Create pointer manager in figure
iptPointerManager( creates a pointer
manager in the specified figure. If the figure contains a pointer behavior structure, then the pointer manager
controls the pointer behavior for graphics objects in the figure.
iptSetPointerBehavior to associate a pointer
behavior structure with a particular object and to define specific actions that occur when the
mouse pointer moves over and then leaves the object.
If the figure already contains a pointer manager, then
iptPointerManager(hFigure) does not create a new pointer manager. The
syntax has the same behavior as
iptPointerManager( disables the
figure's pointer manager.
iptPointerManager( enables and
updates the figure's pointer manager.
Plot a line. Create a pointer manager in the figure. Then, associate a pointer behavior structure with the line object in the figure that changes the mouse pointer into a fleur whenever the pointer is over it.
h = plot(1:10); iptPointerManager(gcf); enterFcn = @(hFigure, currentPoint)... set(hFigure, 'Pointer', 'fleur'); iptSetPointerBehavior(h, enterFcn);
A pointer behavior structure has three fields that specify the behavior of the pointer when the mouse moves over and then exits an object in the figure.
To define the specific actions of the pointer, set the value of these
fields to function handles. If you set a field to
, then no action is
taken. When the pointer manager calls the function handles, it passes two arguments: the figure
object and the current position of the pointer.
|Called when the mouse pointer moves over the object.|
|Called once when the mouse pointer moves over the object, and called again each time the mouse moves within the object.|
|Called when the mouse pointer leaves the object.|
iptPointerManager considers not just the object the pointer is over,
but all objects in the figure.
iptPointerManager searches the graphics
objects hierarchy to find the first object that contains a pointer behavior structure. The
iptPointerManager then executes that object's pointer behavior function.
For more information, see Graphics Object Hierarchy.
For example, you could set the pointer to be a fleur and associate that pointer with the axes. Then, when you slide the pointer into the figure window, it will initially be the default pointer, then change to a fleur when you cross into the axes, and remain a fleur when you slide over the objects parented to the axes.