| Index: ui/views/bubble/bubble_border.cc
|
| diff --git a/ui/views/bubble/bubble_border.cc b/ui/views/bubble/bubble_border.cc
|
| index 7c3d8b1657521a1ffcebee9620c2190f8bec9d25..b151db0f348ce4d48a8c6535c7eaee1c3621442f 100644
|
| --- a/ui/views/bubble/bubble_border.cc
|
| +++ b/ui/views/bubble/bubble_border.cc
|
| @@ -222,7 +222,8 @@ gfx::Rect BubbleBorder::GetBounds(const gfx::Rect& anchor_rect,
|
| // misalignment in scale factors greater than 1.
|
| // TODO(estade): when it becomes possible to provide px bounds instead of
|
| // dip bounds, fix this.
|
| - const gfx::Insets border_insets = gfx::Insets(kBorderThicknessDip);
|
| + const gfx::Insets border_insets =
|
| + shadow_ == NO_ASSETS ? gfx::Insets() : gfx::Insets(kBorderThicknessDip);
|
| const gfx::Insets shadow_insets = GetInsets() - border_insets;
|
| contents_bounds.Inset(-border_insets);
|
| if (arrow_ == TOP_RIGHT) {
|
| @@ -238,6 +239,9 @@ gfx::Rect BubbleBorder::GetBounds(const gfx::Rect& anchor_rect,
|
| } else if (arrow_ == RIGHT_CENTER) {
|
| contents_bounds += LeftCenter(anchor_rect) - RightCenter(contents_bounds);
|
| }
|
| + // With NO_ASSETS, there should be further insets, but the same logic is
|
| + // used to position the bubble origin according to |anchor_rect|.
|
| + DCHECK(shadow_ != NO_ASSETS || shadow_insets.IsEmpty());
|
| contents_bounds.Inset(-shadow_insets);
|
| // |arrow_offset_| is used to adjust bubbles that would normally be
|
| // partially offscreen.
|
| @@ -369,7 +373,6 @@ gfx::Insets BubbleBorder::GetInsets() const {
|
| gfx::Insets blur(kLargeShadowBlur);
|
| gfx::Insets offset(-kLargeShadowVerticalOffset, 0,
|
| kLargeShadowVerticalOffset, 0);
|
| - gfx::Insets border(kBorderThicknessDip);
|
| return blur + offset;
|
| }
|
|
|
|
|