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Code-Review | +1 |
display, gfx::Rect(left, top, width, height), insets,
Extract bounds into a variable for readability.
display, gfx::Rect(left, top, width, height), insets,
Extract `bounds` into a variable for readability?
// work area insets and device pixel ratio.
Mention that this is just a helper?
if (!work_area_insets_pixels.IsEmpty()) {
How about
```
gfx::Rect work_area = bounds;
if (!work_area_insets_pixels.IsEmpty()) {
work_area.Inset(gfx::ScaleToCeiledInsets(
work_area_insets_pixels, 1.0f / display.device_scale_factor()));
}
display.set_work_area(work_area);
```
So that the logic that varies upon condition is more evident.
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display, gfx::Rect(left, top, width, height), insets,
Extract bounds into a variable for readability.
Done
display, gfx::Rect(left, top, width, height), insets,
Extract `bounds` into a variable for readability?
Done
Mention that this is just a helper?
Done
How about
```
gfx::Rect work_area = bounds;
if (!work_area_insets_pixels.IsEmpty()) {
work_area.Inset(gfx::ScaleToCeiledInsets(
work_area_insets_pixels, 1.0f / display.device_scale_factor()));
}
display.set_work_area(work_area);
```
So that the logic that varies upon condition is more evident.
Done
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