Lines Matching refs:top

213 	// draw surface top
319 // draw surface top
358 // draw surface top
589 view->AddLine(BPoint(rect.right, rect.top + 1),
593 view->AddLine(BPoint(rect.left, rect.top + 1),
596 view->AddLine(BPoint(rect.left, rect.top),
601 view->AddLine(BPoint(rect.left, rect.top),
602 BPoint(rect.right, rect.top), highlightColor);
604 view->AddLine(BPoint(rect.left + 1, rect.top),
605 BPoint(rect.right, rect.top), borderColor);
669 // fill background, we'll draw arrows and thumb on top
721 // dark vertical line on top edge
725 rect.top++;
733 // horizontal shadow line after top edge
737 rect.top++;
796 BPoint(rect.left, rect.top), light);
797 view->AddLine(BPoint(rect.left + 1, rect.top),
798 BPoint(rect.right, rect.top), light);
799 view->AddLine(BPoint(rect.right, rect.top + 1),
823 float vmiddle = rect.top + rect.Height() / 2;
856 if (rect.top + 3 < vmiddle - spacer) {
877 BPoint(rect.left + middle - 3, rect.top + 2),
881 BPoint(rect.left + middle, rect.top + 2),
885 BPoint(rect.left + middle + 3, rect.top + 2),
889 BPoint(rect.left + middle - 2, rect.top + 2),
893 BPoint(rect.left + middle + 1, rect.top + 2),
897 BPoint(rect.left + middle + 4, rect.top + 2),
907 BPoint(rect.left + 2, rect.top + middle - 3),
908 BPoint(rect.right - 2, rect.top + middle - 3),
911 BPoint(rect.left + 2, rect.top + middle),
912 BPoint(rect.right - 2, rect.top + middle),
915 BPoint(rect.left + 2, rect.top + middle + 3),
916 BPoint(rect.right - 2, rect.top + middle + 3),
919 BPoint(rect.left + 2, rect.top + middle - 2),
920 BPoint(rect.right - 2, rect.top + middle - 2),
923 BPoint(rect.left + 2, rect.top + middle + 1),
924 BPoint(rect.right - 2, rect.top + middle + 1),
927 BPoint(rect.left + 2, rect.top + middle + 4),
928 BPoint(rect.right - 2, rect.top + middle + 4),
953 scrollCornerFillRect.top = verticalScrollBarFrame.bottom + 1;
969 rect.bottom = horizontalScrollBarFrame.top;
990 // do not overdraw the top edge
991 horizontalScrollBarFrame.top += 2;
1012 scrollCornerFillRect.top++;
1035 tri1.Set(rect.right, rect.top);
1037 (rect.top + rect.bottom + 1) / 2);
1043 (rect.top + rect.bottom + 1) / 2);
1044 tri3.Set(rect.left + 1, rect.top);
1054 tri1.Set(rect.left, rect.top + 1);
1056 rect.top + 1 + rect.Height() / 1.33);
1057 tri3.Set(rect.right + 1, rect.top + 1);
1061 tri2.Set(rect.left, rect.top);
1062 tri3.Set(rect.right - 1, rect.top);
1065 tri1.Set(rect.left + 1, rect.top);
1066 tri2.Set(rect.right, rect.top);
1070 tri1.Set(rect.right, rect.top);
1077 tri3.Set(rect.left, rect.top);
1132 sliderPosition = floorf(rect.top + 2 + (rect.Height() - 2)
1134 leftBarSide.top = sliderPosition;
1171 leftCorner.bottom = leftCorner.top + leftCorner.Width();
1172 rightCorner.top = rightCorner.bottom - rightCorner.Width();
1173 barRect.top += ceilf(barRect.Width() / 2);
1353 originalRect.top++;
1373 rect.top = floorf((rect.top + rect.bottom) / 2);
1374 rect.bottom = rect.top + 1;
1459 float centerv = (rect.top + rect.bottom) / 2;
1466 shape.LineTo(BPoint(centerh + 0.5, rect.top + 0.5));
1469 shape.MoveTo(BPoint(rect.right + 0.5, rect.top + 0.5));
1473 shape.LineTo(BPoint(rect.right - 1 + 0.5, rect.top + 0.5));
1494 shape.LineTo(BPoint(centerh + 0.5, rect.top));
1496 shape.MoveTo(BPoint(rect.right + 1, rect.top));
1545 startPos = rect.top + 1;
1554 view->AddLine(BPoint(pos, rect.top),
1555 BPoint(pos, rect.top + 4), darkColor);
1556 view->AddLine(BPoint(pos + 1, rect.top),
1557 BPoint(pos + 1, rect.top + 4), lightColor);
1651 rect.top = floorf(rect.top);
1692 // left top corner dimensions
1695 leftTopCorner.bottom = floorf(rect.top + kRoundCornerRadius);
1697 // right top corner dimensions
1700 rightTopCorner.bottom = floorf(rect.top + kRoundCornerRadius);
1705 leftBottomCorner.top = floorf(rect.bottom - kRoundCornerRadius);
1711 rightBottomCorner.top = floorf(rect.bottom - kRoundCornerRadius);
1720 // draw the left top corner
1724 // draw the right top corner
1748 // draw the left top corner
1762 // draw the right top corner
1804 rect.top++;
1865 rect.top += 4;
1866 background.bottom = rect.top;
1872 background.top = rect.bottom;
1889 // active tabs stand out at the top, but this is an inactive tab
1916 rect.top++;
1993 rect.top = floorf((rect.top + rect.bottom) / 2.0 - 0.5);
1994 rect.bottom = rect.top + 1;
2380 alignedRect.top + ceilf(fontHeight.ascent));
2584 // draw left top rounded corner
2585 BRect leftTopCorner(floorf(rect.left), floorf(rect.top),
2587 floorf(rect.top + leftTopRadius));
2596 // draw right top rounded corner
2598 floorf(rect.top), floorf(rect.right),
2599 floorf(rect.top + rightTopRadius));
2693 const rgb_color& top, const rgb_color& right, const rgb_color& bottom,
2701 BPoint(rect.left, rect.top), left);
2706 BPoint(rect.left, rect.top),
2707 BPoint(rect.right, rect.top), top);
2708 rect.top++;
2712 BPoint(rect.right, rect.top),
2729 const rgb_color& top, const rgb_color& right, const rgb_color& bottom,
2737 BPoint(rect.left, rect.top),
2738 BPoint(rect.right - 1, rect.top), top);
2740 BPoint(rect.right, rect.top),
2741 BPoint(rect.right, rect.top), rightTop);
2744 BPoint(rect.left, rect.top),
2745 BPoint(rect.right, rect.top), top);
2747 rect.top++;
2752 BPoint(rect.left, rect.top),
2770 BPoint(rect.right, rect.top), right);
2856 // surface top gradient
2864 // draw left top rounded corner
2865 BRect leftTopCorner(floorf(rect.left), floorf(rect.top),
2867 floorf(rect.top + leftTopRadius - 2.0));
2877 // draw right top rounded corner
2879 floorf(rect.top), floorf(rect.right),
2880 floorf(rect.top + rightTopRadius - 2.0));
2920 // shadow along left/top borders
2922 view->AddLine(BPoint(rect.left, rect.top),
2927 view->AddLine(BPoint(rect.left, rect.top),
2928 BPoint(rect.right, rect.top), bevelLightColor);
2929 rect.top++;
2932 // softer shadow along left/top borders
2934 view->AddLine(BPoint(rect.left, rect.top),
2939 view->AddLine(BPoint(rect.left, rect.top),
2940 BPoint(rect.right, rect.top), bevelShadowColor);
2941 rect.top++;
2959 // separator to cover the area up to the top.
2961 indicatorRect.top--;
2975 view->AddLine(BPoint(indicatorRect.left - 2, indicatorRect.top),
2978 view->AddLine(BPoint(indicatorRect.left - 1, indicatorRect.top),
2989 indicatorRect.top++;
3004 roundf((rect.top + rect.bottom) / 2.0));
3061 floorf(rightRect.top - spacing));
3125 // surface top gradient
3133 // draw left top rounded corner
3134 BRect leftTopCorner(floorf(rect.left), floorf(rect.top),
3136 floorf(rect.top + leftTopRadius - 2.0));
3145 ellipseRect.bottom = ellipseRect.top + ellipseRect.Height() * 2;
3161 // draw right top rounded corner
3163 floorf(rect.top), floorf(rect.right),
3164 floorf(rect.top + rightTopRadius - 2.0));
3173 ellipseRect.bottom = ellipseRect.top + ellipseRect.Height() * 2;
3211 ellipseRect.top = ellipseRect.bottom - ellipseRect.Height() * 2;
3248 ellipseRect.top = ellipseRect.bottom - ellipseRect.Height() * 2;
3307 ellipseRect.bottom = ellipseRect.top + ellipseRect.Height() * 2;
3315 cornerRect.top++;
3321 cornerRect.top++;
3339 ellipseRect.bottom = ellipseRect.top + ellipseRect.Height() * 2;
3387 ellipseRect.bottom = ellipseRect.top + ellipseRect.Height() * 2;
3399 cornerRect.top++;
3413 cornerRect.top++;
3431 ellipseRect.bottom = ellipseRect.top + ellipseRect.Height() * 2;
3483 ellipseRect.top = ellipseRect.bottom - ellipseRect.Height() * 2;
3527 ellipseRect.top = ellipseRect.bottom - ellipseRect.Height() * 2;
3575 ellipseRect.top = ellipseRect.bottom - ellipseRect.Height() * 2;
3607 ellipseRect.top = ellipseRect.bottom - ellipseRect.Height() * 2;
3645 rect.top += topInset;
3661 rect.top += topInset;