Lines Matching refs:width

91 		var w = rect.width;
152 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
155 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + dy * bounds.height / 2);
158 …th.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notc…
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…
261 var w = rect.width;
300 …var dx = Math.max(0, Math.min(bounds.width / 2, parseFloat(mxUtils.getValue(this.state.style, 'dx'…
303 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + dy * bounds.height / 2);
306 …style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width / 2, bounds.x + bounds.width - pt…
406 …var dx = Math.max(0, Math.min(bounds.width - 10, parseFloat(mxUtils.getValue(this.state.style, 'dx…
409 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + dy * bounds.height / 2);
412 … Math.min(bounds.width - 10, bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch',…
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…
546 …var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', …
549 return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + dy1 * bounds.height / 2);
552 …th.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notc…
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', …
572 return new mxPoint(bounds.x + bounds.width - dx2, bounds.y);
575 …th.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notc…
696 …var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', …
699 return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + dy1 * bounds.height / 2);
702 …th.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notc…
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', …
722 return new mxPoint(bounds.x + bounds.width - dx2, bounds.y);
725 …th.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notc…
732 …var dx3 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx3', …
735 return new mxPoint(bounds.x + bounds.width - dx3, bounds.y + dy3 * bounds.height / 2);
738 …etValue(this.state.style, 'dx2', this.dx2)), Math.min(bounds.width, bounds.x + bounds.width - pt.x…
849 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
852 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy);
855 …th.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notc…
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', …
878 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy - arrowHead);
1011 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1014 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + arrowHead / 2 - dy);
1017 …th.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)) * …
1039 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1042 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + arrowHead);
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…
1187 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + arrowHead / 2 - dy);
1190 …th.min(bounds.width, bounds.height) - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', t…
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…
1200 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + arrowHead);
1203 …his.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.height, bounds.width) - parseFloat(mxUt…
1328 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1331 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy);
1334 ….max(0, Math.min(bounds.width / 2 - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.no…
1341 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
1343 return new mxPoint(bounds.x + bounds.width / 2 + notch, bounds.y + bounds.height / 2);
1346 ….max(0, Math.min(bounds.width / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)),…
1353 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', …
1357 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy - arrowHead);
1491 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1494 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy);
1497width, bounds.height) / 2 - Math.max(parseFloat(mxUtils.getValue(this.state.style, 'notch', this.n…
1504 …tils.getValue(this.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.width, bounds.height), p…
1506 return new mxPoint(bounds.x + bounds.width / 2 + notch, bounds.y + bounds.height / 2);
1509 …Math.min(bounds.width, bounds.height) / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1516 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', …
1520 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy - arrowHead);
1659 …var dx1 = Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx2',…
1662 …return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + parseFloat(mxUtils.getValue(this.stat…
1665width - parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)), bounds.height - parseFloa…
1672 …getValue(this.state.style, 'arrowHead', this.arrowHead)), Math.min(bounds.width - parseFloat(mxUti…
1678 …getValue(this.state.style, 'arrowHead', this.arrowHead)), Math.min(bounds.width - parseFloat(mxUti…
1686 …var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1'…
1690 …return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + parseFloat(mxUtils.getValue(this.stat…
1814 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1817 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy);
1820width, bounds.height) / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)) - parseF…
1827 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', …
1831 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy - arrowHead);
1950 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1953 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height - dy);
1956 …rowHead)), bounds.width / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arro…
1963 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', …
1967 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height - arrowHead);
1970 …t - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), bounds.width - parseFloat(mxUti…
2090 …var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', …
2093 return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + bounds.height / 2 - dy1);
2096width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), bounds.width - parseF…
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'…
2119 … return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + bounds.height / 2 - dy1 - arrowHead);
2129 …var dx2 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx2', …
2135 …mxUtils.getValue(this.state.style, 'notch', this.notch)), Math.min(bounds.width - parseFloat(mxUti…
2260 …var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', …
2263 return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + bounds.height / 2 - dy1);
2266width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch))- parseFloat(mxUtils.ge…
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'…
2289 … return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + bounds.height / 2 - dy1 - arrowHead);
2299 …var dx2 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx2', …
2305 …this.state.style['dx2'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.…
2421 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
2424 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + dy * bounds.height / 2);
2427 …th.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notc…
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…
2533 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
2536 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + arrowHead / 2 - dy);
2539 …e.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width, bounds.x + bounds.width - pt.x…
2546 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
2549 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + arrowHead);
2661 …var dx2 = Math.max(0, Math.min(bounds.width - dx, parseFloat(mxUtils.getValue(this.state.style, 'd…
2669 …this.state.style['dx2'] = Math.round(100 * Math.max(0, Math.min(Math.max(bounds.width, dx), pt.x -…