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swiftui-gestures

Implement, review, or improve SwiftUI gesture handling. Use when adding tap, long press, drag, magnify, or rotate gestures, composing gestures with …

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技能内容

SwiftUI Gestures (iOS 26+)

Review, write, and fix SwiftUI gesture interactions. Apply modern gesture APIs

with correct composition, state management, and conflict resolution using

Swift 6.3 patterns.

Scope boundary: This skill owns SwiftUI gesture recognition, composition,

gesture state, and gesture-specific accessibility alternatives. Broader

SwiftUI architecture/state ownership belongs in swiftui-patterns; list,

scroll, form, and control layout belongs in swiftui-layout-components; broad

UIKit bridging belongs in swiftui-uikit-interop.

When correcting Apple API availability, deprecation, or behavior claims, cite

the relevant Sosumi or official Apple documentation URL in the response.

Contents

  • [Gesture Overview](#gesture-overview)
  • [TapGesture](#tapgesture)
  • [LongPressGesture](#longpressgesture)
  • [DragGesture](#draggesture)
  • [MagnifyGesture (iOS 17+)](#magnifygesture-ios-17)
  • [RotateGesture (iOS 17+)](#rotategesture-ios-17)
  • [Gesture Composition](#gesture-composition)
  • [@GestureState](#gesturestate)
  • [Adding Gestures to Views](#adding-gestures-to-views)
  • [Custom Gesture Protocol](#custom-gesture-protocol)
  • [Common Mistakes](#common-mistakes)
  • [Review Checklist](#review-checklist)
  • [References](#references)

Gesture Overview

| Gesture | Type | Value | Since |

|---|---|---|---|

| TapGesture | Discrete | Void | iOS 13 |

| LongPressGesture | Discrete | Bool | iOS 13 |

| DragGesture | Continuous | DragGesture.Value | iOS 13 |

| MagnifyGesture | Continuous | MagnifyGesture.Value | iOS 17 |

| RotateGesture | Continuous | RotateGesture.Value | iOS 17 |

| SpatialTapGesture | Discrete | SpatialTapGesture.Value | iOS 16 |

Discrete gestures fire once (.onEnded). Continuous gestures stream

updates (.onChanged, .onEnded, .updating).

TapGesture

Recognizes one or more taps. Use the count parameter for multi-tap.

// Single, double, and triple tap
TapGesture()            .onEnded { tapped.toggle() }
TapGesture(count: 2)    .onEnded { handleDoubleTap() }
TapGesture(count: 3)    .onEnded { handleTripleTap() }

// Shorthand modifier
Text("Tap me").onTapGesture(count: 2) { handleDoubleTap() }

LongPressGesture

Succeeds after the user holds for minimumDuration. Fails if finger moves

beyond maximumDistance.

// Basic long press (0.5s default)
LongPressGesture()
    .onEnded { _ in showMenu = true }

// Custom duration and distance tolerance
LongPressGesture(minimumDuration: 1.0, maximumDistance: 10)
    .onEnded { _ in triggerHaptic() }

With visual feedback via @GestureState + .updating():

@GestureState private var isPressing = false

Circle()
    .fill(isPressing ? .red : .blue)
    .scaleEffect(isPressing ? 1.2 : 1.0)
    .gesture(
        LongPressGesture(minimumDuration: 0.8)
            .updating($isPressing) { current, state, _ in state = current }
            .onEnded { _ in completedLongPress = true }
    )

Shorthand: .onLongPressGesture(minimumDuration:perform:onPressingChanged:).

DragGesture

Tracks finger movement. Value provides startLocation, location,

translation, velocity, and predictedEndTranslation.

DragGesture.Value.velocity is available with DragGesture from iOS 13+;

do not confuse it with iOS 17+ gesture types such as MagnifyGesture and

RotateGesture.

@State private var offset = CGSize.zero

RoundedRectangle(cornerRadius: 16)
    .fill(.blue)
    .frame(width: 100, height: 100)
    .offset(offset)
    .gesture(
        DragGesture()
            .onChanged { value in offset = value.translation }
            .onEnded { _ in withAnimation(.spring) { offset = .zero } }
    )

Configure minimum distance and coordinate space:

DragGesture(minimumDistance: 20, coordinateSpace: .global)

MagnifyGesture (iOS 17+)

Replaces the deprecated MagnificationGesture. Tracks pinch-to-zoom scale.

@GestureState private var magnifyBy = 1.0

Image("photo")
    .resizable().scaledToFit()
    .scaleEffect(magnifyBy)
    .gesture(
        MagnifyGesture()
            .updating($magnifyBy) { value, state, _ in
                state = value.magnification
            }
    )

RotateGesture (iOS 17+)

RotateGesture is the newer alternative to RotationGesture. Tracks two-finger rotation angle.

@State private var angle = Angle.zero

Rectangle()
    .fill(.blue).frame(width: 200, height: 200)
    .rotationEffect(angle)
    .gesture(
        RotateGesture(minimumAngleDelta: .degrees(1))
            .onChanged { value in angle = value.rotation }
    )

For persisted, clamped magnification and combined rotation examples, load

[references/gesture-patterns.md](references/gesture-patterns.md).

Gesture Composition

.simultaneously(with:) — both gestures recognized at the same time

let magnify = MagnifyGesture()
    .onChanged { value in scale = value.magnification }

let rotate = RotateGesture()
    .onChanged { value in angle = value.rotation }

Image("photo")
    .scaleEffect(scale)
    .rotationEffect(angle)
    .gesture(magnify.simultaneously(with: rotate))

The value is SimultaneousGesture.Value with .first and .second optionals.

.sequenced(before:) — first must succeed before second begins

let longPressBeforeDrag = LongPressGesture(minimumDuration: 0.5)
    .sequenced(before: DragGesture())
    .onEnded { value in
        guard case .second(true, let drag?) = value else { return }
        finalOffset.width += drag.translation.width
        finalOffset.height += drag.translation.height
    }

.exclusively(before:) — only one succeeds (first has priority)

let doubleTapOrLongPress = TapGesture(count: 2)
    .exclusively(before:
        LongPressGesture()
    )
    .onEnded { result in
        switch result {
        case .first(_): handleDoubleTap()
        case .second(_): handleLongPress()
        }
    }

@GestureState

@GestureState is a property wrapper that automatically resets to its

initial value when the gesture ends. Use for transient feedback; use @State

for values that persist.

@GestureState private var dragOffset = CGSize.zero  // resets to .zero
@State private var position = CGSize.zero            // persists

Circle()
    .offset(
        x: position.width + dragOffset.width,
        y: position.height + dragOffset.height
    )
    .gesture(
        DragGesture()
            .updating($dragOffset) { value, state, _ in
                state = value.translation
            }
            .onEnded { value in
                position.width += value.translation.width
                position.height += value.translation.height
            }
    )

Custom reset with animation: @GestureState(resetTransaction: Transaction(animation: .spring))

Adding Gestures to Views

Three modifiers control gesture priority in the view hierarchy:

| Modifier | Behavior |

|---|---|

| .gesture() | Lower precedence than gestures already defined by the view or its children. |

| .highPriorityGesture() | Added gesture takes precedence over existing gestures. |

| .simultaneousGesture() | Added gesture processes at the same priority as existing gestures. |

let parentTap = TapGesture().onEnded { handleParent() }

VStack {
    Image(systemName: "star.fill")
        .onTapGesture { handleChild() }
}
.simultaneousGesture(parentTap) // Both handlers run on child content.

Use .gesture(parentTap) for the default lower-precedence parent gesture, or

.highPriorityGesture(parentTap) when the added parent gesture should win.

GestureMask

Control which gestures participate when using .gesture(_:including:):

.gesture(drag, including: .gesture)   // added gesture; disables subview gestures
.gesture(drag, including: .subviews)  // subview gestures; disables added gesture
.gesture(drag, including: .all)       // default: added + subview gestures
.gesture(drag, including: .none)      // disables added + subview gestures

Custom Gesture Protocol

Create reusable gestures by conforming to Gesture:

struct SwipeGesture: Gesture {
    enum Direction { case left, right, up, down }
    typealias Value = Direction

    let minimumDistance: CGFloat

    init(minimumDistance: CGFloat = 50) {
        self.minimumDistance = minimumDistance
    }

    var body: AnyGesture<Direction> {
        AnyGesture(
            DragGesture(minimumDistance: minimumDistance)
                .map { value in
                    let h = value.translation.width, v = value.translation.height
                    if abs(h) > abs(v) {
                        return h > 0 ? .right : .left
                    } else {
                        return v > 0 ? .down : .up
                    }
                }
        )
    }
}

// Usage
Rectangle().gesture(SwipeGesture().onEnded { print("Swiped \($0)") })

Wrap in a View extension for ergonomic API:

extension View {
    func onSwipe(perform action: @escaping (SwipeGesture.Direction) -> Void) -> some View {
        gesture(SwipeGesture().onEnded(action))
    }
}

Common Mistakes

1. Misreading parent/child gesture precedence

Do not assume a parent .gesture() overrides child gestures. Choose the

relationship explicitly as shown in [Adding Gestures to Views](#adding-gestures-to-views).

2. Using @State instead of @GestureState for transient state

Use @GestureState for values that should reset when recognition ends; keep

persistent results in @State. See [@GestureState](#gesturestate).

3. Not using .updating() for intermediate feedback

// DON'T: No visual feedback during long press
LongPressGesture(minimumDuration: 2.0)
    .onEnded { _ in showResult = true }

// DO: Provide feedback while pressing
@GestureState private var isPressing = false

LongPressGesture(minimumDuration: 2.0)
    .updating($isPressing) { current, state, _ in
        state = current
    }
    .onEnded { _ in showResult = true }

4. Using deprecated gesture types on iOS 17+

// DON'T: Deprecated since iOS 17
MagnificationGesture()   // deprecated — use MagnifyGesture()

// DO: Use newer gesture types
MagnifyGesture()         // iOS 17+
RotateGesture()          // iOS 17+ (newer alternative to RotationGesture)

5. Heavy computation in onChanged

// DON'T: Expensive work called every frame (~60-120 Hz)
DragGesture()
    .onChanged { value in
        let result = performExpensiveHitTest(at: value.location)
        let filtered = applyComplexFilter(result)
        updateModel(filtered)
    }

// DO: Throttle or defer expensive work
DragGesture()
    .onChanged { value in
        dragPosition = value.location  // lightweight state update only
    }
    .onEnded { value in
        performExpensiveHitTest(at: value.location)  // once at end
    }

6. Using onTapGesture for actions that should be a Button

// DON'T: onTapGesture has no accessibility traits, VoiceOver role,
// Voice Control targeting, Switch Control scanning, or keyboard activation
Text("Delete")
    .onTapGesture { deleteItem() }

// DO: Button provides all of these automatically
Button("Delete", role: .destructive) { deleteItem() }

// DO: For custom visuals, use ButtonStyle instead of onTapGesture
Button { toggleExpanded() } label: {
    CardView()
}
.buttonStyle(.plain)

Reserve onTapGesture for multi-tap (count: 2+), tap-location-dependent

behavior, or adding tap recognition to non-interactive content that already

has appropriate accessibility traits.

Review Checklist

  • [ ] Correct gesture type: MagnifyGesture/RotateGesture (not deprecated Magnification/Rotation variants)
  • [ ] @GestureState used for transient values that should reset; @State for persisted values
  • [ ] .updating() provides intermediate visual feedback during continuous gestures
  • [ ] Parent/child conflicts resolved with .highPriorityGesture() or .simultaneousGesture()
  • [ ] onChanged closures are lightweight — no heavy computation every frame
  • [ ] Composed gestures use correct combinator: simultaneously, sequenced, or exclusively
  • [ ] Persisted scale/rotation clamped to reasonable bounds in onEnded
  • [ ] Custom Gesture conformances return a gesture body; use AnyGesture<Value> when mapping to a custom Value
  • [ ] Gesture-driven animations use .spring or similar for natural deceleration
  • [ ] GestureMask considered when mixing gestures across view hierarchy levels
  • [ ] onTapGesture only used where count > 1, tap location, or coordinate space matters — plain single-tap actions use Button instead

References

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