       // Dimension dependency check
-      for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+      for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
       {
         Dimension::Type dimensionToCheck = static_cast< Dimension::Type >( 1 << i );
 
@@ -4097,7 +4365,7 @@ void Actor::NegotiateDimension( Dimension::Type dimension, const Vector2& alloca
       // Children dependency check
       if( RelayoutDependentOnChildren( dimension ) )
       {
-        for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
+        for( uint32_t i = 0, count = GetChildCount(); i < count; ++i )
         {
           ActorPtr child = GetChildAt( i );
 
@@ -4137,7 +4405,7 @@ void Actor::NegotiateDimensions( const Vector2& allocatedSize )
   // Negotiate all dimensions that require it
   ActorDimensionStack recursionStack;
 
-  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     const Dimension::Type dimension = static_cast< Dimension::Type >( 1 << i );
 
@@ -4146,7 +4414,7 @@ void Actor::NegotiateDimensions( const Vector2& allocatedSize )
   }
 }
 
-Vector2 Actor::ApplySizeSetPolicy( const Vector2 size )
+Vector2 Actor::ApplySizeSetPolicy( const Vector2& size )
 {
   switch( mRelayoutData->sizeSetPolicy )
   {
@@ -4250,13 +4518,15 @@ void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& cont
   // relayout container afterwards, the dirty flags would still be clear...
   // causing a relayout to be skipped. Here we force any actors added to the
   // container to be relayed out.
-  if(GetResizePolicy(Dimension::WIDTH) == ResizePolicy::USE_ASSIGNED_SIZE)
+  DALI_LOG_TIMER_START( NegSizeTimer1 );
+
+  if( GetUseAssignedSize(Dimension::WIDTH ) )
   {
-    SetLayoutNegotiated(false, Dimension::WIDTH);
+    SetLayoutNegotiated( false, Dimension::WIDTH );
   }
-  if(GetResizePolicy(Dimension::HEIGHT) == ResizePolicy::USE_ASSIGNED_SIZE)
+  if( GetUseAssignedSize( Dimension::HEIGHT ) )
   {
-    SetLayoutNegotiated(false, Dimension::HEIGHT);
+    SetLayoutNegotiated( false, Dimension::HEIGHT );
   }
 
   // Do the negotiation
@@ -4266,20 +4536,19 @@ void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& cont
   SetNegotiatedSize( container );
 
   // Negotiate down to children
-  const Vector2 newBounds = GetTargetSize().GetVectorXY();
-
-  for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
+  for( uint32_t i = 0, count = GetChildCount(); i < count; ++i )
   {
     ActorPtr child = GetChildAt( i );
 
     // Forces children that have already been laid out to be relayed out
     // if they have assigned size during relayout.
-    if(child->GetResizePolicy(Dimension::WIDTH) == ResizePolicy::USE_ASSIGNED_SIZE)
+    if( child->GetUseAssignedSize(Dimension::WIDTH) )
     {
       child->SetLayoutNegotiated(false, Dimension::WIDTH);
       child->SetLayoutDirty(true, Dimension::WIDTH);
     }
-    if(child->GetResizePolicy(Dimension::HEIGHT) == ResizePolicy::USE_ASSIGNED_SIZE)
+
+    if( child->GetUseAssignedSize(Dimension::HEIGHT) )
     {
       child->SetLayoutNegotiated(false, Dimension::HEIGHT);
       child->SetLayoutDirty(true, Dimension::HEIGHT);
@@ -4288,9 +4557,41 @@ void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& cont
     // Only relayout if required
     if( child->RelayoutRequired() )
     {
-      container.Add( Dali::Actor( child.Get() ), newBounds );
+      container.Add( Dali::Actor( child.Get() ), mTargetSize.GetVectorXY() );
+    }
+  }
+  DALI_LOG_TIMER_END( NegSizeTimer1, gLogRelayoutFilter, Debug::Concise, "NegotiateSize() took: ");
+}
+
+void Actor::SetUseAssignedSize( bool use, Dimension::Type dimension )
+{
+  if( mRelayoutData )
+  {
+    for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+    {
+      if( dimension & ( 1 << i ) )
+      {
+        mRelayoutData->useAssignedSize[ i ] = use;
+      }
+    }
+  }
+}
+
+bool Actor::GetUseAssignedSize( Dimension::Type dimension ) const
+{
+  if ( mRelayoutData )
+  {
+    // If more than one dimension is requested, just return the first one found
+    for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+    {
+      if( dimension & ( 1 << i ) )
+      {
+        return mRelayoutData->useAssignedSize[ i ];
+      }
     }
   }
+
+  return false;
 }
 
 void Actor::RelayoutRequest( Dimension::Type dimension )
@@ -4344,7 +4645,7 @@ void Actor::SetMinimumSize( float size, Dimension::Type dimension )
 {
   EnsureRelayoutData();
 
-  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     if( dimension & ( 1 << i ) )
     {
@@ -4359,7 +4660,7 @@ float Actor::GetMinimumSize( Dimension::Type dimension ) const
 {
   if ( mRelayoutData )
   {
-    for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+    for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
     {
       if( dimension & ( 1 << i ) )
       {
@@ -4375,7 +4676,7 @@ void Actor::SetMaximumSize( float size, Dimension::Type dimension )
 {
   EnsureRelayoutData();
 
-  for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+  for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
   {
     if( dimension & ( 1 << i ) )
     {
@@ -4390,7 +4691,7 @@ float Actor::GetMaximumSize( Dimension::Type dimension ) const
 {
   if ( mRelayoutData )
   {
-    for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+    for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
     {
       if( dimension & ( 1 << i ) )
       {
@@ -4407,6 +4708,306 @@ Object* Actor::GetParentObject() const
   return mParent;
 }
 
+void Actor::SetVisibleInternal( bool visible, SendMessage::Type sendMessage )
+{
+  if( mVisible != visible )
+  {
+    if( sendMessage == SendMessage::TRUE )
+    {
+      // node is being used in a separate thread; queue a message to set the value & base value
+      SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mVisible, &AnimatableProperty<bool>::Bake, visible );
+    }
+
+    mVisible = visible;
+
+    // Emit the signal on this actor and all its children
+    EmitVisibilityChangedSignalRecursively( this, visible, DevelActor::VisibilityChange::SELF );
+  }
+}
+
+void Actor::SetSiblingOrder( uint32_t order )
+{
+  if ( mParent )
+  {
+    ActorContainer& siblings = *(mParent->mChildren);
+    uint32_t currentOrder = GetSiblingOrder();
+
+    if( order != currentOrder )
+    {
+      if( order == 0 )
+      {
+        LowerToBottom();
+      }
+      else if( order < siblings.size() -1 )
+      {
+        if( order > currentOrder )
+        {
+          RaiseAbove( *siblings[order] );
+        }
+        else
+        {
+          LowerBelow( *siblings[order] );
+        }
+      }
+      else
+      {
+        RaiseToTop();
+      }
+    }
+  }
+}
+
+uint32_t Actor::GetSiblingOrder() const
+{
+  uint32_t order = 0;
+
+  if ( mParent )
+  {
+    ActorContainer& siblings = *(mParent->mChildren);
+    for( std::size_t i = 0; i < siblings.size(); ++i )
+    {
+      if( siblings[i] == this )
+      {
+        order = static_cast<uint32_t>( i );
+        break;
+      }
+    }
+  }
+
+  return order;
+}
+
+void Actor::RequestRebuildDepthTree()
+{
+  if( mIsOnStage )
+  {
+    StagePtr stage = Stage::GetCurrent();
+    if( stage )
+    {
+      stage->RequestRebuildDepthTree();
+    }
+  }
+}
+
+void Actor::Raise()
+{
+  if ( mParent )
+  {
+    ActorContainer& siblings = *(mParent->mChildren);
+    if( siblings.back() != this ) // If not already at end
+    {
+      for( std::size_t i=0; i<siblings.size(); ++i )
+      {
+        if( siblings[i] == this )
+        {
+          // Swap with next
+          ActorPtr next = siblings[i+1];
+          siblings[i+1] = this;
+          siblings[i] = next;
+          break;
+        }
+      }
+    }
+
+    Dali::Actor handle( this );
+    mParent->mChildOrderChangedSignal.Emit( handle );
+
+    RequestRebuildDepthTree();
+  }
+  else
+  {
+    DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+  }
+}
+
+void Actor::Lower()
+{
+  if ( mParent )
+  {
+    ActorContainer& siblings = *(mParent->mChildren);
+    if( siblings.front() != this ) // If not already at beginning
+    {
+      for( std::size_t i=1; i<siblings.size(); ++i )
+      {
+        if( siblings[i] == this )
+        {
+          // Swap with previous
+          ActorPtr previous = siblings[i-1];
+          siblings[i-1] = this;
+          siblings[i] = previous;
+          break;
+        }
+      }
+    }
+
+    Dali::Actor handle( this );
+    mParent->mChildOrderChangedSignal.Emit( handle );
+
+    RequestRebuildDepthTree();
+  }
+  else
+  {
+    DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+  }
+}
+
+void Actor::RaiseToTop()
+{
+  if ( mParent )
+  {
+    ActorContainer& siblings = *(mParent->mChildren);
+    if( siblings.back() != this ) // If not already at end
+    {
+      ActorContainer::iterator iter = std::find( siblings.begin(), siblings.end(), this );
+      if( iter != siblings.end() )
+      {
+        siblings.erase(iter);
+        siblings.push_back(ActorPtr(this));
+      }
+    }
+
+    Dali::Actor handle( this );
+    mParent->mChildOrderChangedSignal.Emit( handle );
+
+    RequestRebuildDepthTree();
+  }
+  else
+  {
+    DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+  }
+}
+
+void Actor::LowerToBottom()
+{
+  if ( mParent )
+  {
+    ActorContainer& siblings = *(mParent->mChildren);
+    if( siblings.front() != this ) // If not already at bottom,
+    {
+      ActorPtr thisPtr(this); // ensure this actor remains referenced.
+
+      ActorContainer::iterator iter = std::find( siblings.begin(), siblings.end(), this );
+      if( iter != siblings.end() )
+      {
+        siblings.erase(iter);
+        siblings.insert(siblings.begin(), thisPtr);
+      }
+    }
+
+    Dali::Actor handle( this );
+    mParent->mChildOrderChangedSignal.Emit( handle );
+
+    RequestRebuildDepthTree();
+  }
+  else
+  {
+    DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+  }
+}
+
+void Actor::RaiseAbove( Internal::Actor& target )
+{
+  if ( mParent )
+  {
+    ActorContainer& siblings = *(mParent->mChildren);
+    if( siblings.back() != this && target.mParent == mParent ) // If not already at top
+    {
+      ActorPtr thisPtr(this); // ensure this actor remains referenced.
+
+      ActorContainer::iterator targetIter = std::find( siblings.begin(), siblings.end(), &target );
+      ActorContainer::iterator thisIter = std::find( siblings.begin(), siblings.end(), this );
+      if( thisIter < targetIter )
+      {
+        siblings.erase(thisIter);
+        // Erasing early invalidates the targetIter. (Conversely, inserting first may also
+        // invalidate thisIter)
+        targetIter = std::find( siblings.begin(), siblings.end(), &target );
+        ++targetIter;
+        siblings.insert(targetIter, thisPtr);
+      }
+
+      Dali::Actor handle( this );
+      mParent->mChildOrderChangedSignal.Emit( handle );
+
+      RequestRebuildDepthTree();
+    }
+  }
+  else
+  {
+    DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+  }
+}
+
+void Actor::LowerBelow( Internal::Actor& target )
+{
+  if ( mParent )
+  {
+    ActorContainer& siblings = *(mParent->mChildren);
+    if( siblings.front() != this && target.mParent == mParent ) // If not already at bottom
+    {
+      ActorPtr thisPtr(this); // ensure this actor remains referenced.
+
+      ActorContainer::iterator targetIter = std::find( siblings.begin(), siblings.end(), &target );
+      ActorContainer::iterator thisIter = std::find( siblings.begin(), siblings.end(), this );
+
+      if( thisIter > targetIter )
+      {
+        siblings.erase(thisIter); // this only invalidates iterators at or after this point.
+        siblings.insert(targetIter, thisPtr);
+      }
+
+      Dali::Actor handle( this );
+      mParent->mChildOrderChangedSignal.Emit( handle );
+
+      RequestRebuildDepthTree();
+    }
+  }
+  else
+  {
+    DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+  }
+}
+
+void Actor::SetInheritLayoutDirection( bool inherit )
+{
+  if( mInheritLayoutDirection != inherit )
+  {
+    mInheritLayoutDirection = inherit;
+
+    if( inherit && mParent )
+    {
+      InheritLayoutDirectionRecursively( this, mParent->mLayoutDirection );
+    }
+  }
+}
+
+bool Actor::IsLayoutDirectionInherited() const
+{
+  return mInheritLayoutDirection;
+}
+
+void Actor::InheritLayoutDirectionRecursively( ActorPtr actor, Dali::LayoutDirection::Type direction, bool set )
+{
+  if( actor && ( actor->mInheritLayoutDirection || set ) )
+  {
+    if( actor->mLayoutDirection != direction )
+    {
+      actor->mLayoutDirection = direction;
+      actor->EmitLayoutDirectionChangedSignal( direction );
+      actor->RelayoutRequest();
+    }
+
+    if( actor->GetChildCount() > 0 )
+    {
+      ActorContainer& children = actor->GetChildrenInternal();
+      for( ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter )
+      {
+        InheritLayoutDirectionRecursively( *iter, direction );
+      }
+    }
+  }
+}
+
 } // namespace Internal
 
 } // namespace Dali