Lines Matching refs:min

37 	var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
64 …var dx = Math.max(0, Math.min(bounds.width / 2, bounds.width / 2, parseFloat(mxUtils.getValue(this…
69 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.width / 2…
98 {name: 'dx', dispName: 'Callout Position', type: 'float', min:0, defVal:30},
99 {name: 'dy', dispName: 'Callout Size', type: 'float', min:0, defVal:15}
113 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
114 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
144 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
145 …var dy = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'dy', t…
151 …this.state.style['dx'] = Math.round(100 * Math.max(y, Math.min(bounds.width - y, pt.x - bounds.x))…
152 …this.state.style['dy'] = Math.round(Math.max(0, Math.min(bounds.height, bounds.y + bounds.height -…
161 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
162 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
206 {name: 'size', dispName: 'Arc Size', type: 'float', min:0, defVal:5},
207 {name: 'dx', dispName: 'Callout Position', type: 'float', min:0, defVal:30},
208 {name: 'dy', dispName: 'Callout Size', type: 'float', min:0, defVal:15}
220 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
221 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
222 var r = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'size', this.size))));
224 r = Math.min((h - dy) / 2, w / 2, r);
226 dx = Math.min(w - r - dy * 0.5, dx);
253 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
254 …var dy = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'dy', t…
260 …this.state.style['dx'] = Math.round(100 * Math.max(y, Math.min(bounds.width - y, pt.x - bounds.x))…
261 …this.state.style['dy'] = Math.round(Math.max(0, Math.min(bounds.height, bounds.y + bounds.height -…
264 …var size = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'size'…
270 …this.state.style['size'] = Math.round(100 * Math.max(0, Math.min(bounds.width / 2, (bounds.height …
277 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
278 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
279 var r = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'size', this.size))));
281 r = Math.min((h - dy) / 2, w / 2, r);
283 dx = Math.min(w - r - dy * 0.5, dx);
333 {name: 'dy', dispName: 'Wave Size', type: 'float', min:0, max:1, defVal: 0.3}
347 var dy = h * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
371 var dy = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy))));
376 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(1, (pt.y - bounds.y) / bounds.heigh…
385 var dy = h * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
430 {name: 'dx', dispName: 'Cutoff Size', type: 'float', min:0, defVal:15}
444 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))) * 2;
446 dx = Math.min(w * 0.5, h * 0.5, dx);
469 …var dx = Math.max(0, Math.min(bounds.width / 4, bounds.width / 4, parseFloat(mxUtils.getValue(this…
474 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 4, bounds.width / 4…
483 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))) * 2;
485 dx = Math.min(w * 0.5, h * 0.5, dx) * 0.5;
521 {name: 'isoAngle', dispName: 'Perspective Angle', type: 'float', min:0, defVal:15}
535 …var isoAngle = Math.max(0.01, Math.min(94, parseFloat(mxUtils.getValue(this.style, 'isoAngle', thi…
536 var isoH = Math.min(w * Math.tan(isoAngle), h * 0.5);
567 …var isoAngle = Math.max(0.01, Math.min(94, parseFloat(mxUtils.getValue(this.state.style, 'isoAngle…
568 var isoH = Math.min(bounds.width * Math.tan(isoAngle), bounds.height * 0.5);
573 …this.state.style['isoAngle'] = Math.round(100 * Math.max(0, Math.min(100, pt.y - bounds.y))) / 100;
582 …var isoAngle = Math.max(0.01, Math.min(94, parseFloat(mxUtils.getValue(this.style, 'isoAngle', thi…
583 var isoH = Math.min(w * Math.tan(isoAngle), h * 0.5);
619 {name: 'dx', dispName: 'Top', type: 'float', min:0, max:1, defVal:0.5}
633 var dx = w * Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
651 var dx = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx))));
656 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(1, (pt.x - bounds.x) / bounds.width…
665 var dx = w * Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
699 {name: 'dx', dispName: 'Bottom', type: 'float', min:0, max:1, defVal:0.25}
713 var dx = w * Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
731 var dx = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx))));
736 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(1, (pt.x - bounds.x) / bounds.width…
745 var dx = w * Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
788 var r = Math.min(h, w) * 0.5;
835 {name: 'dx', dispName: 'Top', type: 'float', min:0, max:1, defVal:0.5},
836 {name: 'dy', dispName: 'Bottom', type: 'float', min:0, max:1, defVal:0.9}
850 var dx = w * Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
851 var dy = h * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
882 var dx = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx))));
887 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(1, (pt.x - bounds.x) / bounds.width…
892 var dy = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy))));
897 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(1, (pt.y - bounds.y) / bounds.heigh…
908 var dx = w * Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
909 var dy = h * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
945 {name: 'dx1', dispName: 'Top', type: 'float', min:0, max:1, defVal:0.4},
946 {name: 'dx2', dispName: 'Bottom', type: 'float', min:0, max:1, defVal:0.6},
947 {name: 'dy1', dispName: 'Perspective Left', type: 'float', min:0, max:1, defVal:0.9},
948 {name: 'dy2', dispName: 'Perspective Right', type: 'float', min:0, max:1, defVal:0.8}
962 var dx1 = w * Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
963 var dx2 = w * Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
964 var dy1 = h * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1))));
965 var dy2 = h * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy2', this.dy2))));
991 …var dx1 = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)))…
996 …this.state.style['dx1'] = Math.round(100 * Math.max(0, Math.min(1, (pt.x - bounds.x) / bounds.widt…
1001 …var dx2 = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)))…
1006 …this.state.style['dx2'] = Math.round(100 * Math.max(0, Math.min(1, (pt.x - bounds.x) / bounds.widt…
1013 …var dy1 = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)))…
1018 …this.state.style['dy1'] = Math.round(100 * Math.max(0, Math.min(1, (pt.y - bounds.y) / bounds.heig…
1025 …var dy2 = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)))…
1030 …this.state.style['dy2'] = Math.round(100 * Math.max(0, Math.min(1, (pt.y - bounds.y) / bounds.heig…
1041 var dx1 = w * Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1))));
1042 var dx2 = w * Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
1043 var dy1 = h * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1))));
1044 var dy2 = h * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy2', this.dy2))));
1080 {name: 'dx', dispName: 'Thickness', type: 'float', min:0, max:1, defVal:0.8}
1094 var dx = 0.5 * Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1117 var dx = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx))));
1122 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(1, 2 * (pt.x - bounds.x) / bounds.w…
1131 var dx = 0.5 * Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1167 {name: 'dx', dispName: 'Snip', type: 'float', min:0, deVal:6},
1181 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))) * 2;
1183 dx = Math.min(w * 0.5, h * 0.5, dx);
1204 …var dx = Math.max(0, Math.min(bounds.width / 4, bounds.width / 4, parseFloat(mxUtils.getValue(this…
1209 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 4, bounds.width / 4…
1218 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))) * 2;
1220 dx = Math.min(w * 0.5, h * 0.5, dx) * 0.5;
1256 {name: 'dx', dispName: 'Rounding Size', type: 'float', min:0, defVal:6},
1270 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))) * 2;
1272 dx = Math.min(w * 0.5, h * 0.5, dx);
1294 …var dx = Math.max(0, Math.min(bounds.width / 4, bounds.width / 4, parseFloat(mxUtils.getValue(this…
1299 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 4, bounds.width / 4…
1341 {name: 'dx', dispName: 'Rounding Size', type: 'float', min:0, defVal:6},
1355 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))) * 2;
1357 dx = Math.min(w * 0.5, h * 0.5, dx);
1378 …var dx = Math.max(0, Math.min(bounds.width / 4, bounds.width / 4, parseFloat(mxUtils.getValue(this…
1383 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 4, bounds.width / 4…
1426 {name: 'dx', dispName: 'Cutoff Size', type: 'float', min:0, defVal:6},
1440 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))) * 2;
1442 dx = Math.min(w * 0.5, h * 0.5, dx);
1465 …var dx = Math.max(0, Math.min(bounds.width / 4, bounds.width / 4, parseFloat(mxUtils.getValue(this…
1470 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 4, bounds.width / 4…
1510 {name: 'dx', dispName: 'Width', type: 'float', min:0, defVal:10},
1524 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1526 dx = Math.min(w * 0.5, h * 0.5, dx);
1550 …var dx = Math.max(0, Math.min(bounds.width / 2, bounds.width / 2, parseFloat(mxUtils.getValue(this…
1555 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.width / 2…
1564 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1565 dx = Math.min(w * 0.5, h * 0.5, dx);
1638 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1640 dx = Math.min(w * 0.25, h * 0.25, dx);
1675 …var dx = Math.max(0, Math.min(bounds.width / 4, bounds.width / 4, parseFloat(mxUtils.getValue(this…
1680 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 4, bounds.width / 4…
1689 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1690 dx = Math.min(w * 0.5, h * 0.5, dx);
1726 {name: 'dx', dispName: 'Width', type: 'float', min:0, defVal:10},
1740 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1742 dx = Math.min(w * 0.25, h * 0.25, dx);
1777 …var dx = Math.max(0, Math.min(bounds.width / 4, bounds.width / 4, parseFloat(mxUtils.getValue(this…
1782 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 4, bounds.width / 4…
1791 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1792 dx = Math.min(w * 0.5, h * 0.5, dx);
1828 {name: 'dx', dispName: 'Width', type: 'float', min:0, defVal:10},
1842 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1844 dx = Math.min(w * 0.5, h * 0.5, dx);
1865 …var dx = Math.max(0, Math.min(bounds.width / 2, bounds.width / 2, parseFloat(mxUtils.getValue(this…
1870 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.width / 2…
1879 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1881 dx = Math.min(w * 0.5, h * 0.5, dx);
1933 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1935 dx = Math.min(w, h, dx);
1940 c.lineTo(w, Math.min(dx * 100 / w, h));
1941 c.lineTo(Math.min(dx * 100 / h, w), h);
1954 …var dx = Math.max(0, Math.min(bounds.width / 2, parseFloat(mxUtils.getValue(this.state.style, 'dx'…
1959 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.width / 2…
1968 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1969 dx = Math.min(w, h, dx);
1974 …constr.push(new mxConnectionConstraint(new mxPoint(0, 0), false, null, w, Math.min(dx * 100 / w, h…
1975 …constr.push(new mxConnectionConstraint(new mxPoint(0, 0), false, null, w, Math.min(dx * 100 / w, h…
1976 …tionConstraint(new mxPoint(0, 0), false, null, (w + Math.min(dx * 100 / h, w)) * 0.5, (Math.min(dx…
1977 …constr.push(new mxConnectionConstraint(new mxPoint(0, 0), false, null, Math.min(dx * 100 / h, w), …
1978 …constr.push(new mxConnectionConstraint(new mxPoint(0, 0), false, null, Math.min(dx * 100 / h, w) *…
2005 {name: 'dx', dispName: 'Width', type: 'float', min:0, defVal:25}
2019 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2021 dx = Math.min(w * 0.5, h * 0.5, dx);
2047 …var dx = Math.max(0, Math.min(bounds.width / 2, bounds.width / 2, parseFloat(mxUtils.getValue(this…
2052 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.width / 2…
2094 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2096 dx = Math.min(w * 0.5, h * 0.5, dx);
2131 …var dx = Math.max(0, Math.min(bounds.width / 2, bounds.width / 2, parseFloat(mxUtils.getValue(this…
2136 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.width / 2…
2145 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2146 dx = Math.min(w * 0.5, h * 0.5, dx);
2194 {name: 'dx', dispName: 'Button Height', type: 'float', min:0, defVal:10}
2208 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2210 dx = Math.min(w * 0.5, h * 0.5, dx);
2274 …var dx = Math.max(0, Math.min(bounds.width / 2, bounds.width / 2, parseFloat(mxUtils.getValue(this…
2279 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.width / 2…
2307 {name: 'dx', dispName: 'Button Height', type: 'float', min:0, defVal:10}
2323 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2325 dx = Math.min(w * 0.5, h * 0.5, dx);
2384 …var dx = Math.max(0, Math.min(bounds.width / 2, bounds.width / 2, parseFloat(mxUtils.getValue(this…
2389 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.width / 2…
2418 {name: 'startAngle', dispName: 'Start Angle', type: 'float', min:0, max:1, defVal: 0.2},
2419 {name: 'endAngle', dispName: 'End Angle', type: 'float', min:0, max:1, defVal: 0.9}
2432 …var startAngleSource = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'startAngle…
2433 …var endAngleSource = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'endAngle', t…
2495 …var startAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.styl…
2500 …var handleX = Math.round(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (…
2501 …var handleY = -Math.round(100 * Math.max(-1, Math.min(1, (pt.y - bounds.y - bounds.height * 0.5) /…
2516 …var endAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style,…
2521 …var handleX = Math.round(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (…
2522 …var handleY = -Math.round(100 * Math.max(-1, Math.min(1, (pt.y - bounds.y - bounds.height * 0.5) /…
2562 {name: 'startAngle', dispName: 'Start Angle', type: 'float', min:0, max:1, defVal: 0.3},
2563 {name: 'endAngle', dispName: 'End Angle', type: 'float', min:0, max:1, defVal:0.1}
2577 …var startAngleSource = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'startAngle…
2578 …var endAngleSource = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'endAngle', t…
2637 …var startAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.styl…
2642 …var handleX = Math.round(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (…
2643 …var handleY = -Math.round(100 * Math.max(-1, Math.min(1, (pt.y - bounds.y - bounds.height * 0.5) /…
2658 …var endAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style,…
2663 …var handleX = Math.round(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (…
2664 …var handleY = -Math.round(100 * Math.max(-1, Math.min(1, (pt.y - bounds.y - bounds.height * 0.5) /…
2705 {name: 'startAngle', dispName: 'Start Angle', type: 'float', min:0, max:1, defVal:0.25},
2706 {name: 'endAngle', dispName: 'End Angle', type: 'float', min:0, max:1, defVal:0.1},
2707 {name: 'arcWidth', dispName: 'Arc Width', type: 'float', min:0, max:1, defVal:0.5}
2721 …var startAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'st…
2722 …var endAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'endA…
2723 …var arcWidth = 1 - Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'arcWidth', thi…
2774 …var startAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.styl…
2779 …var handleX = Math.round(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (…
2780 …var handleY = -Math.round(100 * Math.max(-1, Math.min(1, (pt.y - bounds.y - bounds.height * 0.5) /…
2795 …var endAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style,…
2800 …var handleX = Math.round(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (…
2801 …var handleY = -Math.round(100 * Math.max(-1, Math.min(1, (pt.y - bounds.y - bounds.height * 0.5) /…
2817 …var arcWidth = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'arcWidth', t…
2822 …this.state.style['arcWidth'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.wid…
2862 var dy = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
2866 var d = Math.min(dy, w - 2 * inset, h - inset);
2890 …var dy = Math.max(0, Math.min(bounds.width, bounds.width, parseFloat(mxUtils.getValue(this.state.s…
2895 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height, bounds.width, pt.y -…
2935 …var startAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'st…
2936 …var endAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'endA…
2937 …var arcWidth = 1 - Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'arcWidth', thi…
2989 …var startAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.styl…
2994 …var handleX = Math.round(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (…
2995 …var handleY = -Math.round(100 * Math.max(-1, Math.min(1, (pt.y - bounds.y - bounds.height * 0.5) /…
3010 …var endAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style,…
3015 …var handleX = Math.round(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (…
3016 …var handleY = -Math.round(100 * Math.max(-1, Math.min(1, (pt.y - bounds.y - bounds.height * 0.5) /…
3032 …var arcWidth = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'arcWidth', t…
3037 …this.state.style['arcWidth'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.wid…
3067 {name: 'dx', dispName: 'Rounding Size', type: 'float', min:0, defVal:6}
3081 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))) * 2;
3083 dx = Math.min(w * 0.5, h * 0.5, dx);
3106 …var dx = Math.max(0, Math.min(bounds.width / 4, bounds.width / 4, parseFloat(mxUtils.getValue(this…
3111 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 4, bounds.width / 4…
3217 … var x = Math.round(100 * Math.max(0, Math.min(1, (pt.x - bounds.x) / bounds.width))) / 100;
3218 … var y = Math.round(100 * Math.max(0, Math.min(1, (pt.y - bounds.y) / bounds.height))) / 100;
3259 {name: 'step', dispName: 'Fill Step', type: 'float', min:0, defVal:5},
3270 {name: 'fillStrokeWidth', dispName: 'Fill Stroke Width', type: 'float', min:0, defVal:1},