Documentation

This is machine translation

Translated by Microsoft
Mouse over text to see original. Click the button below to return to the English verison of the page.

Patch Properties

Control patch appearance and behavior

Patch properties control the appearance and behavior of patch objects. By changing property values, you can modify certain aspects of the patch.

Starting in R2014b, you can use dot notation to query and set properties.

p = patch;
c = p.CData;
p.CDataMapping = 'scaled';

If you are using an earlier release, use the get and set functions instead.

Faces

expand all

Face color, specified as one of these values:

  • RGB triplet or character vector of color name — Single color for all of the faces. See the following table for more details.

  • 'flat' — Uniform face colors. First, specify CData or FaceVertexCData as an array containing one color per face or one color per vertex. If you specify a color for each vertex, then the color of the first vertex specified determines the face color.

  • 'interp' — Interpolate the color across each face. First, specify CData or FaceVertexCData as an array containing one value per vertex. Determine the face colors by using a bilinear interpolation of the values at each vertex.

  • 'none' — No faces displayed.

An RGB triplet is a three-element row vector whose elements specify the intensities of the red, green, and blue components of the color. The intensities must be in the range [0,1]; for example, [0.4 0.6 0.7]. This table lists the long and short color name options and the equivalent RGB triplet values.

Long NameShort NameRGB Triplet
'yellow''y'[1 1 0]
'magenta''m'[1 0 1]
'cyan''c'[0 1 1]
'red''r'[1 0 0]
'green''g'[0 1 0]
'blue''b'[0 0 1]
'white''w'[1 1 1]
'black''k'[0 0 0]

Face transparency, specified as one of these values:

  • Scalar in range [0,1] — Use uniform transparency across all of the faces. A value of 1 is fully opaque and 0 is completely transparent. This option does not use the transparency values in the FaceVertexAlphaData property.

  • 'flat' — Use a different transparency for each face based on the values in the FaceVertexAlphaData property. First you must specify the FaceVertexAlphaData property as a vector containing one transparency value per face or vertex. The transparency value at the first vertex determines the transparency for the entire face.

  • 'interp' — Use interpolated transparency for each face based on the values in FaceVertexAlphaData property. First you must specify the FaceVertexAlphaData property as a vector containing one transparency value per vertex. The transparency varies across each face by interpolating the values at the vertices.

Effect of light objects on faces, specified as one of these values:

  • 'flat' — Apply light uniformly across the faces. Use this value to view faceted objects.

  • 'gouraud' — Vary the light across the faces. Calculate the light at the vertices and then linearly interpolate the light across the faces. Use this value to view curved surfaces.

  • 'none' — Do not apply light from light objects to the faces.

    Note:   The 'phong' value has been removed. Use 'gouraud' instead.

Face lighting when the vertex normals point away from camera, specified as one of these values:

  • 'reverselit' — Light the face as if the vertex normal pointed towards the camera.

  • 'unlit' — Do not light the face.

  • 'lit' — Light the face according to the vertex normal.

Use this property to discriminate between the internal and external surfaces of an object. For an example, see Back Face Lighting.

Edges

expand all

Edge colors, specified as one of the values in this table. The default edge color is black with an RGB triplet value of [0 0 0]. If multiple polygons share an edge, then the first polygon drawn controls the displayed edge color.

ValueDescriptionResult

RGB triplet or a character vector of a color name

Single color for all of the edges. See the following table for more details.

'flat'

Different color for each edge. Use the vertex colors to set the color of the edge that follows it. You must first specify CData or FaceVertexCData as an array containing one color per vertex. The edge color depends on the order in which you specify the vertices.

'interp'

Interpolated edge color. You must first specify CData or FaceVertexCData as an array containing one color per vertex. Determine the edge color by linearly interpolating the values at the two bounding vertices.

'none'No edges displayed.

No edges displayed.

An RGB triplet is a three-element row vector whose elements specify the intensities of the red, green, and blue components of the color. The intensities must be in the range [0,1]; for example, [0.4 0.6 0.7]. This table lists the long and short color name options and the equivalent RGB triplet values.

Long NameShort NameRGB Triplet
'yellow''y'[1 1 0]
'magenta''m'[1 0 1]
'cyan''c'[0 1 1]
'red''r'[1 0 0]
'green''g'[0 1 0]
'blue''b'[0 0 1]
'white''w'[1 1 1]
'black''k'[0 0 0]

Edge line transparency, specified as one of these values:

  • Scalar value in range [0,1] — Use uniform transparency across all of the edges. A value of 1 is fully opaque and 0 is completely transparent. This option does not use the transparency values in the FaceVertexAlphaData property.

  • 'flat' — Use a different transparency for each edge based on the values in the FaceVertexAlphaData property. First you must specify the FaceVertexAlphaData property as a vector containing one transparency value per face or vertex. The transparency value at the first vertex determines the transparency for the edge.

  • 'interp' — Use interpolated transparency for each edge based on the values in FaceVertexAlphaData property. First you must specify the FaceVertexAlphaData property as a vector containing one transparency value per vertex. Vary the transparency across each edge by interpolating the values at the vertices.

Line style, specified as one of the line styles listed in this table.

Line StyleDescriptionResulting Line
'-'Solid line

'--'Dashed line

':'Dotted line

'-.'Dash-dotted line

'none'No lineNo line

Line width, specified as a positive value in points. If the line has markers, then the line width also affects the marker edges.

Example: 0.75

Effect of light objects on edges, specified as one of these values:

  • 'flat' — Apply light uniformly across the each edges.

  • 'none' — Do not apply lights from light objects to the edges.

  • 'gouraud' — Calculate the light at the vertices, and then linearly interpolate across the edges.

    Note:   The 'phong' value has been removed. Use 'gouraud' instead.

Sharp vertical and horizontal lines, specified as 'off' or 'on'.

If the associated figure has a GraphicsSmoothing property set to 'on' and a Renderer property set to 'opengl', then the figure applies a smoothing technique to plots. In some cases, this smoothing technique can cause vertical and horizontal lines to appear uneven in thickness or color. Use the AlignVertexCenters property to eliminate the uneven appearance.

  • 'off' — Do not sharpen vertical or horizontal lines. The lines might appear uneven in thickness or color.

  • 'on' — Sharpen vertical and horizontal lines to eliminate an uneven appearance.

    Note:   You must have a graphics card that supports this feature. To see if the feature is supported, type opengl info. If it is supported, then the returned fields contain the line SupportsAlignVertexCenters: 1.

Markers

expand all

Marker symbol, specified as one of the values listed in this table. By default, the patch object does not display markers. Specifying a marker symbol adds markers at each data point or vertex.

ValueDescription
'o'Circle
'+'Plus sign
'*'Asterisk
'.'Point
'x'Cross
'square' or 's'Square
'diamond' or 'd'Diamond
'^'Upward-pointing triangle
'v'Downward-pointing triangle
'>'Right-pointing triangle
'<'Left-pointing triangle
'pentagram' or 'p'Five-pointed star (pentagram)
'hexagram' or 'h'Six-pointed star (hexagram)
'none'No markers

Example: '+'

Example: 'diamond'

Marker outline color, specified as specified as one of these values:

  • 'auto' — Use the same color as the EdgeColor property.

  • 'none' — Use no color, which makes unfilled markers invisible.

  • 'flat' — Use the CData value at the vertex to set the color.

  • RGB triplet or character vector of a color name — Use the specified color.

An RGB triplet is a three-element row vector whose elements specify the intensities of the red, green, and blue components of the color. The intensities must be in the range [0,1]; for example, [0.4 0.6 0.7]. This table lists the long and short color name options and the equivalent RGB triplet values.

Long NameShort NameRGB Triplet
'yellow''y'[1 1 0]
'magenta''m'[1 0 1]
'cyan''c'[0 1 1]
'red''r'[1 0 0]
'green''g'[0 1 0]
'blue''b'[0 0 1]
'white''w'[1 1 1]
'black''k'[0 0 0]

Example: [0.5 0.5 0.5]

Example: 'blue'

Marker fill color, specified as one of these values:

  • 'none' — Use no color, which allows the background to show through.

  • 'auto' — Use the same color as the Color property for the axes.

  • 'flat' — Use the CData value of the vertex to set the color.

  • RGB triplet or character vector of a color name — Use the specified color.

An RGB triplet is a three-element row vector whose elements specify the intensities of the red, green, and blue components of the color. The intensities must be in the range [0,1]; for example, [0.4 0.6 0.7]. This table lists the long and short color name options and the equivalent RGB triplet values.

Long NameShort NameRGB Triplet
'yellow''y'[1 1 0]
'magenta''m'[1 0 1]
'cyan''c'[0 1 1]
'red''r'[1 0 0]
'green''g'[0 1 0]
'blue''b'[0 0 1]
'white''w'[1 1 1]
'black''k'[0 0 0]

This property affects only the circle, square, diamond, pentagram, hexagram, and the four triangle marker types.

Example: [0.3 0.2 0.1]

Example: 'green'

Example:

Marker size, specified as a positive value in points.

Example: 10

Color and Transparency Mapping

expand all

Face and vertex colors, specified as a single color for the entire patch, one color per face, or one color per vertex for interpolated face color.

If you want to use indexed colors, then specify FaceVertexCData in one of these forms:

  • For one color for the entire patch, use a single value.

  • For one color per face, use an m-by-1 column vector, where m is the number of rows in the Faces property.

  • For interpolated face color, use an m-by–1 column vector where m is the number of rows in the Vertices property.

If you want to use true colors, then specify FaceVertexCData in one of these forms:

  • For one color for the entire patch, use a three-element row vector defining an RGB triplet.

  • For one color per face, use an m-by-3 array of RBG triplets, where m is the number of rows in the Faces property.

  • For interpolated face color, use an m-by-3 array, where m is the number of rows in the Vertices property.

The following diagram illustrates the various forms of the FaceVertexCData property for a patch having eight faces and nine vertices. The CDataMapping property determines how MATLAB® interprets the FaceVertexCData property when you specify indexed colors.

Patch color data, specified as a single color for the entire patch, one color per face, or one color per vertex.

The way the patch function interprets CData depends on the type of data supplied. Specify CData in one of these forms:

  • Numeric values that are scaled to map linearly into the current colormap.

  • Integer values that are used directly as indices into the current colormap.

  • Arrays of RGB triplets. RGB triplets are not mapped into the current colormap, but interpreted as the colors defined.

The following diagrams illustrate the dimensions of CData with respect to the arrays in the XData, YData, and ZData properties.

These diagrams illustrates the use of indexed color.

These diagrams illustrates the use of true color. True color requires either a single RGB triplet or an array of RGB triplets.

If CData contains NaNs, then patch does not color the faces.

An alternative method for defining patches uses the Faces, Vertices, and FaceVertexCData properties.

Example: [1,0,0]

Data Types: single | double | int8 | int16 | int32 | int64 | uint8 | uint16 | uint32 | uint64

Direct or scaled color data mapping, specified as 'scaled' (the default) or 'direct'. The CData and FaceVertexCData properties contains color data. If you use true color specification for CData or FaceVertexCData, then this property has no effect.

  • 'direct' — Interpret the values as indices into the current colormap. Values with a decimal portion are fixed to the nearest lower integer.

    • If the values are of type double or single, then values of 1 or less map to the first color in the colormap. Values equal to or greater than the length of the colormap map to the last color in the colormap.

    • If the values are of type uint8, uint16, uint32, uint64 , int8, int16, int32, or int64, then values of 0 or less map to the first color in the colormap. Values equal to or greater than the length of the colormap map to the last color in the colormap (or up to the range limits of the type).

    • If the values are of type logical, then values of 0 map to the first color in the colormap and values of 1 map to the second color in the colormap.

  • 'scaled' — Scale the values to range between the minimum and maximum color limits. The CLim property of the axes contains the color limits.

Face and vertex transparency values, specified as a scalar, a vector with one value per face, or a vector with one value per vertex.

  • For uniform transparency across all of the faces or edges, specify a scalar value. Then, set the FaceAlpha or EdgeAlpha property to 'flat'.

  • For a different transparency for each face or edge, specify an m-by-1 vector, where m is the number of faces. Then, set the FaceAlpha or EdgeAlpha property to 'flat'. To determine the number of faces, query the number of rows in the Faces property.

  • For interpolated transparency across each face or edge, specify an n-by-1 vector, where n is the number of vertices. Then, set the FaceAlpha or EdgeAlpha property to 'interp'. To determine the number of faces, query the number of rows in the Vertices property.

The AlphaDataMapping property determines how the patch interprets the FaceVertexAlphaData property values.

    Note:   If the FaceAlpha and EdgeAlpha properties are both set to scalar values, then the patch does not use the FaceVertexAlphaData values.

Interpretation of FaceVertexAlphaData values, specified as one of these values:

  • 'none' — Interpret the values as transparency values. A value of 1 or greater is completely opaque, a value of 0 or less is completely transparent, and a value between 0 and 1 is semitransparent.

  • 'scaled' — Map the values into the figure's alphamap. The minimum and maximum alpha limits of the axes determine the alpha data values that map to the first and last elements in the alphamap, respectively. For example, if the alpha limits are [3 5], then alpha data values less than or equal to 3 map to the first element in the alphamap. Alpha data values greater than or equal to 5 map to the last element in the alphamap. The ALim property of the axes contains the alpha limits. The Alphamap property of the figure contains the alphamap.

  • 'direct' — Interpret the values as indices into the figure's alphamap. Values with a decimal portion are fixed to the nearest lower integer.

    • If the values are of type double or single, then values of 1 or less map to the first element in the alphamap. Values equal to or greater than the length of the alphamap map to the last element in the alphamap.

    • If the values are of integer type, then values of 0 or less map to the first element in the alphamap. Values equal to or greater than the length of the alphamap map to the last element in the alphamap (or up to the range limits of the type). The integer types are uint8, uint16, uint32, uint64 , int8, int16, int32, and int64.

    • If the values are of type logical, then values of 0 map to the first element in the alphamap and values of 1 map to the second element in the alphamap.

Face and Vertex Normals

expand all

Face normal vectors, specified as an array of normal vectors with one normal vector one per patch face. Define one normal per patch face, as determined by the size of the Faces property value. Face normals determine the orientation of each patch face. This data is used for lighting calculations.

Specifying values for this property sets the associated mode to manual. If you do not specify normal vectors, then the patch generates this data when the axes contains light objects. The patch computes face normals using Newell's method.

Data Types: single | double | int8 | int16 | int32 | int64 | uint8 | uint16 | uint32 | uint64

Vertex normal vectors, specified as an array of normal vectors with one normal vector one per patch vertex. Define one normal per patch vertex, as determined by the size of the Vertices property value. Vertex normals determine the shape and orientation of the patch. This data is used for lighting calculations.

Specifying values for this property sets the associated mode to manual. If you do not specify normal vectors, then the patch generates this data when the axes contains light objects.

Data Types: single | double | int8 | int16 | int32 | int64 | uint8 | uint16 | uint32 | uint64

Selection mode for FaceNormals, specified as one of these values:

  • 'auto' — The patch function calculates face normals when you add a light to the scene.

  • 'manual' — Use the face normal data specified by the FaceNormals property. Assigning values to the FaceNormals property sets FaceNormalsMode to 'manual'.

Selection mode for VertexNormals, specified as one of these values:

  • 'auto' — The patch function calculates vertex normals when you add a light to the scene.

  • 'manual' — Use the vertex normal data specified by the VertexNormals property. Assigning values to the VertexNormals property sets VertexNormalsMode to 'manual'.

Ambient Lighting

expand all

Strength of ambient light, specified as a scalar value in the range [0,1]. Ambient light is a nondirectional light that illuminates the entire scene. There must be at least one visible light object in the axes for the ambient light to be visible.

The AmbientLightColor property for the axes sets the color of the ambient light. The color is the same for all objects in the axes.

Example: 0.5

Data Types: double

Strength of diffuse light, specified as a scalar value in the range [0,1]. Diffuse light is the nonspecular reflectance from light objects in the axes.

Example: 0.3

Data Types: double

Strength of specular reflection, specified as a scalar value in the range [0,1]. Specular reflections are the bright spots on the surface from light objects in the axes.

Example: 0.3

Data Types: double

Color of specular reflections, specified as a scalar between 0 and 1 inclusive.

  • 0 — The color of the specular reflection depends on both the color of the object from which it reflects and the color of the light source.

  • 1 — The color of the specular reflection depends only on the color or the light source (that is, the light object Color property).

The contributions from the light source color and the patch color to the specular reflection color vary linearly for values between 0 and 1.

Example: 0.5

Data Types: single | double

Expansiveness of specular reflection, specified as a scalar value greater than 0. SpecularExponent controls the size of the specular reflection spot. Greater values produce less specular reflection.

Most materials have exponents in the range of 5 to 20.

Example: 17

Data Types: double

Data

expand all

The x-coordinates of the patch vertices, specified as a vector or a matrix. If XData is a matrix, then each column represents the x-coordinates of a single face of the patch. In this case, XData, YData, and ZData must have the same dimensions.

Data Types: single | double | int8 | int16 | int32 | int64 | uint8 | uint16 | uint32 | uint64

The y-coordinates defining the patch, specified as a vector or a matrix. If YData is a matrix, then each column represents the y-coordinates of a single face of the patch. In this case, XData, YData, and ZData must have the same dimensions.

Data Types: single | double | int8 | int16 | int32 | int64 | uint8 | uint16 | uint32 | uint64

The z-coordinates of the patch vertices, specified as a vector or a matrix. If ZData is a matrix, then each column represents the z-coordinates of a single face of the patch. In this case, XData, YData, and ZData must have the same dimensions.

Data Types: single | double | int8 | int16 | int32 | int64 | uint8 | uint16 | uint32 | uint64

Vertex connection defining each face, specified as a vector or a matrix defining the vertices in the Vertices property that are to be connected to form each face. The Faces and Vertices properties provide an alternative way to specify a patch that can be more efficient than using XData, YData, and ZData coordinates in most cases.

Each row in the faces array designates the connections for a single face, and the number of elements in that row that are not NaN defines the number of vertices for that face. Therefore, an m-by-n Faces array defines m faces with up to n vertices each.

For example, consider the following patch. It is composed of eight triangular faces defined by nine vertices. The corresponding Faces and Vertices properties are shown to the right of the patch. Note how some faces share vertices with other faces. For example, the fifth vertex (V5) is used six times, once each by faces one, two, three, six, seven, and eight. Without sharing vertices, this same patch requires 24 vertex definitions.

Data Types: single | double | int8 | int16 | int32 | int64 | uint8 | uint16 | uint32 | uint64

Vertex coordinates, specified as a vector or a matrix defining the (x,y,z) coordinates of each vertex. The Faces and Vertices properties provide an alternative way to specify a patch that can be more efficient than using XData, YData, and ZData coordinates in most cases. See the Faces property for a description of how the vertex data is used.

Data Types: single | double | int8 | int16 | int32 | int64 | uint8 | uint16 | uint32 | uint64

Visibility

expand all

State of visibility, specified as one of these values:

  • 'on' — Display the patch.

  • 'off' — Hide the patch without deleting it. You still can access the properties of an invisible patch object.

Clipping of the patch object to the axes limits, specified as one of these values:

  • 'on' — Do not display parts of the patch object that are outside the axes limits.

  • 'off' — Display the entire patch object, even if parts of it appear outside the axes limits. Parts of the patch object might appear outside the axes limits if you create a plot, set hold on, freeze the axis scaling, and then create the patch object so that it is larger than the original plot.

The Clipping property of the axes that contains the patch object must be set to 'on', otherwise this property has no effect. For more information about the clipping behavior, see the Clipping property of the axes.

    Note:   EraseMode has been removed. You can delete code that accesses the EraseMode property with minimal impact. If you were using EraseMode to create line animations, use the animatedline function instead.

Technique to draw and erase objects, specified as one of these values:

  • 'normal' — Redraw the affected region of the display, performing the three-dimensional analysis necessary to correctly render all objects. This mode produces the most accurate picture, but is the slowest. The other modes are faster, but do not perform a complete redraw and, therefore, are less accurate.

  • 'none' — Do not erase the object when it is moved or destroyed. After you erase the object with EraseMode,'none', it is still visible on the screen. However, you cannot print the object because MATLAB does not store any information on its former location.

  • 'xor' — Draw and erase the object by performing an exclusive OR (XOR) with the color of the screen beneath it. This mode does not damage the color of the objects beneath it. However, the object color depends on the color of whatever is beneath it on the display.

  • 'background' — Erase the object by redrawing it in the axes background color, or the figure background color if the axes Color property is 'none'. This damages objects that are behind the erased object, but properly colors the erased object.

MATLAB always prints figures as if the EraseMode property of all objects is set to 'normal'. This means graphics objects created with EraseMode set to 'none', 'xor', or 'background' can look different on screen than on paper. On screen, MATLAB mathematically combines layers of colors and ignores three-dimensional sorting to obtain greater rendering speed. However, MATLAB does not apply these techniques to the printed output. Use the getframe command or other screen capture applications to create an image of a figure containing nonnormal mode objects.

Identifiers

expand all

This property is read only.

Type of graphics object, returned as 'patch'. Use this property to find all objects of a given type within a plotting hierarchy, for example, searching for the type using findobj.

User-specified tag to associate with the patch, specified as a character vector. Tags provide a way to identify graphics objects. Use this property to find all objects with a specific tag within a plotting hierarchy, for example, searching for the tag using findobj.

Example: 'January Data'

Data to associate with the patch object, specified as any MATLAB data, for example, a scalar, vector, matrix, cell array, character array, table, or structure. MATLAB does not use this data.

To associate multiple sets of data or to attach a field name to the data, use the getappdata and setappdata functions.

Example: 1:100

Text used for the legend label, specified as a character vector. If you do not specify the text, then the legend uses a label of the form 'dataN'. The legend does not display until you call the legend command.

Example: 'Label Text'

This property is read only.

Control for including or excluding the patch from a legend, returned as an Annotation object. Set the underlying IconDisplayStyle property to one of these values:

  • 'on' — Include the patch in the legend (default).

  • 'off' — Do not include the patch in the legend.

For example, exclude a stem chart from the legend.

p = plot(1:10,'DisplayName','Line Chart');
hold on
s = stem(1:10,'DisplayName','Stem Chart');
hold off
s.Annotation.LegendInformation.IconDisplayStyle = 'off';
legend('show')

Alternatively, you can control the items in a legend using the legend function. Specify the first input argument as a vector of the graphics objects to include.

p = plot(1:10,'DisplayName','Line Chart');
hold on
s = stem(1:10,'DisplayName','Stem Chart');
hold off
legend(p)

Parent/Child

expand all

Parent of patch, specified as an axes, group, or transform object.

The patch has no children. You cannot set this property.

Visibility of patch object handle in the Children property of the parent, specified as one of these values:

  • 'on' — The patch object handle is always visible.

  • 'off' — The patch object handle is invisible at all times. This option is useful for preventing unintended changes to the UI by another function. Set the HandleVisibility to 'off' to temporarily hide the handle during the execution of that function.

  • 'callback' — The patch object handle is visible from within callbacks or functions invoked by callbacks, but not from within functions invoked from the command line. This option blocks access to the patch at the command-line, but allows callback functions to access it.

If the patch object is not listed in the Children property of the parent, then functions that obtain object handles by searching the object hierarchy or querying handle properties cannot return it. This includes get, findobj, gca, gcf, gco, newplot, cla, clf, and close.

Hidden object handles are still valid. Set the root ShowHiddenHandles property to 'on' to list all object handles regardless of their HandleVisibility property setting.

Interactive Control

expand all

Mouse-click callback, specified as one of these values:

  • Function handle

  • Cell array containing a function handle and additional arguments

  • Character vector that is a valid MATLAB command or function, which is evaluated in the base workspace (not recommended)

Use this property to execute code when you click the patch. If you specify this property using a function handle, then MATLAB passes two arguments to the callback function when executing the callback:

  • The patch object — You can access properties of the patch object from within the callback function.

  • Event data — This argument is empty for this property. Replace it with the tilde character (~) in the function definition to indicate that this argument is not used.

For more information on how to use function handles to define callback functions, see Callback Definition.

    Note:   If the PickableParts property is set to 'none' or if the HitTest property is set to 'off', then this callback does not execute.

Example: @myCallback

Example: {@myCallback,arg3}

Context menu, specified as a uicontextmenu object. Use this property to display a context menu when you right-click the patch. Create the context menu using the uicontextmenu function.

    Note:   If the PickableParts property is set to 'none' or if the HitTest property is set to 'off', then the context menu does not appear.

Selection state, specified as one of these values:

  • 'on' — Selected. If you click the patch when in plot edit mode, then MATLAB sets its Selected property to 'on'. If the SelectionHighlight property also is set to 'on', then MATLAB displays selection handles around the patch.

  • 'off' — Not selected.

Display of selection handles when selected, specified as one of these values:

  • 'on' — Display selection handles when the Selected property is set to 'on'.

  • 'off' — Never display selection handles, even when the Selected property is set to 'on'.

Callback Execution Control

expand all

Ability to capture mouse clicks, specified as one of these values:

  • 'visible' — Can capture mouse clicks when visible. The Visible property must be set to 'on' and you must click a part of the patch that has a defined color. You cannot click a part that has an associated color property set to 'none'. If the plot contains markers, then the entire marker is clickable if either the edge or the fill has a defined color. The HitTest property determines if the patch responds to the click or if an ancestor does.

  • 'all' — Can capture mouse clicks regardless of visibility. The Visible property can be set to 'on' or 'off' and you can click a part of the patch that has no color. The HitTest property determines if the patch responds to the click or if an ancestor does.

  • 'none' — Cannot capture mouse clicks. Clicking the patch passes the click through it to the object below it in the current view of the figure window. The HitTest property has no effect.

Response to captured mouse clicks, specified as one of these values:

  • 'on' — Trigger the ButtonDownFcn callback of the patch. If you have defined the UIContextMenu property, then invoke the context menu.

  • 'off' — Trigger the callbacks for the nearest ancestor of the patch that has a HitTest property set to 'on' and a PickableParts property value that enables the ancestor to capture mouse clicks.

    Note:   The PickableParts property determines if the patch object can capture mouse clicks. If it cannot, then the HitTest property has no effect.

Callback interruption, specified as 'on' or 'off'. The Interruptible property determines if a running callback can be interrupted.

    Note:   There are two callback states to consider:

    • The running callback is the currently executing callback.

    • The interrupting callback is a callback that tries to interrupt the running callback.

    Whenever MATLAB invokes a callback, that callback attempts to interrupt a running callback. The Interruptible property of the object owning the running callback determines if interruption is allowed. If interruption is not allowed, then the BusyAction property of the object owning the interrupting callback determines if it is discarded or put in the queue.

If the ButtonDownFcn callback of the patch is the running callback, then the Interruptible property determines if it another callback can interrupt it:

  • 'on' — Interruptible. Interruption occurs at the next point where MATLAB processes the queue, such as when there is a drawnow, figure, getframe, waitfor, or pause command.

    • If the running callback contains one of these commands, then MATLAB stops the execution of the callback at this point and executes the interrupting callback. MATLAB resumes executing the running callback when the interrupting callback completes. For more information, see Interrupt Callback Execution.

    • If the running callback does not contain one of these commands, then MATLAB finishes executing the callback without interruption.

  • 'off' — Not interruptible. MATLAB finishes executing the running callback without any interruptions.

Callback queuing specified as 'queue' or 'cancel'. The BusyAction property determines how MATLAB handles the execution of interrupting callbacks.

    Note:   There are two callback states to consider:

    • The running callback is the currently executing callback.

    • The interrupting callback is a callback that tries to interrupt the running callback.

    Whenever MATLAB invokes a callback, that callback attempts to interrupt a running callback. The Interruptible property of the object owning the running callback determines if interruption is allowed. If interruption is not allowed, then the BusyAction property of the object owning the interrupting callback determines if it is discarded or put in the queue.

If the ButtonDownFcn callback of the patch tries to interrupt a running callback that cannot be interrupted, then the BusyAction property determines if it is discarded or put in the queue. Specify the BusyAction property as one of these values:

  • 'queue' — Put the interrupting callback in a queue to be processed after the running callback finishes execution. This is the default behavior.

  • 'cancel' — Discard the interrupting callback.

Creation and Deletion Control

expand all

Creation callback, specified as one of these values:

  • Function handle

  • Cell array containing a function handle and additional arguments

  • Character vector that is a valid MATLAB command or function, which is evaluated in the base workspace (not recommended)

Use this property to execute code when you create the patch. Setting the CreateFcn property on an existing patch has no effect. You must define a default value for this property, or define this property using a Name,Value pair during patch creation. MATLAB executes the callback after creating the patch and setting all of its properties.

If you specify this callback using a function handle, then MATLAB passes two arguments to the callback function when executing the callback:

  • The patch object — You can access properties of the patch object from within the callback function. You also can access the patch object through the CallbackObject property of the root, which can be queried using the gcbo function.

  • Event data — This argument is empty for this property. Replace it with the tilde character (~) in the function definition to indicate that this argument is not used.

For more information on how to use function handles to define callback functions, see Callback Definition.

Example: @myCallback

Example: {@myCallback,arg3}

Deletion callback, specified as one of these values:

  • Function handle

  • Cell array containing a function handle and additional arguments

  • Character vector that is a valid MATLAB command or function, which is evaluated in the base workspace (not recommended)

Use this property to execute code when you delete the patch. MATLAB executes the callback before destroying the patch so that the callback can access its property values.

If you specify this callback using a function handle, then MATLAB passes two arguments to the callback function when executing the callback:

  • The patch object — You can access properties of the patch object from within the callback function. You also can access the patch object through the CallbackObject property of the root, which can be queried using the gcbo function.

  • Event data — This argument is empty for this property. Replace it with the tilde character (~) in the function definition to indicate that this argument is not used.

For more information on how to use function handles to define callback functions, see Callback Definition.

Example: @myCallback

Example: {@myCallback,arg3}

This property is read only.

Deletion status of patch, returned as 'off' or 'on'. MATLAB sets the BeingDeleted property to 'on' when the delete function of the patch begins execution (see the DeleteFcn property). The BeingDeleted property remains set to 'on' until the patch no longer exists.

Check the value of the BeingDeleted property to verify that the patch is not about to be deleted before querying or modifying it.

Was this topic helpful?