fLayouts
BALMLayoutList* fLayouts;
if (fLayouts.CountItems() > 0)
for (int32 i = fLayouts.CountItems() - 1; i >= 0; i--)
fLayouts.ItemAt(i)->InvalidateLayout(children);
fLayouts.AddItem(layout);
fLayouts.RemoveItem(const_cast<BALMLayout*>(layout));
for (int32 i = fLayouts.CountItems() - 1; i >= 0; i--) {
BALMLayout* layout = fLayouts.ItemAt(i);
for (int32 i = fLayouts.CountItems() - 1; i >= 0; i--) {
BALMLayout* layout = fLayouts.ItemAt(i);
for (int32 i = fLayouts.CountItems() - 1; i >= 0; i--) {
fLayouts.ItemAt(i)->UpdateConstraints(fLayoutContext);
VariableList variables(fLayouts.CountItems() * 2);
for (int32 i = fLayouts.CountItems() - 1; i >= 0; i--) {
BALMLayout* layout = fLayouts.ItemAt(i);
for (int32 i = fLayouts.CountItems() - 1; i >= 0; i--)
validator.Finalize(fLayouts.ItemAt(i), this, result);
BObjectList<BALM::BALMLayout> fLayouts;
return (fLayouts->layout->Solver() == layout->Solver());
TabBase::BALMLayoutList* layouts = fLayouts;
delete fLayouts;
TabBase::BALMLayoutList* layouts = fLayouts;
delete fLayouts;
fLayouts(NULL)
return fLayouts ? fLayouts->HasLayout(layout) : false;
BALMLayoutList* newHead = new (nothrow) BALMLayoutList(layout, fLayouts);
fLayouts = newHead;
fLayouts = fLayouts->Remove(layout);