Remove some public Setter/Getter APIs from Dali::Actor 40/233840/2
authorRichard Huang <r.huang@samsung.com>
Tue, 19 May 2020 12:43:33 +0000 (13:43 +0100)
committerRichard Huang <r.huang@samsung.com>
Wed, 20 May 2020 13:24:36 +0000 (14:24 +0100)
Change-Id: Ibe93035af4c549162d57761ec38d44f107dcb41d

49 files changed:
automated-tests/src/dali-internal/utc-Dali-Internal-FrustumCulling.cpp
automated-tests/src/dali/dali-test-suite-utils/test-custom-actor.cpp
automated-tests/src/dali/dali-test-suite-utils/test-custom-actor.h
automated-tests/src/dali/utc-Dali-Actor.cpp
automated-tests/src/dali/utc-Dali-Animation.cpp
automated-tests/src/dali/utc-Dali-BaseHandle.cpp
automated-tests/src/dali/utc-Dali-BufferImage.cpp
automated-tests/src/dali/utc-Dali-CameraActor.cpp
automated-tests/src/dali/utc-Dali-Constrainer.cpp
automated-tests/src/dali/utc-Dali-Constraint.cpp
automated-tests/src/dali/utc-Dali-Constraints.cpp
automated-tests/src/dali/utc-Dali-Context.cpp
automated-tests/src/dali/utc-Dali-CustomActor.cpp
automated-tests/src/dali/utc-Dali-FrameCallbackInterface.cpp
automated-tests/src/dali/utc-Dali-HitTestAlgorithm.cpp
automated-tests/src/dali/utc-Dali-HoverProcessing.cpp
automated-tests/src/dali/utc-Dali-Layer.cpp
automated-tests/src/dali/utc-Dali-LongPressGestureDetector.cpp
automated-tests/src/dali/utc-Dali-LongPressGestureRecognizer.cpp
automated-tests/src/dali/utc-Dali-NativeImage.cpp
automated-tests/src/dali/utc-Dali-PanGestureDetector.cpp
automated-tests/src/dali/utc-Dali-PanGestureRecognizer.cpp
automated-tests/src/dali/utc-Dali-PinchGestureDetector.cpp
automated-tests/src/dali/utc-Dali-PinchGestureRecognizer.cpp
automated-tests/src/dali/utc-Dali-PropertyNotification.cpp
automated-tests/src/dali/utc-Dali-RenderTask.cpp
automated-tests/src/dali/utc-Dali-Renderer.cpp
automated-tests/src/dali/utc-Dali-RotationGestureDetector.cpp
automated-tests/src/dali/utc-Dali-RotationGestureRecognizer.cpp
automated-tests/src/dali/utc-Dali-Sampler.cpp
automated-tests/src/dali/utc-Dali-Scene.cpp
automated-tests/src/dali/utc-Dali-Scripting.cpp
automated-tests/src/dali/utc-Dali-Stage.cpp
automated-tests/src/dali/utc-Dali-TapGestureDetector.cpp
automated-tests/src/dali/utc-Dali-TapGestureRecognizer.cpp
automated-tests/src/dali/utc-Dali-TextureSet.cpp
automated-tests/src/dali/utc-Dali-TouchDataProcessing.cpp
automated-tests/src/dali/utc-Dali-TouchProcessing.cpp
automated-tests/src/dali/utc-Dali-TypeRegistry.cpp
automated-tests/src/dali/utc-Dali-WheelEvent.cpp
dali/integration-api/debug.cpp
dali/integration-api/debug.h
dali/internal/event/events/hover-event-processor.cpp
dali/internal/event/events/multi-point-event-util.cpp
dali/internal/event/events/touch-event-processor.cpp
dali/internal/event/events/wheel-event-processor.cpp
dali/internal/event/size-negotiation/relayout-controller-impl.cpp
dali/public-api/actors/actor.cpp
dali/public-api/actors/actor.h

index aa4f298..e53f0f1 100644 (file)
@@ -71,8 +71,8 @@ Actor CreateMeshActorToStage( TestApplication& application, Vector3 parentOrigin
   Actor meshActor = Actor::New();
   meshActor.AddRenderer( renderer );
   meshActor.SetSize( Vector3( 400.0f, 400.0f, 0.1f ) );
-  meshActor.SetParentOrigin( parentOrigin );
-  meshActor.SetAnchorPoint( anchorPoint );
+  meshActor.SetProperty( Actor::Property::PARENT_ORIGIN, parentOrigin );
+  meshActor.SetProperty( Actor::Property::ANCHOR_POINT, anchorPoint );
   Stage::GetCurrent().Add( meshActor );
 
   application.SendNotification();
@@ -101,7 +101,7 @@ bool GetCameraDepths( TestApplication& application, float& nearPlane, float& far
 
     nearPlane = cameraActor.GetNearClippingPlane();
     farPlane = cameraActor.GetFarClippingPlane();
-    cameraDepth = cameraActor.GetCurrentPosition().z;
+    cameraDepth = cameraActor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z;
   }
 
   return !!cameraActor;
@@ -137,8 +137,8 @@ int UtcFrustumLeftCullP(void)
 
   float radius = meshActor.GetTargetSize().Length() * 0.5f;
   Vector2 stageSize = Stage::GetCurrent().GetSize();
-  meshActor.SetParentOrigin( Vector3( -radius / stageSize.width + offset, 0.5f, 0.5f ) );
-  meshActor.SetAnchorPoint( AnchorPoint::CENTER );
+  meshActor.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( -radius / stageSize.width + offset, 0.5f, 0.5f ) );
+  meshActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
 
   drawTrace.Reset();
   application.SendNotification();
@@ -182,8 +182,8 @@ int UtcFrustumRightCullP(void)
   float radius = meshActor.GetTargetSize().Length() * 0.5f;
   Vector2 stageSize = Stage::GetCurrent().GetSize();
 
-  meshActor.SetParentOrigin( Vector3( radius / stageSize.width + offset, 0.5f, 0.5f ) );
-  meshActor.SetAnchorPoint( AnchorPoint::CENTER );
+  meshActor.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( radius / stageSize.width + offset, 0.5f, 0.5f ) );
+  meshActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
 
   drawTrace.Reset();
   application.SendNotification();
@@ -227,8 +227,8 @@ int UtcFrustumTopCullP(void)
   float radius = meshActor.GetTargetSize().Length() * 0.5f;
   Vector2 stageSize = Stage::GetCurrent().GetSize();
 
-  meshActor.SetParentOrigin( Vector3( 0.5f, -radius / stageSize.width + offset, 0.5f ) );
-  meshActor.SetAnchorPoint( AnchorPoint::CENTER );
+  meshActor.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f, -radius / stageSize.width + offset, 0.5f ) );
+  meshActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
 
   drawTrace.Reset();
   application.SendNotification();
@@ -273,8 +273,8 @@ int UtcFrustumBottomCullP(void)
   float radius = meshActor.GetTargetSize().Length() * 0.5f;
   Vector2 stageSize = Stage::GetCurrent().GetSize();
 
-  meshActor.SetParentOrigin( Vector3( 0.5f, radius / stageSize.width + offset, 0.5f ) );
-  meshActor.SetAnchorPoint( AnchorPoint::CENTER );
+  meshActor.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f, radius / stageSize.width + offset, 0.5f ) );
+  meshActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
 
   drawTrace.Reset();
   application.SendNotification();
@@ -316,7 +316,7 @@ int UtcFrustumNearCullP(void)
   DALI_TEST_CHECK( GetCameraDepths( application, nearPlane, farPlane, cameraDepth ) );
 
   Actor meshActor = CreateMeshActorToStage( application );
-  Vector3 meshPosition = meshActor.GetCurrentPosition();
+  Vector3 meshPosition = meshActor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
 
   float radius = meshActor.GetTargetSize().Length() * 0.5f;
   float offset = radius + 0.1f;
@@ -344,7 +344,7 @@ int UtcFrustumNearCullN(void)
   DALI_TEST_CHECK( GetCameraDepths( application, nearPlane, farPlane, cameraDepth ) );
 
   Actor meshActor = CreateMeshActorToStage( application );
-  Vector3 meshPosition = meshActor.GetCurrentPosition();
+  Vector3 meshPosition = meshActor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
 
   float offset = meshActor.GetTargetSize().z - 0.1f;
   meshPosition.z = cameraDepth - nearPlane + offset;
@@ -370,7 +370,7 @@ int UtcFrustumFarCullP(void)
   DALI_TEST_CHECK( GetCameraDepths( application, nearPlane, farPlane, cameraDepth ) );
 
   Actor meshActor = CreateMeshActorToStage( application );
-  Vector3 meshPosition = meshActor.GetCurrentPosition();
+  Vector3 meshPosition = meshActor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
 
   float radius = meshActor.GetTargetSize().Length() * 0.5f;
   float offset = radius + 0.1f;
@@ -398,7 +398,7 @@ int UtcFrustumFarCullN(void)
   DALI_TEST_CHECK( GetCameraDepths( application, nearPlane, farPlane, cameraDepth ) );
 
   Actor meshActor = CreateMeshActorToStage( application );
-  Vector3 meshPosition = meshActor.GetCurrentPosition();
+  Vector3 meshPosition = meshActor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
 
   float offset = meshActor.GetTargetSize().z - 0.1f;
   meshPosition.z = cameraDepth - farPlane - offset;
index d300568..3cf7ecb 100644 (file)
@@ -27,7 +27,7 @@ TestCustomActor TestCustomActor::NewNegoSize()
 {
   Impl::TestCustomActor* impl = new Impl::TestCustomActor( true );
   TestCustomActor custom( *impl ); // takes ownership
-  custom.SetName( "SizeNegotiationActor" );
+  custom.SetProperty( Dali::Actor::Property::NAME, "SizeNegotiationActor" );
 
   impl->Initialize();
 
@@ -290,7 +290,7 @@ void TestCustomActor::AddToCallStacks( const char* method )
   mMethodsCalled.push_back( method );
 
   // Combine Actor name with method string
-  std::string nameAndMethod( Self().GetName() );
+  std::string nameAndMethod( Self().GetProperty< std::string >( Dali::Actor::Property::NAME ) );
   if ( 0 == nameAndMethod.size() )
   {
     nameAndMethod = "Unknown: ";
index e10b28b..a951b4e 100644 (file)
@@ -346,10 +346,10 @@ struct TestCustomActorVariant7 : public TestCustomActor
   virtual void OnInitialize( const char* name )
   {
     // We need to do this early, before the OnChildAdd is recorded
-    Self().SetName( name );
+    Self().SetProperty( Dali::Actor::Property::NAME, name );
 
     mContainer = Dali::Actor::New();
-    mContainer.SetName( "Container" );
+    mContainer.SetProperty( Dali::Actor::Property::NAME, "Container" );
     Self().Add( mContainer );
   }
 
index 1e68d63..4cc24d0 100644 (file)
@@ -15,6 +15,9 @@
  *
  */
 
+// Enable debug log for test coverage
+#define DEBUG_ENABLED 1
+
 #include "assert.h"
 #include <dali/public-api/dali-core.h>
 #include <string>
@@ -22,6 +25,7 @@
 #include <dali/devel-api/actors/actor-devel.h>
 #include <dali/integration-api/events/touch-event-integ.h>
 #include <dali/integration-api/events/hover-event-integ.h>
+#include <dali/integration-api/debug.h>
 #include <dali-test-suite-utils.h>
 #include <mesh-builder.h>
 
@@ -132,14 +136,14 @@ static int gOnStageCallBackCalled;
 void OnStageCallback( Actor actor )
 {
   ++gOnStageCallBackCalled;
-  gActorNamesOnOffStage.push_back( actor.GetName() );
+  gActorNamesOnOffStage.push_back( actor.GetProperty< std::string >( Actor::Property::NAME ) );
   DALI_TEST_CHECK( actor.OnStage() == true );
 }
 static int gOffStageCallBackCalled;
 void OffStageCallback( Actor actor )
 {
   ++gOffStageCallBackCalled;
-  gActorNamesOnOffStage.push_back( actor.GetName() );
+  gActorNamesOnOffStage.push_back( actor.GetProperty< std::string >( Actor::Property::NAME ) );
   DALI_TEST_CHECK( actor.OnStage() == false );
 }
 
@@ -176,7 +180,7 @@ static std::vector< std::string > gActorNamesRelayout;
 void OnRelayoutCallback( Actor actor )
 {
   gOnRelayoutCallBackCalled = true;
-  gActorNamesRelayout.push_back( actor.GetName() );
+  gActorNamesRelayout.push_back( actor.GetProperty< std::string >( Actor::Property::NAME ) );
 }
 
 struct VisibilityChangedFunctorData
@@ -326,7 +330,7 @@ int UtcDaliActorGetName(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK(actor.GetName().empty());
+  DALI_TEST_CHECK(actor.GetProperty< std::string >( Actor::Property::NAME ).empty());
   END_TEST;
 }
 
@@ -338,8 +342,8 @@ int UtcDaliActorSetName(void)
   string str("ActorName");
   Actor actor = Actor::New();
 
-  actor.SetName(str);
-  DALI_TEST_CHECK(actor.GetName() == str);
+  actor.SetProperty( Actor::Property::NAME,str);
+  DALI_TEST_CHECK(actor.GetProperty< std::string >( Actor::Property::NAME ) == str);
   END_TEST;
 }
 
@@ -748,25 +752,25 @@ int UtcDaliActorSetParentOrigin(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentParentOrigin());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
 
-  actor.SetParentOrigin(vector);
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, vector );
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentParentOrigin());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
 
   Stage::GetCurrent().Add( actor );
 
-  actor.SetParentOrigin( Vector3( 0.1f, 0.2f, 0.3f ) );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.1f, 0.2f, 0.3f ) );
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentParentOrigin(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), TEST_LOCATION );
 
   Stage::GetCurrent().Remove( actor );
   END_TEST;
@@ -779,7 +783,7 @@ int UtcDaliActorSetParentOriginIndividual(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentParentOrigin());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN_X, vector.x );
 
@@ -787,7 +791,7 @@ int UtcDaliActorSetParentOriginIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentParentOrigin().x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).x, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN_Y, vector.y );
 
@@ -795,7 +799,7 @@ int UtcDaliActorSetParentOriginIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentParentOrigin().y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).y, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN_Z, vector.z );
 
@@ -803,7 +807,7 @@ int UtcDaliActorSetParentOriginIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentParentOrigin().z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).z, TEST_LOCATION );
 
   END_TEST;
 }
@@ -815,15 +819,15 @@ int UtcDaliActorGetCurrentParentOrigin(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentParentOrigin());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
 
-  actor.SetParentOrigin(vector);
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, vector );
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentParentOrigin());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
   END_TEST;
 }
 
@@ -834,24 +838,24 @@ int UtcDaliActorSetAnchorPoint(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentAnchorPoint());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
 
-  actor.SetAnchorPoint(vector);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, vector );
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentAnchorPoint());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
 
   Stage::GetCurrent().Add( actor );
 
-  actor.SetAnchorPoint( Vector3( 0.1f, 0.2f, 0.3f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, Vector3( 0.1f, 0.2f, 0.3f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentAnchorPoint(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), TEST_LOCATION );
 
   Stage::GetCurrent().Remove( actor );
   END_TEST;
@@ -864,7 +868,7 @@ int UtcDaliActorSetAnchorPointIndividual(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentAnchorPoint());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT_X, vector.x );
 
@@ -872,7 +876,7 @@ int UtcDaliActorSetAnchorPointIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentAnchorPoint().x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).x, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT_Y, vector.y );
 
@@ -880,7 +884,7 @@ int UtcDaliActorSetAnchorPointIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentAnchorPoint().y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).y, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT_Z, vector.z );
 
@@ -888,7 +892,7 @@ int UtcDaliActorSetAnchorPointIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentAnchorPoint().z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).z, TEST_LOCATION );
 
   END_TEST;
 }
@@ -900,15 +904,15 @@ int UtcDaliActorGetCurrentAnchorPoint(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentAnchorPoint());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
 
-  actor.SetAnchorPoint(vector);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentAnchorPoint());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
   END_TEST;
 }
 
@@ -920,7 +924,7 @@ int UtcDaliActorSetSize01(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   actor.SetSize(vector.x, vector.y);
 
@@ -936,7 +940,7 @@ int UtcDaliActorSetSize01(void)
   application.Render();
 
   // Check the size in the new frame
-  DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
   DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -986,7 +990,7 @@ int UtcDaliActorSetSize02(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   actor.SetSize(vector.x, vector.y, vector.z);
 
@@ -999,7 +1003,7 @@ int UtcDaliActorSetSize02(void)
   application.Render();
 
   // Check the size in the new frame
-  DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
   DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -1015,7 +1019,7 @@ int UtcDaliActorSetSize03(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   actor.SetSize(Vector2(vector.x, vector.y));
 
@@ -1028,7 +1032,7 @@ int UtcDaliActorSetSize03(void)
   application.Render();
 
   // Check the size in the new frame
-  DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
   DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -1044,7 +1048,7 @@ int UtcDaliActorSetSize04(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   actor.SetSize(vector);
 
@@ -1057,7 +1061,7 @@ int UtcDaliActorSetSize04(void)
   application.Render();
 
   // Check the size in the new frame
-  DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   Stage::GetCurrent().Add( actor );
   actor.SetSize( Vector3( 0.1f, 0.2f, 0.3f ) );
@@ -1071,7 +1075,7 @@ int UtcDaliActorSetSize04(void)
   application.Render();
 
   // Check the size in the new frame
-  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentSize(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), TEST_LOCATION );
 
   currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
   DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.3f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -1087,7 +1091,7 @@ int UtcDaliActorSetSizeIndividual(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
 
@@ -1100,7 +1104,7 @@ int UtcDaliActorSetSizeIndividual(void)
   application.Render();
 
   // Check the width in the new frame
-  DALI_TEST_EQUALS( vector.width, actor.GetCurrentSize().width, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.width, actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, TEST_LOCATION );
 
   sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
   DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -1116,7 +1120,7 @@ int UtcDaliActorSetSizeIndividual(void)
   application.Render();
 
   // Check the height in the new frame
-  DALI_TEST_EQUALS( vector.height, actor.GetCurrentSize().height, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.height, actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, TEST_LOCATION );
 
   sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
   DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -1132,7 +1136,7 @@ int UtcDaliActorSetSizeIndividual(void)
   application.Render();
 
   // Check the depth in the new frame
-  DALI_TEST_EQUALS( vector.depth, actor.GetCurrentSize().depth, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.depth, actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, TEST_LOCATION );
 
   sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
   DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -1173,7 +1177,7 @@ int UtcDaliActorSetSizeIndividual02(void)
   Stage::GetCurrent().Add( actor );
 
   Vector3 vector( 100.0f, 200.0f, 400.0f );
-  DALI_TEST_CHECK( vector != actor.GetCurrentSize() );
+  DALI_TEST_CHECK( vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) );
 
   actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
   DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >(), vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -1189,8 +1193,8 @@ int UtcDaliActorSetSizeIndividual02(void)
   application.Render();
 
   // Check the width in the new frame
-  DALI_TEST_EQUALS( vector.width, actor.GetCurrentSize().width, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.height, actor.GetCurrentSize().height, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.width, actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.height, actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, TEST_LOCATION );
 
   END_TEST;
 }
@@ -1203,7 +1207,7 @@ int UtcDaliActorGetCurrentSize(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 20.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   actor.SetSize(vector);
 
@@ -1211,7 +1215,7 @@ int UtcDaliActorGetCurrentSize(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
   END_TEST;
 }
 
@@ -1235,19 +1239,19 @@ int UtcDaliActorGetCurrentSizeImmediate(void)
   Vector3 vector(100.0f, 100.0f, 20.0f);
 
   DALI_TEST_CHECK(vector != actor.GetTargetSize());
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   actor.SetSize(vector);
 
   DALI_TEST_CHECK(vector == actor.GetTargetSize());
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
   DALI_TEST_CHECK(vector == actor.GetTargetSize());
-  DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   // Animation
   // Build the animation
@@ -1304,20 +1308,20 @@ int UtcDaliActorSetPosition01(void)
 
   Vector3 vector(100.0f, 100.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
   actor.SetPosition(vector.x, vector.y);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
   Stage::GetCurrent().Add( actor );
   actor.SetPosition( Vector3( 0.1f, 0.2f, 0.3f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   actor.SetX( 1.0f );
   actor.SetY( 1.1f );
@@ -1325,13 +1329,13 @@ int UtcDaliActorSetPosition01(void)
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector3( 1.0f, 1.1f, 1.2f ), actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 1.0f, 1.1f, 1.2f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   actor.TranslateBy( Vector3( 0.1f, 0.1f, 0.1f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector3( 1.1f, 1.2f, 1.3f ), actor.GetCurrentPosition(), Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 1.1f, 1.2f, 1.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Math::MACHINE_EPSILON_10000, TEST_LOCATION );
 
   Stage::GetCurrent().Remove( actor );
   END_TEST;
@@ -1349,7 +1353,7 @@ int UtcDaliActorSetPosition02(void)
 
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
   actor.SetPosition(vector.x, vector.y, vector.z);
 
@@ -1357,7 +1361,7 @@ int UtcDaliActorSetPosition02(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   END_TEST;
 }
 
@@ -1373,7 +1377,7 @@ int UtcDaliActorSetPosition03(void)
 
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
   actor.SetPosition(vector);
 
@@ -1381,7 +1385,7 @@ int UtcDaliActorSetPosition03(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   END_TEST;
 }
 
@@ -1393,7 +1397,7 @@ int UtcDaliActorSetX(void)
 
   Vector3 vector(100.0f, 0.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
   actor.SetX(100.0f);
 
@@ -1401,7 +1405,7 @@ int UtcDaliActorSetX(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   END_TEST;
 }
 
@@ -1413,7 +1417,7 @@ int UtcDaliActorSetY(void)
 
   Vector3 vector(0.0f, 100.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
   actor.SetY(100.0f);
 
@@ -1421,7 +1425,7 @@ int UtcDaliActorSetY(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   END_TEST;
 }
 
@@ -1433,7 +1437,7 @@ int UtcDaliActorSetZ(void)
 
   Vector3 vector(0.0f, 0.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
   actor.SetZ(100.0f);
 
@@ -1441,7 +1445,7 @@ int UtcDaliActorSetZ(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   END_TEST;
 }
 
@@ -1452,7 +1456,7 @@ int UtcDaliActorSetPositionProperties(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
   actor.SetProperty( Actor::Property::POSITION_X, vector.x );
   DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
@@ -1462,7 +1466,7 @@ int UtcDaliActorSetPositionProperties(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentPosition().x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
@@ -1476,7 +1480,7 @@ int UtcDaliActorSetPositionProperties(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentPosition().y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
@@ -1490,7 +1494,7 @@ int UtcDaliActorSetPositionProperties(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentPosition().z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.z, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
@@ -1506,7 +1510,7 @@ int UtcDaliActorTranslateBy(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
   actor.SetPosition(vector);
 
@@ -1514,7 +1518,7 @@ int UtcDaliActorTranslateBy(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
   actor.TranslateBy(vector);
 
@@ -1522,7 +1526,7 @@ int UtcDaliActorTranslateBy(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector*2.0f == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector*2.0f == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   END_TEST;
 }
 
@@ -1538,7 +1542,7 @@ int UtcDaliActorGetCurrentPosition(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(actor.GetCurrentPosition() == setVector);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) == setVector);
   END_TEST;
 }
 
@@ -1549,30 +1553,30 @@ int UtcDaliActorGetCurrentWorldPosition(void)
   Actor parent = Actor::New();
   Vector3 parentPosition( 1.0f, 2.0f, 3.0f );
   parent.SetPosition( parentPosition );
-  parent.SetParentOrigin( ParentOrigin::CENTER );
-  parent.SetAnchorPoint( AnchorPoint::CENTER );
+  parent.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  parent.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   Stage::GetCurrent().Add( parent );
 
   Actor child = Actor::New();
-  child.SetParentOrigin( ParentOrigin::CENTER );
-  child.SetAnchorPoint( AnchorPoint::CENTER );
+  child.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  child.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   Vector3 childPosition( 6.0f, 6.0f, 6.0f );
   child.SetPosition( childPosition );
   parent.Add( child );
 
   // The actors should not have a world position yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentPosition(), childPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), childPosition, TEST_LOCATION );
 
   // The actors should have a world position now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition + childPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1584,53 +1588,53 @@ int UtcDaliActorSetInheritPosition(void)
   Actor parent = Actor::New();
   Vector3 parentPosition( 1.0f, 2.0f, 3.0f );
   parent.SetPosition( parentPosition );
-  parent.SetParentOrigin( ParentOrigin::CENTER );
-  parent.SetAnchorPoint( AnchorPoint::CENTER );
+  parent.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  parent.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   Stage::GetCurrent().Add( parent );
 
   Actor child = Actor::New();
-  child.SetParentOrigin( ParentOrigin::CENTER );
-  child.SetAnchorPoint( AnchorPoint::CENTER );
+  child.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  child.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   Vector3 childPosition( 10.0f, 11.0f, 12.0f );
   child.SetPosition( childPosition );
   parent.Add( child );
 
   // The actors should not have a world position yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // first test default, which is to inherit position
-  DALI_TEST_EQUALS( child.IsPositionInherited(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_POSITION ), true, TEST_LOCATION );
   application.SendNotification();
   application.Render(0); // should only really call Update as Render is not required to update scene
-  DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentPosition(), childPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), childPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition + childPosition, TEST_LOCATION );
 
   //Change child position
   Vector3 childOffset( -1.0f, 1.0f, 0.0f );
   child.SetPosition( childOffset );
 
   // Use local position as world postion
-  child.SetInheritPosition( false );
-  DALI_TEST_EQUALS( child.IsPositionInherited(), false, TEST_LOCATION );
+  child.SetProperty( Actor::Property::INHERIT_POSITION, false );
+  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_POSITION ), false, TEST_LOCATION );
   application.SendNotification();
   application.Render(0); // should only really call Update as Render is not required to update scene
-  DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), childOffset, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), childOffset, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), childOffset, TEST_LOCATION );
 
   //Change back to inherit position from parent
-  child.SetInheritPosition( true );
-  DALI_TEST_EQUALS( child.IsPositionInherited(), true, TEST_LOCATION );
+  child.SetProperty( Actor::Property::INHERIT_POSITION, true );
+  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_POSITION ), true, TEST_LOCATION );
   application.SendNotification();
   application.Render(0); // should only really call Update as Render is not required to update scene
-  DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childOffset, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), childOffset, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition + childOffset, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1651,7 +1655,7 @@ int UtcDaliActorInheritOpacity(void)
   application.SendNotification();
   application.Render();
 
-  parent.SetOpacity( 0.1f );
+  parent.SetProperty( DevelActor::Property::OPACITY, 0.1f );
 
   DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION );
   DALI_TEST_EQUALS( child.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
@@ -1683,7 +1687,7 @@ int UtcDaliActorSetOrientation01(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
@@ -1701,24 +1705,24 @@ int UtcDaliActorSetOrientation02(void)
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
   Stage::GetCurrent().Add( actor );
   actor.RotateBy( Degree( 360 ), axis);
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
   actor.SetOrientation( Degree( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
   Quaternion result( Radian( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( result, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS( result, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
   actor.SetOrientation( angle, axis);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
   Stage::GetCurrent().Remove( actor );
   END_TEST;
@@ -1739,7 +1743,7 @@ int UtcDaliActorSetOrientationProperty(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
   DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
   DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
   END_TEST;
@@ -1757,7 +1761,7 @@ int UtcDaliActorRotateBy01(void)
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion( angle, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion( angle, Vector3::ZAXIS), actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
   Stage::GetCurrent().Add( actor );
 
@@ -1765,7 +1769,7 @@ int UtcDaliActorRotateBy01(void)
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
   Stage::GetCurrent().Remove( actor );
   END_TEST;
@@ -1784,13 +1788,13 @@ int UtcDaliActorRotateBy02(void)
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
   actor.RotateBy(rotation);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
@@ -1804,7 +1808,7 @@ int UtcDaliActorGetCurrentOrientation(void)
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
@@ -1824,28 +1828,28 @@ int UtcDaliActorGetCurrentWorldOrientation(void)
   parent.Add( child );
 
   // The actors should not have a world rotation yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, 0.001, TEST_LOCATION );
 
   // The actors should have a world rotation now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
 
   // turn off child rotation inheritance
-  child.SetInheritOrientation( false );
-  DALI_TEST_EQUALS( child.IsOrientationInherited(), false, TEST_LOCATION );
+  child.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
+  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_ORIENTATION ), false, TEST_LOCATION );
   application.SendNotification();
   application.Render(0);
 
   // The actors should have a world rotation now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), rotation, 0.001, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1856,11 +1860,11 @@ int UtcDaliActorSetScale01(void)
 
   Actor actor = Actor::New();
 
-  // Set to random value first - GetCurrentScale() asserts if called before SetScale()
+  // Set to random value first -.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) asserts if called before SetScale()
   actor.SetScale(0.25f);
 
   Vector3 scale(10.0f, 10.0f, 10.0f);
-  DALI_TEST_CHECK(actor.GetCurrentScale() != scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) != scale);
 
   actor.SetScale(scale.x);
 
@@ -1868,7 +1872,7 @@ int UtcDaliActorSetScale01(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(actor.GetCurrentScale() == scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) == scale);
   END_TEST;
 }
 
@@ -1880,16 +1884,16 @@ int UtcDaliActorSetScale02(void)
 
   Actor actor = Actor::New();
 
-  // Set to random value first - GetCurrentScale() asserts if called before SetScale()
+  // Set to random value first -.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) asserts if called before SetScale()
   actor.SetScale(Vector3(12.0f, 1.0f, 2.0f));
 
-  DALI_TEST_CHECK(actor.GetCurrentScale() != scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) != scale);
 
   actor.SetScale(scale.x, scale.y, scale.z);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.GetCurrentScale() == scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) == scale);
 
   // add to stage and test
   Stage::GetCurrent().Add( actor );
@@ -1897,7 +1901,7 @@ int UtcDaliActorSetScale02(void)
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector3( 2.0f, 2.0f, 2.0f ), actor.GetCurrentScale(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS( Vector3( 2.0f, 2.0f, 2.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), 0.001, TEST_LOCATION);
 
   Stage::GetCurrent().Remove( actor );
 
@@ -1912,10 +1916,10 @@ int UtcDaliActorSetScale03(void)
 
   Actor actor = Actor::New();
 
-  // Set to random value first - GetCurrentScale() asserts if called before SetScale()
+  // Set to random value first -.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) asserts if called before SetScale()
   actor.SetScale(Vector3(12.0f, 1.0f, 2.0f));
 
-  DALI_TEST_CHECK(actor.GetCurrentScale() != scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) != scale);
 
   actor.SetScale(scale);
 
@@ -1923,7 +1927,7 @@ int UtcDaliActorSetScale03(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(actor.GetCurrentScale() == scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) == scale);
   END_TEST;
 }
 
@@ -1934,7 +1938,7 @@ int UtcDaliActorSetScaleIndividual(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentScale());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
 
   actor.SetProperty( Actor::Property::SCALE_X, vector.x );
   DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
@@ -1943,7 +1947,7 @@ int UtcDaliActorSetScaleIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentScale().x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
 
@@ -1954,7 +1958,7 @@ int UtcDaliActorSetScaleIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentScale().y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
 
@@ -1965,7 +1969,7 @@ int UtcDaliActorSetScaleIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentScale().z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
 
@@ -1981,7 +1985,7 @@ int UtcDaliActorScaleBy(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentScale());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
 
   actor.SetScale(vector);
 
@@ -1989,7 +1993,7 @@ int UtcDaliActorScaleBy(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentScale());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
 
   actor.ScaleBy(vector);
 
@@ -1997,7 +2001,7 @@ int UtcDaliActorScaleBy(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector*100.0f == actor.GetCurrentScale());
+  DALI_TEST_CHECK(vector*100.0f == actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
   END_TEST;
 }
 
@@ -2014,7 +2018,7 @@ int UtcDaliActorGetCurrentScale(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(actor.GetCurrentScale() == scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) == scale);
   END_TEST;
 }
 
@@ -2033,22 +2037,22 @@ int UtcDaliActorGetCurrentWorldScale(void)
   parent.Add( child );
 
   // The actors should not have a scale yet
-  DALI_TEST_EQUALS( parent.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // The actors should not have a world scale yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldScale(), Vector3::ONE, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), Vector3::ONE, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentScale(), parentScale, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentScale(), childScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), parentScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), childScale, TEST_LOCATION );
 
   // The actors should have a world scale now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldScale(), parentScale, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldScale(), parentScale * childScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), parentScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), parentScale * childScale, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2070,16 +2074,16 @@ int UtcDaliActorInheritScale(void)
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( child.IsScaleInherited(), true, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldScale(), parentScale * childScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_SCALE ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), parentScale * childScale, TEST_LOCATION );
 
-  child.SetInheritScale( false );
-  DALI_TEST_EQUALS( child.IsScaleInherited(), false, TEST_LOCATION );
+  child.SetProperty( Actor::Property::INHERIT_SCALE, false );
+  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_SCALE ), false, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( child.GetCurrentWorldScale(), childScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), childScale, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2088,25 +2092,25 @@ int UtcDaliActorSetVisible(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetVisible(false);
+  actor.SetProperty( Actor::Property::VISIBLE,false);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.IsVisible() == false);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == false);
 
-  actor.SetVisible(true);
+  actor.SetProperty( Actor::Property::VISIBLE,true);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.IsVisible() == true);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == true);
 
   // put actor on stage
   Stage::GetCurrent().Add( actor );
-  actor.SetVisible(false);
+  actor.SetProperty( Actor::Property::VISIBLE,false);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.IsVisible() == false);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == false);
   END_TEST;
 }
 
@@ -2116,7 +2120,7 @@ int UtcDaliActorIsVisible(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK(actor.IsVisible() == true);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == true);
   END_TEST;
 }
 
@@ -2126,38 +2130,38 @@ int UtcDaliActorSetOpacity(void)
 
   Actor actor = Actor::New();
   // initial opacity is 1
-  DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
-  actor.SetOpacity( 0.4f);
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.4f);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.4f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.4f, TEST_LOCATION );
 
   // change opacity, actor is on stage to change is not immediate
-  actor.SetOpacity( actor.GetCurrentOpacity() + 0.1f );
+  actor.SetProperty( DevelActor::Property::OPACITY, actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ) + 0.1f );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.5f, TEST_LOCATION );
 
   // put actor on stage
   Stage::GetCurrent().Add( actor );
 
   // change opacity, actor is on stage to change is not immediate
-  actor.SetOpacity( 0.9f );
-  DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.5f, TEST_LOCATION );
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.9f );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.5f, TEST_LOCATION );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.9f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.9f, TEST_LOCATION );
 
   // change opacity, actor is on stage to change is not immediate
-  actor.SetOpacity( actor.GetCurrentOpacity() - 0.9f );
+  actor.SetProperty( DevelActor::Property::OPACITY, actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ) - 0.9f );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.0f, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2166,13 +2170,13 @@ int UtcDaliActorGetCurrentOpacity(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK(actor.GetCurrentOpacity() != 0.5f);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ) != 0.5f);
 
-  actor.SetOpacity(0.5f);
+  actor.SetProperty( DevelActor::Property::OPACITY,0.5f);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.GetCurrentOpacity() == 0.5f);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< float >( DevelActor::Property::OPACITY ) == 0.5f);
   END_TEST;
 }
 
@@ -2181,11 +2185,11 @@ int UtcDaliActorSetSensitive(void)
   TestApplication application;
   Actor actor = Actor::New();
 
-  bool sensitive = !actor.IsSensitive();
+  bool sensitive = !actor.GetProperty< bool >( Actor::Property::SENSITIVE );
 
-  actor.SetSensitive(sensitive);
+  actor.SetProperty( Actor::Property::SENSITIVE,sensitive);
 
-  DALI_TEST_CHECK(sensitive == actor.IsSensitive());
+  DALI_TEST_CHECK(sensitive == actor.GetProperty< bool >( Actor::Property::SENSITIVE ));
   END_TEST;
 }
 
@@ -2193,9 +2197,9 @@ int UtcDaliActorIsSensitive(void)
 {
   TestApplication application;
   Actor actor = Actor::New();
-  actor.SetSensitive(false);
+  actor.SetProperty( Actor::Property::SENSITIVE,false);
 
-  DALI_TEST_CHECK(false == actor.IsSensitive());
+  DALI_TEST_CHECK(false == actor.GetProperty< bool >( Actor::Property::SENSITIVE ));
   END_TEST;
 }
 
@@ -2205,35 +2209,35 @@ int UtcDaliActorSetColor(void)
   Actor actor = Actor::New();
   Vector4 color(1.0f, 1.0f, 1.0f, 0.5f);
 
-  DALI_TEST_CHECK(color != actor.GetCurrentColor());
+  DALI_TEST_CHECK(color != actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
 
-  actor.SetColor(color);
+  actor.SetProperty( Actor::Property::COLOR,color);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(color == actor.GetCurrentColor());
+  DALI_TEST_CHECK(color == actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
 
-  actor.SetColor( actor.GetCurrentColor() + Vector4( -0.4f, -0.5f, -0.6f, -0.4f ) );
+  actor.SetProperty( Actor::Property::COLOR, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ) + Vector4( -0.4f, -0.5f, -0.6f, -0.4f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector4( 0.6f, 0.5f, 0.4f, 0.1f ), actor.GetCurrentColor(),  TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector4( 0.6f, 0.5f, 0.4f, 0.1f ), actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ),  TEST_LOCATION );
 
   Stage::GetCurrent().Add( actor );
-  actor.SetColor( color );
+  actor.SetProperty( Actor::Property::COLOR, color );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( color, actor.GetCurrentColor(),  TEST_LOCATION );
+  DALI_TEST_EQUALS( color, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ),  TEST_LOCATION );
 
-  actor.SetColor( actor.GetCurrentColor() + Vector4( 1.1f, 1.1f, 1.1f, 1.1f ) );
+  actor.SetProperty( Actor::Property::COLOR, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ) + Vector4( 1.1f, 1.1f, 1.1f, 1.1f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
   // Actor color is not clamped
-  DALI_TEST_EQUALS( Vector4( 2.1f, 2.1f, 2.1f, 1.6f ), actor.GetCurrentColor(),  TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector4( 2.1f, 2.1f, 2.1f, 1.6f ), actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ),  TEST_LOCATION );
   // world color is clamped
-  DALI_TEST_EQUALS( Vector4( 1.0f, 1.0f, 1.0f, 1.0f ), actor.GetCurrentWorldColor(),  TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector4( 1.0f, 1.0f, 1.0f, 1.0f ), actor.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ),  TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::COLOR, color );
   DALI_TEST_EQUALS( color, actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
@@ -2253,7 +2257,7 @@ int UtcDaliActorSetColorIndividual(void)
   Actor actor = Actor::New();
 
   Vector4 vector(0.7f, 0.8f, 0.9f, 0.6f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentColor());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
 
   actor.SetProperty( Actor::Property::COLOR_RED, vector.r );
   DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
@@ -2262,7 +2266,7 @@ int UtcDaliActorSetColorIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.r, actor.GetCurrentColor().r, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.r, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.r, actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
 
@@ -2273,7 +2277,7 @@ int UtcDaliActorSetColorIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.g, actor.GetCurrentColor().g, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.g, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.g, actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.g, actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
 
@@ -2284,7 +2288,7 @@ int UtcDaliActorSetColorIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.b, actor.GetCurrentColor().b, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.b, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.b, actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.b, actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
 
@@ -2296,7 +2300,7 @@ int UtcDaliActorSetColorIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.a, actor.GetCurrentColor().a, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.a, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.a, actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.a, actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
 
@@ -2310,7 +2314,7 @@ int UtcDaliActorSetColorIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( 0.2f, actor.GetCurrentColor().a, TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.2f, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, TEST_LOCATION );
 
   END_TEST;
 }
@@ -2322,11 +2326,11 @@ int UtcDaliActorGetCurrentColor(void)
   Actor actor = Actor::New();
   Vector4 color(1.0f, 1.0f, 1.0f, 0.5f);
 
-  actor.SetColor(color);
+  actor.SetProperty( Actor::Property::COLOR,color);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(color == actor.GetCurrentColor());
+  DALI_TEST_CHECK(color == actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
   END_TEST;
 }
 
@@ -2337,46 +2341,46 @@ int UtcDaliActorGetCurrentWorldColor(void)
 
   Actor parent = Actor::New();
   Vector4 parentColor( 1.0f, 0.5f, 0.0f, 0.8f );
-  parent.SetColor( parentColor );
+  parent.SetProperty( Actor::Property::COLOR, parentColor );
   Stage::GetCurrent().Add( parent );
 
   Actor child = Actor::New();
   Vector4 childColor( 0.5f, 0.6f, 0.5f, 1.0f );
-  child.SetColor( childColor );
+  child.SetProperty( Actor::Property::COLOR, childColor );
   parent.Add( child );
 
-  DALI_TEST_EQUALS( parent.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // verify the default color mode
   DALI_TEST_EQUALS( USE_OWN_MULTIPLY_PARENT_ALPHA, child.GetColorMode(), TEST_LOCATION );
 
   // The actors should not have a world color yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldColor(), Color::WHITE, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), Color::WHITE, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentColor(), parentColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentColor(), childColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), parentColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), childColor, TEST_LOCATION );
 
   // The actors should have a world color now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldColor(), parentColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldColor(), Vector4( childColor.r, childColor.g, childColor.b, childColor.a * parentColor.a), TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), parentColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), Vector4( childColor.r, childColor.g, childColor.b, childColor.a * parentColor.a), TEST_LOCATION );
 
   // use own color
   child.SetColorMode( USE_OWN_COLOR );
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( child.GetCurrentWorldColor(), childColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), childColor, TEST_LOCATION );
 
   // use parent color
   child.SetColorMode( USE_PARENT_COLOR );
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( child.GetCurrentColor(), childColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldColor(), parentColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), childColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), parentColor, TEST_LOCATION );
 
   // use parent alpha
   child.SetColorMode( USE_OWN_MULTIPLY_PARENT_ALPHA );
@@ -2384,8 +2388,8 @@ int UtcDaliActorGetCurrentWorldColor(void)
   application.Render(0);
   Vector4 expectedColor( childColor );
   expectedColor.a *= parentColor.a;
-  DALI_TEST_EQUALS( child.GetCurrentColor(), childColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldColor(), expectedColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), childColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), expectedColor, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2415,7 +2419,7 @@ int UtcDaliActorScreenToLocal(void)
 {
   TestApplication application;
   Actor actor = Actor::New();
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   actor.SetSize(100.0f, 100.0f);
   actor.SetPosition(10.0f, 10.0f);
   Stage::GetCurrent().Add(actor);
@@ -2443,11 +2447,11 @@ int UtcDaliActorSetLeaveRequired(void)
 
   Actor actor = Actor::New();
 
-  actor.SetLeaveRequired(false);
-  DALI_TEST_CHECK(actor.GetLeaveRequired() == false);
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED,false);
+  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::LEAVE_REQUIRED ) == false);
 
-  actor.SetLeaveRequired(true);
-  DALI_TEST_CHECK(actor.GetLeaveRequired() == true);
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED,true);
+  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::LEAVE_REQUIRED ) == true);
   END_TEST;
 }
 
@@ -2457,7 +2461,7 @@ int UtcDaliActorGetLeaveRequired(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK(actor.GetLeaveRequired() == false);
+  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::LEAVE_REQUIRED ) == false);
   END_TEST;
 }
 
@@ -2547,7 +2551,7 @@ int UtcDaliActorRemoveConstraintTag(void)
   result2 = 0;
   actor.RemoveConstraints(constraint1Tag);
   // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetColor( Color::WHITE );
+  actor.SetProperty( Actor::Property::COLOR, Color::WHITE );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -2560,7 +2564,7 @@ int UtcDaliActorRemoveConstraintTag(void)
   result2 = 0;
   constraint1.Apply();
   // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetColor( Color::WHITE );
+  actor.SetProperty( Actor::Property::COLOR, Color::WHITE );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -2573,7 +2577,7 @@ int UtcDaliActorRemoveConstraintTag(void)
   result2 = 0;
   actor.RemoveConstraints(constraint2Tag);
   // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetColor( Color::WHITE );
+  actor.SetProperty( Actor::Property::COLOR, Color::WHITE );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -2586,7 +2590,7 @@ int UtcDaliActorRemoveConstraintTag(void)
   result2 = 0;
   actor.RemoveConstraints(constraint1Tag);
   // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetColor( Color::WHITE );
+  actor.SetProperty( Actor::Property::COLOR, Color::WHITE );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -2667,7 +2671,7 @@ int UtcDaliActorOnOffStageSignal(void)
   gActorNamesOnOffStage.clear();
 
   Actor parent = Actor::New();
-  parent.SetName( "parent" );
+  parent.SetProperty( Actor::Property::NAME, "parent" );
   parent.OnStageSignal().Connect( OnStageCallback );
   parent.OffStageSignal().Connect( OffStageCallback );
   // sanity check
@@ -2687,7 +2691,7 @@ int UtcDaliActorOnOffStageSignal(void)
   gActorNamesOnOffStage.clear();
 
   Actor child = Actor::New();
-  child.SetName( "child" );
+  child.SetProperty( Actor::Property::NAME, "child" );
   child.OnStageSignal().Connect( OnStageCallback );
   child.OffStageSignal().Connect( OffStageCallback );
   parent.Add( child ); // add child
@@ -2750,11 +2754,11 @@ int UtcDaliActorFindChildByName(void)
   TestApplication application;
 
   Actor parent = Actor::New();
-  parent.SetName( "parent" );
+  parent.SetProperty( Actor::Property::NAME, "parent" );
   Actor first  = Actor::New();
-  first .SetName( "first" );
+  first .SetProperty( Actor::Property::NAME, "first" );
   Actor second = Actor::New();
-  second.SetName( "second" );
+  second.SetProperty( Actor::Property::NAME, "second" );
 
   parent.Add(first);
   first.Add(second);
@@ -2831,8 +2835,8 @@ int UtcDaliActorHitTest(void)
 
   // get the root layer
   Actor actor = Actor::New();
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
-  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   Stage::GetCurrent().Add( actor );
 
@@ -2984,8 +2988,8 @@ int UtcDaliActorGetCurrentWorldMatrix(void)
   tet_infoline(" UtcDaliActorGetCurrentWorldMatrix");
 
   Actor parent = Actor::New();
-  parent.SetParentOrigin(ParentOrigin::CENTER);
-  parent.SetAnchorPoint(AnchorPoint::CENTER);
+  parent.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
   Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
   Radian rotationAngle(Degree(85.0f));
   Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
@@ -2996,7 +3000,7 @@ int UtcDaliActorGetCurrentWorldMatrix(void)
   Stage::GetCurrent().Add( parent );
 
   Actor child = Actor::New();
-  child.SetParentOrigin(ParentOrigin::CENTER);
+  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   Vector3 childPosition( 0.0f, 0.0f, 100.0f );
   Radian childRotationAngle(Degree(23.0f));
   Quaternion childRotation( childRotationAngle, Vector3::YAXIS );
@@ -3021,8 +3025,8 @@ int UtcDaliActorGetCurrentWorldMatrix(void)
   Matrix childWorldMatrix(false);
   Matrix::Multiply( childWorldMatrix, childMatrix, parentMatrix);
 
-  DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), parentMatrix, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldMatrix(), childWorldMatrix, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Matrix >( Actor::Property::WORLD_MATRIX ), parentMatrix, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Matrix >( Actor::Property::WORLD_MATRIX ), childWorldMatrix, 0.001, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3034,8 +3038,8 @@ int UtcDaliActorConstrainedToWorldMatrix(void)
   tet_infoline(" UtcDaliActorConstrainedToWorldMatrix");
 
   Actor parent = Actor::New();
-  parent.SetParentOrigin(ParentOrigin::CENTER);
-  parent.SetAnchorPoint(AnchorPoint::CENTER);
+  parent.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
   Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
   Radian rotationAngle(Degree(85.0f));
   Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
@@ -3046,7 +3050,7 @@ int UtcDaliActorConstrainedToWorldMatrix(void)
   Stage::GetCurrent().Add( parent );
 
   Actor child = Actor::New();
-  child.SetParentOrigin(ParentOrigin::CENTER);
+  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   Constraint posConstraint = Constraint::New<Vector3>( child, Actor::Property::POSITION, PositionComponentConstraint() );
   posConstraint.AddSource( Source( parent, Actor::Property::WORLD_MATRIX ) );
   posConstraint.Apply();
@@ -3061,8 +3065,8 @@ int UtcDaliActorConstrainedToWorldMatrix(void)
   Matrix parentMatrix(false);
   parentMatrix.SetTransformComponents(parentScale, parentRotation, parentPosition);
 
-  DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), parentMatrix, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentPosition(), parent.GetCurrentPosition(), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Matrix >( Actor::Property::WORLD_MATRIX ), parentMatrix, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3072,8 +3076,8 @@ int UtcDaliActorConstrainedToOrientation(void)
   tet_infoline(" UtcDaliActorConstrainedToOrientation");
 
   Actor parent = Actor::New();
-  parent.SetParentOrigin(ParentOrigin::CENTER);
-  parent.SetAnchorPoint(AnchorPoint::CENTER);
+  parent.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
   Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
   Radian rotationAngle(Degree(85.0f));
   Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
@@ -3084,7 +3088,7 @@ int UtcDaliActorConstrainedToOrientation(void)
   Stage::GetCurrent().Add( parent );
 
   Actor child = Actor::New();
-  child.SetParentOrigin(ParentOrigin::CENTER);
+  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   Constraint posConstraint = Constraint::New<Quaternion>( child, Actor::Property::ORIENTATION, OrientationComponentConstraint() );
   posConstraint.AddSource( Source( parent, Actor::Property::ORIENTATION ) );
   posConstraint.Apply();
@@ -3096,7 +3100,7 @@ int UtcDaliActorConstrainedToOrientation(void)
   app.Render();
   app.SendNotification();
 
-  DALI_TEST_EQUALS( child.GetCurrentOrientation(), parent.GetCurrentOrientation(), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), parent.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3106,7 +3110,7 @@ int UtcDaliActorConstrainedToOpacity(void)
   tet_infoline(" UtcDaliActorConstrainedToOpacity");
 
   Actor parent = Actor::New();
-  parent.SetOpacity( 0.7f );
+  parent.SetProperty( DevelActor::Property::OPACITY, 0.7f );
   Stage::GetCurrent().Add( parent );
 
   Actor child = Actor::New();
@@ -3121,16 +3125,16 @@ int UtcDaliActorConstrainedToOpacity(void)
   app.Render();
   app.SendNotification();
 
-  DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), parent.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.001f, TEST_LOCATION );
 
-  parent.SetOpacity( 0.3f );
+  parent.SetProperty( DevelActor::Property::OPACITY, 0.3f );
 
   app.SendNotification();
   app.Render(0);
   app.Render();
   app.SendNotification();
 
-  DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), parent.GetCurrentProperty< float >( DevelActor::Property::OPACITY ), 0.001f, TEST_LOCATION );
 
   END_TEST;
 }
@@ -3545,15 +3549,15 @@ int UtcDaliActorSetMinimumSize(void)
 
   Actor actor = Actor::New();
 
-  Vector2 size = actor.GetMinimumSize();
+  Vector2 size = actor.GetProperty< Vector2 >( Actor::Property::MINIMUM_SIZE );
 
   DALI_TEST_EQUALS( size.width, 0.0f, TEST_LOCATION );
   DALI_TEST_EQUALS( size.height, 0.0f, TEST_LOCATION );
 
   Vector2 size2( 1.0f, 2.0f );
-  actor.SetMinimumSize( size2 );
+  actor.SetProperty( Actor::Property::MINIMUM_SIZE, size2 );
 
-  size = actor.GetMinimumSize();
+  size = actor.GetProperty< Vector2 >( Actor::Property::MINIMUM_SIZE );
 
   DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
   DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
@@ -3567,15 +3571,15 @@ int UtcDaliActorSetMaximumSize(void)
 
   Actor actor = Actor::New();
 
-  Vector2 size = actor.GetMaximumSize();
+  Vector2 size = actor.GetProperty< Vector2 >( Actor::Property::MAXIMUM_SIZE );
 
   DALI_TEST_EQUALS( size.width, FLT_MAX, TEST_LOCATION );
   DALI_TEST_EQUALS( size.height, FLT_MAX, TEST_LOCATION );
 
   Vector2 size2( 1.0f, 2.0f );
-  actor.SetMaximumSize( size2 );
+  actor.SetProperty( Actor::Property::MAXIMUM_SIZE, size2 );
 
-  size = actor.GetMaximumSize();
+  size = actor.GetProperty< Vector2 >( Actor::Property::MAXIMUM_SIZE );
 
   DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
   DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
@@ -3594,7 +3598,7 @@ int UtcDaliActorOnRelayoutSignal(void)
   gActorNamesRelayout.clear();
 
   Actor actor = Actor::New();
-  actor.SetName( "actor" );
+  actor.SetProperty( Actor::Property::NAME, "actor" );
   actor.OnRelayoutSignal().Connect( OnRelayoutCallback );
 
   // Sanity check
@@ -3698,35 +3702,35 @@ int UtcDaliActorAnchorPointPropertyAsString(void)
   Actor actor = Actor::New();
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::TOP_LEFT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::TOP_CENTER, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::CENTER, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
 
   // Invalid should not change anything
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "INVALID_ARG" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
 
   END_TEST;
 }
@@ -3738,35 +3742,35 @@ int UtcDaliActorParentOriginPropertyAsString(void)
   Actor actor = Actor::New();
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_LEFT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_CENTER, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::CENTER, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
 
   // Invalid should not change anything
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "INVALID_ARG" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
 
   END_TEST;
 }
@@ -4036,8 +4040,8 @@ Actor CreateActorWithContent( uint32_t width, uint32_t height)
   // Setup dimensions and position so actor is not skipped by culling.
   actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
   actor.SetSize( width, height );
-  actor.SetParentOrigin( ParentOrigin::CENTER );
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
 
   return actor;
 }
@@ -4347,12 +4351,12 @@ int UtcDaliActorPropertyClippingActorDrawOrder(void)
 
     if( i == 0 )
     {
-      actor.SetParentOrigin( ParentOrigin::CENTER );
+      actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
     }
     else
     {
       float b = i > 2 ? 1.0f : -1.0f;
-      actor.SetParentOrigin( Vector3( 0.5 + ( 0.2f * b ), 0.8f, 0.8f ) );
+      actor.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5 + ( 0.2f * b ), 0.8f, 0.8f ) );
     }
 
     actors[i] = actor;
@@ -4426,8 +4430,8 @@ int UtcDaliActorPropertyScissorClippingActor(void)
   Actor clippingActorA = CreateActorWithContent16x16();
   // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
   // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
-  clippingActorA.SetParentOrigin( ParentOrigin::BOTTOM_LEFT );
-  clippingActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT );
+  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT );
   clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
   Stage::GetCurrent().Add( clippingActorA );
 
@@ -4445,8 +4449,8 @@ int UtcDaliActorPropertyScissorClippingActor(void)
   compareParametersString << "0, 0, " << imageSize.x << ", " << imageSize.y;
   DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) );                  // Compare with 0, 0, 16, 16
 
-  clippingActorA.SetParentOrigin( ParentOrigin::TOP_RIGHT );
-  clippingActorA.SetAnchorPoint( AnchorPoint::TOP_RIGHT );
+  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT );
+  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_RIGHT );
 
   // Gather the call trace.
   GenerateTrace( application, enabledDisableTrace, scissorTrace );
@@ -4479,12 +4483,12 @@ int UtcDaliActorPropertyScissorClippingActorSiblings(void)
   Actor clippingActorA = CreateActorWithContent( sizeA.width, sizeA.height );
   Actor clippingActorB = CreateActorWithContent( sizeB.width, sizeB.height );
 
-  clippingActorA.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorA.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
-  clippingActorB.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorB.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
   clippingActorA.SetPosition( 0.0f, -200.0f, 0.0f );
@@ -4548,15 +4552,15 @@ int UtcDaliActorPropertyScissorClippingActorNested01(void)
   Actor clippingActorA = CreateActorWithContent16x16();
   // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
   // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
-  clippingActorA.SetParentOrigin( ParentOrigin::CENTER );
-  clippingActorA.SetAnchorPoint( AnchorPoint::CENTER );
+  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
   Stage::GetCurrent().Add( clippingActorA );
 
   // Create a child clipping actor.
   Actor clippingActorB = CreateActorWithContent16x16();
-  clippingActorB.SetParentOrigin( ParentOrigin::CENTER );
-  clippingActorB.SetAnchorPoint( AnchorPoint::CENTER );
+  clippingActorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  clippingActorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
   clippingActorA.Add( clippingActorB );
 
@@ -4625,24 +4629,24 @@ int UtcDaliActorPropertyScissorClippingActorNested02(void)
   Actor clippingActorD = CreateActorWithContent( sizeD.width, sizeD.height );
   Actor clippingActorE = CreateActorWithContent( sizeE.width, sizeE.height );
 
-  clippingActorA.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorA.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
-  clippingActorB.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorB.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
-  clippingActorC.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorC.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   clippingActorC.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
-  clippingActorD.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorD.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorD.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorD.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   clippingActorD.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
-  clippingActorE.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorE.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorE.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorE.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
 
   clippingActorA.SetPosition( 0.0f, -200.0f, 0.0f );
   clippingActorB.SetPosition( 0.0f, 0.0f, 0.0f );
@@ -4746,20 +4750,22 @@ int UtcDaliActorRaiseLower(void)
 
   TestApplication application;
 
+  Debug::Filter::SetGlobalLogLevel( Debug::Verbose );
+
   Stage stage( Stage::GetCurrent() );
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -4866,6 +4872,8 @@ int UtcDaliActorRaiseLower(void)
 
   ResetTouchCallbacks();
 
+  Debug::Filter::SetGlobalLogLevel( Debug::NoLogging );
+
   END_TEST;
 }
 
@@ -4904,14 +4912,14 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
   Renderer rendererC = Renderer::New(geometry, shaderC);
   actorC.AddRenderer(rendererC);
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5116,14 +5124,14 @@ int UtcDaliActorRaiseAbove(void)
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5248,14 +5256,14 @@ int UtcDaliActorLowerBelow(void)
   Renderer rendererC = Renderer::New(geometry, shaderC);
   actorC.AddRenderer(rendererC);
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5267,7 +5275,7 @@ int UtcDaliActorLowerBelow(void)
   actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
 
   Actor container = Actor::New();
-  container.SetParentOrigin( ParentOrigin::CENTER );
+  container.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   container.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
   stage.Add( container );
 
@@ -5454,11 +5462,11 @@ int UtcDaliActorRaiseAboveDifferentParentsN(void)
   parentB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   parentB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
 
-  parentA.SetAnchorPoint( AnchorPoint::CENTER );
-  parentA.SetParentOrigin( ParentOrigin::CENTER );
+  parentA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  parentA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  parentB.SetAnchorPoint( AnchorPoint::CENTER );
-  parentB.SetParentOrigin( ParentOrigin::CENTER );
+  parentB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  parentB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   stage.Add( parentA );
   stage.Add( parentB );
@@ -5473,14 +5481,14 @@ int UtcDaliActorRaiseAboveDifferentParentsN(void)
   tet_printf( "Actor C added to different parent from A and B \n" );
   parentB.Add( actorC );
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5559,14 +5567,14 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5727,14 +5735,14 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5888,14 +5896,14 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5991,7 +5999,7 @@ int UtcDaliActorGetScreenPosition(void)
   Stage stage( Stage::GetCurrent() );
 
   Actor actorA = Actor::New();
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
 
   Vector2 size2( 10.0f, 20.0f );
   actorA.SetSize( size2 );
@@ -6016,7 +6024,7 @@ int UtcDaliActorGetScreenPosition(void)
 
   tet_infoline( "UtcDaliActorGetScreenPosition Top Left Anchor Point and 0,0 position \n" );
 
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
 
   application.SendNotification();
   application.Render();
@@ -6032,7 +6040,7 @@ int UtcDaliActorGetScreenPosition(void)
 
   tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 0,0 position \n" );
 
-  actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
 
   application.SendNotification();
   application.Render();
@@ -6080,11 +6088,11 @@ int UtcDaliActorGetScreenPosition(void)
 
   tet_infoline( "UtcDaliActorGetScreenPosition Scale parent and check child's screen position \n" );
 
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   actorA.SetPosition( 30.0, 30.0 );
 
   Actor actorB = Actor::New();
-  actorB.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   actorB.SetSize( size2 );
   actorB.SetPosition( 10.f, 10.f );
   actorA.Add( actorB );
@@ -6111,7 +6119,7 @@ int UtcDaliActorGetScreenPositionAfterScaling(void)
   Stage stage( Stage::GetCurrent() );
 
   Actor actorA = Actor::New();
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
 
   Vector2 size2( 10.0f, 20.0f );
   actorA.SetSize( size2 );
@@ -6136,7 +6144,7 @@ int UtcDaliActorGetScreenPositionAfterScaling(void)
 
   tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling BOTTOM_RIGHT Anchor Point, scale 1.5f and 0,0 position \n" );
 
-  actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
 
   application.SendNotification();
   application.Render();
@@ -6162,8 +6170,8 @@ int UtcDaliActorGetScreenPositionWithDifferentParentOrigin(void)
   Stage stage( Stage::GetCurrent() );
 
   Actor actorA = Actor::New();
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   Vector2 size2( 10.0f, 20.0f );
   actorA.SetSize( size2 );
   actorA.SetPosition( 0.f, 0.f );
@@ -6186,8 +6194,8 @@ int UtcDaliActorGetScreenPositionWithDifferentParentOrigin(void)
 
   tet_infoline( " BOTTOM_RIGHT Anchor Point, ParentOrigin::TOP_RIGHT and 0,0 position \n" );
 
-  actorA.SetParentOrigin( ParentOrigin::TOP_RIGHT );
-  actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
 
   application.SendNotification();
   application.Render();
@@ -6216,8 +6224,8 @@ int UtcDaliActorGetScreenPositionWithChildActors(void)
   tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
 
   Actor actorA = Actor::New();
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   Vector2 size1( 10.0f, 20.0f );
   actorA.SetSize( size1 );
   actorA.SetPosition( 0.f, 0.f );
@@ -6225,8 +6233,8 @@ int UtcDaliActorGetScreenPositionWithChildActors(void)
   tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
 
   Actor parentActorA = Actor::New();
-  parentActorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  parentActorA.SetParentOrigin( ParentOrigin::CENTER );
+  parentActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  parentActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   Vector2 size2( 30.0f, 60.0f );
   parentActorA.SetSize( size2 );
   parentActorA.SetPosition( 0.f, 0.f );
@@ -6252,8 +6260,8 @@ int UtcDaliActorGetScreenPositionWithChildActors(void)
 
   tet_infoline( "change parent anchor point and parent origin then check screen position \n" );
 
-  parentActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
-  parentActorA.SetParentOrigin( ParentOrigin::TOP_LEFT );
+  parentActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT );
+  parentActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
 
   application.SendNotification();
   application.Render();
@@ -6281,8 +6289,8 @@ int UtcDaliActorGetScreenPositionWithChildActors02(void)
   tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
 
   Actor actorA = Actor::New();
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   Vector2 size1( 10.0f, 20.0f );
   actorA.SetSize( size1 );
   actorA.SetPosition( 0.f, 0.f );
@@ -6290,8 +6298,8 @@ int UtcDaliActorGetScreenPositionWithChildActors02(void)
   tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
 
   Actor parentActorA = Actor::New();
-  parentActorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  parentActorA.SetParentOrigin( ParentOrigin::CENTER );
+  parentActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  parentActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   Vector2 size2( 30.0f, 60.0f );
   parentActorA.SetSize( size2 );
   parentActorA.SetPosition( 0.f, 0.f );
@@ -6299,8 +6307,8 @@ int UtcDaliActorGetScreenPositionWithChildActors02(void)
   tet_infoline( "Create Grand Parent Actor 1 BOTTOM_LEFT Anchor Point, ParentOrigin::BOTTOM_LEFT and 0,0 position \n" );
 
   Actor grandParentActorA = Actor::New();
-  grandParentActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
-  grandParentActorA.SetParentOrigin( ParentOrigin::BOTTOM_LEFT );
+  grandParentActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT );
+  grandParentActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT );
   Vector2 size3( 60.0f, 120.0f );
   grandParentActorA.SetSize( size3 );
   grandParentActorA.SetPosition( 0.f, 0.f );
@@ -6340,8 +6348,8 @@ int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
   tet_infoline( "Create an actor with AnchorPoint::TOP_LEFT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
 
   Actor actorA = Actor::New();
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   actorA.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
   actorA.SetSize( 10.0f, 20.0f );
   stage.Add( actorA );
@@ -6349,8 +6357,8 @@ int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
   tet_infoline( "Create an Actor with AnchorPoint::BOTTOM_RIGHT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
 
   Actor actorB = Actor::New();
-  actorB.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   actorB.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
   Vector2 actorBSize( 30.0f, 60.0f );
   actorB.SetSize( actorBSize );
@@ -6359,8 +6367,8 @@ int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
   tet_infoline( "Create an actor with AnchorPoint::CENTER, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
 
   Actor actorC = Actor::New();
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   actorC.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
   Vector2 actorCSize( 60.0f, 120.0f );
   actorC.SetSize( actorCSize );
@@ -6399,8 +6407,8 @@ int utcDaliActorPositionUsesAnchorPoint(void)
   tet_infoline( "Check default behaviour\n" );
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::CENTER );
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   actor.SetSize( 100.0f, 100.0f );
   Stage::GetCurrent().Add( actor );
 
@@ -6408,7 +6416,7 @@ int utcDaliActorPositionUsesAnchorPoint(void)
   application.Render();
 
   tet_infoline( "Check that the world position is in the center\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Set the position uses anchor point property to false\n" );
   actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
@@ -6417,7 +6425,7 @@ int utcDaliActorPositionUsesAnchorPoint(void)
   application.Render();
 
   tet_infoline( "Check that the world position has changed appropriately\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -6428,8 +6436,8 @@ int utcDaliActorPositionUsesAnchorPointCheckScale(void)
   tet_infoline( "Check that the scale is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::CENTER );
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   actor.SetSize( 100.0f, 100.0f );
   actor.SetScale( 2.0f );
   actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
@@ -6439,19 +6447,19 @@ int utcDaliActorPositionUsesAnchorPointCheckScale(void)
   application.Render();
 
   tet_infoline( "Check the world position is the same as it would be without a scale\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 100.0f, 100.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
-  actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -6462,8 +6470,8 @@ int utcDaliActorPositionUsesAnchorPointCheckRotation(void)
   tet_infoline( "Check that the rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::CENTER );
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   actor.SetSize( 100.0f, 100.0f );
   actor.SetOrientation( Degree( 90.0f), Vector3::ZAXIS );
   actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
@@ -6473,19 +6481,19 @@ int utcDaliActorPositionUsesAnchorPointCheckRotation(void)
   application.Render();
 
   tet_infoline( "Check the world position is the same as it would be without a rotation\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( -50.0f, 50.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
-  actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 150.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 150.0f, 50.0f, 0.0f ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -6496,8 +6504,8 @@ int utcDaliActorPositionUsesAnchorPointCheckScaleAndRotation(void)
   tet_infoline( "Check that the scale and rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::CENTER );
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   actor.SetSize( 100.0f, 100.0f );
   actor.SetOrientation( Degree( 90.0f), Vector3::ZAXIS );
   actor.SetScale( 2.0f );
@@ -6508,19 +6516,19 @@ int utcDaliActorPositionUsesAnchorPointCheckScaleAndRotation(void)
   application.Render();
 
   tet_infoline( "Check the world position is the same as it would be without a scale and rotation\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( -100.0f, 100.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
-  actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 200.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 200.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -6536,11 +6544,11 @@ int utcDaliActorPositionUsesAnchorPointOnlyInheritPosition(void)
   Vector2 stageSize( Stage::GetCurrent().GetSize() );
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::CENTER );
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetInheritScale( false );
-  actor.SetInheritOrientation( false );
+  actor.SetProperty( Actor::Property::INHERIT_SCALE, false );
+  actor.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
   actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
   parent.Add( actor );
 
@@ -6550,19 +6558,19 @@ int utcDaliActorPositionUsesAnchorPointOnlyInheritPosition(void)
   const Vector3 expectedWorldPosition( -stageSize.width * 0.5f + 50.0f, -stageSize.height * 0.5f + 50.0f, 0.0f );
 
   tet_infoline( "Check the world position is in the right place\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), expectedWorldPosition, TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure world position hasn't changed" );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), expectedWorldPosition, TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure world position hasn't changed" );
-  actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), expectedWorldPosition, TEST_LOCATION );
 
   END_TEST;
 }
@@ -6577,14 +6585,14 @@ int utcDaliActorVisibilityChangeSignalSelf(void)
   VisibilityChangedFunctorData data;
   DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) );
 
-  actor.SetVisible( false );
+  actor.SetProperty( Actor::Property::VISIBLE, false );
 
   data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
 
   tet_infoline( "Ensure functor is not called if we attempt to change the visibility to what it already is at" );
   data.Reset();
 
-  actor.SetVisible( false );
+  actor.SetProperty( Actor::Property::VISIBLE, false );
   data.Check( false /* not called */, TEST_LOCATION );
 
   tet_infoline( "Change the visibility using properties, ensure called" );
@@ -6622,7 +6630,7 @@ int utcDaliActorVisibilityChangeSignalChildren(void)
   DevelActor::VisibilityChangedSignal( child ).Connect( &application, VisibilityChangedFunctor( childData ) );
   DevelActor::VisibilityChangedSignal( grandChild ).Connect( &application, VisibilityChangedFunctor( grandChildData ) );
 
-  parent.SetVisible( false );
+  parent.SetProperty( Actor::Property::VISIBLE, false );
   parentData.Check( false /* not called */, TEST_LOCATION );
   childData.Check( true /* called */, child, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
   grandChildData.Check( true /* called */, grandChild, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
@@ -6634,7 +6642,7 @@ int utcDaliActorVisibilityChangeSignalChildren(void)
 
   DevelActor::VisibilityChangedSignal( parent ).Connect( &application, VisibilityChangedFunctor( parentData ) );
 
-  parent.SetVisible( true );
+  parent.SetProperty( Actor::Property::VISIBLE, true );
   parentData.Check( true /* called */, parent, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
   childData.Check( true /* called */, child, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
   grandChildData.Check( true /* called */, grandChild, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
@@ -6644,7 +6652,7 @@ int utcDaliActorVisibilityChangeSignalChildren(void)
   childData.Reset();
   grandChildData.Reset();
 
-  parent.SetVisible( true );
+  parent.SetProperty( Actor::Property::VISIBLE, true );
   parentData.Check( false /* not called */, TEST_LOCATION );
   childData.Check( false /* not called */, TEST_LOCATION );
   grandChildData.Check( false /* not called */, TEST_LOCATION );
@@ -6701,12 +6709,12 @@ int utcDaliActorVisibilityChangeSignalByName(void)
   bool signalCalled=false;
   actor.ConnectSignal( &application, "visibilityChanged", VisibilityChangedVoidFunctor(signalCalled) );
   DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
-  actor.SetVisible( false );
+  actor.SetProperty( Actor::Property::VISIBLE, false );
   DALI_TEST_EQUALS( signalCalled, true, TEST_LOCATION );
 
   tet_infoline( "Ensure functor is not called if we attempt to change the visibility to what it already is at" );
   signalCalled = false;
-  actor.SetVisible( false );
+  actor.SetProperty( Actor::Property::VISIBLE, false );
   DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
 
   tet_infoline( "Change the visibility using properties, ensure called" );
@@ -7247,7 +7255,7 @@ int utcDaliEnsureRenderWhenMakingLastActorInvisible(void)
   auto& glAbstraction = application.GetGlAbstraction();
   const auto clearCountBefore = glAbstraction.GetClearCountCalled();
 
-  actor.SetVisible( false );
+  actor.SetProperty( Actor::Property::VISIBLE, false );
 
   application.SendNotification();
   application.Render();
index addc288..0c53693 100644 (file)
@@ -268,7 +268,7 @@ int UtcDaliAnimationSetDurationP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Restart the animation, with a different duration
   finishCheck.Reset();
@@ -290,13 +290,13 @@ int UtcDaliAnimationSetDurationP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -356,7 +356,7 @@ int UtcDaliAnimationSetLoopingP(void)
     application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
     progress += intervalSeconds;
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
 
     if (progress >= 1.0f)
     {
@@ -378,13 +378,13 @@ int UtcDaliAnimationSetLoopingP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -439,7 +439,7 @@ int UtcDaliAnimationSetLoopCountP(void)
 
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   finishCheck.Reset();
 
@@ -676,7 +676,7 @@ int UtcDaliAnimationSetLoopCountP4(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) );
 
   finishCheck.Reset();
@@ -690,7 +690,7 @@ int UtcDaliAnimationSetLoopCountP4(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   END_TEST;
 }
@@ -844,13 +844,13 @@ int UtcDaliAnimationSetEndActionN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Go back to the start
   actor.SetPosition(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Test BakeFinal, animate again, for half the duration
   finishCheck.Reset();
@@ -867,17 +867,17 @@ int UtcDaliAnimationSetEndActionN(void)
   // We did NOT expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), VECTOR4_EPSILON, TEST_LOCATION );
 
   // The position should be same with target position in the next frame
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Go back to the start
   actor.SetPosition(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Test EndAction::Discard, animate again, but don't bake this time
   finishCheck.Reset();
@@ -891,17 +891,17 @@ int UtcDaliAnimationSetEndActionN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // The position should be discarded in the next frame
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -950,7 +950,7 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   }
 
   // Bake
@@ -977,7 +977,7 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition*0.5f, TEST_LOCATION );
   }
 
   // Discard
@@ -1004,7 +1004,7 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   }
 
   // Don't play the animation: disconnect action should not be applied
@@ -1027,7 +1027,7 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   }
 
   END_TEST;
@@ -1111,7 +1111,7 @@ int UtcDaliAnimationSetCurrentProgressP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
   DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
@@ -1125,20 +1125,20 @@ int UtcDaliAnimationSetCurrentProgressP(void)
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
   DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -1278,27 +1278,27 @@ int UtcDaliAnimationSetSpeedFactorP1(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -1338,41 +1338,41 @@ int UtcDaliAnimationSetSpeedFactorP2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), initialPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -1414,21 +1414,21 @@ int UtcDaliAnimationSetSpeedFactorP3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.3f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
@@ -1436,20 +1436,20 @@ int UtcDaliAnimationSetSpeedFactorP3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*1200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -1492,21 +1492,21 @@ int UtcDaliAnimationSetSpeedFactorP4(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.3f), TEST_LOCATION );
 
   tet_printf("Reverse direction of animation whilst playing\n");
   tet_printf("SetSpeedFactor(-0.5f)\n");
@@ -1518,27 +1518,27 @@ int UtcDaliAnimationSetSpeedFactorP4(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), 0.0001, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), 0.0001, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), initialPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -1698,8 +1698,8 @@ int UtcDaliAnimationSetSpeedFactorAndRange(void)
     unsigned int actorIndex = 0u;
     for( actorIndex = 0u; actorIndex < NUM_ENTRIES; ++actorIndex )
     {
-      DALI_TEST_EQUALS( actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION );
-      if( ! Equals(actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame]) )
+      DALI_TEST_EQUALS( actors[actorIndex].GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION );
+      if( ! Equals(actors[actorIndex].GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData[actorIndex].expected[frame]) )
       {
         tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex );
       }
@@ -1785,7 +1785,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void)
 
   for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
   {
-    DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData.expected[frame], 0.001, TEST_LOCATION );
 
     application.Render(200); // 200 ms at half speed corresponds to 0.1 s
 
@@ -1800,7 +1800,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 80.0f, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 80.0f, 0.001, TEST_LOCATION );
 
   END_TEST;
 }
@@ -1867,7 +1867,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void)
 
   for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
   {
-    DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData.expected[frame], 0.001, TEST_LOCATION );
 
     application.Render(200); // 200 ms at half speed corresponds to 0.1 s
 
@@ -1882,7 +1882,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 30.0f, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 30.0f, 0.001, TEST_LOCATION );
 
   END_TEST;
 }
@@ -1934,14 +1934,14 @@ int UtcDaliAnimationSetPlayRangeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.6f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.6f ), TEST_LOCATION );
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 80% progress */ );
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.8f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.8f ), TEST_LOCATION );
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds*100.0f ) + 1u/*just beyond the animation duration*/ );
@@ -1949,7 +1949,7 @@ int UtcDaliAnimationSetPlayRangeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.9f ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2028,7 +2028,7 @@ int UtcDaliAnimationPlayP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -2037,7 +2037,7 @@ int UtcDaliAnimationPlayP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -2046,7 +2046,7 @@ int UtcDaliAnimationPlayP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -2055,7 +2055,7 @@ int UtcDaliAnimationPlayP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -2064,13 +2064,13 @@ int UtcDaliAnimationPlayP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2084,7 +2084,7 @@ int UtcDaliAnimationPlayOffStageDiscardP(void)
 
   Actor actor = Actor::New();
   Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
   // Not added to the stage yet!
 
   // Build the animation
@@ -2107,7 +2107,7 @@ int UtcDaliAnimationPlayOffStageDiscardP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
 
   // Add to the stage
   Stage::GetCurrent().Add(actor);
@@ -2118,7 +2118,7 @@ int UtcDaliAnimationPlayOffStageDiscardP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
 
   // Remove from the stage
   Stage::GetCurrent().Remove(actor);
@@ -2129,14 +2129,14 @@ int UtcDaliAnimationPlayOffStageDiscardP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position as disconnect behaviour is discard*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*back to start position as disconnect behaviour is discard*/, TEST_LOCATION );
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Add to the stage
   Stage::GetCurrent().Add(actor);
@@ -2147,7 +2147,7 @@ int UtcDaliAnimationPlayOffStageDiscardP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(80,80,80), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(80,80,80), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
@@ -2155,15 +2155,15 @@ int UtcDaliAnimationPlayOffStageDiscardP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
 
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2177,7 +2177,7 @@ int UtcDaliAnimationPlayOffStageBakeFinalP(void)
 
   Actor actor = Actor::New();
   Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
   // Not added to the stage!
 
   // Build the animation
@@ -2199,7 +2199,7 @@ int UtcDaliAnimationPlayOffStageBakeFinalP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
 
   // Add to the stage
   Stage::GetCurrent().Add(actor);
@@ -2210,7 +2210,7 @@ int UtcDaliAnimationPlayOffStageBakeFinalP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
 
   // Remove from the stage
   Stage::GetCurrent().Remove(actor);
@@ -2221,7 +2221,7 @@ int UtcDaliAnimationPlayOffStageBakeFinalP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition /*bake final*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition /*bake final*/, TEST_LOCATION );
 
   // Add to the stage
   Stage::GetCurrent().Add(actor);
@@ -2232,7 +2232,7 @@ int UtcDaliAnimationPlayOffStageBakeFinalP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition /*bake final removed the */, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition /*bake final removed the */, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
@@ -2240,14 +2240,14 @@ int UtcDaliAnimationPlayOffStageBakeFinalP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2261,7 +2261,7 @@ int UtcDaliAnimationPlayOffStageBakeP(void)
 
   Actor actor = Actor::New();
   Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
   // Not added to the stage!
 
   // Build the animation
@@ -2284,7 +2284,7 @@ int UtcDaliAnimationPlayOffStageBakeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
 
   // Add to the stage
   Stage::GetCurrent().Add(actor);
@@ -2295,7 +2295,7 @@ int UtcDaliAnimationPlayOffStageBakeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
 
   // Remove from the stage
   Stage::GetCurrent().Remove(actor); // baked here
@@ -2306,18 +2306,18 @@ int UtcDaliAnimationPlayOffStageBakeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40) /*baked value*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40) /*baked value*/, TEST_LOCATION );
 
   // Add back to the stage
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /* animation restarted at 40,40,40 + 80%*60 */, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /* animation restarted at 40,40,40 + 80%*60 */, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
 
   // Remove from the stage
   Stage::GetCurrent().Remove(actor); // baked here
@@ -2325,11 +2325,11 @@ int UtcDaliAnimationPlayOffStageBakeP(void)
   application.SendNotification();
   // this render is a no-op in this case as animator is disabled while off stage
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
   application.Render(static_cast<unsigned int>(0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
 
   // Add back to the stage
   Stage::GetCurrent().Add(actor);
@@ -2337,7 +2337,7 @@ int UtcDaliAnimationPlayOffStageBakeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) , TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) , TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
@@ -2345,14 +2345,14 @@ int UtcDaliAnimationPlayOffStageBakeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2387,7 +2387,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
@@ -2395,7 +2395,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
@@ -2403,7 +2403,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
@@ -2411,7 +2411,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
@@ -2419,13 +2419,13 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2455,7 +2455,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   // This is a test of the "Fire and Forget" behaviour
   // Stop the animation, and Discard the animation handle!
@@ -2470,7 +2470,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   finishCheck.Reset();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
@@ -2478,7 +2478,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
@@ -2486,7 +2486,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
@@ -2494,7 +2494,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2539,7 +2539,7 @@ int UtcDaliAnimationPlayRangeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -2548,13 +2548,13 @@ int UtcDaliAnimationPlayRangeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
 
   //Loop inside the range
@@ -2574,7 +2574,7 @@ int UtcDaliAnimationPlayRangeP(void)
       progress = progress - 0.4f;
     }
 
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
   }
 
   // We didn't expect the animation to finish yet
@@ -2596,7 +2596,7 @@ int UtcDaliAnimationPlayRangeP(void)
       progress = progress - 0.7f;
     }
 
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
   }
 
   END_TEST;
@@ -2633,7 +2633,7 @@ int UtcDaliAnimationPlayFromP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -2642,19 +2642,19 @@ int UtcDaliAnimationPlayFromP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2710,7 +2710,7 @@ int UtcDaliAnimationPauseP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Pause the animation
   animation.Pause();
@@ -2724,7 +2724,7 @@ int UtcDaliAnimationPauseP(void)
     // We didn't expect the animation to finish yet
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
   }
 
   // Keep going
@@ -2742,13 +2742,13 @@ int UtcDaliAnimationPauseP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2785,7 +2785,7 @@ int UtcDaliAnimationGetStateP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Pause the animation
   animation.Pause();
@@ -2801,7 +2801,7 @@ int UtcDaliAnimationGetStateP(void)
     // We didn't expect the animation to finish yet
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
     DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
   }
 
@@ -2822,14 +2822,14 @@ int UtcDaliAnimationGetStateP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
 
   // re-play
@@ -2874,7 +2874,7 @@ int UtcDaliAnimationStopP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Stop the animation
   animation.Stop();
@@ -2888,7 +2888,7 @@ int UtcDaliAnimationStopP(void)
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
   }
   END_TEST;
 }
@@ -2924,7 +2924,7 @@ int UtcDaliAnimationStopSetPositionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Stop the animation
   animation.Stop();
@@ -2940,7 +2940,7 @@ int UtcDaliAnimationStopSetPositionP(void)
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
   }
   END_TEST;
 }
@@ -2973,7 +2973,7 @@ int UtcDaliAnimationClearP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Clear the animation
   animation.Clear();
@@ -2984,7 +2984,7 @@ int UtcDaliAnimationClearP(void)
   // We don't expect the animation to finish now
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
 
   // Restart as a scale animation; this should not move the actor's position
   finishCheck.Reset();
@@ -2999,16 +2999,16 @@ int UtcDaliAnimationClearP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4567,7 +4567,7 @@ int UtcDaliAnimationAnimateByActorPositionP(void)
   Stage::GetCurrent().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4594,7 +4594,7 @@ int UtcDaliAnimationAnimateByActorPositionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4602,13 +4602,13 @@ int UtcDaliAnimationAnimateByActorPositionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4618,7 +4618,7 @@ int UtcDaliAnimationAnimateByActorPositionComponentsP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4629,7 +4629,7 @@ int UtcDaliAnimationAnimateByActorPositionComponentsP(void)
   animation.AnimateBy( Property( actor, Actor::Property::POSITION_Y ), relativePosition.y );
   animation.AnimateBy( Property( actor, Actor::Property::POSITION_Z ), relativePosition.z );
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Start the animation
@@ -4641,12 +4641,12 @@ int UtcDaliAnimationAnimateByActorPositionComponentsP(void)
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetPosition.y, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetPosition.z, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   END_TEST;
 }
@@ -4661,7 +4661,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
   Stage::GetCurrent().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4687,7 +4687,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector3 current(actor.GetCurrentPosition());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
   DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
@@ -4698,13 +4698,13 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4718,7 +4718,7 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
   Stage::GetCurrent().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4745,7 +4745,7 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -4753,13 +4753,13 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4773,7 +4773,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
   Stage::GetCurrent().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4801,7 +4801,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -4809,13 +4809,13 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4826,7 +4826,7 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void)
   Actor actor = Actor::New();
   actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4851,7 +4851,7 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -4859,7 +4859,7 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -4867,7 +4867,7 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4875,7 +4875,7 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4888,7 +4888,7 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void)
   Actor actor = Actor::New();
   actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4911,7 +4911,7 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -4919,7 +4919,7 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -4927,7 +4927,7 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4935,7 +4935,7 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4949,7 +4949,7 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void)
   Actor actor = Actor::New();
   actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4974,7 +4974,7 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -4982,7 +4982,7 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -4990,7 +4990,7 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4998,8 +4998,8 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5011,7 +5011,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   Actor actor = Actor::New();
   actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5033,7 +5033,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -5041,7 +5041,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -5049,7 +5049,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5057,7 +5057,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5068,7 +5068,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
   actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5093,7 +5093,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -5102,7 +5102,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -5111,7 +5111,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5119,7 +5119,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5129,7 +5129,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5156,7 +5156,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -5164,14 +5164,14 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetScale(Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -5187,7 +5187,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentScale());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
   DALI_TEST_CHECK( current.x > 1.0f );
   DALI_TEST_CHECK( current.y > 1.0f );
   DALI_TEST_CHECK( current.z > 1.0f );
@@ -5201,14 +5201,14 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetScale(Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
@@ -5223,7 +5223,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5231,7 +5231,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5241,7 +5241,7 @@ int UtcDaliAnimationAnimateByActorScaleComponentsP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5252,7 +5252,7 @@ int UtcDaliAnimationAnimateByActorScaleComponentsP(void)
   animation.AnimateBy( Property( actor, Actor::Property::SCALE_Y ), relativeScale.y );
   animation.AnimateBy( Property( actor, Actor::Property::SCALE_Z ), relativeScale.z );
 
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Start the animation
@@ -5264,12 +5264,12 @@ int UtcDaliAnimationAnimateByActorScaleComponentsP(void)
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetScale.y, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetScale.z, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
 
   END_TEST;
 }
@@ -5280,7 +5280,7 @@ int UtcDaliAnimationAnimateByActorColorP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5289,7 +5289,7 @@ int UtcDaliAnimationAnimateByActorColorP(void)
   Vector4 relativeColor( targetColor - Color::WHITE );
   animation.AnimateBy( Property( actor, Actor::Property::COLOR ), relativeColor );
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Start the animation
@@ -5302,12 +5302,12 @@ int UtcDaliAnimationAnimateByActorColorP(void)
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
 
   END_TEST;
 }
@@ -5318,7 +5318,7 @@ int UtcDaliAnimationAnimateByActorColorComponentsP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5330,7 +5330,7 @@ int UtcDaliAnimationAnimateByActorColorComponentsP(void)
   animation.AnimateBy( Property( actor, Actor::Property::COLOR_BLUE ), relativeColor.b );
   animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), relativeColor.a );
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Start the animation
@@ -5343,12 +5343,12 @@ int UtcDaliAnimationAnimateByActorColorComponentsP(void)
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
 
   END_TEST;
 }
@@ -5359,7 +5359,7 @@ int UtcDaliAnimationAnimateByActorSizeP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5368,7 +5368,7 @@ int UtcDaliAnimationAnimateByActorSizeP(void)
   Vector3 relativeSize( targetSize - Vector3::ZERO );
   animation.AnimateBy( Property( actor, Actor::Property::SIZE ), relativeSize );
 
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Start the animation
@@ -5380,12 +5380,12 @@ int UtcDaliAnimationAnimateByActorSizeP(void)
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
 
   END_TEST;
 }
@@ -5396,7 +5396,7 @@ int UtcDaliAnimationAnimateByActorSizeComponentsP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5407,7 +5407,7 @@ int UtcDaliAnimationAnimateByActorSizeComponentsP(void)
   animation.AnimateBy( Property( actor, Actor::Property::SIZE_HEIGHT ), relativeSize.height );
   animation.AnimateBy( Property( actor, Actor::Property::SIZE_DEPTH ), relativeSize.depth );
 
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Start the animation
@@ -5419,12 +5419,12 @@ int UtcDaliAnimationAnimateByActorSizeComponentsP(void)
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
 
   END_TEST;
 }
@@ -5435,14 +5435,14 @@ int UtcDaliAnimationAnimateByActorVisibilityP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
 
-  actor.SetVisible( false );
+  actor.SetProperty( Actor::Property::VISIBLE, false );
 
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.IsVisible(), false, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5458,12 +5458,12 @@ int UtcDaliAnimationAnimateByActorVisibilityP(void)
 
   // Target value should be retrievable straight away
   DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), targetVisibility, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.IsVisible(), false, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
 
   END_TEST;
 }
@@ -6886,7 +6886,7 @@ int UtcDaliAnimationAnimateToActorParentOriginP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_LEFT, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6908,7 +6908,7 @@ int UtcDaliAnimationAnimateToActorParentOriginXN(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().x, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).x, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -6931,7 +6931,7 @@ int UtcDaliAnimationAnimateToActorParentOriginYN(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().y, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).y, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Y), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -6954,7 +6954,7 @@ int UtcDaliAnimationAnimateToActorParentOriginZN(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().z, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).z, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -6976,7 +6976,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointN(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), AnchorPoint::CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), AnchorPoint::CENTER, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6998,7 +6998,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointXN(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().x, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).x, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_X), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -7021,7 +7021,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointYN(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().y, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).y, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Y), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -7044,7 +7044,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointZN(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().z, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).z, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Z), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -7066,7 +7066,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7101,7 +7101,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -7109,14 +7109,14 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetSize(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -7132,7 +7132,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentSize());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
   DALI_TEST_CHECK( current.x > 0.0f );
   DALI_TEST_CHECK( current.y > 0.0f );
   DALI_TEST_CHECK( current.z > 0.0f );
@@ -7146,14 +7146,14 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetSize(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
@@ -7168,7 +7168,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7176,7 +7176,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7187,7 +7187,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentSize().width, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -7219,7 +7219,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().width, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7227,7 +7227,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().width, targetWidth, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, targetWidth, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION );
   END_TEST;
 }
@@ -7239,7 +7239,7 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentSize().height, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -7271,7 +7271,7 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().height, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7279,7 +7279,7 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().height, targetHeight, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, targetHeight, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
   END_TEST;
 }
@@ -7291,7 +7291,7 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentSize().depth, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -7323,7 +7323,7 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().depth, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7331,7 +7331,7 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().depth, targetDepth, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, targetDepth, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION );
   END_TEST;
 }
@@ -7342,7 +7342,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7365,7 +7365,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -7373,14 +7373,14 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetSize(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -7397,7 +7397,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentSize());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
   DALI_TEST_CHECK( current.x > 0.0f );
   DALI_TEST_CHECK( current.y > 0.0f );
   DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
@@ -7409,15 +7409,15 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).x, targetSize.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).y, targetSize.y, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetSize(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
@@ -7433,7 +7433,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7441,8 +7441,8 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).x, targetSize.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).y, targetSize.y, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7452,7 +7452,7 @@ int UtcDaliAnimationAnimateToActorPositionP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7487,7 +7487,7 @@ int UtcDaliAnimationAnimateToActorPositionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7495,7 +7495,7 @@ int UtcDaliAnimationAnimateToActorPositionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7506,7 +7506,7 @@ int UtcDaliAnimationAnimateToActorPositionXP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -7540,7 +7540,7 @@ int UtcDaliAnimationAnimateToActorPositionXP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7548,7 +7548,7 @@ int UtcDaliAnimationAnimateToActorPositionXP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, targetX, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetX, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -7562,7 +7562,7 @@ int UtcDaliAnimationAnimateToActorPositionYP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().y, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -7596,7 +7596,7 @@ int UtcDaliAnimationAnimateToActorPositionYP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().y, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7604,7 +7604,7 @@ int UtcDaliAnimationAnimateToActorPositionYP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().y, targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, targetY, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetY, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -7618,7 +7618,7 @@ int UtcDaliAnimationAnimateToActorPositionZP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().z, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -7652,7 +7652,7 @@ int UtcDaliAnimationAnimateToActorPositionZP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7660,7 +7660,7 @@ int UtcDaliAnimationAnimateToActorPositionZP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().z, targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, targetZ, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetZ, TEST_LOCATION );
@@ -7673,7 +7673,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7698,7 +7698,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentPosition());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
   DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
   DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
@@ -7712,7 +7712,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7722,7 +7722,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7748,7 +7748,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
@@ -7756,7 +7756,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
@@ -7764,7 +7764,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7774,7 +7774,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7801,7 +7801,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
@@ -7809,7 +7809,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
@@ -7817,7 +7817,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7828,7 +7828,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   Actor actor = Actor::New();
   actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7853,7 +7853,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7861,7 +7861,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7869,7 +7869,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7877,7 +7877,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7888,7 +7888,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   Actor actor = Actor::New();
   actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7911,7 +7911,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7919,7 +7919,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7927,7 +7927,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7935,7 +7935,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7946,7 +7946,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   Actor actor = Actor::New();
   actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7968,7 +7968,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7976,7 +7976,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7984,7 +7984,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7992,7 +7992,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8003,7 +8003,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   Actor actor = Actor::New();
   actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8027,7 +8027,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -8036,7 +8036,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -8045,7 +8045,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -8053,7 +8053,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8064,7 +8064,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   Actor actor = Actor::New();
   actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8088,7 +8088,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -8097,7 +8097,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -8106,7 +8106,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -8114,7 +8114,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8124,7 +8124,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8153,7 +8153,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -8161,14 +8161,14 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetScale(Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -8184,7 +8184,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentScale());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
   DALI_TEST_CHECK( current.x > 1.0f );
   DALI_TEST_CHECK( current.y > 1.0f );
   DALI_TEST_CHECK( current.z > 1.0f );
@@ -8198,14 +8198,14 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetScale(Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
@@ -8220,7 +8220,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -8228,7 +8228,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8239,7 +8239,7 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentScale().x, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
@@ -8272,7 +8272,7 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
@@ -8283,7 +8283,7 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().x, targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, targetX, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
@@ -8297,7 +8297,7 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentScale().y, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
@@ -8330,7 +8330,7 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
@@ -8341,7 +8341,7 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().y, targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, targetY, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
@@ -8355,7 +8355,7 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentScale().z, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
@@ -8388,7 +8388,7 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), fiftyPercentProgress, TEST_LOCATION );
@@ -8399,7 +8399,7 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().z, targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, targetZ, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
@@ -8412,7 +8412,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8444,7 +8444,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), tenPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), tenPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
@@ -8452,14 +8452,14 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetColor(Color::WHITE);
+  actor.SetProperty( Actor::Property::COLOR,Color::WHITE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -8475,7 +8475,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The color should have changed less, than with a linear alpha function
-  Vector4 current(actor.GetCurrentColor());
+  Vector4 current(actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
   DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change
   DALI_TEST_CHECK( current.y < 1.0f );
   DALI_TEST_CHECK( current.y > tenPercentProgress.y );
@@ -8489,14 +8489,14 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetColor(Color::WHITE);
+  actor.SetProperty( Actor::Property::COLOR,Color::WHITE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Repeat with a shorter animator duration
   float animatorDuration = 0.5f;
@@ -8511,7 +8511,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), twentyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
@@ -8519,7 +8519,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -8527,7 +8527,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8538,7 +8538,7 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentColor().r, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -8573,7 +8573,7 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
@@ -8585,7 +8585,7 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().r, targetRed, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, targetRed, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   targetRed,  TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -8600,7 +8600,7 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentColor().g, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -8635,7 +8635,7 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
@@ -8647,7 +8647,7 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().g, targetGreen, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, targetGreen, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue,  TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,  TEST_LOCATION );
@@ -8662,7 +8662,7 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentColor().b, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -8697,7 +8697,7 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  fiftyPercentProgress, TEST_LOCATION );
@@ -8709,7 +8709,7 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().b, targetBlue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, targetBlue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  targetBlue, TEST_LOCATION );
@@ -8724,7 +8724,7 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -8760,7 +8760,7 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue,           TEST_LOCATION );
@@ -8772,7 +8772,7 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, targetAlpha, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, targetAlpha, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,  TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,  TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue,  TEST_LOCATION );
@@ -8957,10 +8957,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -8997,7 +8997,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.1f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
   application.SendNotification();
@@ -9005,7 +9005,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.3f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
   application.SendNotification();
@@ -9013,7 +9013,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.25f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
   application.SendNotification();
@@ -9021,7 +9021,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.0f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
   application.SendNotification();
@@ -9029,7 +9029,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.7f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
   application.SendNotification();
@@ -9037,7 +9037,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.8f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
@@ -9045,7 +9045,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.9f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -9059,10 +9059,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9096,7 +9096,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.1f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
   application.SendNotification();
@@ -9104,7 +9104,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.36f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.36f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
   application.SendNotification();
@@ -9112,7 +9112,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.21f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.21f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
   application.SendNotification();
@@ -9120,7 +9120,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.0f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
   application.SendNotification();
@@ -9128,7 +9128,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.7f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
   application.SendNotification();
@@ -9136,7 +9136,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.76f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.76f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
@@ -9144,7 +9144,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.9f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -9158,10 +9158,10 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9237,10 +9237,10 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9322,7 +9322,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9341,7 +9341,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
   animation.Play();
 
   // Final key frame value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
@@ -9353,7 +9353,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
   application.SendNotification();
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -9370,7 +9370,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9399,7 +9399,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
   application.SendNotification();
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -9416,7 +9416,7 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
   application.SendNotification();
   application.Render(0);
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9445,7 +9445,7 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
 
   Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
 
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -9462,7 +9462,7 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
   Stage::GetCurrent().Add(actor);
 
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9487,27 +9487,27 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
   finishCheck.CheckSignalNotReceived();
 
   Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -9527,7 +9527,7 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
   application.SendNotification();
   application.Render(0);
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9554,7 +9554,7 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
 
   Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
 
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -9571,7 +9571,7 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
   Stage::GetCurrent().Add(actor);
 
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9597,27 +9597,27 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
   finishCheck.CheckSignalNotReceived();
 
   Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f ) );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -9631,10 +9631,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9710,10 +9710,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9789,10 +9789,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9870,10 +9870,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9952,10 +9952,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
   float startValue(1.0f);
   float delay = 0.5f;
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -10032,10 +10032,10 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -10152,36 +10152,36 @@ int UtcDaliAnimationAnimateP(void)
   Quaternion rotation;
   path.Sample( 0.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   path.Sample( 0.25f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   path.Sample( 0.5f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   path.Sample( 0.75f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   path.Sample( 1.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -10231,36 +10231,36 @@ int UtcDaliAnimationAnimateAlphaFunctionP(void)
   Quaternion rotation;
   path.Sample( 0.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   path.Sample( 0.25f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   path.Sample( 0.5f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   path.Sample( 0.75f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   path.Sample( 1.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -10310,36 +10310,36 @@ int UtcDaliAnimationAnimateTimePeriodP(void)
   Quaternion rotation;
   path.Sample( 0.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   path.Sample( 0.25f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   path.Sample( 0.5f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   path.Sample( 0.75f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   path.Sample( 1.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -10389,36 +10389,36 @@ int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void)
   Quaternion rotation;
   path.Sample( 0.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   path.Sample( 0.25f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   path.Sample( 0.5f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   path.Sample( 0.75f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   path.Sample( 1.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -10429,10 +10429,10 @@ int UtcDaliAnimationShowP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetVisible(false);
+  actor.SetProperty( Actor::Property::VISIBLE,false);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   Stage::GetCurrent().Add(actor);
 
   // Start the animation
@@ -10451,7 +10451,7 @@ int UtcDaliAnimationShowP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
@@ -10459,7 +10459,7 @@ int UtcDaliAnimationShowP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -10467,7 +10467,7 @@ int UtcDaliAnimationShowP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   END_TEST;
 }
 
@@ -10476,7 +10476,7 @@ int UtcDaliAnimationHideP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   Stage::GetCurrent().Add(actor);
 
   // Start the animation
@@ -10495,7 +10495,7 @@ int UtcDaliAnimationHideP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
@@ -10503,7 +10503,7 @@ int UtcDaliAnimationHideP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -10511,7 +10511,7 @@ int UtcDaliAnimationHideP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   END_TEST;
 }
 
@@ -10523,7 +10523,7 @@ int UtcDaliAnimationShowHideAtEndP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   Stage::GetCurrent().Add(actor);
 
   // Start Hide animation
@@ -10542,7 +10542,7 @@ int UtcDaliAnimationShowHideAtEndP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   // Start Show animation
   animation = Animation::New(durationSeconds);
@@ -10556,7 +10556,7 @@ int UtcDaliAnimationShowHideAtEndP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   END_TEST;
 }
 
@@ -10928,7 +10928,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayP(void)
 
   //Test GetCurrentProgress return 0.0 as the duration is 0.0
   DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   tet_infoline("Set target position in animation without intiating play");
 
@@ -10956,7 +10956,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayP(void)
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
 
-  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x );
+  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x );
 
   application.Render(2000u);
 
@@ -10993,7 +10993,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
 
   //Test GetCurrentProgress return 0.0 as the duration is 0.0
   DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   tet_infoline("Set target position in animation without intiating play");
 
@@ -11023,7 +11023,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION );
 
-  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x );
+  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x );
 
   application.Render(2000u);
 
@@ -11170,7 +11170,7 @@ int UtcDaliAnimationTimePeriodOrder(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
@@ -11192,7 +11192,7 @@ int UtcDaliAnimationTimePeriodOrder(void)
   application.SendNotification();
   application.Render(5000); // After the animation is complete
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
 
@@ -11207,7 +11207,7 @@ int UtcDaliAnimationTimePeriodOrder(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
 
@@ -11223,7 +11223,7 @@ int UtcDaliAnimationTimePeriodOrder(void)
   application.SendNotification();
   application.Render(5000); // After the animation is complete
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
 
@@ -11242,7 +11242,7 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
@@ -11268,7 +11268,7 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
   application.SendNotification();
   application.Render(14000); // After the animation is complete
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
 
@@ -11284,7 +11284,7 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
 
@@ -11304,7 +11304,7 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
   application.SendNotification();
   application.Render(14000); // After the animation is complete
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
 
@@ -11472,7 +11472,7 @@ int UtcDaliAnimationProgressCallbackP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   tet_infoline( "Animation finished" );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   END_TEST;
 }
@@ -11507,21 +11507,21 @@ int UtcDaliAnimationPlayAfterP(void)
     application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
 
     application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ );
 
     // We didn't expect the animation to finish yet
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
 
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*just beyond the animation duration*/ );
@@ -11529,11 +11529,11 @@ int UtcDaliAnimationPlayAfterP(void)
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
     // Check that nothing has changed after a couple of buffer swaps
     application.Render(0);
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   }
 
   tet_printf("Testing that playing after 2 seconds with negative speedfactor\n");
@@ -11563,21 +11563,21 @@ int UtcDaliAnimationPlayAfterP(void)
     application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
 
     application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
 
     // We didn't expect the animation to finish yet
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
 
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) + 1u/*just beyond the animation duration*/ );
@@ -11585,11 +11585,11 @@ int UtcDaliAnimationPlayAfterP(void)
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of Timeperiod in seconds
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of Timeperiod in seconds
 
     // Check that nothing has changed after a couple of buffer swaps
     application.Render(0);
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
   }
 
   END_TEST;
@@ -11631,7 +11631,7 @@ int UtcDaliAnimationPlayAfterP2(void)
         application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
         application.SendNotification();
         finishCheck.CheckSignalNotReceived();
-        DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
+        DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
       }
 
       application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ );
@@ -11639,14 +11639,14 @@ int UtcDaliAnimationPlayAfterP2(void)
       // We didn't expect the animation to finish yet
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
 
       application.SendNotification();
       application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
 
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
 
       application.SendNotification();
       application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) /* 100% progress */ );
@@ -11654,7 +11654,7 @@ int UtcDaliAnimationPlayAfterP2(void)
       // We did expect the animation to finish
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
     }
 
     animation.SetLooping(false);
@@ -11663,7 +11663,7 @@ int UtcDaliAnimationPlayAfterP2(void)
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   }
 
   tet_printf("Testing that playing after 2 seconds before looping with negative speedfactor\n");
@@ -11699,7 +11699,7 @@ int UtcDaliAnimationPlayAfterP2(void)
         application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
         application.SendNotification();
         finishCheck.CheckSignalNotReceived();
-        DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+        DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
       }
 
       application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
@@ -11707,14 +11707,14 @@ int UtcDaliAnimationPlayAfterP2(void)
       // We didn't expect the animation to finish yet
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
 
       application.SendNotification();
       application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
 
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION );
 
       application.SendNotification();
       application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) /* 100% progress */ );
@@ -11722,7 +11722,7 @@ int UtcDaliAnimationPlayAfterP2(void)
       // We did expect the animation to finish
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(),  ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in second
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ),  ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in second
     }
 
     animation.SetLooping(false);
@@ -11731,7 +11731,7 @@ int UtcDaliAnimationPlayAfterP2(void)
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
   }
 
   END_TEST;
@@ -11768,14 +11768,14 @@ int UtcDaliAnimationPlayAfterP3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*just beyond the animation duration*/ );
@@ -11783,11 +11783,11 @@ int UtcDaliAnimationPlayAfterP3(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -11822,35 +11822,35 @@ int UtcDaliAnimationPlayAfterP4(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of PlayAfter
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of PlayAfter
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 20% animation progress, 0% animator progress */ );
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 45% animation progress, 0% animator progress */ );
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 70% animation progress, 40% animator progress */ );
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.4f ), TEST_LOCATION ); // 40% of animator progress
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.4f ), TEST_LOCATION ); // 40% of animator progress
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 95% animation progress, 90% animator progress */ );
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION ); // 90% of animator progress
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.9f ), TEST_LOCATION ); // 90% of animator progress
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 50.0f ) + 1u/*just beyond the animation duration*/ );
@@ -11858,11 +11858,11 @@ int UtcDaliAnimationPlayAfterP4(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -11893,7 +11893,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
 
     application.SendNotification();
     application.Render();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   }
 
   // LoopingMode::AUTO_REVERSE
@@ -11929,7 +11929,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
 
       // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
       // and arrives at the beginning.
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
       application.SendNotification();
       application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
@@ -11937,7 +11937,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
       // We did expect the animation to finish
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
     }
 
     animation.SetLooping( false );
@@ -11947,7 +11947,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
     application.SendNotification();
     finishCheck.CheckSignalReceived();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
   }
 
   // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
@@ -11987,7 +11987,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
       // Setting a negative speed factor is to play the animation in reverse.
       // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
       // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
       application.SendNotification();
       application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
@@ -11995,7 +11995,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
       // We did expect the animation to finish
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
     }
 
     animation.SetLooping( false );
@@ -12005,7 +12005,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
     application.SendNotification();
     finishCheck.CheckSignalReceived();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   }
 
   END_TEST;
@@ -12056,7 +12056,7 @@ int UtcDaliAnimationSetLoopingModeP2(void)
     application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
     // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
     // and arrives at the beginning.
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
     application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
@@ -12074,7 +12074,7 @@ int UtcDaliAnimationSetLoopingModeP2(void)
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
     finishCheck.Reset();
   }
@@ -12122,7 +12122,7 @@ int UtcDaliAnimationSetLoopingModeP2(void)
     // Setting a negative speed factor is to play the animation in reverse.
     // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
     // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
     application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
@@ -12140,7 +12140,7 @@ int UtcDaliAnimationSetLoopingModeP2(void)
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
     finishCheck.Reset();
   }
@@ -12185,13 +12185,13 @@ int UtcDaliAnimationSetLoopingModeP3(void)
 
     // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
     // and arrives at the beginning.
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
 
     application.SendNotification();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
@@ -12202,7 +12202,7 @@ int UtcDaliAnimationSetLoopingModeP3(void)
     finishCheck.CheckSignalReceived();
 
     // After all animation finished, arrives at the beginning.
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
     finishCheck.Reset();
   }
@@ -12242,13 +12242,13 @@ int UtcDaliAnimationSetLoopingModeP3(void)
     // Setting a negative speed factor is to play the animation in reverse.
     // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
     // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
 
     application.SendNotification();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
@@ -12259,7 +12259,7 @@ int UtcDaliAnimationSetLoopingModeP3(void)
     finishCheck.CheckSignalReceived();
 
     // After all animation finished, arrives at the target.
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
     finishCheck.Reset();
   }
@@ -12328,7 +12328,7 @@ int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   tet_infoline( "Animation finished" );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   END_TEST;
 }
index 722cc85..94a5b4b 100644 (file)
@@ -288,18 +288,18 @@ int UtcDaliBaseHandleStlVector(void)
 
     std::stringstream stream;
     stream << "Actor " << i+1;
-    actor.SetName(stream.str());
+    actor.SetProperty( Actor::Property::NAME,stream.str());
 
     myVector.push_back(actor);
   }
 
   DALI_TEST_EQUALS(TargetVectorSize, static_cast<int>(myVector.size()), TEST_LOCATION);
 
-  DALI_TEST_CHECK(myVector[0].GetName() == "Actor 1");
-  DALI_TEST_CHECK(myVector[1].GetName() == "Actor 2");
-  DALI_TEST_CHECK(myVector[2].GetName() == "Actor 3");
-  DALI_TEST_CHECK(myVector[3].GetName() == "Actor 4");
-  DALI_TEST_CHECK(myVector[4].GetName() == "Actor 5");
+  DALI_TEST_CHECK(myVector[0].GetProperty< std::string >( Actor::Property::NAME ) == "Actor 1");
+  DALI_TEST_CHECK(myVector[1].GetProperty< std::string >( Actor::Property::NAME ) == "Actor 2");
+  DALI_TEST_CHECK(myVector[2].GetProperty< std::string >( Actor::Property::NAME ) == "Actor 3");
+  DALI_TEST_CHECK(myVector[3].GetProperty< std::string >( Actor::Property::NAME ) == "Actor 4");
+  DALI_TEST_CHECK(myVector[4].GetProperty< std::string >( Actor::Property::NAME ) == "Actor 5");
   END_TEST;
 }
 
@@ -318,8 +318,8 @@ int UtcDaliBaseHandleDoAction(void)
   DALI_TEST_CHECK(actorObject.DoAction("invalidCommand", attributes) == false);
 
   // Check that the actor is visible
-  actor.SetVisible(true);
-  DALI_TEST_CHECK(actor.IsVisible() == true);
+  actor.SetProperty( Actor::Property::VISIBLE,true);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == true);
 
   // Check the actor performed an action to hide itself
   DALI_TEST_CHECK(actorObject.DoAction("hide", attributes) == true);
@@ -329,7 +329,7 @@ int UtcDaliBaseHandleDoAction(void)
   application.Render();
 
   // Check that the actor is now invisible
-  DALI_TEST_CHECK(actor.IsVisible() == false);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == false);
 
   // Check the actor performed an action to show itself
   DALI_TEST_CHECK(actorObject.DoAction("show", attributes) == true);
@@ -339,7 +339,7 @@ int UtcDaliBaseHandleDoAction(void)
   application.Render();
 
   // Check that the actor is now visible
-  DALI_TEST_CHECK(actor.IsVisible() == true);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == true);
 
   Stage::GetCurrent().Add(actor);
 
@@ -390,7 +390,7 @@ int UtcDaliBaseHandleDoAction(void)
   // We expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // play again
   signalReceived = false;
@@ -418,8 +418,8 @@ int UtcDaliBaseHandleConnectSignal(void)
 
   // get the root layer
   Actor actor = Actor::New();
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
   actor.SetPosition( 240, 400 );
   actor.SetSize( 100, 100 );
 
index 28c2168..381499e 100644 (file)
@@ -248,7 +248,7 @@ int UtcDaliBufferImageUpdate01(void)
   BufferImage image = BufferImage::New(buffer, 16, 16, Pixel::A8);
   Actor actor = CreateRenderableActor( image );
   Stage::GetCurrent().Add(actor);
-  actor.SetVisible(true);
+  actor.SetProperty( Actor::Property::VISIBLE,true);
 
   std::vector<GLuint> ids;
   ids.push_back(200);
@@ -293,7 +293,7 @@ int UtcDaliBufferImageUpdate02(void)
   BufferImage image = BufferImage::New(buffer, 16, 16, Pixel::A8);
   Actor actor = CreateRenderableActor( image );
   Stage::GetCurrent().Add(actor);
-  actor.SetVisible(true);
+  actor.SetProperty( Actor::Property::VISIBLE,true);
 
   application.SendNotification();
   application.Render(0);
index 85d6465..26fe3c0 100644 (file)
@@ -910,7 +910,7 @@ int UtcDaliCameraActorSetOrthographicProjectionP1(void)
   actor.GetProperty( CameraActor::Property::FIELD_OF_VIEW ).Get( defaultFieldOfView );
   actor.GetProperty( CameraActor::Property::NEAR_PLANE_DISTANCE ).Get( defaultNearPlaneDistance );
   actor.GetProperty( CameraActor::Property::FAR_PLANE_DISTANCE ).Get( defaultFarPlaneDistance );
-  Vector3 defaultPos = actor.GetCurrentPosition();
+  Vector3 defaultPos = actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
 
   actor.SetOrthographicProjection( Size( 1080.0f, 1920.0f ) );
 
@@ -938,7 +938,7 @@ int UtcDaliCameraActorSetOrthographicProjectionP1(void)
   actor.GetProperty( CameraActor::Property::BOTTOM_PLANE_DISTANCE ).Get( value );
   DALI_TEST_EQUALS( -960.0f, value, FLOAT_EPSILON, TEST_LOCATION );
 
-  Vector3 pos = actor.GetCurrentPosition();
+  Vector3 pos = actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
   DALI_TEST_EQUALS( defaultPos.z, pos.z, 0.001f, TEST_LOCATION );
 
   DALI_TEST_EQUALS( actor.GetProjectionMode(), Dali::Camera::ORTHOGRAPHIC_PROJECTION, TEST_LOCATION );
@@ -1467,7 +1467,7 @@ int UtcDaliCameraActorModelView(void)
   Actor actor = CreateRenderableActor(image);
   actor.SetSize( 100.0f, 100.0f );
   actor.SetPosition( 20.0f, 30.0f, 40.0f );
-  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   Stage::GetCurrent().Add( actor );
 
   application.SendNotification();
@@ -1476,7 +1476,7 @@ int UtcDaliCameraActorModelView(void)
   application.SendNotification();
 
   Matrix resultMatrix( true );
-  resultMatrix.SetTransformComponents( Vector3::ONE, Quaternion::IDENTITY, actor.GetCurrentPosition() );
+  resultMatrix.SetTransformComponents( Vector3::ONE, Quaternion::IDENTITY, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) );
 
   RenderTask task = Stage::GetCurrent().GetRenderTaskList().GetTask( 0 );
   CameraActor cameraActor = task.GetCameraActor();
@@ -1552,7 +1552,7 @@ int UtcDaliCameraActorAnimatedProperties(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 200.0f, 300.0f ), TEST_LOCATION);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 200.0f, 300.0f ), TEST_LOCATION);
   END_TEST;
 }
 
@@ -1576,12 +1576,12 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews01(void)
   Vector2 stageSize = stage.GetSize();
 
   CameraActor freeLookCameraActor = CameraActor::New( stageSize );
-  freeLookCameraActor.SetParentOrigin( ParentOrigin::CENTER );
+  freeLookCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   freeLookCameraActor.SetType( Camera::FREE_LOOK );
 
   Vector3 targetPosition( 30.0f, 240.0f, -256.0f );
   Actor target = Actor::New();
-  target.SetParentOrigin( ParentOrigin::CENTER );
+  target.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   target.SetPosition( targetPosition );
 
   Constraint cameraOrientationConstraint = Constraint::New<Quaternion> ( freeLookCameraActor, Actor::Property::ORIENTATION, &LookAt );
@@ -1593,7 +1593,7 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews01(void)
   CameraActor lookAtCameraActor = CameraActor::New( stageSize );
   lookAtCameraActor.SetType( Camera::LOOK_AT_TARGET );
   lookAtCameraActor.SetTargetPosition( targetPosition );
-  lookAtCameraActor.SetParentOrigin( ParentOrigin::CENTER );
+  lookAtCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   stage.Add( target );
   stage.Add( freeLookCameraActor );
@@ -1636,12 +1636,12 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews02(void)
   Vector2 stageSize = stage.GetSize();
 
   CameraActor freeLookCameraActor = CameraActor::New( stageSize );
-  freeLookCameraActor.SetParentOrigin( ParentOrigin::CENTER );
+  freeLookCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   freeLookCameraActor.SetType( Camera::FREE_LOOK );
 
   Vector3 targetPosition( 30.0f, 240.0f, -256.0f );
   Actor target = Actor::New();
-  target.SetParentOrigin( ParentOrigin::CENTER );
+  target.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   target.SetPosition( targetPosition );
 
   Constraint cameraOrientationConstraint = Constraint::New<Quaternion> ( freeLookCameraActor, Actor::Property::ORIENTATION, &LookAt );
@@ -1653,7 +1653,7 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews02(void)
   CameraActor lookAtCameraActor = CameraActor::New( stageSize );
   lookAtCameraActor.SetType( Camera::LOOK_AT_TARGET );
   lookAtCameraActor.SetTargetPosition( targetPosition );
-  lookAtCameraActor.SetParentOrigin( ParentOrigin::CENTER );
+  lookAtCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   stage.Add( target );
   stage.Add( freeLookCameraActor );
@@ -1681,7 +1681,7 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews02(void)
         Matrix freeLookViewMatrix;
         freeLookCameraActor.GetProperty( CameraActor::CameraActor::Property::VIEW_MATRIX ).Get( freeLookViewMatrix );
 
-        Matrix freeLookWorld = freeLookCameraActor.GetCurrentWorldMatrix();
+        Matrix freeLookWorld = freeLookCameraActor.GetCurrentProperty< Matrix >( Actor::Property::WORLD_MATRIX );
 
         Matrix freeLookTest( false );
         Matrix::Multiply( freeLookTest, freeLookViewMatrix, freeLookWorld );
@@ -1704,7 +1704,7 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews03(void)
 
   CameraActor freeLookCameraActor = CameraActor::New( stageSize );
   freeLookCameraActor.SetType( Camera::FREE_LOOK );
-  freeLookCameraActor.SetParentOrigin( ParentOrigin::CENTER );
+  freeLookCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   Quaternion cameraOrientation( Radian( Degree( 180.0f ) ), Vector3::YAXIS );
   freeLookCameraActor.SetPosition( cameraOffset );
@@ -1730,7 +1730,7 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews03(void)
     Matrix freeLookViewMatrix;
     freeLookCameraActor.GetProperty( CameraActor::CameraActor::Property::VIEW_MATRIX ).Get( freeLookViewMatrix );
 
-    Matrix freeLookWorld = freeLookCameraActor.GetCurrentWorldMatrix();
+    Matrix freeLookWorld = freeLookCameraActor.GetCurrentProperty< Matrix >( Actor::Property::WORLD_MATRIX );
 
     Matrix freeLookTest( false );
     Matrix::Multiply( freeLookTest,  freeLookViewMatrix,  freeLookWorld );
index 30a006a..30d5388 100644 (file)
@@ -124,31 +124,31 @@ int UtcPathConstrainerApply(void)
 
   Vector3 position, tangent;
   path.Sample(0.2f, position, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
   path.Sample(0.4f, position, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
   path.Sample(0.6f, position, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
   path.Sample(0.8f, position, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
   path.Sample(1.0f, position, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* beyond the animation duration*/);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   END_TEST;
 }
@@ -191,7 +191,7 @@ int UtcPathConstrainerApplyRange(void)
   actor.GetCurrentProperty( index ).Get(tValue);
   float currentCursor =  ( tValue - range.x ) / (range.y-range.x);
   path.Sample(currentCursor, position, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -199,34 +199,34 @@ int UtcPathConstrainerApplyRange(void)
   currentCursor =  ( tValue - range.x ) / (range.y-range.x);
   path.Sample(currentCursor, position, tangent );
   path.Sample(0.5, position, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   actor.GetCurrentProperty( index ).Get( tValue );
   currentCursor =  ( tValue - range.x ) / (range.y-range.x);
   path.Sample(currentCursor, position, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 100% progress */);
   actor.GetCurrentProperty( index ).Get( tValue );
   currentCursor =  ( tValue - range.x ) / (range.y-range.x);
   path.Sample(currentCursor, position, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* beyond the animation duration*/);
   actor.GetCurrentProperty( index ).Get( tValue );
   currentCursor =  ( tValue - range.x ) / (range.y-range.x);
   path.Sample(currentCursor, position, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   // Ensure GetProperty also returns the final result
   actor.GetProperty( index ).Get( tValue );
   currentCursor =  ( tValue - range.x ) / (range.y-range.x);
   path.Sample(currentCursor, position, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   END_TEST;
 }
@@ -261,7 +261,7 @@ int UtcPathConstrainerDestroy(void)
 
     Vector3 position, tangent;
     path.Sample(0.5f, position, tangent );
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   }
 
@@ -270,7 +270,7 @@ int UtcPathConstrainerDestroy(void)
   application.SendNotification();
   application.Render(static_cast<unsigned int>(1.0f));
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   END_TEST;
 }
@@ -304,7 +304,7 @@ int UtcPathConstrainerRemove(void)
 
   Vector3 position, tangent;
   path.Sample(0.5f, position, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), position, TEST_LOCATION );
 
   //Remove constraint
   pathConstrainer.Remove( actor );
@@ -312,7 +312,7 @@ int UtcPathConstrainerRemove(void)
   application.SendNotification();
   application.Render(static_cast<unsigned int>(1.0f));
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   END_TEST;
 }
@@ -453,23 +453,23 @@ int UtcLinearConstrainerApply(void)
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 0.5f, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 1.0f, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 0.5f, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 100% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 0.0f, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* beyond the animation duration*/);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 0.0f, TEST_LOCATION );
 
   //Setup a LinearConstrainer specifying the progress for each value
   linearConstrainer.Remove(actor);
@@ -481,23 +481,23 @@ int UtcLinearConstrainerApply(void)
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 1.0f, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 2.0f/3.0f, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 2.0f/3.0f, Math::MACHINE_EPSILON_1, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 1.0f/3.0f, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 1.0f/3.0f, Math::MACHINE_EPSILON_1, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 100% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 0.0f, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* beyond the animation duration*/);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 0.0f, TEST_LOCATION );
 
   END_TEST;
 }
@@ -530,23 +530,23 @@ int UtcLinearConstrainerApplyRange(void)
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 0.5f, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 1.0f, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 0.5f, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 100% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 0.0f, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* beyond the animation duration*/);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 0.0f, TEST_LOCATION );
 
   END_TEST;
 }
@@ -575,7 +575,7 @@ int UtcLinearConstrainerDestroy(void)
     application.SendNotification();
     application.Render(static_cast<unsigned int>(1.0f));
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 1.0f, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 1.0f, TEST_LOCATION );
 
   }
 
@@ -584,7 +584,7 @@ int UtcLinearConstrainerDestroy(void)
   application.SendNotification();
   application.Render(static_cast<unsigned int>(1.0f));
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 0.0f, TEST_LOCATION );
 
   END_TEST;
 }
@@ -612,7 +612,7 @@ int UtcLinearConstrainerRemove(void)
   application.SendNotification();
   application.Render(static_cast<unsigned int>(1.0f));
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 1.0f, TEST_LOCATION );
 
   //Remove constraint
   linearConstrainer.Remove( actor );
@@ -620,7 +620,7 @@ int UtcLinearConstrainerRemove(void)
   application.SendNotification();
   application.Render(static_cast<unsigned int>(1.0f));
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ).x, 0.0f, TEST_LOCATION );
 
   END_TEST;
 }
index f8f8ac5..b741255 100644 (file)
@@ -768,7 +768,7 @@ int UtcDaliConstraintBakeRemoveAction(void)
 
   // Should not equal position by default
   Vector3 position( 10.0f, 20.0f, 30.0f );
-  DALI_TEST_CHECK( actor.GetCurrentPosition() != position );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) != position );
 
   // Create a constraint that constrains to position
   Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, SetValueFunctor< Vector3 >( position ) );
@@ -778,7 +778,7 @@ int UtcDaliConstraintBakeRemoveAction(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
 
   // Remove the constraint, it should still be at position
   constraint.Remove();
@@ -786,7 +786,7 @@ int UtcDaliConstraintBakeRemoveAction(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
 
   END_TEST;
 }
@@ -804,11 +804,11 @@ int UtcDaliConstraintDiscardRemoveAction(void)
   application.Render();
 
   // Get and store current position
-  Vector3 originalPosition = actor.GetCurrentPosition();
+  Vector3 originalPosition = actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
 
   // Should not equal position by default
   Vector3 position( 10.0f, 20.0f, 30.0f );
-  DALI_TEST_CHECK( actor.GetCurrentPosition() != position );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) != position );
 
   // Create a constraint that constrains to position
   Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, SetValueFunctor< Vector3 >( position ) );
@@ -818,7 +818,7 @@ int UtcDaliConstraintDiscardRemoveAction(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
 
   // Remove the constraint, it should still be at position
   constraint.Remove();
@@ -826,8 +826,8 @@ int UtcDaliConstraintDiscardRemoveAction(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), originalPosition, TEST_LOCATION );
-  DALI_TEST_CHECK( actor.GetCurrentPosition() != position );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), originalPosition, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) != position );
 
   END_TEST;
 }
@@ -1258,7 +1258,7 @@ int UtcDaliConstraintEnsureResetterAppliedOnStageRemoval(void)
   // Check initial value is fully opaque
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
 
   // Create a constraint whose value is discarded when it is removed
   Constraint constraint = Constraint::New< Vector4 >( actor, Actor::Property::COLOR, SetHalfOpacity );
@@ -1268,12 +1268,12 @@ int UtcDaliConstraintEnsureResetterAppliedOnStageRemoval(void)
   // Check value after one render, it should be constrained
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.5f, TEST_LOCATION );
 
   // Render another frame, ensure the other value has also been updated
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.5f, TEST_LOCATION );
 
   // Remove the actor from the stage and delete the constraint
   actor.Unparent();
@@ -1283,7 +1283,7 @@ int UtcDaliConstraintEnsureResetterAppliedOnStageRemoval(void)
   // Check value while off-stage, it should be fully opaque
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
 
   // Add the actor back to the stage and check the value, it should be fully opaque again
   Stage::GetCurrent().Add( actor );
@@ -1291,12 +1291,12 @@ int UtcDaliConstraintEnsureResetterAppliedOnStageRemoval(void)
   // Check value when back on-stage, it should be fully opaque as the constraint is no longer applied to it.
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
 
   // Render for another frame to ensure both buffers have the correct value
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
 
   END_TEST;
 }
@@ -1313,7 +1313,7 @@ int UtcDaliConstraintOnActorAddedAndRemoved(void)
   // Check initial value is fully opaque
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
 
   // Create a constraint whose value is discarded when it is removed
   Constraint constraint = Constraint::New< Vector4 >( actor, Actor::Property::COLOR, SetHalfOpacity );
@@ -1323,12 +1323,12 @@ int UtcDaliConstraintOnActorAddedAndRemoved(void)
   // Check value after one render, it should be constrained
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.5f, TEST_LOCATION );
 
   // Render another frame, ensure the other value has also been updated
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.5f, TEST_LOCATION );
 
   // Remove the actor from the stage
   actor.Unparent();
@@ -1336,23 +1336,23 @@ int UtcDaliConstraintOnActorAddedAndRemoved(void)
   // Check value while off-stage, the constraint is no longer being applied as it's off-stage
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
 
   // Check the other buffer, the constraint should not be applied to this either.
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
 
   // Add the actor back to the stage and check the value, the constraint should have been re-applied
   Stage::GetCurrent().Add( actor );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.5f, TEST_LOCATION );
 
   // Render for another frame to ensure both buffers have the correct value
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.5f, TEST_LOCATION );
 
   END_TEST;
 }
index 06c8a2e..9e0dfd2 100644 (file)
@@ -333,7 +333,7 @@ int UtcDaliConstraintsLookAt(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldOrientation(), Quaternion::IDENTITY, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion::IDENTITY, TEST_LOCATION );
 
   Vector3 targetPosition;
   Vector3 cameraPosition;
index 0b8e151..1a6f094 100644 (file)
@@ -48,7 +48,7 @@ static Actor CreateBitmapActor()
   BufferImage image = BufferImage::New(4,4,Pixel::RGBA8888);
   Actor actor = CreateRenderableActor( image );
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetName("Test Image Rendering Actor");
+  actor.SetProperty( Actor::Property::NAME,"Test Image Rendering Actor");
   return actor;
 }
 
index ce6d317..e109d49 100644 (file)
@@ -159,70 +159,83 @@ int UtcDaliCustomActorOnStageConnectionOrder(void)
    */
 
   Test::TestCustomActor actorA = Test::TestCustomActor::New();
-  actorA.SetName( "ActorA" );
+  actorA.SetProperty( Actor::Property::NAME, "ActorA" );
 
   Test::TestCustomActor actorB = Test::TestCustomActor::New();
-  actorB.SetName( "ActorB" );
+  actorB.SetProperty( Actor::Property::NAME, "ActorB" );
   actorA.Add( actorB );
 
   Test::TestCustomActor actorC = Test::TestCustomActor::New();
-  actorC.SetName( "ActorC" );
+  actorC.SetProperty( Actor::Property::NAME, "ActorC" );
   actorA.Add( actorC );
 
   Test::TestCustomActor actorD = Test::TestCustomActor::New();
-  actorD.SetName( "ActorD" );
+  actorD.SetProperty( Actor::Property::NAME, "ActorD" );
   actorB.Add( actorD );
 
   Test::TestCustomActor actorE = Test::TestCustomActor::New();
-  actorE.SetName( "ActorE" );
+  actorE.SetProperty( Actor::Property::NAME, "ActorE" );
   actorB.Add( actorE );
 
   Test::TestCustomActor actorF = Test::TestCustomActor::New();
-  actorF.SetName( "ActorF" );
+  actorF.SetProperty( Actor::Property::NAME, "ActorF" );
   actorC.Add( actorF );
 
   // add the custom actor to stage
   Stage::GetCurrent().Add( actorA );
 
-  DALI_TEST_EQUALS( 3, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnChildAdd",        actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 4, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",     actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION );
   DALI_TEST_EQUALS( "OnChildAdd",        actorA.GetMethodsCalled()[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection", actorA.GetMethodsCalled()[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnChildAdd",        actorA.GetMethodsCalled()[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection", actorA.GetMethodsCalled()[ 3 ], TEST_LOCATION );
 
-  DALI_TEST_EQUALS( 3, (int)(actorB.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnChildAdd",        actorB.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 4, (int)(actorB.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",     actorB.GetMethodsCalled()[ 0 ], TEST_LOCATION );
   DALI_TEST_EQUALS( "OnChildAdd",        actorB.GetMethodsCalled()[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection", actorB.GetMethodsCalled()[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnChildAdd",        actorB.GetMethodsCalled()[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection", actorB.GetMethodsCalled()[ 3 ], TEST_LOCATION );
 
-  DALI_TEST_EQUALS( 2, (int)(actorC.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnChildAdd",        actorC.GetMethodsCalled()[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection", actorC.GetMethodsCalled()[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 3, (int)(actorC.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",     actorC.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnChildAdd",        actorC.GetMethodsCalled()[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection", actorC.GetMethodsCalled()[ 2 ], TEST_LOCATION );
 
-  DALI_TEST_EQUALS( 1, (int)(actorD.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection", actorD.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 2, (int)(actorD.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",     actorD.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection", actorD.GetMethodsCalled()[ 1 ], TEST_LOCATION );
 
-  DALI_TEST_EQUALS( 1, (int)(actorE.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection", actorE.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 2, (int)(actorE.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",     actorE.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection", actorE.GetMethodsCalled()[ 1 ], TEST_LOCATION );
 
-  DALI_TEST_EQUALS( 1, (int)(actorF.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection", actorF.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 2, (int)(actorF.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",     actorF.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection", actorF.GetMethodsCalled()[ 1 ], TEST_LOCATION );
 
   // Check sequence is correct in MasterCallStack
 
-  DALI_TEST_EQUALS( 3+3+2+1+1+1, (int)(MasterCallStack.size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( 4+4+3+2+2+2, (int)(MasterCallStack.size()), TEST_LOCATION );
 
-  DALI_TEST_EQUALS( "ActorA: OnChildAdd", MasterCallStack[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnChildAdd", MasterCallStack[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorB: OnChildAdd", MasterCallStack[ 2 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorB: OnChildAdd", MasterCallStack[ 3 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorC: OnChildAdd", MasterCallStack[ 4 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnPropertySet", MasterCallStack[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnPropertySet", MasterCallStack[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnChildAdd",    MasterCallStack[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorC: OnPropertySet", MasterCallStack[ 3 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnChildAdd",    MasterCallStack[ 4 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorD: OnPropertySet", MasterCallStack[ 5 ], TEST_LOCATION );
 
-  DALI_TEST_EQUALS( "ActorA: OnStageConnection", MasterCallStack[ 5 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorB: OnStageConnection", MasterCallStack[ 6 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorD: OnStageConnection", MasterCallStack[ 7 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorE: OnStageConnection", MasterCallStack[ 8 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorC: OnStageConnection", MasterCallStack[ 9 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorF: OnStageConnection", MasterCallStack[ 10 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnChildAdd",    MasterCallStack[ 6 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorE: OnPropertySet", MasterCallStack[ 7 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnChildAdd",    MasterCallStack[ 8 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorF: OnPropertySet", MasterCallStack[ 9 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorC: OnChildAdd",    MasterCallStack[ 10 ], TEST_LOCATION );
+
+  DALI_TEST_EQUALS( "ActorA: OnStageConnection", MasterCallStack[ 11 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnStageConnection", MasterCallStack[ 12 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorD: OnStageConnection", MasterCallStack[ 13 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorE: OnStageConnection", MasterCallStack[ 14 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorC: OnStageConnection", MasterCallStack[ 15 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorF: OnStageConnection", MasterCallStack[ 16 ], TEST_LOCATION );
 
   // Excercise the message passing to Update thread
 
@@ -251,27 +264,27 @@ int UtcDaliCustomActorOnStageDisconnectionOrder(void)
    */
 
   Test::TestCustomActor actorA = Test::TestCustomActor::New();
-  actorA.SetName( "ActorA" );
+  actorA.SetProperty( Actor::Property::NAME, "ActorA" );
   stage.Add( actorA );
 
   Test::TestCustomActor actorB = Test::TestCustomActor::New();
-  actorB.SetName( "ActorB" );
+  actorB.SetProperty( Actor::Property::NAME, "ActorB" );
   actorA.Add( actorB );
 
   Test::TestCustomActor actorC = Test::TestCustomActor::New();
-  actorC.SetName( "ActorC" );
+  actorC.SetProperty( Actor::Property::NAME, "ActorC" );
   actorA.Add( actorC );
 
   Test::TestCustomActor actorD = Test::TestCustomActor::New();
-  actorD.SetName( "ActorD" );
+  actorD.SetProperty( Actor::Property::NAME, "ActorD" );
   actorB.Add( actorD );
 
   Test::TestCustomActor actorE = Test::TestCustomActor::New();
-  actorE.SetName( "ActorE" );
+  actorE.SetProperty( Actor::Property::NAME, "ActorE" );
   actorB.Add( actorE );
 
   Test::TestCustomActor actorF = Test::TestCustomActor::New();
-  actorF.SetName( "ActorF" );
+  actorF.SetProperty( Actor::Property::NAME, "ActorF" );
   actorC.Add( actorF );
 
   // Excercise the message passing to Update thread
@@ -342,26 +355,30 @@ int UtcDaliCustomActorAddDuringOnStageConnection(void)
    */
 
   Test::TestCustomActor actorB = Test::TestCustomActor::New();
-  actorB.SetName( "ActorB" );
+  actorB.SetProperty( Actor::Property::NAME, "ActorB" );
 
   Test::TestCustomActor actorA = Test::TestCustomActor::NewVariant1( actorB );
-  actorA.SetName( "ActorA" );
+  actorA.SetProperty( Actor::Property::NAME, "ActorA" );
   stage.Add( actorA );
 
   // Check callback sequence
 
-  DALI_TEST_EQUALS( 2, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection", actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnChildAdd",        actorA.GetMethodsCalled()[ 1 ], TEST_LOCATION ); // Called from within OnStageConnection()
+  DALI_TEST_EQUALS( 3, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",     actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection", actorA.GetMethodsCalled()[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnChildAdd",        actorA.GetMethodsCalled()[ 2 ], TEST_LOCATION ); // Called from within OnStageConnection()
 
-  DALI_TEST_EQUALS( 2, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection", actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 2, (int)(actorB.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",     actorB.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection", actorB.GetMethodsCalled()[ 1 ], TEST_LOCATION );
 
-  DALI_TEST_EQUALS( 3, (int)(MasterCallStack.size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( 5, (int)(MasterCallStack.size()), TEST_LOCATION );
 
-  DALI_TEST_EQUALS( "ActorA: OnStageConnection", MasterCallStack[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorB: OnStageConnection", MasterCallStack[ 1 ], TEST_LOCATION ); // Occurs during Actor::Add from within from within OnStageConnection()
-  DALI_TEST_EQUALS( "ActorA: OnChildAdd",        MasterCallStack[ 2 ], TEST_LOCATION ); // Occurs after Actor::Add from within from within OnStageConnection()
+  DALI_TEST_EQUALS( "ActorB: OnPropertySet",     MasterCallStack[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnPropertySet",     MasterCallStack[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnStageConnection", MasterCallStack[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnStageConnection", MasterCallStack[ 3 ], TEST_LOCATION ); // Occurs during Actor::Add from within from within OnStageConnection()
+  DALI_TEST_EQUALS( "ActorA: OnChildAdd",        MasterCallStack[ 4 ], TEST_LOCATION ); // Occurs after Actor::Add from within from within OnStageConnection()
 
   // Excercise the message passing to Update thread
 
@@ -392,40 +409,44 @@ int UtcDaliCustomActorRemoveDuringOnStageConnection(void)
    */
 
   Test::TestCustomActor actorA = Test::TestCustomActor::NewVariant2();
-  actorA.SetName( "ActorA" );
+  actorA.SetProperty( Actor::Property::NAME, "ActorA" );
 
   Test::TestCustomActor actorB = Test::TestCustomActor::New();
-  actorB.SetName( "ActorB" );
+  actorB.SetProperty( Actor::Property::NAME, "ActorB" );
   actorA.Add( actorB );
 
   Test::TestCustomActor actorC = Test::TestCustomActor::New();
-  actorC.SetName( "ActorC" );
+  actorC.SetProperty( Actor::Property::NAME, "ActorC" );
   actorA.Add( actorC );
 
   stage.Add( actorA );
 
   // Check callback sequence
 
-  DALI_TEST_EQUALS( 5, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnChildAdd",        actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 6, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",     actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION );
   DALI_TEST_EQUALS( "OnChildAdd",        actorA.GetMethodsCalled()[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection", actorA.GetMethodsCalled()[ 2 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnChildRemove",     actorA.GetMethodsCalled()[ 3 ], TEST_LOCATION ); // Called from within OnStageConnection()
+  DALI_TEST_EQUALS( "OnChildAdd",        actorA.GetMethodsCalled()[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection", actorA.GetMethodsCalled()[ 3 ], TEST_LOCATION );
   DALI_TEST_EQUALS( "OnChildRemove",     actorA.GetMethodsCalled()[ 4 ], TEST_LOCATION ); // Called from within OnStageConnection()
+  DALI_TEST_EQUALS( "OnChildRemove",     actorA.GetMethodsCalled()[ 5 ], TEST_LOCATION ); // Called from within OnStageConnection()
 
-  DALI_TEST_EQUALS( 5, (int)(MasterCallStack.size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( 8, (int)(MasterCallStack.size()), TEST_LOCATION );
 
-  DALI_TEST_EQUALS( "ActorA: OnChildAdd",        MasterCallStack[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnChildAdd",        MasterCallStack[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnStageConnection", MasterCallStack[ 2 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnChildRemove",     MasterCallStack[ 3 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnChildRemove",     MasterCallStack[ 4 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnPropertySet",     MasterCallStack[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnPropertySet",     MasterCallStack[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnChildAdd",        MasterCallStack[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorC: OnPropertySet",     MasterCallStack[ 3 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnChildAdd",        MasterCallStack[ 4 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnStageConnection", MasterCallStack[ 5 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnChildRemove",     MasterCallStack[ 6 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnChildRemove",     MasterCallStack[ 7 ], TEST_LOCATION );
 
   /* Actors B & C should be removed before the point where they could receive an OnStageConnection callback
    * Therefore they shouldn't receive either OnStageConnection or OnStageDisconnection
    */
-  DALI_TEST_EQUALS( 0, (int)(actorB.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( 0, (int)(actorC.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( 1, (int)(actorB.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( 1, (int)(actorC.GetMethodsCalled().size()), TEST_LOCATION );
 
   // Excercise the message passing to Update thread
 
@@ -454,10 +475,10 @@ int UtcDaliCustomActorAddDuringOnStageDisconnection(void)
    */
 
   Test::TestCustomActor actorB = Test::TestCustomActor::New();
-  actorB.SetName( "ActorB" );
+  actorB.SetProperty( Actor::Property::NAME, "ActorB" );
 
   Test::TestCustomActor actorA = Test::TestCustomActor::NewVariant3( actorB );
-  actorA.SetName( "ActorA" );
+  actorA.SetProperty( Actor::Property::NAME, "ActorA" );
   stage.Add( actorA );
 
   // Excercise the message passing to Update thread
@@ -507,11 +528,11 @@ int UtcDaliCustomActorRemoveDuringOnStageDisconnection(void)
    */
 
   Test::TestCustomActor actorA = Test::TestCustomActor::NewVariant4();
-  actorA.SetName( "ActorA" );
+  actorA.SetProperty( Actor::Property::NAME, "ActorA" );
   stage.Add( actorA );
 
   Test::TestCustomActor actorB = Test::TestCustomActor::New();
-  actorB.SetName( "ActorB" );
+  actorB.SetProperty( Actor::Property::NAME, "ActorB" );
   actorA.Add( actorB );
 
   // Excercise the message passing to Update thread
@@ -565,30 +586,34 @@ int UtcDaliCustomActorRemoveParentDuringOnStageConnection(void)
    */
 
   Test::TestCustomActor actorA = Test::TestCustomActor::New();
-  actorA.SetName( "ActorA" );
+  actorA.SetProperty( Actor::Property::NAME, "ActorA" );
 
   Test::TestCustomActor actorB = Test::TestCustomActor::NewVariant5();
-  actorB.SetName( "ActorB" );
+  actorB.SetProperty( Actor::Property::NAME, "ActorB" );
   actorA.Add( actorB );
 
   stage.Add( actorA );
 
   // Check callback sequence
 
-  DALI_TEST_EQUALS( 3, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnChildAdd",           actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection",    actorA.GetMethodsCalled()[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageDisconnection", actorA.GetMethodsCalled()[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 4, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",        actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnChildAdd",           actorA.GetMethodsCalled()[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection",    actorA.GetMethodsCalled()[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageDisconnection", actorA.GetMethodsCalled()[ 3 ], TEST_LOCATION );
 
-  DALI_TEST_EQUALS( 1, (int)(actorB.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection", actorB.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 2, (int)(actorB.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",     actorB.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection", actorB.GetMethodsCalled()[ 1 ], TEST_LOCATION );
 
-  DALI_TEST_EQUALS( 4, (int)(MasterCallStack.size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( 6, (int)(MasterCallStack.size()), TEST_LOCATION );
 
-  DALI_TEST_EQUALS( "ActorA: OnChildAdd",           MasterCallStack[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnStageConnection",    MasterCallStack[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorB: OnStageConnection",    MasterCallStack[ 2 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnStageDisconnection", MasterCallStack[ 3 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnPropertySet",        MasterCallStack[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnPropertySet",        MasterCallStack[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnChildAdd",           MasterCallStack[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnStageConnection",    MasterCallStack[ 3 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnStageConnection",    MasterCallStack[ 4 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnStageDisconnection", MasterCallStack[ 5 ], TEST_LOCATION );
 
   // Excercise the message passing to Update thread
 
@@ -613,32 +638,36 @@ int UtcDaliCustomActorAddParentDuringOnStageDisconnection(void)
    */
 
   Test::TestCustomActor actorA = Test::TestCustomActor::New();
-  actorA.SetName( "ActorA" );
+  actorA.SetProperty( Actor::Property::NAME, "ActorA" );
   stage.Add( actorA );
 
   Test::TestCustomActor actorB = Test::TestCustomActor::NewVariant6();
-  actorB.SetName( "ActorB" );
+  actorB.SetProperty( Actor::Property::NAME, "ActorB" );
   actorA.Add( actorB );
 
   stage.Remove( actorA );
 
   // Check callback sequence
 
-  DALI_TEST_EQUALS( 2, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection",    actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnChildAdd",           actorA.GetMethodsCalled()[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 3, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",        actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection",    actorA.GetMethodsCalled()[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnChildAdd",           actorA.GetMethodsCalled()[ 2 ], TEST_LOCATION );
 
-  DALI_TEST_EQUALS( 2, (int)(actorB.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection",    actorB.GetMethodsCalled()[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageDisconnection", actorB.GetMethodsCalled()[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 3, (int)(actorB.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",        actorB.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection",    actorB.GetMethodsCalled()[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageDisconnection", actorB.GetMethodsCalled()[ 2 ], TEST_LOCATION );
   // Disconnect was interrupted, so we should only get one OnStageConnection() for actorB
 
-  DALI_TEST_EQUALS( 4, (int)(MasterCallStack.size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( 6, (int)(MasterCallStack.size()), TEST_LOCATION );
 
-  DALI_TEST_EQUALS( "ActorA: OnStageConnection",    MasterCallStack[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorB: OnStageConnection",    MasterCallStack[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnChildAdd",           MasterCallStack[ 2 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorB: OnStageDisconnection", MasterCallStack[ 3 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnPropertySet",        MasterCallStack[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnStageConnection",    MasterCallStack[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnPropertySet",        MasterCallStack[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnStageConnection",    MasterCallStack[ 3 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnChildAdd",           MasterCallStack[ 4 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnStageDisconnection", MasterCallStack[ 5 ], TEST_LOCATION );
 
   // Excercise the message passing to Update thread
 
@@ -686,7 +715,7 @@ int UtcDaliCustomActorReparentDuringOnChildAdd(void)
   stage.Add( actorA );
 
   Test::TestCustomActor actorB = Test::TestCustomActor::New();
-  actorB.SetName( "ActorB" );
+  actorB.SetProperty( Actor::Property::NAME, "ActorB" );
   actorA.Add( actorB );
 
   // Check hierarchy is as follows:
@@ -704,7 +733,7 @@ int UtcDaliCustomActorReparentDuringOnChildAdd(void)
   DALI_TEST_CHECK( container );
   if ( container )
   {
-    DALI_TEST_EQUALS( "Container", container.GetName(), TEST_LOCATION );
+    DALI_TEST_EQUALS( "Container", container.GetProperty< std::string >( Actor::Property::NAME ), TEST_LOCATION );
     DALI_TEST_EQUALS( 1, (int)(container.GetChildCount()), TEST_LOCATION );
     containerChild = container.GetChildAt(0);
   }
@@ -712,33 +741,37 @@ int UtcDaliCustomActorReparentDuringOnChildAdd(void)
   DALI_TEST_CHECK( containerChild );
   if ( containerChild )
   {
-    DALI_TEST_EQUALS( "ActorB", containerChild.GetName(), TEST_LOCATION );
+    DALI_TEST_EQUALS( "ActorB", containerChild.GetProperty< std::string >( Actor::Property::NAME ), TEST_LOCATION );
     DALI_TEST_EQUALS( 0, (int)(containerChild.GetChildCount()), TEST_LOCATION );
   }
 
   // Check callback sequence
 
-  DALI_TEST_EQUALS( 4, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnChildAdd",           actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION ); // The mContainer added to actorA
-  DALI_TEST_EQUALS( "OnStageConnection",    actorA.GetMethodsCalled()[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnChildAdd",           actorA.GetMethodsCalled()[ 2 ], TEST_LOCATION ); // The actorB added to actorA
-  DALI_TEST_EQUALS( "OnChildRemove",        actorA.GetMethodsCalled()[ 3 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 5, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",        actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnChildAdd",           actorA.GetMethodsCalled()[ 1 ], TEST_LOCATION ); // The mContainer added to actorA
+  DALI_TEST_EQUALS( "OnStageConnection",    actorA.GetMethodsCalled()[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnChildAdd",           actorA.GetMethodsCalled()[ 3 ], TEST_LOCATION ); // The actorB added to actorA
+  DALI_TEST_EQUALS( "OnChildRemove",        actorA.GetMethodsCalled()[ 4 ], TEST_LOCATION );
   // mContainer will then receive OnChildAdd
 
-  DALI_TEST_EQUALS( 3, (int)(actorB.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection",    actorB.GetMethodsCalled()[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageDisconnection", actorB.GetMethodsCalled()[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection",    actorB.GetMethodsCalled()[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 4, (int)(actorB.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",        actorB.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection",    actorB.GetMethodsCalled()[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageDisconnection", actorB.GetMethodsCalled()[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection",    actorB.GetMethodsCalled()[ 3 ], TEST_LOCATION );
 
-  DALI_TEST_EQUALS( 7, (int)(MasterCallStack.size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( 9, (int)(MasterCallStack.size()), TEST_LOCATION );
 
-  DALI_TEST_EQUALS( "ActorA: OnChildAdd",           MasterCallStack[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnStageConnection",    MasterCallStack[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorB: OnStageConnection",    MasterCallStack[ 2 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnChildAdd",           MasterCallStack[ 3 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorB: OnStageDisconnection", MasterCallStack[ 4 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnChildRemove",        MasterCallStack[ 5 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorB: OnStageConnection",    MasterCallStack[ 6 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnPropertySet",        MasterCallStack[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnChildAdd",           MasterCallStack[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnStageConnection",    MasterCallStack[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnPropertySet",        MasterCallStack[ 3 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnStageConnection",    MasterCallStack[ 4 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnChildAdd",           MasterCallStack[ 5 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnStageDisconnection", MasterCallStack[ 6 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnChildRemove",        MasterCallStack[ 7 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnStageConnection",    MasterCallStack[ 8 ], TEST_LOCATION );
 
   // Excercise the message passing to Update thread
 
@@ -767,15 +800,15 @@ int UtcDaliCustomActorRemoveDuringOnChildRemove(void)
    */
 
   Test::TestCustomActor actorB = Test::TestCustomActor::New();
-  actorB.SetName( "ActorB" );
+  actorB.SetProperty( Actor::Property::NAME, "ActorB" );
   stage.Add( actorB );
 
   Test::TestCustomActor actorA = Test::TestCustomActor::NewVariant8( actorB );
-  actorA.SetName( "ActorA" );
+  actorA.SetProperty( Actor::Property::NAME, "ActorA" );
   stage.Add( actorA );
 
   Actor childActor = Actor::New();
-  childActor.SetName( "Child" );
+  childActor.SetProperty( Actor::Property::NAME, "Child" );
   // Reparent from actorA to actorB
   actorA.Add( childActor );
   actorB.Add( childActor );
@@ -794,32 +827,36 @@ int UtcDaliCustomActorRemoveDuringOnChildRemove(void)
   DALI_TEST_CHECK( child );
   if ( child )
   {
-    DALI_TEST_EQUALS( "Child", child.GetName(), TEST_LOCATION );
+    DALI_TEST_EQUALS( "Child", child.GetProperty< std::string >( Actor::Property::NAME ), TEST_LOCATION );
   }
 
   // Check callback sequence
 
-  DALI_TEST_EQUALS( 3, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection",    actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION ); // The mContainer added to actorA
-  DALI_TEST_EQUALS( "OnChildAdd",           actorA.GetMethodsCalled()[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnChildRemove",        actorA.GetMethodsCalled()[ 2 ], TEST_LOCATION ); // The actorB added to actorA
+  DALI_TEST_EQUALS( 4, (int)(actorA.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",        actorA.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection",    actorA.GetMethodsCalled()[ 1 ], TEST_LOCATION ); // The mContainer added to actorA
+  DALI_TEST_EQUALS( "OnChildAdd",           actorA.GetMethodsCalled()[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnChildRemove",        actorA.GetMethodsCalled()[ 3 ], TEST_LOCATION ); // The actorB added to actorA
   // mContainer will then receive OnChildAdd
 
-  DALI_TEST_EQUALS( 3, (int)(actorB.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnStageConnection",    actorB.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( 4, (int)(actorB.GetMethodsCalled().size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnPropertySet",        actorB.GetMethodsCalled()[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnStageConnection",    actorB.GetMethodsCalled()[ 1 ], TEST_LOCATION );
   // The derived class are always notified, no matter the child is successfully removed or not
-  DALI_TEST_EQUALS( "OnChildRemove",        actorB.GetMethodsCalled()[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnChildAdd",           actorB.GetMethodsCalled()[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnChildRemove",        actorB.GetMethodsCalled()[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "OnChildAdd",           actorB.GetMethodsCalled()[ 3 ], TEST_LOCATION );
 
-  DALI_TEST_EQUALS( 6, (int)(MasterCallStack.size()), TEST_LOCATION );
+  DALI_TEST_EQUALS( 8, (int)(MasterCallStack.size()), TEST_LOCATION );
 
-  DALI_TEST_EQUALS( "ActorB: OnStageConnection",    MasterCallStack[ 0 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnStageConnection",    MasterCallStack[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnChildAdd",           MasterCallStack[ 2 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorA: OnChildRemove",        MasterCallStack[ 3 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnPropertySet",        MasterCallStack[ 0 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnStageConnection",    MasterCallStack[ 1 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnPropertySet",        MasterCallStack[ 2 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnStageConnection",    MasterCallStack[ 3 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnChildAdd",           MasterCallStack[ 4 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorA: OnChildRemove",        MasterCallStack[ 5 ], TEST_LOCATION );
   // The derived class are always notified, no matter the child is successfully removed or not
-  DALI_TEST_EQUALS( "ActorB: OnChildRemove",        MasterCallStack[ 4 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( "ActorB: OnChildAdd",           MasterCallStack[ 5 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnChildRemove",        MasterCallStack[ 6 ], TEST_LOCATION );
+  DALI_TEST_EQUALS( "ActorB: OnChildAdd",           MasterCallStack[ 7 ], TEST_LOCATION );
 
   // Excercise the message passing to Update thread
 
@@ -1064,8 +1101,8 @@ int UtcDaliCustomActorDoAction(void)
   DALI_TEST_CHECK(customActorObject.DoAction("invalidCommand", attributes) == false);
 
   // Check that the custom actor is visible
-  custom.SetVisible(true);
-  DALI_TEST_CHECK(custom.IsVisible() == true);
+  custom.SetProperty( Actor::Property::VISIBLE,true);
+  DALI_TEST_CHECK(custom.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == true);
 
   // Check the custom actor performed an action to hide itself
   DALI_TEST_CHECK(customActorObject.DoAction("hide", attributes) == true);
@@ -1075,7 +1112,7 @@ int UtcDaliCustomActorDoAction(void)
   application.Render();
 
   // Check that the custom actor is now invisible
-  DALI_TEST_CHECK(custom.IsVisible() == false);
+  DALI_TEST_CHECK(custom.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == false);
 
   // Check the custom actor performed an action to show itself
   DALI_TEST_CHECK(customActorObject.DoAction("show", attributes) == true);
@@ -1085,7 +1122,7 @@ int UtcDaliCustomActorDoAction(void)
   application.Render();
 
   // Check that the custom actor is now visible
-  DALI_TEST_CHECK(custom.IsVisible() == true);
+  DALI_TEST_CHECK(custom.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == true);
   END_TEST;
 }
 
@@ -1447,11 +1484,11 @@ int UtcDaliCustomActorSetGetActorPropertyActionSignal(void)
   auto actorHandle = Actor::New();
   DALI_TEST_EQUALS( custom.GetPropertyCount(), actorHandle.GetPropertyCount(), TEST_LOCATION );
 
-  DALI_TEST_EQUALS( custom.IsVisible(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( custom.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
   custom.SetProperty( Actor::Property::VISIBLE, false );
   application.SendNotification();
   application.Render(); // IsVisible returns scene value
-  DALI_TEST_EQUALS( custom.IsVisible(), false, TEST_LOCATION );
+  DALI_TEST_EQUALS( custom.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
 
   // should have custom actor typename (as it has not registered itself)
   DALI_TEST_EQUALS( "CustomActor", custom.GetTypeName(), TEST_LOCATION );
@@ -1469,7 +1506,7 @@ int UtcDaliCustomActorSetGetActorPropertyActionSignal(void)
   application.Render(1000.f);
 
   DALI_TEST_EQUALS( Vector3( 100.0f, 150.0f, 200.0f ), custom.GetProperty( Actor::Property::POSITION ).Get<Vector3>(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Vector3( 100.0f, 150.0f, 200.0f ), custom.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 100.0f, 150.0f, 200.0f ), custom.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   Dali::WeakHandle<UnregisteredCustomActor> weakRef( custom );
   // should have actor signals
index d854148..85dae6a 100644 (file)
@@ -311,10 +311,10 @@ int UtcDaliFrameCallbackGetters(void)
   Vector3 scale( 2.0f, 4.0f, 6.0f );
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   actor.SetSize( actorSize );
-  actor.SetColor( color );
+  actor.SetProperty( Actor::Property::COLOR, color );
   actor.SetPosition( position );
   actor.SetScale( scale );
 
@@ -346,8 +346,8 @@ int UtcDaliFrameCallbackSetters(void)
   Vector2 actorSize( 200, 300 );
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   actor.SetSize( actorSize );
 
   Stage stage = Stage::GetCurrent();
@@ -410,8 +410,8 @@ int UtcDaliFrameCallbackBake(void)
   Vector2 actorSize( 200, 300 );
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   actor.SetSize( actorSize );
 
   Stage stage = Stage::GetCurrent();
@@ -506,57 +506,57 @@ int UtcDaliFrameCallbackMultipleActors(void)
   positions['H'] = Vector3( 20.0f, 21.0f, 22.0f );
 
   Actor actorA = Actor::New();
-  actorA.SetParentOrigin( ParentOrigin::TOP_LEFT );
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   actorA.SetSize( sizes['A'] );
   actorA.SetPosition( positions['A'] );
   stage.Add( actorA );
 
   Actor actorB = Actor::New();
-  actorB.SetParentOrigin( ParentOrigin::BOTTOM_RIGHT );
-  actorB.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_RIGHT );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   actorB.SetSize( sizes['B'] );
   actorB.SetPosition( positions['B'] );
   actorA.Add( actorB );
 
   Actor actorC = Actor::New();
-  actorC.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
-  actorC.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
   actorC.SetSize( sizes['C'] );
   actorC.SetPosition( positions['C'] );
   actorB.Add( actorC );
 
   Actor actorD = Actor::New();
-  actorD.SetParentOrigin( ParentOrigin::CENTER_RIGHT );
-  actorD.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  actorD.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_RIGHT );
+  actorD.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   actorD.SetSize( sizes['D'] );
   actorD.SetPosition( positions['D'] );
   actorA.Add( actorD );
 
   Actor actorE = Actor::New();
-  actorE.SetParentOrigin( ParentOrigin::BOTTOM_LEFT );
-  actorE.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+  actorE.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT );
+  actorE.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT );
   actorE.SetSize( sizes['E'] );
   actorE.SetPosition( positions['E'] );
   stage.Add( actorE );
 
   Actor actorF = Actor::New();
-  actorF.SetParentOrigin( ParentOrigin::TOP_CENTER );
-  actorF.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
+  actorF.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+  actorF.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_CENTER );
   actorF.SetSize( sizes['F'] );
   actorF.SetPosition( positions['F'] );
   actorE.Add( actorF );
 
   Actor actorG = Actor::New();
-  actorG.SetParentOrigin( ParentOrigin::CENTER_RIGHT );
-  actorG.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  actorG.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_RIGHT );
+  actorG.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   actorG.SetSize( sizes['G'] );
   actorG.SetPosition( positions['G'] );
   actorE.Add( actorG );
 
   Actor actorH = Actor::New();
-  actorH.SetParentOrigin( ParentOrigin::TOP_RIGHT );
-  actorH.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+  actorH.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT );
+  actorH.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT );
   actorH.SetSize( sizes['H'] );
   actorH.SetPosition( positions['H'] );
   actorG.Add( actorH );
@@ -612,8 +612,8 @@ int UtcDaliFrameCallbackCheckActorNotAdded(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   actor.SetSize( 200, 300 );
 
   Stage stage = Stage::GetCurrent();
index b65fe6e..fed4521 100644 (file)
@@ -40,11 +40,11 @@ bool IsActorHittableFunction(Actor actor, Dali::HitTestAlgorithm::TraverseType t
     case Dali::HitTestAlgorithm::CHECK_ACTOR:
     {
       // Check whether the actor is visible and not fully transparent.
-      if( actor.IsVisible()
-       && actor.GetCurrentWorldColor().a > 0.01f) // not FULLY_TRANSPARENT
+      if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE )
+       && actor.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ).a > 0.01f) // not FULLY_TRANSPARENT
       {
         // Check whether the actor has the specific name "HittableActor"
-        if(actor.GetName() == "HittableActor")
+        if(actor.GetProperty< std::string >( Actor::Property::NAME ) == "HittableActor")
         {
           hittable = true;
         }
@@ -53,7 +53,7 @@ bool IsActorHittableFunction(Actor actor, Dali::HitTestAlgorithm::TraverseType t
     }
     case Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE:
     {
-      if( actor.IsVisible() ) // Actor is visible, if not visible then none of its children are visible.
+      if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ) // Actor is visible, if not visible then none of its children are visible.
       {
         hittable = true;
       }
@@ -77,9 +77,9 @@ bool DefaultIsActorTouchableFunction(Dali::Actor actor, Dali::HitTestAlgorithm::
   {
     case Dali::HitTestAlgorithm::CHECK_ACTOR:
     {
-      if( actor.IsVisible() &&
-          actor.IsSensitive() &&
-          actor.GetCurrentWorldColor().a > 0.01f)
+      if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) &&
+          actor.GetProperty< bool >( Actor::Property::SENSITIVE ) &&
+          actor.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ).a > 0.01f)
       {
         hittable = true;
       }
@@ -87,8 +87,8 @@ bool DefaultIsActorTouchableFunction(Dali::Actor actor, Dali::HitTestAlgorithm::
     }
     case Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE:
     {
-      if( actor.IsVisible() && // Actor is visible, if not visible then none of its children are visible.
-          actor.IsSensitive()) // Actor is sensitive, if insensitive none of its children should be hittable either.
+      if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) && // Actor is visible, if not visible then none of its children are visible.
+          actor.GetProperty< bool >( Actor::Property::SENSITIVE )) // Actor is sensitive, if insensitive none of its children should be hittable either.
       {
         hittable = true;
       }
@@ -116,8 +116,8 @@ int UtcDaliHitTestAlgorithmWithFunctor(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  actor.SetName("NonHittableActor");
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::NAME,"NonHittableActor");
   stage.Add(actor);
 
   // Render and notify
@@ -133,7 +133,7 @@ int UtcDaliHitTestAlgorithmWithFunctor(void)
   Dali::HitTestAlgorithm::HitTest( stage, screenCoordinates, results, IsActorHittableFunction );
   DALI_TEST_CHECK( results.actor != actor );
 
-  actor.SetName("HittableActor");
+  actor.SetProperty( Actor::Property::NAME,"HittableActor");
 
   results.actor = Actor();
   results.actorCoordinates = Vector2::ZERO;
@@ -162,16 +162,16 @@ int UtcDaliHitTestAlgorithmOrtho01(void)
   Vector2 actorSize( stageSize * 0.5f );
   // Create two actors with half the size of the stage and set them to be partially overlapping
   Actor blue = Actor::New();
-  blue.SetName( "Blue" );
-  blue.SetAnchorPoint( AnchorPoint::CENTER );
-  blue.SetParentOrigin( Vector3(1.0f/3.0f, 1.0f/3.0f, 0.5f) );
+  blue.SetProperty( Actor::Property::NAME, "Blue" );
+  blue.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  blue.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(1.0f/3.0f, 1.0f/3.0f, 0.5f) );
   blue.SetSize( actorSize );
   blue.SetZ(30.0f);
 
   Actor green = Actor::New( );
-  green.SetName( "Green" );
-  green.SetAnchorPoint( AnchorPoint::CENTER );
-  green.SetParentOrigin( Vector3(2.0f/3.0f, 2.0f/3.0f, 0.5f) );
+  green.SetProperty( Actor::Property::NAME, "Green" );
+  green.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  green.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(2.0f/3.0f, 2.0f/3.0f, 0.5f) );
   green.SetSize( actorSize );
 
   // Add the actors to the view
@@ -218,16 +218,16 @@ int UtcDaliHitTestAlgorithmOrtho02(void)
   Vector2 actorSize( stageSize * 0.5f );
   // Create two actors with half the size of the stage and set them to be partially overlapping
   Actor blue = Actor::New();
-  blue.SetName( "Blue" );
-  blue.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  blue.SetParentOrigin( Vector3(0.2f, 0.2f, 0.5f) );
+  blue.SetProperty( Actor::Property::NAME, "Blue" );
+  blue.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  blue.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(0.2f, 0.2f, 0.5f) );
   blue.SetSize( actorSize );
   blue.SetZ(30.0f);
 
   Actor green = Actor::New( );
-  green.SetName( "Green" );
-  green.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  green.SetParentOrigin( Vector3(0.4f, 0.4f, 0.5f) );
+  green.SetProperty( Actor::Property::NAME, "Green" );
+  green.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  green.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(0.4f, 0.4f, 0.5f) );
   green.SetSize( actorSize );
 
   // Add the actors to the view
@@ -278,30 +278,30 @@ int UtcDaliHitTestAlgorithmClippingActor(void)
 
   Stage stage = Stage::GetCurrent();
   Actor rootLayer = stage.GetRootLayer();
-  rootLayer.SetName( "RootLayer" );
+  rootLayer.SetProperty( Actor::Property::NAME, "RootLayer" );
 
   // Create a layer
   Layer layer = Layer::New();
-  layer.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  layer.SetParentOrigin( ParentOrigin::TOP_LEFT );
-  layer.SetName( "layer" );
+  layer.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  layer.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+  layer.SetProperty( Actor::Property::NAME, "layer" );
   stage.Add( layer );
 
   // Create a clipping actor and add it to the layer.
   Actor clippingActor = CreateRenderableActor( Dali::BufferImage::WHITE() );
-  clippingActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  clippingActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+  clippingActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  clippingActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
   clippingActor.SetSize( 50.0f, 50.0f );
   clippingActor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
-  clippingActor.SetName( "clippingActor" );
+  clippingActor.SetProperty( Actor::Property::NAME, "clippingActor" );
   layer.Add( clippingActor );
 
   // Create a renderable actor and add it to the clipping actor.
   Actor childActor = CreateRenderableActor( Dali::BufferImage::WHITE() );
   childActor.SetSize( 100.0f, 100.0f );
-  childActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  childActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
-  childActor.SetName( "childActor" );
+  childActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  childActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+  childActor.SetProperty( Actor::Property::NAME, "childActor" );
   clippingActor.Add( childActor );
 
   // Render and notify
@@ -312,12 +312,12 @@ int UtcDaliHitTestAlgorithmClippingActor(void)
   HitTestAlgorithm::Results results;
   HitTest( stage, Vector2( 10.0f, 10.0f ), results, &DefaultIsActorTouchableFunction );
   DALI_TEST_CHECK( results.actor == childActor );
-  tet_printf( "Hit: %s\n", ( results.actor ? results.actor.GetName().c_str() : "NULL" ) );
+  tet_printf( "Hit: %s\n", ( results.actor ? results.actor.GetProperty< std::string >( Actor::Property::NAME ).c_str() : "NULL" ) );
 
   // Hit within childActor but outside of clippingActor, should hit the root-layer instead.
   HitTest( stage, Vector2( 60.0f, 60.0f ), results, &DefaultIsActorTouchableFunction);
   DALI_TEST_CHECK( results.actor == rootLayer );
-  tet_printf( "Hit: %s\n", ( results.actor ? results.actor.GetName().c_str() : "NULL" ) );
+  tet_printf( "Hit: %s\n", ( results.actor ? results.actor.GetProperty< std::string >( Actor::Property::NAME ).c_str() : "NULL" ) );
 
   END_TEST;
 }
@@ -340,16 +340,16 @@ int UtcDaliHitTestAlgorithmOverlay(void)
   // Create two actors with half the size of the stage and set them to be partially overlapping
   Actor blue = Actor::New();
   blue.SetDrawMode( DrawMode::OVERLAY_2D );
-  blue.SetName( "Blue" );
-  blue.SetAnchorPoint( AnchorPoint::CENTER );
-  blue.SetParentOrigin( Vector3(1.0f/3.0f, 1.0f/3.0f, 0.5f) );
+  blue.SetProperty( Actor::Property::NAME, "Blue" );
+  blue.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  blue.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(1.0f/3.0f, 1.0f/3.0f, 0.5f) );
   blue.SetSize( actorSize );
   blue.SetZ(30.0f);
 
   Actor green = Actor::New( );
-  green.SetName( "Green" );
-  green.SetAnchorPoint( AnchorPoint::CENTER );
-  green.SetParentOrigin( Vector3(2.0f/3.0f, 2.0f/3.0f, 0.5f) );
+  green.SetProperty( Actor::Property::NAME, "Green" );
+  green.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  green.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(2.0f/3.0f, 2.0f/3.0f, 0.5f) );
   green.SetSize( actorSize );
 
   // Add the actors to the view
index df73182..9e543ac 100644 (file)
@@ -137,7 +137,7 @@ int UtcDaliHoverNormalProcessing(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -206,8 +206,8 @@ int UtcDaliHoverOutsideCameraNearFarPlanes(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::CENTER);
-  actor.SetParentOrigin(ParentOrigin::CENTER);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   stage.Add(actor);
 
   // Render and notify
@@ -307,7 +307,7 @@ int UtcDaliHoverInterrupted(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -344,7 +344,7 @@ int UtcDaliHoverParentConsumer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -444,7 +444,7 @@ int UtcDaliHoverInterruptedParentConsumer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -521,7 +521,7 @@ int UtcDaliHoverLeave(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -534,7 +534,7 @@ int UtcDaliHoverLeave(void)
   actor.HoveredSignal().Connect( &application, functor );
 
   // Set actor to require leave events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Emit a started signal
   application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
@@ -560,7 +560,7 @@ int UtcDaliHoverLeave(void)
   data.Reset();
 
   // We do not want to listen to leave events anymore
-  actor.SetLeaveRequired( false );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, false );
 
   // Another motion event outside of actor, no signalling
   application.ProcessEvent( GenerateSingleHover( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
@@ -576,7 +576,7 @@ int UtcDaliHoverLeaveParentConsumer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -594,8 +594,8 @@ int UtcDaliHoverLeaveParentConsumer(void)
   rootActor.HoveredSignal().Connect( &application, rootFunctor );
 
   // Set actor to require leave events
-  actor.SetLeaveRequired( true );
-  rootActor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
+  rootActor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Emit a started signal
   application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
@@ -640,7 +640,7 @@ int UtcDaliHoverLeaveParentConsumer(void)
   rootData.Reset();
 
   // We do not want to listen to leave events of actor anymore
-  actor.SetLeaveRequired( false );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, false );
 
   // Another motion event outside of root actor, only root signalled
   Vector2 stageSize( Stage::GetCurrent().GetSize() );
@@ -657,7 +657,7 @@ int UtcDaliHoverActorBecomesInsensitive(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -676,7 +676,7 @@ int UtcDaliHoverActorBecomesInsensitive(void)
   data.Reset();
 
   // Change actor to insensitive
-  actor.SetSensitive( false );
+  actor.SetProperty( Actor::Property::SENSITIVE, false );
 
   // Emit a motion signal, signalled with an interrupted
   application.ProcessEvent( GenerateSingleHover( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
@@ -693,7 +693,7 @@ int UtcDaliHoverActorBecomesInsensitiveParentConsumer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -729,7 +729,7 @@ int UtcDaliHoverActorBecomesInsensitiveParentConsumer(void)
   application.Render();
 
   // Make root actor insensitive
-  rootActor.SetSensitive( false );
+  rootActor.SetProperty( Actor::Property::SENSITIVE, false );
 
   // Emit a motion signal, signalled with an interrupted (should get interrupted even if within root actor)
   application.ProcessEvent( GenerateSingleHover( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
@@ -750,12 +750,12 @@ int UtcDaliHoverMultipleLayers(void)
 
   Layer layer1 ( Layer::New() );
   layer1.SetSize(100.0f, 100.0f);
-  layer1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add( layer1 );
 
   Actor actor1 ( Actor::New() );
   actor1.SetSize( 100.0f, 100.0f );
-  actor1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   actor1.SetZ( 1.0f ); // Should hit actor1 in this layer
   layer1.Add( actor1 );
 
@@ -774,37 +774,37 @@ int UtcDaliHoverMultipleLayers(void)
   data.Reset();
 
   // Make layer1 insensitive, nothing should be hit
-  layer1.SetSensitive( false );
+  layer1.SetProperty( Actor::Property::SENSITIVE, false );
   application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Make layer1 sensitive again, again actor1 will be hit
-  layer1.SetSensitive( true );
+  layer1.SetProperty( Actor::Property::SENSITIVE, true );
   application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_CHECK( data.hoveredActor == actor1 );
   data.Reset();
 
   // Make rootActor insensitive, nothing should be hit
-  rootActor.SetSensitive( false );
+  rootActor.SetProperty( Actor::Property::SENSITIVE, false );
   application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Make rootActor sensitive
-  rootActor.SetSensitive( true );
+  rootActor.SetProperty( Actor::Property::SENSITIVE, true );
 
   // Add another layer
   Layer layer2 ( Layer::New() );
   layer2.SetSize(100.0f, 100.0f );
-  layer2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   layer2.SetZ( 10.0f ); // Should hit layer2 in this layer rather than actor2
   Stage::GetCurrent().Add( layer2 );
 
   Actor actor2 ( Actor::New() );
   actor2.SetSize(100.0f, 100.0f);
-  actor2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   layer2.Add( actor2 );
 
   // Render and notify
@@ -822,21 +822,21 @@ int UtcDaliHoverMultipleLayers(void)
   data.Reset();
 
   // Make layer2 insensitive, should hit actor1
-  layer2.SetSensitive( false );
+  layer2.SetProperty( Actor::Property::SENSITIVE, false );
   application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_CHECK( data.hoveredActor == actor1 );
   data.Reset();
 
   // Make layer2 sensitive again, should hit layer2
-  layer2.SetSensitive( true );
+  layer2.SetProperty( Actor::Property::SENSITIVE, true );
   application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   //DALI_TEST_CHECK( data.hoveredActor == layer2 ); // TODO: Uncomment this after removing renderable hack!
   data.Reset();
 
   // Make layer2 invisible, render and notify
-  layer2.SetVisible( false );
+  layer2.SetProperty( Actor::Property::VISIBLE, false );
   application.SendNotification();
   application.Render();
 
@@ -847,7 +847,7 @@ int UtcDaliHoverMultipleLayers(void)
   data.Reset();
 
   // Make rootActor invisible, render and notify
-  rootActor.SetVisible( false );
+  rootActor.SetProperty( Actor::Property::VISIBLE, false );
   application.SendNotification();
   application.Render();
 
@@ -866,7 +866,7 @@ int UtcDaliHoverMultipleRenderTasks(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add(actor);
 
   // Create render task
@@ -910,12 +910,12 @@ int UtcDaliHoverMultipleRenderTasksWithChildLayer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add(actor);
 
   Layer layer = Layer::New();
   layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   actor.Add(layer);
 
   // Create render task
@@ -964,14 +964,14 @@ int UtcDaliHoverOffscreenRenderTasks(void)
 
   // Create a renderable actor to display the FrameBufferImage
   Actor renderableActor = CreateRenderableActor( frameBufferImage );
-  renderableActor.SetParentOrigin(ParentOrigin::CENTER);
+  renderableActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   renderableActor.SetSize( stageSize.x, stageSize.y );
   renderableActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
   stage.Add( renderableActor );
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add( actor );
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); // Ensure framebuffer connects
 
@@ -1011,12 +1011,12 @@ int UtcDaliHoverMultipleRenderableActors(void)
 
   Actor parent = CreateRenderableActor();
   parent.SetSize( 100.0f, 100.0f );
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add(parent);
 
   Actor actor = CreateRenderableActor();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1042,7 +1042,7 @@ int UtcDaliHoverActorRemovedInSignal(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1055,7 +1055,7 @@ int UtcDaliHoverActorRemovedInSignal(void)
   actor.HoveredSignal().Connect( &application, functor );
 
   // Register for leave events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Emit a started signal
   application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
@@ -1111,7 +1111,7 @@ int UtcDaliHoverActorSignalNotConsumed(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1135,7 +1135,7 @@ int UtcDaliHoverActorUnStaged(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1173,11 +1173,11 @@ int UtcDaliHoverLeaveActorReadded(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add(actor);
 
   // Set actor to receive hover-events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Render and notify
   application.SendNotification();
@@ -1219,12 +1219,12 @@ int UtcDaliHoverClippingActor(void)
 
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   stage.Add( actor );
 
   Actor clippingActor = Actor::New();
   clippingActor.SetSize( 50.0f, 50.0f );
-  clippingActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  clippingActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   clippingActor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
   stage.Add( clippingActor );
 
@@ -1232,7 +1232,7 @@ int UtcDaliHoverClippingActor(void)
   Actor clippingChild = Actor::New();
   clippingChild.SetSize( 50.0f, 50.0f );
   clippingChild.SetPosition( 25.0f, 25.0f );
-  clippingChild.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  clippingChild.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   clippingActor.Add( clippingChild );
 
   // Render and notify.
index 9b3e5a4..65abc00 100644 (file)
@@ -265,9 +265,9 @@ int UtcDaliLayerSetSortFunction(void)
   Actor actor = CreateRenderableActor( img );
   Actor actor2 = CreateRenderableActor( img );
   actor.SetSize(1,1);
-  actor.SetColor( Vector4(1, 1, 1, 0.5f ) ); // 50% transparent
+  actor.SetProperty( Actor::Property::COLOR, Vector4(1, 1, 1, 0.5f ) ); // 50% transparent
   actor2.SetSize(1,1);
-  actor2.SetColor( Vector4(1, 1, 1, 0.5f ) ); // 50% transparent
+  actor2.SetProperty( Actor::Property::COLOR, Vector4(1, 1, 1, 0.5f ) ); // 50% transparent
 
   // add to stage
   Stage::GetCurrent().Add( actor );
@@ -609,8 +609,8 @@ Actor CreateActor( bool withAlpha )
   }
 
   Actor actor = CreateRenderableActor( bufferImage );
-  actor.SetParentOrigin( ParentOrigin::CENTER );
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
 
   return actor;
 }
index 2f9773e..1c52e57 100644 (file)
@@ -197,7 +197,7 @@ int UtcDaliLongPressGestureDetectorNew(void)
   // Attach an actor and emit a touch event on the actor to ensure complete line coverage
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -278,7 +278,7 @@ int UtcDaliLongPressGestureSignalReceptionNegative(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -306,7 +306,7 @@ int UtcDaliLongPressGestureSignalReceptionPositive(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -335,7 +335,7 @@ int UtcDaliLongPressGestureSignalReceptionDetach(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -390,7 +390,7 @@ int UtcDaliLongPressGestureSignalReceptionActorDestroyedDuringLongPress(void)
   {
     Actor actor = Actor::New();
     actor.SetSize(100.0f, 100.0f);
-    actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+    actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
     Stage::GetCurrent().Add(actor);
 
     // Render and notify
@@ -478,7 +478,7 @@ int UtcDaliLongPressGestureSignalReceptionChildHit(void)
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(parent);
 
   // Set child to completely cover parent.
@@ -486,8 +486,8 @@ int UtcDaliLongPressGestureSignalReceptionChildHit(void)
   // conversion of the parent actor is correct.
   Actor child = Actor::New();
   child.SetSize(100.0f, 100.0f);
-  child.SetAnchorPoint(AnchorPoint::CENTER);
-  child.SetParentOrigin(ParentOrigin::CENTER);
+  child.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   child.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
   parent.Add(child);
 
@@ -533,13 +533,13 @@ int UtcDaliLongPressGestureSignalReceptionAttachDetachMany(void)
 
   Actor first = Actor::New();
   first.SetSize(100.0f, 100.0f);
-  first.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  first.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(first);
 
   Actor second = Actor::New();
   second.SetSize(100.0f, 100.0f);
   second.SetX(100.0f);
-  second.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  second.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(second);
 
   // Render and notify
@@ -590,7 +590,7 @@ int UtcDaliLongPressGestureSignalReceptionActorBecomesUntouchable(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -610,7 +610,7 @@ int UtcDaliLongPressGestureSignalReceptionActorBecomesUntouchable(void)
   DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
 
   // Actor becomes invisible - actor should not receive the next long press
-  actor.SetVisible(false);
+  actor.SetProperty( Actor::Property::VISIBLE,false);
 
   // Render and notify
   application.SendNotification();
@@ -630,7 +630,7 @@ int UtcDaliLongPressGestureSignalReceptionMultipleDetectorsOnActor(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -664,7 +664,7 @@ int UtcDaliLongPressGestureSignalReceptionDifferentPossible(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -723,7 +723,7 @@ int UtcDaliLongPressGesturePossibleCancelled(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -751,7 +751,7 @@ int UtcDaliLongPressGestureDetachAfterStarted(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -785,7 +785,7 @@ int UtcDaliLongPressGestureActorUnstaged(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -839,14 +839,14 @@ int UtcDaliLongPressGestureActorStagedAndDestroyed(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Create and add a second actor so that GestureDetector destruction does not come into play.
   Actor dummyActor( Actor::New() );
   dummyActor.SetSize( 100.0f, 100.0f );
   dummyActor.SetPosition( 100.0f, 100.0f );
-  dummyActor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  dummyActor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(dummyActor);
 
   // Render and notify
@@ -919,7 +919,7 @@ int UtcDaliLongPressGestureLayerConsumesTouch(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a detector
@@ -932,7 +932,7 @@ int UtcDaliLongPressGestureLayerConsumesTouch(void)
   // Add a layer to overlap the actor
   Layer layer = Layer::New();
   layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add( layer );
   layer.RaiseToTop();
 
@@ -973,7 +973,7 @@ int UtcDaliLongPressGestureSetMinimumHoldingTime(void)
 
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   Stage::GetCurrent().Add( actor );
 
   // Render and notify
index e07f1f6..0611107 100644 (file)
@@ -123,7 +123,7 @@ int UtcDaliLongPressGestureRecognizerBasicNoAction(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -155,7 +155,7 @@ int UtcDaliLongPressGestureRecognizerBasic(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -187,7 +187,7 @@ int UtcDaliLongPressGestureRecognizerTooShortWait(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -219,7 +219,7 @@ int UtcDaliLongPressGestureRecognizerTooFewPoints(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -252,7 +252,7 @@ int UtcDaliLongPressGestureRecognizerTooManyPoints(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -288,7 +288,7 @@ int UtcDaliLongPressGestureRecognizerMultiplePointsMoving(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -328,7 +328,7 @@ int UtcDaliLongPressGestureRecognizerMultiplePointsLongPress(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -362,12 +362,12 @@ int UtcDaliLongPressGestureRecognizerMultipleDetectors(void)
 
     Actor actor = Actor::New();
     actor.SetSize(100.0f, 100.0f);
-    actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+    actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
     Stage::GetCurrent().Add(actor);
 
     Actor actor2 = Actor::New();
     actor2.SetSize(100.0f, 100.0f);
-    actor2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+    actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
     actor2.SetX(100.0f);
     Stage::GetCurrent().Add(actor2);
 
index 089ab4e..94636d7 100644 (file)
@@ -167,7 +167,7 @@ int UtcDaliNativeImageTestCreationFailure(void)
   nativeImageInterface->SetGlExtensionCreateResult( false );
 
   Actor actor = CreateRenderableActor( nativeImage );
-  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   Stage::GetCurrent().Add( actor );
 
   TestGlAbstraction& gl = application.GetGlAbstraction();
index dc0a402..3885dc0 100644 (file)
@@ -256,7 +256,7 @@ int UtcDaliPanGestureDetectorNew(void)
   // Attach an actor and emit a touch event on the actor to ensure complete line coverage
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   detector.Attach(actor);
 
   Stage::GetCurrent().Add(actor);
@@ -317,7 +317,7 @@ int UtcDaliPanGestureSetMinimumTouchesRequired(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -359,7 +359,7 @@ int UtcDaliPanGestureSetMaximumTouchesRequired(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -403,7 +403,7 @@ int UtcDaliPanGestureSignalReceptionNegative(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -443,7 +443,7 @@ int UtcDaliPanGestureSignalReceptionDownMotionLeave(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -518,7 +518,7 @@ int UtcDaliPanGestureSignalReceptionDownMotionUp(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -579,7 +579,7 @@ int UtcDaliPanGestureSignalReceptionDetach(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -635,7 +635,7 @@ int UtcDaliPanGestureSignalReceptionDetachWhilePanning(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -690,7 +690,7 @@ int UtcDaliPanGestureSignalReceptionActorDestroyedWhilePanning(void)
   // is destroyed.
   Actor tempActor = Actor::New();
   tempActor.SetSize(100.0f, 100.0f);
-  tempActor.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
+  tempActor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::BOTTOM_RIGHT);
   Stage::GetCurrent().Add(tempActor);
   detector.Attach(tempActor);
 
@@ -700,7 +700,7 @@ int UtcDaliPanGestureSignalReceptionActorDestroyedWhilePanning(void)
   {
     Actor actor = Actor::New();
     actor.SetSize(100.0f, 100.0f);
-    actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+    actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
     Stage::GetCurrent().Add(actor);
 
     // Render and notify
@@ -810,7 +810,7 @@ int UtcDaliPanGestureSignalReceptionChildHit(void)
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(parent);
 
   // Set child to completely cover parent.
@@ -818,8 +818,8 @@ int UtcDaliPanGestureSignalReceptionChildHit(void)
   // conversion of the parent actor is correct.
   Actor child = Actor::New();
   child.SetSize(100.0f, 100.0f);
-  child.SetAnchorPoint(AnchorPoint::CENTER);
-  child.SetParentOrigin(ParentOrigin::CENTER);
+  child.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   child.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
   parent.Add(child);
 
@@ -873,13 +873,13 @@ int UtcDaliPanGestureSignalReceptionAttachDetachMany(void)
 
   Actor first = Actor::New();
   first.SetSize(100.0f, 100.0f);
-  first.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  first.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(first);
 
   Actor second = Actor::New();
   second.SetSize(100.0f, 100.0f);
   second.SetX(100.0f);
-  second.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  second.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(second);
 
   // Render and notify
@@ -936,7 +936,7 @@ int UtcDaliPanGestureSignalReceptionActorBecomesUntouchable(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -965,7 +965,7 @@ int UtcDaliPanGestureSignalReceptionActorBecomesUntouchable(void)
   DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
 
   // Actor become invisible - actor should not receive the next pan
-  actor.SetVisible(false);
+  actor.SetProperty( Actor::Property::VISIBLE,false);
 
   // Render and notify
   application.SendNotification();
@@ -986,12 +986,12 @@ int UtcDaliPanGestureSignalReceptionMultipleDetectorsOnActor(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   Actor actor2 = Actor::New();
   actor2.SetSize(100.0f, 100.0f);
-  actor2.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
+  actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::BOTTOM_RIGHT);
   Stage::GetCurrent().Add(actor2);
 
   // Render and notify
@@ -1072,7 +1072,7 @@ int UtcDaliPanGestureSignalReceptionEnsureCorrectSignalling(void)
 
   Actor actor1 = Actor::New();
   actor1.SetSize(100.0f, 100.0f);
-  actor1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor1);
   SignalData data1;
   GestureReceivedFunctor functor1(data1);
@@ -1082,8 +1082,8 @@ int UtcDaliPanGestureSignalReceptionEnsureCorrectSignalling(void)
 
   Actor actor2 = Actor::New();
   actor2.SetSize(100.0f, 100.0f);
-  actor2.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
-  actor2.SetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
+  actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::BOTTOM_RIGHT);
+  actor2.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::BOTTOM_RIGHT);
   Stage::GetCurrent().Add(actor2);
   SignalData data2;
   GestureReceivedFunctor functor2(data2);
@@ -1112,7 +1112,7 @@ int UtcDaliPanGestureSignalReceptionAttachActorAfterDown(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1160,13 +1160,13 @@ int UtcDaliPanGestureSignalReceptionAttachActorAfterDownAfterInitialPanToAnother
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add( parent );
 
   Actor child = Actor::New();
   child.SetSize(100.0f, 100.0f);
-  child.SetAnchorPoint(AnchorPoint::CENTER);
-  child.SetParentOrigin(ParentOrigin::CENTER);
+  child.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   parent.Add( child );
 
   // Create detector for parent and attach
@@ -1232,7 +1232,7 @@ int UtcDaliPanGestureSignalReceptionDifferentPossible(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1301,7 +1301,7 @@ int UtcDaliPanGestureActorUnstaged(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1401,14 +1401,14 @@ int UtcDaliPanGestureActorStagedAndDestroyed(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Create and add a second actor so that GestureDetector destruction does not come into play.
   Actor dummyActor( Actor::New() );
   dummyActor.SetSize( 100.0f, 100.0f );
   dummyActor.SetPosition( 100.0f, 100.0f );
-  dummyActor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  dummyActor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(dummyActor);
 
   // Render and notify
@@ -1642,12 +1642,12 @@ int UtcDaliPanGestureAngleProcessing(void)
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(parent);
 
   Actor child = Actor::New();
   child.SetSize(100.0f, 100.0f);
-  child.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  child.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   parent.Add(child);
 
   // Render and notify
@@ -1775,12 +1775,12 @@ int UtcDaliPanGestureDirectionProcessing(void)
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(parent);
 
   Actor child = Actor::New();
   child.SetSize(100.0f, 100.0f);
-  child.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  child.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   parent.Add(child);
 
   // Render and notify
@@ -1890,7 +1890,7 @@ int UtcDaliPanGestureNoPredictionNoSmoothing(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a pan detector
@@ -1953,7 +1953,7 @@ int UtcDaliPanGestureNoPredictionSmoothing(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a pan detector
@@ -2017,7 +2017,7 @@ int UtcDaliPanGesturePredictionNoSmoothing(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a pan detector
@@ -2080,7 +2080,7 @@ int UtcDaliPanGesturePredictionSmoothing01(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a pan detector
@@ -2146,7 +2146,7 @@ int UtcDaliPanGesturePredictionSmoothing02(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a pan detector
@@ -2253,7 +2253,7 @@ int UtcDaliPanGesturePrediction2SmoothingMultiTap01(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a pan detector
@@ -2327,7 +2327,7 @@ int UtcDaliPanGesturePrediction2SmoothingMultiTap02(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a pan detector
@@ -2432,7 +2432,7 @@ int UtcDaliPanGesturePrediction2Smoothing(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a pan detector
@@ -2527,7 +2527,7 @@ int UtcDaliPanGestureSetProperties(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a pan detector
@@ -2591,7 +2591,7 @@ int UtcDaliPanGestureSetPropertiesAlreadyPanning(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a pan detector
@@ -2722,7 +2722,7 @@ int UtcDaliPanGestureGetPropertyWithSceneObject(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a pan detector
@@ -2758,7 +2758,7 @@ int UtcDaliPanGestureLayerConsumesTouch(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a pan detector
@@ -2771,7 +2771,7 @@ int UtcDaliPanGestureLayerConsumesTouch(void)
   // Add a layer to overlap the actor
   Layer layer = Layer::New();
   layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add( layer );
   layer.RaiseToTop();
 
@@ -2811,7 +2811,7 @@ int UtcDaliPanGestureNoTimeDiff(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a pan detector
index 4d9f119..3292daf 100644 (file)
@@ -119,7 +119,7 @@ int UtcDaliPanGestureRecognizerBasicNoAction(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -151,7 +151,7 @@ int UtcDaliPanGestureRecognizerBasic(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -183,7 +183,7 @@ int UtcDaliPanGestureRecognizerBasicInterrupted(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -215,7 +215,7 @@ int UtcDaliPanGestureRecognizerBasicShortest(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -247,7 +247,7 @@ int UtcDaliPanGestureRecognizerBasicFailToStart(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -279,7 +279,7 @@ int UtcDaliPanGestureRecognizerBasicStationary(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -316,7 +316,7 @@ int UtcDaliPanGestureRecognizerNewParametersFail(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -351,7 +351,7 @@ int UtcDaliPanGestureRecognizerNewParametersSuccess(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -386,7 +386,7 @@ int UtcDaliPanGestureRecognizerNewParametersEndFewerTouches01(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -422,7 +422,7 @@ int UtcDaliPanGestureRecognizerNewParametersEndFewerTouches02(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -458,7 +458,7 @@ int UtcDaliPanGestureRecognizerNewParametersNoStart(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -493,7 +493,7 @@ int UtcDaliPanGestureRecognizerNewParametersSlowRelease(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -528,7 +528,7 @@ int UtcDaliPanGestureRecognizerOtherEvent(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -562,7 +562,7 @@ int UtcDaliPanGestureRecognizerSlowMoving(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -600,7 +600,7 @@ int UtcDaliPanGestureRecognizerNewParamsMinNum(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -637,7 +637,7 @@ int UtcDaliPanGestureRecognizerNewParamsMinDistance(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
index 448cecd..6842603 100644 (file)
@@ -169,7 +169,7 @@ int UtcDaliPinchGestureDetectorNew(void)
   // Attach an actor and emit a touch event on the actor to ensure complete line coverage
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -230,7 +230,7 @@ int UtcDaliPinchGestureSignalReceptionNegative(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -272,7 +272,7 @@ int UtcDaliPinchGestureSignalReceptionDownMotionLeave(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -333,7 +333,7 @@ int UtcDaliPinchGestureSignalReceptionDownMotionUp(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -384,7 +384,7 @@ int UtcDaliPinchGestureSignalReceptionDetach(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -435,7 +435,7 @@ int UtcDaliPinchGestureSignalReceptionDetachWhilePinching(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -487,7 +487,7 @@ int UtcDaliPinchGestureSignalReceptionActorDestroyedWhilePinching(void)
   // is destroyed.
   Actor tempActor = Actor::New();
   tempActor.SetSize(100.0f, 100.0f);
-  tempActor.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
+  tempActor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::BOTTOM_RIGHT);
   Stage::GetCurrent().Add(tempActor);
   detector.Attach(tempActor);
 
@@ -495,7 +495,7 @@ int UtcDaliPinchGestureSignalReceptionActorDestroyedWhilePinching(void)
   {
     Actor actor = Actor::New();
     actor.SetSize(100.0f, 100.0f);
-    actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+    actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
     Stage::GetCurrent().Add(actor);
 
     // Render and notify
@@ -606,7 +606,7 @@ int UtcDaliPinchGestureSignalReceptionChildHit(void)
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(parent);
 
   // Set child to completely cover parent.
@@ -614,8 +614,8 @@ int UtcDaliPinchGestureSignalReceptionChildHit(void)
   // conversion of the parent actor is correct.
   Actor child = Actor::New();
   child.SetSize(100.0f, 100.0f);
-  child.SetAnchorPoint(AnchorPoint::CENTER);
-  child.SetParentOrigin(ParentOrigin::CENTER);
+  child.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   child.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
   parent.Add(child);
 
@@ -670,13 +670,13 @@ int UtcDaliPinchGestureSignalReceptionAttachDetachMany(void)
 
   Actor first = Actor::New();
   first.SetSize(100.0f, 100.0f);
-  first.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  first.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(first);
 
   Actor second = Actor::New();
   second.SetSize(100.0f, 100.0f);
   second.SetX(100.0f);
-  second.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  second.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(second);
 
   // Render and notify
@@ -721,7 +721,7 @@ int UtcDaliPinchGestureSignalReceptionActorBecomesUntouchable(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -747,7 +747,7 @@ int UtcDaliPinchGestureSignalReceptionActorBecomesUntouchable(void)
   DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
 
   // Actor become invisible - actor should not receive the next pinch
-  actor.SetVisible(false);
+  actor.SetProperty( Actor::Property::VISIBLE,false);
 
   // Render and notify
   application.SendNotification();
@@ -767,12 +767,12 @@ int UtcDaliPinchGestureSignalReceptionMultipleDetectorsOnActor(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   Actor actor2 = Actor::New();
   actor2.SetSize(100.0f, 100.0f);
-  actor2.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
+  actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::BOTTOM_RIGHT);
   Stage::GetCurrent().Add(actor2);
 
   // Render and notify
@@ -846,7 +846,7 @@ int UtcDaliPinchGestureSignalReceptionEnsureCorrectSignalling(void)
 
   Actor actor1 = Actor::New();
   actor1.SetSize(100.0f, 100.0f);
-  actor1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor1);
   SignalData data1;
   GestureReceivedFunctor functor1(data1);
@@ -856,8 +856,8 @@ int UtcDaliPinchGestureSignalReceptionEnsureCorrectSignalling(void)
 
   Actor actor2 = Actor::New();
   actor2.SetSize(100.0f, 100.0f);
-  actor2.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
-  actor2.SetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
+  actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::BOTTOM_RIGHT);
+  actor2.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::BOTTOM_RIGHT);
   Stage::GetCurrent().Add(actor2);
   SignalData data2;
   GestureReceivedFunctor functor2(data2);
@@ -883,7 +883,7 @@ int UtcDaliPinchGestureActorUnstaged(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -974,14 +974,14 @@ int UtcDaliPinchGestureActorStagedAndDestroyed(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Create and add a second actor so that GestureDetector destruction does not come into play.
   Actor dummyActor( Actor::New() );
   dummyActor.SetSize( 100.0f, 100.0f );
   dummyActor.SetPosition( 100.0f, 100.0f );
-  dummyActor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  dummyActor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(dummyActor);
 
   // Render and notify
@@ -1066,7 +1066,7 @@ int UtcDaliPinchGestureLayerConsumesTouch(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a detector
@@ -1079,7 +1079,7 @@ int UtcDaliPinchGestureLayerConsumesTouch(void)
   // Add a layer to overlap the actor
   Layer layer = Layer::New();
   layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add( layer );
   layer.RaiseToTop();
 
index 08ae245..97db383 100644 (file)
@@ -119,7 +119,7 @@ int UtcDaliPinchGestureRecognizerBasicNoAction(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -151,7 +151,7 @@ int UtcDaliPinchGestureRecognizerBasic(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -185,7 +185,7 @@ int UtcDaliPinchGestureRecognizerEndEarly01(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -220,7 +220,7 @@ int UtcDaliPinchGestureRecognizerEndEarly02(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -256,7 +256,7 @@ int UtcDaliPinchGestureRecognizerRealistic01(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -297,7 +297,7 @@ int UtcDaliPinchGestureRecognizerRealistic02(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -337,7 +337,7 @@ int UtcDaliPinchGestureRecognizerRealistic03(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -380,12 +380,12 @@ int UtcDaliPinchGestureRecognizerMultipleDetectors(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   Actor actor2 = Actor::New();
   actor2.SetSize(100.0f, 100.0f);
-  actor2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   actor2.SetX(100.0f);
   Stage::GetCurrent().Add(actor2);
 
@@ -447,7 +447,7 @@ int UtcDaliPinchGestureRecognizerShortDistance01(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -481,7 +481,7 @@ int UtcDaliPinchGestureRecognizerShortDistance02(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -519,7 +519,7 @@ int UtcDaliPinchGestureRecognizerLongDistance01(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -554,7 +554,7 @@ int UtcDaliPinchGestureRecognizerLongDistance02(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -588,7 +588,7 @@ int UtcDaliPinchGestureRecognizerLongDistance03(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -623,7 +623,7 @@ int UtcDaliPinchGestureRecognizerLongDistance04(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -659,7 +659,7 @@ int UtcDaliPinchGestureRecognizerMinimumTouchEvents(void)
 
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   Stage::GetCurrent().Add( actor );
 
   // Render and notify
@@ -702,7 +702,7 @@ int UtcDaliPinchGestureRecognizerMinimumTouchEventsAfterStart(void)
 
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   Stage::GetCurrent().Add( actor );
 
   // Render and notify
index 522ddb9..74919df 100644 (file)
@@ -581,7 +581,7 @@ int UtcDaliPropertyNotificationVectorComponentGreaterThan(void)
   notification.NotifySignal().Connect( &TestCallback );
 
   actor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
-  actor.SetColor(Vector4(0.0f, 0.0f, 0.0f, 0.0f));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(0.0f, 0.0f, 0.0f, 0.0f));
   Wait(application, DEFAULT_WAIT_PERIOD);
 
   // Move right to satisfy XAxis condition
@@ -606,7 +606,7 @@ int UtcDaliPropertyNotificationVectorComponentGreaterThan(void)
   // Change alpha Colour to satisfy w/alpha component condition
   gCallBackCalled = false;
   Wait(application, DEFAULT_WAIT_PERIOD);
-  actor.SetColor(Vector4(0.0f, 0.0f, 0.0f, 1.0f));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(0.0f, 0.0f, 0.0f, 1.0f));
   Wait(application, DEFAULT_WAIT_PERIOD);
   DALI_TEST_CHECK( gCallBackCalled );
   END_TEST;
@@ -630,7 +630,7 @@ int UtcDaliPropertyNotificationVectorComponentLessThan(void)
   notification.NotifySignal().Connect( &TestCallback );
 
   actor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
-  actor.SetColor(Vector4(0.0f, 0.0f, 0.0f, 1.0f));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(0.0f, 0.0f, 0.0f, 1.0f));
   Wait(application, DEFAULT_WAIT_PERIOD);
 
   // Move left to satisfy XAxis condition
@@ -655,7 +655,7 @@ int UtcDaliPropertyNotificationVectorComponentLessThan(void)
   // Change alpha Colour to satisfy w/alpha component condition
   gCallBackCalled = false;
   Wait(application, DEFAULT_WAIT_PERIOD);
-  actor.SetColor(Vector4(0.0f, 0.0f, 0.0f, 0.0f));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(0.0f, 0.0f, 0.0f, 0.0f));
   Wait(application, DEFAULT_WAIT_PERIOD);
   DALI_TEST_CHECK( gCallBackCalled );
   END_TEST;
@@ -680,7 +680,7 @@ int UtcDaliPropertyNotificationVectorComponentInside(void)
 
   // set outside all conditions
   actor.SetPosition(Vector3(200.0f, 200.0f, 200.0f));
-  actor.SetColor(Vector4(0.0f, 0.0f, 0.0f, 1.0f));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(0.0f, 0.0f, 0.0f, 1.0f));
   Wait(application, DEFAULT_WAIT_PERIOD);
 
   // Move x to inside condition
@@ -705,7 +705,7 @@ int UtcDaliPropertyNotificationVectorComponentInside(void)
   // change alpha to inside condition
   gCallBackCalled = false;
   Wait(application, DEFAULT_WAIT_PERIOD);
-  actor.SetColor(Vector4(0.0f, 0.0f, 0.0f, 0.5f));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(0.0f, 0.0f, 0.0f, 0.5f));
   Wait(application, DEFAULT_WAIT_PERIOD);
   DALI_TEST_CHECK( gCallBackCalled );
   END_TEST;
@@ -730,7 +730,7 @@ int UtcDaliPropertyNotificationVectorComponentOutside(void)
 
   // set inside all conditions
   actor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
-  actor.SetColor(Vector4(0.0f, 0.0f, 0.0f, 0.5f));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(0.0f, 0.0f, 0.0f, 0.5f));
   Wait(application, DEFAULT_WAIT_PERIOD);
 
   // Move x to outside condition
@@ -755,7 +755,7 @@ int UtcDaliPropertyNotificationVectorComponentOutside(void)
   // change alpha to outside condition
   gCallBackCalled = false;
   Wait(application, DEFAULT_WAIT_PERIOD);
-  actor.SetColor(Vector4(0.0f, 0.0f, 0.0f, 1.0f));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(0.0f, 0.0f, 0.0f, 1.0f));
   Wait(application, DEFAULT_WAIT_PERIOD);
   DALI_TEST_CHECK( gCallBackCalled );
   END_TEST;
index e5ea26b..045e20f 100644 (file)
@@ -2001,7 +2001,7 @@ int UtcDaliRenderTaskContinuous02(void)
 
   Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg");
   Stage::GetCurrent().Add(secondRootActor);
-  secondRootActor.SetVisible(false);
+  secondRootActor.SetProperty( Actor::Property::VISIBLE,false);
 
   RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true);
   bool finished = false;
@@ -2014,7 +2014,7 @@ int UtcDaliRenderTaskContinuous02(void)
   application.GetPlatform().ClearReadyResources();
 
   // MAKE SOURCE ACTOR VISIBLE - expect continuous renders to start, no finished signal
-  secondRootActor.SetVisible(true);
+  secondRootActor.SetProperty( Actor::Property::VISIBLE,true);
   application.SendNotification();
 
   // CONTINUE PROCESS/RENDER                 Input,    Expected  Input,    Expected
@@ -2558,7 +2558,7 @@ int UtcDaliRenderTaskFinishInvisibleSourceActor(void)
   BufferImage image = BufferImage::New( 10, 10 );
   Actor rootActor = CreateRenderableActor( image );
   rootActor.SetSize( 10, 10 );
-  rootActor.SetVisible(false);
+  rootActor.SetProperty( Actor::Property::VISIBLE,false);
   Stage::GetCurrent().Add( rootActor );
 
   RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
@@ -2678,8 +2678,8 @@ int UtcDaliRenderTaskWorldToViewport(void)
   actor.SetSize(100.0f, 100.0f);
   actor.SetPosition( Vector3(0.0, 0.0, 0.0) );
 
-  actor.SetParentOrigin( Vector3(0.5, 0.5, 0.5) );
-  actor.SetAnchorPoint( Vector3(0.5, 0.5, 0.5) );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(0.5, 0.5, 0.5) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, Vector3(0.5, 0.5, 0.5) );
 
   Stage::GetCurrent().Add(actor);
 
@@ -2696,7 +2696,7 @@ int UtcDaliRenderTaskWorldToViewport(void)
   float screenX = 0.0;
   float screenY = 0.0;
 
-  bool ok = task.WorldToViewport(actor.GetCurrentWorldPosition(), screenX, screenY);
+  bool ok = task.WorldToViewport(actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), screenX, screenY);
   DALI_TEST_CHECK(ok == true);
 
   DALI_TEST_EQUALS(screenX, screenSize.x/2, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
@@ -2706,17 +2706,17 @@ int UtcDaliRenderTaskWorldToViewport(void)
   float actor2Size = 100.f;
   actor2.SetSize( actor2Size, actor2Size );
   actor2.SetPosition( Vector3(0.0, 0.0, 0.0) );
-  actor2.SetParentOrigin( Vector3(0.5, 0.5, 0.0) );
-  actor2.SetAnchorPoint( Vector3(0.5, 0.5, 0.0) );
+  actor2.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(0.5, 0.5, 0.0) );
+  actor2.SetProperty( Actor::Property::ANCHOR_POINT, Vector3(0.5, 0.5, 0.0) );
   Stage::GetCurrent().Add( actor2 );
   actor2.Add(actor);
-  actor.SetParentOrigin( Vector3(0,0,0) );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(0,0,0) );
 
   application.SendNotification();
   application.Render();
   application.SendNotification();
 
-  ok = task.WorldToViewport(actor.GetCurrentWorldPosition(), screenX, screenY);
+  ok = task.WorldToViewport(actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), screenX, screenY);
   DALI_TEST_CHECK(ok == true);
 
   DALI_TEST_EQUALS(screenX, screenSize.x/2 - actor2Size/2, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
@@ -2730,7 +2730,7 @@ int UtcDaliRenderTaskViewportToLocal(void)
 {
   TestApplication application;
   Actor actor = Actor::New();
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   actor.SetSize(100.0f, 100.0f);
   actor.SetPosition(10.0f, 10.0f);
   Stage::GetCurrent().Add(actor);
@@ -2768,7 +2768,7 @@ int UtcDaliRenderTaskOffscreenViewportToLocal(void)
 {
   TestApplication application;
   Actor actor = Actor::New();
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   actor.SetSize( 100.0f, 100.0f );
   actor.SetPosition( 10.0f, 10.0f );
   Stage::GetCurrent().Add( actor );
index 3a12e96..47b3c7e 100644 (file)
@@ -454,7 +454,7 @@ int UtcDaliRendererBlendOptions01(void)
 
   Actor actor = Actor::New();
   // set a transparent actor color so that blending is enabled
-  actor.SetOpacity( 0.5f );
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.5f );
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -499,7 +499,7 @@ int UtcDaliRendererBlendOptions02(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.5f ); // enable blending
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.5f ); // enable blending
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -570,7 +570,7 @@ int UtcDaliRendererBlendOptions04(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.1f );
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.1f );
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -615,7 +615,7 @@ int UtcDaliRendererSetBlendMode01(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.98f );
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.98f );
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -647,7 +647,7 @@ int UtcDaliRendererSetBlendMode01b(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.0f );
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.0f );
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -682,7 +682,7 @@ int UtcDaliRendererSetBlendMode02(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.15f );
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.15f );
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -714,7 +714,7 @@ int UtcDaliRendererSetBlendMode03(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.75f );
+  actor.SetProperty( DevelActor::Property::OPACITY, 0.75f );
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add(actor);
@@ -779,7 +779,7 @@ int UtcDaliRendererSetBlendMode04b(void)
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
-  actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
   Stage::GetCurrent().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
@@ -811,7 +811,7 @@ int UtcDaliRendererSetBlendMode04c(void)
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
-  actor.SetColor( Color::MAGENTA );
+  actor.SetProperty( Actor::Property::COLOR, Color::MAGENTA );
   Stage::GetCurrent().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
@@ -1044,7 +1044,7 @@ int UtcDaliRendererPreMultipledAlpha(void)
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
   actor.SetSize(400, 400);
-  actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
   Stage::GetCurrent().Add(actor);
 
   Property::Value value = renderer.GetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA );
@@ -1581,8 +1581,8 @@ Renderer CreateRenderer( Actor actor, Geometry geometry, Shader shader, int dept
 Actor CreateActor( Actor parent, int siblingOrder, const char* location )
 {
   Actor actor = Actor::New();
-  actor.SetAnchorPoint(AnchorPoint::CENTER);
-  actor.SetParentOrigin(AnchorPoint::CENTER);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN,AnchorPoint::CENTER);
   actor.SetPosition(0.0f,0.0f);
   actor.SetSize(100, 100);
   parent.Add(actor);
@@ -2827,7 +2827,7 @@ int UtcDaliRendererOpacity(void)
   Actor actor = Actor::New();
   actor.AddRenderer( renderer );
   actor.SetSize( 400, 400 );
-  actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
   Stage::GetCurrent().Add( actor );
 
   Property::Value value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
@@ -2875,7 +2875,7 @@ int UtcDaliRendererOpacityAnimation(void)
   Actor actor = Actor::New();
   actor.AddRenderer( renderer );
   actor.SetSize( 400, 400 );
-  actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
   Stage::GetCurrent().Add( actor );
 
   application.SendNotification();
@@ -2955,7 +2955,7 @@ int UtcDaliRendererRenderingBehavior(void)
   Actor actor = Actor::New();
   actor.AddRenderer( renderer );
   actor.SetSize( 400, 400 );
-  actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
   Stage::GetCurrent().Add( actor );
 
   Property::Value value = renderer.GetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
@@ -3023,7 +3023,7 @@ int UtcDaliRendererRegenerateUniformMap(void)
   Actor actor = Actor::New();
   actor.AddRenderer( renderer );
   actor.SetSize( 400, 400 );
-  actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
   Stage::GetCurrent().Add( actor );
 
   application.SendNotification();
index 8d27655..5e74c25 100644 (file)
@@ -171,7 +171,7 @@ int UtcDaliRotationGestureDetectorNew(void)
   // Attach an actor and emit a touch event on the actor to ensure complete line coverage
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -232,7 +232,7 @@ int UtcDaliRotationGestureSignalReceptionNegative(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -274,7 +274,7 @@ int UtcDaliRotationGestureSignalReceptionDownMotionLeave(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -331,7 +331,7 @@ int UtcDaliRotationGestureSignalReceptionDownMotionUp(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -379,7 +379,7 @@ int UtcDaliRotationGestureSignalReceptionDetach(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -430,7 +430,7 @@ int UtcDaliRotationGestureSignalReceptionDetachWhileRotationing(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -482,7 +482,7 @@ int UtcDaliRotationGestureSignalReceptionActorDestroyedWhileRotationing(void)
   // is destroyed.
   Actor tempActor = Actor::New();
   tempActor.SetSize(100.0f, 100.0f);
-  tempActor.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
+  tempActor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::BOTTOM_RIGHT);
   Stage::GetCurrent().Add(tempActor);
   detector.Attach(tempActor);
 
@@ -490,7 +490,7 @@ int UtcDaliRotationGestureSignalReceptionActorDestroyedWhileRotationing(void)
   {
     Actor actor = Actor::New();
     actor.SetSize(100.0f, 100.0f);
-    actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+    actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
     Stage::GetCurrent().Add(actor);
 
     // Render and notify
@@ -598,7 +598,7 @@ int UtcDaliRotationGestureSignalReceptionChildHit(void)
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(parent);
 
   // Set child to completely cover parent.
@@ -606,8 +606,8 @@ int UtcDaliRotationGestureSignalReceptionChildHit(void)
   // conversion of the parent actor is correct.
   Actor child = Actor::New();
   child.SetSize(100.0f, 100.0f);
-  child.SetAnchorPoint(AnchorPoint::CENTER);
-  child.SetParentOrigin(ParentOrigin::CENTER);
+  child.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   child.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
   parent.Add(child);
 
@@ -660,13 +660,13 @@ int UtcDaliRotationGestureSignalReceptionAttachDetachMany(void)
 
   Actor first = Actor::New();
   first.SetSize(100.0f, 100.0f);
-  first.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  first.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(first);
 
   Actor second = Actor::New();
   second.SetSize(100.0f, 100.0f);
   second.SetX(100.0f);
-  second.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  second.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(second);
 
   // Render and notify
@@ -711,7 +711,7 @@ int UtcDaliRotationGestureSignalReceptionActorBecomesUntouchable(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -737,7 +737,7 @@ int UtcDaliRotationGestureSignalReceptionActorBecomesUntouchable(void)
   DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
 
   // Actor become invisible - actor should not receive the next rotation
-  actor.SetVisible(false);
+  actor.SetProperty( Actor::Property::VISIBLE,false);
 
   // Render and notify
   application.SendNotification();
@@ -757,12 +757,12 @@ int UtcDaliRotationGestureSignalReceptionMultipleDetectorsOnActor(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   Actor actor2 = Actor::New();
   actor2.SetSize(100.0f, 100.0f);
-  actor2.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
+  actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::BOTTOM_RIGHT);
   Stage::GetCurrent().Add(actor2);
 
   // Render and notify
@@ -836,7 +836,7 @@ int UtcDaliRotationGestureSignalReceptionEnsureCorrectSignalling(void)
 
   Actor actor1 = Actor::New();
   actor1.SetSize(100.0f, 100.0f);
-  actor1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor1);
   SignalData data1;
   GestureReceivedFunctor functor1(data1);
@@ -846,8 +846,8 @@ int UtcDaliRotationGestureSignalReceptionEnsureCorrectSignalling(void)
 
   Actor actor2 = Actor::New();
   actor2.SetSize(100.0f, 100.0f);
-  actor2.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
-  actor2.SetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
+  actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::BOTTOM_RIGHT);
+  actor2.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::BOTTOM_RIGHT);
   Stage::GetCurrent().Add(actor2);
   SignalData data2;
   GestureReceivedFunctor functor2(data2);
@@ -873,7 +873,7 @@ int UtcDaliRotationGestureActorUnstaged(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -964,14 +964,14 @@ int UtcDaliRotationGestureActorStagedAndDestroyed(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Create and add a second actor so that GestureDetector destruction does not come into play.
   Actor dummyActor( Actor::New() );
   dummyActor.SetSize( 100.0f, 100.0f );
   dummyActor.SetPosition( 100.0f, 100.0f );
-  dummyActor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  dummyActor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(dummyActor);
 
   // Render and notify
@@ -1056,7 +1056,7 @@ int UtcDaliRotationGestureLayerConsumesTouch(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a detector
@@ -1069,7 +1069,7 @@ int UtcDaliRotationGestureLayerConsumesTouch(void)
   // Add a layer to overlap the actor
   Layer layer = Layer::New();
   layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add( layer );
   layer.RaiseToTop();
 
index 044fd47..7b4d06b 100644 (file)
@@ -116,7 +116,7 @@ int UtcDaliRotationGestureRecognizerMinimumTouchEvents(void)
 
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   Stage::GetCurrent().Add( actor );
 
   application.SendNotification();
@@ -157,7 +157,7 @@ int UtcDaliRotationGestureRecognizerMinimumTouchEventsAfterStart(void)
 
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   Stage::GetCurrent().Add( actor );
 
   application.SendNotification();
index fb895a1..d403a29 100644 (file)
@@ -133,7 +133,7 @@ int UtcSamplerSetFilterMode(void)
   renderer.SetTextures( textureSet );
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add( actor );
 
@@ -264,7 +264,7 @@ int UtcSamplerSetWrapMode1(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   actor.SetSize(400, 400);
   Stage::GetCurrent().Add( actor );
 
@@ -353,7 +353,7 @@ int UtcSamplerSetWrapMode2(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   actor.SetSize( 400, 400 );
   Stage::GetCurrent().Add( actor );
 
index fd790b9..c2335ed 100644 (file)
@@ -671,8 +671,8 @@ int UtcDaliSceneTouchSignalP(void)
   // Add an actor to the scene.
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
   actor.TouchedSignal().Connect( &DummyTouchCallback );
   scene.Add( actor );
 
@@ -794,8 +794,8 @@ int UtcDaliSceneTouchSignalN(void)
   // Add an actor to the scene.
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
   actor.TouchedSignal().Connect( &DummyTouchCallback );
   scene.Add( actor );
 
index a4ec104..890dbc6 100644 (file)
@@ -501,18 +501,18 @@ int UtcDaliScriptingNewActorProperties(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( handle.GetCurrentSize(), Vector3::ONE, TEST_LOCATION );
-    DALI_TEST_EQUALS( handle.GetCurrentPosition(), Vector3::XAXIS, TEST_LOCATION );
-    DALI_TEST_EQUALS( handle.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-    DALI_TEST_EQUALS( handle.IsVisible(), false, TEST_LOCATION );
-    DALI_TEST_EQUALS( handle.GetCurrentColor(), Color::MAGENTA, TEST_LOCATION );
-    DALI_TEST_EQUALS( handle.GetName(), "MyActor", TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ONE, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::XAXIS, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::MAGENTA, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetProperty< std::string >( Actor::Property::NAME ), "MyActor", TEST_LOCATION );
     DALI_TEST_EQUALS( handle.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION );
-    DALI_TEST_EQUALS( handle.IsSensitive(), false, TEST_LOCATION );
-    DALI_TEST_EQUALS( handle.GetLeaveRequired(), true, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetProperty< bool >( Actor::Property::SENSITIVE ), false, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetProperty< bool >( Actor::Property::LEAVE_REQUIRED ), true, TEST_LOCATION );
     DALI_TEST_EQUALS( handle.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
-    DALI_TEST_EQUALS( handle.IsOrientationInherited(), false, TEST_LOCATION );
-    DALI_TEST_EQUALS( handle.IsScaleInherited(), false, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetProperty< bool >( Actor::Property::INHERIT_ORIENTATION ), false, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetProperty< bool >( Actor::Property::INHERIT_SCALE ), false, TEST_LOCATION );
 
     Stage::GetCurrent().Remove( handle );
   }
@@ -528,8 +528,8 @@ int UtcDaliScriptingNewActorProperties(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( handle.GetCurrentParentOrigin(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
-    DALI_TEST_EQUALS( handle.GetCurrentAnchorPoint(), AnchorPoint::TOP_LEFT, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), AnchorPoint::TOP_LEFT, TEST_LOCATION );
 
     Stage::GetCurrent().Remove( handle );
   }
@@ -545,8 +545,8 @@ int UtcDaliScriptingNewActorProperties(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( handle.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
-    DALI_TEST_EQUALS( handle.GetCurrentAnchorPoint(), AnchorPoint::CENTER_LEFT, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+    DALI_TEST_EQUALS( handle.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), AnchorPoint::CENTER_LEFT, TEST_LOCATION );
 
     Stage::GetCurrent().Remove( handle );
   }
@@ -572,8 +572,8 @@ int UtcDaliScriptingNewAnimation(void)
   Scripting::NewAnimation( map, data );
 
   Actor actor = Actor::New();
-  actor.SetName("Actor1");
-  actor.SetColor(Color::CYAN);
+  actor.SetProperty( Actor::Property::NAME,"Actor1");
+  actor.SetProperty( Actor::Property::COLOR,Color::CYAN);
   Stage::GetCurrent().Add(actor);
 
   Animation anim = data.CreateAnimation( actor, 0.5f );
@@ -584,11 +584,11 @@ int UtcDaliScriptingNewAnimation(void)
   application.Render(500); // Start animation
   application.Render(500); // Halfway thru anim
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), (Color::MAGENTA+Color::CYAN)*0.5f, TEST_LOCATION);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), (Color::MAGENTA+Color::CYAN)*0.5f, TEST_LOCATION);
 
   application.Render(500); // Halfway thru anim
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::MAGENTA, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::MAGENTA, TEST_LOCATION );
 
   END_TEST;
 }
@@ -617,13 +617,13 @@ int UtcDaliScriptingNewActorChildren(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( handle.GetCurrentPosition(), Vector3::XAXIS, TEST_LOCATION );
+  DALI_TEST_EQUALS( handle.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::XAXIS, TEST_LOCATION );
   DALI_TEST_EQUALS( handle.GetChildCount(), 1u, TEST_LOCATION );
 
   Actor child1 = handle.GetChildAt(0);
   DALI_TEST_CHECK( child1 );
   DALI_TEST_CHECK( Layer::DownCast( child1 ) );
-  DALI_TEST_EQUALS( child1.GetCurrentPosition(), Vector3::YAXIS, TEST_LOCATION );
+  DALI_TEST_EQUALS( child1.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::YAXIS, TEST_LOCATION );
   DALI_TEST_EQUALS( child1.GetChildCount(), 0u, TEST_LOCATION );
 
   Stage::GetCurrent().Remove( handle );
@@ -667,15 +667,15 @@ int UtcDaliScriptingCreatePropertyMapActor(void)
     actor.SetSize( Vector3::ONE );
     actor.SetPosition( Vector3::XAXIS );
     actor.SetScale( Vector3::ZAXIS );
-    actor.SetVisible( false );
-    actor.SetColor( Color::MAGENTA );
-    actor.SetName( "MyActor" );
-    actor.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
-    actor.SetParentOrigin( ParentOrigin::TOP_RIGHT );
-    actor.SetSensitive( false );
-    actor.SetLeaveRequired( true );
-    actor.SetInheritOrientation( false );
-    actor.SetInheritScale( false );
+    actor.SetProperty( Actor::Property::VISIBLE, false );
+    actor.SetProperty( Actor::Property::COLOR, Color::MAGENTA );
+    actor.SetProperty( Actor::Property::NAME, "MyActor" );
+    actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
+    actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT );
+    actor.SetProperty( Actor::Property::SENSITIVE, false );
+    actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
+    actor.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
+    actor.SetProperty( Actor::Property::INHERIT_SCALE, false );
     actor.SetSizeModeFactor( Vector3::ONE );
 
     Stage::GetCurrent().Add( actor );
index a3fb8f2..3cf546a 100755 (executable)
@@ -1029,8 +1029,8 @@ int UtcDaliStageTouchedSignalP(void)
   // Add an actor to the scene.
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
   actor.TouchedSignal().Connect( &DummyTouchCallback );
   stage.Add( actor );
 
@@ -1154,8 +1154,8 @@ int UtcDaliStageTouchedSignalN(void)
   // Add an actor to the scene.
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
   actor.TouchedSignal().Connect( &DummyTouchCallback );
   stage.Add( actor );
 
@@ -1244,8 +1244,8 @@ int UtcDaliStageTouchSignalP(void)
   // Add an actor to the scene.
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
   actor.TouchedSignal().Connect( &DummyTouchCallback );
   stage.Add( actor );
 
@@ -1375,8 +1375,8 @@ int UtcDaliStageTouchSignalN(void)
   // Add an actor to the scene.
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
   actor.TouchedSignal().Connect( &DummyTouchCallback );
   stage.Add( actor );
 
index cef34fd..f6fb1be 100644 (file)
@@ -178,7 +178,7 @@ int UtcDaliTapGestureDetectorNew(void)
   // Attach an actor and emit a touch event on the actor to ensure complete line coverage
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -243,7 +243,7 @@ int UtcDaliTapGestureSetTapsRequiredMinMaxCheck(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -284,7 +284,7 @@ int UtcDaliTapGestureSignalReceptionNegative(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -310,7 +310,7 @@ int UtcDaliTapGestureSignalReceptionPositive(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -339,7 +339,7 @@ int UtcDaliTapGestureSignalReceptionDetach(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -394,7 +394,7 @@ int UtcDaliTapGestureSignalReceptionActorDestroyedWhileTapping(void)
   {
     Actor actor = Actor::New();
     actor.SetSize(100.0f, 100.0f);
-    actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+    actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
     Stage::GetCurrent().Add(actor);
 
     // Render and notify
@@ -481,7 +481,7 @@ int UtcDaliTapGestureSignalReceptionChildHit(void)
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(parent);
 
   // Set child to completely cover parent.
@@ -489,8 +489,8 @@ int UtcDaliTapGestureSignalReceptionChildHit(void)
   // conversion of the parent actor is correct.
   Actor child = Actor::New();
   child.SetSize(100.0f, 100.0f);
-  child.SetAnchorPoint(AnchorPoint::CENTER);
-  child.SetParentOrigin(ParentOrigin::CENTER);
+  child.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   child.SetOrientation(Dali::Degree(90.0f), Vector3::ZAXIS);
   parent.Add(child);
 
@@ -534,13 +534,13 @@ int UtcDaliTapGestureSignalReceptionAttachDetachMany(void)
 
   Actor first = Actor::New();
   first.SetSize(100.0f, 100.0f);
-  first.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  first.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(first);
 
   Actor second = Actor::New();
   second.SetSize(100.0f, 100.0f);
   second.SetX(100.0f);
-  second.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  second.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(second);
 
   // Render and notify
@@ -587,7 +587,7 @@ int UtcDaliTapGestureSignalReceptionActorBecomesUntouchable(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -606,7 +606,7 @@ int UtcDaliTapGestureSignalReceptionActorBecomesUntouchable(void)
   DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
 
   // Actor become invisible - actor should not receive the next pan
-  actor.SetVisible(false);
+  actor.SetProperty( Actor::Property::VISIBLE,false);
 
   // Render and notify
   application.SendNotification();
@@ -625,12 +625,12 @@ int UtcDaliTapGestureSignalReceptionMultipleGestureDetectors(void)
 
   Actor first = Actor::New();
   first.SetSize(100.0f, 100.0f);
-  first.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  first.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(first);
 
   Actor second = Actor::New();
   second.SetSize(100.0f, 100.0f);
-  second.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  second.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   second.SetX(100.0f);
   first.Add(second);
 
@@ -686,7 +686,7 @@ int UtcDaliTapGestureSignalReceptionMultipleDetectorsOnActor(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -720,7 +720,7 @@ int UtcDaliTapGestureSignalReceptionDifferentPossible(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -776,7 +776,7 @@ int UtcDaliTapGestureActorUnstaged(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -802,7 +802,7 @@ int UtcDaliTapGestureDetectorRemovedWhilePossible(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -832,7 +832,7 @@ int UtcDaliTapGestureActorRemovedWhilePossible(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -867,7 +867,7 @@ int UtcDaliTapGestureLayerConsumesTouch(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Add a detector
@@ -880,7 +880,7 @@ int UtcDaliTapGestureLayerConsumesTouch(void)
   // Add a layer to overlap the actor
   Layer layer = Layer::New();
   layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add( layer );
   layer.RaiseToTop();
 
index 6afd4a2..ccdefa3 100644 (file)
@@ -117,7 +117,7 @@ int UtcDaliTapGestureRecognizerBasic(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -150,7 +150,7 @@ int UtcDaliTapGestureRecognizerGapTooLong(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -183,7 +183,7 @@ int UtcDaliTapGestureRecognizerInterrupted(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -218,7 +218,7 @@ int UtcDaliTapGestureRecognizerMoveTooFar(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -251,7 +251,7 @@ int UtcDaliTapGestureRecognizerStartDouble(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -284,7 +284,7 @@ int UtcDaliTapGestureRecognizerEndDouble(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -319,7 +319,7 @@ int UtcDaliTapGestureRecognizerDoubleTap(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -360,7 +360,7 @@ int UtcDaliTapGestureRecognizerDoubleTapMoveTooFar(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -413,7 +413,7 @@ int UtcDaliTapGestureRecognizerDoubleTapWaitTooLong(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -464,12 +464,12 @@ int UtcDaliTapGestureRecognizerMultipleDetectors(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   Actor actor2 = Actor::New();
   actor2.SetSize(100.0f, 100.0f);
-  actor2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   actor2.SetX(100.0f);
   Stage::GetCurrent().Add(actor2);
 
index 3daa753..a8f33fd 100644 (file)
@@ -55,7 +55,7 @@ Actor CreateActor( SetSampler setSamplerOption )
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   actor.SetSize(400, 400);
 
   return actor;
@@ -253,7 +253,7 @@ int UtcDaliTextureSetSetSampler(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   actor.SetSize(400, 400);
 
   Stage::GetCurrent().Add( actor );
index 812a992..4019cbd 100755 (executable)
@@ -301,7 +301,7 @@ int UtcDaliTouchDataNormalProcessing01(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -365,7 +365,7 @@ int UtcDaliTouchDataNormalProcessing02(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -399,7 +399,7 @@ int UtcDaliTouchDataAPINegative(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -438,8 +438,8 @@ int UtcDaliTouchDataOutsideCameraNearFarPlanes(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::CENTER);
-  actor.SetParentOrigin(ParentOrigin::CENTER);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   stage.Add(actor);
 
   // Render and notify
@@ -539,7 +539,7 @@ int UtcDaliTouchDataInterrupted(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -576,7 +576,7 @@ int UtcDaliTouchDataParentConsumer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -676,7 +676,7 @@ int UtcDaliTouchDataInterruptedParentConsumer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -755,7 +755,7 @@ int UtcDaliTouchDataLeave(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -768,7 +768,7 @@ int UtcDaliTouchDataLeave(void)
   actor.TouchSignal().Connect( &application, functor );
 
   // Set actor to require leave events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Emit a down signal
   application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
@@ -794,7 +794,7 @@ int UtcDaliTouchDataLeave(void)
   data.Reset();
 
   // We do not want to listen to leave events anymore
-  actor.SetLeaveRequired( false );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, false );
 
   // Another motion event outside of actor, no signalling
   application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2 ( 200.0f, 200.0f )) );
@@ -810,7 +810,7 @@ int UtcDaliTouchDataLeaveParentConsumer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -828,8 +828,8 @@ int UtcDaliTouchDataLeaveParentConsumer(void)
   rootActor.TouchSignal().Connect( &application, rootFunctor );
 
   // Set actor to require leave events
-  actor.SetLeaveRequired( true );
-  rootActor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
+  rootActor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Emit a down signal
   application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
@@ -874,7 +874,7 @@ int UtcDaliTouchDataLeaveParentConsumer(void)
   rootData.Reset();
 
   // We do not want to listen to leave events of actor anymore
-  actor.SetLeaveRequired( false );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, false );
 
   // Another motion event outside of root actor, only root signalled
   Vector2 stageSize( Stage::GetCurrent().GetSize() );
@@ -891,7 +891,7 @@ int UtcDaliTouchDataActorBecomesInsensitive(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -910,7 +910,7 @@ int UtcDaliTouchDataActorBecomesInsensitive(void)
   data.Reset();
 
   // Change actor to insensitive
-  actor.SetSensitive( false );
+  actor.SetProperty( Actor::Property::SENSITIVE, false );
 
   // Emit a motion signal, signalled with an interrupted
   application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2 ( 200.0f, 200.0f )) );
@@ -927,7 +927,7 @@ int UtcDaliTouchDataActorBecomesInsensitiveParentConsumer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -960,7 +960,7 @@ int UtcDaliTouchDataActorBecomesInsensitiveParentConsumer(void)
   application.Render();
 
   // Make root actor insensitive
-  rootActor.SetSensitive( false );
+  rootActor.SetProperty( Actor::Property::SENSITIVE, false );
 
   // Emit a motion signal, signalled with an interrupted (should get interrupted even if within root actor)
   application.ProcessEvent( GenerateSingleTouch( PointState::MOTION, Vector2 ( 200.0f, 200.0f )) );
@@ -982,12 +982,12 @@ int UtcDaliTouchDataMultipleLayers(void)
 
   Layer layer1 ( Layer::New() );
   layer1.SetSize(100.0f, 100.0f);
-  layer1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add( layer1 );
 
   Actor actor1 ( Actor::New() );
   actor1.SetSize( 100.0f, 100.0f );
-  actor1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   actor1.SetZ( 1.0f ); // Should hit actor1 in this layer
   layer1.Add( actor1 );
 
@@ -1006,37 +1006,37 @@ int UtcDaliTouchDataMultipleLayers(void)
   data.Reset();
 
   // Make layer1 insensitive, nothing should be hit
-  layer1.SetSensitive( false );
+  layer1.SetProperty( Actor::Property::SENSITIVE, false );
   application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Make layer1 sensitive again, again actor1 will be hit
-  layer1.SetSensitive( true );
+  layer1.SetProperty( Actor::Property::SENSITIVE, true );
   application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_CHECK( data.touchedActor == actor1 );
   data.Reset();
 
   // Make rootActor insensitive, nothing should be hit
-  rootActor.SetSensitive( false );
+  rootActor.SetProperty( Actor::Property::SENSITIVE, false );
   application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Make rootActor sensitive
-  rootActor.SetSensitive( true );
+  rootActor.SetProperty( Actor::Property::SENSITIVE, true );
 
   // Add another layer
   Layer layer2 ( Layer::New() );
   layer2.SetSize(100.0f, 100.0f );
-  layer2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   layer2.SetZ( 10.0f ); // Should hit layer2 in this layer rather than actor2
   Stage::GetCurrent().Add( layer2 );
 
   Actor actor2 ( Actor::New() );
   actor2.SetSize(100.0f, 100.0f);
-  actor2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   layer2.Add( actor2 );
 
   // Render and notify
@@ -1054,21 +1054,21 @@ int UtcDaliTouchDataMultipleLayers(void)
   data.Reset();
 
   // Make layer2 insensitive, should hit actor1
-  layer2.SetSensitive( false );
+  layer2.SetProperty( Actor::Property::SENSITIVE, false );
   application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_CHECK( data.touchedActor == actor1 );
   data.Reset();
 
   // Make layer2 sensitive again, should hit layer2
-  layer2.SetSensitive( true );
+  layer2.SetProperty( Actor::Property::SENSITIVE, true );
   application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   //DALI_TEST_CHECK( data.touchedActor == layer2 ); // TODO: Uncomment this after removing renderable hack!
   data.Reset();
 
   // Make layer2 invisible, render and notify
-  layer2.SetVisible( false );
+  layer2.SetProperty( Actor::Property::VISIBLE, false );
   application.SendNotification();
   application.Render();
 
@@ -1079,7 +1079,7 @@ int UtcDaliTouchDataMultipleLayers(void)
   data.Reset();
 
   // Make rootActor invisible, render and notify
-  rootActor.SetVisible( false );
+  rootActor.SetProperty( Actor::Property::VISIBLE, false );
   application.SendNotification();
   application.Render();
 
@@ -1098,7 +1098,7 @@ int UtcDaliTouchDataMultipleRenderTasks(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add(actor);
 
   // Create render task
@@ -1142,12 +1142,12 @@ int UtcDaliTouchDataMultipleRenderTasksWithChildLayer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add(actor);
 
   Layer layer = Layer::New();
   layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   actor.Add(layer);
 
   // Create render task
@@ -1196,14 +1196,14 @@ int UtcDaliTouchDataOffscreenRenderTasks(void)
 
   // Create a renderable actor to display the FrameBufferImage
   Actor renderableActor = CreateRenderableActor( frameBufferImage );
-  renderableActor.SetParentOrigin(ParentOrigin::CENTER);
+  renderableActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   renderableActor.SetSize( stageSize.x, stageSize.y );
   renderableActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
   stage.Add( renderableActor );
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add( actor );
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); // Ensure framebuffer connects
 
@@ -1243,12 +1243,12 @@ int UtcDaliTouchDataMultipleRenderableActors(void)
 
   Actor parent = CreateRenderableActor();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add(parent);
 
   Actor actor = CreateRenderableActor();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1274,7 +1274,7 @@ int UtcDaliTouchDataActorRemovedInSignal(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1287,7 +1287,7 @@ int UtcDaliTouchDataActorRemovedInSignal(void)
   actor.TouchSignal().Connect( &application, functor );
 
   // Register for leave events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Emit a down signal
   application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
@@ -1343,7 +1343,7 @@ int UtcDaliTouchDataActorSignalNotConsumed(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1367,7 +1367,7 @@ int UtcDaliTouchDataActorUnStaged(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1405,7 +1405,7 @@ int UtcDaliTouchDataLayerConsumesTouch(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1420,7 +1420,7 @@ int UtcDaliTouchDataLayerConsumesTouch(void)
   // Add a layer to overlap the actor
   Layer layer = Layer::New();
   layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add( layer );
   layer.RaiseToTop();
 
@@ -1457,11 +1457,11 @@ int UtcDaliTouchDataLeaveActorReadded(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add(actor);
 
   // Set actor to receive touch-events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Render and notify
   application.SendNotification();
@@ -1503,12 +1503,12 @@ int UtcDaliTouchDataClippedActor(void)
 
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   stage.Add( actor );
 
   Actor clippingActor = Actor::New();
   clippingActor.SetSize( 50.0f, 50.0f );
-  clippingActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  clippingActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   clippingActor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
   stage.Add( clippingActor );
 
@@ -1516,7 +1516,7 @@ int UtcDaliTouchDataClippedActor(void)
   Actor clippingChild = Actor::New();
   clippingChild.SetSize( 50.0f, 50.0f );
   clippingChild.SetPosition( 25.0f, 25.0f );
-  clippingChild.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  clippingChild.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   clippingActor.Add( clippingChild );
 
   // Render and notify.
@@ -1554,7 +1554,7 @@ int UtcDaliTouchDataActorUnstaged(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1592,12 +1592,12 @@ int UtcDaliTouchDataParentUnstaged(void)
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(parent);
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1635,12 +1635,12 @@ int UtcDaliTouchDataActorUnstagedDifferentConsumer(void)
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(parent);
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1728,12 +1728,12 @@ int UtcDaliTouchDataInterruptedDifferentConsumer(void)
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(parent);
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1799,7 +1799,7 @@ int UtcDaliTouchDataGetRadius(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1830,7 +1830,7 @@ int UtcDaliTouchDataGetEllipseRadius(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1861,7 +1861,7 @@ int UtcDaliTouchDataGetAngle(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1890,7 +1890,7 @@ int UtcDaliTouchDataGetPressure(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1919,7 +1919,7 @@ int UtcDaliTouchDataAndEventUsage(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1950,7 +1950,7 @@ int UtcDaliTouchDataGetDeviceAPINegative(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1981,7 +1981,7 @@ int UtcDaliTouchDataGetMouseButtonPositive(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -2010,7 +2010,7 @@ int UtcDaliTouchDataGetMouseButtonNagative(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
index 2f6d2ba..a139394 100755 (executable)
@@ -138,7 +138,7 @@ int UtcDaliTouchNormalProcessing(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -207,8 +207,8 @@ int UtcDaliTouchOutsideCameraNearFarPlanes(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::CENTER);
-  actor.SetParentOrigin(ParentOrigin::CENTER);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   stage.Add(actor);
 
   // Render and notify
@@ -308,7 +308,7 @@ int UtcDaliTouchInterrupted(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -345,7 +345,7 @@ int UtcDaliTouchParentConsumer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -445,7 +445,7 @@ int UtcDaliTouchInterruptedParentConsumer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -524,7 +524,7 @@ int UtcDaliTouchLeave(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -537,7 +537,7 @@ int UtcDaliTouchLeave(void)
   actor.TouchedSignal().Connect( &application, functor );
 
   // Set actor to require leave events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Emit a down signal
   application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
@@ -563,7 +563,7 @@ int UtcDaliTouchLeave(void)
   data.Reset();
 
   // We do not want to listen to leave events anymore
-  actor.SetLeaveRequired( false );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, false );
 
   // Another motion event outside of actor, no signalling
   application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
@@ -579,7 +579,7 @@ int UtcDaliTouchLeaveParentConsumer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -597,8 +597,8 @@ int UtcDaliTouchLeaveParentConsumer(void)
   rootActor.TouchedSignal().Connect( &application, rootFunctor );
 
   // Set actor to require leave events
-  actor.SetLeaveRequired( true );
-  rootActor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
+  rootActor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Emit a down signal
   application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
@@ -643,7 +643,7 @@ int UtcDaliTouchLeaveParentConsumer(void)
   rootData.Reset();
 
   // We do not want to listen to leave events of actor anymore
-  actor.SetLeaveRequired( false );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, false );
 
   // Another motion event outside of root actor, only root signalled
   Vector2 stageSize( Stage::GetCurrent().GetSize() );
@@ -660,7 +660,7 @@ int UtcDaliTouchActorBecomesInsensitive(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -679,7 +679,7 @@ int UtcDaliTouchActorBecomesInsensitive(void)
   data.Reset();
 
   // Change actor to insensitive
-  actor.SetSensitive( false );
+  actor.SetProperty( Actor::Property::SENSITIVE, false );
 
   // Emit a motion signal, signalled with an interrupted
   application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
@@ -696,7 +696,7 @@ int UtcDaliTouchActorBecomesInsensitiveParentConsumer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -729,7 +729,7 @@ int UtcDaliTouchActorBecomesInsensitiveParentConsumer(void)
   application.Render();
 
   // Make root actor insensitive
-  rootActor.SetSensitive( false );
+  rootActor.SetProperty( Actor::Property::SENSITIVE, false );
 
   // Emit a motion signal, signalled with an interrupted (should get interrupted even if within root actor)
   application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
@@ -751,12 +751,12 @@ int UtcDaliTouchMultipleLayers(void)
 
   Layer layer1 ( Layer::New() );
   layer1.SetSize(100.0f, 100.0f);
-  layer1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add( layer1 );
 
   Actor actor1 ( Actor::New() );
   actor1.SetSize( 100.0f, 100.0f );
-  actor1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor1.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   actor1.SetZ( 1.0f ); // Should hit actor1 in this layer
   layer1.Add( actor1 );
 
@@ -775,37 +775,37 @@ int UtcDaliTouchMultipleLayers(void)
   data.Reset();
 
   // Make layer1 insensitive, nothing should be hit
-  layer1.SetSensitive( false );
+  layer1.SetProperty( Actor::Property::SENSITIVE, false );
   application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Make layer1 sensitive again, again actor1 will be hit
-  layer1.SetSensitive( true );
+  layer1.SetProperty( Actor::Property::SENSITIVE, true );
   application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_CHECK( data.touchedActor == actor1 );
   data.Reset();
 
   // Make rootActor insensitive, nothing should be hit
-  rootActor.SetSensitive( false );
+  rootActor.SetProperty( Actor::Property::SENSITIVE, false );
   application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
   data.Reset();
 
   // Make rootActor sensitive
-  rootActor.SetSensitive( true );
+  rootActor.SetProperty( Actor::Property::SENSITIVE, true );
 
   // Add another layer
   Layer layer2 ( Layer::New() );
   layer2.SetSize(100.0f, 100.0f );
-  layer2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   layer2.SetZ( 10.0f ); // Should hit layer2 in this layer rather than actor2
   Stage::GetCurrent().Add( layer2 );
 
   Actor actor2 ( Actor::New() );
   actor2.SetSize(100.0f, 100.0f);
-  actor2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor2.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   layer2.Add( actor2 );
 
   // Render and notify
@@ -823,21 +823,21 @@ int UtcDaliTouchMultipleLayers(void)
   data.Reset();
 
   // Make layer2 insensitive, should hit actor1
-  layer2.SetSensitive( false );
+  layer2.SetProperty( Actor::Property::SENSITIVE, false );
   application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   DALI_TEST_CHECK( data.touchedActor == actor1 );
   data.Reset();
 
   // Make layer2 sensitive again, should hit layer2
-  layer2.SetSensitive( true );
+  layer2.SetProperty( Actor::Property::SENSITIVE, true );
   application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
   DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
   //DALI_TEST_CHECK( data.touchedActor == layer2 ); // TODO: Uncomment this after removing renderable hack!
   data.Reset();
 
   // Make layer2 invisible, render and notify
-  layer2.SetVisible( false );
+  layer2.SetProperty( Actor::Property::VISIBLE, false );
   application.SendNotification();
   application.Render();
 
@@ -848,7 +848,7 @@ int UtcDaliTouchMultipleLayers(void)
   data.Reset();
 
   // Make rootActor invisible, render and notify
-  rootActor.SetVisible( false );
+  rootActor.SetProperty( Actor::Property::VISIBLE, false );
   application.SendNotification();
   application.Render();
 
@@ -867,7 +867,7 @@ int UtcDaliTouchMultipleRenderTasks(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add(actor);
 
   // Create render task
@@ -911,12 +911,12 @@ int UtcDaliTouchMultipleRenderTasksWithChildLayer(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add(actor);
 
   Layer layer = Layer::New();
   layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   actor.Add(layer);
 
   // Create render task
@@ -965,14 +965,14 @@ int UtcDaliTouchOffscreenRenderTasks(void)
 
   // Create a renderable actor to display the FrameBufferImage
   Actor renderableActor = CreateRenderableActor( frameBufferImage );
-  renderableActor.SetParentOrigin(ParentOrigin::CENTER);
+  renderableActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   renderableActor.SetSize( stageSize.x, stageSize.y );
   renderableActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
   stage.Add( renderableActor );
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add( actor );
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); // Ensure framebuffer connects
 
@@ -1043,12 +1043,12 @@ int UtcDaliTouchMultipleRenderableActors(void)
 
   Actor parent = CreateRenderableActor();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add(parent);
 
   Actor actor = CreateRenderableActor();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1074,7 +1074,7 @@ int UtcDaliTouchActorRemovedInSignal(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1087,7 +1087,7 @@ int UtcDaliTouchActorRemovedInSignal(void)
   actor.TouchedSignal().Connect( &application, functor );
 
   // Register for leave events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Emit a down signal
   application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
@@ -1143,7 +1143,7 @@ int UtcDaliTouchActorSignalNotConsumed(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1167,7 +1167,7 @@ int UtcDaliTouchActorUnStaged(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1205,7 +1205,7 @@ int UtcDaliTouchLayerConsumesTouch(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1220,7 +1220,7 @@ int UtcDaliTouchLayerConsumesTouch(void)
   // Add a layer to overlap the actor
   Layer layer = Layer::New();
   layer.SetSize(100.0f, 100.0f);
-  layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  layer.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add( layer );
   layer.RaiseToTop();
 
@@ -1257,11 +1257,11 @@ int UtcDaliTouchLeaveActorReadded(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   stage.Add(actor);
 
   // Set actor to receive touch-events
-  actor.SetLeaveRequired( true );
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
 
   // Render and notify
   application.SendNotification();
@@ -1303,12 +1303,12 @@ int UtcDaliTouchClippingActor(void)
 
   Actor actor = Actor::New();
   actor.SetSize( 100.0f, 100.0f );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   stage.Add( actor );
 
   Actor clippingActor = Actor::New();
   clippingActor.SetSize( 50.0f, 50.0f );
-  clippingActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  clippingActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   clippingActor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
   stage.Add( clippingActor );
 
@@ -1316,7 +1316,7 @@ int UtcDaliTouchClippingActor(void)
   Actor clippingChild = Actor::New();
   clippingChild.SetSize( 50.0f, 50.0f );
   clippingChild.SetPosition( 25.0f, 25.0f );
-  clippingChild.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  clippingChild.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   clippingActor.Add( clippingChild );
 
   // Render and notify.
@@ -1354,7 +1354,7 @@ int UtcDaliTouchActorUnstaged(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
@@ -1392,12 +1392,12 @@ int UtcDaliTouchParentUnstaged(void)
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(parent);
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1435,12 +1435,12 @@ int UtcDaliTouchActorUnstagedDifferentConsumer(void)
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(parent);
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1528,12 +1528,12 @@ int UtcDaliTouchInterruptedDifferentConsumer(void)
 
   Actor parent = Actor::New();
   parent.SetSize(100.0f, 100.0f);
-  parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(parent);
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   parent.Add(actor);
 
   // Render and notify
@@ -1599,7 +1599,7 @@ int UtcDaliTouchDataConvert(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
index fd6d4cb..5b3c990 100644 (file)
@@ -510,7 +510,7 @@ public:
 BaseHandle CreateNamedActorType()
 {
   Actor actor = Actor::New();
-  actor.SetName( "NamedActor" );
+  actor.SetProperty( Actor::Property::NAME, "NamedActor" );
   return actor;
 }
 
@@ -770,7 +770,7 @@ int UtcDaliTypeRegistryTypeRegistrationForNamedTypeP(void)
   Actor namedActor( Actor::DownCast( namedHandle ) );
   DALI_TEST_CHECK( namedActor );
 
-  DALI_TEST_CHECK( namedActor.GetName() == "NamedActor" );
+  DALI_TEST_CHECK( namedActor.GetProperty< std::string >( Actor::Property::NAME ) == "NamedActor" );
   DALI_TEST_CHECK( type.GetName() == "MyNamedActor" );
   DALI_TEST_CHECK( type.GetBaseName() == "Actor" );
 
@@ -1875,11 +1875,11 @@ int UtcDaliTypeRegistryActionViaBaseHandle(void)
   Actor a = Actor::DownCast(hdl);
   DALI_TEST_CHECK( a );
 
-  a.SetVisible(false);
+  a.SetProperty( Actor::Property::VISIBLE,false);
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK(!a.IsVisible());
+  DALI_TEST_CHECK(!a.GetCurrentProperty< bool >( Actor::Property::VISIBLE ));
 
   Property::Map attributes;
 
@@ -1887,7 +1887,7 @@ int UtcDaliTypeRegistryActionViaBaseHandle(void)
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK(a.IsVisible());
+  DALI_TEST_CHECK(a.GetCurrentProperty< bool >( Actor::Property::VISIBLE ));
 
   DALI_TEST_CHECK(!hdl.DoAction("unknownAction",  attributes));
   END_TEST;
@@ -2066,7 +2066,7 @@ int UtcDaliLongPressGestureDetectorTypeRegistry(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Register Type
@@ -2104,7 +2104,7 @@ int UtcDaliPanGestureDetectorTypeRegistry(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Register Type
@@ -2140,7 +2140,7 @@ int UtcDaliPinchGestureDetectorTypeRegistry(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Register Type
@@ -2177,7 +2177,7 @@ int UtcDaliRotationGestureDetectorTypeRegistry(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Register Type
@@ -2214,7 +2214,7 @@ int UtcDaliTapGestureDetectorTypeRegistry(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Register Type
index 9722454..9c7c223 100644 (file)
@@ -215,7 +215,7 @@ int UtcDaliWheelEventSignalling(void)
 
   Actor actor = Actor::New();
   actor.SetSize(100.0f, 100.0f);
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
   Stage::GetCurrent().Add(actor);
 
   // Render and notify
index 84c9cdf..3eda626 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -169,6 +169,13 @@ void Filter::DisableGlobalTrace()
   }
 }
 
+void Filter::SetGlobalLogLevel( LogLevel level )
+{
+  for(FilterIter iter = GetActiveFilters()->begin(); iter != GetActiveFilters()->end(); iter++)
+  {
+    (*iter)->SetLogLevel( level );
+  }
+}
 
 void Filter::Log(LogLevel level, const char* format, ...)
 {
index d1313a8..06f4da2 100755 (executable)
@@ -2,7 +2,7 @@
 #define DALI_INTEGRATION_DEBUG_H
 
 /*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -250,12 +250,19 @@ public:
   /**
    * Enable trace on all filters.
    */
-  void EnableGlobalTrace();
+  static void EnableGlobalTrace();
 
   /**
    * Disable trace on all filters.
    */
-  void DisableGlobalTrace();
+  static void DisableGlobalTrace();
+
+  /**
+   * Set log level for all filters.
+   *
+   * @param[in] level The log level
+   */
+  static void SetGlobalLogLevel( LogLevel level );
 
 private:
 
index 8fbacbc..ca18f50 100644 (file)
@@ -240,7 +240,7 @@ void HoverEventProcessor::ProcessHoverEvent( const Integration::HoverEvent& even
     DALI_LOG_INFO( gLogFilter, Debug::General, "  State(%s), Screen(%.0f, %.0f), HitActor(%p, %s), Local(%.2f, %.2f)\n",
                    TOUCH_POINT_STATE[iter->GetState()], iter->GetScreenPosition().x, iter->GetScreenPosition().y,
                    ( hitTestResults.actor ? reinterpret_cast< void* >( &hitTestResults.actor.GetBaseObject() ) : NULL ),
-                   ( hitTestResults.actor ? hitTestResults.actor.GetName().c_str() : "" ),
+                   ( hitTestResults.actor ? hitTestResults.actor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" ),
                    hitTestResults.actorCoordinates.x, hitTestResults.actorCoordinates.y );
 
     // Only set the currentRenderTask for the primary hit actor.
@@ -263,8 +263,8 @@ void HoverEventProcessor::ProcessHoverEvent( const Integration::HoverEvent& even
   Dali::Actor primaryHitActor = primaryPoint.hitActor;
   TouchPoint::State primaryPointState = primaryPoint.state;
 
-  DALI_LOG_INFO( gLogFilter, Debug::Concise, "PrimaryHitActor:     (%p) %s\n", primaryPoint.hitActor ? reinterpret_cast< void* >( &primaryPoint.hitActor.GetBaseObject() ) : NULL, primaryPoint.hitActor ? primaryPoint.hitActor.GetName().c_str() : "" );
-  DALI_LOG_INFO( gLogFilter, Debug::Concise, "ConsumedActor:       (%p) %s\n", consumedActor ? reinterpret_cast< void* >( &consumedActor.GetBaseObject() ) : NULL, consumedActor ? consumedActor.GetName().c_str() : "" );
+  DALI_LOG_INFO( gLogFilter, Debug::Concise, "PrimaryHitActor:     (%p) %s\n", primaryPoint.hitActor ? reinterpret_cast< void* >( &primaryPoint.hitActor.GetBaseObject() ) : NULL, primaryPoint.hitActor ? primaryPoint.hitActor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" );
+  DALI_LOG_INFO( gLogFilter, Debug::Concise, "ConsumedActor:       (%p) %s\n", consumedActor ? reinterpret_cast< void* >( &consumedActor.GetBaseObject() ) : NULL, consumedActor ? consumedActor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" );
 
   if ( ( primaryPointState == TouchPoint::Started ) &&
        ( hoverEvent.GetPointCount() == 1 ) &&
index d762508..e475c2f 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -31,11 +31,11 @@ namespace Internal
 
 #if defined(DEBUG_ENABLED)
 
-static bool HIERARCHY_GEOMETRY(false);
-static bool HIERARCHY_SENSITIVITY(false);
-static bool HIERARCHY_TOUCH_REQUIRED(false);
-static bool HIERARCHY_HOVER_REQUIRED(false);
-static bool HIERARCHY_HITTABLE(false);
+static bool HIERARCHY_GEOMETRY(true);
+static bool HIERARCHY_SENSITIVITY(true);
+static bool HIERARCHY_TOUCH_REQUIRED(true);
+static bool HIERARCHY_HOVER_REQUIRED(true);
+static bool HIERARCHY_HITTABLE(true);
 
 static const Debug::LogLevel HIERARCHY_DEBUG_LOG_LEVEL( Debug::Verbose );
 
@@ -48,11 +48,11 @@ void PrintChildren( Debug::Filter* logFilter, Dali::Actor actor, int level )
     output << " | ";
   }
 
-  output << actor.GetName() << "(" << actor.GetTypeName() << ", " << actor.GetObjectPtr() << ")";
+  output << actor.GetProperty< std::string >( Dali::Actor::Property::NAME ) << "(" << actor.GetTypeName() << ", " << actor.GetObjectPtr() << ")";
 
   if ( HIERARCHY_GEOMETRY )
   {
-    output << " Pos: " << actor.GetCurrentWorldPosition() << " Size: " << actor.GetCurrentSize() << " Scale: " << actor.GetCurrentWorldScale();
+    output << " Pos: " << actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::WORLD_POSITION ) << " Size: " << actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::SIZE ) << " Scale: " << actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::WORLD_SCALE );
   }
 
   if ( HIERARCHY_SENSITIVITY )
index fb024a3..145f1ad 100644 (file)
@@ -255,7 +255,7 @@ void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
     DALI_LOG_INFO( gLogFilter, Debug::General, "  State(%s), Screen(%.0f, %.0f), HitActor(%p, %s), Local(%.2f, %.2f)\n",
                    TOUCH_POINT_STATE[iter->GetState()], iter->GetScreenPosition().x, iter->GetScreenPosition().y,
                    ( hitTestResults.actor ? reinterpret_cast< void* >( &hitTestResults.actor.GetBaseObject() ) : NULL ),
-                   ( hitTestResults.actor ? hitTestResults.actor.GetName().c_str() : "" ),
+                   ( hitTestResults.actor ? hitTestResults.actor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" ),
                    hitTestResults.actorCoordinates.x, hitTestResults.actorCoordinates.y );
 
     // Only set the currentRenderTask for the primary hit actor.
@@ -278,8 +278,8 @@ void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
   Dali::Actor primaryHitActor = primaryPoint.GetHitActor();
   PointState::Type primaryPointState = primaryPoint.GetState();
 
-  DALI_LOG_INFO( gLogFilter, Debug::Concise, "PrimaryHitActor:     (%p) %s\n", primaryHitActor ? reinterpret_cast< void* >( &primaryHitActor.GetBaseObject() ) : NULL, primaryHitActor ? primaryHitActor.GetName().c_str() : "" );
-  DALI_LOG_INFO( gLogFilter, Debug::Concise, "ConsumedActor:       (%p) %s\n", consumedActor ? reinterpret_cast< void* >( &consumedActor.GetBaseObject() ) : NULL, consumedActor ? consumedActor.GetName().c_str() : "" );
+  DALI_LOG_INFO( gLogFilter, Debug::Concise, "PrimaryHitActor:     (%p) %s\n", primaryHitActor ? reinterpret_cast< void* >( &primaryHitActor.GetBaseObject() ) : NULL, primaryHitActor ? primaryHitActor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" );
+  DALI_LOG_INFO( gLogFilter, Debug::Concise, "ConsumedActor:       (%p) %s\n", consumedActor ? reinterpret_cast< void* >( &consumedActor.GetBaseObject() ) : NULL, consumedActor ? consumedActor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" );
 
   if ( ( primaryPointState == PointState::DOWN ) &&
        ( touchEvent.GetPointCount() == 1 ) &&
index 107bd27..d2a7645 100644 (file)
@@ -104,7 +104,7 @@ bool IsActorWheelableFunction(Dali::Actor actor, Dali::HitTestAlgorithm::Travers
     }
     case Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE:
     {
-      if( actor.IsVisible() ) // Actor is visible, if not visible then none of its children are visible.
+      if( actor.GetProperty< bool >( Dali::Actor::Property::VISIBLE ) ) // Actor is visible, if not visible then none of its children are visible.
       {
         hittable = true;
       }
@@ -143,14 +143,14 @@ void WheelEventProcessor::ProcessWheelEvent( const Integration::WheelEvent& even
     DALI_LOG_INFO( gLogFilter, Debug::General, "  Screen(%.0f, %.0f), HitActor(%p, %s), Local(%.2f, %.2f)\n",
                    event.point.x, event.point.y,
                    ( hitTestResults.actor ? reinterpret_cast< void* >( &hitTestResults.actor.GetBaseObject() ) : NULL ),
-                   ( hitTestResults.actor ? hitTestResults.actor.GetName().c_str() : "" ),
+                   ( hitTestResults.actor ? hitTestResults.actor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" ),
                    hitTestResults.actorCoordinates.x, hitTestResults.actorCoordinates.y );
 
     // Recursively deliver events to the actor and its parents, until the event is consumed or the stage is reached.
     Dali::Actor consumedActor = EmitWheelSignals( hitTestResults.actor, wheelEvent );
 
-    DALI_LOG_INFO( gLogFilter, Debug::Concise, "HitActor:      (%p) %s\n", hitTestResults.actor ? reinterpret_cast< void* >( &hitTestResults.actor.GetBaseObject() ) : NULL, hitTestResults.actor ? hitTestResults.actor.GetName().c_str() : "" );
-    DALI_LOG_INFO( gLogFilter, Debug::Concise, "ConsumedActor: (%p) %s\n", consumedActor ? reinterpret_cast< void* >( &consumedActor.GetBaseObject() ) : NULL, consumedActor ? consumedActor.GetName().c_str() : "" );
+    DALI_LOG_INFO( gLogFilter, Debug::Concise, "HitActor:      (%p) %s\n", hitTestResults.actor ? reinterpret_cast< void* >( &hitTestResults.actor.GetBaseObject() ) : NULL, hitTestResults.actor ? hitTestResults.actor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" );
+    DALI_LOG_INFO( gLogFilter, Debug::Concise, "ConsumedActor: (%p) %s\n", consumedActor ? reinterpret_cast< void* >( &consumedActor.GetBaseObject() ) : NULL, consumedActor ? consumedActor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" );
   }
   else
   {
index 87d8645..140930e 100644 (file)
@@ -61,9 +61,9 @@ void PrintChildren( Dali::Actor actor, int level )
 
   output << actor.GetTypeName();
 
-  output << ", " << actor.GetName();
+  output << ", " << actor.GetProperty< std::string >( Dali::Actor::Property::NAME );
 
-  output << " - Pos: " << actor.GetCurrentPosition() << " Size: " << actor.GetTargetSize();
+  output << " - Pos: " << actor.GetCurrentProperty< Vector3 >( Dali::Actor::Property::POSITION ) << " Size: " << actor.GetTargetSize();
 
   output << ", Dirty: (" << ( GetImplementation( actor ).IsLayoutDirty( Dimension::WIDTH ) ? "TRUE" : "FALSE" ) << "," << ( GetImplementation( actor ).IsLayoutDirty( Dimension::HEIGHT ) ? "TRUE" : "FALSE" ) << ")";
   output << ", Negotiated: (" << ( GetImplementation( actor ).IsLayoutNegotiated( Dimension::WIDTH ) ? "TRUE" : "FALSE" ) << "," << ( GetImplementation( actor ).IsLayoutNegotiated( Dimension::HEIGHT ) ? "TRUE" : "FALSE" ) << ")";
@@ -460,7 +460,7 @@ void RelayoutController::Relayout()
 
         if( actorImpl.RelayoutRequired() )
         {
-          DALI_LOG_INFO( gLogFilter, Debug::General, "[Internal::RelayoutController::Relayout] Negotiating %p %s %s (%.2f, %.2f)\n", &actorImpl, actor.GetTypeName().c_str(), actor.GetName().c_str(), size.width, size.height );
+          DALI_LOG_INFO( gLogFilter, Debug::General, "[Internal::RelayoutController::Relayout] Negotiating %p %s %s (%.2f, %.2f)\n", &actorImpl, actor.GetTypeName().c_str(), actor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str(), size.width, size.height );
 
           // 3. Negotiate the size with the current actor. Pass it an empty container which the actor
           //    has to fill with all the actors it has not done any size negotiation for.
index 88a1cd9..1595881 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -65,16 +65,6 @@ Actor& Actor::operator=(const Actor& rhs)
   return *this;
 }
 
-const std::string& Actor::GetName() const
-{
-  return GetImplementation(*this).GetName();
-}
-
-void Actor::SetName(const std::string& name)
-{
-  GetImplementation(*this).SetName(name);
-}
-
 uint32_t Actor::GetId() const
 {
   return GetImplementation(*this).GetId();
@@ -145,26 +135,6 @@ Actor Actor::GetParent() const
   return Actor(parent);
 }
 
-void Actor::SetParentOrigin(const Vector3& origin)
-{
-  GetImplementation(*this).SetParentOrigin(origin);
-}
-
-Vector3 Actor::GetCurrentParentOrigin() const
-{
-  return GetImplementation(*this).GetCurrentParentOrigin();
-}
-
-void Actor::SetAnchorPoint(const Vector3& anchorPoint)
-{
-  GetImplementation(*this).SetAnchorPoint(anchorPoint);
-}
-
-Vector3 Actor::GetCurrentAnchorPoint() const
-{
-  return GetImplementation(*this).GetCurrentAnchorPoint();
-}
-
 void Actor::SetSize(float width, float height)
 {
   GetImplementation(*this).SetSize(width, height);
@@ -190,11 +160,6 @@ Vector3 Actor::GetTargetSize() const
   return GetImplementation(*this).GetTargetSize();
 }
 
-Vector3 Actor::GetCurrentSize() const
-{
-  return GetImplementation(*this).GetCurrentSize();
-}
-
 Vector3 Actor::GetNaturalSize() const
 {
   return GetImplementation(*this).GetNaturalSize();
@@ -235,16 +200,6 @@ void Actor::TranslateBy(const Vector3& distance)
   GetImplementation(*this).TranslateBy(distance);
 }
 
-Vector3 Actor::GetCurrentPosition() const
-{
-  return GetImplementation(*this).GetCurrentPosition();
-}
-
-Vector3 Actor::GetCurrentWorldPosition() const
-{
-  return GetImplementation(*this).GetCurrentWorldPosition();
-}
-
 void Actor::SetOrientation(const Radian& angle, const Vector3& axis)
 {
   GetImplementation(*this).SetOrientation(angle, axis);
@@ -265,26 +220,6 @@ void Actor::RotateBy(const Quaternion& relativeRotation)
   GetImplementation(*this).RotateBy(relativeRotation);
 }
 
-Quaternion Actor::GetCurrentOrientation() const
-{
-  return GetImplementation(*this).GetCurrentOrientation();
-}
-
-void Actor::SetInheritOrientation(bool inherit)
-{
-  GetImplementation(*this).SetInheritOrientation(inherit);
-}
-
-bool Actor::IsOrientationInherited() const
-{
-  return GetImplementation(*this).IsOrientationInherited();
-}
-
-Quaternion Actor::GetCurrentWorldOrientation() const
-{
-  return GetImplementation(*this).GetCurrentWorldOrientation();
-}
-
 void Actor::SetScale(float scale)
 {
   GetImplementation(*this).SetScale(scale);
@@ -305,26 +240,6 @@ void Actor::ScaleBy(const Vector3& relativeScale)
   GetImplementation(*this).ScaleBy(relativeScale);
 }
 
-Vector3 Actor::GetCurrentScale() const
-{
-  return GetImplementation(*this).GetCurrentScale();
-}
-
-Vector3 Actor::GetCurrentWorldScale() const
-{
-  return GetImplementation(*this).GetCurrentWorldScale();
-}
-
-void Actor::SetInheritScale( bool inherit )
-{
-  GetImplementation(*this).SetInheritScale( inherit );
-}
-
-bool Actor::IsScaleInherited() const
-{
-  return GetImplementation(*this).IsScaleInherited();
-}
-
 void Actor::SetSizeModeFactor(const Vector3& factor)
 {
   GetImplementation(*this).SetSizeModeFactor(factor);
@@ -335,41 +250,6 @@ Vector3 Actor::GetSizeModeFactor() const
   return GetImplementation(*this).GetSizeModeFactor();
 }
 
-Matrix Actor::GetCurrentWorldMatrix() const
-{
-  return GetImplementation(*this).GetCurrentWorldMatrix();
-}
-
-void Actor::SetVisible(bool visible)
-{
-  GetImplementation(*this).SetVisible(visible);
-}
-
-bool Actor::IsVisible() const
-{
-  return GetImplementation(*this).IsVisible();
-}
-
-void Actor::SetOpacity(float opacity)
-{
-  GetImplementation(*this).SetOpacity(opacity);
-}
-
-float Actor::GetCurrentOpacity() const
-{
-  return GetImplementation(*this).GetCurrentOpacity();
-}
-
-void Actor::SetColor(const Vector4& color)
-{
-  GetImplementation(*this).SetColor(color);
-}
-
-Vector4 Actor::GetCurrentColor() const
-{
-  return GetImplementation(*this).GetCurrentColor();
-}
-
 void Actor::SetColorMode( ColorMode colorMode )
 {
   GetImplementation(*this).SetColorMode(colorMode);
@@ -380,11 +260,6 @@ ColorMode Actor::GetColorMode() const
   return GetImplementation(*this).GetColorMode();
 }
 
-Vector4 Actor::GetCurrentWorldColor() const
-{
-  return GetImplementation(*this).GetCurrentWorldColor();
-}
-
 void Actor::SetDrawMode( DrawMode::Type drawMode )
 {
   GetImplementation(*this).SetDrawMode( drawMode );
@@ -395,31 +270,11 @@ DrawMode::Type Actor::GetDrawMode() const
   return GetImplementation(*this).GetDrawMode();
 }
 
-void Actor::SetSensitive(bool sensitive)
-{
-  GetImplementation(*this).SetSensitive(sensitive);
-}
-
-bool Actor::IsSensitive() const
-{
-  return GetImplementation(*this).IsSensitive();
-}
-
 bool Actor::ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const
 {
   return GetImplementation(*this).ScreenToLocal(localX, localY, screenX, screenY);
 }
 
-void Actor::SetLeaveRequired(bool required)
-{
-  GetImplementation(*this).SetLeaveRequired(required);
-}
-
-bool Actor::GetLeaveRequired() const
-{
-  return GetImplementation(*this).GetLeaveRequired();
-}
-
 void Actor::SetKeyboardFocusable( bool focusable )
 {
   GetImplementation(*this).SetKeyboardFocusable(focusable);
@@ -519,36 +374,6 @@ void Actor::GetPadding( Padding& paddingOut ) const
   paddingOut.top = heightPadding.y;
 }
 
-void Actor::SetMinimumSize( const Vector2& size )
-{
-  Internal::Actor& impl = GetImplementation(*this);
-
-  impl.SetMinimumSize( size.x, Dimension::WIDTH );
-  impl.SetMinimumSize( size.y, Dimension::HEIGHT );
-}
-
-Vector2 Actor::GetMinimumSize()
-{
-  Internal::Actor& impl = GetImplementation(*this);
-
-  return Vector2( impl.GetMinimumSize( Dimension::WIDTH ), impl.GetMinimumSize( Dimension::HEIGHT ) );
-}
-
-void Actor::SetMaximumSize( const Vector2& size )
-{
-  Internal::Actor& impl = GetImplementation(*this);
-
-  impl.SetMaximumSize( size.x, Dimension::WIDTH );
-  impl.SetMaximumSize( size.y, Dimension::HEIGHT );
-}
-
-Vector2 Actor::GetMaximumSize()
-{
-  Internal::Actor& impl = GetImplementation(*this);
-
-  return Vector2( impl.GetMaximumSize( Dimension::WIDTH ), impl.GetMaximumSize( Dimension::HEIGHT ) );
-}
-
 int32_t Actor::GetHierarchyDepth()
 {
   return GetImplementation(*this).GetHierarchyDepth();
index 82ce5c0..295f051 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_ACTOR_H
 
 /*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -73,8 +73,8 @@ typedef Rect<float> Padding;      ///< Padding definition @SINCE_1_0.0
  *
  * - An actor is only hittable if the actor's touch or hover signal has a connection.
  * - An actor is only hittable when it is between the camera's near and far planes.
- * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive().
- * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible().
+ * - If an actor is made insensitive, then the actor and its children are not hittable; see Actor::Property::SENSITIVE.
+ * - If an actor's visibility flag is unset, then none of its children are hittable either; see Actor::Property::VISIBLE.
  * - To be hittable, an actor must have a non-zero size.
  * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor().
  *
@@ -261,7 +261,6 @@ public:
        * @brief The origin of an actor, within its parent's area.
        * @details Name "parentOrigin", type Property::VECTOR3, constraint-input
        * @SINCE_1_0.0
-       * @see Actor::SetParentOrigin()
        */
       PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX,
 
@@ -269,7 +268,6 @@ public:
        * @brief The x origin of an actor, within its parent's area.
        * @details Name "parentOriginX", type Property::FLOAT, constraint-input
        * @SINCE_1_0.0
-       * @see Actor::SetParentOrigin()
        */
       PARENT_ORIGIN_X,
 
@@ -277,7 +275,6 @@ public:
        * @brief The y origin of an actor, within its parent's area.
        * @details Name "parentOriginY", type Property::FLOAT, constraint-input
        * @SINCE_1_0.0
-       * @see Actor::SetParentOrigin()
        */
       PARENT_ORIGIN_Y,
 
@@ -285,7 +282,6 @@ public:
        * @brief The z origin of an actor, within its parent's area.
        * @details Name "parentOriginZ", type Property::FLOAT, constraint-input
        * @SINCE_1_0.0
-       * @see Actor::SetParentOrigin()
        */
       PARENT_ORIGIN_Z,
 
@@ -293,7 +289,6 @@ public:
        * @brief The anchor-point of an actor.
        * @details Name "anchorPoint", type Property::VECTOR3, constraint-input
        * @SINCE_1_0.0
-       * @see Actor::SetAnchorPoint()
        */
       ANCHOR_POINT,
 
@@ -301,7 +296,6 @@ public:
        * @brief The x anchor-point of an actor.
        * @details Name "anchorPointX", type Property::FLOAT, constraint-input
        * @SINCE_1_0.0
-       * @see Actor::SetAnchorPoint()
        */
       ANCHOR_POINT_X,
 
@@ -309,7 +303,6 @@ public:
        * @brief The y anchor-point of an actor.
        * @details Name "anchorPointY", type Property::FLOAT, constraint-input
        * @SINCE_1_0.0
-       * @see Actor::SetAnchorPoint()
        */
       ANCHOR_POINT_Y,
 
@@ -317,7 +310,6 @@ public:
        * @brief The z anchor-point of an actor.
        * @details Name "anchorPointZ", type Property::FLOAT, constraint-input
        * @SINCE_1_0.0
-       * @see Actor::SetAnchorPoint()
        */
       ANCHOR_POINT_Z,
 
@@ -389,7 +381,6 @@ public:
        * @brief The world position of an actor.
        * @details Name "worldPosition", type Property::VECTOR3, read-only / constraint-input
        * @SINCE_1_0.0
-       * @see Actor::GetCurrentWorldPosition()
        */
       WORLD_POSITION,
 
@@ -397,7 +388,6 @@ public:
        * @brief The x world position of an actor.
        * @details Name "worldPositionX", type Property::FLOAT, read-only / constraint-input
        * @SINCE_1_0.0
-       * @see Actor::GetCurrentWorldPosition()
        */
       WORLD_POSITION_X,
 
@@ -405,7 +395,6 @@ public:
        * @brief The y world position of an actor.
        * @details Name "worldPositionY", type Property::FLOAT, read-only / constraint-input
        * @SINCE_1_0.0
-       * @see Actor::GetCurrentWorldPosition()
        */
       WORLD_POSITION_Y,
 
@@ -413,7 +402,6 @@ public:
        * @brief The z world position of an actor.
        * @details Name "worldPositionZ", type Property::FLOAT, read-only / constraint-input
        * @SINCE_1_0.0
-       * @see Actor::GetCurrentWorldPosition()
        */
       WORLD_POSITION_Z,
 
@@ -429,7 +417,6 @@ public:
        * @brief The world orientation of an actor.
        * @details Name "worldOrientation", type Property::ROTATION, read-only / constraint-input
        * @SINCE_1_0.0
-       * @see Actor::GetCurrentWorldOrientation()
        */
       WORLD_ORIENTATION,
 
@@ -469,7 +456,6 @@ public:
        * @brief The world scale factor applied to an actor.
        * @details Name "worldScale", type Property::VECTOR3, read-only / constraint-input
        * @SINCE_1_0.0
-       * @see Actor::GetCurrentWorldScale()
        */
       WORLD_SCALE,
 
@@ -477,7 +463,6 @@ public:
        * @brief The visibility flag of an actor.
        * @details Name "visible", type Property::BOOL, animatable / constraint-input
        * @SINCE_1_0.0
-       * @see Actor::SetVisible()
        */
       VISIBLE,
 
@@ -486,7 +471,6 @@ public:
        * @details Name "color", type Property::VECTOR4 or Property::VECTOR3, animatable / constraint-input
        * @note The alpha value will be 1.0f if a Vector3 type value is set.
        * @SINCE_1_0.0
-       * @see Actor::SetColor()
        */
       COLOR,
 
@@ -494,7 +478,6 @@ public:
        * @brief The red component of an actor's color.
        * @details Name "colorRed", type Property::FLOAT, animatable / constraint-input
        * @SINCE_1_0.0
-       * @see Actor::SetColor()
        */
       COLOR_RED,
 
@@ -502,7 +485,6 @@ public:
        * @brief The green component of an actor's color.
        * @details Name "colorGreen", type Property::FLOAT, animatable / constraint-input
        * @SINCE_1_0.0
-       * @see Actor::SetColor()
        */
       COLOR_GREEN,
 
@@ -510,7 +492,6 @@ public:
        * @brief The blue component of an actor's color.
        * @details Name "colorBlue", type Property::FLOAT, animatable / constraint-input
        * @SINCE_1_0.0
-       * @see Actor::SetColor()
        */
       COLOR_BLUE,
 
@@ -518,7 +499,6 @@ public:
        * @brief The alpha component of an actor's color.
        * @details Name "colorAlpha", type Property::FLOAT, animatable / constraint-input
        * @SINCE_1_0.0
-       * @see Actor::SetColor()
        */
       COLOR_ALPHA,
 
@@ -526,7 +506,6 @@ public:
        * @brief The world color of an actor.
        * @details Name "worldColor", type Property::VECTOR4, read-only / constraint-input
        * @SINCE_1_0.0
-       * @see Actor::GetCurrentWorldColor()
        */
       WORLD_COLOR,
 
@@ -534,7 +513,6 @@ public:
        * @brief The world matrix of an actor.
        * @details Name "worldMatrix", type Property::MATRIX, read-only / constraint-input
        * @SINCE_1_0.0
-       * @see Actor::GetCurrentWorldMatrix()
        */
       WORLD_MATRIX,
 
@@ -542,7 +520,6 @@ public:
        * @brief The name of an actor.
        * @details Name "name", type Property::STRING
        * @SINCE_1_0.0
-       * @see Actor::GetName()
        */
       NAME,
 
@@ -550,7 +527,6 @@ public:
        * @brief The flag whether an actor should emit touch or hover signals.
        * @details Name "sensitive", type Property::BOOLEAN
        * @SINCE_1_0.0
-       * @see Actor::SetSensitive()
        */
       SENSITIVE,
 
@@ -558,7 +534,6 @@ public:
        * @brief The flag whether an actor should receive a notification when touch or hover motion events leave.
        * @details Name "leaveRequired", type Property::BOOLEAN
        * @SINCE_1_0.0
-       * @see Actor::SetLeaveRequired()
        */
       LEAVE_REQUIRED,
 
@@ -566,7 +541,6 @@ public:
        * @brief The flag whether a child actor inherits it's parent's orientation.
        * @details Name "inheritOrientation", type Property::BOOLEAN
        * @SINCE_1_0.0
-       * @see Actor::SetInheritOrientation()
        */
       INHERIT_ORIENTATION,
 
@@ -574,7 +548,6 @@ public:
        * @brief The flag whether a child actor inherits it's parent's scale.
        * @details Name "inheritScale", type Property::BOOLEAN
        * @SINCE_1_0.0
-       * @see Actor::SetInheritScale()
        */
       INHERIT_SCALE,
 
@@ -659,7 +632,6 @@ public:
        * @brief The minimum size an actor can be assigned in size negotiation.
        * @details Name "minimumSize", type Property::VECTOR2.
        * @SINCE_1_0.0
-       * @see Actor::SetMinimumSize()
        */
       MINIMUM_SIZE,
 
@@ -667,7 +639,6 @@ public:
        * @brief The maximum size an actor can be assigned in size negotiation.
        * @details Name "maximumSize", type Property::VECTOR2.
        * @SINCE_1_0.0
-       * @see Actor::SetMaximumSize()
        */
       MAXIMUM_SIZE,
 
@@ -675,7 +646,6 @@ public:
        * @brief The flag whether a child actor inherits it's parent's position.
        * @details Name "inheritPosition", type Property::BOOLEAN.
        * @SINCE_1_1.24
-       * @see Actor::SetInheritPosition()
        */
       INHERIT_POSITION,
 
@@ -771,24 +741,6 @@ public:
   Actor& operator=(const Actor& rhs);
 
   /**
-   * @brief Retrieves the Actor's name.
-   *
-   * @SINCE_1_0.0
-   * @return The Actor's name
-   * @pre The Actor has been initialized.
-   */
-  const std::string& GetName() const;
-
-  /**
-   * @brief Sets the Actor's name.
-   *
-   * @SINCE_1_0.0
-   * @param[in] name The new name
-   * @pre The Actor has been initialized.
-   */
-  void SetName(const std::string& name);
-
-  /**
    * @brief Retrieves the unique ID of the actor.
    *
    * @SINCE_1_0.0
@@ -927,56 +879,6 @@ public:
   // Positioning
 
   /**
-   * @brief Sets the origin of an actor, within its parent's area.
-   *
-   * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
-   * and (1.0, 1.0, 0.5) is the bottom-right corner.
-   * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
-   * An actor's position is the distance between this origin, and the actor's anchor-point.
-   * @image html parent-origin.png
-   * @SINCE_1_0.0
-   * @param[in] origin The new parent-origin
-   * @pre The Actor has been initialized.
-   * @see Dali::ParentOrigin for predefined parent origin values
-   */
-  void SetParentOrigin(const Vector3& origin);
-
-  /**
-   * @brief Retrieves the parent-origin of an actor.
-   *
-   * @SINCE_1_0.0
-   * @return The current parent-origin
-   * @pre The Actor has been initialized.
-   */
-  Vector3 GetCurrentParentOrigin() const;
-
-  /**
-   * @brief Sets the anchor-point of an actor.
-   *
-   * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
-   * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
-   * bottom-right corner. The default anchor point is
-   * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
-   * An actor position is the distance between its parent-origin and this anchor-point.
-   * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
-   * @image html anchor-point.png
-   * @SINCE_1_0.0
-   * @param[in] anchorPoint The new anchor-point
-   * @pre The Actor has been initialized.
-   * @see Dali::AnchorPoint for predefined anchor point values
-   */
-  void SetAnchorPoint(const Vector3& anchorPoint);
-
-  /**
-   * @brief Retrieves the anchor-point of an actor.
-   *
-   * @SINCE_1_0.0
-   * @return The current anchor-point
-   * @pre The Actor has been initialized.
-   */
-  Vector3 GetCurrentAnchorPoint() const;
-
-  /**
    * @brief Sets the size of an actor.
    *
    * Geometry can be scaled to fit within this area.
@@ -1037,16 +939,6 @@ public:
   Vector3 GetTargetSize() const;
 
   /**
-   * @brief Retrieves the actor's size.
-   *
-   * @SINCE_1_0.0
-   * @return The actor's current size
-   * @pre The actor has been initialized.
-   * @note This property can be animated; the return value may not match the value written with SetSize().
-   */
-  Vector3 GetCurrentSize() const;
-
-  /**
    * @brief Returns the natural size of the actor.
    *
    * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
@@ -1061,7 +953,7 @@ public:
    *
    * By default, sets the position vector between the parent origin and anchor point (default).
    *
-   * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
+   * If Position inheritance if disabled, sets the world position. @see Actor::Property::INHERIT_POSITION
    *
    * @image html actor-position.png
    * The Actor's z position will be set to 0.0f.
@@ -1077,7 +969,7 @@ public:
    *
    * By default, sets the position vector between the parent origin and anchor point (default).
    *
-   * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
+   * If Position inheritance if disabled, sets the world position. @see Actor::Property::INHERIT_POSITION
    *
    * @image html actor-position.png
    * @SINCE_1_0.0
@@ -1093,7 +985,7 @@ public:
    *
    * By default, sets the position vector between the parent origin and anchor point (default).
    *
-   * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
+   * If Position inheritance if disabled, sets the world position. @see Actor::Property::INHERIT_POSITION
    *
    * @image html actor-position.png
    * @SINCE_1_0.0
@@ -1139,53 +1031,6 @@ public:
   void TranslateBy(const Vector3& distance);
 
   /**
-   * @brief Retrieves the position of the Actor.
-   *
-   * @SINCE_1_0.0
-   * @return The Actor's current position
-   * @pre The Actor has been initialized.
-   * @note This property can be animated; the return value may not match the value written with SetPosition().
-   */
-  Vector3 GetCurrentPosition() const;
-
-  /**
-   * @brief Retrieves the world-position of the Actor.
-   *
-   * @SINCE_1_0.0
-   * @return The Actor's current position in world coordinates
-   * @pre The Actor has been initialized.
-   * @note The actor may not have a world-position unless it has been added to the stage.
-   */
-  Vector3 GetCurrentWorldPosition() const;
-
-  /**
-   * @brief Sets whether a child actor inherits it's parent's position.
-   *
-   * Default is to inherit.
-   * Switching this off means that using SetPosition() sets the actor's world position, i.e. translates from
-   * the world origin (0,0,0) to the anchor point of the actor.
-   * @SINCE_1_1.24
-   * @param[in] inherit - @c true if the actor should inherit position, @c false otherwise
-   * @pre The Actor has been initialized.
-   */
-  inline void SetInheritPosition( bool inherit )
-  {
-    SetProperty(Property::INHERIT_POSITION, inherit );
-  }
-
-  /**
-   * @brief Returns whether the actor inherits its parent's position.
-   *
-   * @SINCE_1_1.24
-   * @return @c true if the actor inherits its parent position, @c false if it uses world position
-   * @pre The Actor has been initialized.
-   */
-  inline bool IsPositionInherited() const
-  {
-    return GetProperty(Property::INHERIT_POSITION ).Get<bool>();
-  }
-
-  /**
    * @brief Sets the orientation of the Actor.
    *
    * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
@@ -1256,46 +1101,6 @@ public:
   void RotateBy(const Quaternion& relativeRotation);
 
   /**
-   * @brief Retrieves the Actor's orientation.
-   *
-   * @SINCE_1_0.0
-   * @return The current orientation
-   * @pre The Actor has been initialized.
-   * @note This property can be animated; the return value may not match the value written with SetOrientation().
-   */
-  Quaternion GetCurrentOrientation() const;
-
-  /**
-   * @brief Sets whether a child actor inherits it's parent's orientation.
-   *
-   * Default is to inherit.
-   * Switching this off means that using SetOrientation() sets the actor's world orientation.
-   * @SINCE_1_0.0
-   * @param[in] inherit - @c true if the actor should inherit orientation, @c false otherwise
-   * @pre The Actor has been initialized.
-   */
-  void SetInheritOrientation(bool inherit);
-
-  /**
-   * @brief Returns whether the actor inherits its parent's orientation.
-   *
-   * @SINCE_1_0.0
-   * @return @c true if the actor inherits its parent orientation, @c false if it uses world orientation
-   * @pre The Actor has been initialized.
-   */
-  bool IsOrientationInherited() const;
-
-  /**
-   * @brief Retrieves the world-orientation of the Actor.
-   *
-   * @SINCE_1_0.0
-   * @return The Actor's current orientation in the world
-   * @pre The Actor has been initialized.
-   * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
-   */
-  Quaternion GetCurrentWorldOrientation() const;
-
-  /**
    * @brief Sets the scale factor applied to an actor.
    *
    * @SINCE_1_0.0
@@ -1336,127 +1141,9 @@ public:
    */
   void ScaleBy(const Vector3& relativeScale);
 
-  /**
-   * @brief Retrieves the scale factor applied to an actor.
-   *
-   * @SINCE_1_0.0
-   * @return A vector representing the scale factor for each axis
-   * @pre The Actor has been initialized.
-   * @note This property can be animated; the return value may not match the value written with SetScale().
-   */
-  Vector3 GetCurrentScale() const;
-
-  /**
-   * @brief Retrieves the world-scale of the Actor.
-   *
-   * @SINCE_1_0.0
-   * @return The Actor's current scale in the world
-   * @pre The Actor has been initialized.
-   * @note The actor will not have a world-scale, unless it has previously been added to the stage.
-   */
-  Vector3 GetCurrentWorldScale() const;
-
-  /**
-   * @brief Sets whether a child actor inherits it's parent's scale.
-   *
-   * Default is to inherit.
-   * Switching this off means that using SetScale() sets the actor's world scale.
-   * @SINCE_1_0.0
-   * @param[in] inherit - @c true if the actor should inherit scale, @c false otherwise
-   * @pre The Actor has been initialized.
-   */
-  void SetInheritScale( bool inherit );
-
-  /**
-   * @brief Returns whether the actor inherits its parent's scale.
-   *
-   * @SINCE_1_0.0
-   * @return @c true if the actor inherits its parent scale, @c false if it uses world scale
-   * @pre The Actor has been initialized.
-   */
-  bool IsScaleInherited() const;
-
-  /**
-   * @brief Retrieves the world-matrix of the actor.
-   *
-   * @SINCE_1_0.0
-   * @return The Actor's current world matrix
-   * @pre The Actor has been initialized.
-   * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
-   */
-  Matrix GetCurrentWorldMatrix() const;
-
   // Visibility & Color
 
   /**
-   * @brief Sets the visibility flag of an actor.
-   *
-   * @SINCE_1_0.0
-   * @param[in] visible The new visibility flag
-   * @pre The actor has been initialized.
-   * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
-   * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
-   *       This is regardless of the individual visibility values of the children i.e. an actor will only be
-   *       rendered if all of its parents have visibility set to true.
-   */
-  void SetVisible(bool visible);
-
-  /**
-   * @brief Retrieves the visibility flag of an actor.
-   *
-   * @SINCE_1_0.0
-   * @return The visibility flag
-   * @pre The actor has been initialized.
-   * @note This property can be animated; the return value may not match the value written with SetVisible().
-   * @note If an actor is not visible, then the actor and its children will not be rendered.
-   *       This is regardless of the individual visibility values of the children i.e. an actor will only be
-   *       rendered if all of its parents have visibility set to true.
-   */
-  bool IsVisible() const;
-
-  /**
-   * @brief Sets the opacity of an actor.
-   *
-   * @SINCE_1_0.0
-   * @param[in] opacity The new opacity
-   * @pre The actor has been initialized.
-   * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
-   */
-  void SetOpacity(float opacity);
-
-  /**
-   * @brief Retrieves the actor's opacity.
-   *
-   * @SINCE_1_0.0
-   * @return The actor's opacity
-   * @pre The actor has been initialized.
-   * @note This property can be animated; the return value may not match the value written with SetOpacity().
-   */
-  float GetCurrentOpacity() const;
-
-  /**
-   * @brief Sets the actor's color; this is an RGBA value.
-   *
-   * The final color of the actor depends on its color mode.
-   * @SINCE_1_0.0
-   * @param[in] color The new color
-   * @pre The Actor has been initialized.
-   * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
-   */
-  void SetColor(const Vector4& color);
-
-  /**
-   * @brief Retrieves the actor's color.
-   *
-   * Actor's own color is not clamped.
-   * @SINCE_1_0.0
-   * @return The color
-   * @pre The Actor has been initialized.
-   * @note This property can be animated; the return value may not match the value written with SetColor().
-   */
-  Vector4 GetCurrentColor() const;
-
-  /**
    * @brief Sets the actor's color mode.
    *
    * This specifies whether the Actor uses its own color, or inherits
@@ -1477,16 +1164,6 @@ public:
   ColorMode GetColorMode() const;
 
   /**
-   * @brief Retrieves the world-color of the Actor, where each component is clamped within the 0->1 range.
-   *
-   * @SINCE_1_0.0
-   * @return The Actor's current color in the world
-   * @pre The Actor has been initialized.
-   * @note The actor will not have a world-color, unless it has previously been added to the stage.
-   */
-  Vector4 GetCurrentWorldColor() const;
-
-  /**
    * @brief Sets how the actor and its children should be drawn.
    *
    * Not all actors are renderable, but DrawMode can be inherited from any actor.
@@ -1515,45 +1192,6 @@ public:
   // Input Handling
 
   /**
-   * @brief Sets whether an actor should emit touch or hover signals.
-   *
-   * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
-   * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
-   * hover event signal will be emitted.
-   *
-   * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
-   * @code
-   * actor.SetSensitive(false);
-   * @endcode
-   *
-   * Then, to re-enable the touch or hover event signal emission, the application should call:
-   * @code
-   * actor.SetSensitive(true);
-   * @endcode
-   *
-   * @SINCE_1_0.0
-   * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise
-   * @pre The Actor has been initialized.
-   * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
-   *       This is regardless of the individual sensitivity values of the children i.e. an actor will only be
-   *       hittable if all of its parents have sensitivity set to true.
-   * @see @see TouchedSignal() and HoveredSignal().
-   */
-  void SetSensitive(bool sensitive);
-
-  /**
-   * @brief Queries whether an actor emits touch or hover event signals.
-   *
-   * @SINCE_1_0.0
-   * @return @c true, if emission of touch or hover event signals is enabled, @c false otherwise
-   * @pre The Actor has been initialized.
-   * @note If an actor is not sensitive, then it's children will not be hittable either.
-   *       This is regardless of the individual sensitivity values of the children i.e. an actor will only be
-   *       hittable if all of its parents have sensitivity set to true.
-   */
-  bool IsSensitive() const;
-
-  /**
    * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
    *
    * @SINCE_1_0.0
@@ -1568,29 +1206,6 @@ public:
   bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
 
   /**
-   * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
-   * the boundary of the actor.
-   *
-   * @SINCE_1_0.0
-   * @param[in] required Should be set to true if a Leave event is required
-   * @pre The Actor has been initialized.
-   * @note By default, this is set to false as most actors do not require this.
-   * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
-   *
-   */
-  void SetLeaveRequired(bool required);
-
-  /**
-   * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
-   * the boundary of the actor.
-   *
-   * @SINCE_1_0.0
-   * @return @c true if a Leave event is required, @c false otherwise
-   * @pre The Actor has been initialized.
-   */
-  bool GetLeaveRequired() const;
-
-  /**
    * @brief Sets whether the actor should be focusable by keyboard navigation.
    *
    * The default is false.
@@ -1777,38 +1392,6 @@ public:
   void GetPadding( Padding& paddingOut ) const;
 
   /**
-   * @brief Sets the minimum size an actor can be assigned in size negotiation.
-   *
-   * @SINCE_1_0.0
-   * @param[in] size The minimum size
-   */
-  void SetMinimumSize( const Vector2& size );
-
-  /**
-   * @brief Returns the minimum relayout size.
-   *
-   * @SINCE_1_0.0
-   * @return Return the minimum size
-   */
-  Vector2 GetMinimumSize();
-
-  /**
-   * @brief Sets the maximum size an actor can be assigned in size negotiation.
-   *
-   * @SINCE_1_0.0
-   * @param[in] size The maximum size
-   */
-  void SetMaximumSize( const Vector2& size );
-
-  /**
-   * @brief Returns the maximum relayout size.
-   *
-   * @SINCE_1_0.0
-   * @return Return the maximum size
-   */
-  Vector2 GetMaximumSize();
-
-  /**
    * @brief Gets depth in the hierarchy for the actor.
    *
    * @SINCE_1_0.0