Index: ash/shelf/shelf_view.cc |
diff --git a/ash/shelf/shelf_view.cc b/ash/shelf/shelf_view.cc |
index 5e4f00255c028296401e34233c241e8af1e0803f..cc0e1ae2836b73231bfd9e9bfa8663fd878f1089 100644 |
--- a/ash/shelf/shelf_view.cc |
+++ b/ash/shelf/shelf_view.cc |
@@ -55,7 +55,6 @@ |
#include "ui/views/view_model.h" |
#include "ui/views/view_model_utils.h" |
#include "ui/views/widget/widget.h" |
-#include "ui/wm/core/coordinate_conversion.h" |
using gfx::Animation; |
using views::View; |
@@ -618,8 +617,9 @@ |
gfx::Point pt = drag_and_drop_view->GetBoundsInScreen().CenterPoint(); |
views::View::ConvertPointFromScreen(drag_and_drop_view, &pt); |
gfx::Point point_in_root = location_in_screen_coordinates; |
- ::wm::ConvertPointFromScreen( |
- ash::wm::GetRootWindowAt(location_in_screen_coordinates), &point_in_root); |
+ ash::wm::ConvertPointFromScreen( |
+ ash::wm::GetRootWindowAt(location_in_screen_coordinates), |
+ &point_in_root); |
ui::MouseEvent event(ui::ET_MOUSE_PRESSED, pt, point_in_root, 0, 0); |
PointerPressedOnButton(drag_and_drop_view, |
ShelfButtonHost::DRAG_AND_DROP, |
@@ -640,8 +640,9 @@ |
model_->ItemIndexByID(drag_and_drop_shelf_id_)); |
ConvertPointFromScreen(drag_and_drop_view, &pt); |
gfx::Point point_in_root = location_in_screen_coordinates; |
- ::wm::ConvertPointFromScreen( |
- ash::wm::GetRootWindowAt(location_in_screen_coordinates), &point_in_root); |
+ ash::wm::ConvertPointFromScreen( |
+ ash::wm::GetRootWindowAt(location_in_screen_coordinates), |
+ &point_in_root); |
ui::MouseEvent event(ui::ET_MOUSE_DRAGGED, pt, point_in_root, 0, 0); |
PointerDraggedOnButton(drag_and_drop_view, |
ShelfButtonHost::DRAG_AND_DROP, |
@@ -1009,8 +1010,8 @@ |
delegate_->GetAppIDForShelfID(model_->items()[current_index].id); |
gfx::Point screen_location = event.root_location(); |
- ::wm::ConvertPointToScreen(GetWidget()->GetNativeWindow()->GetRootWindow(), |
- &screen_location); |
+ ash::wm::ConvertPointToScreen(GetWidget()->GetNativeWindow()->GetRootWindow(), |
+ &screen_location); |
// To avoid ugly forwards and backwards flipping we use different constants |
// for ripping off / re-inserting the items. |