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(); |