void RenderFlowThread::repaintRectangleInRegions(const LayoutRect& repaintRect, bool immediate)
{
    if (!shouldRepaint(repaintRect) || !hasValidRegionInfo())
        return;

    for (RenderRegionList::iterator iter = m_regionList.begin(); iter != m_regionList.end(); ++iter) {
        RenderRegion* region = *iter;
        if (!region->isValid())
            continue;

        // We only have to issue a repaint in this region if the region rect intersects the repaint rect.
        LayoutRect flippedRegionRect(region->regionRect());
        LayoutRect flippedRegionOverflowRect(region->regionOverflowRect());
        flipForWritingMode(flippedRegionRect); // Put the region rects into physical coordinates.
        flipForWritingMode(flippedRegionOverflowRect);

        LayoutRect clippedRect(repaintRect);
        clippedRect.intersect(flippedRegionOverflowRect);
        if (clippedRect.isEmpty())
            continue;

        // Put the region rect into the region's physical coordinate space.
        clippedRect.setLocation(region->contentBoxRect().location() + (clippedRect.location() - flippedRegionRect.location()));

        // Now switch to the region's writing mode coordinate space and let it repaint itself.
        region->flipForWritingMode(clippedRect);
        LayoutStateDisabler layoutStateDisabler(view()); // We can't use layout state to repaint, since the region is somewhere else.

        // Can't use currentFlowThread as it possible to have imbricated flow threads and the wrong one could be used,
        // so, we let each region figure out the proper enclosing flow thread
        CurrentRenderFlowThreadDisabler disabler(view());
        region->repaintRectangle(clippedRect, immediate);
    }
}
RenderRegion* RenderFlowThread::mapFromFlowToRegion(TransformState& transformState) const
{
    if (!hasValidRegionInfo())
        return 0;

    LayoutRect boxRect = transformState.mappedQuad().enclosingBoundingBox();
    flipForWritingMode(boxRect);

    // FIXME: We need to refactor RenderObject::absoluteQuads to be able to split the quads across regions,
    // for now we just take the center of the mapped enclosing box and map it to a region.
    // Note: Using the center in order to avoid rounding errors.

    LayoutPoint center = boxRect.center();
    RenderRegion* renderRegion = regionAtBlockOffset(isHorizontalWritingMode() ? center.y() : center.x(), true);
    if (!renderRegion)
        return 0;

    LayoutRect flippedRegionRect(renderRegion->flowThreadPortionRect());
    flipForWritingMode(flippedRegionRect);

    transformState.move(renderRegion->contentBoxRect().location() - flippedRegionRect.location());

    return renderRegion;
}
RenderRegion* RenderMultiColumnFlowThread::mapFromFlowToRegion(TransformState& transformState) const
{
    if (!hasValidRegionInfo())
        return nullptr;

    // Get back into our local flow thread space.
    LayoutRect boxRect = transformState.mappedQuad().enclosingBoundingBox();
    flipForWritingMode(boxRect);

    // FIXME: We need to refactor RenderObject::absoluteQuads to be able to split the quads across regions,
    // for now we just take the center of the mapped enclosing box and map it to a column.
    LayoutPoint center = boxRect.center();
    LayoutUnit centerOffset = isHorizontalWritingMode() ? center.y() : center.x();
    RenderRegion* renderRegion = const_cast<RenderMultiColumnFlowThread*>(this)->regionAtBlockOffset(this, centerOffset, true, DisallowRegionAutoGeneration);
    if (!renderRegion)
        return nullptr;

    // Now that we know which multicolumn set we hit, we need to get the appropriate translation offset for the column.
    RenderMultiColumnSet* columnSet = toRenderMultiColumnSet(renderRegion);
    LayoutPoint translationOffset = columnSet->columnTranslationForOffset(centerOffset);
    
    // Now we know how we want the rect to be translated into the region.
    LayoutRect flippedRegionRect(renderRegion->flowThreadPortionRect());
    if (isHorizontalWritingMode())
        flippedRegionRect.setHeight(columnSet->computedColumnHeight());
    else
        flippedRegionRect.setWidth(columnSet->computedColumnHeight());
    flipForWritingMode(flippedRegionRect);
    
    flippedRegionRect.moveBy(-translationOffset);
    
    // There is an additional offset to apply, which is the offset of the region within the multi-column space.
    transformState.move(renderRegion->contentBoxRect().location() - flippedRegionRect.location());

    return renderRegion;
}