Lines Matching refs:dx

402 					if(0 < i && !("dx" in p))

445 if("dx" in p && "dy" in p && hitRect(pointHandle(p.dx, p.dy), mx - offset.x, my - offset.y)){
563 var dx = mx - movebase[0];
569 pt.x += dx;
573 pt.cx += dx, pt.cy += dy;
574 if("dx" in pt && "dy" in pt)
575 pt.dx += dx, pt.dy += dy;
601 var props = ["x", "cx", "dx"];
665 var relmove = function(name, idx, dx, dy){
669 if((name + "x") in p1) p1[name + "x"] += dx;
677 var dx = mx - pointMoving.points[pointMovingIdx].x;
683 relmove("c", 1, dx, dy);
684 relmove("d", 0, dx, dy);
705 var dx = nextpoint.cx - curpoint.x;
707 var len = Math.sqrt(dx * dx + dy * dy);
708 var angle = Math.atan2(dy, dx);
709 var newangle = Math.atan2(curpoint.y - curpoint.dy, curpoint.x - curpoint.dx);
716 if("dx" in prevpoint && "dy" in prevpoint){
717 var dx = prevpoint.dx - prevpoint.x;
719 var len = Math.sqrt(dx * dx + dy * dy);
720 var angle = Math.atan2(dy, dx);
722 prevpoint.dx = prevpoint.x + len * Math.cos(newangle);
981 if("dx" in pt && "dy" in pt){
982 drawHandle(pt.dx + offset.x, pt.dy + offset.y, '#ff7f7f', true);
1010 if("dx" in this.points[i] && "dy" in this.points[i])
1011 dat += this.points[i].dx+","+this.points[i].dy+",";
1043 pt.dx = parseFloat(pt2[pt2.length-4]);
1148 if(i !== 0 && ("cx" in pt && "cy" in pt || "dx" in pt && "dy" in pt)){
1155 if("dx" in pt && "dy" in pt)
1156 src += pt.dx+","+pt.dy+" ";
1197 pt.dx = parseFloat(pt2[pt2.length-4]);
2443 if("dx" in arr[i] && "dy" in arr[i])
2444 ctx.bezierCurveTo(arr[i].cx, arr[i].cy, arr[i].dx, arr[i].dy, arr[i].x, arr[i].y);
2448 else if("dx" in arr[i] && "dy" in arr[i])
2449 ctx.bezierCurveTo(arr[i-1].x, arr[i-1].y, arr[i].dx, arr[i].dy, arr[i].x, arr[i].y);
2458 else if("dx" in first2 && "dy" in first2 && (first2.dx !== first.x || first2.dy !== first.y))
2459 a[0] = {x: first2.dx, y: first2.dy};
2468 if("dx" in last && "dy" in last && (last.dx !== last.x || last.dy !== last.y))
2469 a[0] = {x: last.dx, y: last.dy};
2495 drawHandle(last.dx, last.dy, "#ff7f7f", true);
2496 var next = {x: 2 * last.x - last.dx, y: 2 * last.y - last.dy};
2536 if("dx" in prev && "dy" in prev){
2537 d.cx = 2 * prev.x - prev.dx;
2568 pt.dx = 2 * pt.x - d.x;
2577 var dx = coord.x - pt.x;
2581 // Only move dx and dy along with x, y.
2583 if("dx" in pt && "dy" in pt)
2584 pt.dx += dx, pt.dy += dy;