or('ogColor.equalTo("白色")) .or('ogColor.equalTo("香槟色")) .or('ogColor.equalTo("香槟金"))....or('productType.equalTo("料理机")) .or('productType.equalTo("挂烫机")) .or('productType.equalTo...('ogColor.equalTo("白色"), 4) .when('ogColor.equalTo("梦境极光【卡其金】"), 5) .when('ogColor.equalTo....when('ogColor.equalTo("金色"), 9) .when('ogColor.equalTo("乐享金"), 10) .when('ogColor.equalTo....when('ogColor.equalTo("香槟色"), 14) .when('ogColor.equalTo("香槟金"), 15) .when('ogColor.equalTo
(16); make.top.equalTo(self.view).offset(50); make.right.equalTo(self.rightLabel.mas_left).offset...*make) { make.right.equalTo(self.view).offset(-16); make.centerY.equalTo(self.leftLabel);...(self.view).offset(-16); make.centerY.equalTo(self.leftLabel); make.left.equalTo(self.leftLabel.mas_right...(16); make.top.equalTo(self.view).offset(50); make.right.equalTo(self.rightLabel.mas_left).offset...*make) { make.right.equalTo(self.view).offset(-16); make.centerY.equalTo(self.leftLabel);
make.center.equalTo(ws.view); //将size设置成(300,300) make.size.mas_equalTo(CGSizeMake(300...和 mas_equalTo的区别在哪里呢?...其实 mas_equalTo是一个MACRO #define mas_equalTo(...)...(10); make.left.equalTo(sv).with.offset(10); make.bottom.equalTo(sv).with.offset(-10);...,而不用mas_equalTo mas_equalTo需要等控件自身布局完成了之后才能调用,而equalTo不需要。
"), radius, }, layout: function (make, view) { // make.size.equalTo...(width - margin * 4) make.height.equalTo(height) },...* 5) / 2) make.height.equalTo(height) }, events:...(margin) make.height.equalTo(view.width) }, events...) make.width.equalTo((width - margin * 6) / 3) make.height.equalTo
make.top.mas_equalTo(self.view.mas_top).offset(50); make.bottom.mas_equalTo(self.view.mas_bottom...() 和 mas_equalTo()为例 #define mas_equalTo(...)...特别是多个属性时,必须使用equalTo 添加下面的宏(必须加在 #import "Masonry.h" 前面) #define MAS_SHORTHAND_GLOBALS 代码里mas_equalTo...可以不加mas前缀,mas_equalTo和equalTo没有区别 [redView mas_makeConstraints:^(MASConstraintMaker *make) { make.width.equalTo...(self.left).offset(10); make.top.mas_equalTo(self.top).offset(10); make.right.mas_equalTo(self.right
(self).with.offset(10); make.left.equalTo(self).with.offset(10); make.right.equalTo(self...(view2.mas_left).with.offset(-padding1); make.height.mas_equalTo(@150); make.width.equalTo...(self.mas_right).with.offset(-padding1); make.height.mas_equalTo(@150); make.width.equalTo...(obj.mas_bottom); make.centerX.equalTo(obj.mas_centerX); make.height.equalTo(...(@[sv2,sv3]); make.centerX.equalTo(@[sv14,sv15]); make.size.mas_equalTo(CGSizeMake(40
(self.view).with.offset(10); make.top.equalTo(self.view).with.offset(10); make.right.equalTo(...(self.view); make.width.mas_equalTo(100); make.height.mas_equalTo(100); }]; 设置约束优先级: [self.redView...:^(MASConstraintMaker *make) { make.center.equalTo(self.view); make.height.mas_equalTo(30);...(@20); make.centerY.equalTo(editIcon); make.right.equalTo(weakSelf.view).with.offset(...(@20); make.width.mas_equalTo(@60); make.left.equalTo(weakSelf.view).with.offset(10);
); make.bottom.equalTo(superview.mas_bottom).offset(-padding.bottom); make.right.equalTo(superview.mas_right...(42); make.height.mas_equalTo(20); make.size.mas_equalTo(CGSizeMake(50, 100)); make.edges.mas_equalTo...]); make.height.equalTo(@[view1, view2]); make.left.equalTo(@[view1, @100, view3.right]); 约束的优先级 .priority...(superview); make.top.equalTo(otherView); 更新约束 有时,你需要修改已经存在的约束来实现动画效果或者移除/替换已有约束....(self); make.width.equalTo(@(self.buttonSize.width)).priorityLow(); make.height.equalTo
(16); make.top.mas_equalTo(16); make.right.mas_equalTo(self.backView).mas_offset(-100...*make) { make.top.mas_equalTo(16); make.right.mas_equalTo(self.backView).mas_offset(...8); make.right.mas_equalTo(self.backView).mas_offset(-8); make.height.mas_equalTo(20)...(8); make.right.mas_equalTo(self.backView).mas_offset(-8); make.height.mas_equalTo(20...(8); make.right.mas_equalTo(self.backView).mas_offset(-8); make.height.mas_equalTo(20
(self.view.mas_centerX); make.centerY.equalTo(self.view.mas_centerY); //equalTo 后面要求跟一个OC对象的数据...make.width.equalTo(@200); make.height.equalTo(@50); }]; make.xxxx属性.equalTo(参照对象.mas_属性【如果相同...).offset(20); make.left.equalTo(self.view.mas_left).offset(20); make.bottom.equalTo(self.view.mas_bottom...(20); make.left.equalTo(self.view).offset(20); make.bottom.equalTo(self.view).offset(...-20); make.right.equalTo(self.view.).offset(-20); }]; 如果参照的是自己的父控件,参照控件也可以省略不写 [imageView
和上面的区别在于,一个代表某个坐标系对象,一个用来获取坐标系对象的值 Auto Boxing 上面例如equalTo或者width这样的,有时候需要涉及到使用mas_前缀,这在开发中需要注意作区分。...例如下面的例子: 1 make.top.and.bottom.equalTo(self.containerView)....with .offset(10); make.right.equalTo(self.view)....make.edges.equalTo(self.view)....这样的宏定义主要有四个,分别是mas_equalTo()、mas_offset()和大于等于、小于等于四个。
).offset(10); make.top.equalTo(self.view.mas_top).offset(100); make.height.equalTo(@100...); make.width.equalTo(@200); make.center.equalTo(self.view); }]; 位置约束设置在了屏幕的中间,效果如下...); make.width.equalTo(label2); make.right.equalTo(label2.mas_left).offset(-100); ...make.leading.equalTo(self.view.mas_leading).offset(20); make.centerY.equalTo(self.view); ... make.centerY.equalTo(label); make.trailing.equalTo(self.view.mas_trailing).offset(-20
TODO:给该容器添加布局代码 [containerView makeConstraints:^(MASConstraintMaker *make) { make.left.equalTo...(15); make.top.equalTo(66); make.right.equalTo(-15); make.height.equalTo(300)...(@(fixedItemWidth)); make.height.equalTo(@(fixedItemHeight)); //...(prev); make.height.equalTo(prev); } else { /.../ 如果写的item高宽分别是0,则表示自适应 if (fixedItemWidth) { make.width.equalTo(
(self.view); make.bottom.equalTo(self.mas_bottomLayoutGuide); make.height.mas_equalTo(80);...(radiusImgV.mas_right).offset(9); make.centerY.equalTo(radiusImgV); make.right.equalTo(bottomView...(radiusImgV); make.top.equalTo(radiusImgV.mas_bottom).offset(11); make.height.width.mas_equalTo...(addressImgV.mas_right).offset(9); make.centerY.equalTo(addressImgV); make.right.equalTo(bottomView...(self.mapView).offset(kStatusHeight); make.left.equalTo(self.mapView).offset(20); make.right.equalTo
(@-50); // 右边和底部为负数 make.top.equalTo(@50); make.left.equalTo(@50); // make.left.and.top.equalTo...(@50);and只是连接词 make.height.equalTo(@100); */ // 上左下右 // make.edges.mas_equalTo...(UIEdgeInsetsMake(50, 50, 50, 100)); make.left.top.equalTo(@0); // 倍数...make.width.height.equalTo(self.view).multipliedBy(0.5); }]; 更新约束及移除约束。...animations:^{ [cyan mas_updateConstraints:^(MASConstraintMaker *make) { make.height.equalTo
snp.makeConstraints({ (make) in make.left.equalTo(10) make.right.equalTo(-10)...make.bottom.equalTo(-10) make.height.equalTo(inputLabel!....make.top.equalTo(10) make.height.equalTo(inputLabel!....(0) make.right.equalTo(0) make.bottom.equalTo(0) make.height.equalTo(board.superview...(0) make.right.equalTo(0) make.top.equalTo(0) make.bottom.equalTo(board.snp.top
(CGSizeMake(SCREEN_WIDTH - 50, 35)); make.left.mas_equalTo(self.view.mas_left).offset...(25); }else{ make.size.mas_equalTo(CGSizeMake(SCREEN_WIDTH - 50 - buttonW..., 35)); make.left.mas_equalTo(self.view.mas_left).offset(25+buttonW/2+7.5);...}else{ make.top.mas_equalTo(self.titleLabel.mas_bottom).offset(40); }...(view.mas_top).offset(0); if (listButton) { make.left.mas_equalTo
UIView *B = UIView.new; B.leftPos.equalTo(@40); B.widthSize.equalTo(@60); B.heightSize.equalTo...; A.topPos.equalTo(@20); A.widthSize.equalTo(@40); A.heightSize.equalTo(A.widthSize);...C.bottomPos.equalTo(B.bottomPos); C.widthSize.equalTo(@40); C.heightSize.equalTo(B.heightSize...).offset(10); D.rightPos.equalTo(@15); D.heightSize.equalTo(A.heightSize); D.widthSize.equalTo...; E.centerXPos.equalTo(@0); E.heightSize.equalTo(@40); E.widthSize.equalTo(S.widthSize).add
(@50); make.height.mas_equalTo(@50); } else { make.width.mas_equalTo...(@100); make.height.mas_equalTo(@100); } self->_isOn = !...layoutIfNeeded]; [self.moView mas_makeConstraints:^(MASConstraintMaker *make) { make.center.equalTo...(self.view); make.width.mas_equalTo(@50); make.height.mas_equalTo(@50); }]; } -...(@100); make.centerX.equalTo(self.view); make.width.mas_equalTo(@60); make.height.mas_equalTo
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