Lines Matching refs:min

29 	{name:'dy', dispName:'Circle Size', min:0, defVal: 25}
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);
123 {name:'startAngle', dispName:'Start Angle', min:0, max:1, defVal: 0.75},
124 {name:'endAngle', dispName:'End Angle', min:0, max:1, defVal: 0.25},
125 {name:'arcWidth', dispName:'Arc Width', min:0, max:1, defVal: 0.25}
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…
191 …var startAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.styl…
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) /…
212 …var endAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style,…
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) /…
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…
271 {name:'dx', dispName:'Angle', min:0, defVal: 15}
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))));
354 {name:'dx', dispName:'Roll Length', min:0, defVal: 185},
355 {name:'dy', dispName:'Ribbon Width', min:0, defVal: 15}
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))));
477 {name:'dx', dispName:'Fold Length', min:0, defVal: 25},
478 {name:'dy', dispName:'Ribbon Width', min:0, defVal: 15}
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))));
600 {name:'dx', dispName:'Fold Length', min:0, defVal: 25},
601 {name:'dy', dispName:'Ribbon Width', min:0, defVal: 15},
602 {name:'notch', dispName:'Notch', min:0, defVal: 15}
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…
733 {name:'dx', dispName:'Fold Length', min:0, defVal: 25},
734 {name:'dy', dispName:'Ribbon Width', min:0, defVal: 15},
735 {name:'notch', dispName:'Notch', min:0, defVal: 15}
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…
865 {name:'dx', dispName:'Fold Length', min:0, defVal: 25},
866 {name:'dy', dispName:'Ribbon Width', min:0, defVal: 15},
867 {name:'notch', dispName:'Notch', min:0, defVal: 15}
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);
1023 {name:'dy', dispName:'Ribbon Width', min:0, defVal: 15}
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));
1488 var rx = Math.max(0, Math.min(w * 0.5, h * 0.4, h * 0.5 - 7));
1564 var rx = Math.max(0, Math.min(w * 0.5, h * 0.4, h * 0.5 - 7));
1601 {name:'dx', dispName: 'Fold Length', type:'float', defVal:32, min:0},
1602 {name:'dy', dispName: 'Banner Width', type:'float', defVal:17, min:0},
1603 {name:'notch', dispName: 'Notch', type:'float', defVal:15, min:0}
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);
1786 {name:'isoAngle', dispName: 'Perspective', type:'float', defVal:15, min:0}
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);
1904 {name:'startAngle', dispName:'Start Angle', min:0, max:1, defVal: 0.25},
1905 {name:'endAngle', dispName:'End Angle', min:0, max:1, defVal: 0.1},
1906 {name:'arcWidth', dispName:'Arc Width', min:0, max:1, defVal: 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…
2012 …var startAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.styl…
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) /…
2033 …var endAngle = 2 * Math.PI * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style,…
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) /…
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…
2110 {name:'dx', dispName:'Banner Width', min:0, defVal: 40},
2111 {name:'dx2', dispName:'Spike Size', min:0, defVal: 20},
2112 {name:'notch', dispName:'Notch Size', min:0, defVal: 15}
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…
2274 {name:'dy', dispName:'Hole Size', min:0, defVal: 15}
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));
2383 {name:'notch1', dispName:'Notch Size', min:0, defVal: 20},
2384 {name:'notch2', dispName:'Spike Size', min:0, defVal: 20}
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…
2487 {name:'dx', dispName:'Callout Position', min:0, defVal: 100},
2488 {name:'dy', dispName:'Callout Size', min:0, defVal: 30}
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))));
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))));
2545 var x2 = Math.min(dx + dy * 0.35, w);
2587 {name:'dx', dispName:'Pole Width', min:0, defVal: 30},
2588 {name:'dy', dispName:'Spike Size', min:0, defVal: 20}
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))));