macros:example:selectallrunningshapes
                Table of Contents
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: | 
functions
affected properties
control structures
- conditional steps, see 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):
- SelectAllShapes.xml
- <?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> 
Explanation
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 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
- fire the macro to select all running shapes for editing
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                                    macros/example/selectallrunningshapes.txt · Last modified: 2019/03/10 09:55 by icke_siegen
                
                