fSpacing
float fSpacing;
uint8 fSpacing;
fSpacing(0.0),
fSpacing = space;
const float Spacing() const { return fSpacing; }
float fSpacing;
fSpacing(other.fSpacing)
&& fSpacing == other.fSpacing;
if (fSpacing == spacing)
ret->fSpacing = spacing;
{ return fSpacing; }
float fSpacing;
minWidth += fSpacing;
minWidth += child->Bounds().Width() + 1 + fSpacing;
minHeight += fSpacing;
minHeight += child->Bounds().Height() + 1 + fSpacing;
if (fSpacing == childSpacing && fInset == insetFromBorder)
fSpacing = childSpacing;
r.left -= fSpacing;
r.right = r.left + child->Bounds().Width() + 2 * fSpacing;
r.left = r.right + 1.0 - fSpacing;
r.top -= fSpacing;
r.bottom = r.top + child->Bounds().Height() + 2 * fSpacing;
r.top = r.bottom + 1.0 - fSpacing;
float fSpacing;
link.Attach<uint8>(fSpacing);
link.Attach<uint8>(fSpacing);
link.Attach<uint8>(fSpacing);
link.Attach<uint8>(fSpacing);
link.Attach<uint8>(fSpacing);
fSpacing = font.fSpacing;
&& fSpacing == font.fSpacing
|| fSpacing != font.fSpacing
fSpacing(B_BITMAP_SPACING),
fSpacing = spacing;
return fSpacing;
value = max_c(min_c(value, range.sumValue), -(int32)fSpacing);
int32 previousSize = value - (int32)fSpacing;
int32 nextSize = range.sumValue - value - (int32)fSpacing;
nextSize = range.sumValue - (int32)fSpacing;
previousSize = range.sumValue - (int32)fSpacing;
int32 availableSpace = range.sumValue - (int32)fSpacing;
previousSize = value - (int32)fSpacing;
nextSize = range.sumValue - value - (int32)fSpacing;
if (range.previousMin + range.nextMin + 2 * fSpacing > range.sumValue) {
int32 availableSpace = range.sumValue - (int32)fSpacing;
nextSize = range.sumValue - previousSize - 2 * (int32)fSpacing;
previousSize = range.sumValue - nextSize - 2 * (int32)fSpacing;
if (range.previousMax + range.nextMax + 2 * (int32)fSpacing
- 2 * (int32)fSpacing;
- 2 * (int32)fSpacing;
int32 availableSpace = range.sumValue - (int32)fSpacing;
int32 newValue = previousSize + (previousCollapsed ? 0 : (int32)fSpacing);
int32 nextOffset = splitterOffset + (int32)fSplitterSize + (int32)fSpacing;
space = (fVisibleItems.CountItems() + splitters - 1) * fSpacing
fSpacing(BControlLook::ComposeSpacing(spacing)),
fSpacing(be_control_look->DefaultItemSpacing()),
err = from->FindFloat(kSpacingField, &fSpacing);
return fSpacing;
if (spacing != fSpacing) {
fSpacing = spacing;
xSpacing = fSpacing;
ySpacing = fSpacing;
err = into->AddFloat(kSpacingField, fSpacing);
range.sumValue += (int32)fSpacing;
range.sumValue += (int32)fSpacing;
return info->layoutFrame.IntegerWidth() + 1 + (int32)fSpacing;
return info->layoutFrame.IntegerHeight() + 1 + (int32)fSpacing;
float fSpacing;
fSpacing(spacing),
CollapsingLayouter* clone = new CollapsingLayouter(fElementCount, fSpacing);
fLayouter = new ComplexLayouter(fValidElementCount, fSpacing);
fLayouter = new SimpleLayouter(fValidElementCount, fSpacing);
float fSpacing;
fSpacing((int32)spacing),
int32 spacing = fSpacing * (length - 1);
fSpacing);
int32 size = (int32)_size + 1 - (fElementCount - 1) * fSpacing;
= new(nothrow) ComplexLayouter(fElementCount, fSpacing);
fLocations[i + 1] = fLocations[i] + sizes[i] + fSpacing;
int32 spacing = (fElementCount - 1) * fSpacing;
- fSpacing;
- fSpacing;
int32 fSpacing;
int32 fSpacing;
fSpacing((int32)spacing),
location += fSpacing + fLayoutInfo->fElements[i].size;
SimpleLayouter* layouter = new SimpleLayouter(fElementCount, fSpacing);
int spacing = (fElementCount - 1) * fSpacing;
int32 space = fLayoutInfo->fSize - (fElementCount - 1) * fSpacing;
int32 fSpacing;
BPoint labelLocation = bounds.LeftTop() + BPoint(fSpacing, fLineOffset);
owner->MovePenBy(fSpacing, 0);
fSpacing = be_control_look->DefaultLabelSpacing();
SetWidth(owner->StringWidth(fLabel) + 2 * fSpacing
numChars, stringEscapement ? &delta : NULL, fSpacing)) {
INT32_MAX, &delta, fSpacing)) {
INT32_MAX, deltaArray, fSpacing)) {
fSpacing(spacing),
fSpacing = font.fSpacing;
&& fFlags == other.fFlags && fSpacing == other.fSpacing
numChars, NULL, fSpacing)) {
numChars, &delta, fSpacing)) {
numChars, &delta, fSpacing)) {
uint32 fSpacing;
{ return fSpacing; }
{ fSpacing = value; }