// EffectEdit.h : main header file for the EFFECTEDIT application
//

#if !defined(AFX_EFFECTEDIT_H__E9B01104_1E1A_11D4_9155_00A0CC5275E1__INCLUDED_)
#define AFX_EFFECTEDIT_H__E9B01104_1E1A_11D4_9155_00A0CC5275E1__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#ifndef __AFXWIN_H__
	#error include 'stdafx.h' before including this file for PCH
#endif

#include "resource.h"		// main symbols

/////////////////////////////////////////////////////////////////////////////
// CEffectEditApp:
// See EffectEdit.cpp for the implementation of this class
//

class CEffectEditApp : public CWinApp
{
public:
	CEffectEditApp();

// Overrides
	// ClassWizard generated virtual function overrides
	//{{AFX_VIRTUAL(CEffectEditApp)
	public:
	virtual BOOL InitInstance();
	//}}AFX_VIRTUAL

// Implementation

	//{{AFX_MSG(CEffectEditApp)
		// NOTE - the ClassWizard will add and remove member functions here.
		//    DO NOT EDIT what you see in these blocks of generated code !
	//}}AFX_MSG
	DECLARE_MESSAGE_MAP()
};

void AddEffectList (CTreeCtrl& EffectList);
void KillEffectList (CTreeCtrl &EffectList);
void AddMasterList (CListBox& MasterList);
void KillMasterList (CListBox& MasterList);
HTREEITEM InsertEffectFolder (CString& foldername,CTreeCtrl& EffectList);
HTREEITEM InsertEffectItem (CString& itemname,CTreeCtrl& EffectList,HTREEITEM root);
bool CheckEffectItem (CString& itemname,CTreeCtrl& EffectList,HTREEITEM root);

#include "effectdata.hpp"
/////////////////////////////////////////////////////////////////////////////

//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.

#endif // !defined(AFX_EFFECTEDIT_H__E9B01104_1E1A_11D4_9155_00A0CC5275E1__INCLUDED_)
