// get base objects list
AttributeSelectionListPtr aSelectionList = selectionList(BASE_OBJECTS_ID());
- if (aSelectionList->size() <= 1)
+ if (aSelectionList->size() <= 1) {
+ setError("Not enough objects is selected");
return;
+ }
// collect base shapes
for(int anIndex = 0; anIndex < aSelectionList->size(); ++anIndex) {