Lines Matching refs:min

30 	{name: 'dx', dispName: 'Arrowhead Length', type: 'float', min: 0, defVal: 40},
31 {name: 'dy', dispName: 'Arrow Width', type: 'float', min:0, max:1, defVal: 0.6},
32 {name: 'notch', dispName: 'Notch', type: 'float', min:0, defVal: 0},
50 …var dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))…
51 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
52 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
116 dy = w * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
117 dx = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
121 dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
122 dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
152 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
153 … var dy = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy))));
158 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.g…
159 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.hei…
164 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
169 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtil…
181 …var dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))…
182 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
183 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
226 {name: 'dx', dispName: 'Arrowhead Length', type: 'float', min:0, defVal: 35},
227 {name: 'dy', dispName: 'Arrow Width', type: 'float', min:0, max:1, defVal: 0.6}
239 …var dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))…
240 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
270 dy = w * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
271 dx = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
275 dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
276 dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
300 …var dx = Math.max(0, Math.min(bounds.width / 2, parseFloat(mxUtils.getValue(this.state.style, 'dx'…
301 … var dy = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy))));
306 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width / 2, bounds.x + bounds…
307 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.hei…
317 …var dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))…
318 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
361 {name: 'dx', dispName: 'Arrowhead Length', type: 'float', min:0, defVal:40},
362 {name: 'dy', dispName: 'Arrow Width', type: 'float', min:0, max:1, defVal:0.6},
363 {name: 'notch', dispName: 'Notch', type: 'float', min:0, defVal:0},
364 {name: 'feather', dispName: 'Feather', type: 'float', min:0, max:1, defVal:0.4},
380 …var dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))…
381 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
382 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
383 …var feather = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'feather',…
406 …var dx = Math.max(0, Math.min(bounds.width - 10, parseFloat(mxUtils.getValue(this.state.style, 'dx…
407 … var dy = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy))));
412 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - 10, bounds.width - p…
413 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.hei…
418 …var notch = Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx'…
423 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtil…
430 …var feather = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'feather', thi…
435 …this.state.style['feather'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bound…
447 …var dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))…
448 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
449 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
450 …var feather = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'feather',…
495 {name: 'dx1', dispName: 'Arrowhead Arrow Width', type: 'float', min:0, defVal:18},
496 {name: 'dy1', dispName: 'Arrow Arrow Width', type: 'float', min:0, max:1, defVal:0.67},
497 {name: 'dx2', dispName: 'Arrowhead Angle', type: 'float', min:0, defVal:18},
498 {name: 'notch', dispName: 'Notch', type: 'float', min:0, defVal:0}
510 …var dy1 = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy…
511 var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
512 var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
513 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
514 var dx1a = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
515 …var dy1a = h * 0.5 * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.d…
546 …var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', …
547 …var dy1 = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)))…
552 …this.state.style['dx1'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.…
553 …this.state.style['dy1'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.he…
558 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
563 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtil…
570 …var dx2 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx2', …
575 …this.state.style['dx2'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.…
586 …var dy1 = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy…
587 var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
588 var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
589 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
590 var dx1a = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
591 …var dy1a = h * 0.5 * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.d…
643 {name: 'dx1', dispName: 'Arrowhead Arrow Width', type: 'float', min:0, defVal:18},
644 {name: 'dy1', dispName: 'Arrow Width', type: 'float', min:0, max:1, defVal:0.67},
645 {name: 'dx2', dispName: 'Arrowhead Angle', type: 'float', min:0, defVal:18},
646 {name: 'dx3', dispName: 'Arrowhead Edge X', type: 'float', min:0, defVal:27},
647 {name: 'dy3', dispName: 'Arrowhead Edge Y', type: 'float', min:0, max:1, defVal:0.15},
648 {name: 'notch', dispName: 'Notch', type: 'float', min:0, defVal:0}
664 …var dy1 = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy…
665 var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
666 var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
667 …var dy3 = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy3', this.dy…
668 var dx3 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx3', this.dx3))));
669 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
670 var dx1a = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
671 …var dy1a = h * 0.5 * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.d…
696 …var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', …
697 …var dy1 = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)))…
702 …this.state.style['dx1'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.…
703 …this.state.style['dy1'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.he…
708 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
713 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtil…
720 …var dx2 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx2', …
725 …this.state.style['dx2'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.…
732 …var dx3 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx3', …
733 …var dy3 = Math.max(0, Math.min(1 - parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1))…
738 ….max(parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)), Math.min(bounds.width, bound…
739 …this.state.style['dy3'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.s…
750 …var dy1 = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy…
751 var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
752 var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
753 …var dy3 = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy3', this.dy…
754 var dx3 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx3', this.dx3))));
755 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
756 var dx1a = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
757 …var dy1a = h * 0.5 * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.d…
800 {name: 'dx', dispName: 'Arrowhead Length', type: 'float', min:0, defVal:20},
801 {name: 'arrowHead', dispName: 'Arrowhead Width', type: 'float', min:0, defVal:10},
802 {name: 'dy', dispName: 'Arrow Width', type: 'float', min:0, defVal:10},
803 {name: 'notch', dispName: 'Rectangle Width', type: 'float', min:0, defVal:60}
819 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
820 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
821 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
822 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
848 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
849 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
850 …var dy = Math.max(0, Math.min(bounds.height / 2 - arrowHead, parseFloat(mxUtils.getValue(this.stat…
855 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.g…
856 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUt…
862 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
867 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtil…
874 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', …
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…
881 …this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFlo…
892 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
893 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
894 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
895 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
941 {name: 'dx', dispName: 'Arrowhead Length', type: 'float', min:0, defVal: 38},
942 {name: 'dy', dispName: 'Arrow Width', type: 'float', min:0, defVal: 15},
943 {name: 'notch', dispName: 'Notch', type: 'float', min:0, defVal: 0},
944 {name: 'arrowHead', dispName: 'Arrowhead Width', type: 'float', min:0, defVal:55},
961 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
962 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
963 …var notch = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
964 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
1010 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
1011 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1012 …var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.…
1017 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.g…
1018 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.st…
1024 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
1025 …var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.…
1027 …var notch = Math.max(0, Math.min(bounds.height - arrowHead / 2 - dy, parseFloat(mxUtils.getValue(t…
1032 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.height - parseFloat(mxUti…
1039 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1040 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
1045 …ax(2 * parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(bounds.height, pt.y…
1056 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1057 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1058 …var notch = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
1059 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
1114 {name: 'dx', dispName: 'Arrowhead Length', type: 'float', min:0, defVal:38},
1115 {name: 'dy', dispName: 'Arrow Width', type: 'float', min:0, defVal:15},
1116 {name: 'arrowHead', dispName: 'Arrowhead Width', type: 'float', min:0, defVal:55},
1133 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1134 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1135 …var arrowHead = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
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…
1185 …var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.…
1190 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(Math.min(bounds.width, bounds.heigh…
1191 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.st…
1197 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1198 …var arrowHead = Math.max(0, Math.min(Math.min(bounds.height, bounds.width) - dx, parseFloat(mxUtil…
1203 …* parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.height, …
1214 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1215 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1216 …var arrowHead = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
1272 {name: 'dx', dispName: 'Arrowhead Length', type: 'float', min:0, defVal:20},
1273 {name: 'dy', dispName: 'Arrow Width', type: 'float', min:0, defVal:10},
1274 {name: 'arrowHead', dispName: 'Arrowhead Width', type: 'float', min:0, defVal:10},
1275 {name: 'notch', dispName: 'Rect Size', type: 'float', min:0, defVal:24}
1291 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1292 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1293 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
1294 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
1327 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1328 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1329 …var dy = Math.max(0, Math.min(bounds.height / 2 - arrowHead, parseFloat(mxUtils.getValue(this.stat…
1334 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width / 2 - parseFloat(mxUti…
1335 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUt…
1341 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
1346 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width / 2 - parseFloat(mx…
1353 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', …
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…
1360 …this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFlo…
1371 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1372 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1373 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
1374 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
1421 {name: 'dx', dispName: 'Arrowhead Length', type: 'float', min:0, defVal:20},
1422 {name: 'dy', dispName: 'Arrow Width', type: 'float', min:0, defVal: 10},
1423 {name: 'notch', dispName: 'Rect Size', type: 'float', min:0, defVal:24},
1424 {name: 'arrowHead', dispName: 'Arrowhead Width', type: 'float', min:0, defVal:10}
1440 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1441 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1442 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
1443 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
1490 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1491 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1492 …var dy = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'dy', t…
1497 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(Math.min(bounds.width, bounds.heigh…
1498 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.st…
1504 …x(parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.width, b…
1509 …x(parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.width, b…
1516 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', …
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…
1523 …this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFlo…
1534 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1535 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1536 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
1537 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
1601 {name: 'dx1', dispName: 'Arrowhead Length', type: 'float', min:0, defVal:20},
1602 {name: 'dy1', dispName: 'Arrow Width', type: 'float', min:0, defVal: 10},
1603 {name: 'dx2', dispName: 'Callout Width', type: 'float', min:0, defVal:70},
1604 {name: 'dy2', dispName: 'Callout Height', type: 'float', min:0, defVal:70},
1605 {name: 'arrowHead', dispName: 'ArrowHead Width', type: 'float', min:0, defVal:10}
1621 var dy1 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1))));
1622 var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
1623 var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
1624 var dy2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dy2', this.dy2))));
1625 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
1658 …var arrowHead = Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2…
1659 …var dx1 = Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx2',…
1660 …var dy1 = Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2…
1665 …this.state.style['dx1'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.…
1666 …this.state.style['dy1'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.s…
1672 …oat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), Math.min(bounds.width - pars…
1673 …oat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), Math.min(bounds.height - par…
1678 …oat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), Math.min(bounds.width - pars…
1679 …oat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), Math.min(bounds.height - par…
1686 …var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1'…
1687 …var dy1 = Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy…
1688 …var arrowHead = Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2…
1693 …this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(…
1704 var dy1 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1))));
1705 var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
1706 var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
1707 var dy2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dy2', this.dy2))));
1708 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
1754 {name: 'dx', dispName: 'Arrowhead Length', type: 'float', min:0, defVal:20},
1755 {name: 'dy', dispName: 'Arrow Width', type: 'float', min:0, defVal:10},
1756 {name: 'arrowHead', dispName: 'Arrowhead Width', type: 'float', min:0, defVal:10}
1772 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1773 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1774 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
1813 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1814 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1815 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy…
1820 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(Math.min(bounds.width, bounds.heigh…
1821 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUt…
1827 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', …
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…
1834 …this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFlo…
1845 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1846 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1847 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
1897 {name: 'dx', dispName: 'Arrowhead Length', type: 'float', min:0, defVal:20},
1898 {name: 'dy', dispName: 'Arrow Width', type: 'float', min:0, defVal:10},
1899 {name: 'arrowHead', dispName: 'Arrowhead Width', type: 'float', min:0, defVal:40}
1915 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1916 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1917 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
1949 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
1950 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1951 …var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.…
1956 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(Math.min(bounds.height - parseFloat…
1957 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.st…
1963 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', …
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, …
1970 …ax(2 * parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(bounds.height - par…
1981 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1982 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1983 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
2030 {name: 'dx1', dispName: 'Arrowhead Length', type: 'float', min:0, defVal: 20},
2031 {name: 'dy1', dispName: 'Arrow Width', type: 'float', min:0, defVal: 10},
2032 {name: 'dx2', dispName: 'Tail Length', type: 'float', min:0, defVal: 25},
2033 {name: 'dy2', dispName: 'Tail Width', type: 'float', min:0, defVal:30},
2034 {name: 'notch', dispName: 'Notch', type: 'float', min:0, defVal: 0},
2035 {name: 'arrowHead', dispName: 'Arrowhead Width', type: 'float', min:0, defVal:20}
2051 var dy1 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1))));
2052 var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
2053 var dy2 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy2', this.dy2))));
2054 var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
2055 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
2056 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
2089 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
2090 …var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', …
2091 …var dy1 = Math.max(0, Math.min(bounds.height / 2 - arrowHead, parseFloat(mxUtils.getValue(this.sta…
2096 …this.state.style['dx1'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.…
2097 …this.state.style['dy1'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxU…
2103 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
2108 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtil…
2115 …var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1'…
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…
2122 …this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFlo…
2129 …var dx2 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx2', …
2130 …var dy2 = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'd…
2135 …(parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), Math.min(bounds.width - pars…
2136 ….max(parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)), Math.min(bounds.height / 2, …
2148 var dy1 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1))));
2149 var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
2150 var dy2 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy2', this.dy2))));
2151 var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
2152 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
2153 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
2201 {name: 'dy1', dispName: 'Arrow Width', type: 'float', min:0, defVal:10},
2202 {name: 'dx2', dispName: 'Tail Length', type: 'float', min:0, defVal:25},
2203 {name: 'dy2', dispName: 'Tail Width', type: 'float', min:0, defVal:30},
2204 {name: 'notch', dispName: 'Notch', type: 'float', min:0, defVal:20},
2205 {name: 'arrowHead', dispName: 'Arrowhead Width', type: 'float', min:0, defVal:20}
2221 var dy1 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1))));
2222 var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
2223 var dy2 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy2', this.dy2))));
2224 var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
2225 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
2226 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
2259 …var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.sty…
2260 …var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', …
2261 …var dy1 = Math.max(0, Math.min(bounds.height / 2 - arrowHead, parseFloat(mxUtils.getValue(this.sta…
2266 …this.state.style['dx1'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.…
2267 …this.state.style['dy1'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxU…
2273 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
2278 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtil…
2285 …var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1'…
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…
2292 …this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFlo…
2299 …var dx2 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx2', …
2300 …var dy2 = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'd…
2305 …this.state.style['dx2'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.…
2306 ….max(parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)), Math.min(bounds.height / 2, …
2318 var dy1 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1))));
2319 var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
2320 var dy2 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy2', this.dy2))));
2321 var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
2322 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
2323 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
2369 {name: 'dx', dispName: 'Arrowhead Length', type: 'float', min:0, defVal:40},
2370 {name: 'dy', dispName: 'Arrow Width', type: 'float', min:0, max:1, defVal:0.6},
2371 {name: 'notch', dispName: 'Stripes Length', type: 'float', min:0, defVal:25}
2387 …var dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))…
2388 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2389 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
2421 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
2422 … var dy = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy))));
2427 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.g…
2428 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.hei…
2433 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
2438 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtil…
2449 …var dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))…
2450 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2451 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
2491 {name: 'dx', dispName: 'Arrowhead Length', type: 'float', min:0, defVal:38},
2492 {name: 'dy', dispName: 'Arrow Width', type: 'float', min:0, defVal:15},
2493 {name: 'arrowHead', dispName: 'Arrowhead Width', type: 'float', min:0, defVal:55}
2509 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
2510 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2511 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
2532 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
2533 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
2534 …var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.…
2539 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width, bounds.x + bounds.wid…
2540 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.st…
2546 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
2547 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
2552 …ax(2 * parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(bounds.height, pt.y…
2563 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
2564 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2565 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
2599 {name: 'dx2', dispName: 'Arrowhead Length', type: 'float', min:0, defVal:25},
2600 {name: 'dy', dispName: 'Arrow Width', type: 'float', min:0, defVal:11},
2601 {name: 'arrowHead', dispName: 'Arrowhead Width', type: 'float', min:0, defVal:43}
2617 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
2618 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…
2644 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
2645 …var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.…
2651 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.st…
2657 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
2658 …var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.…
2661 …var dx2 = Math.max(0, Math.min(bounds.width - dx, parseFloat(mxUtils.getValue(this.state.style, 'd…
2666 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
2667 …var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.…
2669 …this.state.style['dx2'] = Math.round(100 * Math.max(0, Math.min(Math.max(bounds.width, dx), pt.x -…
2676 …var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, …
2677 …var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.…
2683 …ax(2 * parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(bounds.height / 2, …
2694 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
2695 …var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.…