A drop-shadow or glow effect around any widget.
A simple drop-shadow effect can be applied to any widget by setting the color and blur radius on this part.
For instance, a blue glow can be achieved with: obj.shadow().color_set(0, 128, 255, 255); obj.shadow().grow_set(2); obj.shadow().radius_set(3, 3);
As another example, here's a black drop-shadow: obj.shadow().color_set(0, 0, 0, 255); obj.shadow().grow_set(1); obj.shadow().radius_set(5, 5); obj.shadow().offset_set(5, 5);
It is also possible to manually specify which Efl.Gfx.Filter program to use.
⇒ Efl.Ui.Widget_Part (class) ⇒ Efl.Object (class)
color (get, set) [Overridden from Efl.Gfx.Color]
The general/main color of the given Evas object.
void efl_gfx_color_get(const Eo *obj, int *r, int *g, int *b, int *a); void efl_gfx_color_set(Eo *obj, int r, int g, int b, int a);
filter_data (get, set) [Overridden from Efl.Gfx.Filter]
Extra data used by the filter program.
void efl_gfx_filter_data_get(const Eo *obj, const char *name, const char **value, Eina_Bool *execute); void efl_gfx_filter_data_set(Eo *obj, const char *name, const char *value, Eina_Bool execute);
filter_padding (get) [Overridden from Efl.Gfx.Filter]
void efl_gfx_filter_padding_get(const Eo *obj, int *l, int *r, int *t, int *b);
filter_program (get, set) [Overridden from Efl.Gfx.Filter]
A graphical filter program on this object.
void efl_gfx_filter_program_get(const Eo *obj, const char **code, const char **name); void efl_gfx_filter_program_set(Eo *obj, const char *code, const char *name);
filter_source (get, set) [Overridden from Efl.Gfx.Filter]
Bind an object to use as a mask or texture in a filter program.
Efl_Gfx_Entity *efl_gfx_filter_source_get(const Eo *obj, const char *name); void efl_gfx_filter_source_set(Eo *obj, const char *name, Efl_Gfx_Entity *source);
filter_state (get, set) [Overridden from Efl.Gfx.Filter]
Set the current state of the filter.
void efl_gfx_filter_state_get(const Eo *obj, const char **cur_state, double *cur_val, const char **next_state, double *next_val, double *pos); void efl_gfx_filter_state_set(Eo *obj, const char *cur_state, double cur_val, const char *next_state, double next_val, double pos);
grow (get, set) [Overridden from Efl.Gfx.Blur]
How much the original image should be "grown" before blurring.
double efl_gfx_blur_grow_get(const Eo *obj); void efl_gfx_blur_grow_set(Eo *obj, double radius);
offset (get, set) [Overridden from Efl.Gfx.Blur]
An offset relative to the original pixels.
void efl_gfx_blur_offset_get(const Eo *obj, double *ox, double *oy); void efl_gfx_blur_offset_set(Eo *obj, double ox, double oy);
radius (get, set) [Overridden from Efl.Gfx.Blur]
The blur radius in pixels.
void efl_gfx_blur_radius_get(const Eo *obj, double *rx, double *ry); void efl_gfx_blur_radius_set(Eo *obj, double rx, double ry);
|color_code (get, set)||Hexadecimal color code of given Evas object (#RRGGBBAA).|
|allow_parent_unref (get, set)||Allow an object to be deleted by unref even if it has a parent.|
|children_iterator_new||Get an iterator on all children.|
|comment (get, set)||A human readable comment for the object.|
|composite_attach||Make an object a composite object of another.|
|composite_detach||Detach a composite object from another object.|
|composite_part_is||Check if an object is part of a composite object.|
|constructor||Implement this method to provide optional initialization code for your object.|
|debug_name_override||Build a read-only name for this object used for debugging.|
|event_callback_forwarder_del||Remove an event callback forwarder for a specified event and object.|
|event_callback_forwarder_priority_add|| Add an event callback forwarder that will make this object emit an event whenever another object (
|event_callback_stop||Stop the current callback call.|
|event_freeze||Freeze events of this object.|
| ||event_global_freeze||Globally freeze events for ALL EFL OBJECTS.|
| ||event_global_freeze_count (get)|
| ||event_global_thaw||Globally thaw events for ALL EFL OBJECTS.|
|event_thaw||Thaw events of object.|
|finalize||Implement this method to finish the initialization of your object after all (if any) user-provided configuration methods have been executed.|
|invalidate||Implement this method to perform special actions when your object loses its parent, if you need to.|
|name (get, set)||The name of the object.|
|name_find||Find a child object with the given name and return it.|
|parent (get, set)||The parent of an object.|
|provider_find||Searches upwards in the object tree for a provider which knows the given class/interface.|
|provider_register||Will register a manager of a specific class to be answered by Efl.Object.provider_find.|
|provider_unregister||Will unregister a manager of a specific class that was previously registered and answered by Efl.Object.provider_find.|
|destructor||Implement this method to provide deinitialization code for your object if you need it.|
|property_bind||bind property data with the given key string. when the data is ready or changed, bind the data to the key action and process promised work.|
|del||Object is being deleted. See Efl.Object.destructor.|
|destruct||Object has been fully destroyed. It can not be used beyond this point. This event should only serve to clean up any reference you keep to the object.|
|invalidate||Object is being invalidated and losing its parent. See Efl.Object.invalidate.|
|noref||Object has lost its last reference, only parent relationship is keeping it alive. Advanced usage.|
|ownership,shared||Object has acquired a second reference. It has multiple owners now. Triggered whenever increasing the refcount from one to two, it will not trigger by further increasing the refcount beyond two.|
|ownership,unique||Object has lost a reference and only one is left. It has just one owner now. Triggered whenever the refcount goes from two to one.|
|properties,changed||Event dispatched when a property on the object has changed due to a user interaction on the object that a model could be interested in.|
|property,bound||Event dispatched when a property on the object is bound to a model. This is useful to avoid generating too many events.|