fScreenList
screen_item* item = fScreenList.ItemAt(index);
return fScreenList.CountItems();
for (int32 i = 0; i < fScreenList.CountItems(); i++) {
screen_item* item = fScreenList.ItemAt(i);
for (int32 i = 0; i < fScreenList.CountItems(); i++) {
screen_item* item = fScreenList.ItemAt(i);
for (int32 i = 0; i < fScreenList.CountItems(); i++) {
screen_item* item = fScreenList.ItemAt(i);
new(nothrow) Screen(interface, fScreenList.CountItems()));
if (fScreenList.AddItem(item))
BObjectList<screen_item, true> fScreenList;
fScreenList.AddItem(item);
for (int32 i = 0; i < fScreenList.CountItems(); i++) {
Screen* screen = fScreenList.ItemAt(i)->screen;
fScreenList(4),
screen_item* item = fScreenList.ItemAt(index);
for (int32 i = fScreenList.CountItems(); i-- > 0;) {
screen_item* item = fScreenList.ItemAt(i);
screen_item* item = fScreenList.ItemAt(index);
return fScreenList.CountItems();
for (int32 i = 0; i < fScreenList.CountItems(); i++) {
screen_item* item = fScreenList.ItemAt(i);
fScreenList.MakeEmpty();
for (int32 i = 0; i < fScreenList.CountItems(); i++) {
Screen* screen = fScreenList.ItemAt(i)->screen;
BObjectList<screen_item, true> fScreenList;