WebCore/rendering/RenderBlock.cpp
changeset 0 4f2f89ce4247
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/WebCore/rendering/RenderBlock.cpp	Fri Sep 17 09:02:29 2010 +0300
@@ -0,0 +1,5678 @@
+/*
+ * Copyright (C) 1999 Lars Knoll (knoll@kde.org)
+ *           (C) 1999 Antti Koivisto (koivisto@kde.org)
+ *           (C) 2007 David Smith (catfish.man@gmail.com)
+ * Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2010 Apple Inc. All rights reserved.
+ * Copyright (C) Research In Motion Limited 2010. All rights reserved.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public License
+ * along with this library; see the file COPYING.LIB.  If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ */
+
+#include "config.h"
+#include "RenderBlock.h"
+
+#include "Document.h"
+#include "Element.h"
+#include "FloatQuad.h"
+#include "Frame.h"
+#include "FrameView.h"
+#include "GraphicsContext.h"
+#include "HTMLFormElement.h"
+#include "HTMLNames.h"
+#include "HitTestResult.h"
+#include "InlineTextBox.h"
+#include "RenderFlexibleBox.h"
+#include "RenderImage.h"
+#include "RenderInline.h"
+#include "RenderLayer.h"
+#include "RenderMarquee.h"
+#include "RenderReplica.h"
+#include "RenderTableCell.h"
+#include "RenderTextFragment.h"
+#include "RenderTheme.h"
+#include "RenderView.h"
+#include "SelectionController.h"
+#include "Settings.h"
+#include "TransformState.h"
+#include <wtf/StdLibExtras.h>
+
+using namespace std;
+using namespace WTF;
+using namespace Unicode;
+
+namespace WebCore {
+
+// Number of pixels to allow as a fudge factor when clicking above or below a line.
+// clicking up to verticalLineClickFudgeFactor pixels above a line will correspond to the closest point on the line.   
+static const int verticalLineClickFudgeFactor = 3;
+
+using namespace HTMLNames;
+
+struct ColumnInfo : public Noncopyable {
+    ColumnInfo()
+        : m_desiredColumnWidth(0)
+        , m_desiredColumnCount(1)
+        { }
+    int m_desiredColumnWidth;
+    unsigned m_desiredColumnCount;
+    Vector<IntRect> m_columnRects;
+};
+
+typedef WTF::HashMap<const RenderBox*, ColumnInfo*> ColumnInfoMap;
+static ColumnInfoMap* gColumnInfoMap = 0;
+
+typedef WTF::HashMap<const RenderBlock*, HashSet<RenderBox*>*> PercentHeightDescendantsMap;
+static PercentHeightDescendantsMap* gPercentHeightDescendantsMap = 0;
+
+typedef WTF::HashMap<const RenderBox*, HashSet<RenderBlock*>*> PercentHeightContainerMap;
+static PercentHeightContainerMap* gPercentHeightContainerMap = 0;
+    
+typedef WTF::HashMap<RenderBlock*, ListHashSet<RenderInline*>*> ContinuationOutlineTableMap;
+
+typedef WTF::HashSet<RenderBlock*> DelayedUpdateScrollInfoSet;
+static int gDelayUpdateScrollInfo = 0;
+static DelayedUpdateScrollInfoSet* gDelayedUpdateScrollInfoSet = 0;
+
+// Our MarginInfo state used when laying out block children.
+RenderBlock::MarginInfo::MarginInfo(RenderBlock* block, int top, int bottom)
+{
+    // Whether or not we can collapse our own margins with our children.  We don't do this
+    // if we had any border/padding (obviously), if we're the root or HTML elements, or if
+    // we're positioned, floating, a table cell.
+    m_canCollapseWithChildren = !block->isRenderView() && !block->isRoot() && !block->isPositioned() &&
+        !block->isFloating() && !block->isTableCell() && !block->hasOverflowClip() && !block->isInlineBlockOrInlineTable();
+
+    m_canCollapseTopWithChildren = m_canCollapseWithChildren && (top == 0) && block->style()->marginTopCollapse() != MSEPARATE;
+
+    // If any height other than auto is specified in CSS, then we don't collapse our bottom
+    // margins with our children's margins.  To do otherwise would be to risk odd visual
+    // effects when the children overflow out of the parent block and yet still collapse
+    // with it.  We also don't collapse if we have any bottom border/padding.
+    m_canCollapseBottomWithChildren = m_canCollapseWithChildren && (bottom == 0) &&
+        (block->style()->height().isAuto() && block->style()->height().value() == 0) && block->style()->marginBottomCollapse() != MSEPARATE;
+    
+    m_quirkContainer = block->isTableCell() || block->isBody() || block->style()->marginTopCollapse() == MDISCARD || 
+        block->style()->marginBottomCollapse() == MDISCARD;
+
+    m_atTopOfBlock = true;
+    m_atBottomOfBlock = false;
+
+    m_posMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(true) : 0;
+    m_negMargin = m_canCollapseTopWithChildren ? block->maxTopMargin(false) : 0;
+    
+    m_topQuirk = m_bottomQuirk = m_determinedTopQuirk = false;
+}
+
+// -------------------------------------------------------------------------------------------------------
+
+RenderBlock::RenderBlock(Node* node)
+      : RenderBox(node)
+      , m_floatingObjects(0)
+      , m_positionedObjects(0)
+      , m_continuation(0)
+      , m_maxMargin(0)
+      , m_lineHeight(-1)
+{
+    setChildrenInline(true);
+}
+
+RenderBlock::~RenderBlock()
+{
+    delete m_floatingObjects;
+    delete m_positionedObjects;
+    delete m_maxMargin;
+    
+    if (hasColumns())
+        delete gColumnInfoMap->take(this);
+
+    if (gPercentHeightDescendantsMap) {
+        if (HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->take(this)) {
+            HashSet<RenderBox*>::iterator end = descendantSet->end();
+            for (HashSet<RenderBox*>::iterator descendant = descendantSet->begin(); descendant != end; ++descendant) {
+                HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->get(*descendant);
+                ASSERT(containerSet);
+                if (!containerSet)
+                    continue;
+                ASSERT(containerSet->contains(this));
+                containerSet->remove(this);
+                if (containerSet->isEmpty()) {
+                    gPercentHeightContainerMap->remove(*descendant);
+                    delete containerSet;
+                }
+            }
+            delete descendantSet;
+        }
+    }
+}
+
+void RenderBlock::destroy()
+{
+    // Make sure to destroy anonymous children first while they are still connected to the rest of the tree, so that they will
+    // properly dirty line boxes that they are removed from. Effects that do :before/:after only on hover could crash otherwise.
+    children()->destroyLeftoverChildren();
+
+    // Destroy our continuation before anything other than anonymous children.
+    // The reason we don't destroy it before anonymous children is that they may
+    // have continuations of their own that are anonymous children of our continuation.
+    if (m_continuation) {
+        m_continuation->destroy();
+        m_continuation = 0;
+    }
+    
+    if (!documentBeingDestroyed()) {
+        if (firstLineBox()) {
+            // We can't wait for RenderBox::destroy to clear the selection,
+            // because by then we will have nuked the line boxes.
+            // FIXME: The SelectionController should be responsible for this when it
+            // is notified of DOM mutations.
+            if (isSelectionBorder())
+                view()->clearSelection();
+
+            // If we are an anonymous block, then our line boxes might have children
+            // that will outlast this block. In the non-anonymous block case those
+            // children will be destroyed by the time we return from this function.
+            if (isAnonymousBlock()) {
+                for (InlineFlowBox* box = firstLineBox(); box; box = box->nextLineBox()) {
+                    while (InlineBox* childBox = box->firstChild())
+                        childBox->remove();
+                }
+            }
+        } else if (isInline() && parent())
+            parent()->dirtyLinesFromChangedChild(this);
+    }
+
+    m_lineBoxes.deleteLineBoxes(renderArena());
+
+    RenderBox::destroy();
+}
+
+void RenderBlock::styleWillChange(StyleDifference diff, const RenderStyle* newStyle)
+{
+    setReplaced(newStyle->isDisplayReplacedType());
+    
+    if (style() && parent() && diff == StyleDifferenceLayout && style()->position() != newStyle->position()) {
+        if (newStyle->position() == StaticPosition)
+            // Clear our positioned objects list. Our absolutely positioned descendants will be
+            // inserted into our containing block's positioned objects list during layout.
+            removePositionedObjects(0);
+        else if (style()->position() == StaticPosition) {
+            // Remove our absolutely positioned descendants from their current containing block.
+            // They will be inserted into our positioned objects list during layout.
+            RenderObject* cb = parent();
+            while (cb && (cb->style()->position() == StaticPosition || (cb->isInline() && !cb->isReplaced())) && !cb->isRenderView()) {
+                if (cb->style()->position() == RelativePosition && cb->isInline() && !cb->isReplaced()) {
+                    cb = cb->containingBlock();
+                    break;
+                }
+                cb = cb->parent();
+            }
+            
+            if (cb->isRenderBlock())
+                toRenderBlock(cb)->removePositionedObjects(this);
+        }
+    }
+
+    RenderBox::styleWillChange(diff, newStyle);
+}
+
+void RenderBlock::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
+{
+    RenderBox::styleDidChange(diff, oldStyle);
+
+    if (!isAnonymousBlock()) {
+        // Ensure that all of our continuation blocks pick up the new style.
+        for (RenderBlock* currCont = blockElementContinuation(); currCont; currCont = currCont->blockElementContinuation()) {
+            RenderBoxModelObject* nextCont = currCont->continuation();
+            currCont->setContinuation(0);
+            currCont->setStyle(style());
+            currCont->setContinuation(nextCont);
+        }
+    }
+
+    // FIXME: We could save this call when the change only affected non-inherited properties
+    for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+        if (child->isAnonymousBlock()) {
+            RefPtr<RenderStyle> newStyle = RenderStyle::create();
+            newStyle->inheritFrom(style());
+            if (style()->specifiesColumns()) {
+                if (child->style()->specifiesColumns())
+                    newStyle->inheritColumnPropertiesFrom(style());
+                if (child->style()->columnSpan())
+                    newStyle->setColumnSpan(true);
+            }
+            newStyle->setDisplay(BLOCK);
+            child->setStyle(newStyle.release());
+        }
+    }
+
+    m_lineHeight = -1;
+
+    // Update pseudos for :before and :after now.
+    if (!isAnonymous() && document()->usesBeforeAfterRules() && canHaveChildren()) {
+        updateBeforeAfterContent(BEFORE);
+        updateBeforeAfterContent(AFTER);
+    }
+    updateFirstLetter();
+}
+
+void RenderBlock::updateBeforeAfterContent(PseudoId pseudoId)
+{
+    // If this is an anonymous wrapper, then the parent applies its own pseudo-element style to it.
+    if (parent() && parent()->createsAnonymousWrapper())
+        return;
+    return children()->updateBeforeAfterContent(this, pseudoId);
+}
+
+RenderBlock* RenderBlock::continuationBefore(RenderObject* beforeChild)
+{
+    if (beforeChild && beforeChild->parent() == this)
+        return this;
+
+    RenderBlock* curr = toRenderBlock(continuation());
+    RenderBlock* nextToLast = this;
+    RenderBlock* last = this;
+    while (curr) {
+        if (beforeChild && beforeChild->parent() == curr) {
+            if (curr->firstChild() == beforeChild)
+                return last;
+            return curr;
+        }
+
+        nextToLast = last;
+        last = curr;
+        curr = toRenderBlock(curr->continuation());
+    }
+
+    if (!beforeChild && !last->firstChild())
+        return nextToLast;
+    return last;
+}
+
+void RenderBlock::addChildToContinuation(RenderObject* newChild, RenderObject* beforeChild)
+{
+    RenderBlock* flow = continuationBefore(beforeChild);
+    ASSERT(!beforeChild || beforeChild->parent()->isAnonymousColumnSpanBlock() || beforeChild->parent()->isRenderBlock());
+    RenderBoxModelObject* beforeChildParent = 0;
+    if (beforeChild)
+        beforeChildParent = toRenderBoxModelObject(beforeChild->parent());
+    else {
+        RenderBoxModelObject* cont = flow->continuation();
+        if (cont)
+            beforeChildParent = cont;
+        else
+            beforeChildParent = flow;
+    }
+
+    if (newChild->isFloatingOrPositioned())
+        return beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild);
+
+    // A continuation always consists of two potential candidates: a block or an anonymous
+    // column span box holding column span children.
+    bool childIsNormal = newChild->isInline() || !newChild->style()->columnSpan();
+    bool bcpIsNormal = beforeChildParent->isInline() || !beforeChildParent->style()->columnSpan();
+    bool flowIsNormal = flow->isInline() || !flow->style()->columnSpan();
+
+    if (flow == beforeChildParent)
+        return flow->addChildIgnoringContinuation(newChild, beforeChild);
+    
+    // The goal here is to match up if we can, so that we can coalesce and create the
+    // minimal # of continuations needed for the inline.
+    if (childIsNormal == bcpIsNormal)
+        return beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild);
+    if (flowIsNormal == childIsNormal)
+        return flow->addChildIgnoringContinuation(newChild, 0); // Just treat like an append.
+    return beforeChildParent->addChildIgnoringContinuation(newChild, beforeChild);
+}
+
+
+void RenderBlock::addChildToAnonymousColumnBlocks(RenderObject* newChild, RenderObject* beforeChild)
+{
+    ASSERT(!continuation()); // We don't yet support column spans that aren't immediate children of the multi-column block.
+        
+    // The goal is to locate a suitable box in which to place our child.
+    RenderBlock* beforeChildParent = toRenderBlock(beforeChild ? beforeChild->parent() : lastChild());
+    
+    // If the new child is floating or positioned it can just go in that block.
+    if (newChild->isFloatingOrPositioned())
+        return beforeChildParent->addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild);
+
+    // See if the child can be placed in the box.
+    bool newChildHasColumnSpan = newChild->style()->columnSpan() && !newChild->isInline();
+    bool beforeChildParentHoldsColumnSpans = beforeChildParent->isAnonymousColumnSpanBlock();
+
+    if (newChildHasColumnSpan == beforeChildParentHoldsColumnSpans)
+        return beforeChildParent->addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild);
+
+    if (!beforeChild) {
+        // Create a new block of the correct type.
+        RenderBlock* newBox = newChildHasColumnSpan ? createAnonymousColumnSpanBlock() : createAnonymousColumnsBlock();
+        children()->appendChildNode(this, newBox);
+        newBox->addChildIgnoringAnonymousColumnBlocks(newChild, 0);
+        return;
+    }
+
+    RenderObject* immediateChild = beforeChild;
+    bool isPreviousBlockViable = true;
+    while (immediateChild->parent() != this) {
+        if (isPreviousBlockViable)
+            isPreviousBlockViable = !immediateChild->previousSibling();
+        immediateChild = immediateChild->parent();
+    }
+    if (isPreviousBlockViable && immediateChild->previousSibling())
+        return toRenderBlock(immediateChild->previousSibling())->addChildIgnoringAnonymousColumnBlocks(newChild, 0); // Treat like an append.
+        
+    // Split our anonymous blocks.
+    RenderObject* newBeforeChild = splitAnonymousBlocksAroundChild(beforeChild);
+    
+    // Create a new anonymous box of the appropriate type.
+    RenderBlock* newBox = newChildHasColumnSpan ? createAnonymousColumnSpanBlock() : createAnonymousColumnsBlock();
+    children()->insertChildNode(this, newBox, newBeforeChild);
+    newBox->addChildIgnoringAnonymousColumnBlocks(newChild, 0);
+    return;
+}
+
+RenderBlock* RenderBlock::containingColumnsBlock(bool allowAnonymousColumnBlock)
+{
+    for (RenderObject* curr = this; curr; curr = curr->parent()) {
+        if (!curr->isRenderBlock() || curr->isFloatingOrPositioned() || curr->isTableCell() || curr->isRoot() || curr->isRenderView() || curr->hasOverflowClip()
+            || curr->isInlineBlockOrInlineTable())
+            return 0;
+        
+        RenderBlock* currBlock = toRenderBlock(curr);
+        if (currBlock->style()->specifiesColumns() && (allowAnonymousColumnBlock || !currBlock->isAnonymousColumnsBlock()))
+            return currBlock;
+            
+        if (currBlock->isAnonymousColumnSpanBlock())
+            return 0;
+    }
+    return 0;
+}
+
+RenderBlock* RenderBlock::clone() const
+{
+    RenderBlock* o = new (renderArena()) RenderBlock(node());
+    o->setStyle(style());
+    o->setChildrenInline(childrenInline());
+    return o;
+}
+
+void RenderBlock::splitBlocks(RenderBlock* fromBlock, RenderBlock* toBlock,
+                              RenderBlock* middleBlock,
+                              RenderObject* beforeChild, RenderBoxModelObject* oldCont)
+{
+    // Create a clone of this inline.
+    RenderBlock* cloneBlock = clone();
+    cloneBlock->setContinuation(oldCont);
+
+    // Now take all of the children from beforeChild to the end and remove
+    // them from |this| and place them in the clone.
+    if (!beforeChild && isAfterContent(lastChild()))
+        beforeChild = lastChild();
+    moveChildrenTo(cloneBlock, beforeChild, 0);
+    
+    // Hook |clone| up as the continuation of the middle block.
+    middleBlock->setContinuation(cloneBlock);
+
+    // We have been reparented and are now under the fromBlock.  We need
+    // to walk up our block parent chain until we hit the containing anonymous columns block.
+    // Once we hit the anonymous columns block we're done.
+    RenderBoxModelObject* curr = toRenderBoxModelObject(parent());
+    RenderBoxModelObject* currChild = this;
+    
+    while (curr && curr != fromBlock) {
+        ASSERT(curr->isRenderBlock() && !curr->isAnonymousBlock());
+        
+        RenderBlock* blockCurr = toRenderBlock(curr);
+        
+        // Create a new clone.
+        RenderBlock* cloneChild = cloneBlock;
+        cloneBlock = blockCurr->clone();
+
+        // Insert our child clone as the first child.
+        cloneBlock->children()->appendChildNode(cloneBlock, cloneChild);
+
+        // Hook the clone up as a continuation of |curr|.  Note we do encounter
+        // anonymous blocks possibly as we walk up the block chain.  When we split an
+        // anonymous block, there's no need to do any continuation hookup, since we haven't
+        // actually split a real element.
+        if (!blockCurr->isAnonymousBlock()) {
+            oldCont = blockCurr->continuation();
+            blockCurr->setContinuation(cloneBlock);
+            cloneBlock->setContinuation(oldCont);
+        }
+
+        // Someone may have indirectly caused a <q> to split.  When this happens, the :after content
+        // has to move into the inline continuation.  Call updateBeforeAfterContent to ensure that the inline's :after
+        // content gets properly destroyed.
+        if (document()->usesBeforeAfterRules())
+            blockCurr->children()->updateBeforeAfterContent(blockCurr, AFTER);
+
+        // Now we need to take all of the children starting from the first child
+        // *after* currChild and append them all to the clone.
+        RenderObject* afterContent = isAfterContent(cloneBlock->lastChild()) ? cloneBlock->lastChild() : 0;
+        blockCurr->moveChildrenTo(cloneBlock, currChild->nextSibling(), 0, afterContent);
+
+        // Keep walking up the chain.
+        currChild = curr;
+        curr = toRenderBoxModelObject(curr->parent());
+    }
+
+    // Now we are at the columns block level. We need to put the clone into the toBlock.
+    toBlock->children()->appendChildNode(toBlock, cloneBlock);
+
+    // Now take all the children after currChild and remove them from the fromBlock
+    // and put them in the toBlock.
+    fromBlock->moveChildrenTo(toBlock, currChild->nextSibling(), 0);
+}
+
+void RenderBlock::splitFlow(RenderObject* beforeChild, RenderBlock* newBlockBox,
+                            RenderObject* newChild, RenderBoxModelObject* oldCont)
+{
+    RenderBlock* pre = 0;
+    RenderBlock* block = containingColumnsBlock();
+    
+    // Delete our line boxes before we do the inline split into continuations.
+    block->deleteLineBoxTree();
+    
+    bool madeNewBeforeBlock = false;
+    if (block->isAnonymousColumnsBlock()) {
+        // We can reuse this block and make it the preBlock of the next continuation.
+        pre = block;
+        pre->removePositionedObjects(0);
+        block = toRenderBlock(block->parent());
+    } else {
+        // No anonymous block available for use.  Make one.
+        pre = block->createAnonymousColumnsBlock();
+        pre->setChildrenInline(false);
+        madeNewBeforeBlock = true;
+    }
+
+    RenderBlock* post = block->createAnonymousColumnsBlock();
+    post->setChildrenInline(false);
+
+    RenderObject* boxFirst = madeNewBeforeBlock ? block->firstChild() : pre->nextSibling();
+    if (madeNewBeforeBlock)
+        block->children()->insertChildNode(block, pre, boxFirst);
+    block->children()->insertChildNode(block, newBlockBox, boxFirst);
+    block->children()->insertChildNode(block, post, boxFirst);
+    block->setChildrenInline(false);
+    
+    if (madeNewBeforeBlock)
+        block->moveChildrenTo(pre, boxFirst, 0);
+
+    splitBlocks(pre, post, newBlockBox, beforeChild, oldCont);
+
+    // We already know the newBlockBox isn't going to contain inline kids, so avoid wasting
+    // time in makeChildrenNonInline by just setting this explicitly up front.
+    newBlockBox->setChildrenInline(false);
+
+    // We delayed adding the newChild until now so that the |newBlockBox| would be fully
+    // connected, thus allowing newChild access to a renderArena should it need
+    // to wrap itself in additional boxes (e.g., table construction).
+    newBlockBox->addChild(newChild);
+
+    // Always just do a full layout in order to ensure that line boxes (especially wrappers for images)
+    // get deleted properly.  Because objects moves from the pre block into the post block, we want to
+    // make new line boxes instead of leaving the old line boxes around.
+    pre->setNeedsLayoutAndPrefWidthsRecalc();
+    block->setNeedsLayoutAndPrefWidthsRecalc();
+    post->setNeedsLayoutAndPrefWidthsRecalc();
+}
+
+RenderObject* RenderBlock::splitAnonymousBlocksAroundChild(RenderObject* beforeChild)
+{
+    while (beforeChild->parent() != this) {
+        RenderBlock* blockToSplit = toRenderBlock(beforeChild->parent());
+        if (blockToSplit->firstChild() != beforeChild) {
+            // We have to split the parentBlock into two blocks.
+            RenderBlock* post = createAnonymousBlockWithSameTypeAs(blockToSplit);
+            post->setChildrenInline(blockToSplit->childrenInline());
+            RenderBlock* parentBlock = toRenderBlock(blockToSplit->parent());
+            parentBlock->children()->insertChildNode(parentBlock, post, blockToSplit->nextSibling());
+            blockToSplit->moveChildrenTo(post, beforeChild, 0, blockToSplit->hasLayer());
+            post->setNeedsLayoutAndPrefWidthsRecalc();
+            blockToSplit->setNeedsLayoutAndPrefWidthsRecalc();
+            beforeChild = post;
+        } else
+            beforeChild = blockToSplit;
+    }
+    return beforeChild;
+}
+
+void RenderBlock::makeChildrenAnonymousColumnBlocks(RenderObject* beforeChild, RenderBlock* newBlockBox, RenderObject* newChild)
+{
+    RenderBlock* pre = 0;
+    RenderBlock* post = 0;
+    RenderBlock* block = this; // Eventually block will not just be |this|, but will also be a block nested inside |this|.  Assign to a variable
+                               // so that we don't have to patch all of the rest of the code later on.
+    
+    // Delete the block's line boxes before we do the split.
+    block->deleteLineBoxTree();
+
+    if (beforeChild && beforeChild->parent() != this)
+        beforeChild = splitAnonymousBlocksAroundChild(beforeChild);
+
+    if (beforeChild != firstChild()) {
+        pre = block->createAnonymousColumnsBlock();
+        pre->setChildrenInline(block->childrenInline());
+    }
+
+    if (beforeChild) {
+        post = block->createAnonymousColumnsBlock();
+        post->setChildrenInline(block->childrenInline());
+    }
+
+    RenderObject* boxFirst = block->firstChild();
+    if (pre)
+        block->children()->insertChildNode(block, pre, boxFirst);
+    block->children()->insertChildNode(block, newBlockBox, boxFirst);
+    if (post)
+        block->children()->insertChildNode(block, post, boxFirst);
+    block->setChildrenInline(false);
+    
+    // The pre/post blocks always have layers, so we know to always do a full insert/remove (so we pass true as the last argument).
+    block->moveChildrenTo(pre, boxFirst, beforeChild, true);
+    block->moveChildrenTo(post, beforeChild, 0, true);
+
+    // We already know the newBlockBox isn't going to contain inline kids, so avoid wasting
+    // time in makeChildrenNonInline by just setting this explicitly up front.
+    newBlockBox->setChildrenInline(false);
+
+    // We delayed adding the newChild until now so that the |newBlockBox| would be fully
+    // connected, thus allowing newChild access to a renderArena should it need
+    // to wrap itself in additional boxes (e.g., table construction).
+    newBlockBox->addChild(newChild);
+
+    // Always just do a full layout in order to ensure that line boxes (especially wrappers for images)
+    // get deleted properly.  Because objects moved from the pre block into the post block, we want to
+    // make new line boxes instead of leaving the old line boxes around.
+    if (pre)
+        pre->setNeedsLayoutAndPrefWidthsRecalc();
+    block->setNeedsLayoutAndPrefWidthsRecalc();
+    if (post)
+        post->setNeedsLayoutAndPrefWidthsRecalc();
+}
+
+RenderBlock* RenderBlock::columnsBlockForSpanningElement(RenderObject* newChild)
+{
+    // FIXME: This function is the gateway for the addition of column-span support.  It will
+    // be added to in three stages:
+    // (1) Immediate children of a multi-column block can span.
+    // (2) Nested block-level children with only block-level ancestors between them and the multi-column block can span.
+    // (3) Nested children with block or inline ancestors between them and the multi-column block can span (this is when we
+    // cross the streams and have to cope with both types of continuations mixed together).
+    // This function currently supports (1) and (2).
+    RenderBlock* columnsBlockAncestor = 0;
+    if (!newChild->isText() && newChild->style()->columnSpan() && !newChild->isFloatingOrPositioned()
+        && !newChild->isInline() && !isAnonymousColumnSpanBlock()) {
+        if (style()->specifiesColumns())
+            columnsBlockAncestor = this;
+        else
+            columnsBlockAncestor = toRenderBlock(parent())->containingColumnsBlock(false);
+    }
+    return columnsBlockAncestor;
+}
+
+void RenderBlock::addChildIgnoringAnonymousColumnBlocks(RenderObject* newChild, RenderObject* beforeChild)
+{
+    // Make sure we don't append things after :after-generated content if we have it.
+    if (!beforeChild) {
+        RenderObject* lastRenderer = lastChild();
+        if (isAfterContent(lastRenderer))
+            beforeChild = lastRenderer;
+        else if (lastRenderer && lastRenderer->isAnonymousBlock() && isAfterContent(lastRenderer->lastChild()))
+            beforeChild = lastRenderer->lastChild();
+    }
+
+    // Check for a spanning element in columns.
+    RenderBlock* columnsBlockAncestor = columnsBlockForSpanningElement(newChild);
+    if (columnsBlockAncestor) {
+        // We are placing a column-span element inside a block. 
+        RenderBlock* newBox = createAnonymousColumnSpanBlock();
+        
+        if (columnsBlockAncestor != this) {
+            // We are nested inside a multi-column element and are being split by the span.  We have to break up
+            // our block into continuations.
+            RenderBoxModelObject* oldContinuation = continuation();
+            setContinuation(newBox);
+
+            // Someone may have put a <p> inside a <q>, causing a split.  When this happens, the :after content
+            // has to move into the inline continuation.  Call updateBeforeAfterContent to ensure that our :after
+            // content gets properly destroyed.
+            bool isLastChild = (beforeChild == lastChild());
+            if (document()->usesBeforeAfterRules())
+                children()->updateBeforeAfterContent(this, AFTER);
+            if (isLastChild && beforeChild != lastChild())
+                beforeChild = 0; // We destroyed the last child, so now we need to update our insertion
+                                 // point to be 0.  It's just a straight append now.
+
+            splitFlow(beforeChild, newBox, newChild, oldContinuation);
+            return;
+        }
+
+        // We have to perform a split of this block's children.  This involves creating an anonymous block box to hold
+        // the column-spanning |newChild|.  We take all of the children from before |newChild| and put them into
+        // one anonymous columns block, and all of the children after |newChild| go into another anonymous block.
+        makeChildrenAnonymousColumnBlocks(beforeChild, newBox, newChild);
+        return;
+    }
+
+    bool madeBoxesNonInline = false;
+
+    // If the requested beforeChild is not one of our children, then this is because
+    // there is an anonymous container within this object that contains the beforeChild.
+    if (beforeChild && beforeChild->parent() != this) {
+        RenderObject* anonymousChild = beforeChild->parent();
+        ASSERT(anonymousChild);
+
+        while (anonymousChild->parent() != this)
+            anonymousChild = anonymousChild->parent();
+
+        ASSERT(anonymousChild->isAnonymous());
+
+        if (anonymousChild->isAnonymousBlock()) {
+            // Insert the child into the anonymous block box instead of here.
+            if (newChild->isInline() || beforeChild->parent()->firstChild() != beforeChild)
+                beforeChild->parent()->addChild(newChild, beforeChild);
+            else
+                addChild(newChild, beforeChild->parent());
+            return;
+        }
+
+        ASSERT(anonymousChild->isTable());
+        if ((newChild->isTableCol() && newChild->style()->display() == TABLE_COLUMN_GROUP)
+                || (newChild->isRenderBlock() && newChild->style()->display() == TABLE_CAPTION)
+                || newChild->isTableSection()
+                || newChild->isTableRow()
+                || newChild->isTableCell()) {
+            // Insert into the anonymous table.
+            anonymousChild->addChild(newChild, beforeChild);
+            return;
+        }
+
+        // Go on to insert before the anonymous table.
+        beforeChild = anonymousChild;
+    }
+
+    // A block has to either have all of its children inline, or all of its children as blocks.
+    // So, if our children are currently inline and a block child has to be inserted, we move all our
+    // inline children into anonymous block boxes.
+    if (childrenInline() && !newChild->isInline() && !newChild->isFloatingOrPositioned()) {
+        // This is a block with inline content. Wrap the inline content in anonymous blocks.
+        makeChildrenNonInline(beforeChild);
+        madeBoxesNonInline = true;
+
+        if (beforeChild && beforeChild->parent() != this) {
+            beforeChild = beforeChild->parent();
+            ASSERT(beforeChild->isAnonymousBlock());
+            ASSERT(beforeChild->parent() == this);
+        }
+    } else if (!childrenInline() && (newChild->isFloatingOrPositioned() || newChild->isInline())) {
+        // If we're inserting an inline child but all of our children are blocks, then we have to make sure
+        // it is put into an anomyous block box. We try to use an existing anonymous box if possible, otherwise
+        // a new one is created and inserted into our list of children in the appropriate position.
+        RenderObject* afterChild = beforeChild ? beforeChild->previousSibling() : lastChild();
+
+        if (afterChild && afterChild->isAnonymousBlock()) {
+            afterChild->addChild(newChild);
+            return;
+        }
+
+        if (newChild->isInline()) {
+            // No suitable existing anonymous box - create a new one.
+            RenderBlock* newBox = createAnonymousBlock();
+            RenderBox::addChild(newBox, beforeChild);
+            newBox->addChild(newChild);
+            return;
+        }
+    }
+
+    RenderBox::addChild(newChild, beforeChild);
+
+    if (madeBoxesNonInline && parent() && isAnonymousBlock() && parent()->isRenderBlock())
+        toRenderBlock(parent())->removeLeftoverAnonymousBlock(this);
+    // this object may be dead here
+}
+
+void RenderBlock::addChild(RenderObject* newChild, RenderObject* beforeChild)
+{
+    if (continuation() && !isAnonymousBlock())
+        return addChildToContinuation(newChild, beforeChild);
+    return addChildIgnoringContinuation(newChild, beforeChild);
+}
+
+void RenderBlock::addChildIgnoringContinuation(RenderObject* newChild, RenderObject* beforeChild)
+{
+    if (!isAnonymousBlock() && firstChild() && (firstChild()->isAnonymousColumnsBlock() || firstChild()->isAnonymousColumnSpanBlock()))
+        return addChildToAnonymousColumnBlocks(newChild, beforeChild);
+    return addChildIgnoringAnonymousColumnBlocks(newChild, beforeChild);
+}
+
+static void getInlineRun(RenderObject* start, RenderObject* boundary,
+                         RenderObject*& inlineRunStart,
+                         RenderObject*& inlineRunEnd)
+{
+    // Beginning at |start| we find the largest contiguous run of inlines that
+    // we can.  We denote the run with start and end points, |inlineRunStart|
+    // and |inlineRunEnd|.  Note that these two values may be the same if
+    // we encounter only one inline.
+    //
+    // We skip any non-inlines we encounter as long as we haven't found any
+    // inlines yet.
+    //
+    // |boundary| indicates a non-inclusive boundary point.  Regardless of whether |boundary|
+    // is inline or not, we will not include it in a run with inlines before it.  It's as though we encountered
+    // a non-inline.
+    
+    // Start by skipping as many non-inlines as we can.
+    RenderObject * curr = start;
+    bool sawInline;
+    do {
+        while (curr && !(curr->isInline() || curr->isFloatingOrPositioned()))
+            curr = curr->nextSibling();
+        
+        inlineRunStart = inlineRunEnd = curr;
+        
+        if (!curr)
+            return; // No more inline children to be found.
+        
+        sawInline = curr->isInline();
+        
+        curr = curr->nextSibling();
+        while (curr && (curr->isInline() || curr->isFloatingOrPositioned()) && (curr != boundary)) {
+            inlineRunEnd = curr;
+            if (curr->isInline())
+                sawInline = true;
+            curr = curr->nextSibling();
+        }
+    } while (!sawInline);
+}
+
+void RenderBlock::deleteLineBoxTree()
+{
+    m_lineBoxes.deleteLineBoxTree(renderArena());
+}
+
+RootInlineBox* RenderBlock::createRootInlineBox() 
+{
+    return new (renderArena()) RootInlineBox(this);
+}
+
+RootInlineBox* RenderBlock::createAndAppendRootInlineBox()
+{
+    RootInlineBox* rootBox = createRootInlineBox();
+    m_lineBoxes.appendLineBox(rootBox);
+    return rootBox;
+}
+
+void RenderBlock::moveChildTo(RenderBlock* to, RenderObject* child, RenderObject* beforeChild, bool fullRemoveInsert)
+{
+    ASSERT(this == child->parent());
+    ASSERT(!beforeChild || to == beforeChild->parent());
+    to->children()->insertChildNode(to, children()->removeChildNode(this, child, fullRemoveInsert), beforeChild, fullRemoveInsert);
+}
+
+void RenderBlock::moveChildrenTo(RenderBlock* to, RenderObject* startChild, RenderObject* endChild, RenderObject* beforeChild, bool fullRemoveInsert)
+{
+    ASSERT(!beforeChild || to == beforeChild->parent());
+    RenderObject* nextChild = startChild;
+    while (nextChild && nextChild != endChild) {
+        RenderObject* child = nextChild;
+        nextChild = child->nextSibling();
+        to->children()->insertChildNode(to, children()->removeChildNode(this, child, fullRemoveInsert), beforeChild, fullRemoveInsert);
+        if (child == endChild)
+            return;
+    }
+}
+
+void RenderBlock::makeChildrenNonInline(RenderObject *insertionPoint)
+{    
+    // makeChildrenNonInline takes a block whose children are *all* inline and it
+    // makes sure that inline children are coalesced under anonymous
+    // blocks.  If |insertionPoint| is defined, then it represents the insertion point for
+    // the new block child that is causing us to have to wrap all the inlines.  This
+    // means that we cannot coalesce inlines before |insertionPoint| with inlines following
+    // |insertionPoint|, because the new child is going to be inserted in between the inlines,
+    // splitting them.
+    ASSERT(isInlineBlockOrInlineTable() || !isInline());
+    ASSERT(!insertionPoint || insertionPoint->parent() == this);
+
+    setChildrenInline(false);
+
+    RenderObject *child = firstChild();
+    if (!child)
+        return;
+
+    deleteLineBoxTree();
+
+    while (child) {
+        RenderObject *inlineRunStart, *inlineRunEnd;
+        getInlineRun(child, insertionPoint, inlineRunStart, inlineRunEnd);
+
+        if (!inlineRunStart)
+            break;
+
+        child = inlineRunEnd->nextSibling();
+
+        RenderBlock* block = createAnonymousBlock();
+        children()->insertChildNode(this, block, inlineRunStart);
+        moveChildrenTo(block, inlineRunStart, child);
+    }
+
+#ifndef NDEBUG
+    for (RenderObject *c = firstChild(); c; c = c->nextSibling())
+        ASSERT(!c->isInline());
+#endif
+
+    repaint();
+}
+
+void RenderBlock::removeLeftoverAnonymousBlock(RenderBlock* child)
+{
+    ASSERT(child->isAnonymousBlock());
+    ASSERT(!child->childrenInline());
+    
+    if (child->continuation() || (child->firstChild() && (child->isAnonymousColumnSpanBlock() || child->isAnonymousColumnsBlock())))
+        return;
+    
+    RenderObject* firstAnChild = child->m_children.firstChild();
+    RenderObject* lastAnChild = child->m_children.lastChild();
+    if (firstAnChild) {
+        RenderObject* o = firstAnChild;
+        while (o) {
+            o->setParent(this);
+            o = o->nextSibling();
+        }
+        firstAnChild->setPreviousSibling(child->previousSibling());
+        lastAnChild->setNextSibling(child->nextSibling());
+        if (child->previousSibling())
+            child->previousSibling()->setNextSibling(firstAnChild);
+        if (child->nextSibling())
+            child->nextSibling()->setPreviousSibling(lastAnChild);
+            
+        if (child == m_children.firstChild())
+            m_children.setFirstChild(firstAnChild);
+        if (child == m_children.lastChild())
+            m_children.setLastChild(lastAnChild);
+    } else {
+        if (child == m_children.firstChild())
+            m_children.setFirstChild(child->nextSibling());
+        if (child == m_children.lastChild())
+            m_children.setLastChild(child->previousSibling());
+
+        if (child->previousSibling())
+            child->previousSibling()->setNextSibling(child->nextSibling());
+        if (child->nextSibling())
+            child->nextSibling()->setPreviousSibling(child->previousSibling());
+    }
+    child->setParent(0);
+    child->setPreviousSibling(0);
+    child->setNextSibling(0);
+    
+    child->children()->setFirstChild(0);
+    child->m_next = 0;
+
+    child->destroy();
+}
+
+static bool canMergeContiguousAnonymousBlocks(RenderObject* oldChild, RenderObject* prev, RenderObject* next)
+{
+    if (oldChild->documentBeingDestroyed() || oldChild->isInline() || oldChild->virtualContinuation())
+        return false;
+
+    if ((prev && (!prev->isAnonymousBlock() || toRenderBlock(prev)->continuation()))
+        || (next && (!next->isAnonymousBlock() || toRenderBlock(next)->continuation())))
+        return false;
+
+    // FIXME: This check isn't required when inline run-ins can't be split into continuations.
+    if (prev && prev->firstChild() && prev->firstChild()->isInline() && prev->firstChild()->isRunIn())
+        return false;
+
+#if ENABLE(RUBY)
+    if ((prev && (prev->isRubyRun() || prev->isRubyBase()))
+        || (next && (next->isRubyRun() || next->isRubyBase())))
+        return false;
+#endif
+
+    if (!prev || !next)
+        return true;
+
+    // Make sure the types of the anonymous blocks match up.
+    return prev->isAnonymousColumnsBlock() == next->isAnonymousColumnsBlock()
+           && prev->isAnonymousColumnSpanBlock() == prev->isAnonymousColumnSpanBlock();
+}
+
+void RenderBlock::removeChild(RenderObject* oldChild)
+{
+    // If this child is a block, and if our previous and next siblings are
+    // both anonymous blocks with inline content, then we can go ahead and
+    // fold the inline content back together.
+    RenderObject* prev = oldChild->previousSibling();
+    RenderObject* next = oldChild->nextSibling();
+    bool canMergeAnonymousBlocks = canMergeContiguousAnonymousBlocks(oldChild, prev, next);
+    if (canMergeAnonymousBlocks && prev && next) {
+        prev->setNeedsLayoutAndPrefWidthsRecalc();
+        RenderBlock* nextBlock = toRenderBlock(next);
+        RenderBlock* prevBlock = toRenderBlock(prev);
+       
+        if (prev->childrenInline() != next->childrenInline()) {
+            RenderBlock* inlineChildrenBlock = prev->childrenInline() ? prevBlock : nextBlock;
+            RenderBlock* blockChildrenBlock = prev->childrenInline() ? nextBlock : prevBlock;
+            
+            // Place the inline children block inside of the block children block instead of deleting it.
+            // In order to reuse it, we have to reset it to just be a generic anonymous block.  Make sure
+            // to clear out inherited column properties by just making a new style, and to also clear the
+            // column span flag if it is set.
+            ASSERT(!inlineChildrenBlock->continuation());
+            RefPtr<RenderStyle> newStyle = RenderStyle::create();
+            newStyle->inheritFrom(style());
+            children()->removeChildNode(this, inlineChildrenBlock, inlineChildrenBlock->hasLayer());
+            inlineChildrenBlock->setStyle(newStyle);
+            
+            // Now just put the inlineChildrenBlock inside the blockChildrenBlock.
+            blockChildrenBlock->children()->insertChildNode(blockChildrenBlock, inlineChildrenBlock, prev == inlineChildrenBlock ? blockChildrenBlock->firstChild() : 0,
+                                                            inlineChildrenBlock->hasLayer() || blockChildrenBlock->hasLayer());
+            next->setNeedsLayoutAndPrefWidthsRecalc();
+        } else {
+            // Take all the children out of the |next| block and put them in
+            // the |prev| block.
+            nextBlock->moveAllChildrenTo(prevBlock, nextBlock->hasLayer() || prevBlock->hasLayer());
+       
+            // Delete the now-empty block's lines and nuke it.
+            nextBlock->deleteLineBoxTree();
+            nextBlock->destroy();
+        }
+    }
+
+    RenderBox::removeChild(oldChild);
+
+    RenderObject* child = prev ? prev : next;
+    if (canMergeAnonymousBlocks && child && !child->previousSibling() && !child->nextSibling() && !isFlexibleBox()) {
+        // The removal has knocked us down to containing only a single anonymous
+        // box.  We can go ahead and pull the content right back up into our
+        // box.
+        setNeedsLayoutAndPrefWidthsRecalc();
+        setChildrenInline(child->childrenInline());
+        RenderBlock* anonBlock = toRenderBlock(children()->removeChildNode(this, child, child->hasLayer()));
+        anonBlock->moveAllChildrenTo(this, child->hasLayer());
+        // Delete the now-empty block's lines and nuke it.
+        anonBlock->deleteLineBoxTree();
+        anonBlock->destroy();
+    }
+
+    if (!firstChild() && !documentBeingDestroyed()) {
+        // If this was our last child be sure to clear out our line boxes.
+        if (childrenInline())
+            lineBoxes()->deleteLineBoxes(renderArena());
+        // If we're now an empty anonymous block then go ahead and delete ourselves.
+        else if (isAnonymousBlock() && parent() && parent()->isRenderBlock() && !continuation())
+            destroy();
+    }
+}
+
+bool RenderBlock::isSelfCollapsingBlock() const
+{
+    // We are not self-collapsing if we
+    // (a) have a non-zero height according to layout (an optimization to avoid wasting time)
+    // (b) are a table,
+    // (c) have border/padding,
+    // (d) have a min-height
+    // (e) have specified that one of our margins can't collapse using a CSS extension
+    if (height() > 0
+        || isTable() || borderAndPaddingHeight()
+        || style()->minHeight().isPositive()
+        || style()->marginTopCollapse() == MSEPARATE || style()->marginBottomCollapse() == MSEPARATE)
+        return false;
+
+    bool hasAutoHeight = style()->height().isAuto();
+    if (style()->height().isPercent() && !style()->htmlHacks()) {
+        hasAutoHeight = true;
+        for (RenderBlock* cb = containingBlock(); !cb->isRenderView(); cb = cb->containingBlock()) {
+            if (cb->style()->height().isFixed() || cb->isTableCell())
+                hasAutoHeight = false;
+        }
+    }
+
+    // If the height is 0 or auto, then whether or not we are a self-collapsing block depends
+    // on whether we have content that is all self-collapsing or not.
+    if (hasAutoHeight || ((style()->height().isFixed() || style()->height().isPercent()) && style()->height().isZero())) {
+        // If the block has inline children, see if we generated any line boxes.  If we have any
+        // line boxes, then we can't be self-collapsing, since we have content.
+        if (childrenInline())
+            return !firstLineBox();
+        
+        // Whether or not we collapse is dependent on whether all our normal flow children
+        // are also self-collapsing.
+        for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) {
+            if (child->isFloatingOrPositioned())
+                continue;
+            if (!child->isSelfCollapsingBlock())
+                return false;
+        }
+        return true;
+    }
+    return false;
+}
+
+void RenderBlock::startDelayUpdateScrollInfo()
+{
+    if (gDelayUpdateScrollInfo == 0) {
+        ASSERT(!gDelayedUpdateScrollInfoSet);
+        gDelayedUpdateScrollInfoSet = new DelayedUpdateScrollInfoSet;
+    }
+    ASSERT(gDelayedUpdateScrollInfoSet);
+    ++gDelayUpdateScrollInfo;
+}
+
+void RenderBlock::finishDelayUpdateScrollInfo()
+{
+    --gDelayUpdateScrollInfo;
+    ASSERT(gDelayUpdateScrollInfo >= 0);
+    if (gDelayUpdateScrollInfo == 0) {
+        ASSERT(gDelayedUpdateScrollInfoSet);
+
+        OwnPtr<DelayedUpdateScrollInfoSet> infoSet(gDelayedUpdateScrollInfoSet);
+        gDelayedUpdateScrollInfoSet = 0;
+
+        for (DelayedUpdateScrollInfoSet::iterator it = infoSet->begin(); it != infoSet->end(); ++it) {
+            RenderBlock* block = *it;
+            if (block->hasOverflowClip()) {
+                block->layer()->updateScrollInfoAfterLayout();
+            }
+        }
+    }
+}
+
+void RenderBlock::updateScrollInfoAfterLayout()
+{
+    if (hasOverflowClip()) {
+        if (gDelayUpdateScrollInfo)
+            gDelayedUpdateScrollInfoSet->add(this);
+        else
+            layer()->updateScrollInfoAfterLayout();
+    }
+}
+
+void RenderBlock::layout()
+{
+    // Update our first letter info now.
+    updateFirstLetter();
+
+    // Table cells call layoutBlock directly, so don't add any logic here.  Put code into
+    // layoutBlock().
+    layoutBlock(false);
+    
+    // It's safe to check for control clip here, since controls can never be table cells.
+    // If we have a lightweight clip, there can never be any overflow from children.
+    if (hasControlClip() && m_overflow)
+        clearLayoutOverflow();
+}
+
+void RenderBlock::layoutBlock(bool relayoutChildren)
+{
+    ASSERT(needsLayout());
+
+    if (isInline() && !isInlineBlockOrInlineTable()) // Inline <form>s inside various table elements can
+        return;                                      // cause us to come in here.  Just bail.
+
+    if (!relayoutChildren && layoutOnlyPositionedObjects())
+        return;
+
+    LayoutRepainter repainter(*this, m_everHadLayout && checkForRepaintDuringLayout());
+    LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), hasColumns() || hasTransform() || hasReflection());
+
+    int oldWidth = width();
+    int oldColumnWidth = desiredColumnWidth();
+
+    calcWidth();
+    calcColumnWidth();
+
+    m_overflow.clear();
+
+    if (oldWidth != width() || oldColumnWidth != desiredColumnWidth())
+        relayoutChildren = true;
+
+    clearFloats();
+
+    int previousHeight = height();
+    setHeight(0);
+
+    // We use four values, maxTopPos, maxTopNeg, maxBottomPos, and maxBottomNeg, to track
+    // our current maximal positive and negative margins.  These values are used when we
+    // are collapsed with adjacent blocks, so for example, if you have block A and B
+    // collapsing together, then you'd take the maximal positive margin from both A and B
+    // and subtract it from the maximal negative margin from both A and B to get the
+    // true collapsed margin.  This algorithm is recursive, so when we finish layout()
+    // our block knows its current maximal positive/negative values.
+    //
+    // Start out by setting our margin values to our current margins.  Table cells have
+    // no margins, so we don't fill in the values for table cells.
+    bool isCell = isTableCell();
+    if (!isCell) {
+        initMaxMarginValues();
+
+        setTopMarginQuirk(style()->marginTop().quirk());
+        setBottomMarginQuirk(style()->marginBottom().quirk());
+
+        Node* n = node();
+        if (n && n->hasTagName(formTag) && static_cast<HTMLFormElement*>(n)->isMalformed()) {
+            // See if this form is malformed (i.e., unclosed). If so, don't give the form
+            // a bottom margin.
+            setMaxBottomMargins(0, 0);
+        }
+    }
+
+    // For overflow:scroll blocks, ensure we have both scrollbars in place always.
+    if (scrollsOverflow()) {
+        if (style()->overflowX() == OSCROLL)
+            layer()->setHasHorizontalScrollbar(true);
+        if (style()->overflowY() == OSCROLL)
+            layer()->setHasVerticalScrollbar(true);
+    }
+
+    int repaintTop = 0;
+    int repaintBottom = 0;
+    int maxFloatBottom = 0;
+    if (!firstChild() && !isAnonymousBlock())
+        setChildrenInline(true);
+    if (childrenInline())
+        layoutInlineChildren(relayoutChildren, repaintTop, repaintBottom);
+    else
+        layoutBlockChildren(relayoutChildren, maxFloatBottom);
+
+    // Expand our intrinsic height to encompass floats.
+    int toAdd = borderBottom() + paddingBottom() + horizontalScrollbarHeight();
+    if (floatBottom() > (height() - toAdd) && expandsToEncloseOverhangingFloats())
+        setHeight(floatBottom() + toAdd);
+    
+    // Now lay out our columns within this intrinsic height, since they can slightly affect the intrinsic height as
+    // we adjust for clean column breaks.
+    int singleColumnBottom = layoutColumns();
+
+    // Calculate our new height.
+    int oldHeight = height();
+    calcHeight();
+    if (oldHeight != height()) {
+        if (oldHeight > height() && maxFloatBottom > height() && !childrenInline()) {
+            // One of our children's floats may have become an overhanging float for us. We need to look for it.
+            for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+                if (child->isBlockFlow() && !child->isFloatingOrPositioned()) {
+                    RenderBlock* block = toRenderBlock(child);
+                    if (block->floatBottom() + block->y() > height())
+                        addOverhangingFloats(block, -block->x(), -block->y(), false);
+                }
+            }
+        }
+        
+        // We have to rebalance columns to the new height.
+        layoutColumns(singleColumnBottom);
+    }
+
+    if (previousHeight != height())
+        relayoutChildren = true;
+
+    // This check is designed to catch anyone
+    // who wasn't going to propagate float information up to the parent and yet could potentially be painted by its ancestor.
+    if (isRoot() || expandsToEncloseOverhangingFloats())
+        addOverflowFromFloats();
+
+    // Add overflow from children (unless we're multi-column, since in that case all our child overflow is clipped anyway).
+    if (!hasColumns()) {
+        if (childrenInline())
+            addOverflowFromInlineChildren();
+        else
+            addOverflowFromBlockChildren();
+    }
+
+    // Add visual overflow from box-shadow and reflections.
+    addShadowOverflow();
+
+    layoutPositionedObjects(relayoutChildren || isRoot());
+
+    positionListMarker();
+    
+    statePusher.pop();
+
+    // Update our scroll information if we're overflow:auto/scroll/hidden now that we know if
+    // we overflow or not.
+    updateScrollInfoAfterLayout();
+
+    // Repaint with our new bounds if they are different from our old bounds.
+    bool didFullRepaint = repainter.repaintAfterLayout();
+    if (!didFullRepaint && repaintTop != repaintBottom && (style()->visibility() == VISIBLE || enclosingLayer()->hasVisibleContent())) {
+        int repaintLeft = min(leftVisualOverflow(), leftLayoutOverflow());
+        int repaintRight = max(rightVisualOverflow(), rightLayoutOverflow());
+        IntRect repaintRect(repaintLeft, repaintTop, repaintRight - repaintLeft, repaintBottom - repaintTop);
+
+        // FIXME: Deal with multiple column repainting.  We have to split the repaint
+        // rect up into multiple rects if it spans columns.
+
+        repaintRect.inflate(maximalOutlineSize(PaintPhaseOutline));
+        
+        if (hasOverflowClip()) {
+            // Adjust repaint rect for scroll offset
+            repaintRect.move(-layer()->scrolledContentOffset());
+
+            // Don't allow this rect to spill out of our overflow box.
+            repaintRect.intersect(IntRect(0, 0, width(), height()));
+        }
+
+        // Make sure the rect is still non-empty after intersecting for overflow above
+        if (!repaintRect.isEmpty()) {
+            repaintRectangle(repaintRect); // We need to do a partial repaint of our content.
+            if (hasReflection())
+                repaintRectangle(reflectedRect(repaintRect));
+        }
+    }
+    setNeedsLayout(false);
+}
+
+void RenderBlock::addOverflowFromBlockChildren()
+{
+    for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) {
+        if (!child->isFloatingOrPositioned())
+            addOverflowFromChild(child);
+    }
+}
+
+void RenderBlock::addOverflowFromFloats()
+{
+    IntRect result;
+    if (!m_floatingObjects)
+        return;
+    FloatingObject* r;
+    DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+    for (; (r = it.current()); ++it) {
+        if (r->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer())
+            addOverflowFromChild(r->m_renderer, IntSize(r->m_left + r->m_renderer->marginLeft(), r->m_top + r->m_renderer->marginTop()));
+    }
+    return;
+}
+
+bool RenderBlock::expandsToEncloseOverhangingFloats() const
+{
+    return isInlineBlockOrInlineTable() || isFloatingOrPositioned() || hasOverflowClip() || (parent() && parent()->isFlexibleBox()) || hasColumns() || isTableCell() || isFieldset();
+}
+
+void RenderBlock::adjustPositionedBlock(RenderBox* child, const MarginInfo& marginInfo)
+{
+    if (child->style()->hasStaticX()) {
+        if (style()->direction() == LTR)
+            child->layer()->setStaticX(borderLeft() + paddingLeft());
+        else
+            child->layer()->setStaticX(borderRight() + paddingRight());
+    }
+
+    if (child->style()->hasStaticY()) {
+        int y = height();
+        if (!marginInfo.canCollapseWithTop()) {
+            child->calcVerticalMargins();
+            int marginTop = child->marginTop();
+            int collapsedTopPos = marginInfo.posMargin();
+            int collapsedTopNeg = marginInfo.negMargin();
+            if (marginTop > 0) {
+                if (marginTop > collapsedTopPos)
+                    collapsedTopPos = marginTop;
+            } else {
+                if (-marginTop > collapsedTopNeg)
+                    collapsedTopNeg = -marginTop;
+            }
+            y += (collapsedTopPos - collapsedTopNeg) - marginTop;
+        }
+        RenderLayer* childLayer = child->layer();
+        if (childLayer->staticY() != y) {
+            child->layer()->setStaticY(y);
+            child->setChildNeedsLayout(true, false);
+        }
+    }
+}
+
+void RenderBlock::adjustFloatingBlock(const MarginInfo& marginInfo)
+{
+    // The float should be positioned taking into account the bottom margin
+    // of the previous flow.  We add that margin into the height, get the
+    // float positioned properly, and then subtract the margin out of the
+    // height again.  In the case of self-collapsing blocks, we always just
+    // use the top margins, since the self-collapsing block collapsed its
+    // own bottom margin into its top margin.
+    //
+    // Note also that the previous flow may collapse its margin into the top of
+    // our block.  If this is the case, then we do not add the margin in to our
+    // height when computing the position of the float.   This condition can be tested
+    // for by simply calling canCollapseWithTop.  See
+    // http://www.hixie.ch/tests/adhoc/css/box/block/margin-collapse/046.html for
+    // an example of this scenario.
+    int marginOffset = marginInfo.canCollapseWithTop() ? 0 : marginInfo.margin();
+    setHeight(height() + marginOffset);
+    positionNewFloats();
+    setHeight(height() - marginOffset);
+}
+
+bool RenderBlock::handleSpecialChild(RenderBox* child, const MarginInfo& marginInfo)
+{
+    // Handle in the given order
+    return handlePositionedChild(child, marginInfo)
+        || handleFloatingChild(child, marginInfo)
+        || handleRunInChild(child);
+}
+
+
+bool RenderBlock::handlePositionedChild(RenderBox* child, const MarginInfo& marginInfo)
+{
+    if (child->isPositioned()) {
+        child->containingBlock()->insertPositionedObject(child);
+        adjustPositionedBlock(child, marginInfo);
+        return true;
+    }
+    return false;
+}
+
+bool RenderBlock::handleFloatingChild(RenderBox* child, const MarginInfo& marginInfo)
+{
+    if (child->isFloating()) {
+        insertFloatingObject(child);
+        adjustFloatingBlock(marginInfo);
+        return true;
+    }
+    return false;
+}
+
+bool RenderBlock::handleRunInChild(RenderBox* child)
+{
+    // See if we have a run-in element with inline children.  If the
+    // children aren't inline, then just treat the run-in as a normal
+    // block.
+    if (!child->isRunIn() || !child->childrenInline())
+        return false;
+    // FIXME: We don't handle non-block elements with run-in for now.
+    if (!child->isRenderBlock())
+        return false;
+
+    // Get the next non-positioned/non-floating RenderBlock.
+    RenderBlock* blockRunIn = toRenderBlock(child);
+    RenderObject* curr = blockRunIn->nextSibling();
+    while (curr && curr->isFloatingOrPositioned())
+        curr = curr->nextSibling();
+
+    if (!curr || !curr->isRenderBlock() || !curr->childrenInline() || curr->isRunIn() || curr->isAnonymous())
+        return false;
+
+    RenderBlock* currBlock = toRenderBlock(curr);
+
+    // Remove the old child.
+    children()->removeChildNode(this, blockRunIn);
+
+    // Create an inline.
+    Node* runInNode = blockRunIn->node();
+    RenderInline* inlineRunIn = new (renderArena()) RenderInline(runInNode ? runInNode : document());
+    inlineRunIn->setStyle(blockRunIn->style());
+
+    bool runInIsGenerated = child->style()->styleType() == BEFORE || child->style()->styleType() == AFTER;
+
+    // Move the nodes from the old child to the new child, but skip any :before/:after content.  It has already
+    // been regenerated by the new inline.
+    for (RenderObject* runInChild = blockRunIn->firstChild(); runInChild;) {
+        RenderObject* nextSibling = runInChild->nextSibling();
+        if (runInIsGenerated || (runInChild->style()->styleType() != BEFORE && runInChild->style()->styleType() != AFTER)) {
+            blockRunIn->children()->removeChildNode(blockRunIn, runInChild, false);
+            inlineRunIn->addChild(runInChild); // Use addChild instead of appendChildNode since it handles correct placement of the children relative to :after-generated content.
+        }
+        runInChild = nextSibling;
+    }
+
+    // Now insert the new child under |currBlock|.
+    currBlock->children()->insertChildNode(currBlock, inlineRunIn, currBlock->firstChild());
+    
+    // If the run-in had an element, we need to set the new renderer.
+    if (runInNode)
+        runInNode->setRenderer(inlineRunIn);
+
+    // Destroy the block run-in.
+    blockRunIn->destroy();
+
+    // The block acts like an inline, so just null out its
+    // position.
+    
+    return true;
+}
+
+int RenderBlock::collapseMargins(RenderBox* child, MarginInfo& marginInfo)
+{
+    // Get our max pos and neg top margins.
+    int posTop = child->maxTopMargin(true);
+    int negTop = child->maxTopMargin(false);
+
+    // For self-collapsing blocks, collapse our bottom margins into our
+    // top to get new posTop and negTop values.
+    if (child->isSelfCollapsingBlock()) {
+        posTop = max(posTop, child->maxBottomMargin(true));
+        negTop = max(negTop, child->maxBottomMargin(false));
+    }
+    
+    // See if the top margin is quirky. We only care if this child has
+    // margins that will collapse with us.
+    bool topQuirk = child->isTopMarginQuirk() || style()->marginTopCollapse() == MDISCARD;
+
+    if (marginInfo.canCollapseWithTop()) {
+        // This child is collapsing with the top of the
+        // block.  If it has larger margin values, then we need to update
+        // our own maximal values.
+        if (!style()->htmlHacks() || !marginInfo.quirkContainer() || !topQuirk)
+            setMaxTopMargins(max(posTop, maxTopPosMargin()), max(negTop, maxTopNegMargin()));
+
+        // The minute any of the margins involved isn't a quirk, don't
+        // collapse it away, even if the margin is smaller (www.webreference.com
+        // has an example of this, a <dt> with 0.8em author-specified inside
+        // a <dl> inside a <td>.
+        if (!marginInfo.determinedTopQuirk() && !topQuirk && (posTop-negTop)) {
+            setTopMarginQuirk(false);
+            marginInfo.setDeterminedTopQuirk(true);
+        }
+
+        if (!marginInfo.determinedTopQuirk() && topQuirk && marginTop() == 0)
+            // We have no top margin and our top child has a quirky margin.
+            // We will pick up this quirky margin and pass it through.
+            // This deals with the <td><div><p> case.
+            // Don't do this for a block that split two inlines though.  You do
+            // still apply margins in this case.
+            setTopMarginQuirk(true);
+    }
+
+    if (marginInfo.quirkContainer() && marginInfo.atTopOfBlock() && (posTop - negTop))
+        marginInfo.setTopQuirk(topQuirk);
+
+    int ypos = height();
+    if (child->isSelfCollapsingBlock()) {
+        // This child has no height.  We need to compute our
+        // position before we collapse the child's margins together,
+        // so that we can get an accurate position for the zero-height block.
+        int collapsedTopPos = max(marginInfo.posMargin(), child->maxTopMargin(true));
+        int collapsedTopNeg = max(marginInfo.negMargin(), child->maxTopMargin(false));
+        marginInfo.setMargin(collapsedTopPos, collapsedTopNeg);
+        
+        // Now collapse the child's margins together, which means examining our
+        // bottom margin values as well. 
+        marginInfo.setPosMarginIfLarger(child->maxBottomMargin(true));
+        marginInfo.setNegMarginIfLarger(child->maxBottomMargin(false));
+
+        if (!marginInfo.canCollapseWithTop())
+            // We need to make sure that the position of the self-collapsing block
+            // is correct, since it could have overflowing content
+            // that needs to be positioned correctly (e.g., a block that
+            // had a specified height of 0 but that actually had subcontent).
+            ypos = height() + collapsedTopPos - collapsedTopNeg;
+    }
+    else {
+        if (child->style()->marginTopCollapse() == MSEPARATE) {
+            setHeight(height() + marginInfo.margin() + child->marginTop());
+            ypos = height();
+        }
+        else if (!marginInfo.atTopOfBlock() ||
+            (!marginInfo.canCollapseTopWithChildren()
+             && (!style()->htmlHacks() || !marginInfo.quirkContainer() || !marginInfo.topQuirk()))) {
+            // We're collapsing with a previous sibling's margins and not
+            // with the top of the block.
+            setHeight(height() + max(marginInfo.posMargin(), posTop) - max(marginInfo.negMargin(), negTop));
+            ypos = height();
+        }
+
+        marginInfo.setPosMargin(child->maxBottomMargin(true));
+        marginInfo.setNegMargin(child->maxBottomMargin(false));
+
+        if (marginInfo.margin())
+            marginInfo.setBottomQuirk(child->isBottomMarginQuirk() || style()->marginBottomCollapse() == MDISCARD);
+    }
+    
+    return ypos;
+}
+
+int RenderBlock::clearFloatsIfNeeded(RenderBox* child, MarginInfo& marginInfo, int oldTopPosMargin, int oldTopNegMargin, int yPos)
+{
+    int heightIncrease = getClearDelta(child, yPos);
+    if (!heightIncrease)
+        return yPos;
+
+    if (child->isSelfCollapsingBlock()) {
+        // For self-collapsing blocks that clear, they can still collapse their
+        // margins with following siblings.  Reset the current margins to represent
+        // the self-collapsing block's margins only.
+        // CSS2.1 states:
+        // "An element that has had clearance applied to it never collapses its top margin with its parent block's bottom margin.
+        // Therefore if we are at the bottom of the block, let's go ahead and reset margins to only include the
+        // self-collapsing block's bottom margin.
+        bool atBottomOfBlock = true;
+        for (RenderBox* curr = child->nextSiblingBox(); curr && atBottomOfBlock; curr = curr->nextSiblingBox()) {
+            if (!curr->isFloatingOrPositioned())
+                atBottomOfBlock = false;
+        }
+        if (atBottomOfBlock) {
+            marginInfo.setPosMargin(child->maxBottomMargin(true));
+            marginInfo.setNegMargin(child->maxBottomMargin(false));
+        } else {
+            marginInfo.setPosMargin(max(child->maxTopMargin(true), child->maxBottomMargin(true)));
+            marginInfo.setNegMargin(max(child->maxTopMargin(false), child->maxBottomMargin(false)));
+        }
+        
+        // Adjust our height such that we are ready to be collapsed with subsequent siblings (or the bottom
+        // of the parent block).
+        setHeight(child->y() - max(0, marginInfo.margin()));
+    } else
+        // Increase our height by the amount we had to clear.
+        setHeight(height() + heightIncrease);
+    
+    if (marginInfo.canCollapseWithTop()) {
+        // We can no longer collapse with the top of the block since a clear
+        // occurred.  The empty blocks collapse into the cleared block.
+        // FIXME: This isn't quite correct.  Need clarification for what to do
+        // if the height the cleared block is offset by is smaller than the
+        // margins involved.
+        setMaxTopMargins(oldTopPosMargin, oldTopNegMargin);
+        marginInfo.setAtTopOfBlock(false);
+    }
+    
+    return yPos + heightIncrease;
+}
+
+int RenderBlock::estimateVerticalPosition(RenderBox* child, const MarginInfo& marginInfo)
+{
+    // FIXME: We need to eliminate the estimation of vertical position, because when it's wrong we sometimes trigger a pathological
+    // relayout if there are intruding floats.
+    int yPosEstimate = height();
+    if (!marginInfo.canCollapseWithTop()) {
+        int childMarginTop = child->selfNeedsLayout() ? child->marginTop() : child->collapsedMarginTop();
+        yPosEstimate += max(marginInfo.margin(), childMarginTop);
+    }
+    yPosEstimate += getClearDelta(child, yPosEstimate);
+    return yPosEstimate;
+}
+
+void RenderBlock::determineHorizontalPosition(RenderBox* child)
+{
+    int xPos = borderLeft() + paddingLeft();
+    if (style()->direction() == LTR) {
+        // Add in our left margin.
+        int chPos = xPos + child->marginLeft();
+        
+        // Some objects (e.g., tables, horizontal rules, overflow:auto blocks) avoid floats.  They need
+        // to shift over as necessary to dodge any floats that might get in the way.
+        if (child->avoidsFloats()) {
+            int leftOff = leftOffset(height(), false);
+            if (style()->textAlign() != WEBKIT_CENTER && child->style()->marginLeft().type() != Auto) {
+                if (child->marginLeft() < 0)
+                    leftOff += child->marginLeft();
+                chPos = max(chPos, leftOff); // Let the float sit in the child's margin if it can fit.
+            }
+            else if (leftOff != xPos) {
+                // The object is shifting right. The object might be centered, so we need to
+                // recalculate our horizontal margins. Note that the containing block content
+                // width computation will take into account the delta between |leftOff| and |xPos|
+                // so that we can just pass the content width in directly to the |calcHorizontalMargins|
+                // function.
+                child->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->y(), false));
+                chPos = leftOff + child->marginLeft();
+            }
+        }
+        view()->addLayoutDelta(IntSize(child->x() - chPos, 0));
+        child->setLocation(chPos, child->y());
+    } else {
+        xPos += availableWidth();
+        int chPos = xPos - (child->width() + child->marginRight());
+        if (child->avoidsFloats()) {
+            int rightOff = rightOffset(height(), false);
+            if (style()->textAlign() != WEBKIT_CENTER && child->style()->marginRight().type() != Auto) {
+                if (child->marginRight() < 0)
+                    rightOff -= child->marginRight();
+                chPos = min(chPos, rightOff - child->width()); // Let the float sit in the child's margin if it can fit.
+            } else if (rightOff != xPos) {
+                // The object is shifting left. The object might be centered, so we need to
+                // recalculate our horizontal margins. Note that the containing block content
+                // width computation will take into account the delta between |rightOff| and |xPos|
+                // so that we can just pass the content width in directly to the |calcHorizontalMargins|
+                // function.
+                child->calcHorizontalMargins(child->style()->marginLeft(), child->style()->marginRight(), lineWidth(child->y(), false));
+                chPos = rightOff - child->marginRight() - child->width();
+            }
+        }
+        view()->addLayoutDelta(IntSize(child->x() - chPos, 0));
+        child->setLocation(chPos, child->y());
+    }
+}
+
+void RenderBlock::setCollapsedBottomMargin(const MarginInfo& marginInfo)
+{
+    if (marginInfo.canCollapseWithBottom() && !marginInfo.canCollapseWithTop()) {
+        // Update our max pos/neg bottom margins, since we collapsed our bottom margins
+        // with our children.
+        setMaxBottomMargins(max(maxBottomPosMargin(), marginInfo.posMargin()), max(maxBottomNegMargin(), marginInfo.negMargin()));
+
+        if (!marginInfo.bottomQuirk())
+            setBottomMarginQuirk(false);
+
+        if (marginInfo.bottomQuirk() && marginBottom() == 0)
+            // We have no bottom margin and our last child has a quirky margin.
+            // We will pick up this quirky margin and pass it through.
+            // This deals with the <td><div><p> case.
+            setBottomMarginQuirk(true);
+    }
+}
+
+void RenderBlock::handleBottomOfBlock(int top, int bottom, MarginInfo& marginInfo)
+{
+    marginInfo.setAtBottomOfBlock(true);
+
+    // If we can't collapse with children then go ahead and add in the bottom margin.
+    if (!marginInfo.canCollapseWithBottom() && !marginInfo.canCollapseWithTop()
+        && (!style()->htmlHacks() || !marginInfo.quirkContainer() || !marginInfo.bottomQuirk()))
+        setHeight(height() + marginInfo.margin());
+        
+    // Now add in our bottom border/padding.
+    setHeight(height() + bottom);
+
+    // Negative margins can cause our height to shrink below our minimal height (border/padding).
+    // If this happens, ensure that the computed height is increased to the minimal height.
+    setHeight(max(height(), top + bottom));
+
+    // Update our bottom collapsed margin info.
+    setCollapsedBottomMargin(marginInfo);
+}
+
+void RenderBlock::layoutBlockChildren(bool relayoutChildren, int& maxFloatBottom)
+{
+    if (gPercentHeightDescendantsMap) {
+        if (HashSet<RenderBox*>* descendants = gPercentHeightDescendantsMap->get(this)) {
+            HashSet<RenderBox*>::iterator end = descendants->end();
+            for (HashSet<RenderBox*>::iterator it = descendants->begin(); it != end; ++it) {
+                RenderBox* box = *it;
+                while (box != this) {
+                    if (box->normalChildNeedsLayout())
+                        break;
+                    box->setChildNeedsLayout(true, false);
+                    box = box->containingBlock();
+                    ASSERT(box);
+                    if (!box)
+                        break;
+                }
+            }
+        }
+    }
+
+    int top = borderTop() + paddingTop();
+    int bottom = borderBottom() + paddingBottom() + horizontalScrollbarHeight();
+
+    setHeight(top);
+
+    // The margin struct caches all our current margin collapsing state.  The compact struct caches state when we encounter compacts,
+    MarginInfo marginInfo(this, top, bottom);
+
+    // Fieldsets need to find their legend and position it inside the border of the object.
+    // The legend then gets skipped during normal layout.
+    RenderObject* legend = layoutLegend(relayoutChildren);
+
+    int previousFloatBottom = 0;
+    maxFloatBottom = 0;
+
+    RenderBox* next = firstChildBox();
+
+    while (next) {
+        RenderBox* child = next;
+        next = child->nextSiblingBox();
+
+        if (legend == child)
+            continue; // Skip the legend, since it has already been positioned up in the fieldset's border.
+
+        // Make sure we layout children if they need it.
+        // FIXME: Technically percentage height objects only need a relayout if their percentage isn't going to be turned into
+        // an auto value.  Add a method to determine this, so that we can avoid the relayout.
+        if (relayoutChildren || ((child->style()->height().isPercent() || child->style()->minHeight().isPercent() || child->style()->maxHeight().isPercent()) && !isRenderView()))
+            child->setChildNeedsLayout(true, false);
+
+        // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths.
+        if (relayoutChildren && (child->style()->paddingLeft().isPercent() || child->style()->paddingRight().isPercent()))
+            child->setPrefWidthsDirty(true, false);
+
+        // Handle the four types of special elements first.  These include positioned content, floating content, compacts and
+        // run-ins.  When we encounter these four types of objects, we don't actually lay them out as normal flow blocks.
+        if (handleSpecialChild(child, marginInfo))
+            continue;
+
+        // Lay out the child.
+        layoutBlockChild(child, marginInfo, previousFloatBottom, maxFloatBottom);
+    }
+    
+    // Now do the handling of the bottom of the block, adding in our bottom border/padding and
+    // determining the correct collapsed bottom margin information.
+    handleBottomOfBlock(top, bottom, marginInfo);
+}
+
+void RenderBlock::layoutBlockChild(RenderBox* child, MarginInfo& marginInfo, int& previousFloatBottom, int& maxFloatBottom)
+{
+    int oldTopPosMargin = maxTopPosMargin();
+    int oldTopNegMargin = maxTopNegMargin();
+
+    // The child is a normal flow object.  Compute its vertical margins now.
+    child->calcVerticalMargins();
+
+    // Do not allow a collapse if the margin top collapse style is set to SEPARATE.
+    if (child->style()->marginTopCollapse() == MSEPARATE) {
+        marginInfo.setAtTopOfBlock(false);
+        marginInfo.clearMargin();
+    }
+
+    // Try to guess our correct y position.  In most cases this guess will
+    // be correct.  Only if we're wrong (when we compute the real y position)
+    // will we have to potentially relayout.
+    int yPosEstimate = estimateVerticalPosition(child, marginInfo);
+
+    // Cache our old rect so that we can dirty the proper repaint rects if the child moves.
+    IntRect oldRect(child->x(), child->y() , child->width(), child->height());
+#ifndef NDEBUG
+    IntSize oldLayoutDelta = view()->layoutDelta();
+#endif
+    // Go ahead and position the child as though it didn't collapse with the top.
+    view()->addLayoutDelta(IntSize(0, child->y() - yPosEstimate));
+    child->setLocation(child->x(), yPosEstimate);
+
+    bool markDescendantsWithFloats = false;
+    if (yPosEstimate != oldRect.y() && !child->avoidsFloats() && child->isBlockFlow() && toRenderBlock(child)->containsFloats())
+        markDescendantsWithFloats = true;
+    else if (!child->avoidsFloats() || child->shrinkToAvoidFloats()) {
+        // If an element might be affected by the presence of floats, then always mark it for
+        // layout.
+        int fb = max(previousFloatBottom, floatBottom());
+        if (fb > yPosEstimate)
+            markDescendantsWithFloats = true;
+    }
+
+    if (child->isRenderBlock()) {
+        if (markDescendantsWithFloats)
+            toRenderBlock(child)->markAllDescendantsWithFloatsForLayout();
+
+        previousFloatBottom = max(previousFloatBottom, oldRect.y() + toRenderBlock(child)->floatBottom());
+    }
+
+    bool childHadLayout = child->m_everHadLayout;
+    bool childNeededLayout = child->needsLayout();
+    if (childNeededLayout)
+        child->layout();
+
+    // Now determine the correct ypos based off examination of collapsing margin
+    // values.
+    int yBeforeClear = collapseMargins(child, marginInfo);
+
+    // Now check for clear.
+    int yAfterClear = clearFloatsIfNeeded(child, marginInfo, oldTopPosMargin, oldTopNegMargin, yBeforeClear);
+    
+    view()->addLayoutDelta(IntSize(0, yPosEstimate - yAfterClear));
+    child->setLocation(child->x(), yAfterClear);
+
+    // Now we have a final y position.  See if it really does end up being different from our estimate.
+    if (yAfterClear != yPosEstimate) {
+        if (child->shrinkToAvoidFloats()) {
+            // The child's width depends on the line width.
+            // When the child shifts to clear an item, its width can
+            // change (because it has more available line width).
+            // So go ahead and mark the item as dirty.
+            child->setChildNeedsLayout(true, false);
+        }
+        if (!child->avoidsFloats() && child->isBlockFlow() && toRenderBlock(child)->containsFloats())
+            toRenderBlock(child)->markAllDescendantsWithFloatsForLayout();
+        // Our guess was wrong. Make the child lay itself out again.
+        child->layoutIfNeeded();
+    }
+
+    // We are no longer at the top of the block if we encounter a non-empty child.  
+    // This has to be done after checking for clear, so that margins can be reset if a clear occurred.
+    if (marginInfo.atTopOfBlock() && !child->isSelfCollapsingBlock())
+        marginInfo.setAtTopOfBlock(false);
+
+    // Now place the child in the correct horizontal position
+    determineHorizontalPosition(child);
+
+    // Update our height now that the child has been placed in the correct position.
+    setHeight(height() + child->height());
+    if (child->style()->marginBottomCollapse() == MSEPARATE) {
+        setHeight(height() + child->marginBottom());
+        marginInfo.clearMargin();
+    }
+    // If the child has overhanging floats that intrude into following siblings (or possibly out
+    // of this block), then the parent gets notified of the floats now.
+    if (child->isBlockFlow() && toRenderBlock(child)->containsFloats())
+        maxFloatBottom = max(maxFloatBottom, addOverhangingFloats(toRenderBlock(child), -child->x(), -child->y(), !childNeededLayout));
+
+    IntSize childOffset(child->x() - oldRect.x(), child->y() - oldRect.y());
+    if (childOffset.width() || childOffset.height()) {
+        view()->addLayoutDelta(childOffset);
+
+        // If the child moved, we have to repaint it as well as any floating/positioned
+        // descendants.  An exception is if we need a layout.  In this case, we know we're going to
+        // repaint ourselves (and the child) anyway.
+        if (childHadLayout && !selfNeedsLayout() && child->checkForRepaintDuringLayout())
+            child->repaintDuringLayoutIfMoved(oldRect);
+    }
+
+    if (!childHadLayout && child->checkForRepaintDuringLayout()) {
+        child->repaint();
+        child->repaintOverhangingFloats(true);
+    }
+
+    ASSERT(oldLayoutDelta == view()->layoutDelta());
+}
+
+bool RenderBlock::layoutOnlyPositionedObjects()
+{
+    if (!posChildNeedsLayout() || normalChildNeedsLayout() || selfNeedsLayout())
+        return false;
+
+    LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), hasColumns() || hasTransform() || hasReflection());
+
+    if (needsPositionedMovementLayout()) {
+        tryLayoutDoingPositionedMovementOnly();
+        if (needsLayout())
+            return false;
+    }
+
+    // All we have to is lay out our positioned objects.
+    layoutPositionedObjects(false);
+
+    statePusher.pop();
+
+    updateScrollInfoAfterLayout();
+
+    setNeedsLayout(false);
+    return true;
+}
+
+void RenderBlock::layoutPositionedObjects(bool relayoutChildren)
+{
+    if (m_positionedObjects) {
+        RenderBox* r;
+        Iterator end = m_positionedObjects->end();
+        for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+            r = *it;
+            // When a non-positioned block element moves, it may have positioned children that are implicitly positioned relative to the
+            // non-positioned block.  Rather than trying to detect all of these movement cases, we just always lay out positioned
+            // objects that are positioned implicitly like this.  Such objects are rare, and so in typical DHTML menu usage (where everything is
+            // positioned explicitly) this should not incur a performance penalty.
+            if (relayoutChildren || (r->style()->hasStaticY() && r->parent() != this && r->parent()->isBlockFlow()))
+                r->setChildNeedsLayout(true, false);
+                
+            // If relayoutChildren is set and we have percentage padding, we also need to invalidate the child's pref widths.
+            //if (relayoutChildren && (r->style()->paddingLeft().isPercent() || r->style()->paddingRight().isPercent()))
+                r->setPrefWidthsDirty(true, false);
+            
+            // We don't have to do a full layout.  We just have to update our position. Try that first. If we have shrink-to-fit width
+            // and we hit the available width constraint, the layoutIfNeeded() will catch it and do a full layout.
+            if (r->needsPositionedMovementLayoutOnly())
+                r->tryLayoutDoingPositionedMovementOnly();
+            r->layoutIfNeeded();
+        }
+    }
+}
+
+void RenderBlock::markPositionedObjectsForLayout()
+{
+    if (m_positionedObjects) {
+        RenderBox* r;
+        Iterator end = m_positionedObjects->end();
+        for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+            r = *it;
+            r->setChildNeedsLayout(true);
+        }
+    }
+}
+
+void RenderBlock::repaintOverhangingFloats(bool paintAllDescendants)
+{
+    // Repaint any overhanging floats (if we know we're the one to paint them).
+    if (hasOverhangingFloats()) {
+        // We think that we must be in a bad state if m_floatingObjects is nil at this point, so 
+        // we assert on Debug builds and nil-check Release builds.
+        ASSERT(m_floatingObjects);
+        if (!m_floatingObjects)
+            return;
+        
+        FloatingObject* r;
+        DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+
+        // FIXME: Avoid disabling LayoutState. At the very least, don't disable it for floats originating
+        // in this block. Better yet would be to push extra state for the containers of other floats.
+        view()->disableLayoutState();
+        for ( ; (r = it.current()); ++it) {
+            // Only repaint the object if it is overhanging, is not in its own layer, and
+            // is our responsibility to paint (m_shouldPaint is set). When paintAllDescendants is true, the latter
+            // condition is replaced with being a descendant of us.
+            if (r->m_bottom > height() && ((paintAllDescendants && r->m_renderer->isDescendantOf(this)) || r->m_shouldPaint) && !r->m_renderer->hasSelfPaintingLayer()) {
+                r->m_renderer->repaint();
+                r->m_renderer->repaintOverhangingFloats();
+            }
+        }
+        view()->enableLayoutState();
+    }
+}
+ 
+void RenderBlock::paint(PaintInfo& paintInfo, int tx, int ty)
+{
+    tx += x();
+    ty += y();
+    
+    PaintPhase phase = paintInfo.phase;
+
+    // Check if we need to do anything at all.
+    // FIXME: Could eliminate the isRoot() check if we fix background painting so that the RenderView
+    // paints the root's background.
+    if (!isRoot()) {
+        IntRect overflowBox = visibleOverflowRect();
+        overflowBox.inflate(maximalOutlineSize(paintInfo.phase));
+        overflowBox.move(tx, ty);
+        if (!overflowBox.intersects(paintInfo.rect))
+            return;
+    }
+
+    bool pushedClip = pushContentsClip(paintInfo, tx, ty);
+    paintObject(paintInfo, tx, ty);
+    if (pushedClip)
+        popContentsClip(paintInfo, phase, tx, ty);
+
+    // Our scrollbar widgets paint exactly when we tell them to, so that they work properly with
+    // z-index.  We paint after we painted the background/border, so that the scrollbars will
+    // sit above the background/border.
+    if (hasOverflowClip() && style()->visibility() == VISIBLE && (phase == PaintPhaseBlockBackground || phase == PaintPhaseChildBlockBackground) && paintInfo.shouldPaintWithinRoot(this))
+        layer()->paintOverflowControls(paintInfo.context, tx, ty, paintInfo.rect);
+}
+
+void RenderBlock::paintColumnRules(PaintInfo& paintInfo, int tx, int ty)
+{
+    const Color& ruleColor = style()->visitedDependentColor(CSSPropertyWebkitColumnRuleColor);
+    bool ruleTransparent = style()->columnRuleIsTransparent();
+    EBorderStyle ruleStyle = style()->columnRuleStyle();
+    int ruleWidth = style()->columnRuleWidth();
+    int colGap = columnGap();
+    bool renderRule = ruleStyle > BHIDDEN && !ruleTransparent && ruleWidth <= colGap;
+    if (!renderRule)
+        return;
+
+    // We need to do multiple passes, breaking up our child painting into strips.
+    Vector<IntRect>* colRects = columnRects();
+    unsigned colCount = colRects->size();
+    int currXOffset = style()->direction() == LTR ? 0 : contentWidth();
+    int ruleAdd = borderLeft() + paddingLeft();
+    int ruleX = style()->direction() == LTR ? 0 : contentWidth();
+    for (unsigned i = 0; i < colCount; i++) {
+        IntRect colRect = colRects->at(i);
+
+        // Move to the next position.
+        if (style()->direction() == LTR) {
+            ruleX += colRect.width() + colGap / 2;
+            currXOffset += colRect.width() + colGap;
+        } else {
+            ruleX -= (colRect.width() + colGap / 2);
+            currXOffset -= (colRect.width() + colGap);
+        }
+       
+        // Now paint the column rule.
+        if (i < colCount - 1) {
+            int ruleStart = tx + ruleX - ruleWidth / 2 + ruleAdd;
+            int ruleEnd = ruleStart + ruleWidth;
+            int ruleTop = ty + borderTop() + paddingTop();
+            int ruleBottom = ruleTop + contentHeight();
+            drawLineForBoxSide(paintInfo.context, ruleStart, ruleTop, ruleEnd, ruleBottom,
+                               style()->direction() == LTR ? BSLeft : BSRight, ruleColor, ruleStyle, 0, 0);
+        }
+        
+        ruleX = currXOffset;
+    }
+}
+
+void RenderBlock::paintColumnContents(PaintInfo& paintInfo, int tx, int ty, bool paintingFloats)
+{
+    // We need to do multiple passes, breaking up our child painting into strips.
+    GraphicsContext* context = paintInfo.context;
+    int colGap = columnGap();
+    Vector<IntRect>* colRects = columnRects();
+    unsigned colCount = colRects->size();
+    if (!colCount)
+        return;
+    int currXOffset = style()->direction() == LTR ? 0 : contentWidth() - colRects->at(0).width();
+    int currYOffset = 0;
+    for (unsigned i = 0; i < colCount; i++) {
+        // For each rect, we clip to the rect, and then we adjust our coords.
+        IntRect colRect = colRects->at(i);
+        colRect.move(tx, ty);
+        PaintInfo info(paintInfo);
+        info.rect.intersect(colRect);
+        
+        if (!info.rect.isEmpty()) {
+            context->save();
+            
+            // Each strip pushes a clip, since column boxes are specified as being
+            // like overflow:hidden.
+            context->clip(colRect);
+            
+            // Adjust our x and y when painting.
+            int finalX = tx + currXOffset;
+            int finalY = ty + currYOffset;
+            if (paintingFloats)
+                paintFloats(info, finalX, finalY, paintInfo.phase == PaintPhaseSelection || paintInfo.phase == PaintPhaseTextClip);
+            else
+                paintContents(info, finalX, finalY);
+
+            context->restore();
+        }
+        
+        // Move to the next position.
+        if (style()->direction() == LTR)
+            currXOffset += colRect.width() + colGap;
+        else
+            currXOffset -= (colRect.width() + colGap);
+        
+        currYOffset -= colRect.height();
+    }
+}
+
+void RenderBlock::paintContents(PaintInfo& paintInfo, int tx, int ty)
+{
+    // Avoid painting descendants of the root element when stylesheets haven't loaded.  This eliminates FOUC.
+    // It's ok not to draw, because later on, when all the stylesheets do load, updateStyleSelector on the Document
+    // will do a full repaint().
+    if (document()->didLayoutWithPendingStylesheets() && !isRenderView())
+        return;
+
+    if (childrenInline())
+        m_lineBoxes.paint(this, paintInfo, tx, ty);
+    else
+        paintChildren(paintInfo, tx, ty);
+}
+
+void RenderBlock::paintChildren(PaintInfo& paintInfo, int tx, int ty)
+{
+    PaintPhase newPhase = (paintInfo.phase == PaintPhaseChildOutlines) ? PaintPhaseOutline : paintInfo.phase;
+    newPhase = (newPhase == PaintPhaseChildBlockBackgrounds) ? PaintPhaseChildBlockBackground : newPhase;
+    
+    // We don't paint our own background, but we do let the kids paint their backgrounds.
+    PaintInfo info(paintInfo);
+    info.phase = newPhase;
+    info.updatePaintingRootForChildren(this);
+    bool checkPageBreaks = document()->printing() && !document()->settings()->paginateDuringLayoutEnabled();
+    bool checkColumnBreaks = !checkPageBreaks && !view()->printRect().isEmpty() && !document()->settings()->paginateDuringLayoutEnabled();
+
+    for (RenderBox* child = firstChildBox(); child; child = child->nextSiblingBox()) {        
+        // Check for page-break-before: always, and if it's set, break and bail.
+        bool checkBeforeAlways = !childrenInline() && ((checkPageBreaks && child->style()->pageBreakBefore() == PBALWAYS) || (checkColumnBreaks && child->style()->columnBreakBefore() == PBALWAYS));
+        if (checkBeforeAlways
+            && (ty + child->y()) > paintInfo.rect.y()
+            && (ty + child->y()) < paintInfo.rect.bottom()) {
+            view()->setBestTruncatedAt(ty + child->y(), this, true);
+            return;
+        }
+
+        if (!child->hasSelfPaintingLayer() && !child->isFloating())
+            child->paint(info, tx, ty);
+
+        // Check for page-break-after: always, and if it's set, break and bail.
+        bool checkAfterAlways = !childrenInline() && ((checkPageBreaks && child->style()->pageBreakAfter() == PBALWAYS) || (checkColumnBreaks && child->style()->columnBreakAfter() == PBALWAYS));
+        if (checkAfterAlways
+            && (ty + child->y() + child->height()) > paintInfo.rect.y()
+            && (ty + child->y() + child->height()) < paintInfo.rect.bottom()) {
+            view()->setBestTruncatedAt(ty + child->y() + child->height() + max(0, child->collapsedMarginBottom()), this, true);
+            return;
+        }
+    }
+}
+
+void RenderBlock::paintCaret(PaintInfo& paintInfo, int tx, int ty, CaretType type)
+{
+    SelectionController* selection = type == CursorCaret ? frame()->selection() : frame()->dragCaretController();
+
+    // Paint the caret if the SelectionController says so or if caret browsing is enabled
+    bool caretBrowsing = frame()->settings() && frame()->settings()->caretBrowsingEnabled();
+    RenderObject* caretPainter = selection->caretRenderer();
+    if (caretPainter == this && (selection->isContentEditable() || caretBrowsing)) {
+        // Convert the painting offset into the local coordinate system of this renderer,
+        // to match the localCaretRect computed by the SelectionController
+        offsetForContents(tx, ty);
+
+        if (type == CursorCaret)
+            frame()->selection()->paintCaret(paintInfo.context, tx, ty, paintInfo.rect);
+        else
+            frame()->paintDragCaret(paintInfo.context, tx, ty, paintInfo.rect);
+    }
+}
+
+void RenderBlock::paintObject(PaintInfo& paintInfo, int tx, int ty)
+{
+    PaintPhase paintPhase = paintInfo.phase;
+
+    // 1. paint background, borders etc
+    if ((paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) && style()->visibility() == VISIBLE) {
+        if (hasBoxDecorations())
+            paintBoxDecorations(paintInfo, tx, ty);
+        if (hasColumns())
+            paintColumnRules(paintInfo, tx, ty);
+    }
+
+    if (paintPhase == PaintPhaseMask && style()->visibility() == VISIBLE) {
+        paintMask(paintInfo, tx, ty);
+        return;
+    }
+
+    // We're done.  We don't bother painting any children.
+    if (paintPhase == PaintPhaseBlockBackground)
+        return;
+
+    // Adjust our painting position if we're inside a scrolled layer (e.g., an overflow:auto div).
+    int scrolledX = tx;
+    int scrolledY = ty;
+    if (hasOverflowClip()) {
+        IntSize offset = layer()->scrolledContentOffset();
+        scrolledX -= offset.width();
+        scrolledY -= offset.height();
+    }
+
+    // 2. paint contents
+    if (paintPhase != PaintPhaseSelfOutline) {
+        if (hasColumns())
+            paintColumnContents(paintInfo, scrolledX, scrolledY);
+        else
+            paintContents(paintInfo, scrolledX, scrolledY);
+    }
+
+    // 3. paint selection
+    // FIXME: Make this work with multi column layouts.  For now don't fill gaps.
+    bool isPrinting = document()->printing();
+    if (!isPrinting && !hasColumns())
+        paintSelection(paintInfo, scrolledX, scrolledY); // Fill in gaps in selection on lines and between blocks.
+
+    // 4. paint floats.
+    if (paintPhase == PaintPhaseFloat || paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip) {
+        if (hasColumns())
+            paintColumnContents(paintInfo, scrolledX, scrolledY, true);
+        else
+            paintFloats(paintInfo, scrolledX, scrolledY, paintPhase == PaintPhaseSelection || paintPhase == PaintPhaseTextClip);
+    }
+
+    // 5. paint outline.
+    if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseSelfOutline) && hasOutline() && style()->visibility() == VISIBLE)
+        paintOutline(paintInfo.context, tx, ty, width(), height());
+
+    // 6. paint continuation outlines.
+    if ((paintPhase == PaintPhaseOutline || paintPhase == PaintPhaseChildOutlines)) {
+        RenderInline* inlineCont = inlineElementContinuation();
+        if (inlineCont && inlineCont->hasOutline() && inlineCont->style()->visibility() == VISIBLE) {
+            RenderInline* inlineRenderer = toRenderInline(inlineCont->node()->renderer());
+            RenderBlock* cb = containingBlock();
+
+            bool inlineEnclosedInSelfPaintingLayer = false;
+            for (RenderBoxModelObject* box = inlineRenderer; box != cb; box = box->parent()->enclosingBoxModelObject()) {
+                if (box->hasSelfPaintingLayer()) {
+                    inlineEnclosedInSelfPaintingLayer = true;
+                    break;
+                }
+            }
+
+            if (!inlineEnclosedInSelfPaintingLayer)
+                cb->addContinuationWithOutline(inlineRenderer);
+            else if (!inlineRenderer->firstLineBox())
+                inlineRenderer->paintOutline(paintInfo.context, tx - x() + inlineRenderer->containingBlock()->x(),
+                                             ty - y() + inlineRenderer->containingBlock()->y());
+        }
+        paintContinuationOutlines(paintInfo, tx, ty);
+    }
+
+    // 7. paint caret.
+    // If the caret's node's render object's containing block is this block, and the paint action is PaintPhaseForeground,
+    // then paint the caret.
+    if (paintPhase == PaintPhaseForeground) {        
+        paintCaret(paintInfo, scrolledX, scrolledY, CursorCaret);
+        paintCaret(paintInfo, scrolledX, scrolledY, DragCaret);
+    }
+}
+
+void RenderBlock::paintFloats(PaintInfo& paintInfo, int tx, int ty, bool preservePhase)
+{
+    if (!m_floatingObjects)
+        return;
+
+    FloatingObject* r;
+    DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+    for (; (r = it.current()); ++it) {
+        // Only paint the object if our m_shouldPaint flag is set.
+        if (r->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer()) {
+            PaintInfo currentPaintInfo(paintInfo);
+            currentPaintInfo.phase = preservePhase ? paintInfo.phase : PaintPhaseBlockBackground;
+            int currentTX = tx + r->m_left - r->m_renderer->x() + r->m_renderer->marginLeft();
+            int currentTY = ty + r->m_top - r->m_renderer->y() + r->m_renderer->marginTop();
+            r->m_renderer->paint(currentPaintInfo, currentTX, currentTY);
+            if (!preservePhase) {
+                currentPaintInfo.phase = PaintPhaseChildBlockBackgrounds;
+                r->m_renderer->paint(currentPaintInfo, currentTX, currentTY);
+                currentPaintInfo.phase = PaintPhaseFloat;
+                r->m_renderer->paint(currentPaintInfo, currentTX, currentTY);
+                currentPaintInfo.phase = PaintPhaseForeground;
+                r->m_renderer->paint(currentPaintInfo, currentTX, currentTY);
+                currentPaintInfo.phase = PaintPhaseOutline;
+                r->m_renderer->paint(currentPaintInfo, currentTX, currentTY);
+            }
+        }
+    }
+}
+
+void RenderBlock::paintEllipsisBoxes(PaintInfo& paintInfo, int tx, int ty)
+{
+    if (!paintInfo.shouldPaintWithinRoot(this) || !firstLineBox())
+        return;
+
+    if (style()->visibility() == VISIBLE && paintInfo.phase == PaintPhaseForeground) {
+        // We can check the first box and last box and avoid painting if we don't
+        // intersect.
+        int yPos = ty + firstLineBox()->y();
+        int h = lastLineBox()->y() + lastLineBox()->height() - firstLineBox()->y();
+        if (yPos >= paintInfo.rect.bottom() || yPos + h <= paintInfo.rect.y())
+            return;
+
+        // See if our boxes intersect with the dirty rect.  If so, then we paint
+        // them.  Note that boxes can easily overlap, so we can't make any assumptions
+        // based off positions of our first line box or our last line box.
+        for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) {
+            yPos = ty + curr->y();
+            h = curr->height();
+            if (curr->ellipsisBox() && yPos < paintInfo.rect.bottom() && yPos + h > paintInfo.rect.y())
+                curr->paintEllipsisBox(paintInfo, tx, ty);
+        }
+    }
+}
+
+RenderInline* RenderBlock::inlineElementContinuation() const
+{ 
+    return m_continuation && m_continuation->isInline() ? toRenderInline(m_continuation) : 0;
+}
+
+RenderBlock* RenderBlock::blockElementContinuation() const
+{
+    if (!m_continuation || m_continuation->isInline())
+        return 0;
+    RenderBlock* nextContinuation = toRenderBlock(m_continuation);
+    if (nextContinuation->isAnonymousBlock())
+        return nextContinuation->blockElementContinuation();
+    return nextContinuation;
+}
+    
+static ContinuationOutlineTableMap* continuationOutlineTable()
+{
+    DEFINE_STATIC_LOCAL(ContinuationOutlineTableMap, table, ());
+    return &table;
+}
+
+void RenderBlock::addContinuationWithOutline(RenderInline* flow)
+{
+    // We can't make this work if the inline is in a layer.  We'll just rely on the broken
+    // way of painting.
+    ASSERT(!flow->layer() && !flow->isInlineElementContinuation());
+    
+    ContinuationOutlineTableMap* table = continuationOutlineTable();
+    ListHashSet<RenderInline*>* continuations = table->get(this);
+    if (!continuations) {
+        continuations = new ListHashSet<RenderInline*>;
+        table->set(this, continuations);
+    }
+    
+    continuations->add(flow);
+}
+
+void RenderBlock::paintContinuationOutlines(PaintInfo& info, int tx, int ty)
+{
+    ContinuationOutlineTableMap* table = continuationOutlineTable();
+    if (table->isEmpty())
+        return;
+        
+    ListHashSet<RenderInline*>* continuations = table->get(this);
+    if (!continuations)
+        return;
+        
+    // Paint each continuation outline.
+    ListHashSet<RenderInline*>::iterator end = continuations->end();
+    for (ListHashSet<RenderInline*>::iterator it = continuations->begin(); it != end; ++it) {
+        // Need to add in the coordinates of the intervening blocks.
+        RenderInline* flow = *it;
+        RenderBlock* block = flow->containingBlock();
+        for ( ; block && block != this; block = block->containingBlock()) {
+            tx += block->x();
+            ty += block->y();
+        }
+        ASSERT(block);   
+        flow->paintOutline(info.context, tx, ty);
+    }
+    
+    // Delete
+    delete continuations;
+    table->remove(this);
+}
+
+bool RenderBlock::shouldPaintSelectionGaps() const
+{
+    return selectionState() != SelectionNone && style()->visibility() == VISIBLE && isSelectionRoot();
+}
+
+bool RenderBlock::isSelectionRoot() const
+{
+    if (!node())
+        return false;
+        
+    // FIXME: Eventually tables should have to learn how to fill gaps between cells, at least in simple non-spanning cases.
+    if (isTable())
+        return false;
+        
+    if (isBody() || isRoot() || hasOverflowClip() || isRelPositioned() ||
+        isFloatingOrPositioned() || isTableCell() || isInlineBlockOrInlineTable() || hasTransform() ||
+        hasReflection() || hasMask())
+        return true;
+    
+    if (view() && view()->selectionStart()) {
+        Node* startElement = view()->selectionStart()->node();
+        if (startElement && startElement->rootEditableElement() == node())
+            return true;
+    }
+    
+    return false;
+}
+
+GapRects RenderBlock::selectionGapRectsForRepaint(RenderBoxModelObject* repaintContainer)
+{
+    ASSERT(!needsLayout());
+
+    if (!shouldPaintSelectionGaps())
+        return GapRects();
+
+    // FIXME: this is broken with transforms
+    TransformState transformState(TransformState::ApplyTransformDirection, FloatPoint());
+    mapLocalToContainer(repaintContainer, false, false, transformState);
+    IntPoint offsetFromRepaintContainer = roundedIntPoint(transformState.mappedPoint());
+
+    if (hasOverflowClip())
+        offsetFromRepaintContainer -= layer()->scrolledContentOffset();
+
+    int lastTop = 0;
+    int lastLeft = leftSelectionOffset(this, lastTop);
+    int lastRight = rightSelectionOffset(this, lastTop);
+    
+    return fillSelectionGaps(this, offsetFromRepaintContainer.x(), offsetFromRepaintContainer.y(), offsetFromRepaintContainer.x(), offsetFromRepaintContainer.y(), lastTop, lastLeft, lastRight);
+}
+
+void RenderBlock::paintSelection(PaintInfo& paintInfo, int tx, int ty)
+{
+    if (shouldPaintSelectionGaps() && paintInfo.phase == PaintPhaseForeground) {
+        int lastTop = 0;
+        int lastLeft = leftSelectionOffset(this, lastTop);
+        int lastRight = rightSelectionOffset(this, lastTop);
+        paintInfo.context->save();
+        IntRect gapRectsBounds = fillSelectionGaps(this, tx, ty, tx, ty, lastTop, lastLeft, lastRight, &paintInfo);
+        if (!gapRectsBounds.isEmpty()) {
+            if (RenderLayer* layer = enclosingLayer()) {
+                gapRectsBounds.move(IntSize(-tx, -ty));
+                if (!hasLayer()) {
+                    FloatRect localBounds(gapRectsBounds);
+                    gapRectsBounds = localToContainerQuad(localBounds, layer->renderer()).enclosingBoundingBox();
+                    gapRectsBounds.move(layer->scrolledContentOffset());
+                }
+                layer->addBlockSelectionGapsBounds(gapRectsBounds);
+            }
+        }
+        paintInfo.context->restore();
+    }
+}
+
+#ifndef BUILDING_ON_TIGER
+static void clipOutPositionedObjects(const PaintInfo* paintInfo, int tx, int ty, RenderBlock::PositionedObjectsListHashSet* positionedObjects)
+{
+    if (!positionedObjects)
+        return;
+    
+    RenderBlock::PositionedObjectsListHashSet::const_iterator end = positionedObjects->end();
+    for (RenderBlock::PositionedObjectsListHashSet::const_iterator it = positionedObjects->begin(); it != end; ++it) {
+        RenderBox* r = *it;
+        paintInfo->context->clipOut(IntRect(tx + r->x(), ty + r->y(), r->width(), r->height()));
+    }
+}
+#endif
+
+GapRects RenderBlock::fillSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty,
+                                        int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo)
+{
+#ifndef BUILDING_ON_TIGER
+    // IMPORTANT: Callers of this method that intend for painting to happen need to do a save/restore.
+    // Clip out floating and positioned objects when painting selection gaps.
+    if (paintInfo) {
+        // Note that we don't clip out overflow for positioned objects.  We just stick to the border box.
+        clipOutPositionedObjects(paintInfo, tx, ty, m_positionedObjects);
+        if (isBody() || isRoot()) // The <body> must make sure to examine its containingBlock's positioned objects.
+            for (RenderBlock* cb = containingBlock(); cb && !cb->isRenderView(); cb = cb->containingBlock())
+                clipOutPositionedObjects(paintInfo, cb->x(), cb->y(), cb->m_positionedObjects);
+        if (m_floatingObjects) {
+            for (DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); it.current(); ++it) {
+                FloatingObject* r = it.current();
+                paintInfo->context->clipOut(IntRect(tx + r->m_left + r->m_renderer->marginLeft(), 
+                                                    ty + r->m_top + r->m_renderer->marginTop(),
+                                                    r->m_renderer->width(), r->m_renderer->height()));
+            }
+        }
+    }
+#endif
+
+    // FIXME: overflow: auto/scroll regions need more math here, since painting in the border box is different from painting in the padding box (one is scrolled, the other is
+    // fixed).
+    GapRects result;
+    if (!isBlockFlow()) // FIXME: Make multi-column selection gap filling work someday.
+        return result;
+
+    if (hasColumns() || hasTransform() || style()->columnSpan()) {
+        // FIXME: We should learn how to gap fill multiple columns and transforms eventually.
+        lastTop = (ty - blockY) + height();
+        lastLeft = leftSelectionOffset(rootBlock, height());
+        lastRight = rightSelectionOffset(rootBlock, height());
+        return result;
+    }
+
+    if (childrenInline())
+        result = fillInlineSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, paintInfo);
+    else
+        result = fillBlockSelectionGaps(rootBlock, blockX, blockY, tx, ty, lastTop, lastLeft, lastRight, paintInfo);
+
+    // Go ahead and fill the vertical gap all the way to the bottom of our block if the selection extends past our block.
+    if (rootBlock == this && (selectionState() != SelectionBoth && selectionState() != SelectionEnd))
+        result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + height(),
+                                                    rootBlock, blockX, blockY, paintInfo));
+    return result;
+}
+
+GapRects RenderBlock::fillInlineSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty, 
+                                              int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo)
+{
+    GapRects result;
+
+    bool containsStart = selectionState() == SelectionStart || selectionState() == SelectionBoth;
+
+    if (!firstLineBox()) {
+        if (containsStart) {
+            // Go ahead and update our lastY to be the bottom of the block.  <hr>s or empty blocks with height can trip this
+            // case.
+            lastTop = (ty - blockY) + height();
+            lastLeft = leftSelectionOffset(rootBlock, height());
+            lastRight = rightSelectionOffset(rootBlock, height());
+        }
+        return result;
+    }
+
+    RootInlineBox* lastSelectedLine = 0;
+    RootInlineBox* curr;
+    for (curr = firstRootBox(); curr && !curr->hasSelectedChildren(); curr = curr->nextRootBox()) { }
+
+    // Now paint the gaps for the lines.
+    for (; curr && curr->hasSelectedChildren(); curr = curr->nextRootBox()) {
+        int selTop =  curr->selectionTop();
+        int selHeight = curr->selectionHeight();
+
+        if (!containsStart && !lastSelectedLine &&
+            selectionState() != SelectionStart && selectionState() != SelectionBoth)
+            result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, ty + selTop,
+                                                        rootBlock, blockX, blockY, paintInfo));
+
+        if (!paintInfo || (ty + selTop < paintInfo->rect.bottom() && ty + selTop + selHeight > paintInfo->rect.y()))
+            result.unite(curr->fillLineSelectionGap(selTop, selHeight, rootBlock, blockX, blockY, tx, ty, paintInfo));
+
+        lastSelectedLine = curr;
+    }
+
+    if (containsStart && !lastSelectedLine)
+        // VisibleSelection must start just after our last line.
+        lastSelectedLine = lastRootBox();
+
+    if (lastSelectedLine && selectionState() != SelectionEnd && selectionState() != SelectionBoth) {
+        // Go ahead and update our lastY to be the bottom of the last selected line.
+        lastTop = (ty - blockY) + lastSelectedLine->selectionBottom();
+        lastLeft = leftSelectionOffset(rootBlock, lastSelectedLine->selectionBottom());
+        lastRight = rightSelectionOffset(rootBlock, lastSelectedLine->selectionBottom());
+    }
+    return result;
+}
+
+GapRects RenderBlock::fillBlockSelectionGaps(RenderBlock* rootBlock, int blockX, int blockY, int tx, int ty,
+                                             int& lastTop, int& lastLeft, int& lastRight, const PaintInfo* paintInfo)
+{
+    GapRects result;
+
+    // Go ahead and jump right to the first block child that contains some selected objects.
+    RenderBox* curr;
+    for (curr = firstChildBox(); curr && curr->selectionState() == SelectionNone; curr = curr->nextSiblingBox()) { }
+
+    for (bool sawSelectionEnd = false; curr && !sawSelectionEnd; curr = curr->nextSiblingBox()) {
+        SelectionState childState = curr->selectionState();
+        if (childState == SelectionBoth || childState == SelectionEnd)
+            sawSelectionEnd = true;
+
+        if (curr->isFloatingOrPositioned())
+            continue; // We must be a normal flow object in order to even be considered.
+
+        if (curr->isRelPositioned() && curr->hasLayer()) {
+            // If the relposition offset is anything other than 0, then treat this just like an absolute positioned element.
+            // Just disregard it completely.
+            IntSize relOffset = curr->layer()->relativePositionOffset();
+            if (relOffset.width() || relOffset.height())
+                continue;
+        }
+
+        bool paintsOwnSelection = curr->shouldPaintSelectionGaps() || curr->isTable(); // FIXME: Eventually we won't special-case table like this.
+        bool fillBlockGaps = paintsOwnSelection || (curr->canBeSelectionLeaf() && childState != SelectionNone);
+        if (fillBlockGaps) {
+            // We need to fill the vertical gap above this object.
+            if (childState == SelectionEnd || childState == SelectionInside)
+                // Fill the gap above the object.
+                result.uniteCenter(fillVerticalSelectionGap(lastTop, lastLeft, lastRight, 
+                                                            ty + curr->y(), rootBlock, blockX, blockY, paintInfo));
+
+            // Only fill side gaps for objects that paint their own selection if we know for sure the selection is going to extend all the way *past*
+            // our object.  We know this if the selection did not end inside our object.
+            if (paintsOwnSelection && (childState == SelectionStart || sawSelectionEnd))
+                childState = SelectionNone;
+
+            // Fill side gaps on this object based off its state.
+            bool leftGap, rightGap;
+            getHorizontalSelectionGapInfo(childState, leftGap, rightGap);
+
+            if (leftGap)
+                result.uniteLeft(fillLeftSelectionGap(this, curr->x(), curr->y(), curr->height(), rootBlock, blockX, blockY, tx, ty, paintInfo));
+            if (rightGap)
+                result.uniteRight(fillRightSelectionGap(this, curr->x() + curr->width(), curr->y(), curr->height(), rootBlock, blockX, blockY, tx, ty, paintInfo));
+
+            // Update lastTop to be just underneath the object.  lastLeft and lastRight extend as far as
+            // they can without bumping into floating or positioned objects.  Ideally they will go right up
+            // to the border of the root selection block.
+            lastTop = (ty - blockY) + (curr->y() + curr->height());
+            lastLeft = leftSelectionOffset(rootBlock, curr->y() + curr->height());
+            lastRight = rightSelectionOffset(rootBlock, curr->y() + curr->height());
+        } else if (childState != SelectionNone)
+            // We must be a block that has some selected object inside it.  Go ahead and recur.
+            result.unite(toRenderBlock(curr)->fillSelectionGaps(rootBlock, blockX, blockY, tx + curr->x(), ty + curr->y(), 
+                                                                            lastTop, lastLeft, lastRight, paintInfo));
+    }
+    return result;
+}
+
+IntRect RenderBlock::fillHorizontalSelectionGap(RenderObject* selObj, int xPos, int yPos, int width, int height, const PaintInfo* paintInfo)
+{
+    if (width <= 0 || height <= 0)
+        return IntRect();
+    IntRect gapRect(xPos, yPos, width, height);
+    if (paintInfo && selObj->style()->visibility() == VISIBLE)
+        paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor(), selObj->style()->colorSpace());
+    return gapRect;
+}
+
+IntRect RenderBlock::fillVerticalSelectionGap(int lastTop, int lastLeft, int lastRight, int bottomY, RenderBlock* rootBlock,
+                                              int blockX, int blockY, const PaintInfo* paintInfo)
+{
+    int top = blockY + lastTop;
+    int height = bottomY - top;
+    if (height <= 0)
+        return IntRect();
+
+    // Get the selection offsets for the bottom of the gap
+    int left = blockX + max(lastLeft, leftSelectionOffset(rootBlock, bottomY));
+    int right = blockX + min(lastRight, rightSelectionOffset(rootBlock, bottomY));
+    int width = right - left;
+    if (width <= 0)
+        return IntRect();
+
+    IntRect gapRect(left, top, width, height);
+    if (paintInfo)
+        paintInfo->context->fillRect(gapRect, selectionBackgroundColor(), style()->colorSpace());
+    return gapRect;
+}
+
+IntRect RenderBlock::fillLeftSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock,
+                                          int blockX, int /*blockY*/, int tx, int ty, const PaintInfo* paintInfo)
+{
+    int top = yPos + ty;
+    int left = blockX + max(leftSelectionOffset(rootBlock, yPos), leftSelectionOffset(rootBlock, yPos + height));
+    int right = min(xPos + tx, blockX + min(rightSelectionOffset(rootBlock, yPos), rightSelectionOffset(rootBlock, yPos + height)));
+    int width = right - left;
+    if (width <= 0)
+        return IntRect();
+
+    IntRect gapRect(left, top, width, height);
+    if (paintInfo)
+        paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor(), selObj->style()->colorSpace());
+    return gapRect;
+}
+
+IntRect RenderBlock::fillRightSelectionGap(RenderObject* selObj, int xPos, int yPos, int height, RenderBlock* rootBlock,
+                                           int blockX, int /*blockY*/, int tx, int ty, const PaintInfo* paintInfo)
+{
+    int left = max(xPos + tx, blockX + max(leftSelectionOffset(rootBlock, yPos), leftSelectionOffset(rootBlock, yPos + height)));
+    int top = yPos + ty;
+    int right = blockX + min(rightSelectionOffset(rootBlock, yPos), rightSelectionOffset(rootBlock, yPos + height));
+    int width = right - left;
+    if (width <= 0)
+        return IntRect();
+
+    IntRect gapRect(left, top, width, height);
+    if (paintInfo)
+        paintInfo->context->fillRect(gapRect, selObj->selectionBackgroundColor(), selObj->style()->colorSpace());
+    return gapRect;
+}
+
+void RenderBlock::getHorizontalSelectionGapInfo(SelectionState state, bool& leftGap, bool& rightGap)
+{
+    bool ltr = style()->direction() == LTR;
+    leftGap = (state == RenderObject::SelectionInside) ||
+              (state == RenderObject::SelectionEnd && ltr) ||
+              (state == RenderObject::SelectionStart && !ltr);
+    rightGap = (state == RenderObject::SelectionInside) ||
+               (state == RenderObject::SelectionStart && ltr) ||
+               (state == RenderObject::SelectionEnd && !ltr);
+}
+
+int RenderBlock::leftSelectionOffset(RenderBlock* rootBlock, int yPos)
+{
+    int left = leftOffset(yPos, false);
+    if (left == borderLeft() + paddingLeft()) {
+        if (rootBlock != this)
+            // The border can potentially be further extended by our containingBlock().
+            return containingBlock()->leftSelectionOffset(rootBlock, yPos + y());
+        return left;
+    }
+    else {
+        RenderBlock* cb = this;
+        while (cb != rootBlock) {
+            left += cb->x();
+            cb = cb->containingBlock();
+        }
+    }
+    
+    return left;
+}
+
+int RenderBlock::rightSelectionOffset(RenderBlock* rootBlock, int yPos)
+{
+    int right = rightOffset(yPos, false);
+    if (right == (contentWidth() + (borderLeft() + paddingLeft()))) {
+        if (rootBlock != this)
+            // The border can potentially be further extended by our containingBlock().
+            return containingBlock()->rightSelectionOffset(rootBlock, yPos + y());
+        return right;
+    }
+    else {
+        RenderBlock* cb = this;
+        while (cb != rootBlock) {
+            right += cb->x();
+            cb = cb->containingBlock();
+        }
+    }
+    return right;
+}
+
+void RenderBlock::insertPositionedObject(RenderBox* o)
+{
+    // Create the list of special objects if we don't aleady have one
+    if (!m_positionedObjects)
+        m_positionedObjects = new PositionedObjectsListHashSet;
+
+    m_positionedObjects->add(o);
+}
+
+void RenderBlock::removePositionedObject(RenderBox* o)
+{
+    if (m_positionedObjects)
+        m_positionedObjects->remove(o);
+}
+
+void RenderBlock::removePositionedObjects(RenderBlock* o)
+{
+    if (!m_positionedObjects)
+        return;
+    
+    RenderBox* r;
+    
+    Iterator end = m_positionedObjects->end();
+    
+    Vector<RenderBox*, 16> deadObjects;
+
+    for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+        r = *it;
+        if (!o || r->isDescendantOf(o)) {
+            if (o)
+                r->setChildNeedsLayout(true, false);
+            
+            // It is parent blocks job to add positioned child to positioned objects list of its containing block
+            // Parent layout needs to be invalidated to ensure this happens.
+            RenderObject* p = r->parent();
+            while (p && !p->isRenderBlock())
+                p = p->parent();
+            if (p)
+                p->setChildNeedsLayout(true);
+            
+            deadObjects.append(r);
+        }
+    }
+    
+    for (unsigned i = 0; i < deadObjects.size(); i++)
+        m_positionedObjects->remove(deadObjects.at(i));
+}
+
+void RenderBlock::insertFloatingObject(RenderBox* o)
+{
+    ASSERT(o->isFloating());
+
+    // Create the list of special objects if we don't aleady have one
+    if (!m_floatingObjects) {
+        m_floatingObjects = new DeprecatedPtrList<FloatingObject>;
+        m_floatingObjects->setAutoDelete(true);
+    } else {
+        // Don't insert the object again if it's already in the list
+        DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+        FloatingObject* f;
+        while ( (f = it.current()) ) {
+            if (f->m_renderer == o) return;
+            ++it;
+        }
+    }
+
+    // Create the special object entry & append it to the list
+
+    o->layoutIfNeeded();
+
+    FloatingObject* newObj = new FloatingObject(o->style()->floating() == FLEFT ? FloatingObject::FloatLeft : FloatingObject::FloatRight);
+
+    newObj->m_top = -1;
+    newObj->m_bottom = -1;
+    newObj->m_width = o->width() + o->marginLeft() + o->marginRight();
+    newObj->m_shouldPaint = !o->hasSelfPaintingLayer(); // If a layer exists, the float will paint itself.  Otherwise someone else will.
+    newObj->m_isDescendant = true;
+    newObj->m_renderer = o;
+
+    m_floatingObjects->append(newObj);
+}
+
+void RenderBlock::removeFloatingObject(RenderBox* o)
+{
+    if (m_floatingObjects) {
+        DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+        while (it.current()) {
+            if (it.current()->m_renderer == o) {
+                if (childrenInline()) {
+                    int bottom = it.current()->m_bottom;
+                    // Special-case zero- and less-than-zero-height floats: those don't touch
+                    // the line that they're on, but it still needs to be dirtied. This is
+                    // accomplished by pretending they have a height of 1.
+                    bottom = max(bottom, it.current()->m_top + 1);
+                    markLinesDirtyInVerticalRange(0, bottom);
+                }
+                m_floatingObjects->removeRef(it.current());
+            }
+            ++it;
+        }
+    }
+}
+
+bool RenderBlock::positionNewFloats()
+{
+    if (!m_floatingObjects)
+        return false;
+    
+    FloatingObject* f = m_floatingObjects->last();
+
+    // If all floats have already been positioned, then we have no work to do.
+    if (!f || f->m_top != -1)
+        return false;
+
+    // Move backwards through our floating object list until we find a float that has
+    // already been positioned.  Then we'll be able to move forward, positioning all of
+    // the new floats that need it.
+    FloatingObject* lastFloat = m_floatingObjects->getPrev();
+    while (lastFloat && lastFloat->m_top == -1) {
+        f = m_floatingObjects->prev();
+        lastFloat = m_floatingObjects->getPrev();
+    }
+
+    int y = height();
+    
+    // The float cannot start above the y position of the last positioned float.
+    if (lastFloat)
+        y = max(lastFloat->m_top, y);
+
+    // Now walk through the set of unpositioned floats and place them.
+    while (f) {
+        // The containing block is responsible for positioning floats, so if we have floats in our
+        // list that come from somewhere else, do not attempt to position them.
+        if (f->m_renderer->containingBlock() != this) {
+            f = m_floatingObjects->next();
+            continue;
+        }
+
+        RenderBox* o = f->m_renderer;
+        int _height = o->height() + o->marginTop() + o->marginBottom();
+
+        int ro = rightOffset(); // Constant part of right offset.
+        int lo = leftOffset(); // Constat part of left offset.
+        int fwidth = f->m_width; // The width we look for.
+        if (ro - lo < fwidth)
+            fwidth = ro - lo; // Never look for more than what will be available.
+        
+        IntRect oldRect(o->x(), o->y() , o->width(), o->height());
+        
+        if (o->style()->clear() & CLEFT)
+            y = max(leftBottom(), y);
+        if (o->style()->clear() & CRIGHT)
+            y = max(rightBottom(), y);
+
+        if (o->style()->floating() == FLEFT) {
+            int heightRemainingLeft = 1;
+            int heightRemainingRight = 1;
+            int fx = leftRelOffset(y, lo, false, &heightRemainingLeft);
+            while (rightRelOffset(y, ro, false, &heightRemainingRight)-fx < fwidth) {
+                y += min(heightRemainingLeft, heightRemainingRight);
+                fx = leftRelOffset(y, lo, false, &heightRemainingLeft);
+            }
+            fx = max(0, fx);
+            f->m_left = fx;
+            o->setLocation(fx + o->marginLeft(), y + o->marginTop());
+        } else {
+            int heightRemainingLeft = 1;
+            int heightRemainingRight = 1;
+            int fx = rightRelOffset(y, ro, false, &heightRemainingRight);
+            while (fx - leftRelOffset(y, lo, false, &heightRemainingLeft) < fwidth) {
+                y += min(heightRemainingLeft, heightRemainingRight);
+                fx = rightRelOffset(y, ro, false, &heightRemainingRight);
+            }
+            f->m_left = fx - f->m_width;
+            o->setLocation(fx - o->marginRight() - o->width(), y + o->marginTop());
+        }
+
+        f->m_top = y;
+        f->m_bottom = f->m_top + _height;
+
+        // If the child moved, we have to repaint it.
+        if (o->checkForRepaintDuringLayout())
+            o->repaintDuringLayoutIfMoved(oldRect);
+
+        f = m_floatingObjects->next();
+    }
+    return true;
+}
+
+void RenderBlock::newLine(EClear clear)
+{
+    positionNewFloats();
+    // set y position
+    int newY = 0;
+    switch (clear)
+    {
+        case CLEFT:
+            newY = leftBottom();
+            break;
+        case CRIGHT:
+            newY = rightBottom();
+            break;
+        case CBOTH:
+            newY = floatBottom();
+        default:
+            break;
+    }
+    if (height() < newY)
+        setHeight(newY);
+}
+
+void RenderBlock::addPercentHeightDescendant(RenderBox* descendant)
+{
+    if (!gPercentHeightDescendantsMap) {
+        gPercentHeightDescendantsMap = new PercentHeightDescendantsMap;
+        gPercentHeightContainerMap = new PercentHeightContainerMap;
+    }
+
+    HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->get(this);
+    if (!descendantSet) {
+        descendantSet = new HashSet<RenderBox*>;
+        gPercentHeightDescendantsMap->set(this, descendantSet);
+    }
+    bool added = descendantSet->add(descendant).second;
+    if (!added) {
+        ASSERT(gPercentHeightContainerMap->get(descendant));
+        ASSERT(gPercentHeightContainerMap->get(descendant)->contains(this));
+        return;
+    }
+
+    HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->get(descendant);
+    if (!containerSet) {
+        containerSet = new HashSet<RenderBlock*>;
+        gPercentHeightContainerMap->set(descendant, containerSet);
+    }
+    ASSERT(!containerSet->contains(this));
+    containerSet->add(this);
+}
+
+void RenderBlock::removePercentHeightDescendant(RenderBox* descendant)
+{
+    if (!gPercentHeightContainerMap)
+        return;
+
+    HashSet<RenderBlock*>* containerSet = gPercentHeightContainerMap->take(descendant);
+    if (!containerSet)
+        return;
+
+    HashSet<RenderBlock*>::iterator end = containerSet->end();
+    for (HashSet<RenderBlock*>::iterator it = containerSet->begin(); it != end; ++it) {
+        RenderBlock* container = *it;
+        HashSet<RenderBox*>* descendantSet = gPercentHeightDescendantsMap->get(container);
+        ASSERT(descendantSet);
+        if (!descendantSet)
+            continue;
+        ASSERT(descendantSet->contains(descendant));
+        descendantSet->remove(descendant);
+        if (descendantSet->isEmpty()) {
+            gPercentHeightDescendantsMap->remove(container);
+            delete descendantSet;
+        }
+    }
+
+    delete containerSet;
+}
+
+HashSet<RenderBox*>* RenderBlock::percentHeightDescendants() const
+{
+    return gPercentHeightDescendantsMap ? gPercentHeightDescendantsMap->get(this) : 0;
+}
+
+int RenderBlock::leftOffset() const
+{
+    return borderLeft() + paddingLeft();
+}
+
+int RenderBlock::leftRelOffset(int y, int fixedOffset, bool applyTextIndent, int* heightRemaining) const
+{
+    int left = fixedOffset;
+    if (m_floatingObjects) {
+        if ( heightRemaining ) *heightRemaining = 1;
+        FloatingObject* r;
+        DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+        for ( ; (r = it.current()); ++it )
+        {
+            if (r->m_top <= y && r->m_bottom > y &&
+                r->type() == FloatingObject::FloatLeft &&
+                r->m_left + r->m_width > left) {
+                left = r->m_left + r->m_width;
+                if ( heightRemaining ) *heightRemaining = r->m_bottom - y;
+            }
+        }
+    }
+
+    if (applyTextIndent && style()->direction() == LTR) {
+        int cw = 0;
+        if (style()->textIndent().isPercent())
+            cw = containingBlock()->availableWidth();
+        left += style()->textIndent().calcMinValue(cw);
+    }
+
+    return left;
+}
+
+int RenderBlock::rightOffset() const
+{
+    return borderLeft() + paddingLeft() + availableWidth();
+}
+
+int RenderBlock::rightRelOffset(int y, int fixedOffset, bool applyTextIndent, int* heightRemaining) const
+{
+    int right = fixedOffset;
+
+    if (m_floatingObjects) {
+        if (heightRemaining) *heightRemaining = 1;
+        FloatingObject* r;
+        DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+        for ( ; (r = it.current()); ++it )
+        {
+            if (r->m_top <= y && r->m_bottom > y &&
+                r->type() == FloatingObject::FloatRight &&
+                r->m_left < right) {
+                right = r->m_left;
+                if ( heightRemaining ) *heightRemaining = r->m_bottom - y;
+            }
+        }
+    }
+    
+    if (applyTextIndent && style()->direction() == RTL) {
+        int cw = 0;
+        if (style()->textIndent().isPercent())
+            cw = containingBlock()->availableWidth();
+        right -= style()->textIndent().calcMinValue(cw);
+    }
+    
+    return right;
+}
+
+int
+RenderBlock::lineWidth(int y, bool firstLine) const
+{
+    int result = rightOffset(y, firstLine) - leftOffset(y, firstLine);
+    return (result < 0) ? 0 : result;
+}
+
+int RenderBlock::nextFloatBottomBelow(int height) const
+{
+    if (!m_floatingObjects)
+        return 0;
+
+    int bottom = INT_MAX;
+    FloatingObject* r;
+    DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+    for ( ; (r = it.current()); ++it) {
+        if (r->m_bottom > height)
+            bottom = min(r->m_bottom, bottom);
+    }
+
+    return bottom == INT_MAX ? 0 : bottom;
+}
+
+int
+RenderBlock::floatBottom() const
+{
+    if (!m_floatingObjects) return 0;
+    int bottom = 0;
+    FloatingObject* r;
+    DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+    for ( ; (r = it.current()); ++it )
+        if (r->m_bottom>bottom)
+            bottom = r->m_bottom;
+    return bottom;
+}
+
+int RenderBlock::lowestPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+    int bottom = includeSelf && width() > 0 ? height() : 0;
+
+    if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip()))
+        return bottom;
+
+    if (!firstChild() && (!width() || !height()))
+        return bottom;
+    
+    if (!hasColumns()) {
+        // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids.
+        // For now, we have to descend into all the children, since we may have a huge abs div inside
+        // a tiny rel div buried somewhere deep in our child tree.  In this case we have to get to
+        // the abs div.
+        // See the last test case in https://bugs.webkit.org/show_bug.cgi?id=9314 for why this is a problem.
+        // For inline children, we miss relative positioned boxes that might be buried inside <span>s.
+        for (RenderObject* c = firstChild(); c; c = c->nextSibling()) {
+            if (!c->isFloatingOrPositioned() && c->isBox()) {
+                RenderBox* childBox = toRenderBox(c);
+                bottom = max(bottom, childBox->y() + childBox->lowestPosition(false));
+            }
+        }
+    }
+
+    if (includeSelf && isRelPositioned())
+        bottom += relativePositionOffsetY();     
+    if (!includeOverflowInterior && hasOverflowClip())
+        return bottom;
+
+    int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetY() : 0;
+
+    if (includeSelf)
+        bottom = max(bottom, bottomLayoutOverflow() + relativeOffset);
+        
+    if (m_positionedObjects) {
+        RenderBox* r;
+        Iterator end = m_positionedObjects->end();
+        for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+            r = *it;
+            // Fixed positioned objects do not scroll and thus should not constitute
+            // part of the lowest position.
+            if (r->style()->position() != FixedPosition) {
+                // FIXME: Should work for overflow sections too.
+                // If a positioned object lies completely to the left of the root it will be unreachable via scrolling.
+                // Therefore we should not allow it to contribute to the lowest position.
+                if (!isRenderView() || r->x() + r->width() > 0 || r->x() + r->rightmostPosition(false) > 0) {
+                    int lp = r->y() + r->lowestPosition(false);
+                    bottom = max(bottom, lp + relativeOffset);
+                }
+            }
+        }
+    }
+
+    if (hasColumns()) {
+        Vector<IntRect>* colRects = columnRects();
+        for (unsigned i = 0; i < colRects->size(); i++)
+            bottom = max(bottom, colRects->at(i).bottom() + relativeOffset);
+        return bottom;
+    }
+
+    if (m_floatingObjects) {
+        FloatingObject* r;
+        DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+        for ( ; (r = it.current()); ++it ) {
+            if (r->m_shouldPaint || r->m_renderer->hasSelfPaintingLayer()) {
+                int lp = r->m_top + r->m_renderer->marginTop() + r->m_renderer->lowestPosition(false);
+                bottom = max(bottom, lp + relativeOffset);
+            }
+        }
+    }
+
+    if (!includeSelf) {
+        bottom = max(bottom, borderTop() + paddingTop() + paddingBottom() + relativeOffset);
+        if (childrenInline()) {
+            if (lastRootBox()) {
+                int childBottomEdge = lastRootBox()->selectionBottom();
+                bottom = max(bottom, childBottomEdge + paddingBottom() + relativeOffset);
+            }
+        } else {
+            // Find the last normal flow child.
+            RenderBox* currBox = lastChildBox();
+            while (currBox && currBox->isFloatingOrPositioned())
+                currBox = currBox->previousSiblingBox();
+            if (currBox) {
+                int childBottomEdge = currBox->y() + currBox->height() + currBox->collapsedMarginBottom();
+                bottom = max(bottom, childBottomEdge + paddingBottom() + relativeOffset);
+            }
+        }
+    }
+    
+    return bottom;
+}
+
+int RenderBlock::rightmostPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+    int right = includeSelf && height() > 0 ? width() : 0;
+
+    if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip()))
+        return right;
+
+    if (!firstChild() && (!width() || !height()))
+        return right;
+
+    if (!hasColumns()) {
+        // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids.
+        // For now, we have to descend into all the children, since we may have a huge abs div inside
+        // a tiny rel div buried somewhere deep in our child tree.  In this case we have to get to
+        // the abs div.
+        for (RenderObject* c = firstChild(); c; c = c->nextSibling()) {
+            if (!c->isFloatingOrPositioned() && c->isBox()) {
+                RenderBox* childBox = toRenderBox(c);
+                right = max(right, childBox->x() + childBox->rightmostPosition(false));
+            }
+        }
+    }
+
+    if (includeSelf && isRelPositioned())
+        right += relativePositionOffsetX();
+
+    if (!includeOverflowInterior && hasOverflowClip())
+        return right;
+
+    int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetX() : 0;
+
+    if (includeSelf)
+        right = max(right, rightLayoutOverflow() + relativeOffset);
+
+    if (m_positionedObjects) {
+        RenderBox* r;
+        Iterator end = m_positionedObjects->end();
+        for (Iterator it = m_positionedObjects->begin() ; it != end; ++it) {
+            r = *it;
+            // Fixed positioned objects do not scroll and thus should not constitute
+            // part of the rightmost position.
+            if (r->style()->position() != FixedPosition) {
+                // FIXME: Should work for overflow sections too.
+                // If a positioned object lies completely above the root it will be unreachable via scrolling.
+                // Therefore we should not allow it to contribute to the rightmost position.
+                if (!isRenderView() || r->y() + r->height() > 0 || r->y() + r->lowestPosition(false) > 0) {
+                    int rp = r->x() + r->rightmostPosition(false);
+                    right = max(right, rp + relativeOffset);
+                }
+            }
+        }
+    }
+
+    if (hasColumns()) {
+        // This only matters for LTR
+        if (style()->direction() == LTR)
+            right = max(columnRects()->last().right() + relativeOffset, right);
+        return right;
+    }
+
+    if (m_floatingObjects) {
+        FloatingObject* r;
+        DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+        for ( ; (r = it.current()); ++it ) {
+            if (r->m_shouldPaint || r->m_renderer->hasSelfPaintingLayer()) {
+                int rp = r->m_left + r->m_renderer->marginLeft() + r->m_renderer->rightmostPosition(false);
+                right = max(right, rp + relativeOffset);
+            }
+        }
+    }
+
+    if (!includeSelf) {
+        right = max(right, borderLeft() + paddingLeft() + paddingRight() + relativeOffset);
+        if (childrenInline()) {
+            for (InlineFlowBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox()) {
+                int childRightEdge = currBox->x() + currBox->width();
+                
+                // If this node is a root editable element, then the rightmostPosition should account for a caret at the end.
+                // FIXME: Need to find another way to do this, since scrollbars could show when we don't want them to.
+                if (node() && node()->isContentEditable() && node() == node()->rootEditableElement() && style()->direction() == LTR && !paddingRight())
+                    childRightEdge += 1;
+                right = max(right, childRightEdge + paddingRight() + relativeOffset);
+            }
+        } else {
+            // Walk all normal flow children.
+            for (RenderBox* currBox = firstChildBox(); currBox; currBox = currBox->nextSiblingBox()) {
+                if (currBox->isFloatingOrPositioned())
+                    continue;
+                int childRightEdge = currBox->x() + currBox->width() + currBox->marginRight();
+                right = max(right, childRightEdge + paddingRight() + relativeOffset);
+            }
+        }
+    }
+    
+    return right;
+}
+
+int RenderBlock::leftmostPosition(bool includeOverflowInterior, bool includeSelf) const
+{
+    int left = includeSelf && height() > 0 ? 0 : width();
+    
+    if (!includeOverflowInterior && (hasOverflowClip() || hasControlClip()))
+        return left;
+
+    if (!firstChild() && (!width() || !height()))
+        return left;
+
+    if (!hasColumns()) {
+        // FIXME: Come up with a way to use the layer tree to avoid visiting all the kids.
+        // For now, we have to descend into all the children, since we may have a huge abs div inside
+        // a tiny rel div buried somewhere deep in our child tree.  In this case we have to get to
+        // the abs div.
+        for (RenderObject* c = firstChild(); c; c = c->nextSibling()) {
+            if (!c->isFloatingOrPositioned() && c->isBox()) {
+                RenderBox* childBox = toRenderBox(c);
+                left = min(left, childBox->x() + childBox->leftmostPosition(false));
+            }
+        }
+    }
+
+    if (includeSelf && isRelPositioned())
+        left += relativePositionOffsetX(); 
+
+    if (!includeOverflowInterior && hasOverflowClip())
+        return left;
+    
+    int relativeOffset = includeSelf && isRelPositioned() ? relativePositionOffsetX() : 0;
+
+    if (includeSelf)
+        left = min(left, leftLayoutOverflow() + relativeOffset);
+
+    if (m_positionedObjects) {
+        RenderBox* r;
+        Iterator end = m_positionedObjects->end();
+        for (Iterator it = m_positionedObjects->begin(); it != end; ++it) {
+            r = *it;
+            // Fixed positioned objects do not scroll and thus should not constitute
+            // part of the leftmost position.
+            if (r->style()->position() != FixedPosition) {
+                // FIXME: Should work for overflow sections too.
+                // If a positioned object lies completely above the root it will be unreachable via scrolling.
+                // Therefore we should not allow it to contribute to the leftmost position.
+                if (!isRenderView() || r->y() + r->height() > 0 || r->y() + r->lowestPosition(false) > 0) {
+                    int lp = r->x() + r->leftmostPosition(false);
+                    left = min(left, lp + relativeOffset);
+                }
+            }
+        }
+    }
+
+    if (hasColumns()) {
+        // This only matters for RTL
+        if (style()->direction() == RTL)
+            left = min(columnRects()->last().x() + relativeOffset, left);
+        return left;
+    }
+
+    if (m_floatingObjects) {
+        FloatingObject* r;
+        DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+        for ( ; (r = it.current()); ++it ) {
+            if (r->m_shouldPaint || r->m_renderer->hasSelfPaintingLayer()) {
+                int lp = r->m_left + r->m_renderer->marginLeft() + r->m_renderer->leftmostPosition(false);
+                left = min(left, lp + relativeOffset);
+            }
+        }
+    }
+
+    if (!includeSelf && firstLineBox()) {
+        for (InlineFlowBox* currBox = firstLineBox(); currBox; currBox = currBox->nextLineBox())
+            left = min(left, (int)currBox->x() + relativeOffset);
+    }
+    
+    return left;
+}
+
+int
+RenderBlock::leftBottom()
+{
+    if (!m_floatingObjects) return 0;
+    int bottom = 0;
+    FloatingObject* r;
+    DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+    for ( ; (r = it.current()); ++it )
+        if (r->m_bottom > bottom && r->type() == FloatingObject::FloatLeft)
+            bottom = r->m_bottom;
+
+    return bottom;
+}
+
+int
+RenderBlock::rightBottom()
+{
+    if (!m_floatingObjects) return 0;
+    int bottom = 0;
+    FloatingObject* r;
+    DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+    for ( ; (r = it.current()); ++it )
+        if (r->m_bottom>bottom && r->type() == FloatingObject::FloatRight)
+            bottom = r->m_bottom;
+
+    return bottom;
+}
+
+void RenderBlock::markLinesDirtyInVerticalRange(int top, int bottom, RootInlineBox* highest)
+{
+    if (top >= bottom)
+        return;
+
+    RootInlineBox* lowestDirtyLine = lastRootBox();
+    RootInlineBox* afterLowest = lowestDirtyLine;
+    while (lowestDirtyLine && lowestDirtyLine->blockHeight() >= bottom) {
+        afterLowest = lowestDirtyLine;
+        lowestDirtyLine = lowestDirtyLine->prevRootBox();
+    }
+
+    while (afterLowest && afterLowest != highest && afterLowest->blockHeight() >= top) {
+        afterLowest->markDirty();
+        afterLowest = afterLowest->prevRootBox();
+    }
+}
+
+void RenderBlock::clearFloats()
+{
+    // Inline blocks are covered by the isReplaced() check in the avoidFloats method.
+    if (avoidsFloats() || isRoot() || isRenderView() || isFloatingOrPositioned() || isTableCell()) {
+        if (m_floatingObjects)
+            m_floatingObjects->clear();
+        return;
+    }
+
+    typedef HashMap<RenderObject*, FloatingObject*> RendererToFloatInfoMap;
+    RendererToFloatInfoMap floatMap;
+
+    if (m_floatingObjects) {
+        if (childrenInline()) {
+            m_floatingObjects->first();
+            while (FloatingObject* f = m_floatingObjects->take())
+                floatMap.add(f->m_renderer, f);
+        } else
+            m_floatingObjects->clear();
+    }
+
+    // We should not process floats if the parent node is not a RenderBlock. Otherwise, we will add 
+    // floats in an invalid context. This will cause a crash arising from a bad cast on the parent.
+    // See <rdar://problem/8049753>, where float property is applied on a text node in a SVG.
+    if (!parent() || !parent()->isRenderBlock())
+        return;
+
+    // Attempt to locate a previous sibling with overhanging floats.  We skip any elements that are
+    // out of flow (like floating/positioned elements), and we also skip over any objects that may have shifted
+    // to avoid floats.
+    bool parentHasFloats = false;
+    RenderObject* prev = previousSibling();
+    while (prev && (prev->isFloatingOrPositioned() || !prev->isBox() || !prev->isRenderBlock() || toRenderBlock(prev)->avoidsFloats())) {
+        if (prev->isFloating())
+            parentHasFloats = true;
+         prev = prev->previousSibling();
+    }
+
+    // First add in floats from the parent.
+    int offset = y();
+    if (parentHasFloats) {
+        RenderBlock* parentBlock = toRenderBlock(parent());
+        addIntrudingFloats(parentBlock, parentBlock->borderLeft() + parentBlock->paddingLeft(), offset);
+    }
+    
+    int xoffset = 0;
+    if (prev)
+        offset -= toRenderBox(prev)->y();
+    else if (parent()->isBox()) {
+        prev = parent();
+        xoffset += toRenderBox(prev)->borderLeft() + toRenderBox(prev)->paddingLeft();
+    }
+
+    // Add overhanging floats from the previous RenderBlock, but only if it has a float that intrudes into our space.
+    if (!prev || !prev->isRenderBlock())
+        return;
+    
+    RenderBlock* block = toRenderBlock(prev);
+    if (block->m_floatingObjects && block->floatBottom() > offset)
+        addIntrudingFloats(block, xoffset, offset);
+
+    if (childrenInline()) {
+        int changeTop = numeric_limits<int>::max();
+        int changeBottom = numeric_limits<int>::min();
+        if (m_floatingObjects) {
+            for (FloatingObject* f = m_floatingObjects->first(); f; f = m_floatingObjects->next()) {
+                FloatingObject* oldFloatingObject = floatMap.get(f->m_renderer);
+                if (oldFloatingObject) {
+                    if (f->m_width != oldFloatingObject->m_width || f->m_left != oldFloatingObject->m_left) {
+                        changeTop = 0;
+                        changeBottom = max(changeBottom, max(f->m_bottom, oldFloatingObject->m_bottom));
+                    } else if (f->m_bottom != oldFloatingObject->m_bottom) {
+                        changeTop = min(changeTop, min(f->m_bottom, oldFloatingObject->m_bottom));
+                        changeBottom = max(changeBottom, max(f->m_bottom, oldFloatingObject->m_bottom));
+                    }
+
+                    floatMap.remove(f->m_renderer);
+                    delete oldFloatingObject;
+                } else {
+                    changeTop = 0;
+                    changeBottom = max(changeBottom, f->m_bottom);
+                }
+            }
+        }
+
+        RendererToFloatInfoMap::iterator end = floatMap.end();
+        for (RendererToFloatInfoMap::iterator it = floatMap.begin(); it != end; ++it) {
+            FloatingObject* floatingObject = (*it).second;
+            if (!floatingObject->m_isDescendant) {
+                changeTop = 0;
+                changeBottom = max(changeBottom, floatingObject->m_bottom);
+            }
+        }
+        deleteAllValues(floatMap);
+
+        markLinesDirtyInVerticalRange(changeTop, changeBottom);
+    }
+}
+
+int RenderBlock::addOverhangingFloats(RenderBlock* child, int xoff, int yoff, bool makeChildPaintOtherFloats)
+{
+    // Prevent floats from being added to the canvas by the root element, e.g., <html>.
+    if (child->hasOverflowClip() || !child->containsFloats() || child->isRoot())
+        return 0;
+
+    int lowestFloatBottom = 0;
+
+    // Floats that will remain the child's responsibility to paint should factor into its
+    // overflow.
+    DeprecatedPtrListIterator<FloatingObject> it(*child->m_floatingObjects);
+    for (FloatingObject* r; (r = it.current()); ++it) {
+        int bottom = child->y() + r->m_bottom;
+        lowestFloatBottom = max(lowestFloatBottom, bottom);
+
+        if (bottom > height()) {
+            // If the object is not in the list, we add it now.
+            if (!containsFloat(r->m_renderer)) {
+                FloatingObject *floatingObj = new FloatingObject(r->type());
+                floatingObj->m_top = r->m_top - yoff;
+                floatingObj->m_bottom = r->m_bottom - yoff;
+                floatingObj->m_left = r->m_left - xoff;
+                floatingObj->m_width = r->m_width;
+                floatingObj->m_renderer = r->m_renderer;
+
+                // The nearest enclosing layer always paints the float (so that zindex and stacking
+                // behaves properly).  We always want to propagate the desire to paint the float as
+                // far out as we can, to the outermost block that overlaps the float, stopping only
+                // if we hit a self-painting layer boundary.
+                if (r->m_renderer->enclosingSelfPaintingLayer() == enclosingSelfPaintingLayer())
+                    r->m_shouldPaint = false;
+                else
+                    floatingObj->m_shouldPaint = false;
+                
+                // We create the floating object list lazily.
+                if (!m_floatingObjects) {
+                    m_floatingObjects = new DeprecatedPtrList<FloatingObject>;
+                    m_floatingObjects->setAutoDelete(true);
+                }
+                m_floatingObjects->append(floatingObj);
+            }
+        } else if (makeChildPaintOtherFloats && !r->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer() &&
+                   r->m_renderer->isDescendantOf(child) && r->m_renderer->enclosingLayer() == child->enclosingLayer())
+            // The float is not overhanging from this block, so if it is a descendant of the child, the child should
+            // paint it (the other case is that it is intruding into the child), unless it has its own layer or enclosing
+            // layer.
+            // If makeChildPaintOtherFloats is false, it means that the child must already know about all the floats
+            // it should paint.
+            r->m_shouldPaint = true;
+
+        if (r->m_shouldPaint && !r->m_renderer->hasSelfPaintingLayer())
+            child->addOverflowFromChild(r->m_renderer, IntSize(r->m_left + r->m_renderer->marginLeft(), r->m_top + r->m_renderer->marginTop()));
+    }
+    return lowestFloatBottom;
+}
+
+void RenderBlock::addIntrudingFloats(RenderBlock* prev, int xoff, int yoff)
+{
+    // If the parent or previous sibling doesn't have any floats to add, don't bother.
+    if (!prev->m_floatingObjects)
+        return;
+
+    DeprecatedPtrListIterator<FloatingObject> it(*prev->m_floatingObjects);
+    for (FloatingObject *r; (r = it.current()); ++it) {
+        if (r->m_bottom > yoff) {
+            // The object may already be in our list. Check for it up front to avoid
+            // creating duplicate entries.
+            FloatingObject* f = 0;
+            if (m_floatingObjects) {
+                DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+                while ((f = it.current())) {
+                    if (f->m_renderer == r->m_renderer) break;
+                    ++it;
+                }
+            }
+            if (!f) {
+                FloatingObject *floatingObj = new FloatingObject(r->type());
+                floatingObj->m_top = r->m_top - yoff;
+                floatingObj->m_bottom = r->m_bottom - yoff;
+                floatingObj->m_left = r->m_left - xoff;
+                // Applying the child's margin makes no sense in the case where the child was passed in.
+                // since his own margin was added already through the subtraction of the |xoff| variable
+                // above.  |xoff| will equal -flow->marginLeft() in this case, so it's already been taken
+                // into account.  Only apply this code if |child| is false, since otherwise the left margin
+                // will get applied twice.
+                if (prev != parent())
+                    floatingObj->m_left += prev->marginLeft();
+                floatingObj->m_left -= marginLeft();
+                floatingObj->m_shouldPaint = false;  // We are not in the direct inheritance chain for this float. We will never paint it.
+                floatingObj->m_width = r->m_width;
+                floatingObj->m_renderer = r->m_renderer;
+                
+                // We create the floating object list lazily.
+                if (!m_floatingObjects) {
+                    m_floatingObjects = new DeprecatedPtrList<FloatingObject>;
+                    m_floatingObjects->setAutoDelete(true);
+                }
+                m_floatingObjects->append(floatingObj);
+            }
+        }
+    }
+}
+
+bool RenderBlock::avoidsFloats() const
+{
+    // Floats can't intrude into our box if we have a non-auto column count or width.
+    return RenderBox::avoidsFloats() || !style()->hasAutoColumnCount() || !style()->hasAutoColumnWidth();
+}
+
+bool RenderBlock::containsFloat(RenderObject* o)
+{
+    if (m_floatingObjects) {
+        DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+        while (it.current()) {
+            if (it.current()->m_renderer == o)
+                return true;
+            ++it;
+        }
+    }
+    return false;
+}
+
+void RenderBlock::markAllDescendantsWithFloatsForLayout(RenderBox* floatToRemove, bool inLayout)
+{
+    setChildNeedsLayout(true, !inLayout);
+
+    if (floatToRemove)
+        removeFloatingObject(floatToRemove);
+
+    // Iterate over our children and mark them as needed.
+    if (!childrenInline()) {
+        for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+            if ((!floatToRemove && child->isFloatingOrPositioned()) || !child->isRenderBlock())
+                continue;
+            RenderBlock* childBlock = toRenderBlock(child);
+            if ((floatToRemove ? childBlock->containsFloat(floatToRemove) : childBlock->containsFloats()) || childBlock->shrinkToAvoidFloats())
+                childBlock->markAllDescendantsWithFloatsForLayout(floatToRemove, inLayout);
+        }
+    }
+}
+
+int RenderBlock::visibleTopOfHighestFloatExtendingBelow(int bottom, int maxHeight) const
+{
+    int top = bottom;
+    if (m_floatingObjects) {
+        FloatingObject* floatingObject;
+        for (DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects); (floatingObject = it.current()); ++it) {
+            RenderBox* floatingBox = floatingObject->m_renderer;
+            IntRect visibleOverflow = floatingBox->visibleOverflowRect();
+            visibleOverflow.move(floatingBox->x(), floatingBox->y());
+            if (visibleOverflow.y() < top && visibleOverflow.bottom() > bottom && visibleOverflow.height() <= maxHeight && floatingBox->containingBlock() == this)
+                top = visibleOverflow.y();
+        }
+    }
+
+    if (!childrenInline()) {
+        for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
+            if (child->isFloatingOrPositioned() || !child->isRenderBlock())
+                continue;
+            RenderBlock* childBlock = toRenderBlock(child);
+            top = min(top, childBlock->y() + childBlock->visibleTopOfHighestFloatExtendingBelow(bottom - childBlock->y(), maxHeight));
+        }
+    }
+
+    return top;
+}
+
+int RenderBlock::getClearDelta(RenderBox* child, int yPos)
+{
+    // There is no need to compute clearance if we have no floats.
+    if (!containsFloats())
+        return 0;
+    
+    // At least one float is present.  We need to perform the clearance computation.
+    bool clearSet = child->style()->clear() != CNONE;
+    int bottom = 0;
+    switch (child->style()->clear()) {
+        case CNONE:
+            break;
+        case CLEFT:
+            bottom = leftBottom();
+            break;
+        case CRIGHT:
+            bottom = rightBottom();
+            break;
+        case CBOTH:
+            bottom = floatBottom();
+            break;
+    }
+
+    // We also clear floats if we are too big to sit on the same line as a float (and wish to avoid floats by default).
+    int result = clearSet ? max(0, bottom - yPos) : 0;
+    if (!result && child->avoidsFloats()) {
+        int availableWidth = this->availableWidth();
+        if (child->minPrefWidth() > availableWidth)
+            return 0;
+
+        int y = yPos;
+        while (true) {
+            int widthAtY = lineWidth(y, false);
+            if (widthAtY == availableWidth)
+                return y - yPos;
+
+            int oldChildY = child->y();
+            int oldChildWidth = child->width();
+            child->setY(y);
+            child->calcWidth();
+            int childWidthAtY = child->width();
+            child->setY(oldChildY);
+            child->setWidth(oldChildWidth);
+
+            if (childWidthAtY <= widthAtY)
+                return y - yPos;
+
+            y = nextFloatBottomBelow(y);
+            ASSERT(y >= yPos);
+            if (y < yPos)
+                break;
+        }
+        ASSERT_NOT_REACHED();
+    }
+    return result;
+}
+
+bool RenderBlock::isPointInOverflowControl(HitTestResult& result, int _x, int _y, int _tx, int _ty)
+{
+    if (!scrollsOverflow())
+        return false;
+
+    return layer()->hitTestOverflowControls(result, IntPoint(_x - _tx, _y - _ty));
+}
+
+bool RenderBlock::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int _x, int _y, int _tx, int _ty, HitTestAction hitTestAction)
+{
+    int tx = _tx + x();
+    int ty = _ty + y();
+
+    if (!isRenderView()) {
+        // Check if we need to do anything at all.
+        IntRect overflowBox = visibleOverflowRect();
+        overflowBox.move(tx, ty);
+        if (!overflowBox.intersects(result.rectFromPoint(_x, _y)))
+            return false;
+    }
+
+    if ((hitTestAction == HitTestBlockBackground || hitTestAction == HitTestChildBlockBackground) && isPointInOverflowControl(result, _x, _y, tx, ty)) {
+        updateHitTestResult(result, IntPoint(_x - tx, _y - ty));
+        // FIXME: isPointInOverflowControl() doesn't handle rect-based tests yet.
+        if (!result.addNodeToRectBasedTestResult(node(), _x, _y))
+           return true;
+    }
+
+    // If we have clipping, then we can't have any spillout.
+    bool useOverflowClip = hasOverflowClip() && !hasSelfPaintingLayer();
+    bool useClip = (hasControlClip() || useOverflowClip);
+    IntRect hitTestArea(result.rectFromPoint(_x, _y));
+    bool checkChildren = !useClip || (hasControlClip() ? controlClipRect(tx, ty).intersects(hitTestArea) : overflowClipRect(tx, ty).intersects(hitTestArea));
+    if (checkChildren) {
+        // Hit test descendants first.
+        int scrolledX = tx;
+        int scrolledY = ty;
+        if (hasOverflowClip()) {
+            IntSize offset = layer()->scrolledContentOffset();
+            scrolledX -= offset.width();
+            scrolledY -= offset.height();
+        }
+
+        // Hit test contents if we don't have columns.
+        if (!hasColumns() && hitTestContents(request, result, _x, _y, scrolledX, scrolledY, hitTestAction)) {
+            updateHitTestResult(result, IntPoint(_x - tx, _y - ty));
+            return true;
+        }
+
+        // Hit test our columns if we do have them.
+        if (hasColumns() && hitTestColumns(request, result, _x, _y, scrolledX, scrolledY, hitTestAction)) {
+            updateHitTestResult(result, IntPoint(_x - tx, _y - ty));
+            return true;
+        }
+
+        // Hit test floats.
+        if (hitTestAction == HitTestFloat && m_floatingObjects) {
+            if (isRenderView()) {
+                scrolledX += toRenderView(this)->frameView()->scrollX();
+                scrolledY += toRenderView(this)->frameView()->scrollY();
+            }
+            
+            FloatingObject* o;
+            DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+            for (it.toLast(); (o = it.current()); --it) {
+                if (o->m_shouldPaint && !o->m_renderer->hasSelfPaintingLayer()) {
+                    int xoffset = scrolledX + o->m_left + o->m_renderer->marginLeft() - o->m_renderer->x();
+                    int yoffset =  scrolledY + o->m_top + o->m_renderer->marginTop() - o->m_renderer->y();
+                    if (o->m_renderer->hitTest(request, result, IntPoint(_x, _y), xoffset, yoffset)) {
+                        updateHitTestResult(result, IntPoint(_x - xoffset, _y - yoffset));
+                        return true;
+                    }
+                }
+            }
+        }
+    }
+
+    // Now hit test our background
+    if (hitTestAction == HitTestBlockBackground || hitTestAction == HitTestChildBlockBackground) {
+        IntRect boundsRect(tx, ty, width(), height());
+        if (visibleToHitTesting() && boundsRect.intersects(result.rectFromPoint(_x, _y))) {
+            updateHitTestResult(result, IntPoint(_x - tx, _y - ty));
+            if (!result.addNodeToRectBasedTestResult(node(), _x, _y, boundsRect))
+                return true;
+        }
+    }
+
+    return false;
+}
+
+bool RenderBlock::hitTestColumns(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction hitTestAction)
+{
+    // We need to do multiple passes, breaking up our hit testing into strips.
+    Vector<IntRect>* colRects = columnRects();
+    int colCount = colRects->size();
+    if (!colCount)
+        return false;
+    int left = borderLeft() + paddingLeft();
+    int currYOffset = 0;
+    int i;
+    for (i = 0; i < colCount; i++)
+        currYOffset -= colRects->at(i).height();
+    for (i = colCount - 1; i >= 0; i--) {
+        IntRect colRect = colRects->at(i);
+        int currXOffset = colRect.x() - left;
+        currYOffset += colRect.height();
+        colRect.move(tx, ty);
+        
+        if (colRect.intersects(result.rectFromPoint(x, y))) {
+            // The point is inside this column.
+            // Adjust tx and ty to change where we hit test.
+        
+            int finalX = tx + currXOffset;
+            int finalY = ty + currYOffset;
+            if (result.isRectBasedTest() && !colRect.contains(result.rectFromPoint(x, y)))
+                hitTestContents(request, result, x, y, finalX, finalY, hitTestAction);
+            else
+                return hitTestContents(request, result, x, y, finalX, finalY, hitTestAction);
+        }
+    }
+
+    return false;
+}
+
+bool RenderBlock::hitTestContents(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction hitTestAction)
+{
+    if (childrenInline() && !isTable()) {
+        // We have to hit-test our line boxes.
+        if (m_lineBoxes.hitTest(this, request, result, x, y, tx, ty, hitTestAction))
+            return true;
+    } else {
+        // Hit test our children.
+        HitTestAction childHitTest = hitTestAction;
+        if (hitTestAction == HitTestChildBlockBackgrounds)
+            childHitTest = HitTestChildBlockBackground;
+        for (RenderBox* child = lastChildBox(); child; child = child->previousSiblingBox()) {
+            if (!child->hasSelfPaintingLayer() && !child->isFloating() && child->nodeAtPoint(request, result, x, y, tx, ty, childHitTest))
+                return true;
+        }
+    }
+    
+    return false;
+}
+
+Position RenderBlock::positionForBox(InlineBox *box, bool start) const
+{
+    if (!box)
+        return Position();
+
+    if (!box->renderer()->node())
+        return Position(node(), start ? caretMinOffset() : caretMaxOffset());
+
+    if (!box->isInlineTextBox())
+        return Position(box->renderer()->node(), start ? box->renderer()->caretMinOffset() : box->renderer()->caretMaxOffset());
+
+    InlineTextBox *textBox = static_cast<InlineTextBox *>(box);
+    return Position(box->renderer()->node(), start ? textBox->start() : textBox->start() + textBox->len());
+}
+
+Position RenderBlock::positionForRenderer(RenderObject* renderer, bool start) const
+{
+    if (!renderer)
+        return Position(node(), 0);
+
+    Node* n = renderer->node() ? renderer->node() : node();
+    if (!n)
+        return Position();
+
+    ASSERT(renderer == n->renderer());
+
+    int offset = start ? renderer->caretMinOffset() : renderer->caretMaxOffset();
+
+    // FIXME: This was a runtime check that seemingly couldn't fail; changed it to an assertion for now.
+    ASSERT(!n->isCharacterDataNode() || renderer->isText());
+
+    return Position(n, offset);
+}
+
+// FIXME: This function should go on RenderObject as an instance method. Then
+// all cases in which positionForPoint recurs could call this instead to
+// prevent crossing editable boundaries. This would require many tests.
+static VisiblePosition positionForPointRespectingEditingBoundaries(RenderBox* parent, RenderBox* child, const IntPoint& pointInParentCoordinates)
+{
+    IntPoint pointInChildCoordinates(pointInParentCoordinates - child->location());
+
+    // If this is an anonymous renderer, we just recur normally
+    Node* childNode = child->node();
+    if (!childNode)
+        return child->positionForPoint(pointInChildCoordinates);
+
+    // Otherwise, first make sure that the editability of the parent and child agree.
+    // If they don't agree, then we return a visible position just before or after the child
+    RenderObject* ancestor = parent;
+    while (ancestor && !ancestor->node())
+        ancestor = ancestor->parent();
+
+    // If we can't find an ancestor to check editability on, or editability is unchanged, we recur like normal
+    if (!ancestor || ancestor->node()->isContentEditable() == childNode->isContentEditable())
+        return child->positionForPoint(pointInChildCoordinates);
+
+    // Otherwise return before or after the child, depending on if the click was left or right of the child
+    int childMidX = child->width() / 2;
+    if (pointInChildCoordinates.x() < childMidX)
+        return ancestor->createVisiblePosition(childNode->nodeIndex(), DOWNSTREAM);
+    return ancestor->createVisiblePosition(childNode->nodeIndex() + 1, UPSTREAM);
+}
+
+VisiblePosition RenderBlock::positionForPointWithInlineChildren(const IntPoint& pointInContents)
+{
+    ASSERT(childrenInline());
+
+    if (!firstRootBox())
+        return createVisiblePosition(0, DOWNSTREAM);
+
+    // look for the closest line box in the root box which is at the passed-in y coordinate
+    InlineBox* closestBox = 0;
+    RootInlineBox* firstRootBoxWithChildren = 0;
+    RootInlineBox* lastRootBoxWithChildren = 0;
+    for (RootInlineBox* root = firstRootBox(); root; root = root->nextRootBox()) {
+        if (!root->firstLeafChild())
+            continue;
+        if (!firstRootBoxWithChildren)
+            firstRootBoxWithChildren = root;
+        lastRootBoxWithChildren = root;
+
+        // set the bottom based on whether there is a next root box
+        // FIXME: This will consider nextRootBox even if it has no children, and maybe it shouldn't.
+        int bottom;
+        if (root->nextRootBox()) {
+            // FIXME: We would prefer to make the break point halfway between the bottom
+            // of the previous root box and the top of the next root box.
+            bottom = root->nextRootBox()->lineTop();
+        } else
+            bottom = root->lineBottom() + verticalLineClickFudgeFactor;
+
+        // check if this root line box is located at this y coordinate
+        if (pointInContents.y() < bottom) {
+            closestBox = root->closestLeafChildForXPos(pointInContents.x());
+            if (closestBox)
+                break;
+        }
+    }
+
+    bool moveCaretToBoundary = document()->frame()->editor()->behavior().shouldMoveCaretToHorizontalBoundaryWhenPastTopOrBottom();
+
+    if (!moveCaretToBoundary && !closestBox && lastRootBoxWithChildren) {
+        // y coordinate is below last root line box, pretend we hit it
+        closestBox = lastRootBoxWithChildren->closestLeafChildForXPos(pointInContents.x());
+    }
+
+    if (closestBox) {
+        if (moveCaretToBoundary && pointInContents.y() < firstRootBoxWithChildren->lineTop() - verticalLineClickFudgeFactor) {
+            // y coordinate is above first root line box, so return the start of the first
+            return VisiblePosition(positionForBox(firstRootBoxWithChildren->firstLeafChild(), true), DOWNSTREAM);
+        }
+
+        // pass the box a y position that is inside it
+        return closestBox->renderer()->positionForPoint(IntPoint(pointInContents.x(), closestBox->m_y));
+    }
+
+    if (lastRootBoxWithChildren) {
+        // We hit this case for Mac behavior when the Y coordinate is below the last box.
+        ASSERT(moveCaretToBoundary);
+        return VisiblePosition(positionForBox(lastRootBoxWithChildren->lastLeafChild(), false), DOWNSTREAM);
+    }
+
+    // Can't reach this. We have a root line box, but it has no kids.
+    // FIXME: This should ASSERT_NOT_REACHED(), but clicking on placeholder text
+    // seems to hit this code path.
+    return createVisiblePosition(0, DOWNSTREAM);
+}
+
+static inline bool isChildHitTestCandidate(RenderBox* box)
+{
+    return box->height() && box->style()->visibility() == VISIBLE && !box->isFloatingOrPositioned();
+}
+
+VisiblePosition RenderBlock::positionForPoint(const IntPoint& point)
+{
+    if (isTable())
+        return RenderBox::positionForPoint(point);
+
+    if (isReplaced()) {
+        if (point.y() < 0 || (point.y() < height() && point.x() < 0))
+            return createVisiblePosition(caretMinOffset(), DOWNSTREAM);
+        if (point.y() >= height() || (point.y() >= 0 && point.x() >= width()))
+            return createVisiblePosition(caretMaxOffset(), DOWNSTREAM);
+    } 
+
+    int contentsX = point.x();
+    int contentsY = point.y();
+    offsetForContents(contentsX, contentsY);
+    IntPoint pointInContents(contentsX, contentsY);
+
+    if (childrenInline())
+        return positionForPointWithInlineChildren(pointInContents);
+
+    if (lastChildBox() && contentsY > lastChildBox()->y()) {
+        for (RenderBox* childBox = lastChildBox(); childBox; childBox = childBox->previousSiblingBox()) {
+            if (isChildHitTestCandidate(childBox))
+                return positionForPointRespectingEditingBoundaries(this, childBox, pointInContents);
+        }
+    } else {
+        for (RenderBox* childBox = firstChildBox(); childBox; childBox = childBox->nextSiblingBox()) {
+            // We hit child if our click is above the bottom of its padding box (like IE6/7 and FF3).
+            if (isChildHitTestCandidate(childBox) && contentsY < childBox->frameRect().bottom())
+                return positionForPointRespectingEditingBoundaries(this, childBox, pointInContents);
+        }
+    }
+
+    // We only get here if there are no hit test candidate children below the click.
+    return RenderBox::positionForPoint(point);
+}
+
+void RenderBlock::offsetForContents(int& tx, int& ty) const
+{
+    IntPoint contentsPoint(tx, ty);
+
+    if (hasOverflowClip())
+        contentsPoint += layer()->scrolledContentOffset();
+
+    if (hasColumns())
+        adjustPointToColumnContents(contentsPoint);
+
+    tx = contentsPoint.x();
+    ty = contentsPoint.y();
+}
+
+int RenderBlock::availableWidth() const
+{
+    // If we have multiple columns, then the available width is reduced to our column width.
+    if (hasColumns())
+        return desiredColumnWidth();
+    return contentWidth();
+}
+
+int RenderBlock::columnGap() const
+{
+    if (style()->hasNormalColumnGap())
+        return style()->fontDescription().computedPixelSize(); // "1em" is recommended as the normal gap setting. Matches <p> margins.
+    return static_cast<int>(style()->columnGap());
+}
+
+void RenderBlock::calcColumnWidth()
+{    
+    // Calculate our column width and column count.
+    unsigned desiredColumnCount = 1;
+    int desiredColumnWidth = contentWidth();
+    
+    // For now, we don't support multi-column layouts when printing, since we have to do a lot of work for proper pagination.
+    if (document()->printing() || (style()->hasAutoColumnCount() && style()->hasAutoColumnWidth())) {
+        setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth);
+        return;
+    }
+        
+    int availWidth = desiredColumnWidth;
+    int colGap = columnGap();
+    int colWidth = max(1, static_cast<int>(style()->columnWidth()));
+    int colCount = max(1, static_cast<int>(style()->columnCount()));
+
+    if (style()->hasAutoColumnWidth()) {
+        if ((colCount - 1) * colGap < availWidth) {
+            desiredColumnCount = colCount;
+            desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+        } else if (colGap < availWidth) {
+            desiredColumnCount = availWidth / colGap;
+            if (desiredColumnCount < 1)
+                desiredColumnCount = 1;
+            desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+        }
+    } else if (style()->hasAutoColumnCount()) {
+        if (colWidth < availWidth) {
+            desiredColumnCount = (availWidth + colGap) / (colWidth + colGap);
+            if (desiredColumnCount < 1)
+                desiredColumnCount = 1;
+            desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+        }
+    } else {
+        // Both are set.
+        if (colCount * colWidth + (colCount - 1) * colGap <= availWidth) {
+            desiredColumnCount = colCount;
+            desiredColumnWidth = colWidth;
+        } else if (colWidth < availWidth) {
+            desiredColumnCount = (availWidth + colGap) / (colWidth + colGap);
+            if (desiredColumnCount < 1)
+                desiredColumnCount = 1;
+            desiredColumnWidth = (availWidth - (desiredColumnCount - 1) * colGap) / desiredColumnCount;
+        }
+    }
+    setDesiredColumnCountAndWidth(desiredColumnCount, desiredColumnWidth);
+}
+
+void RenderBlock::setDesiredColumnCountAndWidth(int count, int width)
+{
+    bool destroyColumns = !firstChild()
+                          || (count == 1 && style()->hasAutoColumnWidth())
+                          || firstChild()->isAnonymousColumnsBlock()
+                          || firstChild()->isAnonymousColumnSpanBlock()
+                          || document()->settings()->paginateDuringLayoutEnabled();
+    if (destroyColumns) {
+        if (hasColumns()) {
+            delete gColumnInfoMap->take(this);
+            setHasColumns(false);
+        }
+    } else {
+        ColumnInfo* info;
+        if (hasColumns())
+            info = gColumnInfoMap->get(this);
+        else {
+            if (!gColumnInfoMap)
+                gColumnInfoMap = new ColumnInfoMap;
+            info = new ColumnInfo;
+            gColumnInfoMap->add(this, info);
+            setHasColumns(true);
+        }
+        info->m_desiredColumnCount = count;
+        info->m_desiredColumnWidth = width;   
+    }
+}
+
+int RenderBlock::desiredColumnWidth() const
+{
+    if (!hasColumns())
+        return contentWidth();
+    return gColumnInfoMap->get(this)->m_desiredColumnWidth;
+}
+
+unsigned RenderBlock::desiredColumnCount() const
+{
+    if (!hasColumns())
+        return 1;
+    return gColumnInfoMap->get(this)->m_desiredColumnCount;
+}
+
+Vector<IntRect>* RenderBlock::columnRects() const
+{
+    if (!hasColumns())
+        return 0;
+    return &gColumnInfoMap->get(this)->m_columnRects;    
+}
+
+int RenderBlock::layoutColumns(int endOfContent, int requestedColumnHeight)
+{
+    // Don't do anything if we have no columns
+    if (!hasColumns())
+        return -1;
+
+    ColumnInfo* info = gColumnInfoMap->get(this);
+    int desiredColumnWidth = info->m_desiredColumnWidth;
+    int desiredColumnCount = info->m_desiredColumnCount;
+    Vector<IntRect>* columnRects = &info->m_columnRects;
+    
+    bool computeIntrinsicHeight = (endOfContent == -1);
+
+    // Fill the columns in to the available height.  Attempt to balance the height of the columns.
+    // Add in half our line-height to help with best-guess initial balancing.
+    int columnSlop = lineHeight(false) / 2;
+    int remainingSlopSpace = columnSlop * desiredColumnCount;
+    int availableHeight = contentHeight();
+    int colHeight;
+    if (computeIntrinsicHeight && requestedColumnHeight >= 0)
+        colHeight = requestedColumnHeight;
+    else if (computeIntrinsicHeight)
+        colHeight = min(availableHeight, availableHeight / desiredColumnCount + columnSlop);
+    else
+        colHeight = availableHeight;
+    int originalColHeight = colHeight;
+
+    int colGap = columnGap();
+
+    // Compute a collection of column rects.
+    columnRects->clear();
+    
+    // Then we do a simulated "paint" into the column slices and allow the content to slightly adjust our individual column rects.
+    // FIXME: We need to take into account layers that are affected by the columns as well here so that they can have an opportunity
+    // to adjust column rects also.
+    RenderView* v = view();
+    int left = borderLeft() + paddingLeft();
+    int top = borderTop() + paddingTop();
+    int currX = style()->direction() == LTR ? borderLeft() + paddingLeft() : borderLeft() + paddingLeft() + contentWidth() - desiredColumnWidth;
+    int currY = top;
+    unsigned colCount = desiredColumnCount;
+    int maxColBottom = borderTop() + paddingTop();
+    int contentBottom = top + availableHeight;
+    int minimumColumnHeight = -1;
+    for (unsigned i = 0; i < colCount; i++) {
+        // If we aren't constrained, then the last column can just get all the remaining space.
+        if (computeIntrinsicHeight && i == colCount - 1)
+            colHeight = availableHeight;
+
+        // This represents the real column position.
+        IntRect colRect(currX, top, desiredColumnWidth, colHeight);
+
+        int truncationPoint = visibleTopOfHighestFloatExtendingBelow(currY + colHeight, colHeight);
+
+        // For the simulated paint, we pretend like everything is in one long strip.
+        IntRect pageRect(left, currY, contentWidth(), truncationPoint - currY);
+        v->setPrintRect(pageRect);
+        v->setTruncatedAt(truncationPoint);
+        GraphicsContext context((PlatformGraphicsContext*)0);
+        PaintInfo paintInfo(&context, pageRect, PaintPhaseForeground, false, 0, 0);
+        
+        setHasColumns(false);
+        paintObject(paintInfo, 0, 0);
+        setHasColumns(true);
+
+        if (computeIntrinsicHeight && v->minimumColumnHeight() > originalColHeight) {
+            // The initial column height was too small to contain one line of text.
+            minimumColumnHeight = max(minimumColumnHeight, v->minimumColumnHeight());
+        }
+
+        int adjustedBottom = v->bestTruncatedAt();
+        if (adjustedBottom <= currY)
+            adjustedBottom = truncationPoint;
+        
+        colRect.setHeight(adjustedBottom - currY);
+        
+        // Add in the lost space to the subsequent columns.
+        // FIXME: This will create a "staircase" effect if there are enough columns, but the effect should be pretty subtle.
+        if (computeIntrinsicHeight) {
+            int lostSpace = colHeight - colRect.height();
+            if (lostSpace > remainingSlopSpace) {
+                // Redestribute the space among the remaining columns.
+                int spaceToRedistribute = lostSpace - remainingSlopSpace;
+                int remainingColumns = colCount - i + 1;
+                colHeight += spaceToRedistribute / remainingColumns;
+            } 
+            remainingSlopSpace = max(0, remainingSlopSpace - lostSpace);
+        }
+        
+        if (style()->direction() == LTR)
+            currX += desiredColumnWidth + colGap;
+        else
+            currX -= (desiredColumnWidth + colGap);
+
+        currY += colRect.height();
+        availableHeight -= colRect.height();
+
+        maxColBottom = max(colRect.bottom(), maxColBottom);
+
+        columnRects->append(colRect);
+        
+        // Start adding in more columns as long as there's still content left.
+        if (currY < endOfContent && i == colCount - 1 && (computeIntrinsicHeight || contentHeight()))
+            colCount++;
+    }
+
+    if (minimumColumnHeight >= 0) {
+        // If originalColHeight was too small, we need to try to layout again.
+        return layoutColumns(endOfContent, minimumColumnHeight);
+    }
+
+    int overflowRight = max(width(), currX - colGap);
+    int overflowLeft = min(0, currX + desiredColumnWidth + colGap);
+    int overflowHeight = maxColBottom;
+    int toAdd = borderBottom() + paddingBottom() + horizontalScrollbarHeight();
+        
+    if (computeIntrinsicHeight)
+        setHeight(maxColBottom + toAdd);
+
+    m_overflow.clear();
+    addLayoutOverflow(IntRect(overflowLeft, 0, overflowRight - overflowLeft, overflowHeight));
+
+    v->setPrintRect(IntRect());
+    v->setTruncatedAt(0);
+    
+    ASSERT(colCount == columnRects->size());
+    
+    return contentBottom;
+}
+
+void RenderBlock::adjustPointToColumnContents(IntPoint& point) const
+{
+    // Just bail if we have no columns.
+    if (!hasColumns())
+        return;
+    
+    Vector<IntRect>* colRects = columnRects();
+
+    // Determine which columns we intersect.
+    int colGap = columnGap();
+    int leftGap = colGap / 2;
+    IntPoint columnPoint(colRects->at(0).location());
+    int yOffset = 0;
+    for (unsigned i = 0; i < colRects->size(); i++) {
+        // Add in half the column gap to the left and right of the rect.
+        IntRect colRect = colRects->at(i);
+        IntRect gapAndColumnRect(colRect.x() - leftGap, colRect.y(), colRect.width() + colGap, colRect.height());
+
+        if (point.x() >= gapAndColumnRect.x() && point.x() < gapAndColumnRect.right()) {
+            // FIXME: The clamping that follows is not completely right for right-to-left
+            // content.
+            // Clamp everything above the column to its top left.
+            if (point.y() < gapAndColumnRect.y())
+                point = gapAndColumnRect.location();
+            // Clamp everything below the column to the next column's top left. If there is
+            // no next column, this still maps to just after this column.
+            else if (point.y() >= gapAndColumnRect.bottom()) {
+                point = gapAndColumnRect.location();
+                point.move(0, gapAndColumnRect.height());
+            }
+
+            // We're inside the column.  Translate the x and y into our column coordinate space.
+            point.move(columnPoint.x() - colRect.x(), yOffset);
+            return;
+        }
+
+        // Move to the next position.
+        yOffset += colRect.height();
+    }
+}
+
+void RenderBlock::adjustRectForColumns(IntRect& r) const
+{
+    // Just bail if we have no columns.
+    if (!hasColumns())
+        return;
+    
+    Vector<IntRect>* colRects = columnRects();
+
+    // Begin with a result rect that is empty.
+    IntRect result;
+    
+    // Determine which columns we intersect.
+    unsigned colCount = colRects->size();
+    if (!colCount)
+        return;
+    
+    int left = borderLeft() + paddingLeft();
+    
+    int currYOffset = 0;
+    for (unsigned i = 0; i < colCount; i++) {
+        IntRect colRect = colRects->at(i);
+        int currXOffset = colRect.x() - left;
+        
+        IntRect repaintRect = r;
+        repaintRect.move(currXOffset, currYOffset);
+        
+        repaintRect.intersect(colRect);
+        
+        result.unite(repaintRect);
+
+        // Move to the next position.
+        currYOffset -= colRect.height();
+    }
+
+    r = result;
+}
+
+void RenderBlock::adjustForColumns(IntSize& offset, const IntPoint& point) const
+{
+    if (!hasColumns())
+        return;
+
+    Vector<IntRect>& columnRects = *this->columnRects();
+  
+    int left = borderLeft() + paddingLeft();
+    int yOffset = 0;
+    size_t columnCount = columnRects.size();
+    for (size_t i = 0; i < columnCount; ++i) {
+        IntRect columnRect = columnRects[i];
+        int xOffset = columnRect.x() - left;
+        if (point.y() < columnRect.bottom() + yOffset) {
+            offset.expand(xOffset, -yOffset);
+            return;
+        }
+
+        yOffset += columnRect.height();
+    }
+}
+
+void RenderBlock::calcPrefWidths()
+{
+    ASSERT(prefWidthsDirty());
+
+    updateFirstLetter();
+
+    if (!isTableCell() && style()->width().isFixed() && style()->width().value() > 0)
+        m_minPrefWidth = m_maxPrefWidth = calcContentBoxWidth(style()->width().value());
+    else {
+        m_minPrefWidth = 0;
+        m_maxPrefWidth = 0;
+
+        if (childrenInline())
+            calcInlinePrefWidths();
+        else
+            calcBlockPrefWidths();
+
+        m_maxPrefWidth = max(m_minPrefWidth, m_maxPrefWidth);
+
+        if (!style()->autoWrap() && childrenInline()) {
+            m_minPrefWidth = m_maxPrefWidth;
+            
+            // A horizontal marquee with inline children has no minimum width.
+            if (layer() && layer()->marquee() && layer()->marquee()->isHorizontal())
+                m_minPrefWidth = 0;
+        }
+
+        if (isTableCell()) {
+            Length w = toRenderTableCell(this)->styleOrColWidth();
+            if (w.isFixed() && w.value() > 0)
+                m_maxPrefWidth = max(m_minPrefWidth, calcContentBoxWidth(w.value()));
+        }
+    }
+    
+    if (style()->minWidth().isFixed() && style()->minWidth().value() > 0) {
+        m_maxPrefWidth = max(m_maxPrefWidth, calcContentBoxWidth(style()->minWidth().value()));
+        m_minPrefWidth = max(m_minPrefWidth, calcContentBoxWidth(style()->minWidth().value()));
+    }
+    
+    if (style()->maxWidth().isFixed() && style()->maxWidth().value() != undefinedLength) {
+        m_maxPrefWidth = min(m_maxPrefWidth, calcContentBoxWidth(style()->maxWidth().value()));
+        m_minPrefWidth = min(m_minPrefWidth, calcContentBoxWidth(style()->maxWidth().value()));
+    }
+
+    int toAdd = 0;
+    toAdd = borderAndPaddingWidth();
+
+    if (hasOverflowClip() && style()->overflowY() == OSCROLL)
+        toAdd += verticalScrollbarWidth();
+
+    m_minPrefWidth += toAdd;
+    m_maxPrefWidth += toAdd;
+
+    setPrefWidthsDirty(false);
+}
+
+struct InlineMinMaxIterator {
+/* InlineMinMaxIterator is a class that will iterate over all render objects that contribute to
+   inline min/max width calculations.  Note the following about the way it walks:
+   (1) Positioned content is skipped (since it does not contribute to min/max width of a block)
+   (2) We do not drill into the children of floats or replaced elements, since you can't break
+       in the middle of such an element.
+   (3) Inline flows (e.g., <a>, <span>, <i>) are walked twice, since each side can have
+       distinct borders/margin/padding that contribute to the min/max width.
+*/
+    RenderObject* parent;
+    RenderObject* current;
+    bool endOfInline;
+
+    InlineMinMaxIterator(RenderObject* p, bool end = false)
+        :parent(p), current(p), endOfInline(end) {}
+
+    RenderObject* next();
+};
+
+RenderObject* InlineMinMaxIterator::next()
+{
+    RenderObject* result = 0;
+    bool oldEndOfInline = endOfInline;
+    endOfInline = false;
+    while (current || current == parent) {
+        if (!oldEndOfInline &&
+            (current == parent ||
+             (!current->isFloating() && !current->isReplaced() && !current->isPositioned())))
+            result = current->firstChild();
+        if (!result) {
+            // We hit the end of our inline. (It was empty, e.g., <span></span>.)
+            if (!oldEndOfInline && current->isRenderInline()) {
+                result = current;
+                endOfInline = true;
+                break;
+            }
+
+            while (current && current != parent) {
+                result = current->nextSibling();
+                if (result) break;
+                current = current->parent();
+                if (current && current != parent && current->isRenderInline()) {
+                    result = current;
+                    endOfInline = true;
+                    break;
+                }
+            }
+        }
+
+        if (!result)
+            break;
+
+        if (!result->isPositioned() && (result->isText() || result->isFloating() || result->isReplaced() || result->isRenderInline()))
+             break;
+        
+        current = result;
+        result = 0;
+    }
+
+    // Update our position.
+    current = result;
+    return current;
+}
+
+static int getBPMWidth(int childValue, Length cssUnit)
+{
+    if (cssUnit.type() != Auto)
+        return (cssUnit.isFixed() ? cssUnit.value() : childValue);
+    return 0;
+}
+
+static int getBorderPaddingMargin(const RenderBoxModelObject* child, bool endOfInline)
+{
+    RenderStyle* cstyle = child->style();
+    int result = 0;
+    bool leftSide = (cstyle->direction() == LTR) ? !endOfInline : endOfInline;
+    result += getBPMWidth((leftSide ? child->marginLeft() : child->marginRight()),
+                          (leftSide ? cstyle->marginLeft() :
+                                      cstyle->marginRight()));
+    result += getBPMWidth((leftSide ? child->paddingLeft() : child->paddingRight()),
+                          (leftSide ? cstyle->paddingLeft() :
+                                      cstyle->paddingRight()));
+    result += leftSide ? child->borderLeft() : child->borderRight();
+    return result;
+}
+
+static inline void stripTrailingSpace(int& inlineMax, int& inlineMin,
+                                      RenderObject* trailingSpaceChild)
+{
+    if (trailingSpaceChild && trailingSpaceChild->isText()) {
+        // Collapse away the trailing space at the end of a block.
+        RenderText* t = toRenderText(trailingSpaceChild);
+        const UChar space = ' ';
+        const Font& font = t->style()->font(); // FIXME: This ignores first-line.
+        int spaceWidth = font.width(TextRun(&space, 1));
+        inlineMax -= spaceWidth + font.wordSpacing();
+        if (inlineMin > inlineMax)
+            inlineMin = inlineMax;
+    }
+}
+
+void RenderBlock::calcInlinePrefWidths()
+{
+    int inlineMax = 0;
+    int inlineMin = 0;
+
+    int cw = containingBlock()->contentWidth();
+
+    // If we are at the start of a line, we want to ignore all white-space.
+    // Also strip spaces if we previously had text that ended in a trailing space.
+    bool stripFrontSpaces = true;
+    RenderObject* trailingSpaceChild = 0;
+
+    // Firefox and Opera will allow a table cell to grow to fit an image inside it under
+    // very specific cirucumstances (in order to match common WinIE renderings). 
+    // Not supporting the quirk has caused us to mis-render some real sites. (See Bugzilla 10517.) 
+    bool allowImagesToBreak = !style()->htmlHacks() || !isTableCell() || !style()->width().isIntrinsicOrAuto();
+
+    bool autoWrap, oldAutoWrap;
+    autoWrap = oldAutoWrap = style()->autoWrap();
+
+    InlineMinMaxIterator childIterator(this);
+    bool addedTextIndent = false; // Only gets added in once.
+    RenderObject* prevFloat = 0;
+    while (RenderObject* child = childIterator.next()) {
+        autoWrap = child->isReplaced() ? child->parent()->style()->autoWrap() : 
+            child->style()->autoWrap();
+
+        if (!child->isBR()) {
+            // Step One: determine whether or not we need to go ahead and
+            // terminate our current line.  Each discrete chunk can become
+            // the new min-width, if it is the widest chunk seen so far, and
+            // it can also become the max-width.
+
+            // Children fall into three categories:
+            // (1) An inline flow object.  These objects always have a min/max of 0,
+            // and are included in the iteration solely so that their margins can
+            // be added in.
+            //
+            // (2) An inline non-text non-flow object, e.g., an inline replaced element.
+            // These objects can always be on a line by themselves, so in this situation
+            // we need to go ahead and break the current line, and then add in our own
+            // margins and min/max width on its own line, and then terminate the line.
+            //
+            // (3) A text object.  Text runs can have breakable characters at the start,
+            // the middle or the end.  They may also lose whitespace off the front if
+            // we're already ignoring whitespace.  In order to compute accurate min-width
+            // information, we need three pieces of information.
+            // (a) the min-width of the first non-breakable run.  Should be 0 if the text string
+            // starts with whitespace.
+            // (b) the min-width of the last non-breakable run. Should be 0 if the text string
+            // ends with whitespace.
+            // (c) the min/max width of the string (trimmed for whitespace).
+            //
+            // If the text string starts with whitespace, then we need to go ahead and
+            // terminate our current line (unless we're already in a whitespace stripping
+            // mode.
+            //
+            // If the text string has a breakable character in the middle, but didn't start
+            // with whitespace, then we add the width of the first non-breakable run and
+            // then end the current line.  We then need to use the intermediate min/max width
+            // values (if any of them are larger than our current min/max).  We then look at
+            // the width of the last non-breakable run and use that to start a new line
+            // (unless we end in whitespace).
+            RenderStyle* cstyle = child->style();
+            int childMin = 0;
+            int childMax = 0;
+
+            if (!child->isText()) {
+                // Case (1) and (2).  Inline replaced and inline flow elements.
+                if (child->isRenderInline()) {
+                    // Add in padding/border/margin from the appropriate side of
+                    // the element.
+                    int bpm = getBorderPaddingMargin(toRenderInline(child), childIterator.endOfInline);
+                    childMin += bpm;
+                    childMax += bpm;
+
+                    inlineMin += childMin;
+                    inlineMax += childMax;
+                    
+                    child->setPrefWidthsDirty(false);
+                } else {
+                    // Inline replaced elts add in their margins to their min/max values.
+                    int margins = 0;
+                    Length leftMargin = cstyle->marginLeft();
+                    Length rightMargin = cstyle->marginRight();
+                    if (leftMargin.isFixed())
+                        margins += leftMargin.value();
+                    if (rightMargin.isFixed())
+                        margins += rightMargin.value();
+                    childMin += margins;
+                    childMax += margins;
+                }
+            }
+
+            if (!child->isRenderInline() && !child->isText()) {
+                // Case (2). Inline replaced elements and floats.
+                // Go ahead and terminate the current line as far as
+                // minwidth is concerned.
+                childMin += child->minPrefWidth();
+                childMax += child->maxPrefWidth();
+
+                bool clearPreviousFloat;
+                if (child->isFloating()) {
+                    clearPreviousFloat = (prevFloat
+                        && ((prevFloat->style()->floating() == FLEFT && (child->style()->clear() & CLEFT))
+                            || (prevFloat->style()->floating() == FRIGHT && (child->style()->clear() & CRIGHT))));
+                    prevFloat = child;
+                } else
+                    clearPreviousFloat = false;
+
+                bool canBreakReplacedElement = !child->isImage() || allowImagesToBreak;
+                if ((canBreakReplacedElement && (autoWrap || oldAutoWrap)) || clearPreviousFloat) {
+                    m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+                    inlineMin = 0;
+                }
+
+                // If we're supposed to clear the previous float, then terminate maxwidth as well.
+                if (clearPreviousFloat) {
+                    m_maxPrefWidth = max(inlineMax, m_maxPrefWidth);
+                    inlineMax = 0;
+                }
+
+                // Add in text-indent.  This is added in only once.
+                int ti = 0;
+                if (!addedTextIndent) {
+                    addedTextIndent = true;
+                    ti = style()->textIndent().calcMinValue(cw);
+                    childMin+=ti;
+                    childMax+=ti;
+                }
+
+                // Add our width to the max.
+                inlineMax += childMax;
+
+                if (!autoWrap || !canBreakReplacedElement) {
+                    if (child->isFloating())
+                        m_minPrefWidth = max(childMin, m_minPrefWidth);
+                    else
+                        inlineMin += childMin;
+                } else {
+                    // Now check our line.
+                    m_minPrefWidth = max(childMin, m_minPrefWidth);
+
+                    // Now start a new line.
+                    inlineMin = 0;
+                }
+
+                // We are no longer stripping whitespace at the start of
+                // a line.
+                if (!child->isFloating()) {
+                    stripFrontSpaces = false;
+                    trailingSpaceChild = 0;
+                }
+            } else if (child->isText()) {
+                // Case (3). Text.
+                RenderText* t = toRenderText(child);
+
+                if (t->isWordBreak()) {
+                    m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+                    inlineMin = 0;
+                    continue;
+                }
+
+                // Determine if we have a breakable character.  Pass in
+                // whether or not we should ignore any spaces at the front
+                // of the string.  If those are going to be stripped out,
+                // then they shouldn't be considered in the breakable char
+                // check.
+                bool hasBreakableChar, hasBreak;
+                int beginMin, endMin;
+                bool beginWS, endWS;
+                int beginMax, endMax;
+                t->trimmedPrefWidths(inlineMax, beginMin, beginWS, endMin, endWS,
+                                     hasBreakableChar, hasBreak, beginMax, endMax,
+                                     childMin, childMax, stripFrontSpaces);
+
+                // This text object will not be rendered, but it may still provide a breaking opportunity.
+                if (!hasBreak && childMax == 0) {
+                    if (autoWrap && (beginWS || endWS)) {
+                        m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+                        inlineMin = 0;
+                    }
+                    continue;
+                }
+                
+                if (stripFrontSpaces)
+                    trailingSpaceChild = child;
+                else
+                    trailingSpaceChild = 0;
+
+                // Add in text-indent.  This is added in only once.
+                int ti = 0;
+                if (!addedTextIndent) {
+                    addedTextIndent = true;
+                    ti = style()->textIndent().calcMinValue(cw);
+                    childMin+=ti; beginMin += ti;
+                    childMax+=ti; beginMax += ti;
+                }
+                
+                // If we have no breakable characters at all,
+                // then this is the easy case. We add ourselves to the current
+                // min and max and continue.
+                if (!hasBreakableChar) {
+                    inlineMin += childMin;
+                } else {
+                    // We have a breakable character.  Now we need to know if
+                    // we start and end with whitespace.
+                    if (beginWS)
+                        // Go ahead and end the current line.
+                        m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+                    else {
+                        inlineMin += beginMin;
+                        m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+                        childMin -= ti;
+                    }
+
+                    inlineMin = childMin;
+
+                    if (endWS) {
+                        // We end in whitespace, which means we can go ahead
+                        // and end our current line.
+                        m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+                        inlineMin = 0;
+                    } else {
+                        m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+                        inlineMin = endMin;
+                    }
+                }
+
+                if (hasBreak) {
+                    inlineMax += beginMax;
+                    m_maxPrefWidth = max(inlineMax, m_maxPrefWidth);
+                    m_maxPrefWidth = max(childMax, m_maxPrefWidth);
+                    inlineMax = endMax;
+                } else
+                    inlineMax += childMax;
+            }
+
+            // Ignore spaces after a list marker.
+            if (child->isListMarker())
+                stripFrontSpaces = true;
+        } else {
+            m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+            m_maxPrefWidth = max(inlineMax, m_maxPrefWidth);
+            inlineMin = inlineMax = 0;
+            stripFrontSpaces = true;
+            trailingSpaceChild = 0;
+        }
+
+        oldAutoWrap = autoWrap;
+    }
+
+    if (style()->collapseWhiteSpace())
+        stripTrailingSpace(inlineMax, inlineMin, trailingSpaceChild);
+
+    m_minPrefWidth = max(inlineMin, m_minPrefWidth);
+    m_maxPrefWidth = max(inlineMax, m_maxPrefWidth);
+}
+
+// Use a very large value (in effect infinite).
+#define BLOCK_MAX_WIDTH 15000
+
+void RenderBlock::calcBlockPrefWidths()
+{
+    bool nowrap = style()->whiteSpace() == NOWRAP;
+
+    RenderObject *child = firstChild();
+    int floatLeftWidth = 0, floatRightWidth = 0;
+    while (child) {
+        // Positioned children don't affect the min/max width
+        if (child->isPositioned()) {
+            child = child->nextSibling();
+            continue;
+        }
+
+        if (child->isFloating() || (child->isBox() && toRenderBox(child)->avoidsFloats())) {
+            int floatTotalWidth = floatLeftWidth + floatRightWidth;
+            if (child->style()->clear() & CLEFT) {
+                m_maxPrefWidth = max(floatTotalWidth, m_maxPrefWidth);
+                floatLeftWidth = 0;
+            }
+            if (child->style()->clear() & CRIGHT) {
+                m_maxPrefWidth = max(floatTotalWidth, m_maxPrefWidth);
+                floatRightWidth = 0;
+            }
+        }
+
+        // A margin basically has three types: fixed, percentage, and auto (variable).
+        // Auto and percentage margins simply become 0 when computing min/max width.
+        // Fixed margins can be added in as is.
+        Length ml = child->style()->marginLeft();
+        Length mr = child->style()->marginRight();
+        int margin = 0, marginLeft = 0, marginRight = 0;
+        if (ml.isFixed())
+            marginLeft += ml.value();
+        if (mr.isFixed())
+            marginRight += mr.value();
+        margin = marginLeft + marginRight;
+
+        int w = child->minPrefWidth() + margin;
+        m_minPrefWidth = max(w, m_minPrefWidth);
+        
+        // IE ignores tables for calculation of nowrap. Makes some sense.
+        if (nowrap && !child->isTable())
+            m_maxPrefWidth = max(w, m_maxPrefWidth);
+
+        w = child->maxPrefWidth() + margin;
+
+        if (!child->isFloating()) {
+            if (child->isBox() && toRenderBox(child)->avoidsFloats()) {
+                // Determine a left and right max value based off whether or not the floats can fit in the
+                // margins of the object.  For negative margins, we will attempt to overlap the float if the negative margin
+                // is smaller than the float width.
+                int maxLeft = marginLeft > 0 ? max(floatLeftWidth, marginLeft) : floatLeftWidth + marginLeft;
+                int maxRight = marginRight > 0 ? max(floatRightWidth, marginRight) : floatRightWidth + marginRight;
+                w = child->maxPrefWidth() + maxLeft + maxRight;
+                w = max(w, floatLeftWidth + floatRightWidth);
+            }
+            else
+                m_maxPrefWidth = max(floatLeftWidth + floatRightWidth, m_maxPrefWidth);
+            floatLeftWidth = floatRightWidth = 0;
+        }
+        
+        if (child->isFloating()) {
+            if (style()->floating() == FLEFT)
+                floatLeftWidth += w;
+            else
+                floatRightWidth += w;
+        } else
+            m_maxPrefWidth = max(w, m_maxPrefWidth);
+
+        // A very specific WinIE quirk.
+        // Example:
+        /*
+           <div style="position:absolute; width:100px; top:50px;">
+              <div style="position:absolute;left:0px;top:50px;height:50px;background-color:green">
+                <table style="width:100%"><tr><td></table>
+              </div>
+           </div>
+        */
+        // In the above example, the inner absolute positioned block should have a computed width
+        // of 100px because of the table.
+        // We can achieve this effect by making the maxwidth of blocks that contain tables
+        // with percentage widths be infinite (as long as they are not inside a table cell).
+        if (style()->htmlHacks() && child->style()->width().isPercent() &&
+            !isTableCell() && child->isTable() && m_maxPrefWidth < BLOCK_MAX_WIDTH) {
+            RenderBlock* cb = containingBlock();
+            while (!cb->isRenderView() && !cb->isTableCell())
+                cb = cb->containingBlock();
+            if (!cb->isTableCell())
+                m_maxPrefWidth = BLOCK_MAX_WIDTH;
+        }
+        
+        child = child->nextSibling();
+    }
+
+    // Always make sure these values are non-negative.
+    m_minPrefWidth = max(0, m_minPrefWidth);
+    m_maxPrefWidth = max(0, m_maxPrefWidth);
+
+    m_maxPrefWidth = max(floatLeftWidth + floatRightWidth, m_maxPrefWidth);
+}
+
+bool RenderBlock::hasLineIfEmpty() const
+{
+    if (!node())
+        return false;
+    
+    if (node()->isContentEditable() && node()->rootEditableElement() == node())
+        return true;
+    
+    if (node()->isShadowNode() && (node()->shadowParentNode()->hasTagName(inputTag) || node()->shadowParentNode()->hasTagName(textareaTag)))
+        return true;
+    
+    return false;
+}
+
+int RenderBlock::lineHeight(bool firstLine, bool isRootLineBox) const
+{
+    // Inline blocks are replaced elements. Otherwise, just pass off to
+    // the base class.  If we're being queried as though we're the root line
+    // box, then the fact that we're an inline-block is irrelevant, and we behave
+    // just like a block.
+    if (isReplaced() && !isRootLineBox)
+        return height() + marginTop() + marginBottom();
+    
+    if (firstLine && document()->usesFirstLineRules()) {
+        RenderStyle* s = style(firstLine);
+        if (s != style())
+            return s->computedLineHeight();
+    }
+    
+    if (m_lineHeight == -1)
+        m_lineHeight = style()->computedLineHeight();
+
+    return m_lineHeight;
+}
+
+int RenderBlock::baselinePosition(bool b, bool isRootLineBox) const
+{
+    // Inline blocks are replaced elements. Otherwise, just pass off to
+    // the base class.  If we're being queried as though we're the root line
+    // box, then the fact that we're an inline-block is irrelevant, and we behave
+    // just like a block.
+    if (isReplaced() && !isRootLineBox) {
+        // For "leaf" theme objects, let the theme decide what the baseline position is.
+        // FIXME: Might be better to have a custom CSS property instead, so that if the theme
+        // is turned off, checkboxes/radios will still have decent baselines.
+        if (style()->hasAppearance() && !theme()->isControlContainer(style()->appearance()))
+            return theme()->baselinePosition(this);
+            
+        // CSS2.1 states that the baseline of an inline block is the baseline of the last line box in
+        // the normal flow.  We make an exception for marquees, since their baselines are meaningless
+        // (the content inside them moves).  This matches WinIE as well, which just bottom-aligns them.
+        // We also give up on finding a baseline if we have a vertical scrollbar, or if we are scrolled
+        // vertically (e.g., an overflow:hidden block that has had scrollTop moved) or if the baseline is outside
+        // of our content box.
+        int baselinePos = (layer() && (layer()->marquee() || layer()->verticalScrollbar() || layer()->scrollYOffset() != 0)) ? -1 : lastLineBoxBaseline();
+        if (baselinePos != -1 && baselinePos <= borderTop() + paddingTop() + contentHeight())
+            return marginTop() + baselinePos;
+        return height() + marginTop() + marginBottom();
+    }
+    return RenderBox::baselinePosition(b, isRootLineBox);
+}
+
+int RenderBlock::firstLineBoxBaseline() const
+{
+    if (!isBlockFlow())
+        return -1;
+
+    if (childrenInline()) {
+        if (firstLineBox())
+            return firstLineBox()->y() + style(true)->font().ascent();
+        else
+            return -1;
+    }
+    else {
+        for (RenderBox* curr = firstChildBox(); curr; curr = curr->nextSiblingBox()) {
+            if (!curr->isFloatingOrPositioned()) {
+                int result = curr->firstLineBoxBaseline();
+                if (result != -1)
+                    return curr->y() + result; // Translate to our coordinate space.
+            }
+        }
+    }
+
+    return -1;
+}
+
+int RenderBlock::lastLineBoxBaseline() const
+{
+    if (!isBlockFlow())
+        return -1;
+
+    if (childrenInline()) {
+        if (!firstLineBox() && hasLineIfEmpty())
+            return RenderBox::baselinePosition(true, true) + borderTop() + paddingTop();
+        if (lastLineBox())
+            return lastLineBox()->y() + style(lastLineBox() == firstLineBox())->font().ascent();
+        return -1;
+    }
+    else {
+        bool haveNormalFlowChild = false;
+        for (RenderBox* curr = lastChildBox(); curr; curr = curr->previousSiblingBox()) {
+            if (!curr->isFloatingOrPositioned()) {
+                haveNormalFlowChild = true;
+                int result = curr->lastLineBoxBaseline();
+                if (result != -1)
+                    return curr->y() + result; // Translate to our coordinate space.
+            }
+        }
+        if (!haveNormalFlowChild && hasLineIfEmpty())
+            return RenderBox::baselinePosition(true, true) + borderTop() + paddingTop();
+    }
+
+    return -1;
+}
+
+bool RenderBlock::containsNonZeroBidiLevel() const
+{
+    for (RootInlineBox* root = firstRootBox(); root; root = root->nextRootBox()) {
+        for (InlineBox* box = root->firstLeafChild(); box; box = box->nextLeafChild()) {
+            if (box->bidiLevel())
+                return true;
+        }
+    }
+    return false;
+}
+
+RenderBlock* RenderBlock::firstLineBlock() const
+{
+    RenderBlock* firstLineBlock = const_cast<RenderBlock*>(this);
+    bool hasPseudo = false;
+    while (true) {
+        hasPseudo = firstLineBlock->style()->hasPseudoStyle(FIRST_LINE);
+        if (hasPseudo)
+            break;
+        RenderObject* parentBlock = firstLineBlock->parent();
+        if (firstLineBlock->isReplaced() || firstLineBlock->isFloating() || 
+            !parentBlock || parentBlock->firstChild() != firstLineBlock || !parentBlock->isBlockFlow())
+            break;
+        ASSERT(parentBlock->isRenderBlock());
+        firstLineBlock = toRenderBlock(parentBlock);
+    } 
+    
+    if (!hasPseudo)
+        return 0;
+    
+    return firstLineBlock;
+}
+
+void RenderBlock::updateFirstLetter()
+{
+    if (!document()->usesFirstLetterRules())
+        return;
+    // Don't recur
+    if (style()->styleType() == FIRST_LETTER)
+        return;
+
+    // FIXME: We need to destroy the first-letter object if it is no longer the first child.  Need to find
+    // an efficient way to check for that situation though before implementing anything.
+    RenderObject* firstLetterBlock = this;
+    bool hasPseudoStyle = false;
+    while (true) {
+        // We only honor first-letter if the firstLetterBlock can have children in the DOM. This correctly 
+        // prevents form controls from honoring first-letter.
+        hasPseudoStyle = firstLetterBlock->style()->hasPseudoStyle(FIRST_LETTER) 
+            && firstLetterBlock->canHaveChildren();
+        if (hasPseudoStyle)
+            break;
+        RenderObject* parentBlock = firstLetterBlock->parent();
+        if (firstLetterBlock->isReplaced() || !parentBlock || parentBlock->firstChild() != firstLetterBlock || 
+            !parentBlock->isBlockFlow())
+            break;
+        firstLetterBlock = parentBlock;
+    } 
+
+    if (!hasPseudoStyle) 
+        return;
+
+    // Drill into inlines looking for our first text child.
+    RenderObject* currChild = firstLetterBlock->firstChild();
+    while (currChild && ((!currChild->isReplaced() && !currChild->isRenderButton() && !currChild->isMenuList()) || currChild->isFloatingOrPositioned()) && !currChild->isText()) {
+        if (currChild->isFloatingOrPositioned()) {
+            if (currChild->style()->styleType() == FIRST_LETTER) {
+                currChild = currChild->firstChild();
+                break;
+            } 
+            currChild = currChild->nextSibling();
+        } else
+            currChild = currChild->firstChild();
+    }
+
+    // Get list markers out of the way.
+    while (currChild && currChild->isListMarker())
+        currChild = currChild->nextSibling();
+
+    if (!currChild)
+        return;
+
+    RenderObject* firstLetterContainer = currChild->parent();
+
+    // If the child already has style, then it has already been created, so we just want
+    // to update it.
+    if (firstLetterContainer->style()->styleType() == FIRST_LETTER) {
+        RenderStyle* pseudo = firstLetterBlock->getCachedPseudoStyle(FIRST_LETTER,
+                                                                     firstLetterContainer->parent()->firstLineStyle());
+        firstLetterContainer->setStyle(pseudo);
+        for (RenderObject* genChild = firstLetterContainer->firstChild(); genChild; genChild = genChild->nextSibling()) {
+            if (genChild->isText()) 
+                genChild->setStyle(pseudo);
+        }
+        return;
+    }
+
+    // If the child does not already have style, we create it here.
+    if (currChild->isText() && !currChild->isBR() && currChild->parent()->style()->styleType() != FIRST_LETTER) {
+        // Our layout state is not valid for the repaints we are going to trigger by
+        // adding and removing children of firstLetterContainer.
+        view()->disableLayoutState();
+
+        RenderText* textObj = toRenderText(currChild);
+        
+        // Create our pseudo style now that we have our firstLetterContainer determined.
+        RenderStyle* pseudoStyle = firstLetterBlock->getCachedPseudoStyle(FIRST_LETTER,
+                                                                          firstLetterContainer->firstLineStyle());
+        
+        // Force inline display (except for floating first-letters)
+        pseudoStyle->setDisplay(pseudoStyle->isFloating() ? BLOCK : INLINE);
+        pseudoStyle->setPosition(StaticPosition); // CSS2 says first-letter can't be positioned.
+        
+        RenderObject* firstLetter = 0;
+        if (pseudoStyle->display() == INLINE)
+            firstLetter = new (renderArena()) RenderInline(document());
+        else
+            firstLetter = new (renderArena()) RenderBlock(document());
+        firstLetter->setStyle(pseudoStyle);
+        firstLetterContainer->addChild(firstLetter, currChild);
+        
+        // The original string is going to be either a generated content string or a DOM node's
+        // string.  We want the original string before it got transformed in case first-letter has
+        // no text-transform or a different text-transform applied to it.
+        RefPtr<StringImpl> oldText = textObj->originalText();
+        ASSERT(oldText);
+        
+        if (oldText && oldText->length() > 0) {
+            unsigned int length = 0;
+            
+            // account for leading spaces and punctuation
+            while (length < oldText->length() && (isSpaceOrNewline((*oldText)[length]) || Unicode::isPunct((*oldText)[length])))
+                length++;
+            
+            // account for first letter
+            length++;
+            
+            // construct text fragment for the text after the first letter
+            // NOTE: this might empty
+            RenderTextFragment* remainingText = 
+                new (renderArena()) RenderTextFragment(textObj->node() ? textObj->node() : textObj->document(), oldText.get(), length, oldText->length() - length);
+            remainingText->setStyle(textObj->style());
+            if (remainingText->node())
+                remainingText->node()->setRenderer(remainingText);
+            
+            RenderObject* nextObj = textObj->nextSibling();
+            firstLetterContainer->removeChild(textObj);
+            firstLetterContainer->addChild(remainingText, nextObj);
+            remainingText->setFirstLetter(firstLetter);
+            
+            // construct text fragment for the first letter
+            RenderTextFragment* letter = 
+                new (renderArena()) RenderTextFragment(remainingText->node() ? remainingText->node() : remainingText->document(), oldText.get(), 0, length);
+            letter->setStyle(pseudoStyle);
+            firstLetter->addChild(letter);
+
+            textObj->destroy();
+        }
+        view()->enableLayoutState();
+    }
+}
+
+// Helper methods for obtaining the last line, computing line counts and heights for line counts
+// (crawling into blocks).
+static bool shouldCheckLines(RenderObject* obj)
+{
+    return !obj->isFloatingOrPositioned() && !obj->isRunIn() &&
+            obj->isBlockFlow() && obj->style()->height().isAuto() &&
+            (!obj->isFlexibleBox() || obj->style()->boxOrient() == VERTICAL);
+}
+
+static RootInlineBox* getLineAtIndex(RenderBlock* block, int i, int& count)
+{
+    if (block->style()->visibility() == VISIBLE) {
+        if (block->childrenInline()) {
+            for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) {
+                if (count++ == i)
+                    return box;
+            }
+        }
+        else {
+            for (RenderObject* obj = block->firstChild(); obj; obj = obj->nextSibling()) {
+                if (shouldCheckLines(obj)) {
+                    RootInlineBox *box = getLineAtIndex(toRenderBlock(obj), i, count);
+                    if (box)
+                        return box;
+                }
+            }
+        }
+    }
+    return 0;
+}
+
+static int getHeightForLineCount(RenderBlock* block, int l, bool includeBottom, int& count)
+{
+    if (block->style()->visibility() == VISIBLE) {
+        if (block->childrenInline()) {
+            for (RootInlineBox* box = block->firstRootBox(); box; box = box->nextRootBox()) {
+                if (++count == l)
+                    return box->lineBottom() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0);
+            }
+        }
+        else {
+            RenderBox* normalFlowChildWithoutLines = 0;
+            for (RenderBox* obj = block->firstChildBox(); obj; obj = obj->nextSiblingBox()) {
+                if (shouldCheckLines(obj)) {
+                    int result = getHeightForLineCount(toRenderBlock(obj), l, false, count);
+                    if (result != -1)
+                        return result + obj->y() + (includeBottom ? (block->borderBottom() + block->paddingBottom()) : 0);
+                }
+                else if (!obj->isFloatingOrPositioned() && !obj->isRunIn())
+                    normalFlowChildWithoutLines = obj;
+            }
+            if (normalFlowChildWithoutLines && l == 0)
+                return normalFlowChildWithoutLines->y() + normalFlowChildWithoutLines->height();
+        }
+    }
+    
+    return -1;
+}
+
+RootInlineBox* RenderBlock::lineAtIndex(int i)
+{
+    int count = 0;
+    return getLineAtIndex(this, i, count);
+}
+
+int RenderBlock::lineCount()
+{
+    int count = 0;
+    if (style()->visibility() == VISIBLE) {
+        if (childrenInline())
+            for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox())
+                count++;
+        else
+            for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling())
+                if (shouldCheckLines(obj))
+                    count += toRenderBlock(obj)->lineCount();
+    }
+    return count;
+}
+
+int RenderBlock::heightForLineCount(int l)
+{
+    int count = 0;
+    return getHeightForLineCount(this, l, true, count);
+}
+
+void RenderBlock::adjustForBorderFit(int x, int& left, int& right) const
+{
+    // We don't deal with relative positioning.  Our assumption is that you shrink to fit the lines without accounting
+    // for either overflow or translations via relative positioning.
+    if (style()->visibility() == VISIBLE) {
+        if (childrenInline()) {
+            for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox()) {
+                if (box->firstChild())
+                    left = min(left, x + box->firstChild()->x());
+                if (box->lastChild())
+                    right = max(right, x + box->lastChild()->x() + box->lastChild()->width());
+            }
+        }
+        else {
+            for (RenderBox* obj = firstChildBox(); obj; obj = obj->nextSiblingBox()) {
+                if (!obj->isFloatingOrPositioned()) {
+                    if (obj->isBlockFlow() && !obj->hasOverflowClip())
+                        toRenderBlock(obj)->adjustForBorderFit(x + obj->x(), left, right);
+                    else if (obj->style()->visibility() == VISIBLE) {
+                        // We are a replaced element or some kind of non-block-flow object.
+                        left = min(left, x + obj->x());
+                        right = max(right, x + obj->x() + obj->width());
+                    }
+                }
+            }
+        }
+        
+        if (m_floatingObjects) {
+            FloatingObject* r;
+            DeprecatedPtrListIterator<FloatingObject> it(*m_floatingObjects);
+            for (; (r = it.current()); ++it) {
+                // Only examine the object if our m_shouldPaint flag is set.
+                if (r->m_shouldPaint) {
+                    int floatLeft = r->m_left - r->m_renderer->x() + r->m_renderer->marginLeft();
+                    int floatRight = floatLeft + r->m_renderer->width();
+                    left = min(left, floatLeft);
+                    right = max(right, floatRight);
+                }
+            }
+        }
+    }
+}
+
+void RenderBlock::borderFitAdjust(int& x, int& w) const
+{
+    if (style()->borderFit() == BorderFitBorder)
+        return;
+
+    // Walk any normal flow lines to snugly fit.
+    int left = INT_MAX;
+    int right = INT_MIN;
+    int oldWidth = w;
+    adjustForBorderFit(0, left, right);
+    if (left != INT_MAX) {
+        left -= (borderLeft() + paddingLeft());
+        if (left > 0) {
+            x += left;
+            w -= left;
+        }
+    }
+    if (right != INT_MIN) {
+        right += (borderRight() + paddingRight());
+        if (right < oldWidth)
+            w -= (oldWidth - right);
+    }
+}
+
+void RenderBlock::clearTruncation()
+{
+    if (style()->visibility() == VISIBLE) {
+        if (childrenInline() && hasMarkupTruncation()) {
+            setHasMarkupTruncation(false);
+            for (RootInlineBox* box = firstRootBox(); box; box = box->nextRootBox())
+                box->clearTruncation();
+        }
+        else
+            for (RenderObject* obj = firstChild(); obj; obj = obj->nextSibling())
+                if (shouldCheckLines(obj))
+                    toRenderBlock(obj)->clearTruncation();
+    }
+}
+
+void RenderBlock::setMaxTopMargins(int pos, int neg)
+{
+    if (!m_maxMargin) {
+        if (pos == MaxMargin::topPosDefault(this) && neg == MaxMargin::topNegDefault(this))
+            return;
+        m_maxMargin = new MaxMargin(this);
+    }
+    m_maxMargin->m_topPos = pos;
+    m_maxMargin->m_topNeg = neg;
+}
+
+void RenderBlock::setMaxBottomMargins(int pos, int neg)
+{
+    if (!m_maxMargin) {
+        if (pos == MaxMargin::bottomPosDefault(this) && neg == MaxMargin::bottomNegDefault(this))
+            return;
+        m_maxMargin = new MaxMargin(this);
+    }
+    m_maxMargin->m_bottomPos = pos;
+    m_maxMargin->m_bottomNeg = neg;
+}
+
+void RenderBlock::absoluteRects(Vector<IntRect>& rects, int tx, int ty)
+{
+    // For blocks inside inlines, we go ahead and include margins so that we run right up to the
+    // inline boxes above and below us (thus getting merged with them to form a single irregular
+    // shape).
+    if (isAnonymousBlockContinuation()) {
+        rects.append(IntRect(tx, ty - collapsedMarginTop(),
+                             width(), height() + collapsedMarginTop() + collapsedMarginBottom()));
+        continuation()->absoluteRects(rects,
+                                      tx - x() + inlineElementContinuation()->containingBlock()->x(),
+                                      ty - y() + inlineElementContinuation()->containingBlock()->y());
+    } else
+        rects.append(IntRect(tx, ty, width(), height()));
+}
+
+void RenderBlock::absoluteQuads(Vector<FloatQuad>& quads)
+{
+    // For blocks inside inlines, we go ahead and include margins so that we run right up to the
+    // inline boxes above and below us (thus getting merged with them to form a single irregular
+    // shape).
+    if (isAnonymousBlockContinuation()) {
+        FloatRect localRect(0, -collapsedMarginTop(),
+                            width(), height() + collapsedMarginTop() + collapsedMarginBottom());
+        quads.append(localToAbsoluteQuad(localRect));
+        continuation()->absoluteQuads(quads);
+    } else
+        quads.append(RenderBox::localToAbsoluteQuad(FloatRect(0, 0, width(), height())));
+}
+
+IntRect RenderBlock::rectWithOutlineForRepaint(RenderBoxModelObject* repaintContainer, int outlineWidth)
+{
+    IntRect r(RenderBox::rectWithOutlineForRepaint(repaintContainer, outlineWidth));
+    if (isAnonymousBlockContinuation())
+        r.inflateY(collapsedMarginTop());
+    return r;
+}
+
+RenderObject* RenderBlock::hoverAncestor() const
+{
+    return isAnonymousBlockContinuation() ? continuation() : RenderBox::hoverAncestor();
+}
+
+void RenderBlock::updateDragState(bool dragOn)
+{
+    RenderBox::updateDragState(dragOn);
+    if (continuation())
+        continuation()->updateDragState(dragOn);
+}
+
+RenderStyle* RenderBlock::outlineStyleForRepaint() const
+{
+    return isAnonymousBlockContinuation() ? continuation()->style() : style();
+}
+
+void RenderBlock::childBecameNonInline(RenderObject*)
+{
+    makeChildrenNonInline();
+    if (isAnonymousBlock() && parent() && parent()->isRenderBlock())
+        toRenderBlock(parent())->removeLeftoverAnonymousBlock(this);
+    // |this| may be dead here
+}
+
+void RenderBlock::updateHitTestResult(HitTestResult& result, const IntPoint& point)
+{
+    if (result.innerNode())
+        return;
+
+    Node* n = node();
+    if (isAnonymousBlockContinuation())
+        // We are in the margins of block elements that are part of a continuation.  In
+        // this case we're actually still inside the enclosing element that was
+        // split.  Go ahead and set our inner node accordingly.
+        n = continuation()->node();
+
+    if (n) {
+        result.setInnerNode(n);
+        if (!result.innerNonSharedNode())
+            result.setInnerNonSharedNode(n);
+        result.setLocalPoint(point);
+    }
+}
+
+IntRect RenderBlock::localCaretRect(InlineBox* inlineBox, int caretOffset, int* extraWidthToEndOfLine)
+{
+    // Do the normal calculation in most cases.
+    if (firstChild())
+        return RenderBox::localCaretRect(inlineBox, caretOffset, extraWidthToEndOfLine);
+
+    // This is a special case:
+    // The element is not an inline element, and it's empty. So we have to
+    // calculate a fake position to indicate where objects are to be inserted.
+    
+    // FIXME: This does not take into account either :first-line or :first-letter
+    // However, as soon as some content is entered, the line boxes will be
+    // constructed and this kludge is not called any more. So only the caret size
+    // of an empty :first-line'd block is wrong. I think we can live with that.
+    RenderStyle* currentStyle = firstLineStyle();
+    int height = lineHeight(true);
+
+    enum CaretAlignment { alignLeft, alignRight, alignCenter };
+
+    CaretAlignment alignment = alignLeft;
+
+    switch (currentStyle->textAlign()) {
+        case TAAUTO:
+        case JUSTIFY:
+            if (currentStyle->direction() == RTL)
+                alignment = alignRight;
+            break;
+        case LEFT:
+        case WEBKIT_LEFT:
+            break;
+        case CENTER:
+        case WEBKIT_CENTER:
+            alignment = alignCenter;
+            break;
+        case RIGHT:
+        case WEBKIT_RIGHT:
+            alignment = alignRight;
+            break;
+    }
+
+    int x = borderLeft() + paddingLeft();
+    int w = width();
+
+    switch (alignment) {
+        case alignLeft:
+            break;
+        case alignCenter:
+            x = (x + w - (borderRight() + paddingRight())) / 2;
+            break;
+        case alignRight:
+            x = w - (borderRight() + paddingRight()) - caretWidth;
+            break;
+    }
+
+    if (extraWidthToEndOfLine) {
+        if (isRenderBlock()) {
+            *extraWidthToEndOfLine = w - (x + caretWidth);
+        } else {
+            // FIXME: This code looks wrong.
+            // myRight and containerRight are set up, but then clobbered.
+            // So *extraWidthToEndOfLine will always be 0 here.
+
+            int myRight = x + caretWidth;
+            // FIXME: why call localToAbsoluteForContent() twice here, too?
+            FloatPoint absRightPoint = localToAbsolute(FloatPoint(myRight, 0));
+
+            int containerRight = containingBlock()->x() + containingBlockWidthForContent();
+            FloatPoint absContainerPoint = localToAbsolute(FloatPoint(containerRight, 0));
+
+            *extraWidthToEndOfLine = absContainerPoint.x() - absRightPoint.x();
+        }
+    }
+
+    int y = paddingTop() + borderTop();
+
+    return IntRect(x, y, caretWidth, height);
+}
+
+void RenderBlock::addFocusRingRects(Vector<IntRect>& rects, int tx, int ty)
+{
+    // For blocks inside inlines, we go ahead and include margins so that we run right up to the
+    // inline boxes above and below us (thus getting merged with them to form a single irregular
+    // shape).
+    if (inlineElementContinuation()) {
+        // FIXME: This check really isn't accurate. 
+        bool nextInlineHasLineBox = inlineElementContinuation()->firstLineBox();
+        // FIXME: This is wrong. The principal renderer may not be the continuation preceding this block.
+        bool prevInlineHasLineBox = toRenderInline(inlineElementContinuation()->node()->renderer())->firstLineBox(); 
+        int topMargin = prevInlineHasLineBox ? collapsedMarginTop() : 0;
+        int bottomMargin = nextInlineHasLineBox ? collapsedMarginBottom() : 0;
+        IntRect rect(tx, ty - topMargin, width(), height() + topMargin + bottomMargin);
+        if (!rect.isEmpty())
+            rects.append(rect);
+    } else if (width() && height())
+        rects.append(IntRect(tx, ty, width(), height()));
+
+    if (!hasOverflowClip() && !hasControlClip()) {
+        for (RootInlineBox* curr = firstRootBox(); curr; curr = curr->nextRootBox()) {
+            int top = max(curr->lineTop(), curr->y());
+            int bottom = min(curr->lineBottom(), curr->y() + curr->height());
+            IntRect rect(tx + curr->x(), ty + top, curr->width(), bottom - top);
+            if (!rect.isEmpty())
+                rects.append(rect);
+        }
+
+        for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) {
+            if (!curr->isText() && !curr->isListMarker() && curr->isBox()) {
+                RenderBox* box = toRenderBox(curr);
+                FloatPoint pos;
+                // FIXME: This doesn't work correctly with transforms.
+                if (box->layer()) 
+                    pos = curr->localToAbsolute();
+                else
+                    pos = FloatPoint(tx + box->x(), ty + box->y());
+                box->addFocusRingRects(rects, pos.x(), pos.y());
+            }
+        }
+    }
+
+    if (inlineElementContinuation())
+        inlineElementContinuation()->addFocusRingRects(rects, 
+                                                       tx - x() + inlineElementContinuation()->containingBlock()->x(),
+                                                       ty - y() + inlineElementContinuation()->containingBlock()->y());
+}
+
+RenderBlock* RenderBlock::createAnonymousBlock(bool isFlexibleBox) const
+{
+    RefPtr<RenderStyle> newStyle = RenderStyle::create();
+    newStyle->inheritFrom(style());
+
+    RenderBlock* newBox = 0;
+    if (isFlexibleBox) {
+        newStyle->setDisplay(BOX);
+        newBox = new (renderArena()) RenderFlexibleBox(document() /* anonymous box */);
+    } else {
+        newStyle->setDisplay(BLOCK);
+        newBox = new (renderArena()) RenderBlock(document() /* anonymous box */);
+    }
+
+    newBox->setStyle(newStyle.release());
+    return newBox;
+}
+
+RenderBlock* RenderBlock::createAnonymousBlockWithSameTypeAs(RenderBlock* otherAnonymousBlock) const
+{
+    if (otherAnonymousBlock->isAnonymousColumnsBlock())
+        return createAnonymousColumnsBlock();
+    if (otherAnonymousBlock->isAnonymousColumnSpanBlock())
+        return createAnonymousColumnSpanBlock();
+    return createAnonymousBlock(otherAnonymousBlock->style()->display() == BOX);
+}
+
+RenderBlock* RenderBlock::createAnonymousColumnsBlock() const
+{
+    RefPtr<RenderStyle> newStyle = RenderStyle::create();
+    newStyle->inheritFrom(style());
+    newStyle->inheritColumnPropertiesFrom(style());
+    newStyle->setDisplay(BLOCK);
+
+    RenderBlock* newBox = new (renderArena()) RenderBlock(document() /* anonymous box */);
+    newBox->setStyle(newStyle.release());
+    return newBox;
+}
+
+RenderBlock* RenderBlock::createAnonymousColumnSpanBlock() const
+{
+    RefPtr<RenderStyle> newStyle = RenderStyle::create();
+    newStyle->inheritFrom(style());
+    newStyle->setColumnSpan(true);
+    newStyle->setDisplay(BLOCK);
+
+    RenderBlock* newBox = new (renderArena()) RenderBlock(document() /* anonymous box */);
+    newBox->setStyle(newStyle.release());
+    return newBox;
+}
+
+const char* RenderBlock::renderName() const
+{
+    if (isBody())
+        return "RenderBody"; // FIXME: Temporary hack until we know that the regression tests pass.
+    
+    if (isFloating())
+        return "RenderBlock (floating)";
+    if (isPositioned())
+        return "RenderBlock (positioned)";
+    if (isAnonymousColumnsBlock())
+        return "RenderBlock (anonymous multi-column)";
+    if (isAnonymousColumnSpanBlock())
+        return "RenderBlock (anonymous multi-column span)";
+    if (isAnonymousBlock())
+        return "RenderBlock (anonymous)";
+    else if (isAnonymous())
+        return "RenderBlock (generated)";
+    if (isRelPositioned())
+        return "RenderBlock (relative positioned)";
+    if (isRunIn())
+        return "RenderBlock (run-in)";
+    return "RenderBlock";
+}
+
+} // namespace WebCore