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Diffstat (limited to 'cc/layers/scrollbar_layer_impl.cc')
-rw-r--r--cc/layers/scrollbar_layer_impl.cc18
1 files changed, 9 insertions, 9 deletions
diff --git a/cc/layers/scrollbar_layer_impl.cc b/cc/layers/scrollbar_layer_impl.cc
index 4e2d08c..c376449 100644
--- a/cc/layers/scrollbar_layer_impl.cc
+++ b/cc/layers/scrollbar_layer_impl.cc
@@ -151,8 +151,8 @@ void ScrollbarLayerImpl::AppendQuads(QuadSink* quad_sink,
bool flipped = false;
gfx::PointF uv_top_left(0.f, 0.f);
gfx::PointF uv_bottom_right(1.f, 1.f);
- gfx::Rect boundsRect(bounds());
- gfx::Rect contentBoundsRect(content_bounds());
+ gfx::Rect bounds_rect(bounds());
+ gfx::Rect content_bounds_rect(content_bounds());
SharedQuadState* shared_quad_state =
quad_sink->UseSharedQuadState(CreateSharedQuadState());
@@ -191,12 +191,12 @@ void ScrollbarLayerImpl::AppendQuads(QuadSink* quad_sink,
return;
}
- WebRect thumb_rect, back_track_rect, foreTrackRect;
+ WebRect thumb_rect, back_track_rect, fore_track_rect;
geometry_->splitTrack(&scrollbar_,
geometry_->trackRect(&scrollbar_),
back_track_rect,
thumb_rect,
- foreTrackRect);
+ fore_track_rect);
if (!geometry_->hasThumb(&scrollbar_))
thumb_rect = WebRect();
@@ -222,11 +222,11 @@ void ScrollbarLayerImpl::AppendQuads(QuadSink* quad_sink,
// We only paint the track in two parts if we were given a texture for the
// forward track part.
- if (fore_track_resource_id_ && !foreTrackRect.isEmpty()) {
+ if (fore_track_resource_id_ && !fore_track_rect.isEmpty()) {
gfx::Rect quad_rect(ScrollbarLayerRectToContentRect(
- gfx::Rect(foreTrackRect)));
+ gfx::Rect(fore_track_rect)));
gfx::Rect opaque_rect(contents_opaque() ? quad_rect : gfx::Rect());
- gfx::RectF uv_rect(ToUVRect(foreTrackRect, boundsRect));
+ gfx::RectF uv_rect(ToUVRect(fore_track_rect, bounds_rect));
const float opacity[] = {1.0f, 1.0f, 1.0f, 1.0f};
scoped_ptr<TextureDrawQuad> quad = TextureDrawQuad::Create();
quad->SetNew(shared_quad_state,
@@ -244,8 +244,8 @@ void ScrollbarLayerImpl::AppendQuads(QuadSink* quad_sink,
// Order matters here: since the back track texture is being drawn to the
// entire contents rect, we must append it after the thumb and fore track
// quads. The back track texture contains (and displays) the buttons.
- if (!contentBoundsRect.IsEmpty()) {
- gfx::Rect quad_rect(contentBoundsRect);
+ if (!content_bounds_rect.IsEmpty()) {
+ gfx::Rect quad_rect(content_bounds_rect);
gfx::Rect opaque_rect(contents_opaque() ? quad_rect : gfx::Rect());
const float opacity[] = {1.0f, 1.0f, 1.0f, 1.0f};
scoped_ptr<TextureDrawQuad> quad = TextureDrawQuad::Create();