Lines Matching full:math

41 	var dy = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
45 var d = Math.min(dy, w - 2 * inset, h - inset);
67 …var dy = Math.max(0, Math.min(bounds.width, bounds.width, parseFloat(mxUtils.getValue(this.state.s…
72 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height, bounds.width, pt.y -…
81 var dy = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
83 var d = Math.min(dy, w - 2 * inset, h - inset);
137 …var startAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'st…
138 …var endAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'endA…
139 …var arcWidth = 1 - Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'arcWidth', thi…
145 var startX = rx + Math.sin(startAngle) * rx;
146 var startY = ry - Math.cos(startAngle) * ry;
147 var innerStartX = rx + Math.sin(startAngle) * rx2;
148 var innerStartY = ry - Math.cos(startAngle) * ry2;
149 var endX = rx + Math.sin(endAngle) * rx;
150 var endY = ry - Math.cos(endAngle) * ry;
151 var innerEndX = rx + Math.sin(endAngle) * rx2;
152 var innerEndY = ry - Math.cos(endAngle) * ry2;
158 angDiff = angDiff + Math.PI * 2;
163 if (angDiff > Math.PI)
191 …var startAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.styl…
193 …int(bounds.x + bounds.width * 0.5 + Math.sin(startAngle) * bounds.width * 0.5, bounds.y + bounds.h…
196 …var handleX = Math.round(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (…
197 …var handleY = -Math.round(100 * Math.max(-1, Math.min(1, (pt.y - bounds.y - bounds.height * 0.5) /…
199 var res = 0.5 * Math.atan2(handleX, handleY) / Math.PI;
212 …var endAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style,…
214 …oint(bounds.x + bounds.width * 0.5 + Math.sin(endAngle) * bounds.width * 0.5, bounds.y + bounds.he…
217 …var handleX = Math.round(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (…
218 …var handleY = -Math.round(100 * Math.max(-1, Math.min(1, (pt.y - bounds.y - bounds.height * 0.5) /…
220 var res = 0.5 * Math.atan2(handleX, handleY) / Math.PI;
234 …var arcWidth = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'arcWidth', t…
239 …this.state.style['arcWidth'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.wid…
283 var dx = Math.max(0, Math.min(w * 0.5, 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'…
305 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width / 2, pt.x - bounds.x))…
314 var dx = Math.max(0, Math.min(w * 0.5, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
367 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
368 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
416 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
417 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy…
422 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width, pt.x - bounds.x))) / …
423 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, pt.y - bounds.y)…
432 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
433 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
490 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
491 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
539 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
540 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy…
545 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width, pt.x - bounds.x))) / …
546 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, pt.y - bounds.y)…
555 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
556 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
614 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
615 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
616 …var notch = Math.max(0, Math.min(w - dx, parseFloat(mxUtils.getValue(this.style, 'notch', this.not…
658 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
659 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy…
664 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width, pt.x - bounds.x))) / …
665 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, pt.y - bounds.y)…
670 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy…
671 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
676 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width, (bounds.width + bo…
687 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
688 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
689 …var notch = Math.max(0, Math.min(w - dx, parseFloat(mxUtils.getValue(this.style, 'notch', this.not…
747 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
748 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
749 …var notch = Math.max(0, Math.min(w - dx, parseFloat(mxUtils.getValue(this.style, 'notch', this.not…
790 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
791 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy…
796 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width, pt.x - bounds.x))) / …
797 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, pt.y - bounds.y)…
802 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy…
803 …var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notc…
808 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width, (bounds.width + bo…
819 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
820 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
821 …var notch = Math.max(0, Math.min(w - dx, parseFloat(mxUtils.getValue(this.style, 'notch', this.not…
879 var dx = Math.max(0, Math.min(w / 2, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
880 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
881 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
883 dx = Math.min(w / 2 - 2 * dy, dx);
885 notch = Math.min(dx, notch);
944 …var dx = Math.max(0, Math.min(bounds.width / 2, parseFloat(mxUtils.getValue(this.state.style, 'dx'…
945 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy…
950 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width / 2, bounds.x + bounds…
951 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, pt.y - bounds.y)…
956 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy…
957 …var dx = Math.max(0, Math.min(bounds.width / 2, parseFloat(mxUtils.getValue(this.state.style, 'dx'…
958 …var notch = Math.max(0, Math.min(dx, parseFloat(mxUtils.getValue(this.state.style, 'notch', this.n…
963 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width, (bounds.width + bo…
974 var dx = Math.max(0, Math.min(w / 2, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
975 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
976 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
977 dx = Math.min(w / 2 - 2 * dy, dx);
978 notch = Math.min(dx, notch);
1035 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1037 var rx = Math.max(0, Math.min(w * 0.5, w * 0.5 - dy));
1038 var ry = Math.max(0, Math.min(h * 0.5, h * 0.5 - dy));
1062 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy…
1067 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, pt.y - bounds.y)…
1076 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1077 var rx = Math.max(0, Math.min(w * 0.5, w * 0.5 - dy));
1078 var ry = Math.max(0, Math.min(h * 0.5, h * 0.5 - dy));
1206 var h1 = Math.max(h - w * 0.3, 0);
1250 var h1 = Math.max(h - w * 0.3, 0);
1295 var h1 = Math.max(w * 0.1, 0);
1343 var h1 = Math.max(w * 0.1, 0);
1488 var rx = Math.max(0, Math.min(w * 0.5, h * 0.4, h * 0.5 - 7));
1499 var rxMin = Math.max(rx * 0.1, 6);
1564 var rx = Math.max(0, Math.min(w * 0.5, h * 0.4, h * 0.5 - 7));
1615 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1616 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1617 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
1619 dx = Math.min(w - 2 * dy, dx);
1621 …var dx2 = Math.max(0, Math.min(w - dx - 2 * dy, parseFloat(mxUtils.getValue(this.style, 'dx2', thi…
1623 notch = Math.min(dx, notch);
1681 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1682 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy…
1687 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width, bounds.x + bounds.wid…
1688 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, pt.y - bounds.y)…
1693 …var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy…
1694 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1695 …var notch = Math.max(0, Math.min(dx, parseFloat(mxUtils.getValue(this.state.style, 'notch', this.n…
1700 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width, (bounds.width + bo…
1707 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1708 …var dy = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'dy', t…
1709 …var dx2 = Math.max(0, Math.min(bounds.width - dx, parseFloat(mxUtils.getValue(this.state.style, 'd…
1714 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
1715 …var dy = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'dy', t…
1717 …this.state.style['dx2'] = Math.round(100 * Math.max(0, Math.min(bounds.width - dx - 2 * dy, pt.x -…
1729 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
1730 var dy = Math.max(0, Math.min(h * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
1731 …var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))…
1732 dx = Math.min(w - 2 * dy, dx);
1733 …var dx2 = Math.max(0, Math.min(w - dx - 2 * dy, parseFloat(mxUtils.getValue(this.style, 'dx2', thi…
1734 notch = Math.min(dx, notch);
1798 …var isoAngle = Math.max(0.01, Math.min(94, parseFloat(mxUtils.getValue(this.style, 'isoAngle', thi…
1799 var isoH = Math.min(w * Math.tan(isoAngle), h * 0.5);
1839 …var isoAngle = Math.max(0.01, Math.min(94, parseFloat(mxUtils.getValue(this.state.style, 'isoAngle…
1840 var isoH = Math.min(bounds.width * Math.tan(isoAngle), bounds.height * 0.5);
1845 …this.state.style['isoAngle'] = Math.round(100 * Math.max(0, Math.min(100, pt.y - bounds.y))) / 100;
1854 …var isoAngle = Math.max(0.01, Math.min(94, parseFloat(mxUtils.getValue(this.style, 'isoAngle', thi…
1855 var isoH = Math.min(w * Math.tan(isoAngle), h * 0.5);
1918 …var startAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'st…
1919 …var endAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'endA…
1920 …var arcWidth = 1 - Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'arcWidth', thi…
1930 angDiff = angDiff + Math.PI * 2;
1932 else if (angDiff == Math.PI)
1937 var startX = rx + Math.sin(startAngle) * rx;
1938 var startY = ry - Math.cos(startAngle) * ry;
1939 var innerStartX = rx + Math.sin(startAngle) * rx2;
1940 var innerStartY = ry - Math.cos(startAngle) * ry2;
1941 var endX = rx + Math.sin(endAngle) * rx;
1942 var endY = ry - Math.cos(endAngle) * ry;
1943 var innerEndX = rx + Math.sin(endAngle) * rx2;
1944 var innerEndY = ry - Math.cos(endAngle) * ry2;
1948 if (angDiff <= Math.PI)
2012 …var startAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.styl…
2014 …int(bounds.x + bounds.width * 0.5 + Math.sin(startAngle) * bounds.width * 0.5, bounds.y + bounds.h…
2017 …var handleX = Math.round(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (…
2018 …var handleY = -Math.round(100 * Math.max(-1, Math.min(1, (pt.y - bounds.y - bounds.height * 0.5) /…
2020 var res = 0.5 * Math.atan2(handleX, handleY) / Math.PI;
2033 …var endAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style,…
2035 …oint(bounds.x + bounds.width * 0.5 + Math.sin(endAngle) * bounds.width * 0.5, bounds.y + bounds.he…
2038 …var handleX = Math.round(100 * Math.max(-1, Math.min(1, (pt.x - bounds.x - bounds.width * 0.5) / (…
2039 …var handleY = -Math.round(100 * Math.max(-1, Math.min(1, (pt.y - bounds.y - bounds.height * 0.5) /…
2041 var res = 0.5 * Math.atan2(handleX, handleY) / Math.PI;
2055 …var arcWidth = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'arcWidth', t…
2060 …this.state.style['arcWidth'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.wid…
2124 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2125 var dx2 = Math.max(0, Math.min(w - dx, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
2126 …var notch = Math.max(0, Math.min(h - dx, parseFloat(mxUtils.getValue(this.style, 'notch', this.not…
2175 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
2180 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width, bounds.x + bounds.wid…
2185 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
2186 …var notch = Math.max(0, Math.min(bounds.height - dx, parseFloat(mxUtils.getValue(this.state.style,…
2191 …this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.height, (bounds.height + …
2198 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
2199 …var dx2 = Math.max(0, Math.min(bounds.width - dx, parseFloat(mxUtils.getValue(this.state.style, 'd…
2204 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
2206 …this.state.style['dx2'] = Math.round(100 * Math.max(0, Math.min(bounds.width - dx, pt.x - bounds.x…
2217 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2218 var dx2 = Math.max(0, Math.min(w - dx, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))));
2219 …var notch = Math.max(0, Math.min(h - dx, parseFloat(mxUtils.getValue(this.style, 'notch', this.not…
2286 …var dy = Math.max(0, Math.min(h * 0.5 - 10, w * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy',…
2288 var rx = Math.max(0, Math.min(w * 0.5, h * 0.5 - 10));
2325 …var dy = Math.max(0, Math.min(bounds.height / 2, bounds.width / 2, parseFloat(mxUtils.getValue(thi…
2330 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2, bounds.width / 2…
2339 …var dy = Math.max(0, Math.min(h * 0.5 - 10, w * 0.5, parseFloat(mxUtils.getValue(this.style, 'dy',…
2340 var rx = Math.max(0, Math.min(w * 0.5, h * 0.5 - 10));
2396 …var notch1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch1', this.notch2…
2397 …var notch2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch2', this.notch2…
2416 …var notch1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'not…
2421 …this.state.style['notch1'] = Math.round(100 * Math.max(0, Math.min(bounds.width, pt.x - bounds.x))…
2426 …var notch2 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'not…
2431 …this.state.style['notch2'] = Math.round(100 * Math.max(0, Math.min(bounds.width, (bounds.width + b…
2442 …var notch1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch1', this.notch2…
2443 …var notch2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch2', this.notch2…
2500 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2501 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
2503 var x1 = Math.max(dx - dy * 0.35, 0);
2504 var x2 = Math.min(dx + dy * 0.35, w);
2526 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
2527 …var dy = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'dy', t…
2532 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width, pt.x - bounds.x))) / …
2533 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height, bounds.y + bounds.he…
2542 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2543 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
2544 var x1 = Math.max(dx - dy * 0.35, 0);
2545 var x2 = Math.min(dx + dy * 0.35, w);
2600 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2601 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));
2632 …var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', th…
2633 …var dy = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'dy', t…
2638 …this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width, pt.x - bounds.x))) / …
2639 …this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height, bounds.y + bounds.he…
2648 var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx))));
2649 var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy))));