Ensure cached values of properties animated using AnimateTo are updated
[platform/core/uifw/dali-core.git] / dali / internal / event / actors / actor-impl.cpp
index ee60892..8df598e 100644 (file)
@@ -33,6 +33,7 @@
 #include <dali/public-api/math/radian.h>
 #include <dali/public-api/object/type-registry.h>
 #include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/object/weak-handle.h>
 #include <dali/devel-api/scripting/scripting.h>
 #include <dali/internal/common/internal-constants.h>
 #include <dali/internal/event/common/event-thread-services.h>
@@ -57,6 +58,11 @@ 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
 {
 
@@ -127,6 +133,7 @@ struct Actor::RelayoutData
     for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
     {
       resizePolicies[ i ] = ResizePolicy::DEFAULT;
+      useAssignedSize[ i ] = false;
       negotiatedDimensions[ i ] = 0.0f;
       dimensionNegotiated[ i ] = false;
       dimensionDirty[ i ] = false;
@@ -138,6 +145,7 @@ 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
 
@@ -385,11 +393,6 @@ float GetDimensionValue( const Vector3& values, Dimension::Type dimension )
   return GetDimensionValue( values.GetVectorXY(), dimension );
 }
 
-unsigned int GetDepthIndex( uint16_t depth, uint16_t siblingOrder )
-{
-  return depth * Dali::DevelLayer::ACTOR_DEPTH_MULTIPLIER + siblingOrder * Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER;
-}
-
 /**
  * @brief Recursively emits the visibility-changed-signal on the actor tree.
  * @param[in] actor The actor to emit the signal on
@@ -1053,19 +1056,7 @@ Matrix Actor::GetCurrentWorldMatrix() const
 
 void Actor::SetVisible( bool visible )
 {
-  if( mVisible != 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 );
-    }
-
-    mVisible = visible;
-
-    // Emit the signal on this actor and all its children
-    EmitVisibilityChangedSignalRecursively( this, visible, DevelActor::VisibilityChange::SELF );
-  }
+  SetVisibleInternal( visible, SendMessage::TRUE );
 }
 
 bool Actor::IsVisible() const
@@ -1108,7 +1099,7 @@ ClippingMode::Type Actor::GetClippingMode() const
 
 unsigned int Actor::GetSortingDepth()
 {
-  return GetDepthIndex( mDepth, mSiblingOrder );
+  return mSortedDepth;
 }
 
 const Vector4& Actor::GetCurrentWorldColor() const
@@ -1287,53 +1278,6 @@ 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 )
-{
-  if ( Dali::Actor::Property::SIZE_WIDTH == property )
-  {
-    mTargetSize.width = targetSize;
-  }
-  else if ( Dali::Actor::Property::SIZE_HEIGHT == property )
-  {
-    mTargetSize.height = targetSize;
-  }
-  else if ( Dali::Actor::Property::SIZE_DEPTH == property )
-  {
-    mTargetSize.depth = targetSize;
-  }
-  // Notify deriving classes
-  OnSizeAnimation( animation, mTargetSize );
-}
-
-void Actor::NotifyPositionAnimation( Animation& animation, const Vector3& targetPosition )
-{
-  mTargetPosition = targetPosition;
-}
-
-void Actor::NotifyPositionAnimation( Animation& animation, float targetPosition, Property::Index property )
-{
-  if ( Dali::Actor::Property::POSITION_X == property )
-  {
-    mTargetPosition.x = targetPosition;
-  }
-  else if ( Dali::Actor::Property::POSITION_Y == property )
-  {
-    mTargetPosition.y = targetPosition;
-  }
-  else if ( Dali::Actor::Property::POSITION_Z == property )
-  {
-    mTargetPosition.z = targetPosition;
-  }
-}
-
 void Actor::SetWidth( float width )
 {
   if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
@@ -1387,9 +1331,21 @@ void Actor::SetDepth( float depth )
   }
 }
 
-const Vector3& Actor::GetTargetSize() const
+Vector3 Actor::GetTargetSize() const
 {
-  return mTargetSize;
+  Vector3 size = mTargetSize;
+
+  // 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;
+  }
+
+  return size;
 }
 
 const Vector3& Actor::GetCurrentSize() const
@@ -1420,7 +1376,15 @@ void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimensio
   {
     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;
+      }
     }
   }
 
@@ -1483,7 +1447,14 @@ ResizePolicy::Type Actor::GetResizePolicy( Dimension::Type dimension ) const
     {
       if( ( dimension & ( 1 << i ) ) )
       {
-        return mRelayoutData->resizePolicies[ i ];
+        if( mRelayoutData->useAssignedSize[ i ] )
+        {
+          return ResizePolicy::USE_ASSIGNED_SIZE;
+        }
+        else
+        {
+          return mRelayoutData->resizePolicies[ i ];
+        }
       }
     }
   }
@@ -2139,6 +2110,7 @@ Actor::Actor( DerivedType derivedType )
   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 ),
@@ -2224,6 +2196,12 @@ void Actor::ConnectToStage( unsigned int parentDepth )
   // 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 );
 
@@ -2243,7 +2221,6 @@ void Actor::RecursiveConnectToStage( ActorContainer& connectionList, unsigned in
 
   mIsOnStage = true;
   mDepth = depth;
-  SetDepthIndexMessage( GetEventThreadServices(), *mNode, GetDepthIndex( mDepth, mSiblingOrder ) );
 
   ConnectToSceneGraph();
 
@@ -2316,6 +2293,12 @@ 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 );
 
@@ -2401,6 +2384,205 @@ bool Actor::IsNodeConnected() const
   return connected;
 }
 
+// This method generates the depth tree using the recursive function below,
+// then walks the tree and sets 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()
+{
+  DALI_LOG_TIMER_START(depthTimer);
+
+  DepthNodeMemoryPool nodeMemoryPool;
+  ActorDepthTreeNode* rootNode = new (nodeMemoryPool.AllocateRaw()) ActorDepthTreeNode( this, mSiblingOrder );
+
+  int actorCount = BuildDepthTree( nodeMemoryPool, rootNode );
+
+  // Vector of scene-graph nodes and their depths to send to UpdateManager
+  // in a single message
+  SceneGraph::NodeDepths* sceneGraphNodeDepths = new SceneGraph::NodeDepths(actorCount);
+
+  // Traverse depth tree and set mSortedDepth on each actor and scenegraph node
+  uint32_t sortOrder = 1u; // Don't start at zero, as visual depth can be negative
+  ActorDepthTreeNode* currentNode = rootNode;
+  bool firstVisit = true;
+  while( currentNode != rootNode || firstVisit)
+  {
+    firstVisit = false;
+
+    // Visit node, performing action
+    for( std::vector<Actor*>::iterator iter = currentNode->mActors.begin(); iter != currentNode->mActors.end(); ++iter )
+    {
+      (*iter)->mSortedDepth = sortOrder * DevelLayer::SIBLING_ORDER_MULTIPLIER;
+      sceneGraphNodeDepths->Add( const_cast<SceneGraph::Node*>((*iter)->mNode), (*iter)->mSortedDepth );
+    }
+    ++sortOrder;
+
+    // Descend tree
+    if( currentNode->mFirstChildNode )
+    {
+      currentNode = currentNode->mFirstChildNode;
+    }
+    else // leaf node, goto next sibling, or return up tree.
+    {
+      bool breakout=false;
+      while( ! currentNode->mNextSiblingNode )
+      {
+        if( currentNode == rootNode ) // If we get to root of tree, stop
+        {
+          breakout = true;
+          break;
+        }
+        currentNode = currentNode->mParentNode;
+      }
+
+      if( breakout )
+      {
+        break;
+      }
+      currentNode = currentNode->mNextSiblingNode;
+    }
+  }
+
+  SetDepthIndicesMessage( GetEventThreadServices().GetUpdateManager(), sceneGraphNodeDepths );
+  DALI_LOG_TIMER_END(depthTimer, gLogFilter, Debug::Concise, "Depth tree create time: ");
+}
+
+/**
+ * Structure to store the actor's associated node in the depth tree for child
+ * traversal
+ */
+struct ActorNodePair
+{
+  Actor* actor;
+  ActorDepthTreeNode* node;
+  ActorNodePair( Actor* actor, ActorDepthTreeNode* node )
+  : actor(actor),
+    node(node)
+  {
+  }
+};
+
+/*
+ * Descend actor tree, building a depth tree based on actor's sibling order.
+ * Actors with the same sibling order share the same depth tree. Siblings
+ * in the depth tree are ordered by actor's sibling order.
+ *
+ * An actor tree like this:
+ *
+ *                  Root (SO:0)
+ *                 _/    |   \_
+ *               _/      |     \_
+ *             _/        |       \_
+ *            /          |         \
+ *        A(SO:1)     B(SO:2)    C(SO:1)
+ *         _/\_          |         _/ \_
+ *        /    \         |       /       \
+ *     D(SO:0) E(SO:0) F(SO:0) G(SO:1)  H(SO:0)
+ *
+ * will end up as a depth tree like this:
+ *
+ *     RootNode [ Root ] -> NULL
+ *       |(mFC)
+ *       V                (mNS)
+ *     Node [ A, C ] ------------------------>  Node [ B ] -> NULL
+ *       |                                        |
+ *       V                                        V
+ *     Node [ D, E, H ] -> Node [ G ] -> NULL   Node [ F ] -> NULL
+ *       |                   |                    |
+ *       V                   V                    V
+ *     NULL                NULL                 NULL
+ *
+ * (All nodes also point to their parents to enable storage free traversal)
+ */
+int Actor::BuildDepthTree( DepthNodeMemoryPool& nodeMemoryPool, ActorDepthTreeNode* node )
+{
+  int treeCount=1; // Count self and children
+
+  // Create/add to children of this node
+  if( mChildren )
+  {
+    std::vector<ActorNodePair> storedChildren;
+    storedChildren.reserve( mChildren->size() );
+
+    for( ActorContainer::iterator it = mChildren->begin(); it != mChildren->end(); ++it )
+    {
+      Actor* childActor = (*it).Get();
+      if( childActor->IsLayer() )
+      {
+        Layer* layer = static_cast<Layer*>(childActor);
+        if( layer->GetBehavior() == Dali::Layer::LAYER_3D )
+        {
+          // Ignore this actor and children.
+          continue;
+        }
+      }
+
+      // If no existing depth node children
+      if( node->mFirstChildNode == NULL )
+      {
+        node->mFirstChildNode = new (nodeMemoryPool.AllocateRaw()) ActorDepthTreeNode( childActor, childActor->mSiblingOrder );
+        node->mFirstChildNode->mParentNode = node;
+        storedChildren.push_back(ActorNodePair( childActor, node->mFirstChildNode ));
+      }
+      else // find child node with matching sibling order (insertion sort)
+      {
+        bool addedChildActor = false;
+
+        // depth tree child nodes ordered by sibling order
+        ActorDepthTreeNode* lastNode = NULL;
+        for( ActorDepthTreeNode* childNode = node->mFirstChildNode; childNode != NULL; childNode = childNode->mNextSiblingNode )
+        {
+          uint16_t actorSiblingOrder = childActor->mSiblingOrder;
+          uint16_t currentSiblingOrder = childNode->GetSiblingOrder();
+
+          if( actorSiblingOrder == currentSiblingOrder )
+          {
+            // Don't need a new depth node, add to existing node
+            childNode->AddActor( childActor );
+            storedChildren.push_back(ActorNodePair( childActor, childNode ));
+            addedChildActor = true;
+            break;
+          }
+          else if( actorSiblingOrder < currentSiblingOrder )
+          {
+            break;
+          }
+          lastNode = childNode;
+        }
+
+        // No matching sibling order - create new node and insert into sibling list
+        if( !addedChildActor )
+        {
+          ActorDepthTreeNode* newNode = new (nodeMemoryPool.AllocateRaw()) ActorDepthTreeNode( childActor, childActor->mSiblingOrder );
+
+          newNode->mParentNode = node;
+          storedChildren.push_back(ActorNodePair( childActor, newNode ));
+
+          if( lastNode == NULL ) // Insert at start of siblings
+          {
+            ActorDepthTreeNode* nextNode = node->mFirstChildNode;
+            node->mFirstChildNode = newNode;
+            newNode->mNextSiblingNode = nextNode;
+          }
+          else // insert into siblings after last node
+          {
+            newNode->mNextSiblingNode = lastNode->mNextSiblingNode;
+            lastNode->mNextSiblingNode = newNode;
+          }
+        }
+      }
+    }
+
+    // Order of descent doesn't matter; we're using insertion to sort.
+    for( std::vector<ActorNodePair>::iterator iter = storedChildren.begin(); iter != storedChildren.end(); ++iter )
+    {
+      treeCount += iter->actor->BuildDepthTree( nodeMemoryPool, iter->node );
+    }
+  }
+  return treeCount;
+}
+
 unsigned int Actor::GetDefaultPropertyCount() const
 {
   return DEFAULT_PROPERTY_COUNT;
@@ -3060,6 +3242,149 @@ Property::Value Actor::GetDefaultPropertyCurrentValue( Property::Index index ) c
   return value;
 }
 
+void Actor::OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value )
+{
+  switch( index )
+  {
+    case Dali::Actor::Property::SIZE:
+    {
+      if( value.Get( mTargetSize ) )
+      {
+        // Notify deriving classes
+        OnSizeAnimation( animation, mTargetSize );
+      }
+      break;
+    }
+
+    case Dali::Actor::Property::SIZE_WIDTH:
+    {
+      if( value.Get( mTargetSize.width ) )
+      {
+        // Notify deriving classes
+        OnSizeAnimation( animation, mTargetSize );
+      }
+      break;
+    }
+
+    case Dali::Actor::Property::SIZE_HEIGHT:
+    {
+      if( value.Get( mTargetSize.height ) )
+      {
+        // Notify deriving classes
+        OnSizeAnimation( animation, mTargetSize );
+      }
+      break;
+    }
+
+    case Dali::Actor::Property::SIZE_DEPTH:
+    {
+      if( value.Get( mTargetSize.depth ) )
+      {
+        // Notify deriving classes
+        OnSizeAnimation( animation, mTargetSize );
+      }
+      break;
+    }
+
+    case Dali::Actor::Property::POSITION:
+    {
+      value.Get( mTargetPosition );
+      break;
+    }
+
+    case Dali::Actor::Property::POSITION_X:
+    {
+      value.Get( mTargetPosition.x );
+      break;
+    }
+
+    case Dali::Actor::Property::POSITION_Y:
+    {
+      value.Get( mTargetPosition.y );
+      break;
+    }
+
+    case Dali::Actor::Property::POSITION_Z:
+    {
+      value.Get( mTargetPosition.z );
+      break;
+    }
+
+    case Dali::Actor::Property::ORIENTATION:
+    {
+      value.Get( mTargetOrientation );
+      break;
+    }
+
+    case Dali::Actor::Property::SCALE:
+    {
+      value.Get( mTargetScale );
+      break;
+    }
+
+    case Dali::Actor::Property::SCALE_X:
+    {
+      value.Get( mTargetScale.x );
+      break;
+    }
+
+    case Dali::Actor::Property::SCALE_Y:
+    {
+      value.Get( mTargetScale.y );
+      break;
+    }
+
+    case Dali::Actor::Property::SCALE_Z:
+    {
+      value.Get( mTargetScale.z );
+      break;
+    }
+
+    case Dali::Actor::Property::VISIBLE:
+    {
+      SetVisibleInternal( value.Get< bool >(), SendMessage::FALSE );
+      break;
+    }
+
+    case Dali::Actor::Property::COLOR:
+    {
+      value.Get( mTargetColor );
+      break;
+    }
+
+    case Dali::Actor::Property::COLOR_RED:
+    {
+      value.Get( mTargetColor.r );
+      break;
+    }
+
+    case Dali::Actor::Property::COLOR_GREEN:
+    {
+      value.Get( mTargetColor.g );
+      break;
+    }
+
+    case Dali::Actor::Property::COLOR_BLUE:
+    {
+      value.Get( mTargetColor.b );
+      break;
+    }
+
+    case Dali::Actor::Property::COLOR_ALPHA:
+    case Dali::DevelActor::Property::OPACITY:
+    {
+      value.Get( mTargetColor.a );
+      break;
+    }
+
+    default:
+    {
+      // Not an animatable property. Do nothing.
+      break;
+    }
+  }
+}
+
 const SceneGraph::PropertyOwner* Actor::GetPropertyOwner() const
 {
   return mNode;
@@ -3561,48 +3886,19 @@ bool Actor::GetCachedPropertyValue( Property::Index index, Property::Value& valu
 
     case Dali::Actor::Property::SIZE:
     {
-      Vector3 size = GetTargetSize();
-
-      // 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;
-      }
-
-      value = size;
-
+      value = GetTargetSize();
       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;
-      }
+      value = GetTargetSize().width;
       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;
-      }
+      value = GetTargetSize().height;
       break;
     }
 
@@ -4011,6 +4307,12 @@ bool Actor::GetCurrentPropertyValue( Property::Index index, Property::Value& val
       break;
     }
 
+    case Dali::Actor::Property::VISIBLE:
+    {
+      value = IsVisible();
+      break;
+    }
+
     default:
     {
       // Must be an event-side only property
@@ -4305,7 +4607,7 @@ 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
@@ -4575,13 +4877,15 @@ 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
@@ -4591,7 +4895,7 @@ void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& cont
   SetNegotiatedSize( container );
 
   // Negotiate down to children
-  const Vector2 newBounds = GetTargetSize().GetVectorXY();
+  const Vector2 newBounds = mTargetSize.GetVectorXY();
 
   for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
   {
@@ -4599,12 +4903,13 @@ void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& cont
 
     // 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);
@@ -4616,6 +4921,38 @@ void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& cont
       container.Add( Dali::Actor( child.Get() ), newBounds );
     }
   }
+  DALI_LOG_TIMER_END( NegSizeTimer1, gLogRelayoutFilter, Debug::Concise, "NegotiateSize() took: ");
+}
+
+void Actor::SetUseAssignedSize( bool use, Dimension::Type dimension )
+{
+  if( mRelayoutData )
+  {
+    for( unsigned int 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( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+    {
+      if( dimension & ( 1 << i ) )
+      {
+        return mRelayoutData->useAssignedSize[ i ];
+      }
+    }
+  }
+
+  return false;
 }
 
 void Actor::RelayoutRequest( Dimension::Type dimension )
@@ -4732,12 +5069,34 @@ Object* Actor::GetParentObject() const
   return mParent;
 }
 
+void Actor::SetVisibleInternal( bool visible, SendMessage::Type sendMessage )
+{
+  if( mVisible != visible )
+  {
+    if( sendMessage == SendMessage::TRUE && 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 );
+    }
+
+    mVisible = visible;
+
+    // Emit the signal on this actor and all its children
+    EmitVisibilityChangedSignalRecursively( this, visible, DevelActor::VisibilityChange::SELF );
+  }
+}
+
 void Actor::SetSiblingOrder( unsigned int order )
 {
   mSiblingOrder = std::min( order, static_cast<unsigned int>( DevelLayer::SIBLING_ORDER_MULTIPLIER ) );
+
   if( mIsOnStage )
   {
-    SetDepthIndexMessage( GetEventThreadServices(), *mNode, GetDepthIndex( mDepth, mSiblingOrder ) );
+    StagePtr stage = Stage::GetCurrent();
+    if( stage )
+    {
+      stage->RequestRebuildDepthTree();
+    }
   }
 }