Set the current state of the filter.
This should be used by Edje (EFL's internal layout engine), but could also be used when implementing animations programmatically.
A full state is defined by two states (name + value): origin state and target state of an ongoing animation, as well as the pos
progress (from 0 to 1) of that animation timeline. The second state can be omitted if there is no ongoing animation.
Overridden from Efl.Gfx.Filter.filter_state (get, set).
@property filter_state @pure_virtual { get {} set {} values { cur_state: string; cur_val: double; next_state: string @optional; next_val: double @optional; pos: double @optional; } }
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);