static bool TryingToDoPerpendicularJump(const WebCore::IntRect& rect, const WebCore::IntRect& previousRect, EA::WebKit::JumpDirection direction)
		{
			if (direction == EA::WebKit::JumpLeft || direction == EA::WebKit::JumpRight)
			{
				if (rect.maxXMinYCorner().x() <= previousRect.maxXMinYCorner().x() && rect.minXMinYCorner().x() >= previousRect.minXMinYCorner().x())
				{
					return true;
				}
				else
				{
					return false;
				}
			}
			else
			{
				if (rect.maxXMinYCorner().y() <= previousRect.maxXMinYCorner().y() && rect.maxXMaxYCorner().y() >= previousRect.maxXMaxYCorner().y())
				{
					return true;
				}
				else
				{
					return false;
				}
			}
		}
		static bool WouldBeTrappedInElement(const WebCore::IntRect& rect, const WebCore::IntPoint& point, EA::WebKit::JumpDirection direction)
		{
			// If we're not inside, don't worry
			if (rect.contains(point))
			{
				typedef WebCore::IntPoint Vector2D;

				const WebCore::IntPoint centre = Average( rect.minXMaxYCorner(), rect.maxXMinYCorner() );

				Vector2D pointToCentre = Subtract(centre,point);
				Vector2D forward;

				switch (direction)
				{
				// note these are 'backward
				case EA::WebKit::JumpUp:		forward = Vector2D(0,-100); break;
				case EA::WebKit::JumpDown:		forward = Vector2D(0,100); break;
				case EA::WebKit::JumpLeft:		forward = Vector2D(-100,0); break;
				case EA::WebKit::JumpRight:		forward = Vector2D(100,0); break;
				}

				// Basically, if the centre is behind us, don't jump there
				if (DotProduct(forward,pointToCentre) < 0)
				{
					return false;
				}
				else
				{
					/*printf("(%d,%d) Trapped Inside Element (%d,%d)->(%d,%d): forward=(%d,%d) pointToCentre=(%d,%d) dot=%d\n",
						point.x(),
						point.y(),
						rect.bottomLeft().x(),
						rect.bottomLeft().y(),
						rect.topRight().x(),
						rect.topRight().y(),
						forward.x(),
						forward.y(),
						pointToCentre.x(),
						pointToCentre.y(),
						DotProduct(forward,pointToCentre)
						);*/
					return true;
				}
			}
			else
			{
				return false;
			}
		}