/** * $Id: mxArrows.js,v 1.5 2016/03/23 12:32:06 mate Exp $ * Copyright (c) 2006-2016, JGraph Ltd */ //********************************************************************************************************************************************************** //Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2Arrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.notch = 0; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2Arrow, mxActor); mxShapeArrows2Arrow.prototype.cst = { ARROW : 'mxgraph.arrows2.arrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2Arrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))); c.begin(); c.moveTo(0, dy); c.lineTo(w - dx, dy); c.lineTo(w - dx, 0); c.lineTo(w, h * 0.5); c.lineTo(w - dx, h); c.lineTo(w - dx, h - dy); c.lineTo(0, h - dy); c.lineTo(notch, h * 0.5); c.close(); c.fillAndStroke(); }; mxShapeArrows2Arrow.prototype.getLabelBounds = function(rect) { if (mxUtils.getValue(this.style, "boundedLbl", false)) { var w = rect.width; var h = rect.height; var dy, dx; var direction = this.direction || mxConstants.DIRECTION_EAST; if (mxUtils.getValue(this.style, "flipH", false)) { if (direction == mxConstants.DIRECTION_WEST) direction = mxConstants.DIRECTION_EAST; else if (direction == mxConstants.DIRECTION_EAST) direction = mxConstants.DIRECTION_WEST; } if (mxUtils.getValue(this.style, "flipV", false)) { if (direction == mxConstants.DIRECTION_NORTH) direction = mxConstants.DIRECTION_SOUTH; else if (direction == mxConstants.DIRECTION_SOUTH) direction = mxConstants.DIRECTION_NORTH; } if (direction == mxConstants.DIRECTION_NORTH || direction == mxConstants.DIRECTION_SOUTH) { dy = w * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); dx = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); } else { dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); } if (direction == mxConstants.DIRECTION_EAST) { return new mxRectangle(rect.x, rect.y + dy, w - dx, h - 2 * dy); } else if (direction == mxConstants.DIRECTION_WEST) { return new mxRectangle(rect.x + dx, rect.y + dy, w - dx, h - 2 * dy); } else if (direction == mxConstants.DIRECTION_NORTH) { return new mxRectangle(rect.x + dy, rect.y + dx, w - 2 * dy, h - dx); } else { return new mxRectangle(rect.x + dy, rect.y, w - 2 * dy, h - dx); } } return rect; }; mxCellRenderer.registerShape(mxShapeArrows2Arrow.prototype.cst.ARROW, mxShapeArrows2Arrow); mxShapeArrows2Arrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2Arrow.prototype.cst.ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx', 'dy'], function(bounds) { var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + dy * bounds.height / 2); }, function(bounds, pt) { this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100; })]; var handle2 = Graph.createHandle(state, ['notch'], function(bounds) { var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)))); return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2); }, function(bounds, pt) { this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), pt.x - bounds.x))) / 100; }); handles.push(handle2); return handles; } //********************************************************************************************************************************************************** //Two Way Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2TwoWayArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2TwoWayArrow, mxActor); mxShapeArrows2TwoWayArrow.prototype.cst = { TWO_WAY_ARROW : 'mxgraph.arrows2.twoWayArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2TwoWayArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); c.begin(); c.moveTo(dx, dy); c.lineTo(w - dx, dy); c.lineTo(w - dx, 0); c.lineTo(w, h * 0.5); c.lineTo(w - dx, h); c.lineTo(w - dx, h - dy); c.lineTo(dx, h - dy); c.lineTo(dx, h); c.lineTo(0, h * 0.5); c.lineTo(dx, 0); c.close(); c.fillAndStroke(); }; mxShapeArrows2TwoWayArrow.prototype.getLabelBounds = function(rect) { if (mxUtils.getValue(this.style, "boundedLbl", false)) { var w = rect.width; var h = rect.height; var vertical = this.direction == mxConstants.DIRECTION_NORTH || this.direction == mxConstants.DIRECTION_SOUTH; var dy, dx; if (vertical) { dy = w * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); dx = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); } else { dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); } if (vertical) { return new mxRectangle(rect.x + dy, rect.y + dx, w - 2 * dy, h - 2 * dx); } else { return new mxRectangle(rect.x + dx, rect.y + dy, w - 2 * dx, h - 2 * dy); } } return rect; }; mxCellRenderer.registerShape(mxShapeArrows2TwoWayArrow.prototype.cst.TWO_WAY_ARROW, mxShapeArrows2TwoWayArrow); mxShapeArrows2TwoWayArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2TwoWayArrow.prototype.cst.TWO_WAY_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx', 'dy'], function(bounds) { var dx = Math.max(0, Math.min(bounds.width / 2, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + dy * bounds.height / 2); }, function(bounds, pt) { this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width / 2, bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100; })]; return handles; } //********************************************************************************************************************************************************** //Stylised Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2StylisedArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.notch = 0; this.feather = 0.5; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2StylisedArrow, mxActor); mxShapeArrows2StylisedArrow.prototype.cst = { STYLISED_ARROW : 'mxgraph.arrows2.stylisedArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2StylisedArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))); var feather = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'feather', this.feather)))); c.begin(); c.moveTo(0, feather); c.lineTo(w - dx, dy); c.lineTo(w - dx - 10, 0); c.lineTo(w, h * 0.5); c.lineTo(w - dx - 10, h); c.lineTo(w - dx, h - dy); c.lineTo(0, h - feather); c.lineTo(notch, h * 0.5); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2StylisedArrow.prototype.cst.STYLISED_ARROW, mxShapeArrows2StylisedArrow); mxShapeArrows2StylisedArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2StylisedArrow.prototype.cst.STYLISED_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx', 'dy'], function(bounds) { var dx = Math.max(0, Math.min(bounds.width - 10, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + dy * bounds.height / 2); }, function(bounds, pt) { this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - 10, bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100; })]; var handle2 = Graph.createHandle(state, ['notch'], function(bounds) { var notch = Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)))); return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2); }, function(bounds, pt) { this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), pt.x - bounds.x))) / 100; }); handles.push(handle2); var handle3 = Graph.createHandle(state, ['feather'], function(bounds) { var feather = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'feather', this.dy)))); return new mxPoint(bounds.x, bounds.y + feather * bounds.height / 2); }, function(bounds, pt) { this.state.style['feather'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100; }); handles.push(handle3); return handles; } //********************************************************************************************************************************************************** //Sharp Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2SharpArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy1 = 0.5; this.dx1 = 0.5; this.dx2 = 0.5; this.notch = 0; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2SharpArrow, mxActor); mxShapeArrows2SharpArrow.prototype.cst = { SHARP_ARROW : 'mxgraph.arrows2.sharpArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2SharpArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy1 = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1)))); var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1)))); var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2)))); var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))); var dx1a = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1)))); var dy1a = h * 0.5 * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1)))); var x2 = 0; if (h != 0) { x2 = dx1a + dx2 * dy1a * 2 / h; } c.begin(); c.moveTo(0, dy1); c.lineTo(w - dx1, dy1); c.lineTo(w - x2, 0); c.lineTo(w - dx2, 0); c.lineTo(w, h * 0.5); c.lineTo(w - dx2, h); c.lineTo(w - x2, h); c.lineTo(w - dx1, h - dy1); c.lineTo(0, h - dy1); c.lineTo(notch, h * 0.5); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2SharpArrow.prototype.cst.SHARP_ARROW, mxShapeArrows2SharpArrow); mxShapeArrows2SharpArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2SharpArrow.prototype.cst.SHARP_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx1', 'dy1'], function(bounds) { var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)))); var dy1 = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)))); return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + dy1 * bounds.height / 2); }, function(bounds, pt) { this.state.style['dx1'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy1'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100; })]; var handle2 = Graph.createHandle(state, ['notch'], function(bounds) { var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)))); return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2); }, function(bounds, pt) { this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)), pt.x - bounds.x))) / 100; }); handles.push(handle2); var handle3 = Graph.createHandle(state, ['dx2'], function(bounds) { var dx2 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)))); return new mxPoint(bounds.x + bounds.width - dx2, bounds.y); }, function(bounds, pt) { this.state.style['dx2'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), bounds.x + bounds.width - pt.x))) / 100; }); handles.push(handle3); return handles; } //********************************************************************************************************************************************************** //Sharp Arrow2 //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2SharpArrow2(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy1 = 0.5; this.dx1 = 0.5; this.dx2 = 0.5; this.dy3 = 0.5; this.dx3 = 0.5; this.notch = 0; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2SharpArrow2, mxActor); mxShapeArrows2SharpArrow2.prototype.cst = { SHARP_ARROW2 : 'mxgraph.arrows2.sharpArrow2' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2SharpArrow2.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy1 = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1)))); var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1)))); var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2)))); var dy3 = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy3', this.dy3)))); var dx3 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx3', this.dx3)))); var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))); var dx1a = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1)))); var dy1a = h * 0.5 * Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1)))); c.begin(); c.moveTo(0, dy1); c.lineTo(w - dx1, dy1); c.lineTo(w - dx3, dy3); c.lineTo(w - dx2, 0); c.lineTo(w, h * 0.5); c.lineTo(w - dx2, h); c.lineTo(w - dx3, h - dy3); c.lineTo(w - dx1, h - dy1); c.lineTo(0, h - dy1); c.lineTo(notch, h * 0.5); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2SharpArrow2.prototype.cst.SHARP_ARROW2, mxShapeArrows2SharpArrow2); mxShapeArrows2SharpArrow2.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2SharpArrow2.prototype.cst.SHARP_ARROW2] = function(state) { var handles = [Graph.createHandle(state, ['dx1', 'dy1'], function(bounds) { var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)))); var dy1 = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)))); return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + dy1 * bounds.height / 2); }, function(bounds, pt) { this.state.style['dx1'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy1'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100; })]; var handle2 = Graph.createHandle(state, ['notch'], function(bounds) { var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)))); return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2); }, function(bounds, pt) { this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)), pt.x - bounds.x))) / 100; }); handles.push(handle2); var handle3 = Graph.createHandle(state, ['dx2'], function(bounds) { var dx2 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)))); return new mxPoint(bounds.x + bounds.width - dx2, bounds.y); }, function(bounds, pt) { this.state.style['dx2'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), bounds.x + bounds.width - pt.x))) / 100; }); handles.push(handle3); var handle4 = Graph.createHandle(state, ['dx3', 'dy3'], function(bounds) { var dx3 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx3', this.dx3)))); var dy3 = Math.max(0, Math.min(1 - parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)) / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy3', this.dy3)))); return new mxPoint(bounds.x + bounds.width - dx3, bounds.y + dy3 * bounds.height / 2); }, function(bounds, pt) { this.state.style['dx3'] = Math.round(100 * Math.max(parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)), Math.min(bounds.width, bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy3'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)), (((pt.y - bounds.y) / bounds.height) * 2)))) / 100; }); handles.push(handle4); return handles; } //********************************************************************************************************************************************************** //Callout Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2CalloutArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.notch = 0; this.arrowHead = 0; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2CalloutArrow, mxActor); mxShapeArrows2CalloutArrow.prototype.cst = { CALLOUT_ARROW : 'mxgraph.arrows2.calloutArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2CalloutArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))); var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.arrowHead)))); c.begin(); c.moveTo(0, 0); c.lineTo(notch, 0); c.lineTo(notch, h * 0.5 - dy); c.lineTo(w - dx, h * 0.5 - dy); c.lineTo(w - dx, h * 0.5 - dy - arrowHead); c.lineTo(w, h * 0.5); c.lineTo(w - dx, h * 0.5 + dy + arrowHead); c.lineTo(w - dx, h * 0.5 + dy); c.lineTo(notch, h * 0.5 + dy); c.lineTo(notch, h); c.lineTo(0, h); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2CalloutArrow.prototype.cst.CALLOUT_ARROW, mxShapeArrows2CalloutArrow); mxShapeArrows2CalloutArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2CalloutArrow.prototype.cst.CALLOUT_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx', 'dy'], function(bounds) { var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(bounds.height / 2 - arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy); }, function(bounds, pt) { this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), bounds.y + bounds.height / 2 - pt.y))) / 100; })]; var handle2 = Graph.createHandle(state, ['notch'], function(bounds) { var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)))); return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2); }, function(bounds, pt) { this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), pt.x - bounds.x))) / 100; }); handles.push(handle2); var handle3 = Graph.createHandle(state, ['arrowHead'], function(bounds) { var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy - arrowHead); }, function(bounds, pt) { this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), bounds.y + bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)) - pt.y))) / 100; }); handles.push(handle3); return handles; } //********************************************************************************************************************************************************** //Bend Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2BendArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.notch = 0; this.arrowHead = 40; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2BendArrow, mxActor); mxShapeArrows2BendArrow.prototype.cst = { BEND_ARROW : 'mxgraph.arrows2.bendArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2BendArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); var notch = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))); var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.arrowHead)))); var rounded = mxUtils.getValue(this.style, 'rounded', '0'); c.begin(); c.moveTo(w - dx, 0); c.lineTo(w, arrowHead * 0.5); c.lineTo(w - dx, arrowHead); c.lineTo(w - dx, arrowHead / 2 + dy); if (rounded == '1') { c.lineTo(dy * 2.2, arrowHead / 2 + dy); c.arcTo(dy * 0.2, dy * 0.2, 0, 0, 0, dy * 2, arrowHead / 2 + dy * 1.2); } else { c.lineTo(dy * 2, arrowHead / 2 + dy); } c.lineTo(dy * 2, h); c.lineTo(dy, h - notch); c.lineTo(0, h); if (rounded == '1') { c.lineTo(0, arrowHead / 2 + dy); c.arcTo(dy * 2, dy * 2, 0, 0, 1, dy * 2, arrowHead / 2 - dy); } else { c.lineTo(0, arrowHead / 2 - dy); } c.lineTo(w - dx, arrowHead / 2 - dy); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2BendArrow.prototype.cst.BEND_ARROW, mxShapeArrows2BendArrow); mxShapeArrows2BendArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2BendArrow.prototype.cst.BEND_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx', 'dy'], function(bounds) { var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + arrowHead / 2 - dy); }, function(bounds, pt) { this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)) * 2.2, bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2, bounds.y + parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2 - pt.y))) / 100; })]; var handle2 = Graph.createHandle(state, ['notch'], function(bounds) { var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); var notch = Math.max(0, Math.min(bounds.height - arrowHead / 2 - dy, parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)))); return new mxPoint(bounds.x + dy, bounds.y + bounds.height - notch); }, function(bounds, pt) { this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.height - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), bounds.y + bounds.height - pt.y))) / 100; }); handles.push(handle2); var handle3 = Graph.createHandle(state, ['arrowHead'], function(bounds) { var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + arrowHead); }, function(bounds, pt) { this.state.style['arrowHead'] = Math.round(100 * Math.max(2 * parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(bounds.height, pt.y - bounds.y))) / 100; }); handles.push(handle3); return handles; } //********************************************************************************************************************************************************** //Bend Double Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2BendDoubleArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.notch = 0; this.arrowHead = 40; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2BendDoubleArrow, mxActor); mxShapeArrows2BendDoubleArrow.prototype.cst = { BEND_DOUBLE_ARROW : 'mxgraph.arrows2.bendDoubleArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2BendDoubleArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); var arrowHead = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.arrowHead)))); var rounded = mxUtils.getValue(this.style, 'rounded', '0'); c.begin(); c.moveTo(w - dx, 0); c.lineTo(w, arrowHead * 0.5); c.lineTo(w - dx, arrowHead); c.lineTo(w - dx, arrowHead / 2 + dy); if (rounded == '1') { c.lineTo(arrowHead / 2 + dy * 1.2, arrowHead / 2 + dy); c.arcTo(dy * 0.2, dy * 0.2, 0, 0, 0, arrowHead /2 + dy, arrowHead / 2 + dy * 1.2); } else { c.lineTo(arrowHead / 2 + dy, arrowHead / 2 + dy); } c.lineTo(arrowHead / 2 + dy, h - dx); c.lineTo(arrowHead, h - dx); c.lineTo(arrowHead / 2, h); c.lineTo(0, h - dx); c.lineTo(arrowHead / 2 - dy, h - dx); if (rounded == '1') { c.lineTo(arrowHead / 2 - dy, arrowHead / 2 + dy); c.arcTo(dy * 2, dy * 2, 0, 0, 1, arrowHead / 2 + dy, arrowHead / 2 - dy); } else { c.lineTo(arrowHead / 2 - dy, arrowHead / 2 - dy); } c.lineTo(w - dx, arrowHead / 2 - dy); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2BendDoubleArrow.prototype.cst.BEND_DOUBLE_ARROW, mxShapeArrows2BendDoubleArrow); mxShapeArrows2BendDoubleArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2BendDoubleArrow.prototype.cst.BEND_DOUBLE_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx', 'dy'], function(bounds) { var arrowHead = Math.max(0, Math.min(Math.min(bounds.height, bounds.width) - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dx = Math.max(0, Math.min(Math.min(bounds.width, bounds.height) - arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + arrowHead / 2 - dy); }, function(bounds, pt) { this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(Math.min(bounds.width, bounds.height) - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2, bounds.y + parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2 - pt.y))) / 100; })]; var handle2 = Graph.createHandle(state, ['arrowHead'], function(bounds) { var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var arrowHead = Math.max(0, Math.min(Math.min(bounds.height, bounds.width) - dx, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + arrowHead); }, function(bounds, pt) { this.state.style['arrowHead'] = Math.round(100 * Math.max(2 * parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.height, bounds.width) - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), pt.y - bounds.y))) / 100; }); handles.push(handle2); return handles; } //********************************************************************************************************************************************************** //Callout Double Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2CalloutDoubleArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.notch = 0; this.arrowHead = 0; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2CalloutDoubleArrow, mxActor); mxShapeArrows2CalloutDoubleArrow.prototype.cst = { CALLOUT_DOUBLE_ARROW : 'mxgraph.arrows2.calloutDoubleArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2CalloutDoubleArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))); var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.arrowHead)))); c.begin(); c.moveTo(w / 2 - notch, 0); c.lineTo(w / 2 + notch, 0); c.lineTo(w / 2 + notch, h * 0.5 - dy); c.lineTo(w - dx, h * 0.5 - dy); c.lineTo(w - dx, h * 0.5 - dy - arrowHead); c.lineTo(w, h * 0.5); c.lineTo(w - dx, h * 0.5 + dy + arrowHead); c.lineTo(w - dx, h * 0.5 + dy); c.lineTo(w / 2 + notch, h * 0.5 + dy); c.lineTo(w / 2 + notch, h); c.lineTo(w / 2 - notch, h); c.lineTo(w / 2 - notch, h * 0.5 + dy); c.lineTo(dx, h * 0.5 + dy); c.lineTo(dx, h * 0.5 + dy + arrowHead); c.lineTo(0, h * 0.5); c.lineTo(dx, h * 0.5 - dy - arrowHead); c.lineTo(dx, h * 0.5 - dy); c.lineTo(w / 2 - notch, h * 0.5 - dy); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2CalloutDoubleArrow.prototype.cst.CALLOUT_DOUBLE_ARROW, mxShapeArrows2CalloutDoubleArrow); mxShapeArrows2CalloutDoubleArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2CalloutDoubleArrow.prototype.cst.CALLOUT_DOUBLE_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx', 'dy'], function(bounds) { var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(bounds.height / 2 - arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy); }, function(bounds, pt) { this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width / 2 - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), bounds.y + bounds.height / 2 - pt.y))) / 100; })]; var handle2 = Graph.createHandle(state, ['notch'], function(bounds) { var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)))); return new mxPoint(bounds.x + bounds.width / 2 + notch, bounds.y + bounds.height / 2); }, function(bounds, pt) { this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), pt.x - bounds.x - bounds.width / 2))) / 100; }); handles.push(handle2); var handle3 = Graph.createHandle(state, ['arrowHead'], function(bounds) { var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy - arrowHead); }, function(bounds, pt) { this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), bounds.y + bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)) - pt.y))) / 100; }); handles.push(handle3); return handles; } //********************************************************************************************************************************************************** //Callout Quad Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2CalloutQuadArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.notch = 0; this.arrowHead = 0; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2CalloutQuadArrow, mxActor); mxShapeArrows2CalloutQuadArrow.prototype.cst = { CALLOUT_QUAD_ARROW : 'mxgraph.arrows2.calloutQuadArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2CalloutQuadArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))); var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.arrowHead)))); c.begin(); c.moveTo(w * 0.5 + dy, h * 0.5 - notch); c.lineTo(w * 0.5 + notch, h * 0.5 - notch); c.lineTo(w * 0.5 + notch, h * 0.5 - dy); c.lineTo(w - dx, h * 0.5 - dy); c.lineTo(w - dx, h * 0.5 - dy - arrowHead); c.lineTo(w, h * 0.5); c.lineTo(w - dx, h * 0.5 + dy + arrowHead); c.lineTo(w - dx, h * 0.5 + dy); c.lineTo(w * 0.5 + notch, h * 0.5 + dy); c.lineTo(w * 0.5 + notch, h * 0.5 + notch); c.lineTo(w * 0.5 + dy, h * 0.5 + notch); c.lineTo(w * 0.5 + dy, h - dx); c.lineTo(w * 0.5 + dy + arrowHead, h - dx); c.lineTo(w * 0.5, h); c.lineTo(w * 0.5 - dy - arrowHead, h - dx); c.lineTo(w * 0.5 - dy, h - dx); c.lineTo(w * 0.5 - dy, h * 0.5 + notch); c.lineTo(w * 0.5 - notch, h * 0.5 + notch); c.lineTo(w * 0.5 - notch, h * 0.5 + dy); c.lineTo(dx, h * 0.5 + dy); c.lineTo(dx, h * 0.5 + dy + arrowHead); c.lineTo(0, h * 0.5); c.lineTo(dx, h * 0.5 - dy - arrowHead); c.lineTo(dx, h * 0.5 - dy); c.lineTo(w * 0.5 - notch, h * 0.5 - dy); c.lineTo(w * 0.5 - notch, h * 0.5 - notch); c.lineTo(w * 0.5 - dy, h * 0.5 - notch); c.lineTo(w * 0.5 - dy, dx); c.lineTo(w * 0.5 - dy - arrowHead, dx); c.lineTo(w * 0.5, 0); c.lineTo(w * 0.5 + dy + arrowHead, dx); c.lineTo(w * 0.5 + dy, dx); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2CalloutQuadArrow.prototype.cst.CALLOUT_QUAD_ARROW, mxShapeArrows2CalloutQuadArrow); mxShapeArrows2CalloutQuadArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2CalloutQuadArrow.prototype.cst.CALLOUT_QUAD_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx', 'dy'], function(bounds) { var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy); }, function(bounds, pt) { this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(Math.min(bounds.width, bounds.height) / 2 - Math.max(parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead))), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), bounds.y + bounds.height / 2 - pt.y))) / 100; })]; var handle2 = Graph.createHandle(state, ['notch'], function(bounds) { var notch = Math.max(parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.width, bounds.height), parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)))); return new mxPoint(bounds.x + bounds.width / 2 + notch, bounds.y + bounds.height / 2); }, function(bounds, pt) { this.state.style['notch'] = Math.round(100 * Math.max(parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(Math.min(bounds.width, bounds.height) / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), pt.x - bounds.x - bounds.width / 2))) / 100; }); handles.push(handle2); var handle3 = Graph.createHandle(state, ['arrowHead'], function(bounds) { var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy - arrowHead); }, function(bounds, pt) { this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), bounds.y + bounds.height / 2 - pt.y))) / 100; }); handles.push(handle3); return handles; } //********************************************************************************************************************************************************** //Callout Double 90 Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2CalloutDouble90Arrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy1 = 0.5; this.dx1 = 0.5; this.dx2 = 0; this.dy2 = 0; this.arrowHead = 0; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2CalloutDouble90Arrow, mxActor); mxShapeArrows2CalloutDouble90Arrow.prototype.cst = { CALLOUT_DOUBLE_90_ARROW : 'mxgraph.arrows2.calloutDouble90Arrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2CalloutDouble90Arrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy1 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1)))); var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1)))); var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2)))); var dy2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dy2', this.dy2)))); var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.arrowHead)))); c.begin(); c.moveTo(0, 0); c.lineTo(dx2, 0); c.lineTo(dx2, dy2 * 0.5 - dy1); c.lineTo(w - dx1, dy2 * 0.5 - dy1); c.lineTo(w - dx1, dy2 * 0.5 - dy1 - arrowHead); c.lineTo(w, dy2 * 0.5); c.lineTo(w - dx1, dy2 * 0.5 + dy1 + arrowHead); c.lineTo(w - dx1, dy2 * 0.5 + dy1); c.lineTo(dx2, dy2 * 0.5 + dy1); c.lineTo(dx2, dy2); c.lineTo(dx2 / 2 + dy1, dy2); c.lineTo(dx2 / 2 + dy1, h - dx1); c.lineTo(dx2 / 2 + dy1 + arrowHead, h - dx1); c.lineTo(dx2 / 2, h); c.lineTo(dx2 / 2 - dy1 - arrowHead, h - dx1); c.lineTo(dx2 / 2 - dy1, h - dx1); c.lineTo(dx2 / 2 - dy1, dy2); c.lineTo(0, dy2); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2CalloutDouble90Arrow.prototype.cst.CALLOUT_DOUBLE_90_ARROW, mxShapeArrows2CalloutDouble90Arrow); mxShapeArrows2CalloutDouble90Arrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2CalloutDouble90Arrow.prototype.cst.CALLOUT_DOUBLE_90_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx1', 'dy1'], function(bounds) { var arrowHead = Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dx1 = Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)), parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)))); var dy1 = Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2 - arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)))); return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2 - dy1); }, function(bounds, pt) { this.state.style['dx1'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)), bounds.height - parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy1'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), bounds.y + parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2 - pt.y))) / 100; })]; var handle2 = Graph.createHandle(state, ['dx2', 'dy2'], function(bounds) { var dx2 = Math.max(parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)) + parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)), parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)))); var dy2 = Math.max(parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)) + parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), Math.min(bounds.height - parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)), parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)))); return new mxPoint(bounds.x + dx2, bounds.y + dy2); }, function(bounds, pt) { this.state.style['dx2'] = Math.round(100 * Math.max(parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)) + parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)), pt.x - bounds.x))) / 100; this.state.style['dy2'] = Math.round(100 * Math.max(parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)) + parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), Math.min(bounds.height - parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)), pt.y - bounds.y))) / 100; }); handles.push(handle2); var handle3 = Graph.createHandle(state, ['arrowHead'], function(bounds) { var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)))); var dy1 = Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)))); var arrowHead = Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2 - dy1 - arrowHead); }, function(bounds, pt) { this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)), bounds.y + parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)) - pt.y))) / 100; }); handles.push(handle3); return handles; } //********************************************************************************************************************************************************** //Quad Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2QuadArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.notch = 0; this.arrowHead = 0; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2QuadArrow, mxActor); mxShapeArrows2QuadArrow.prototype.cst = { QUAD_ARROW : 'mxgraph.arrows2.quadArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2QuadArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.arrowHead)))); c.begin(); c.moveTo(w * 0.5 + dy, h * 0.5 - dy); c.lineTo(w - dx, h * 0.5 - dy); c.lineTo(w - dx, h * 0.5 - dy - arrowHead); c.lineTo(w, h * 0.5); c.lineTo(w - dx, h * 0.5 + dy + arrowHead); c.lineTo(w - dx, h * 0.5 + dy); c.lineTo(w * 0.5 + dy, h * 0.5 + dy); c.lineTo(w * 0.5 + dy, h - dx); c.lineTo(w * 0.5 + dy + arrowHead, h - dx); c.lineTo(w * 0.5, h); c.lineTo(w * 0.5 - dy - arrowHead, h - dx); c.lineTo(w * 0.5 - dy, h - dx); c.lineTo(w * 0.5 - dy, h * 0.5 + dy); c.lineTo(dx, h * 0.5 + dy); c.lineTo(dx, h * 0.5 + dy + arrowHead); c.lineTo(0, h * 0.5); c.lineTo(dx, h * 0.5 - dy - arrowHead); c.lineTo(dx, h * 0.5 - dy); c.lineTo(w * 0.5 - dy, h * 0.5 - dy); c.lineTo(w * 0.5 - dy, dx); c.lineTo(w * 0.5 - dy - arrowHead, dx); c.lineTo(w * 0.5, 0); c.lineTo(w * 0.5 + dy + arrowHead, dx); c.lineTo(w * 0.5 + dy, dx); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2QuadArrow.prototype.cst.QUAD_ARROW, mxShapeArrows2QuadArrow); mxShapeArrows2QuadArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2QuadArrow.prototype.cst.QUAD_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx', 'dy'], function(bounds) { var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy); }, function(bounds, pt) { this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(Math.min(bounds.width, bounds.height) / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)) - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), bounds.y + bounds.height / 2 - pt.y))) / 100; })]; var handle2 = Graph.createHandle(state, ['arrowHead'], function(bounds) { var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height / 2 - dy - arrowHead); }, function(bounds, pt) { this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), bounds.y + bounds.height / 2 - pt.y))) / 100; }); handles.push(handle2); return handles; } //********************************************************************************************************************************************************** //Triad Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2TriadArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.arrowHead = 0; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2TriadArrow, mxActor); mxShapeArrows2TriadArrow.prototype.cst = { TRIAD_ARROW : 'mxgraph.arrows2.triadArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2TriadArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.arrowHead)))); c.begin(); c.moveTo(w * 0.5 + arrowHead * 0.5 - dy, h - arrowHead + dy); c.lineTo(w - dx, h - arrowHead + dy); c.lineTo(w - dx, h - arrowHead); c.lineTo(w, h - arrowHead * 0.5); c.lineTo(w - dx, h); c.lineTo(w - dx, h - dy); c.lineTo(dx, h - dy); c.lineTo(dx, h); c.lineTo(0, h - arrowHead * 0.5); c.lineTo(dx, h - arrowHead); c.lineTo(dx, h - arrowHead + dy); c.lineTo(w * 0.5 - arrowHead * 0.5 + dy, h - arrowHead + dy); c.lineTo(w * 0.5 - arrowHead * 0.5 + dy, dx); c.lineTo(w * 0.5 - arrowHead * 0.5, dx); c.lineTo(w * 0.5, 0); c.lineTo(w * 0.5 + arrowHead * 0.5, dx); c.lineTo(w * 0.5 + arrowHead * 0.5 - dy, dx); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2TriadArrow.prototype.cst.TRIAD_ARROW, mxShapeArrows2TriadArrow); mxShapeArrows2TriadArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2TriadArrow.prototype.cst.TRIAD_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx', 'dy'], function(bounds) { var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height - dy); }, function(bounds, pt) { this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(Math.min(bounds.height - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), bounds.width / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2, bounds.y + bounds.height - pt.y))) / 100; })]; var handle2 = Graph.createHandle(state, ['arrowHead'], function(bounds) { var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + bounds.height - arrowHead); }, function(bounds, pt) { this.state.style['arrowHead'] = Math.round(100 * Math.max(2 * parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(bounds.height - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)) * 2, bounds.y + bounds.height - pt.y))) / 100; }); handles.push(handle2); return handles; } //********************************************************************************************************************************************************** //Tailed Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2TailedArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.notch = 0; this.arrowHead = 0; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2TailedArrow, mxActor); mxShapeArrows2TailedArrow.prototype.cst = { TAILED_ARROW : 'mxgraph.arrows2.tailedArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2TailedArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy1 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1)))); var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1)))); var dy2 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy2', this.dy2)))); var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2)))); var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))); var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.arrowHead)))); var x2 = 0; if (dy2 != 0) { x2 = dx2 + dy2 * (dy2 - dy1) / dy2; } c.begin(); c.moveTo(0, h * 0.5 - dy2); c.lineTo(dx2, h * 0.5 - dy2); c.lineTo(x2, h * 0.5 - dy1); c.lineTo(w - dx1, h * 0.5 - dy1); c.lineTo(w - dx1, h * 0.5 - dy1 - arrowHead); c.lineTo(w, h * 0.5); c.lineTo(w - dx1, h * 0.5 + dy1 + arrowHead); c.lineTo(w - dx1, h * 0.5 + dy1); c.lineTo(x2, h * 0.5 + dy1); c.lineTo(dx2, h * 0.5 + dy2); c.lineTo(0, h * 0.5 + dy2); c.lineTo(notch, h * 0.5); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2TailedArrow.prototype.cst.TAILED_ARROW, mxShapeArrows2TailedArrow); mxShapeArrows2TailedArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2TailedArrow.prototype.cst.TAILED_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx1', 'dy1'], function(bounds) { var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)))); var dy1 = Math.max(0, Math.min(bounds.height / 2 - arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)))); return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + bounds.height / 2 - dy1); }, function(bounds, pt) { this.state.style['dx1'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy1'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)), bounds.y + bounds.height / 2 - pt.y))) / 100; })]; var handle2 = Graph.createHandle(state, ['notch'], function(bounds) { var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)))); return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2); }, function(bounds, pt) { this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)), parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)), pt.x - bounds.x))) / 100; }); handles.push(handle2); var handle3 = Graph.createHandle(state, ['arrowHead'], function(bounds) { var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)))); var dy1 = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)))); var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + bounds.height / 2 - dy1 - arrowHead); }, function(bounds, pt) { this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)), bounds.y + bounds.height / 2 - pt.y))) / 100; }); handles.push(handle3); var handle4 = Graph.createHandle(state, ['dx2', 'dy2'], function(bounds) { var dx2 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)))); var dy2 = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)))); return new mxPoint(bounds.x + dx2, bounds.y + bounds.height / 2 - dy2); }, function(bounds, pt) { this.state.style['dx2'] = Math.round(100 * Math.max(parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)) - parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)) + parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)) - 1, pt.x - bounds.x))) / 100; this.state.style['dy2'] = Math.round(100 * Math.max(parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)), Math.min(bounds.height / 2, bounds.y + bounds.height / 2 - pt.y))) / 100; }); handles.push(handle4); return handles; } //********************************************************************************************************************************************************** //Tailed Arrow with Notch //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2TailedNotchedArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.notch = 0; this.arrowHead = 0; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2TailedNotchedArrow, mxActor); mxShapeArrows2TailedNotchedArrow.prototype.cst = { TAILED_NOTCHED_ARROW : 'mxgraph.arrows2.tailedNotchedArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2TailedNotchedArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy1 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy1', this.dy1)))); var dx1 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx1', this.dx1)))); var dy2 = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy2', this.dy2)))); var dx2 = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2)))); var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))); var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.arrowHead)))); var x2 = 0; if (dy2 != 0) { x2 = dx2 + notch * (dy2 - dy1) / dy2; } c.begin(); c.moveTo(0, h * 0.5 - dy2); c.lineTo(dx2, h * 0.5 - dy2); c.lineTo(x2, h * 0.5 - dy1); c.lineTo(w - dx1, h * 0.5 - dy1); c.lineTo(w - dx1, h * 0.5 - dy1 - arrowHead); c.lineTo(w, h * 0.5); c.lineTo(w - dx1, h * 0.5 + dy1 + arrowHead); c.lineTo(w - dx1, h * 0.5 + dy1); c.lineTo(x2, h * 0.5 + dy1); c.lineTo(dx2, h * 0.5 + dy2); c.lineTo(0, h * 0.5 + dy2); c.lineTo(notch, h * 0.5); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2TailedNotchedArrow.prototype.cst.TAILED_NOTCHED_ARROW, mxShapeArrows2TailedNotchedArrow); mxShapeArrows2TailedNotchedArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2TailedNotchedArrow.prototype.cst.TAILED_NOTCHED_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx1', 'dy1'], function(bounds) { var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)))); var dy1 = Math.max(0, Math.min(bounds.height / 2 - arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)))); return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + bounds.height / 2 - dy1); }, function(bounds, pt) { this.state.style['dx1'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch))- parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy1'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)), parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)), bounds.y + bounds.height / 2 - pt.y))) / 100; })]; var handle2 = Graph.createHandle(state, ['notch'], function(bounds) { var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)))); return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2); }, function(bounds, pt) { this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)), pt.x - bounds.x))) / 100; }); handles.push(handle2); var handle3 = Graph.createHandle(state, ['arrowHead'], function(bounds) { var dx1 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)))); var dy1 = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)))); var arrowHead = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); return new mxPoint(bounds.x + bounds.width - dx1, bounds.y + bounds.height / 2 - dy1 - arrowHead); }, function(bounds, pt) { this.state.style['arrowHead'] = Math.round(100 * Math.max(0, Math.min(bounds.height / 2 - parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)), bounds.y + bounds.height / 2 - pt.y))) / 100; }); handles.push(handle3); var handle4 = Graph.createHandle(state, ['dx2', 'dy2'], function(bounds) { var dx2 = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)))); var dy2 = Math.max(0, Math.min(bounds.height / 2, parseFloat(mxUtils.getValue(this.state.style, 'dy2', this.dy2)))); return new mxPoint(bounds.x + dx2, bounds.y + bounds.height / 2 - dy2); }, function(bounds, pt) { this.state.style['dx2'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)) - parseFloat(mxUtils.getValue(this.state.style, 'dx1', this.dx1)), pt.x - bounds.x))) / 100; this.state.style['dy2'] = Math.round(100 * Math.max(parseFloat(mxUtils.getValue(this.state.style, 'dy1', this.dy1)), Math.min(bounds.height / 2, bounds.y + bounds.height / 2 - pt.y))) / 100; }); handles.push(handle4); return handles; } //********************************************************************************************************************************************************** //Striped Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2StripedArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.notch = 0; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2StripedArrow, mxActor); mxShapeArrows2StripedArrow.prototype.cst = { STRIPED_ARROW : 'mxgraph.arrows2.stripedArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2StripedArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy = h * 0.5 * Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); var notch = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'notch', this.notch)))); c.begin(); c.moveTo(notch, dy); c.lineTo(w - dx, dy); c.lineTo(w - dx, 0); c.lineTo(w, h * 0.5); c.lineTo(w - dx, h); c.lineTo(w - dx, h - dy); c.lineTo(notch, h - dy); c.close(); c.moveTo(0, h - dy); c.lineTo(notch * 0.16, h - dy); c.lineTo(notch * 0.16, dy); c.lineTo(0, dy); c.close(); c.moveTo(notch * 0.32, h - dy); c.lineTo(notch * 0.8, h - dy); c.lineTo(notch * 0.8, dy); c.lineTo(notch * 0.32, dy); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2StripedArrow.prototype.cst.STRIPED_ARROW, mxShapeArrows2StripedArrow); mxShapeArrows2StripedArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2StripedArrow.prototype.cst.STRIPED_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx', 'dy'], function(bounds) { var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(1, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + dy * bounds.height / 2); }, function(bounds, pt) { this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)), bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(1, (((pt.y - bounds.y) / bounds.height) * 2)))) / 100; })]; var handle2 = Graph.createHandle(state, ['notch'], function(bounds) { var notch = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'notch', this.notch)))); return new mxPoint(bounds.x + notch, bounds.y + bounds.height / 2); }, function(bounds, pt) { this.state.style['notch'] = Math.round(100 * Math.max(0, Math.min(bounds.width - parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)), pt.x - bounds.x))) / 100; }); handles.push(handle2); return handles; } //********************************************************************************************************************************************************** //Jump-In Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2JumpInArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.arrowHead = 40; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2JumpInArrow, mxActor); mxShapeArrows2JumpInArrow.prototype.cst = { JUMP_IN_ARROW : 'mxgraph.arrows2.jumpInArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2JumpInArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); var dx = Math.max(0, Math.min(w, parseFloat(mxUtils.getValue(this.style, 'dx', this.dx)))); var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.arrowHead)))); c.begin(); c.moveTo(w - dx, 0); c.lineTo(w, arrowHead * 0.5); c.lineTo(w - dx, arrowHead); c.lineTo(w - dx, arrowHead / 2 + dy); c.arcTo(w - dx, h - arrowHead / 2 - dy, 0, 0, 0, 0, h); c.arcTo(w - dx, h - arrowHead / 2 + dy, 0, 0, 1, w - dx, arrowHead / 2 - dy); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2JumpInArrow.prototype.cst.JUMP_IN_ARROW, mxShapeArrows2JumpInArrow); mxShapeArrows2JumpInArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2JumpInArrow.prototype.cst.JUMP_IN_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dx', 'dy'], function(bounds) { var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + arrowHead / 2 - dy); }, function(bounds, pt) { this.state.style['dx'] = Math.round(100 * Math.max(0, Math.min(bounds.width, bounds.x + bounds.width - pt.x))) / 100; this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2, bounds.y + parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2 - pt.y))) / 100; })]; var handle2 = Graph.createHandle(state, ['arrowHead'], function(bounds) { var dx = Math.max(0, Math.min(bounds.width, parseFloat(mxUtils.getValue(this.state.style, 'dx', this.dx)))); var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); return new mxPoint(bounds.x + bounds.width - dx, bounds.y + arrowHead); }, function(bounds, pt) { this.state.style['arrowHead'] = Math.round(100 * Math.max(2 * parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(bounds.height, pt.y - bounds.y))) / 100; }); handles.push(handle2); return handles; } //********************************************************************************************************************************************************** //U Turn Arrow //********************************************************************************************************************************************************** /** * Extends mxShape. */ function mxShapeArrows2UTurnArrow(bounds, fill, stroke, strokewidth) { mxShape.call(this); this.bounds = bounds; this.fill = fill; this.stroke = stroke; this.strokewidth = (strokewidth != null) ? strokewidth : 1; this.dy = 0.5; this.dx = 0.5; this.arrowHead = 40; }; /** * Extends mxShape. */ mxUtils.extend(mxShapeArrows2UTurnArrow, mxActor); mxShapeArrows2UTurnArrow.prototype.cst = { U_TURN_ARROW : 'mxgraph.arrows2.uTurnArrow' }; /** * Function: paintVertexShape * * Paints the vertex shape. */ mxShapeArrows2UTurnArrow.prototype.paintVertexShape = function(c, x, y, w, h) { c.translate(x, y); var dy = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'dy', this.dy)))); var arrowHead = Math.max(0, Math.min(h, parseFloat(mxUtils.getValue(this.style, 'arrowHead', this.arrowHead)))); var dx = (h - arrowHead / 2 + dy) / 2; var dx2 = Math.max(0, parseFloat(mxUtils.getValue(this.style, 'dx2', this.dx2))); c.begin(); c.moveTo(dx, 0); c.lineTo(dx + dx2, arrowHead * 0.5); c.lineTo(dx, arrowHead); c.lineTo(dx, arrowHead / 2 + dy); c.arcTo(dx - 2 * dy, dx - 2 * dy, 0, 0, 0, dx, h - 2 * dy); c.lineTo(Math.max(w, dx), h - 2 * dy); c.lineTo(Math.max(w, dx), h); c.lineTo(dx, h); c.arcTo(dx, dx, 0, 0, 1, dx, arrowHead / 2 - dy); c.close(); c.fillAndStroke(); }; mxCellRenderer.registerShape(mxShapeArrows2UTurnArrow.prototype.cst.U_TURN_ARROW, mxShapeArrows2UTurnArrow); mxShapeArrows2UTurnArrow.prototype.constraints = null; Graph.handleFactory[mxShapeArrows2UTurnArrow.prototype.cst.U_TURN_ARROW] = function(state) { var handles = [Graph.createHandle(state, ['dy'], function(bounds) { var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); var dx = (bounds.height - arrowHead / 2 + dy) / 2; return new mxPoint(bounds.x + dx, bounds.y + arrowHead / 2 - dy); }, function(bounds, pt) { this.state.style['dy'] = Math.round(100 * Math.max(0, Math.min(parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2, bounds.y + parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)) / 2 - pt.y))) / 100; })]; var handle2 = Graph.createHandle(state, ['dx2'], function(bounds) { var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); var dx = (bounds.height - arrowHead / 2 + dy) / 2; var dx2 = Math.max(0, Math.min(bounds.width - dx, parseFloat(mxUtils.getValue(this.state.style, 'dx2', this.dx2)))); return new mxPoint(bounds.x + dx + dx2, bounds.y + arrowHead / 2); }, function(bounds, pt) { var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); var dx = (bounds.height - arrowHead / 2 + dy) / 2; this.state.style['dx2'] = Math.round(100 * Math.max(0, Math.min(Math.max(bounds.width, dx), pt.x - bounds.x - dx))) / 100; }); handles.push(handle2); var handle3 = Graph.createHandle(state, ['arrowHead'], function(bounds) { var arrowHead = Math.max(0, Math.min(bounds.height, parseFloat(mxUtils.getValue(this.state.style, 'arrowHead', this.arrowHead)))); var dy = Math.max(0, Math.min(arrowHead, parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)))); var dx = (bounds.height - arrowHead / 2 + dy) / 2; return new mxPoint(bounds.x + dx, bounds.y + arrowHead); }, function(bounds, pt) { this.state.style['arrowHead'] = Math.round(100 * Math.max(2 * parseFloat(mxUtils.getValue(this.state.style, 'dy', this.dy)), Math.min(bounds.height / 2, pt.y - bounds.y))) / 100; }); handles.push(handle3); return handles; }