Why Seting the SetMode to orbit disables custom KeyPressFcn event handlers, the callback - matlab

1-The code below displays the properties of the pressed key.Try it by pressing a key and observe the results.
figure('Name','Press keys to put event data in Command Window',...
'KeyPressFcn',#(obj,evt)disp(evt));
you will see outputs like this( e.g upon pressing space bar)
Character: ' '
Modifier: {1x0 cell}
Key: 'space'
2-Now simply add the following line of code to above ( or simply execute it before clearing the workspace)
cameratoolbar('SetMode','orbit');
Now press any key and nothing happens! the control will no longer be transferred to your costume call back function! ( here:#(obj,evt)disp(evt)).
same thing happens for WindowButtonDownFcn, WindowButtonUpFcn too.
How can I get around this? I wanna be able to handle KeyPressFcn or WindowButtonDownFcn after executing cameratoolbar('SetMode','orbit').

I found the answer: Once the cameratoolbar('SetMode','orbit') is called one of these two happens:the handle to the figure is lost or the event handler gets its default value. I am not sure which one though. Therefore we can add the following code to re-assign the lost handler back to our own call back function:
set(gcf,'KeyPressFcn',#(obj,evt)disp(evt))

Related

MaxMSP/Arcade Button Responding Incorrectly with HI Objject

I'm linking an arcade button connected to a USB encoder with a Max patch. The button is behaving strangely. Here's what happens:
I have the button mapped to the a key. When Max is open, this functionality breaks. Even outside of Max. Even once I close Max, I need to remap the key. I'm not using MAME or anything like that; just JoytoKey for the mapping.
This issue is negated partially through use of the HIobject. Max recognizes the button and I can use it, however it's not functioning as an on/off. Rather a bang is sent on button press and release. How do I make the button work normally (send a single bang on press, and none on release)?
Here's my patch, if it helps. I don't know how useful it is without my video files:
<pre><code>
----------begin_max5_patcher----------
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-----------end_max5_patcher-----------
</code></pre>
It's hard to give an exact answer without knowing what your USB device outputs, however in your patch whatever exits the [hi] object goes into the [live.text] button, which is set to Button mode, always converting it to a bang.
In the patch below I set the [live.text] button to Toggle mode. I also took the liberty of cleaning some other things up.
The next thing though is that you will need to find out what part of the output of the hi object is the information you are looking for. You can do that with a [print] object. Then you can select that number with an [unpack] and select the 1's and use that to trigger [random] (see the patch below).
----------begin_max5_patcher----------
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-----------end_max5_patcher-----------

Override 'Cancel' in event procedures

There is data validation in my MS Word user form which returns the focus to the textbox where the user entered something incorrect. Now I am trying to accommodate the user's change of mind: instead of correcting the entry, I want him to be able to exit the form (click the Exit command button), in which case the entry would be discarded. I suppose that a solution would start with not using the text box's exit event. I little help from someone who knows the answer would save me a lot of testing time, perhaps to find out that I can't do it.
Does anyone know?
I understand that you are handling the Exit event of the Textbox, setting the Cancel output parameter if the data is not valid.
There's a tricky but simple solution that permits to keep that working and still have an Exit button. It permits to activate the handler of the Exit button without requiring the focus to leave the Textbox. This way you can unload the Form safely in this handler.
Try this it works pretty smoothly:
1- Set the property TakeFocusOnClick of the Exit command button to False. You can do that at design time in the property-sheet, or at run-time i.e. at UserForm_Activate
2- just unload the form when the Exit button is clicked:
Private Sub ExitButton_Click()
Unload Me
End Sub
#A.S.H provided the key to the solution below. His point is that it is possible to call another event procedure while Cancel is active in the Exit procedure of a control. That other procedure can be used to rectify the condition in the first control which is triggering the Cancel, thereby enabling an orderly exit. The all-enabling condition is that the control on whose click event the rectifying procedure is to run must not take the focus when clicked (meaning it can run without triggering an exit from the control stuck on Cancel). I have added code to the exit procedure to set CmdExit.TakeFocusOnClick = False when a Cancel condition arises there. Now, ...
Private Sub CmdExit_Click()
' 12 May 2017
' if CmdExit can't take the focus it can't be the ActiveControl
If Not ActiveControl Is CmdExit Then
Select Case ActiveControl.Name
Case "Cbx107"
Cbx107.Value = ""
Case "Tbx53"
Tbx53.Value = "0"
End Select
With CmdExit
If Not .TakeFocusOnClick Then
.TakeFocusOnClick = True
.SetFocus
End If
End With
End If
' now CmdExit is the ActiveControl
MsgMe "Cmd Exit: ActiveControl = " & ActiveControl.Name
Me.Hide
End Sub

NatTable HoverStylingCommandHandler not being triggered by HoverStylingCommand

The issue that I am having is that I am attempting to execute a HoverStylingCommand by calling:
natTable.doCommand(new HoverStylingCommand(natTable, columnIndex, rowIndex, hoverLayer);
and the HoverStylingCommandHandler that is registered by the HoverLayer is never being triggered when the command is executed. However the handler does get hit when the exact same command is triggered from the SimpleHoverStylingBinding.
It doesn't make sense to execute the HoverStylingCommand programmatically. It is intended to operate in combination with the mouse cursor position. IIRC the command handler performs a check on the mouse cursor position. So from the functional point of view it is correct that the command handler is not triggered.

WindowKeyPressFcn stops being called

I am working on some modifications to EEGlab's eegplot function (things like vim-style navigation etc.) that need to work through WindowKeyPressFcn.
However, the callback is not being called for some reason. I have been debugging the issue for some time and am a bit lost. I am looking for suggestions on what might be wrong. Unfortunatelly the eegplot function is big, complex and somewhat convoluted and I was unable to reproduce the issue in a simple example. Therefore I am looking for general suggestions on why a function handle that is clearly present in WindowKeyPressFcn might stop being used at some point.
Here is what I have learned so far:
If I go to debug mode in eegplot (set a breakpoint near the end of the setup function [the first half of eegplot]) I am able to run the WindowKeyPressFcn at least once.
However - the function stops being called at some point during debug (sometimes even after being called only once).
If I run eegplot without debug (that is wait for it to finish and return control to me) I am unable to call WindowKeyPressFcn by pressing a key. The function handle is still present in WindowKeyPressFcn property of the figure.
Whener the WindowKeyPressFcn is not being used when I press a key, I can still call it with:
figh = gcf;
fun = get(figh, 'WindowKeyPressFcn');
ev.Key = 'rightarrow';
ev.Character = ' ';
ev.Modifier = [];
feval(fun, figh, ev);
So the function handle is 'healthy' so to speak, but for some reason it is not being used any more when a key is pressed and the figure has focus. When and why something like this could happen? Any ideas on things I should check to understand this issue?
Update:
I found out that WindowKeyPressFcn callback can sometimes be blocked by some window listeners, and tried out the following solution:
hManager = uigetmodemanager(gcf);
set(hManager.WindowListenerHandles,'Enable','off');
It doesn't work - WindowKeyPressFcn is still not called when I press a key. :(
Update 2:
Another thing that does not work:
chld = get(gcf, 'Children');
tp = get(chld, 'type');
chld = chld(strcmp(tp, 'uicontrol'));
set(chld, 'KeyPressFcn', #eegplot_readkey_new)
(eegplot_readkey_new is the function I use for reacting to keypresses)
Update 3:
And another one not working:
addlistener(gcf, 'WindowKeyPress', #eegplot_readkey_new);
Ok - I fiugred it out, although the solution is weird to say the least.
For some mysterious reason using linesmoothing undocummented property prevents WindowKeyPressFcn from being called. I have absolutely no idea why...

Uitable, cellSelectionCallback and modifying dataset

My code is really too long to be posted here, even by little portions. So I will just ask for one or two things :
It appears to me that when modifying the 'Data' property of an uitable 'ht' :
set(ht, 'Data', something);
that the "cellSelectionCallback" routine is triggered (as the selection is very likely to have changed, indeed), but not immediatly after the dataset is modified.
Is this true ?
Is there any way to prevent such a behavoir ?
Thanks !
I have code using a uitable, e.g:
tbl = uitable('Parent', fh, 'CellSelectionCallback',{#cell_select_callback fh});
I did a quick experiment and when using set(tbl,'Data',my_data) the callback is triggered only if the set causes the selected cell(s) to change, and this happens immediately (as far as I can tell - I saw no appreciable delay).
To stop that happening you could just unset the CellSelectionCallback property, change the data, and then reset CellSelectionCallback.
I had the same issue. Was getting index out of bounds warnings. To get rid of those I used this in my CallSelectionCallback:
if ~isempty(eventdata.Indices)
// all the code
end
When the set command triggers the CallSelectionCallback the eventdata.Indices is empty.
A similar possibility to Sebastien's answer is to put this in your cellselectioncallback function:
function output = mycellselection(source,event)
if isempty(event.Indixes)
output = [];
return
end
% rest of your code for cell selection
end
If you don't have any output needed, you can just remove it. I just put it in there to remind you that you have to assign a value to any outputs.