diff options
Diffstat (limited to 'cc/scrollbar_layer_impl.cc')
-rw-r--r-- | cc/scrollbar_layer_impl.cc | 15 |
1 files changed, 7 insertions, 8 deletions
diff --git a/cc/scrollbar_layer_impl.cc b/cc/scrollbar_layer_impl.cc index 180fd82..271ee26 100644 --- a/cc/scrollbar_layer_impl.cc +++ b/cc/scrollbar_layer_impl.cc @@ -66,10 +66,9 @@ void ScrollbarLayerImpl::setScrollbarData(WebScrollbar* scrollbar) m_geometry->update(scrollbar); } -static FloatRect toUVRect(const WebRect& r, const IntRect& bounds) +static gfx::RectF toUVRect(const gfx::Rect& r, const gfx::Rect& bounds) { - return FloatRect(static_cast<float>(r.x) / bounds.width(), static_cast<float>(r.y) / bounds.height(), - static_cast<float>(r.width) / bounds.width(), static_cast<float>(r.height) / bounds.height()); + return gfx::ScaleRect(r, 1.0 / bounds.width(), 1.0 / bounds.height()); } IntRect ScrollbarLayerImpl::scrollbarLayerRectToContentRect(const WebRect& layerRect) const @@ -85,9 +84,9 @@ void ScrollbarLayerImpl::appendQuads(QuadSink& quadSink, AppendQuadsData& append { bool premultipledAlpha = false; bool flipped = false; - FloatRect uvRect(0, 0, 1, 1); - IntRect boundsRect(IntPoint(), bounds()); - IntRect contentBoundsRect(IntPoint(), contentBounds()); + gfx::RectF uvRect(0, 0, 1, 1); + gfx::Rect boundsRect(gfx::Point(), bounds()); + gfx::Rect contentBoundsRect(gfx::Point(), contentBounds()); SharedQuadState* sharedQuadState = quadSink.useSharedQuadState(createSharedQuadState()); appendDebugBorderQuad(quadSink, sharedQuadState, appendQuadsData); @@ -112,8 +111,8 @@ void ScrollbarLayerImpl::appendQuads(QuadSink& quadSink, AppendQuadsData& append // 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()) - quadSink.append(TextureDrawQuad::create(sharedQuadState, IntRect(contentBoundsRect), m_backTrackResourceId, premultipledAlpha, uvRect, flipped).PassAs<DrawQuad>(), appendQuadsData); + if (!contentBoundsRect.IsEmpty()) + quadSink.append(TextureDrawQuad::create(sharedQuadState, gfx::Rect(contentBoundsRect), m_backTrackResourceId, premultipledAlpha, uvRect, flipped).PassAs<DrawQuad>(), appendQuadsData); } void ScrollbarLayerImpl::didLoseContext() |