drawio/war/shapes/mxArrows.js
2017-08-14 22:01:51 +01:00

2079 lines
82 KiB
JavaScript

/**
* $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;
}