Example ====== Select all running shapes ====== ^ by: | Gregory Haynes, January 2019 | ^ published: | http://forum.avolites.com/viewtopic.php?f=20&t=5973 | ^ description: | Select all running shapes both from playbacks and in the programmer so the properties can be edited on the wheels. | ^ remarks: | | {{tag>select all shapes}} ==== functions ==== * [[:macros:function:Editor.Shapes.ConnectShapesList]] * [[:macros:function:Editor.Shapes.SelectAllShapes]] * [[:macros:function:ActionScript.SetProperty.Boolean]] ==== affected properties ==== * [[:macros:property:Editor.Shapes.ProgrammerShapes.Empty]] * [[:macros:property:Editor.Shapes.EditShapesEmpty]] * [[:macros:property:Editor.Shapes.EditingPlaybackShapes]] ==== control structures ==== * conditional steps, see [[macros:control_structures|]] ===== Code ===== >The Editor.Shapes.ConnectShapesRunning function is poorly named as the only thing that it does is determine whether there are any running shapes or not. > >You need to do something like this (which is equivalent to pressing Connect > Shape > Shape): Editor.Shapes.ConnectShapesList() Editor.Shapes.SelectAllShapes() ActionScript.SetProperty.Boolean("Editor.Shapes.EditingPlaybackShapes", true) ===== Explanation ===== This explains the functional steps within the sequence. For all the other XML details please refer to [[:macros:formats_and_syntax#xml_format|Formats and syntax]] * ''Editor.Shapes.ConnectShapesList()'' gets all running shapes * ''Editor.Shapes.SelectAllShapes()'' then selects all shapes if there are any * ''ActionScript.SetProperty.Boolean("Editor.Shapes.EditingPlaybackShapes", true)'' commands that playback shapes can be edited if there are any ===== How to use it ===== * [[:macros:deploying|make this macro available]] * fire the macro to select all running shapes for editing ~~DISCUSSION~~