fLineHeight
factor = (int)(ceilf(difference / fLineHeight));
vertical->SetValue(value + fLineHeight * lineCount);
fLineHeight = ceilf(fontHeight.ascent + fontHeight.descent
int32 startLine = int32(rect.top / fLineHeight);
BPoint drawPoint(1.0, (startLine + 1) * fLineHeight);
+ fLineHeight; drawPoint.y += fLineHeight) {
int32 lineCount = int32(Bounds().Height() / fLineHeight);
fLineHeight(0.0),
float y = lineNumber * fLineHeight;
else if (y + fLineHeight > Bounds().bottom)
ScrollTo(0.0, y + fLineHeight - Bounds().Height());
totalHeight = lineCount * fLineHeight;
scrollBar->SetSteps(fLineHeight, bounds.Height());
int32 lineNumber = int32(point.y / fLineHeight);
point.y = line * fLineHeight;
rect.bottom = point.y + fLineHeight;
rect.bottom = endPoint.y + fLineHeight;
rect.bottom = startPoint.y + fLineHeight;
currentLine += fLineHeight;
rect.bottom = endPoint.y + fLineHeight;
float fLineHeight;
+ fLineHeight + B_H_SCROLL_BAR_HEIGHT + 1.0f,
+ fLineHeight + B_H_SCROLL_BAR_HEIGHT + 1.0f,
fLineHeight = ceilf(fontHeight.ascent + fontHeight.descent
fPreviousHeight = bottom + 10.0 * fLineHeight;
minHeight = bottom + 5.0 * fLineHeight;
float fLineHeight;
fLineHeight = _LineHeight();
fMinSize.height = fLineHeight + kSpacing;
fMinSize.height += fLineHeight + kSpacing + 1;
fMinSize.height += fLineHeight * 5 + 2 * kSpacing;
labelStart.y += fLineHeight + kSpacing;
labelStart.y += fLineHeight * 2;
labelStart.y += fLineHeight * 2;
labelStart.y += fLineHeight * 2;
infoStart.y += fLineHeight;
float fLineHeight;
fLineHeight = ceilf(fh.ascent) + ceilf(fh.descent)
fStartHeight + fLineHeight / 2);
textLocation.y += fLineHeight;
float fLineHeight;