~~Title: Efl.Ui.Widget_Part_Shadow.filter_source~~ ====== Efl.Ui.Widget_Part_Shadow.filter_source ====== ===== Description ===== %%Bind an object to use as a mask or texture in a filter program.%% %%This will create automatically a new RGBA buffer containing the source object's pixels (as it is rendered).%% {{page>:develop:api-include:efl:ui:widget_part_shadow:property:filter_source:description&nouser&nolink&nodate}} ===== Keys ===== * **name** - %%Buffer name as used in the program.%% ===== Values ===== * **source** - %%Object to use as a source of pixels.%% //Overridden from [[:develop:api:efl:gfx:filter:property:filter_source|Efl.Gfx.Filter.filter_source]] **(get, set)**.//===== Signature ===== @property filter_source @pure_virtual { get {} set {} keys { name: string; } values { source: Efl.Gfx.Entity; } } ===== C signature ===== 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); ===== Implemented by ===== * [[:develop:api:efl:gfx:filter:property:filter_source|Efl.Gfx.Filter.filter_source]] * [[:develop:api:efl:ui:widget_part_shadow:property:filter_source|Efl.Ui.Widget_Part_Shadow.filter_source]] * [[:develop:api:efl:canvas:filter:internal:property:filter_source|Efl.Canvas.Filter.Internal.filter_source]] * [[:develop:api:efl:canvas:text:property:filter_source|Efl.Canvas.Text.filter_source]]