Index: ash/display/multi_display_manager.cc |
diff --git a/ash/display/multi_display_manager.cc b/ash/display/multi_display_manager.cc |
index 3fc4ea54d82bbed9aef7a6dc5110c75ea4741826..fd7252fcb54a1bbf202d83ca1c4031f2651fd3fa 100644 |
--- a/ash/display/multi_display_manager.cc |
+++ b/ash/display/multi_display_manager.cc |
@@ -514,11 +514,11 @@ void MultiDisplayManager::EnsurePointerInDisplays() { |
break; |
} |
gfx::Point center = display_bounds.CenterPoint(); |
- gfx::Point diff = center.Subtract(location_in_screen); |
+ gfx::Vector2d diff = center.Subtract(location_in_screen); |
Peter Kasting
2012/10/27 01:01:39
Nit: Inline into next statement
danakj
2012/10/29 19:17:20
Done.
|
// Use the distance from the center of the dislay. This is not |
// exactly "closest" display, but good enough to pick one |
// appropriate (and there are at most two displays). |
- int64 distance = diff.x() * diff.x() + diff.y() * diff.y(); |
danakj
2012/10/27 00:35:33
Was able to make use of LengthSquared() here.
|
+ int64 distance = diff.LengthSquared(); |
if (closest_distance < 0 || closest_distance > distance) { |
target_location = center; |
closest_distance = distance; |