~~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]]