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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 simultaneously/sequenced/exclusively, managing transient state with @GestureState, resolving parent/child gesture conflicts with highPriorityGesture or simultaneousGesture, building custom Gesture protocol conformances, or migrating from deprecated MagnificationGesture to MagnifyGesture or using the newer RotateGesture.

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  • SKILL.md13.6 KB
  • references/gesture-patterns.md13.7 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

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.

Contents

Gesture Overview

GestureTypeValueSince
TapGestureDiscreteVoidiOS 13
LongPressGestureDiscreteBooliOS 13
DragGestureContinuousDragGesture.ValueiOS 13
MagnifyGestureContinuousMagnifyGesture.ValueiOS 17
RotateGestureContinuousRotateGesture.ValueiOS 17
SpatialTapGestureDiscreteSpatialTapGesture.ValueiOS 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.

@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
            }
    )

With persisted scale:

@State private var currentScale = 1.0
@GestureState private var gestureScale = 1.0

Image("photo")
    .scaleEffect(currentScale * gestureScale)
    .gesture(
        MagnifyGesture(minimumScaleDelta: 0.01)
            .updating($gestureScale) { value, state, _ in state = value.magnification }
            .onEnded { value in
                currentScale = min(max(currentScale * value.magnification, 0.5), 5.0)
            }
    )

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 }
    )

With persisted rotation:

@State private var currentAngle = Angle.zero
@GestureState private var gestureAngle = Angle.zero

Rectangle()
    .rotationEffect(currentAngle + gestureAngle)
    .gesture(
        RotateGesture()
            .updating($gestureAngle) { value, state, _ in state = value.rotation }
            .onEnded { value in currentAngle += value.rotation }
    )

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)
    .map { ExclusiveResult.doubleTap }
    .exclusively(before:
        LongPressGesture()
            .map { _ in ExclusiveResult.longPress }
    )
    .onEnded { result in
        switch result {
        case .first(let val): handleDoubleTap()
        case .second(let val): 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:

ModifierBehavior
.gesture()Default priority. Child gestures win over parent.
.highPriorityGesture()Parent gesture takes precedence over child.
.simultaneousGesture()Both parent and child gestures fire.
// Problem: parent tap swallows child tap
VStack {
    Button("Child") { handleChild() }  // never fires
}
.gesture(TapGesture().onEnded { handleParent() })

// Fix 1: Use simultaneousGesture on parent
VStack {
    Button("Child") { handleChild() }
}
.simultaneousGesture(TapGesture().onEnded { handleParent() })

// Fix 2: Give parent explicit priority
VStack {
    Text("Child")
        .gesture(TapGesture().onEnded { handleChild() })
}
.highPriorityGesture(TapGesture().onEnded { handleParent() })

GestureMask

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

.gesture(drag, including: .gesture)   // only this gesture, not subviews
.gesture(drag, including: .subviews)  // only subview gestures
.gesture(drag, including: .all)       // default: this + subviews

Custom Gesture Protocol

Create reusable gestures by conforming to Gesture:

struct SwipeGesture: Gesture {
    enum Direction { case left, right, up, down }
    let minimumDistance: CGFloat
    let onSwipe: (Direction) -> Void

    init(minimumDistance: CGFloat = 50, onSwipe: @escaping (Direction) -> Void) {
        self.minimumDistance = minimumDistance
        self.onSwipe = onSwipe
    }

    var body: some Gesture {
        DragGesture(minimumDistance: minimumDistance)
            .onEnded { value in
                let h = value.translation.width, v = value.translation.height
                if abs(h) > abs(v) {
                    onSwipe(h > 0 ? .right : .left)
                } else {
                    onSwipe(v > 0 ? .down : .up)
                }
            }
    }
}

// Usage
Rectangle().gesture(SwipeGesture { 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(onSwipe: action))
    }
}

Common Mistakes

1. Conflicting parent/child gestures

// DON'T: Parent .gesture() conflicts with child tap
VStack {
    Button("Action") { doSomething() }
}
.gesture(TapGesture().onEnded { parentAction() })

// DO: Use .simultaneousGesture() or .highPriorityGesture()
VStack {
    Button("Action") { doSomething() }
}
.simultaneousGesture(TapGesture().onEnded { parentAction() })

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

// DON'T: @State doesn't auto-reset — view stays offset after gesture ends
@State private var dragOffset = CGSize.zero

DragGesture()
    .onChanged { value in dragOffset = value.translation }
    .onEnded { _ in dragOffset = .zero }  // manual reset required

// DO: @GestureState auto-resets when gesture ends
@GestureState private var dragOffset = CGSize.zero

DragGesture()
    .updating($dragOffset) { value, state, _ in
        state = value.translation
    }

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()

// PREFER: 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
    }

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 use var body: some Gesture (not View)
  • Gesture-driven animations use .spring or similar for natural deceleration
  • GestureMask considered when mixing gestures across view hierarchy levels

References

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