Lines Matching refs:cx
400 else if(i+1 < pts.length && !("cx" in pts[i+1])){
434 if("cx" in p && "cy" in p && hitRect(pointHandle(p.cx, p.cy), mx - offset.x, my - offset.y)){
568 if("cx" in pt && "cy" in pt)
569 pt.cx += dx, pt.cy += dy;
597 var props = ["x", "cx", "dx"];
700 if("cx" in nextpoint && "cy" in nextpoint){
701 var dx = nextpoint.cx - curpoint.x;
706 nextpoint.cx = curpoint.x + len * Math.cos(newangle);
717 var newangle = Math.atan2(prevpoint.y - curpoint.cy, prevpoint.x - curpoint.cx);
973 if(0 < i && "cx" in pt && "cy" in pt){
974 drawHandle(pt.cx + offset.x, pt.cy + offset.y, '#ff7f7f', true);
1004 if("cx" in this.points[i] && "cy" in this.points[i])
1005 dat += this.points[i].cx+","+this.points[i].cy+",";
1035 pt.cx = parseFloat(pt2[0]);
1144 if(i !== 0 && ("cx" in pt && "cy" in pt || "dx" in pt && "dy" in pt)){
1147 if("cx" in pt && "cy" in pt)
1148 src += pt.cx+","+pt.cy+" ";
1189 pt.cx = parseFloat(pt2[0]);
2438 if("cx" in arr[i] && "cy" in arr[i]){
2440 ctx.bezierCurveTo(arr[i].cx, arr[i].cy, arr[i].dx, arr[i].dy, arr[i].x, arr[i].y);
2442 ctx.bezierCurveTo(arr[i].cx, arr[i].cy, arr[i].x, arr[i].y, arr[i].x, arr[i].y);
2452 if("cx" in first2 && "cy" in first2 && (first2.cx !== first.x || first2.cy !== first.y))
2453 a[0] = {x: first2.cx, y: first2.cy};
2466 else if("cx" in last && "cy" in last && (last.cx !== last.x || last.cy !== last.y))
2467 a[0] = {x: last.cx, y: last.cy};
2533 d.cx = 2 * prev.x - prev.dx;
2578 // cx and cy should be moved with the previous vertex.