| 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);
|
| // 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();
|
| + int64 distance = diff.LengthSquared();
|
| if (closest_distance < 0 || closest_distance > distance) {
|
| target_location = center;
|
| closest_distance = distance;
|
|
|