Lines Matching refs:mxUtils

27 mxUtils.extend(mxShapeArrows2Arrow, mxActor);
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)))…
53 var headCrossline = mxUtils.getValue(this.style, 'headCrossline', false);
54 var tailCrossline = mxUtils.getValue(this.style, 'tailCrossline', false);
89 if (mxUtils.getValue(this.style, 'boundedLbl', false))
97 if (mxUtils.getValue(this.style, 'flipH', false))
105 if (mxUtils.getValue(this.style, 'flipV', false))
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 …['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
164 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
169 …otch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
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)))…
219 mxUtils.extend(mxShapeArrows2TwoWayArrow, mxActor);
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))));
259 if (mxUtils.getValue(this.style, 'boundedLbl', false))
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))));
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))));
358 mxUtils.extend(mxShapeArrows2StylisedArrow, mxActor);
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 …(100 * Math.max(0, Math.min(bounds.width - 10, bounds.width - parseFloat(mxUtils.getValue(this.sta…
418 …ax(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), parse…
423 …otch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
430 …var feather = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'feather', thi…
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',…
488 mxUtils.extend(mxShapeArrows2SharpArrow, mxActor);
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 …'dx1'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
558 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
563 …otch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
570 …var dx2 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx2', …
575 …'dx2'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
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…
640 mxUtils.extend(mxShapeArrows2SharpArrow2, mxActor);
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 …'dx1'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
708 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
713 …otch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
720 …var dx2 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx2', …
725 …'dx2'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
732 …var dx3 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx3', …
733 …= Math.max(0, Math.min(1 - parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)) / 2, pa…
738 …this.state.style['dx3'] = Math.round(100 * Math.max(parseFloat(mxUtils.getValue(this.state.style, …
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…
797 mxUtils.extend(mxShapeArrows2CalloutArrow, mxActor);
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 …['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
856 …] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.sta…
862 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
867 …otch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
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 …s.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), bounds.y + bounds.he…
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.…
938 mxUtils.extend(mxShapeArrows2BendArrow, mxActor);
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.…
965 var rounded = mxUtils.getValue(this.style, 'rounded', '0');
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 …['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
1018 …max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2, b…
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 ….min(bounds.height - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) /…
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 …this.state.style['arrowHead'] = Math.round(100 * Math.max(2 * parseFloat(mxUtils.getValue(this.sta…
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.…
1060 var rounded = mxUtils.getValue(this.style, 'rounded', '0');
1111 mxUtils.extend(mxShapeArrows2BendDoubleArrow, mxActor);
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.…
1136 var rounded = mxUtils.getValue(this.style, 'rounded', '0');
1183 …ounds.height, bounds.width) - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), parse…
1184 …, Math.min(Math.min(bounds.width, bounds.height) - arrowHead, parseFloat(mxUtils.getValue(this.sta…
1185 …var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.…
1190 … Math.max(0, Math.min(Math.min(bounds.width, bounds.height) - parseFloat(mxUtils.getValue(this.sta…
1191 …max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2, b…
1197 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1198 …h.max(0, Math.min(Math.min(bounds.height, bounds.width) - dx, parseFloat(mxUtils.getValue(this.sta…
1203 …x(2 * parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.heig…
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.…
1217 var rounded = mxUtils.getValue(this.style, 'rounded', '0');
1269 mxUtils.extend(mxShapeArrows2CalloutDoubleArrow, mxActor);
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 …'] = Math.round(100 * Math.max(0, Math.min(bounds.width / 2 - parseFloat(mxUtils.getValue(this.sta…
1335 …] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.sta…
1341 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
1346 …'] = Math.round(100 * Math.max(0, Math.min(bounds.width / 2 - parseFloat(mxUtils.getValue(this.sta…
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 …s.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), bounds.y + bounds.he…
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.…
1418 mxUtils.extend(mxShapeArrows2CalloutQuadArrow, mxActor);
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 …nds.height) / 2 - Math.max(parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), pa…
1498 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.st…
1504 …h.max(parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.widt…
1509 …max(parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.width,…
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 …] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.sta…
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.…
1598 mxUtils.extend(mxShapeArrows2CalloutDouble90Arrow, mxActor);
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 …ead = Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2, pa…
1659 …x(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)), pars…
1660 …Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2 - arrowHe…
1662 …return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + parseFloat(mxUtils.getValue(this.stat…
1665 …h.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)), bounds.heigh…
1666mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2 - parseFloat(mxUtils.getValue(this.state.…
1672mxUtils.getValue(this.state.style, 'dy1', this.dy1)) + parseFloat(mxUtils.getValue(this.state.styl…
1673mxUtils.getValue(this.state.style, 'dy1', this.dy1)) + parseFloat(mxUtils.getValue(this.state.styl…
1678mxUtils.getValue(this.state.style, 'dy1', this.dy1)) + parseFloat(mxUtils.getValue(this.state.styl…
1679mxUtils.getValue(this.state.style, 'dy1', this.dy1)) + parseFloat(mxUtils.getValue(this.state.styl…
1686 …var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1'…
1687 … Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2, pa…
1688 …ead = Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2, pa…
1690 …return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + parseFloat(mxUtils.getValue(this.stat…
1693mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2 - parseFloat(mxUtils.getValue(this.state.…
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.…
1751 mxUtils.extend(mxShapeArrows2QuadArrow, mxActor);
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 …s.width, bounds.height) / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)) - pars…
1821 …] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.sta…
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 …] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.sta…
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.…
1894 mxUtils.extend(mxShapeArrows2TriadArrow, mxActor);
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 …unds.height - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), bounds.…
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, …
1970mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(bounds.height - parseFloat(mxUtils.ge…
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.…
2027 mxUtils.extend(mxShapeArrows2TailedArrow, mxActor);
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 ….min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), bounds.wi…
2097 …in(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead))…
2103 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
2108 …x(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)), pars…
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 …] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.sta…
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…
2135mxUtils.getValue(this.state.style, 'notch', this.notch)), Math.min(bounds.width - parseFloat(mxUti…
2136 …this.state.style['dy2'] = Math.round(100 * Math.max(parseFloat(mxUtils.getValue(this.state.style, …
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.…
2197 mxUtils.extend(mxShapeArrows2TailedNotchedArrow, mxActor);
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 …0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch))- pa…
2267 …in(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead))…
2273 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
2278 …otch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
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 …] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.sta…
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 …0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)) - p…
2306 …this.state.style['dy2'] = Math.round(100 * Math.max(parseFloat(mxUtils.getValue(this.state.style, …
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.…
2366 mxUtils.extend(mxShapeArrows2StripedArrow, mxActor);
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 …['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
2433 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
2438 …otch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.sta…
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)))…
2488 mxUtils.extend(mxShapeArrows2JumpInArrow, mxActor);
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.…
2540 …max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2, b…
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 …this.state.style['arrowHead'] = Math.round(100 * Math.max(2 * parseFloat(mxUtils.getValue(this.sta…
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.…
2596 mxUtils.extend(mxShapeArrows2UTurnArrow, mxActor);
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.…
2620 var dx2 = Math.max(0, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2)));
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 …max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2, b…
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.…
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 …this.state.style['arrowHead'] = Math.round(100 * Math.max(2 * parseFloat(mxUtils.getValue(this.sta…
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.…
2697 var dx2 = Math.max(0, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2)));