for ( size_t n = 0; n < count; ++n )
{
m_children[n]->GetSize( x, y, theButton );
for ( size_t n = 0; n < count; ++n )
{
m_children[n]->GetSize( x, y, theButton );
for ( size_t n = 0; n < count; n++ )
{
wxGenericTreeItem *res = m_children[n]->HitTest( point,
for ( size_t n = 0; n < count; n++ )
{
wxGenericTreeItem *res = m_children[n]->HitTest( point,
// it's ok to cast cookie to size_t, we never have indices big enough to
// overflow "void *"
size_t *pIndex = (size_t *)&cookie;
// it's ok to cast cookie to size_t, we never have indices big enough to
// overflow "void *"
size_t *pIndex = (size_t *)&cookie;
#if 0 // TODO why should items be collapsed recursively?
wxArrayGenericTreeItems& children = item->GetChildren();
#if 0 // TODO why should items be collapsed recursively?
wxArrayGenericTreeItems& children = item->GetChildren();
int index = children.Index(crt_item);
wxASSERT( index != wxNOT_FOUND ); // I'm not a child of my parent?
int index = children.Index(crt_item);
wxASSERT( index != wxNOT_FOUND ); // I'm not a child of my parent?
for (size_t n=(size_t)(index+1); n<count; ++n)
{
if (TagAllChildrenUntilLast(children[n], last_item, select)) return true;
for (size_t n=(size_t)(index+1); n<count; ++n)
{
if (TagAllChildrenUntilLast(children[n], last_item, select)) return true;
for ( size_t n = 0; n < count; ++n )
{
if (TagAllChildrenUntilLast(children[n], last_item, select))
for ( size_t n = 0; n < count; ++n )
{
if (TagAllChildrenUntilLast(children[n], last_item, select))
wxT("wxGenericTreeCtrl::SortChildren is not reentrant") );
wxArrayGenericTreeItems& children = item->GetChildren();
wxT("wxGenericTreeCtrl::SortChildren is not reentrant") );
wxArrayGenericTreeItems& children = item->GetChildren();
++level;
for (n = 0; n < count; ++n )
CalculateLevel( children[n], dc, level, y ); // recurse
++level;
for (n = 0; n < count; ++n )
CalculateLevel( children[n], dc, level, y ); // recurse