VerticalTab
Tab* tab = parent->LeftTopCrossing()->VerticalTab();
float startPos = parent->LeftTopCrossing()->VerticalTab()->Position();
float endPos = parent->RightTopCrossing()->VerticalTab()->Position();
float pos1 = area->LeftTopCrossing()->VerticalTab()->Position();
float pos2 = area->RightTopCrossing()->VerticalTab()->Position();
Tab* tab = parent->RightTopCrossing()->VerticalTab();
float startPos = parent->LeftBottomCrossing()->VerticalTab()->Position();
float endPos = parent->RightBottomCrossing()->VerticalTab()->Position();
float pos1 = area->LeftBottomCrossing()->VerticalTab()->Position();
float pos2 = area->RightBottomCrossing()->VerticalTab()->Position();
return fLeftTopCrossing->VerticalTab();
return fRightBottomCrossing->VerticalTab();
return BRect(fLeftTopCrossing->VerticalTab()->Position(),
fRightBottomCrossing->VerticalTab()->Position(),
Tab* oldVTab = crossing->VerticalTab();
Tab* vTab = crossing->VerticalTab();
if (fCrossingList.ItemAt(i)->VerticalTab() == tab)
if (fabs(fCrossingList.ItemAt(i)->VerticalTab()->Position() - pos)
Tab* VerticalTab() const;
fWindowArea->LeftTopCrossing()->VerticalTab()->SetPosition(frame.left);
fWindowArea->RightBottomCrossing()->VerticalTab()->SetPosition(
float vTabPosition = crossing->VerticalTab()->Position();
int32 vIndex = vTabs->IndexOf(crossing->VerticalTab());
fFreeAreaLeft = crossing->VerticalTab();
fFreeAreaRight = crossing->VerticalTab();
fFreeAreaLeft = crossing->VerticalTab();
fFreeAreaRight = crossing->VerticalTab();
Tab* vTab = leftTopCrossing->VerticalTab();