Fix SCREEN_POSITION error
[platform/core/uifw/dali-core.git] / dali / internal / event / actors / actor-impl.cpp
index 5df7b5c..d36e103 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
@@ -24,7 +24,7 @@
 #include <cfloat>
 
 // INTERNAL INCLUDES
-
+#include <dali/devel-api/actors/layer-devel.h>
 #include <dali/public-api/common/dali-common.h>
 #include <dali/public-api/common/constants.h>
 #include <dali/public-api/events/touch-data.h>
@@ -32,9 +32,8 @@
 #include <dali/public-api/math/vector3.h>
 #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/scripting/scripting.h>
-
 #include <dali/internal/common/internal-constants.h>
 #include <dali/internal/event/common/event-thread-services.h>
 #include <dali/internal/event/render-tasks/render-task-impl.h>
@@ -58,6 +57,11 @@ 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
 {
 
@@ -102,6 +106,7 @@ 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;
@@ -113,6 +118,7 @@ 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
 
@@ -144,62 +150,69 @@ namespace // unnamed namespace
 /**
  * We want to discourage the use of property strings (minimize string comparisons),
  * particularly for the default properties.
- *              Name                Type   writable animatable constraint-input  enum for index-checking
+ *              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( "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( "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_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
 
 // Signals
@@ -290,6 +303,16 @@ DALI_ENUM_TO_STRING_WITH_SCOPE( SizeScalePolicy, FIT_WITH_ASPECT_RATIO )
 DALI_ENUM_TO_STRING_WITH_SCOPE( SizeScalePolicy, FILL_WITH_ASPECT_RATIO )
 DALI_ENUM_TO_STRING_TABLE_END( SIZE_SCALE_POLICY )
 
+DALI_ENUM_TO_STRING_TABLE_BEGIN( CLIPPING_MODE )
+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 )
@@ -349,6 +372,28 @@ float GetDimensionValue( const Vector3& values, Dimension::Type dimension )
   return GetDimensionValue( values.GetVectorXY(), dimension );
 }
 
+/**
+ * @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 )
+{
+  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
 
@@ -449,6 +494,8 @@ void Actor::Add( Actor& child )
       // Notification for derived classes
       OnChildAdd( child );
 
+      InheritLayoutDirectionRecursively( ActorPtr( &child ), mLayoutDirection );
+
       // Only put in a relayout request if there is a suitable dependency
       if( RelayoutDependentOnChildren() )
       {
@@ -765,6 +812,24 @@ const Vector3& Actor::GetCurrentWorldPosition() const
   return Vector3::ZERO;
 }
 
+const Vector2 Actor::GetCurrentScreenPosition() const
+{
+  if( OnStage() && NULL != mNode )
+  {
+    StagePtr stage = Stage::GetCurrent();
+    Vector3 worldPosition =  mNode->GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
+    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 );
+  }
+
+  return Vector2::ZERO;
+}
+
 void Actor::SetPositionInheritanceMode( PositionInheritanceMode mode )
 {
   // this flag is not animatable so keep the value
@@ -809,6 +874,8 @@ void Actor::SetOrientation( const Radian& angle, const Vector3& axis )
 
 void Actor::SetOrientation( const Quaternion& orientation )
 {
+  mTargetOrientation = orientation;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -818,15 +885,13 @@ void Actor::SetOrientation( const Quaternion& 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 )
 {
+  mTargetOrientation *= Quaternion( relativeRotation );
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -868,6 +933,8 @@ void Actor::SetScale( float x, float y, float z )
 
 void Actor::SetScale( const Vector3& scale )
 {
+  mTargetScale = scale;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -877,6 +944,8 @@ void Actor::SetScale( const Vector3& scale )
 
 void Actor::SetScaleX( float x )
 {
+  mTargetScale.x = x;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -886,6 +955,8 @@ void Actor::SetScaleX( float x )
 
 void Actor::SetScaleY( float y )
 {
+  mTargetScale.y = y;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -895,6 +966,8 @@ void Actor::SetScaleY( float y )
 
 void Actor::SetScaleZ( float z )
 {
+  mTargetScale.z = z;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -904,6 +977,8 @@ void Actor::SetScaleZ( float z )
 
 void Actor::ScaleBy(const Vector3& relativeScale)
 {
+  mTargetScale *= relativeScale;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -962,11 +1037,7 @@ Matrix Actor::GetCurrentWorldMatrix() const
 
 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
@@ -982,6 +1053,8 @@ bool Actor::IsVisible() const
 
 void Actor::SetOpacity( float opacity )
 {
+  mTargetColor.a = opacity;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -1000,6 +1073,16 @@ float Actor::GetCurrentOpacity() const
   return 1.0f;
 }
 
+ClippingMode::Type Actor::GetClippingMode() const
+{
+  return mClippingMode;
+}
+
+unsigned int Actor::GetSortingDepth()
+{
+  return mSortedDepth;
+}
+
 const Vector4& Actor::GetCurrentWorldColor() const
 {
   if( NULL != mNode )
@@ -1012,6 +1095,8 @@ const Vector4& Actor::GetCurrentWorldColor() const
 
 void Actor::SetColor( const Vector4& color )
 {
+  mTargetColor = color;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -1021,6 +1106,8 @@ void Actor::SetColor( const Vector4& color )
 
 void Actor::SetColorRed( float red )
 {
+  mTargetColor.r = red;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -1030,6 +1117,8 @@ void Actor::SetColorRed( float red )
 
 void Actor::SetColorGreen( float green )
 {
+  mTargetColor.g = green;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -1039,6 +1128,8 @@ void Actor::SetColorGreen( float green )
 
 void Actor::SetColorBlue( float blue )
 {
+  mTargetColor.b = blue;
+
   if( NULL != mNode )
   {
     // mNode is being used in a separate thread; queue a message to set the value & base value
@@ -1168,89 +1259,74 @@ 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;
+
+    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 );
+    }
   }
-  // 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;
+
+    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>::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 );
+    SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->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
@@ -1274,11 +1350,22 @@ void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimensio
 {
   EnsureRelayoutData();
 
+  ResizePolicy::Type originalWidthPolicy = GetResizePolicy(Dimension::WIDTH);
+  ResizePolicy::Type originalHeightPolicy = GetResizePolicy(Dimension::HEIGHT);
+
   for( unsigned int 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;
+      }
     }
   }
 
@@ -1298,6 +1385,34 @@ void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimensio
   // If calling SetResizePolicy, assume we want relayout enabled
   SetRelayoutEnabled( true );
 
+  // If the resize policy is set to be FIXED, the preferred size
+  // should be overrided by the target size. Otherwise the target
+  // size should be overrided by the preferred size.
+
+  if( dimension & Dimension::WIDTH )
+  {
+    if( originalWidthPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED )
+    {
+      mRelayoutData->preferredSize.width = mTargetSize.width;
+    }
+    else if( originalWidthPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED )
+    {
+      mTargetSize.width = mRelayoutData->preferredSize.width;
+    }
+  }
+
+  if( dimension & Dimension::HEIGHT )
+  {
+    if( originalHeightPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED )
+    {
+      mRelayoutData->preferredSize.height = mTargetSize.height;
+    }
+    else if( originalHeightPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED )
+    {
+      mTargetSize.height = mRelayoutData->preferredSize.height;
+    }
+  }
+
   OnSetResizePolicy( policy, dimension );
 
   // Trigger relayout on this control
@@ -1313,7 +1428,14 @@ 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 ];
+        }
       }
     }
   }
@@ -1376,6 +1498,8 @@ void Actor::SetRelayoutEnabled( bool relayoutEnabled )
   {
     EnsureRelayoutData();
 
+    DALI_ASSERT_DEBUG( mRelayoutData && "mRelayoutData not created" );
+
     mRelayoutData->relayoutEnabled = relayoutEnabled;
   }
 }
@@ -1437,12 +1561,6 @@ unsigned int Actor::AddRenderer( Renderer& renderer )
   RendererPtr rendererPtr = RendererPtr( &renderer );
   mRenderers->push_back( rendererPtr );
   AddRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() );
-
-  if( mIsOnStage)
-  {
-    rendererPtr->Connect();
-  }
-
   return index;
 }
 
@@ -1504,7 +1622,7 @@ void Actor::SetDrawMode( DrawMode::Type drawMode )
 {
   // this flag is not animatable so keep the value
   mDrawMode = drawMode;
-  if( NULL != mNode )
+  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 );
@@ -1707,12 +1825,11 @@ bool Actor::RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) con
   return ( b2 * b2 - a * c ) >= 0.f;
 }
 
-bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vector4& hitPointLocal, float& distance ) const
+bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vector2& hitPointLocal, float& distance ) const
 {
   bool hit = false;
 
-  if( OnStage() &&
-  NULL != mNode )
+  if( OnStage() && NULL != mNode )
   {
     // Transforms the ray to the local reference system.
     // Calculate the inverse of Model matrix
@@ -1867,9 +1984,26 @@ 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 );
+  }
+}
+
 Dali::Actor::TouchSignalType& Actor::TouchedSignal()
 {
-  DALI_LOG_WARNING( "Deprecated: Use TouchSignal() instead\n" );
   return mTouchedSignal;
 }
 
@@ -1903,10 +2037,20 @@ Dali::Actor::OnRelayoutSignalType& Actor::OnRelayoutSignal()
   return mOnRelayoutSignal;
 }
 
+DevelActor::VisibilityChangedSignalType& Actor::VisibilityChangedSignal()
+{
+  return mVisibilityChangedSignal;
+}
+
+Dali::Actor::LayoutDirectionChangedSignalType& Actor::LayoutDirectionChangedSignal()
+{
+  return mLayoutDirectionChangedSignal;
+}
+
 bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
 {
   bool connected( true );
-  Actor* actor = dynamic_cast< Actor* >( object );
+  Actor* actor = static_cast< Actor* >( object ); // TypeRegistry guarantees that this is the correct type.
 
   if( 0 == signalName.compare( SIGNAL_TOUCHED ) )
   {
@@ -1954,9 +2098,14 @@ Actor::Actor( DerivedType derivedType )
   mAnchorPoint( NULL ),
   mRelayoutData( NULL ),
   mGestureData( NULL ),
-  mTargetSize( 0.0f, 0.0f, 0.0f ),
+  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 ),
   mIsRoot( ROOT_LAYER == derivedType ),
   mIsLayer( LAYER == derivedType || ROOT_LAYER == derivedType ),
@@ -1972,19 +2121,23 @@ 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 )
+  mColorMode( Node::DEFAULT_COLOR_MODE ),
+  mClippingMode( ClippingMode::DISABLED )
 {
 }
 
 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
+  // Node creation, keep raw-pointer to Node for messaging
+  mNode = CreateNode();
+  OwnerPointer< SceneGraph::Node > transferOwnership( const_cast< SceneGraph::Node* >( mNode ) );
+  AddNodeMessage( GetEventThreadServices().GetUpdateManager(), transferOwnership );
 
   OnInitialize();
 
@@ -2038,6 +2191,12 @@ 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 );
 
@@ -2093,12 +2252,6 @@ void Actor::ConnectToSceneGraph()
     ConnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *(mParent->mNode), *mNode );
   }
 
-  unsigned int rendererCount( GetRendererCount() );
-  for( unsigned int i(0); i<rendererCount; ++i )
-  {
-    GetRendererAt(i)->Connect();
-  }
-
   // Request relayout on all actors that are added to the scenegraph
   RelayoutRequest();
 
@@ -2135,6 +2288,12 @@ 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 );
 
@@ -2179,12 +2338,6 @@ void Actor::DisconnectFromSceneGraph()
 {
   // Notification for Object::Observers
   OnSceneObjectRemove();
-
-  unsigned int rendererCount( GetRendererCount() );
-  for( unsigned int i(0); i<rendererCount; ++i )
-  {
-    GetRendererAt(i)->Disconnect();
-  }
 }
 
 void Actor::NotifyStageDisconnection()
@@ -2226,6 +2379,44 @@ bool Actor::IsNodeConnected() const
   return connected;
 }
 
+// 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()
+{
+  DALI_LOG_TIMER_START(depthTimer);
+
+  // Vector of scene-graph nodes and their depths to send to UpdateManager
+  // in a single message
+  OwnerPointer<SceneGraph::NodeDepths> sceneGraphNodeDepths( new SceneGraph::NodeDepths() );
+
+  int depthIndex = 1;
+  DepthTraverseActorTree( sceneGraphNodeDepths, depthIndex );
+
+  SetDepthIndicesMessage( GetEventThreadServices().GetUpdateManager(), sceneGraphNodeDepths );
+  DALI_LOG_TIMER_END(depthTimer, gLogFilter, Debug::Concise, "Depth tree traversal time: ");
+}
+
+void Actor::DepthTraverseActorTree( OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int& depthIndex )
+{
+  mSortedDepth = depthIndex * DevelLayer::SIBLING_ORDER_MULTIPLIER;
+  sceneGraphNodeDepths->Add( const_cast<SceneGraph::Node*>( mNode ), mSortedDepth );
+
+  // Create/add to children of this node
+  if( mChildren )
+  {
+    for( ActorContainer::iterator it = mChildren->begin(); it != mChildren->end(); ++it )
+    {
+      Actor* childActor = (*it).Get();
+      ++depthIndex;
+      childActor->DepthTraverseActorTree( sceneGraphNodeDepths, depthIndex );
+    }
+  }
+}
+
 unsigned int Actor::GetDefaultPropertyCount() const
 {
   return DEFAULT_PROPERTY_COUNT;
@@ -2499,8 +2690,13 @@ 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;
     }
 
@@ -2542,8 +2738,8 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
 
     case Dali::Actor::Property::COLOR_MODE:
     {
-      ColorMode mode;
-      if ( Scripting::GetEnumeration< ColorMode >( property.Get< std::string >().c_str(), COLOR_MODE_TABLE, COLOR_MODE_TABLE_COUNT, mode ) )
+      ColorMode mode = mColorMode;
+      if ( Scripting::GetEnumerationProperty< ColorMode >( property, COLOR_MODE_TABLE, COLOR_MODE_TABLE_COUNT, mode ) )
       {
         SetColorMode( mode );
       }
@@ -2552,8 +2748,8 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
 
     case Dali::Actor::Property::POSITION_INHERITANCE:
     {
-      PositionInheritanceMode mode;
-      if( Scripting::GetEnumeration< PositionInheritanceMode >( property.Get< std::string >().c_str(), POSITION_INHERITANCE_MODE_TABLE, POSITION_INHERITANCE_MODE_TABLE_COUNT, mode ) )
+      PositionInheritanceMode mode = mPositionInheritanceMode;
+      if( Scripting::GetEnumerationProperty< PositionInheritanceMode >( property, POSITION_INHERITANCE_MODE_TABLE, POSITION_INHERITANCE_MODE_TABLE_COUNT, mode ) )
       {
         SetPositionInheritanceMode( mode );
       }
@@ -2562,8 +2758,8 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
 
     case Dali::Actor::Property::DRAW_MODE:
     {
-      DrawMode::Type mode;
-      if( Scripting::GetEnumeration< DrawMode::Type >( property.Get< std::string >().c_str(), DRAW_MODE_TABLE, DRAW_MODE_TABLE_COUNT, mode ) )
+      DrawMode::Type mode = mDrawMode;
+      if( Scripting::GetEnumerationProperty< DrawMode::Type >( property, DRAW_MODE_TABLE, DRAW_MODE_TABLE_COUNT, mode ) )
       {
         SetDrawMode( mode );
       }
@@ -2578,8 +2774,8 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
 
     case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
     {
-      ResizePolicy::Type type;
-      if( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) )
+      ResizePolicy::Type type = static_cast< ResizePolicy::Type >( -1 ); // Set to invalid number so it definitely gets set.
+      if( Scripting::GetEnumerationProperty< ResizePolicy::Type >( property, RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) )
       {
         SetResizePolicy( type, Dimension::WIDTH );
       }
@@ -2588,8 +2784,8 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
 
     case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
     {
-      ResizePolicy::Type type;
-      if( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) )
+      ResizePolicy::Type type = static_cast< ResizePolicy::Type >( -1 ); // Set to invalid number so it definitely gets set.
+      if( Scripting::GetEnumerationProperty< ResizePolicy::Type >( property, RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) )
       {
         SetResizePolicy( type, Dimension::HEIGHT );
       }
@@ -2648,6 +2844,67 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
       break;
     }
 
+    case Dali::DevelActor::Property::SIBLING_ORDER:
+    {
+      int value;
+
+      if( property.Get( value ) )
+      {
+        SetSiblingOrder( value );
+      }
+      break;
+    }
+
+    case Dali::Actor::Property::CLIPPING_MODE:
+    {
+      ClippingMode::Type convertedValue = mClippingMode;
+      if( Scripting::GetEnumerationProperty< ClippingMode::Type >( property, CLIPPING_MODE_TABLE, CLIPPING_MODE_TABLE_COUNT, convertedValue ) )
+      {
+        mClippingMode = convertedValue;
+        if( NULL != mNode )
+        {
+          SetClippingModeMessage( GetEventThreadServices(), *mNode, mClippingMode );
+        }
+      }
+      break;
+    }
+
+    case Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT:
+    {
+      bool value = false;
+      if( property.Get( value ) && value != mPositionUsesAnchorPoint )
+      {
+        mPositionUsesAnchorPoint = value;
+        if( NULL != mNode )
+        {
+          SetPositionUsesAnchorPointMessage( GetEventThreadServices(), *mNode, 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;
+    }
+
     default:
     {
       // this can happen in the case of a non-animatable default property so just do nothing
@@ -2807,8 +3064,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata
 
     default:
     {
-      DALI_ASSERT_ALWAYS( false && "Property type enumeration out of bounds" ); // should not come here
-      break;
+      // nothing to do for other types
     }
   } // entry.GetType
 }
@@ -2817,37 +3073,812 @@ Property::Value Actor::GetDefaultProperty( Property::Index index ) const
 {
   Property::Value value;
 
-  switch( index )
+  if( ! GetCachedPropertyValue( index, value ) )
   {
-    case Dali::Actor::Property::PARENT_ORIGIN:
-    {
-      value = GetCurrentParentOrigin();
-      break;
-    }
+    // If property value is not stored in the event-side, then it must be a scene-graph only property
+    GetCurrentPropertyValue( index, value );
+  }
 
-    case Dali::Actor::Property::PARENT_ORIGIN_X:
-    {
-      value = GetCurrentParentOrigin().x;
-      break;
-    }
+  return value;
+}
 
-    case Dali::Actor::Property::PARENT_ORIGIN_Y:
-    {
-      value = GetCurrentParentOrigin().y;
-      break;
-    }
+Property::Value Actor::GetDefaultPropertyCurrentValue( Property::Index index ) const
+{
+  Property::Value value;
 
-    case Dali::Actor::Property::PARENT_ORIGIN_Z:
-    {
-      value = GetCurrentParentOrigin().z;
-      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::ANCHOR_POINT:
-    {
-      value = GetCurrentAnchorPoint();
-      break;
-    }
+  return value;
+}
+
+void Actor::OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType )
+{
+  switch( animationType )
+  {
+    case Animation::TO:
+    case Animation::BETWEEN:
+    {
+      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;
+        }
+      }
+      break;
+    }
+
+    case Animation::BY:
+    {
+      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;
+    }
+  }
+}
+
+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::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;
+
+      case Dali::Actor::Property::POSITION_X:
+        property = &mNode->mPosition;
+        break;
+
+      case Dali::Actor::Property::POSITION_Y:
+        property = &mNode->mPosition;
+        break;
+
+      case Dali::Actor::Property::POSITION_Z:
+        property = &mNode->mPosition;
+        break;
+
+      case Dali::Actor::Property::ORIENTATION:
+        property = &mNode->mOrientation;
+        break;
+
+      case Dali::Actor::Property::SCALE:
+        property = &mNode->mScale;
+        break;
+
+      case Dali::Actor::Property::SCALE_X:
+        property = &mNode->mScale;
+        break;
+
+      case Dali::Actor::Property::SCALE_Y:
+        property = &mNode->mScale;
+        break;
+
+      case Dali::Actor::Property::SCALE_Z:
+        property = &mNode->mScale;
+        break;
+
+      case Dali::Actor::Property::VISIBLE:
+        property = &mNode->mVisible;
+        break;
+
+      case Dali::Actor::Property::COLOR:
+        property = &mNode->mColor;
+        break;
+
+      case Dali::Actor::Property::COLOR_RED:
+        property = &mNode->mColor;
+        break;
+
+      case Dali::Actor::Property::COLOR_GREEN:
+        property = &mNode->mColor;
+        break;
+
+      case Dali::Actor::Property::COLOR_BLUE:
+        property = &mNode->mColor;
+        break;
+
+      case Dali::Actor::Property::COLOR_ALPHA:
+      case Dali::DevelActor::Property::OPACITY:
+        property = &mNode->mColor;
+        break;
+
+      default:
+        break;
+    }
+  }
+
+  return property;
+}
+
+const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index index ) const
+{
+  const PropertyInputImpl* 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::PARENT_ORIGIN:
+        property = &mNode->mParentOrigin;
+        break;
+
+      case Dali::Actor::Property::PARENT_ORIGIN_X:
+        property = &mNode->mParentOrigin;
+        break;
+
+      case Dali::Actor::Property::PARENT_ORIGIN_Y:
+        property = &mNode->mParentOrigin;
+        break;
+
+      case Dali::Actor::Property::PARENT_ORIGIN_Z:
+        property = &mNode->mParentOrigin;
+        break;
+
+      case Dali::Actor::Property::ANCHOR_POINT:
+        property = &mNode->mAnchorPoint;
+        break;
+
+      case Dali::Actor::Property::ANCHOR_POINT_X:
+        property = &mNode->mAnchorPoint;
+        break;
+
+      case Dali::Actor::Property::ANCHOR_POINT_Y:
+        property = &mNode->mAnchorPoint;
+        break;
+
+      case Dali::Actor::Property::ANCHOR_POINT_Z:
+        property = &mNode->mAnchorPoint;
+        break;
+
+      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;
+
+      case Dali::Actor::Property::POSITION_X:
+        property = &mNode->mPosition;
+        break;
+
+      case Dali::Actor::Property::POSITION_Y:
+        property = &mNode->mPosition;
+        break;
+
+      case Dali::Actor::Property::POSITION_Z:
+        property = &mNode->mPosition;
+        break;
+
+      case Dali::Actor::Property::WORLD_POSITION:
+        property = &mNode->mWorldPosition;
+        break;
+
+      case Dali::Actor::Property::WORLD_POSITION_X:
+        property = &mNode->mWorldPosition;
+        break;
+
+      case Dali::Actor::Property::WORLD_POSITION_Y:
+        property = &mNode->mWorldPosition;
+        break;
+
+      case Dali::Actor::Property::WORLD_POSITION_Z:
+        property = &mNode->mWorldPosition;
+        break;
+
+      case Dali::Actor::Property::ORIENTATION:
+        property = &mNode->mOrientation;
+        break;
+
+      case Dali::Actor::Property::WORLD_ORIENTATION:
+        property = &mNode->mWorldOrientation;
+        break;
+
+      case Dali::Actor::Property::SCALE:
+        property = &mNode->mScale;
+        break;
+
+      case Dali::Actor::Property::SCALE_X:
+        property = &mNode->mScale;
+        break;
+
+      case Dali::Actor::Property::SCALE_Y:
+        property = &mNode->mScale;
+        break;
+
+      case Dali::Actor::Property::SCALE_Z:
+        property = &mNode->mScale;
+        break;
+
+      case Dali::Actor::Property::WORLD_SCALE:
+        property = &mNode->mWorldScale;
+        break;
+
+      case Dali::Actor::Property::VISIBLE:
+        property = &mNode->mVisible;
+        break;
+
+      case Dali::Actor::Property::COLOR:
+        property = &mNode->mColor;
+        break;
+
+      case Dali::Actor::Property::COLOR_RED:
+        property = &mNode->mColor;
+        break;
+
+      case Dali::Actor::Property::COLOR_GREEN:
+        property = &mNode->mColor;
+        break;
+
+      case Dali::Actor::Property::COLOR_BLUE:
+        property = &mNode->mColor;
+        break;
+
+      case Dali::Actor::Property::COLOR_ALPHA:
+      case Dali::DevelActor::Property::OPACITY:
+      {
+        property = &mNode->mColor;
+        break;
+      }
+
+      case Dali::Actor::Property::WORLD_COLOR:
+        property = &mNode->mWorldColor;
+        break;
+
+      case Dali::Actor::Property::WORLD_MATRIX:
+        property = &mNode->mWorldMatrix;
+        break;
+
+      default:
+        break;
+    }
+  }
+
+  return property;
+}
+
+int Actor::GetPropertyComponentIndex( Property::Index index ) const
+{
+  int componentIndex( Property::INVALID_COMPONENT_INDEX );
+
+  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 )
+    {
+      componentIndex = animatableProperty->componentIndex;
+    }
+  }
+  else
+  {
+    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:
+      {
+        componentIndex = 0;
+        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::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::COLOR_ALPHA:
+      case Dali::DevelActor::Property::OPACITY:
+      {
+        componentIndex = 3;
+        break;
+      }
+
+      default:
+      {
+        // Do nothing
+        break;
+      }
+    }
+  }
+
+  return componentIndex;
+}
+
+void Actor::SetParent( Actor* parent )
+{
+  if( parent )
+  {
+    DALI_ASSERT_ALWAYS( !mParent && "Actor cannot have 2 parents" );
+
+    mParent = parent;
+
+    if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
+         parent->OnStage() )
+    {
+      // Instruct each actor to create a corresponding node in the scene graph
+      ConnectToStage( parent->GetHierarchyDepth() );
+    }
+
+    // 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() )
+    {
+      DALI_ASSERT_ALWAYS( mNode != NULL );
+
+      if( NULL != mNode )
+      {
+        // Disconnect the Node & its children from the scene-graph.
+        DisconnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *mNode );
+      }
+
+      // Instruct each actor to discard pointers to the scene-graph
+      DisconnectFromStage();
+    }
+  }
+}
+
+SceneGraph::Node* Actor::CreateNode() const
+{
+  return Node::New();
+}
+
+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 ) )
+    {
+      actor->SetVisible( true );
+      done = true;
+    }
+    else if( 0 == actionName.compare( ACTION_HIDE ) )
+    {
+      actor->SetVisible( false );
+      done = true;
+    }
+  }
+
+  return done;
+}
+
+bool Actor::GetCachedPropertyValue( Property::Index index, Property::Value& value ) const
+{
+  bool valueSet = true;
+
+  switch( index )
+  {
+    case Dali::Actor::Property::PARENT_ORIGIN:
+    {
+      value = GetCurrentParentOrigin();
+      break;
+    }
+
+    case Dali::Actor::Property::PARENT_ORIGIN_X:
+    {
+      value = GetCurrentParentOrigin().x;
+      break;
+    }
+
+    case Dali::Actor::Property::PARENT_ORIGIN_Y:
+    {
+      value = GetCurrentParentOrigin().y;
+      break;
+    }
+
+    case Dali::Actor::Property::PARENT_ORIGIN_Z:
+    {
+      value = GetCurrentParentOrigin().z;
+      break;
+    }
+
+    case Dali::Actor::Property::ANCHOR_POINT:
+    {
+      value = GetCurrentAnchorPoint();
+      break;
+    }
 
     case Dali::Actor::Property::ANCHOR_POINT_X:
     {
@@ -2915,117 +3946,70 @@ Property::Value Actor::GetDefaultProperty( Property::Index index ) const
       break;
     }
 
-    case Dali::Actor::Property::WORLD_POSITION:
-    {
-      value = GetCurrentWorldPosition();
-      break;
-    }
-
-    case Dali::Actor::Property::WORLD_POSITION_X:
-    {
-      value = GetCurrentWorldPosition().x;
-      break;
-    }
-
-    case Dali::Actor::Property::WORLD_POSITION_Y:
-    {
-      value = GetCurrentWorldPosition().y;
-      break;
-    }
-
-    case Dali::Actor::Property::WORLD_POSITION_Z:
-    {
-      value = GetCurrentWorldPosition().z;
-      break;
-    }
-
     case Dali::Actor::Property::ORIENTATION:
     {
-      value = GetCurrentOrientation();
-      break;
-    }
-
-    case Dali::Actor::Property::WORLD_ORIENTATION:
-    {
-      value = GetCurrentWorldOrientation();
+      value = mTargetOrientation;
       break;
     }
 
     case Dali::Actor::Property::SCALE:
     {
-      value = GetCurrentScale();
+      value = mTargetScale;
       break;
     }
 
     case Dali::Actor::Property::SCALE_X:
     {
-      value = GetCurrentScale().x;
+      value = mTargetScale.x;
       break;
     }
 
     case Dali::Actor::Property::SCALE_Y:
     {
-      value = GetCurrentScale().y;
+      value = mTargetScale.y;
       break;
     }
 
     case Dali::Actor::Property::SCALE_Z:
     {
-      value = GetCurrentScale().z;
-      break;
-    }
-
-    case Dali::Actor::Property::WORLD_SCALE:
-    {
-      value = GetCurrentWorldScale();
+      value = mTargetScale.z;
       break;
     }
 
     case Dali::Actor::Property::VISIBLE:
     {
-      value = IsVisible();
+      value = mVisible;
       break;
     }
 
     case Dali::Actor::Property::COLOR:
     {
-      value = GetCurrentColor();
+      value = mTargetColor;
       break;
     }
 
     case Dali::Actor::Property::COLOR_RED:
     {
-      value = GetCurrentColor().r;
+      value = mTargetColor.r;
       break;
     }
 
     case Dali::Actor::Property::COLOR_GREEN:
     {
-      value = GetCurrentColor().g;
-      break;
-    }
-
-    case Dali::Actor::Property::COLOR_BLUE:
-    {
-      value = GetCurrentColor().b;
-      break;
-    }
-
-    case Dali::Actor::Property::COLOR_ALPHA:
-    {
-      value = GetCurrentColor().a;
+      value = mTargetColor.g;
       break;
     }
 
-    case Dali::Actor::Property::WORLD_COLOR:
+    case Dali::Actor::Property::COLOR_BLUE:
     {
-      value = GetCurrentWorldColor();
+      value = mTargetColor.b;
       break;
     }
 
-    case Dali::Actor::Property::WORLD_MATRIX:
+    case Dali::Actor::Property::COLOR_ALPHA:
+    case Dali::DevelActor::Property::OPACITY:
     {
-      value = GetCurrentWorldMatrix();
+      value = mTargetColor.a;
       break;
     }
 
@@ -3119,474 +4103,251 @@ Property::Value Actor::GetDefaultProperty( Property::Index index ) const
       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::MINIMUM_SIZE:
-    {
-      value = Vector2( GetMinimumSize( Dimension::WIDTH ), GetMinimumSize( Dimension::HEIGHT ) );
-      break;
-    }
-
-    case Dali::Actor::Property::MAXIMUM_SIZE:
-    {
-      value = Vector2( GetMaximumSize( Dimension::WIDTH ), GetMaximumSize( Dimension::HEIGHT ) );
-      break;
-    }
-
-    default:
-    {
-      DALI_ASSERT_ALWAYS( false && "Actor Property index invalid" ); // should not come here
-      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::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;
-
-      case Dali::Actor::Property::POSITION_X:
-        property = &mNode->mPosition;
-        break;
-
-      case Dali::Actor::Property::POSITION_Y:
-        property = &mNode->mPosition;
-        break;
-
-      case Dali::Actor::Property::POSITION_Z:
-        property = &mNode->mPosition;
-        break;
-
-      case Dali::Actor::Property::ORIENTATION:
-        property = &mNode->mOrientation;
-        break;
-
-      case Dali::Actor::Property::SCALE:
-        property = &mNode->mScale;
-        break;
-
-      case Dali::Actor::Property::SCALE_X:
-        property = &mNode->mScale;
-        break;
-
-      case Dali::Actor::Property::SCALE_Y:
-        property = &mNode->mScale;
-        break;
-
-      case Dali::Actor::Property::SCALE_Z:
-        property = &mNode->mScale;
-        break;
-
-      case Dali::Actor::Property::VISIBLE:
-        property = &mNode->mVisible;
-        break;
-
-      case Dali::Actor::Property::COLOR:
-        property = &mNode->mColor;
-        break;
-
-      case Dali::Actor::Property::COLOR_RED:
-        property = &mNode->mColor;
-        break;
-
-      case Dali::Actor::Property::COLOR_GREEN:
-        property = &mNode->mColor;
-        break;
-
-      case Dali::Actor::Property::COLOR_BLUE:
-        property = &mNode->mColor;
-        break;
-
-      case Dali::Actor::Property::COLOR_ALPHA:
-        property = &mNode->mColor;
-        break;
-
-      default:
-        break;
-    }
-  }
-
-  return property;
-}
-
-const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index index ) const
-{
-  const PropertyInputImpl* 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::PARENT_ORIGIN:
-        property = &mNode->mParentOrigin;
-        break;
-
-      case Dali::Actor::Property::PARENT_ORIGIN_X:
-        property = &mNode->mParentOrigin;
-        break;
-
-      case Dali::Actor::Property::PARENT_ORIGIN_Y:
-        property = &mNode->mParentOrigin;
-        break;
-
-      case Dali::Actor::Property::PARENT_ORIGIN_Z:
-        property = &mNode->mParentOrigin;
-        break;
-
-      case Dali::Actor::Property::ANCHOR_POINT:
-        property = &mNode->mAnchorPoint;
-        break;
-
-      case Dali::Actor::Property::ANCHOR_POINT_X:
-        property = &mNode->mAnchorPoint;
-        break;
-
-      case Dali::Actor::Property::ANCHOR_POINT_Y:
-        property = &mNode->mAnchorPoint;
-        break;
-
-      case Dali::Actor::Property::ANCHOR_POINT_Z:
-        property = &mNode->mAnchorPoint;
-        break;
-
-      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;
-
-      case Dali::Actor::Property::POSITION_X:
-        property = &mNode->mPosition;
-        break;
-
-      case Dali::Actor::Property::POSITION_Y:
-        property = &mNode->mPosition;
-        break;
-
-      case Dali::Actor::Property::POSITION_Z:
-        property = &mNode->mPosition;
-        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" );
-
-    mParent = NULL;
+    case Dali::Actor::Property::COLOR_RED:
+    {
+      value = GetCurrentColor().r;
+      break;
+    }
 
-    if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
-         OnStage() )
+    case Dali::Actor::Property::COLOR_GREEN:
     {
-      DALI_ASSERT_ALWAYS( mNode != NULL );
+      value = GetCurrentColor().g;
+      break;
+    }
 
-      if( NULL != mNode )
-      {
-        // Disconnect the Node & its children from the scene-graph.
-        DisconnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *mNode );
-      }
+    case Dali::Actor::Property::COLOR_BLUE:
+    {
+      value = GetCurrentColor().b;
+      break;
+    }
 
-      // Instruct each actor to discard pointers to the scene-graph
-      DisconnectFromStage();
+    case Dali::Actor::Property::COLOR_ALPHA:
+    case Dali::DevelActor::Property::OPACITY:
+    {
+      value = GetCurrentColor().a;
+      break;
     }
-  }
-}
 
-SceneGraph::Node* Actor::CreateNode() const
-{
-  return Node::New();
-}
+    case Dali::Actor::Property::WORLD_COLOR:
+    {
+      value = GetCurrentWorldColor();
+      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::WORLD_MATRIX:
+    {
+      value = GetCurrentWorldMatrix();
+      break;
+    }
 
-  if( actor )
-  {
-    if( 0 == actionName.compare( ACTION_SHOW ) )
+    case Dali::Actor::Property::VISIBLE:
     {
-      actor->SetVisible( true );
-      done = true;
+      value = IsVisible();
+      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()
@@ -3872,7 +4633,7 @@ 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
@@ -4038,7 +4799,7 @@ void Actor::NegotiateDimensions( const Vector2& allocatedSize )
   }
 }
 
-Vector2 Actor::ApplySizeSetPolicy( const Vector2 size )
+Vector2 Actor::ApplySizeSetPolicy( const Vector2& size )
 {
   switch( mRelayoutData->sizeSetPolicy )
   {
@@ -4142,13 +4903,15 @@ 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
@@ -4158,20 +4921,19 @@ 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 )
   {
     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);
@@ -4180,9 +4942,41 @@ 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( 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 )
@@ -4299,6 +5093,282 @@ 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 )
+{
+  if ( mParent )
+  {
+    ActorContainer& siblings = *(mParent->mChildren);
+    unsigned int 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();
+      }
+    }
+  }
+}
+
+unsigned int Actor::GetSiblingOrder() const
+{
+  unsigned int order = 0;
+
+  if ( mParent )
+  {
+    ActorContainer& siblings = *(mParent->mChildren);
+    for( size_t i=0; i<siblings.size(); ++i )
+    {
+      if( siblings[i] == this )
+      {
+        order = 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( 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;
+        }
+      }
+    }
+    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( 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;
+        }
+      }
+    }
+    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));
+      }
+    }
+    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);
+      }
+    }
+    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);
+      }
+      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);
+      }
+      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