AddRow
Row* AddRow(YTab* top, YTab* bottom);
void AddRow(BRow* row, BRow* parent = NULL);
void AddRow(BRow* row, int32 index,
AddRow(row, i);
AddRow(node->Row(), i,
AddRow(row);
AddRow(row);
AddRow(new PropertyRow(attributes[i].fName, attributes[i].fValue));
AddRow(partitionrow, index, parent);
AddRow(partitionrow, index, parent);
AddRow(packageRow);
fListView->AddRow(row);
fListView->AddRow(row);
fListView->AddRow(row);
list->AddRow(this);
AddRow(row, -1, parentRow);
fOutlineView->AddRow(row, index, parentRow);
void AddRow(BRow*, int32 index, BRow* TheRow);
fListView->AddRow(row);
fApplications->AddRow(row);
fApplications->AddRow(row);
fListView->AddRow(addedRow);
fColumnListView->AddRow(spec);
fColumnListView->AddRow(spec);
AddRow(new HEventRow(name.String(), NULL));
AddRow(new HEventRow(name.String(), path.Path()));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_AUX_BUFFERS,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_LIST_NESTING,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_TEXTURE_SIZE,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_3D_TEXTURE_SIZE,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_TEXTURE_UNITS_ARB,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_LIGHTS,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_CLIP_PLANES,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_EVAL_ORDER,
fCapabilitiesList->AddRow(_CreateConvolutionCapabilitiesRow());
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_ELEMENTS_INDICES,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_ELEMENTS_VERTICES,
fExtensionsList->AddRow(row);
Row* r1 = layout->AddRow(layout->Top(), NULL);
Row* r2 = layout->AddRow(r1->Bottom(), NULL);
Row* r3 = layout->AddRow(r2->Bottom(), layout->Bottom());