| Index: cc/layers/scrollbar_layer_impl.cc
|
| diff --git a/cc/layers/scrollbar_layer_impl.cc b/cc/layers/scrollbar_layer_impl.cc
|
| index 4e2d08cecaa3b3c0965a66e9ee99e8fd054ce600..c3764497c661c22bd04390afacbe590dfeacada8 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();
|
|
|