#include "third_party/blink/renderer/core/editing/inline_box_position.h"
#include "third_party/blink/renderer/core/editing/bidi_adjustment.h"
#include "third_party/blink/renderer/core/editing/editing_utilities.h"
#include "third_party/blink/renderer/core/editing/position.h"
#include "third_party/blink/renderer/core/editing/visible_position.h"
#include "third_party/blink/renderer/core/editing/visible_units.h"
#include "third_party/blink/renderer/core/layout/layout_block.h"
#include "third_party/blink/renderer/core/layout/layout_text.h"
namespace blink {
namespace {
const int kBlockFlowAdjustmentMaxRecursionDepth = …;
template <typename Strategy>
PositionTemplate<Strategy> DownstreamVisuallyEquivalent(
PositionTemplate<Strategy> position,
EditingBoundaryCrossingRule rule = kCanCrossEditingBoundary) { … }
template <typename Strategy>
PositionTemplate<Strategy> UpstreamVisuallyEquivalent(
PositionTemplate<Strategy> position,
EditingBoundaryCrossingRule rule = kCanCrossEditingBoundary) { … }
template <typename Strategy>
LayoutObject& GetLayoutObjectSkippingShadowRoot(
const PositionTemplate<Strategy>& position) { … }
template <typename Strategy>
PositionWithAffinityTemplate<Strategy> ComputeInlineAdjustedPositionAlgorithm(
const PositionWithAffinityTemplate<Strategy>&,
int recursion_depth,
EditingBoundaryCrossingRule rule);
template <typename Strategy>
PositionWithAffinityTemplate<Strategy> AdjustBlockFlowPositionToInline(
const PositionTemplate<Strategy>& position,
int recursion_depth,
EditingBoundaryCrossingRule rule) { … }
template <typename Strategy>
PositionWithAffinityTemplate<Strategy> ComputeInlineAdjustedPositionAlgorithm(
const PositionWithAffinityTemplate<Strategy>& position,
int recursion_depth,
EditingBoundaryCrossingRule rule) { … }
}
PositionWithAffinity ComputeInlineAdjustedPosition(
const PositionWithAffinity& position,
EditingBoundaryCrossingRule rule) { … }
PositionInFlatTreeWithAffinity ComputeInlineAdjustedPosition(
const PositionInFlatTreeWithAffinity& position,
EditingBoundaryCrossingRule rule) { … }
}