// 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_)