//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef SCENEMANAGER_TOOLS_H #define SCENEMANAGER_TOOLS_H #ifdef _WIN32 #pragma once #endif class mxWindow; class ITreeItem; #define ERROR_R 255 #define ERROR_G 102 #define ERROR_B 0 #define CONSOLE_R 82 #define CONSOLE_G 173 #define CONSOLE_B 216 class CSentence; class KeyValues; class CUtlBuffer; bool SceneManager_LoadSentenceFromWavFile( char const *wavfile, CSentence& sentence ); bool SceneManager_SaveSentenceToWavFile( char const *wavfile, CSentence& sentence ); void SceneManager_AddWindowStyle( mxWindow *w, int addbits ); void SceneManager_MakeToolWindow( mxWindow *w, bool smallcaption ); char *va( PRINTF_FORMAT_STRING const char *fmt, ... ); void Con_Printf( PRINTF_FORMAT_STRING const char *fmt, ... ); void Con_Overprintf( PRINTF_FORMAT_STRING const char *fmt, ... ); void Con_ColorPrintf( int r, int g, int b, PRINTF_FORMAT_STRING const char *fmt, ... ); char *SceneManager_MakeWindowsSlashes( char *pname ); const char *SceneManager_GetGameDirectory( void ); bool SceneManager_FullpathFileExists( const char *filename ); int ConvertANSIToUnicode(const char *ansi, wchar_t *unicode, int unicodeBufferSize); int ConvertUnicodeToANSI(const wchar_t *unicode, char *ansi, int ansiBufferSize); extern class IFileSystem *filesystem; extern char g_appTitle[]; void VSS_Checkout( char const *name, bool updatestaticons = true ); void VSS_Checkin( char const *name, bool updatestaticons = true ); void SceneManager_LoadWindowPositions( KeyValues *kv, mxWindow *wnd ); void SceneManager_SaveWindowPositions( CUtlBuffer& buf, int indent, mxWindow *wnd ); void MakeFileWriteable( const char *filename ); #endif // SCENEMANAGER_TOOLS_H