WindowAt
BWindow* WindowAt(int32 index) const;
status_t WindowAt(int32 position,
window = WindowAt(i);
bWindow = WindowAt(windowCount++);
window = WindowAt(i);
WindowAt(0)->Activate();
ProbeWindow* window = dynamic_cast<ProbeWindow*>(WindowAt(i));
for (int32 i = 0; BWindow* window = WindowAt(i); i++) {
for (int32 i = 0; BWindow* window = WindowAt(i); i++) {
for (int32 i = 0; BWindow* window = be_app->WindowAt(i); i++) {
while ((bool)(window = be_app->WindowAt(i++))) {
while ((window = be_app->WindowAt(i++)) != NULL) {
window = WindowAt(index++);
while ((window = WindowAt(index++)) != NULL) {
MainWin* playerWindow = dynamic_cast<MainWin*>(WindowAt(i));
for (int32 i = 0; BWindow* window = WindowAt(i); i++) {
for (int32 i = 0; BWindow* window = WindowAt(i); i++) {
BWindow* window = WindowAt(0);
for (int32 i = 0; BWindow* window = WindowAt(i); i++) {
BWindow* window = WindowAt(0);
BMessenger messenger(WindowAt(i));
if (be_app->WindowAt(i)->Title() == title)
window = WindowAt(index);
be_app->WindowAt(numWindows));
for (int i = 0; BWindow* window = WindowAt(i); i++) {
for (int i = 0; BWindow* window = WindowAt(i); i++) {
BWindow *win = be_app->WindowAt(i-1);
BMessenger messenger(WindowAt(i));
BWindow* window = WindowAt(index);
BWindow* window = WindowAt(i);
BWindow* window = WindowAt(index);
BWindow* window = WindowAt(index);
BWindow* window = WindowAt(i);
BWindow* window = be_app->WindowAt(index);
be_app->WindowAt(index));
BWindow* window = WindowAt(index);
while ((window = WindowAt(index++)) != NULL) {
for (int32 i = 0; (w = WindowAt(i)) != NULL; i++) {
BRect windowFrame = be_app->WindowAt(0)->Frame();
SetFocusWindow(WindowAt(fLastMousePosition));
Window* stackWindow = stack->WindowAt(s);
window = fDesktop->WindowAt(where);
Window* window = WindowAt(fLastMousePosition);
window = WindowAt(fLastMousePosition);
window = WindowAt(fLastMousePosition);
Window* WindowAt(BPoint where);
Window* window = fCurrentStack->WindowAt(tab);
if (stack->WindowAt(0) != this)
Window* window = stack->WindowAt(i);
Window* window = stack->WindowAt(i);
Window* WindowAt(int32 index);
if (fDesktop->WindowAt(where) == fWindow) {
BRect groupFrame = group->WindowAt(0)->CompleteWindowFrame();
groupFrame = groupFrame | group->WindowAt(i)->CompleteWindowFrame();
SATWindow* window = group->WindowAt(0);
SATWindow* window = group->WindowAt(i);
WindowAt(0)->DoGroupLayout();
SATWindow* WindowAt(int32 index);
group->WindowAt(0)->_RestoreOriginalSize(false);
&& group->WindowAt(0)->GetWindow()->Feel() != B_NORMAL_WINDOW_FEEL)
SATWindow* targetWindow = currentGroup->WindowAt(i);
targetWindow = currentGroup->WindowAt(previousIndex);
targetWindow = currentGroup->WindowAt(nextIndex);
_ActivateWindow(group->WindowAt(0));
_ActivateWindow(backmostGroup->WindowAt(0));
_ActivateWindow(group->WindowAt(0));
SATWindow* listWindow = group->WindowAt(i);
SATWindow* satWindow = group->WindowAt(i);
&& _IsTileableWindow(group->WindowAt(0)->GetWindow()) == false))
fFreeAreaGroup->WindowAt(0)->DoGroupLayout();
window = be_app->WindowAt(index);
windowStack.WindowAt(0, messenger);
windowStack.WindowAt(i, messenger);
if (!fTracking && fFocusFollowsMouse && (window = WindowAt(where))) {
fClickedWindow = WindowAt(where);
WindowLayer* WindowAt(int32 index) const;
WindowLayer* WindowAt(const BPoint& where) const;
BWindow* window = WindowAt(rand() % CountWindows());
BWindow* window = WindowAt(rand() % CountWindows());
BWindow* window = WindowAt(rand() % CountWindows());
BWindow* window = WindowAt(rand() % CountWindows());
BWindow* window = WindowAt(rand() % CountWindows());
BWindow* window = WindowAt(rand() % CountWindows());
BWindow* window = WindowAt(rand() % CountWindows());
BWindow* window = WindowAt(rand() % CountWindows());
BWindow* window = WindowAt(rand() % CountWindows());
BWindow *pwin = WindowAt(0);