#include "third_party/blink/renderer/core/layout/anchor_query_map.h"
#include "third_party/blink/renderer/core/layout/geometry/writing_mode_converter.h"
#include "third_party/blink/renderer/core/layout/inline/inline_cursor.h"
#include "third_party/blink/renderer/core/layout/logical_fragment_link.h"
#include "third_party/blink/renderer/core/layout/physical_box_fragment.h"
namespace blink {
namespace {
struct FragmentainerContext { … };
struct StitchedAnchorReference
: public GarbageCollected<StitchedAnchorReference> { … };
struct StitchedAnchorQuery : public GarbageCollected<StitchedAnchorQuery>,
public AnchorQueryBase<StitchedAnchorReference> { … };
struct StitchedAnchorQueries { … };
}
LogicalAnchorQueryMap::LogicalAnchorQueryMap(
const LayoutBox& root_box,
const LogicalFragmentLinkVector& children,
WritingDirectionMode writing_direction)
: … { … }
void LogicalAnchorQueryMap::SetChildren(
const LogicalFragmentLinkVector& children) { … }
const LogicalAnchorQuery& LogicalAnchorQueryMap::AnchorQuery(
const LayoutObject& containing_block) const { … }
void LogicalAnchorQueryMap::Update(const LayoutObject& layout_object) const { … }
}