Lines Matching refs:width

64 …var dx = Math.max(0, Math.min(bounds.width / 2, bounds.width / 2, parseFloat(mxUtils.getValue(this…
66 return new mxPoint(bounds.x + bounds.width / 2 + dx, bounds.y + bounds.height / 2 - dx);
69 …nd(100 * Math.max(0, Math.min(bounds.height / 2, bounds.width / 2, pt.x - bounds.x - bounds.width
144 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
151 …this.state.style['dx'] = Math.round(100 * Math.max(y, Math.min(bounds.width - y, pt.x - bounds.x))…
253 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
260 …this.state.style['dx'] = Math.round(100 * Math.max(y, Math.min(bounds.width - y, pt.x - bounds.x))…
264 …var size = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'size'…
266 return new mxPoint(bounds.x + bounds.width - size, bounds.y + 10);
270 … Math.round(100 * Math.max(0, Math.min(bounds.width / 2, (bounds.height - dy) / 2, bounds.x + boun…
373 return new mxPoint(bounds.x + bounds.width / 2, bounds.y + dy * bounds.height);
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…
568 var isoH = Math.min(bounds.width * Math.tan(isoAngle), bounds.height * 0.5);
653 return new mxPoint(bounds.x + dx * bounds.width, bounds.y + 10);
656 …e.style['dx'] = Math.round(100 * Math.max(0, Math.min(1, (pt.x - bounds.x) / bounds.width))) / 100;
733 return new mxPoint(bounds.x + dx * bounds.width, bounds.y + bounds.height - 10);
736 …e.style['dx'] = Math.round(100 * Math.max(0, Math.min(1, (pt.x - bounds.x) / bounds.width))) / 100;
884 return new mxPoint(bounds.x + dx * bounds.width, bounds.y + 10);
887 …e.style['dx'] = Math.round(100 * Math.max(0, Math.min(1, (pt.x - bounds.x) / bounds.width))) / 100;
993 return new mxPoint(bounds.x + dx1 * bounds.width, bounds.y + 10);
996 ….style['dx1'] = Math.round(100 * Math.max(0, Math.min(1, (pt.x - bounds.x) / bounds.width))) / 100;
1003 return new mxPoint(bounds.x + dx2 * bounds.width, bounds.y + bounds.height - 10);
1006 ….style['dx2'] = Math.round(100 * Math.max(0, Math.min(1, (pt.x - bounds.x) / bounds.width))) / 100;
1027 return new mxPoint(bounds.x + bounds.width - 10, bounds.y + dy2 * bounds.height);
1119 return new mxPoint(bounds.x + dx * bounds.width / 2, bounds.y + dx * bounds.height / 2);
1122 …yle['dx'] = Math.round(100 * Math.max(0, Math.min(1, 2 * (pt.x - bounds.x) / bounds.width))) / 100;
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
2131 …var dx = Math.max(0, Math.min(bounds.width / 2, bounds.width / 2, parseFloat(mxUtils.getValue(this…
2133 return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height - dx);
2136 ….round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.width / 2, - pt.x + bounds.width + bou…
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…
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…
2497 …return new mxPoint(bounds.x + bounds.width * 0.5 + Math.sin(startAngle) * bounds.width * 0.5, boun…
2500 …ound(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (bounds.width * 0.5))…
2518 …return new mxPoint(bounds.x + bounds.width * 0.5 + Math.sin(endAngle) * bounds.width * 0.5, bounds…
2521 …ound(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (bounds.width * 0.5))…
2639 …return new mxPoint(bounds.x + bounds.width * 0.5 + Math.sin(startAngle) * bounds.width * 0.5, boun…
2642 …ound(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (bounds.width * 0.5))…
2660 …return new mxPoint(bounds.x + bounds.width * 0.5 + Math.sin(endAngle) * bounds.width * 0.5, bounds…
2663 …ound(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (bounds.width * 0.5))…
2776 …return new mxPoint(bounds.x + bounds.width * 0.5 + Math.sin(startAngle) * bounds.width * 0.5, boun…
2779 …ound(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (bounds.width * 0.5))…
2797 …return new mxPoint(bounds.x + bounds.width * 0.5 + Math.sin(endAngle) * bounds.width * 0.5, bounds…
2800 …ound(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (bounds.width * 0.5))…
2819 return new mxPoint(bounds.x + bounds.width / 2, bounds.y + arcWidth * bounds.height * 0.5);
2822 …Width'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.width / 2, (pt.y - bound…
2890 …var dy = Math.max(0, Math.min(bounds.width, bounds.width, parseFloat(mxUtils.getValue(this.state.s…
2892 return new mxPoint(bounds.x + bounds.width / 2, bounds.y + dy);
2895 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height, bounds.width, pt.y -…
2991 …return new mxPoint(bounds.x + bounds.width * 0.5 + Math.sin(startAngle) * bounds.width * 0.5, boun…
2994 …ound(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (bounds.width * 0.5))…
3012 …return new mxPoint(bounds.x + bounds.width * 0.5 + Math.sin(endAngle) * bounds.width * 0.5, bounds…
3015 …ound(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (bounds.width * 0.5))…
3034 return new mxPoint(bounds.x + bounds.width / 2, bounds.y + arcWidth * bounds.height * 0.5);
3037 …Width'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.width / 2, (pt.y - bound…
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…
3214 … return new mxPoint(bounds.x + c[index][0] * bounds.width, bounds.y + c[index][1] * bounds.height);
3217 … var x = Math.round(100 * Math.max(0, Math.min(1, (pt.x - bounds.x) / bounds.width))) / 100;