Lines Matching refs:height

92 		var h = rect.height;
155 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + dy * bounds.height / 2);
159 …dy'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100;
166 return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2);
262 var h = rect.height;
303 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + dy * bounds.height / 2);
307 …dy'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100;
409 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + dy * bounds.height / 2);
413 …dy'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100;
420 return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2);
432 return new mxPoint(bounds.x, bounds.y + feather * bounds.height / 2);
435 …er'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100;
549 return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + dy1 * bounds.height / 2);
553 …y1'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100;
560 return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2);
699 return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + dy1 * bounds.height / 2);
703 …y1'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100;
710 return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2);
735 return new mxPoint(bounds.x + bounds.width - dx3, bounds.y + dy3 * bounds.height / 2);
739 …s.getValue(this.state.style, 'dy1', this.dy1)), (((pt.y - bounds.y) / bounds.height) * 2)))) / 100;
848 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
850 …var dy = Math.max(0, Math.min(bounds.height / 2 - arrowHead, parseFloat(mxUtils.getValue(this.stat…
852 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy);
856 …0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.ar…
864 return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2);
875 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
876 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
878 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy - arrowHead);
881 …th.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy…
1010 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
1024 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
1027 …var notch = Math.max(0, Math.min(bounds.height - arrowHead / 2 - dy, parseFloat(mxUtils.getValue(t…
1029 return new mxPoint(bounds.x + dy, bounds.y + bounds.height - notch);
1032height - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2 - parseFl…
1040 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
1045 …loat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(bounds.height, pt.y - bounds.y))…
1183 …var arrowHead = Math.max(0, Math.min(Math.min(bounds.height, bounds.width) - parseFloat(mxUtils.ge…
1184 …var dx = Math.max(0, Math.min(Math.min(bounds.width, bounds.height) - arrowHead, parseFloat(mxUtil…
1190 …'] = Math.round(100 * Math.max(0, Math.min(Math.min(bounds.width, bounds.height) - parseFloat(mxUt…
1198 …var arrowHead = Math.max(0, Math.min(Math.min(bounds.height, bounds.width) - dx, parseFloat(mxUtil…
1203 …ils.getValue(this.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.height, bounds.width) - p…
1327 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1329 …var dy = Math.max(0, Math.min(bounds.height / 2 - arrowHead, parseFloat(mxUtils.getValue(this.stat…
1331 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy);
1335 …0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.ar…
1343 return new mxPoint(bounds.x + bounds.width / 2 + notch, bounds.y + bounds.height / 2);
1354 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1355 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1357 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy - arrowHead);
1360 …th.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy…
1490 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1492 …var dy = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'dy', t…
1494 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy);
1497 …'] = Math.round(100 * Math.max(0, Math.min(Math.min(bounds.width, bounds.height) / 2 - Math.max(pa…
1498 …tils.getValue(this.state.style, 'notch', this.notch)), bounds.y + bounds.height / 2 - pt.y))) / 10…
1504 …his.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.width, bounds.height), parseFloat(mxUti…
1506 return new mxPoint(bounds.x + bounds.width / 2 + notch, bounds.y + bounds.height / 2);
1509 …his.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.width, bounds.height) / 2 - parseFloat(…
1517 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1518 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1520 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy - arrowHead);
1523 …th.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy…
1665 … parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)), bounds.height - parseFloat(mxUti…
1673 …etValue(this.state.style, 'arrowHead', this.arrowHead)), Math.min(bounds.height - parseFloat(mxUti…
1679 …etValue(this.state.style, 'arrowHead', this.arrowHead)), Math.min(bounds.height - parseFloat(mxUti…
1813 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1815 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy…
1817 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy);
1820 …'] = Math.round(100 * Math.max(0, Math.min(Math.min(bounds.width, bounds.height) / 2 - parseFloat(…
1821 …0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.ar…
1828 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1829 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1831 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy - arrowHead);
1834 …th.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy…
1949 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1953 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height - dy);
1956 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(Math.min(bounds.height - parseFloat…
1957 …alue(this.state.style, 'arrowHead', this.arrowHead)) / 2, bounds.y + bounds.height - pt.y))) / 100;
1964 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1965 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
1967 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height - arrowHead);
1970height - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), bounds.width - parseFloat(…
2089 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
2091 …var dy1 = Math.max(0, Math.min(bounds.height / 2 - arrowHead, parseFloat(mxUtils.getValue(this.sta…
2093 return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + bounds.height / 2 - dy1);
2097height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), parseFlo…
2105 return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2);
2116 …var dy1 = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.st…
2117 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
2119 … return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + bounds.height / 2 - dy1 - arrowHead);
2122 …h.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy…
2130 …var dy2 = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'd…
2132 return new mxPoint(bounds.x + dx2, bounds.y + bounds.height / 2 - dy2);
2136 …alue(this.state.style, 'dy1', this.dy1)), Math.min(bounds.height / 2, bounds.y + bounds.height / 2…
2259 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
2261 …var dy1 = Math.max(0, Math.min(bounds.height / 2 - arrowHead, parseFloat(mxUtils.getValue(this.sta…
2263 return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + bounds.height / 2 - dy1);
2267height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), parseFlo…
2275 return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2);
2286 …var dy1 = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.st…
2287 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
2289 … return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + bounds.height / 2 - dy1 - arrowHead);
2292 …h.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy…
2300 …var dy2 = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'd…
2302 return new mxPoint(bounds.x + dx2, bounds.y + bounds.height / 2 - dy2);
2306 …alue(this.state.style, 'dy1', this.dy1)), Math.min(bounds.height / 2, bounds.y + bounds.height / 2…
2424 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + dy * bounds.height / 2);
2428 …dy'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100;
2435 return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2);
2532 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
2547 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
2552 …loat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(bounds.height, pt.y - bounds.y))…
2644 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
2646 var dx = (bounds.height - arrowHead / 2 + dy) / 2;
2657 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
2659 var dx = (bounds.height - arrowHead / 2 + dy) / 2;
2666 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
2668 var dx = (bounds.height - arrowHead / 2 + dy) / 2;
2676 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
2678 var dx = (bounds.height - arrowHead / 2 + dy) / 2;
2683 …loat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(bounds.height / 2, pt.y - bounds…