diff options
Diffstat (limited to 'cc/layers/scrollbar_layer_impl.cc')
-rw-r--r-- | cc/layers/scrollbar_layer_impl.cc | 18 |
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(); |