#include "third_party/blink/renderer/core/editing/markers/text_match_marker_list_impl.h"
#include "third_party/blink/renderer/core/display_lock/display_lock_utilities.h"
#include "third_party/blink/renderer/core/dom/node.h"
#include "third_party/blink/renderer/core/dom/range.h"
#include "third_party/blink/renderer/core/editing/ephemeral_range.h"
#include "third_party/blink/renderer/core/editing/markers/sorted_document_marker_list_editor.h"
#include "third_party/blink/renderer/core/editing/markers/text_match_marker.h"
#include "third_party/blink/renderer/core/editing/visible_units.h"
#include "third_party/blink/renderer/core/frame/local_frame.h"
#include "third_party/blink/renderer/core/frame/local_frame_view.h"
#include "third_party/blink/renderer/core/layout/layout_object.h"
namespace blink {
DocumentMarker::MarkerType TextMatchMarkerListImpl::MarkerType() const { … }
bool TextMatchMarkerListImpl::IsEmpty() const { … }
void TextMatchMarkerListImpl::Add(DocumentMarker* marker) { … }
void TextMatchMarkerListImpl::Clear() { … }
const HeapVector<Member<DocumentMarker>>& TextMatchMarkerListImpl::GetMarkers()
const { … }
DocumentMarker* TextMatchMarkerListImpl::FirstMarkerIntersectingRange(
unsigned start_offset,
unsigned end_offset) const { … }
HeapVector<Member<DocumentMarker>>
TextMatchMarkerListImpl::MarkersIntersectingRange(unsigned start_offset,
unsigned end_offset) const { … }
bool TextMatchMarkerListImpl::MoveMarkers(int length,
DocumentMarkerList* dst_list) { … }
bool TextMatchMarkerListImpl::RemoveMarkers(unsigned start_offset, int length) { … }
bool TextMatchMarkerListImpl::ShiftMarkers(const String&,
unsigned offset,
unsigned old_length,
unsigned new_length) { … }
void TextMatchMarkerListImpl::Trace(Visitor* visitor) const { … }
static void UpdateMarkerLayoutRect(const Node& node, TextMatchMarker& marker) { … }
Vector<gfx::Rect> TextMatchMarkerListImpl::LayoutRects(const Node& node) const { … }
bool TextMatchMarkerListImpl::SetTextMatchMarkersActive(unsigned start_offset,
unsigned end_offset,
bool active) { … }
}