Example
by: | Gregory Haynes, January 2019 |
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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: |
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):
<?xml version="1.0" encoding="utf-8"?> <avolites.macros xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Avolites.Menus.xsd"> <macro id="Avolites.Macros.SelectAllShapes" name="Select All Shapes"> <sequence> <step>Editor.Shapes.ConnectShapesList()</step> <step condition="!Editor.Shapes.ProgrammerShapes.Empty">Editor.Shapes.SelectAllShapes()</step> <step condition="!Editor.Shapes.EditShapesEmpty"> ActionScript.SetProperty.Boolean("Editor.Shapes.EditingPlaybackShapes", true) </step> </sequence> </macro> </avolites.macros>
This explains the functional steps within the sequence. For all the other XML details please refer to Formats and syntax
Editor.Shapes.ConnectShapesList()
gets all running shapesEditor.Shapes.SelectAllShapes()
then selects all shapes if there are anyActionScript.SetProperty.Boolean(“Editor.Shapes.EditingPlaybackShapes”, true)
commands that playback shapes can be edited if there are any