B_LEFT_BORDER
B_ALL_BORDERS = B_LEFT_BORDER | B_RIGHT_BORDER
if ((borders & B_LEFT_BORDER) != 0) {
if ((borders & B_LEFT_BORDER) != 0) {
if ((borders & B_LEFT_BORDER) != 0) {
if ((borders & B_LEFT_BORDER) != 0) {
if ((borders & B_LEFT_BORDER) != 0) {
if ((borders & B_LEFT_BORDER) != 0) {
if ((borders & B_LEFT_BORDER) != 0) {
if ((borders & B_LEFT_BORDER) != 0) {
(borders & B_LEFT_BORDER) != 0 ? dark2BorderColor : darken1);
if ((borders & B_LEFT_BORDER) != 0) {
case B_LEFT_BORDER:
bordersToDraw = (B_LEFT_BORDER | B_TOP_BORDER | B_RIGHT_BORDER);
bordersToDraw = (B_LEFT_BORDER | B_BOTTOM_BORDER | B_RIGHT_BORDER);
case B_LEFT_BORDER:
bordersToDraw = (B_LEFT_BORDER | B_BOTTOM_BORDER | B_TOP_BORDER);
if ((borders & B_LEFT_BORDER) == 0)
} else if (side == B_LEFT_BORDER || side == B_RIGHT_BORDER) {
if ((borders & B_LEFT_BORDER) != 0 && (borders & B_TOP_BORDER) != 0
if ((borders & B_LEFT_BORDER) != 0 && (borders & B_BOTTOM_BORDER) != 0
if ((borders & B_LEFT_BORDER) != 0 && (borders & B_TOP_BORDER) != 0
if ((borders & B_LEFT_BORDER) != 0 && (borders & B_BOTTOM_BORDER) != 0
if (borders & B_LEFT_BORDER) {
if (borders & B_LEFT_BORDER) {
leftBottomRadius, 0.0f, base, flags, B_LEFT_BORDER | B_TOP_BORDER | B_BOTTOM_BORDER);
if ((borders & B_LEFT_BORDER) != 0)
if ((borders & B_LEFT_BORDER) != 0 && (borders & B_TOP_BORDER) != 0
if ((borders & B_LEFT_BORDER) != 0 && (borders & B_BOTTOM_BORDER) != 0
borders &= ~B_LEFT_BORDER;
borders |= BControlLook::B_LEFT_BORDER
BControlLook::B_LEFT_BORDER | topBottomBorder);
: BControlLook::B_LEFT_BORDER | topBottomBorder);
: topBottomBorder | BControlLook::B_LEFT_BORDER);
borders |= be_control_look->B_LEFT_BORDER;
BControlLook::B_LEFT_BORDER);
borders &= ~B_LEFT_BORDER;
borders |= B_LEFT_BORDER | B_RIGHT_BORDER;
borders = B_LEFT_BORDER | B_RIGHT_BORDER;
case B_LEFT_BORDER:
bordersToDraw = (B_LEFT_BORDER | B_TOP_BORDER | B_RIGHT_BORDER);
bordersToDraw = (B_LEFT_BORDER | B_BOTTOM_BORDER | B_RIGHT_BORDER);
case B_LEFT_BORDER:
bordersToDraw = (B_LEFT_BORDER | B_BOTTOM_BORDER | B_TOP_BORDER);
if ((borders & B_LEFT_BORDER) == 0)
} else if (side == B_LEFT_BORDER || side == B_RIGHT_BORDER) {
bevelLightColor, bevelLightColor, B_LEFT_BORDER & ~borders);
if ((B_LEFT_BORDER & ~borders) != 0)
if ((borders & B_LEFT_BORDER) != 0 && (borders & B_TOP_BORDER) != 0
if ((borders & B_LEFT_BORDER) != 0 && (borders & B_BOTTOM_BORDER) != 0
if (borders & B_LEFT_BORDER) {
if (borders & B_LEFT_BORDER) {
if ((borders & B_LEFT_BORDER) != 0 && (borders & B_TOP_BORDER) != 0
if ((borders & B_LEFT_BORDER) != 0 && (borders & B_BOTTOM_BORDER) != 0
if (borders & B_LEFT_BORDER) {
if (borders & B_LEFT_BORDER) {
B_LEFT_BORDER | B_TOP_BORDER | B_BOTTOM_BORDER);
if ((borders & B_LEFT_BORDER) != 0)
if ((borders & B_LEFT_BORDER) != 0 && (borders & B_TOP_BORDER) != 0
if ((borders & B_LEFT_BORDER) != 0 && (borders & B_BOTTOM_BORDER) != 0
uint32 borders = BControlLook::B_LEFT_BORDER
if ((borders & BControlLook::B_LEFT_BORDER) != 0)
target->MoveTo((fBorders & BControlLook::B_LEFT_BORDER) != 0
fBorder, 0, BControlLook::B_LEFT_BORDER);
borders |= BControlLook::B_LEFT_BORDER;
borders = BControlLook::B_LEFT_BORDER | BControlLook::B_RIGHT_BORDER;
bordersToDraw &= ~BControlLook::B_LEFT_BORDER;
BControlLook::B_BOTTOM_BORDER | BControlLook::B_LEFT_BORDER);
BControlLook::B_ALL_BORDERS & ~BControlLook::B_LEFT_BORDER);
BControlLook::B_LEFT_BORDER | BControlLook::B_TOP_BORDER
BControlLook::B_LEFT_BORDER | BControlLook::B_TOP_BORDER
BControlLook::B_LEFT_BORDER | BControlLook::B_RIGHT_BORDER
BControlLook::B_LEFT_BORDER | BControlLook::B_RIGHT_BORDER