axiom-swiftui-gestures

Comprehensive guide to SwiftUI gesture recognition with composition patterns, state management, and accessibility integration.

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Install skill "axiom-swiftui-gestures" with this command: npx skills add charleswiltgen/axiom/charleswiltgen-axiom-axiom-swiftui-gestures

SwiftUI Gestures

Comprehensive guide to SwiftUI gesture recognition with composition patterns, state management, and accessibility integration.

When to Use This Skill

  • Implementing tap, drag, long press, magnification, or rotation gestures

  • Composing multiple gestures (simultaneously, sequenced, exclusively)

  • Managing gesture state with GestureState

  • Creating custom gesture recognizers

  • Debugging gesture conflicts or unresponsive gestures

  • Making gestures accessible with VoiceOver

  • Cross-platform gesture handling (iOS, macOS, axiom-visionOS)

Example Prompts

These are real questions developers ask that this skill is designed to answer:

  1. "My drag gesture isn't working - the view doesn't move when I drag it. How do I debug this?"

→ The skill covers DragGesture state management patterns and shows how to properly update view offset with @GestureState

  1. "I have both a tap gesture and a drag gesture on the same view. The tap works but the drag doesn't. How do I fix this?"

→ The skill demonstrates gesture composition with .simultaneously, .sequenced, and .exclusively to resolve gesture conflicts

  1. "I want users to long press before they can drag an item. How do I chain gestures together?"

→ The skill shows the .sequenced pattern for combining LongPressGesture with DragGesture in the correct order

  1. "My gesture state isn't resetting when the gesture ends. The view stays in the wrong position."

→ The skill covers @GestureState automatic reset behavior and the updating parameter for proper state management

  1. "VoiceOver users can't access features that require gestures. How do I make gestures accessible?"

→ The skill demonstrates .accessibilityAction patterns and providing alternative interactions for VoiceOver users

Choosing the Right Gesture (Decision Tree)

What interaction do you need?

├─ Single tap/click? │ └─ Use Button (preferred) or TapGesture │ ├─ Drag/pan movement? │ └─ Use DragGesture │ ├─ Hold before action? │ └─ Use LongPressGesture │ ├─ Pinch to zoom? │ └─ Use MagnificationGesture │ ├─ Two-finger rotation? │ └─ Use RotationGesture │ ├─ Multiple gestures together? │ ├─ Both at same time? → .simultaneously │ ├─ One after another? → .sequenced │ └─ One OR the other? → .exclusively │ └─ Complex custom behavior? └─ Create custom Gesture conforming to Gesture protocol

Pattern 1: Basic Gesture Recognition

TapGesture

❌ WRONG (Custom tap on non-semantic view)

Text("Submit") .onTapGesture { submitForm() }

Problems:

  • Not announced as button to VoiceOver

  • No visual press feedback

  • Doesn't respect accessibility settings

✅ CORRECT (Use Button for tap actions)

Button("Submit") { submitForm() } .buttonStyle(.bordered)

When to use TapGesture: Only when you need tap data (location, count) or non-standard tap behavior:

Image("map") .onTapGesture(count: 2) { // Double-tap for details showDetails() } .onTapGesture { location in // Single tap to pin addPin(at: location) }

DragGesture

❌ WRONG (Direct state mutation in gesture)

@State private var offset = CGSize.zero

var body: some View { Circle() .offset(offset) .gesture( DragGesture() .onChanged { value in offset = value.translation // ❌ Updates every frame, causes jank } ) }

Problems:

  • View updates on every drag event (60-120 times per second)

  • No way to reset to original position

  • Loses intermediate state if drag cancelled

✅ CORRECT (Use GestureState for temporary state)

@GestureState private var dragOffset = CGSize.zero @State private var position = CGSize.zero

var body: some View { Circle() .offset(x: position.width + dragOffset.width, y: position.height + dragOffset.height) .gesture( DragGesture() .updating($dragOffset) { value, state, _ in state = value.translation // Temporary during drag } .onEnded { value in position.width += value.translation.width // Commit final position.height += value.translation.height } ) }

Why: GestureState automatically resets to initial value when gesture ends, preventing state corruption.

LongPressGesture

@GestureState private var isDetectingLongPress = false @State private var completedLongPress = false

var body: some View { Text("Press and hold") .foregroundStyle(isDetectingLongPress ? .red : .blue) .gesture( LongPressGesture(minimumDuration: 1.0) .updating($isDetectingLongPress) { currentState, gestureState, _ in gestureState = currentState // Visual feedback during press } .onEnded { _ in completedLongPress = true // Action after hold } ) }

Key parameters:

  • minimumDuration : How long to hold (default 0.5 seconds)

  • maximumDistance : How far finger can move before cancelling (default 10 points)

MagnificationGesture

@GestureState private var magnificationAmount = 1.0 @State private var currentZoom = 1.0

var body: some View { Image("photo") .scaleEffect(currentZoom * magnificationAmount) .gesture( MagnificationGesture() .updating($magnificationAmount) { value, state, _ in state = value.magnification } .onEnded { value in currentZoom *= value.magnification } ) }

Platform notes:

  • iOS: Pinch gesture with two fingers

  • macOS: Trackpad pinch

  • visionOS: Pinch gesture in 3D space

RotationGesture

@GestureState private var rotationAngle = Angle.zero @State private var currentRotation = Angle.zero

var body: some View { Rectangle() .fill(.blue) .frame(width: 200, height: 200) .rotationEffect(currentRotation + rotationAngle) .gesture( RotationGesture() .updating($rotationAngle) { value, state, _ in state = value.rotation } .onEnded { value in currentRotation += value.rotation } ) }

Pattern 2: Gesture Composition

Simultaneous Gestures

Use when: Two gestures should work at the same time

@GestureState private var dragOffset = CGSize.zero @GestureState private var magnificationAmount = 1.0

var body: some View { Image("photo") .offset(dragOffset) .scaleEffect(magnificationAmount) .gesture( DragGesture() .updating($dragOffset) { value, state, _ in state = value.translation } .simultaneously(with: MagnificationGesture() .updating($magnificationAmount) { value, state, _ in state = value.magnification } ) ) }

Use case: Photo viewer where you can drag AND pinch-zoom at the same time.

Sequenced Gestures

Use when: One gesture must complete before the next starts

@State private var isLongPressing = false @GestureState private var dragOffset = CGSize.zero

var body: some View { Circle() .offset(dragOffset) .gesture( LongPressGesture(minimumDuration: 0.5) .onEnded { _ in isLongPressing = true } .sequenced(before: DragGesture() .updating($dragOffset) { value, state, _ in state = value.translation } .onEnded { _ in isLongPressing = false } ) ) }

Use case: iOS Home Screen — long press to enter edit mode, then drag to reorder.

Exclusive Gestures

Use when: Only one gesture should win, not both

var body: some View { Rectangle() .gesture( TapGesture(count: 2) // Double-tap .onEnded { _ in zoom() } .exclusively(before: TapGesture(count: 1) // Single tap .onEnded { _ in select() } ) ) }

Why: Without .exclusively , double-tap triggers both single and double tap handlers.

How it works: SwiftUI waits to see if second tap comes. If yes → double tap wins. If no → single tap wins.

Pattern 3: GestureState vs State

When to Use Each

Use Case State Type Why

Temporary feedback during gesture @GestureState

Auto-resets when gesture ends

Final committed value @State

Persists after gesture

Animation during gesture @GestureState

Smooth transitions

Data persistence @State

Survives view updates

Full Example: Draggable Card

struct DraggableCard: View { @GestureState private var dragOffset = CGSize.zero // Temporary @State private var position = CGSize.zero // Permanent

var body: some View { RoundedRectangle(cornerRadius: 12) .fill(.blue) .frame(width: 300, height: 200) .offset( x: position.width + dragOffset.width, y: position.height + dragOffset.height ) .gesture( DragGesture() .updating($dragOffset) { value, state, transaction in state = value.translation

        // Enable animation for smooth feedback
        transaction.animation = .interactiveSpring()
      }
      .onEnded { value in
        // Commit final position with animation
        withAnimation(.spring()) {
          position.width += value.translation.width
          position.height += value.translation.height
        }
      }
  )

} }

Key insight: GestureState's third parameter transaction lets you customize animation during the gesture.

Pattern 4: Custom Gestures

When to Create Custom Gestures

  • Need gesture behavior not provided by built-in gestures

  • Want to encapsulate complex gesture logic

  • Reusing gesture across multiple views

Example: Swipe Gesture with Direction

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

let minimumDistance: CGFloat let coordinateSpace: CoordinateSpace

init(minimumDistance: CGFloat = 50, coordinateSpace: CoordinateSpace = .local) { self.minimumDistance = minimumDistance self.coordinateSpace = coordinateSpace }

// Value is the direction typealias Value = Direction

// Body builds on DragGesture var body: AnyGesture<Direction> { DragGesture(minimumDistance: minimumDistance, coordinateSpace: coordinateSpace) .map { value in let horizontal = value.translation.width let vertical = value.translation.height

    if abs(horizontal) > abs(vertical) {
      return horizontal &#x3C; 0 ? .left : .right
    } else {
      return vertical &#x3C; 0 ? .up : .down
    }
  }
  .eraseToAnyGesture()

} }

// Usage Text("Swipe me") .gesture( SwipeGesture() .onEnded { direction in switch direction { case .left: deleteItem() case .right: archiveItem() default: break } } )

Pattern 5: Gesture Velocity and Prediction

Accessing Velocity

@State private var velocity: CGSize = .zero

var body: some View { Circle() .gesture( DragGesture() .onEnded { value in // value.velocity is deprecated in iOS 18+ // Use value.predictedEndLocation and time

      let timeDelta = value.time.timeIntervalSince(value.startLocation.time)
      let distance = value.translation

      velocity = CGSize(
        width: distance.width / timeDelta,
        height: distance.height / timeDelta
      )

      // Animate with momentum
      withAnimation(.interpolatingSpring(stiffness: 100, damping: 15)) {
        applyMomentum(velocity: velocity)
      }
    }
)

}

Predicted End Location (iOS 16+)

DragGesture() .onChanged { value in // Where gesture will likely end based on velocity let predicted = value.predictedEndLocation

// Show preview of where item will land
showPreview(at: predicted)

}

Use case: Springy physics, momentum scrolling, throw animations.

Pattern 6: Accessibility Integration

Making Custom Gestures Accessible

❌ WRONG (Gesture-only, no VoiceOver support)

Image("slider") .gesture( DragGesture() .onChanged { value in updateVolume(value.translation.width) } )

Problem: VoiceOver users can't adjust the slider.

✅ CORRECT (Add accessibility actions)

@State private var volume: Double = 50

var body: some View { Image("slider") .gesture( DragGesture() .onChanged { value in volume = calculateVolume(from: value.translation.width) } ) .accessibilityElement() .accessibilityLabel("Volume") .accessibilityValue("(Int(volume))%") .accessibilityAdjustableAction { direction in switch direction { case .increment: volume = min(100, volume + 5) case .decrement: volume = max(0, volume - 5) @unknown default: break } } }

Why: VoiceOver users can now swipe up/down to adjust volume without seeing or using the gesture.

Keyboard Alternatives (macOS)

Rectangle() .gesture( DragGesture() .onChanged { value in move(by: value.translation) } ) .onKeyPress(.upArrow) { move(by: CGSize(width: 0, height: -10)) return .handled } .onKeyPress(.downArrow) { move(by: CGSize(width: 0, height: 10)) return .handled } .onKeyPress(.leftArrow) { move(by: CGSize(width: -10, height: 0)) return .handled } .onKeyPress(.rightArrow) { move(by: CGSize(width: 10, height: 0)) return .handled }

Pattern 7: Cross-Platform Gestures

iOS vs macOS vs visionOS

Gesture iOS macOS visionOS

TapGesture Tap with finger Click with mouse/trackpad Look + pinch

DragGesture Drag with finger Click and drag Pinch and move

LongPressGesture Long press Click and hold Long pinch

MagnificationGesture Two-finger pinch Trackpad pinch Pinch with both hands

RotationGesture Two-finger rotate Trackpad rotate Rotate with both hands

Platform-Specific Gestures

var body: some View { Image("photo") .gesture( #if os(iOS) DragGesture(minimumDistance: 10) // Smaller threshold for touch #elseif os(macOS) DragGesture(minimumDistance: 1) // Precise mouse control #else DragGesture(minimumDistance: 20) // Larger for spatial gestures #endif .onChanged { value in updatePosition(value.translation) } ) }

Common Pitfalls

Pitfall 1: Forgetting to Reset GestureState

❌ WRONG

@State private var offset = CGSize.zero // Should be GestureState

var body: some View { Circle() .offset(offset) .gesture( DragGesture() .onChanged { value in offset = value.translation } ) }

Problem: When drag ends, offset stays at last value instead of resetting.

Fix: Use @GestureState for temporary state, or manually reset in .onEnded .

Pitfall 2: Gesture Conflicts with ScrollView

❌ WRONG (Drag gesture blocks scrolling)

ScrollView { ForEach(items) { item in ItemView(item) .gesture( DragGesture() .onChanged { _ in // Prevents scroll! } ) } }

Fix: Use .highPriorityGesture() or .simultaneousGesture() appropriately:

ScrollView { ForEach(items) { item in ItemView(item) .simultaneousGesture( // Allows both scroll and drag DragGesture() .onChanged { value in // Only trigger if horizontal swipe if abs(value.translation.width) > abs(value.translation.height) { handleSwipe(value) } } ) } }

Pitfall 3: Using .gesture() Instead of Button

❌ WRONG (Reimplementing button)

Text("Submit") .padding() .background(.blue) .foregroundStyle(.white) .clipShape(RoundedRectangle(cornerRadius: 8)) .onTapGesture { submit() }

Problems:

  • No press animation

  • No accessibility traits

  • Doesn't respect system button styling

  • More code

✅ CORRECT

Button("Submit") { submit() } .buttonStyle(.borderedProminent)

When TapGesture is OK: When you need tap location or multiple tap counts:

Canvas { context, size in // Draw canvas } .onTapGesture { location in addShape(at: location) // Need location data }

Pitfall 4: Not Handling Gesture Cancellation

❌ WRONG (Assumes gesture always completes)

DragGesture() .onChanged { value in showPreview(at: value.location) } .onEnded { value in hidePreview() commitChange(at: value.location) }

Problem: If user drags outside bounds and gesture cancels, preview stays visible.

✅ CORRECT (GestureState auto-resets)

@GestureState private var isDragging = false

var body: some View { content .gesture( DragGesture() .updating($isDragging) { _, state, _ in state = true } .onChanged { value in if isDragging { showPreview(at: value.location) } } .onEnded { value in commitChange(at: value.location) } ) .onChange(of: isDragging) { _, newValue in if !newValue { hidePreview() // Cleanup when cancelled } } }

Pitfall 5: Forgetting coordinateSpace

❌ WRONG (Location relative to view, not screen)

DragGesture() .onChanged { value in // value.location is relative to the gesture's view addAnnotation(at: value.location) }

Problem: If view is offset/scrolled, coordinates are wrong.

✅ CORRECT (Specify coordinate space)

DragGesture(coordinateSpace: .named("container")) .onChanged { value in addAnnotation(at: value.location) // Relative to "container" }

// In parent: ScrollView { content } .coordinateSpace(name: "container")

Options:

  • .local — Relative to gesture's view (default)

  • .global — Relative to screen

  • .named("name") — Relative to named coordinate space

Performance Considerations

Minimize Work in .onChanged

❌ SLOW

DragGesture() .onChanged { value in // Called 60-120 times per second! let position = complexCalculation(value.translation) updateDatabase(position) // ❌ I/O in gesture reloadAllViews() // ❌ Heavy work }

✅ FAST

@GestureState private var dragOffset = CGSize.zero

var body: some View { content .offset(dragOffset) // Cheap - just layout .gesture( DragGesture() .updating($dragOffset) { value, state, _ in state = value.translation // Minimal work } .onEnded { value in // Heavy work once, not 120 times/second let finalPosition = complexCalculation(value.translation) updateDatabase(finalPosition) } ) }

Use Transaction for Smooth Animations

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

// Disable implicit animations during drag
transaction.animation = nil

} .onEnded { value in // Enable spring animation for final position withAnimation(.spring(response: 0.3, dampingFraction: 0.6)) { commitPosition(value.translation) } }

Why: Animations during gesture can feel sluggish. Disable during drag, enable for final snap.

Troubleshooting

Gesture Not Recognizing

Check:

  • Is view interactive? (Some views like Text ignore gestures unless wrapped)

  • Is another gesture taking priority? (Use .highPriorityGesture() or .simultaneousGesture() )

  • Is view clipped? (Use .contentShape() to define tap area)

  • Is gesture too restrictive? (Check minimumDistance , minimumDuration )

// Fix unresponsive gesture Text("Tap me") .frame(width: 100, height: 100) .contentShape(Rectangle()) // Define full tap area .onTapGesture { handleTap() }

Gesture Conflicts with Navigation

NavigationLink(destination: DetailView()) { ItemRow(item) .simultaneousGesture( // Don't block navigation LongPressGesture() .onEnded { _ in showContextMenu() } ) }

Gesture Breaking ScrollView

Use horizontal-only gesture detection:

ScrollView { ForEach(items) { item in ItemView(item) .simultaneousGesture( DragGesture() .onEnded { value in // Only trigger on horizontal swipe if abs(value.translation.width) > abs(value.translation.height) * 2 { if value.translation.width < 0 { deleteItem(item) } } } ) } }

Testing Gestures

UI Testing with Gestures

func testDragGesture() throws { let app = XCUIApplication() app.launch()

let element = app.otherElements["draggable"]

// Get start and end coordinates let start = element.coordinate(withNormalizedOffset: CGVector(dx: 0.5, dy: 0.5)) let finish = element.coordinate(withNormalizedOffset: CGVector(dx: 0.9, dy: 0.5))

// Perform drag start.press(forDuration: 0.1, thenDragTo: finish)

// Verify result XCTAssertTrue(app.staticTexts["Dragged"].exists) }

Manual Testing Checklist

  • Gesture works on first interaction (no "warmup" needed)

  • Gesture can be cancelled (drag outside bounds)

  • Multiple rapid gestures work correctly

  • Gesture works with VoiceOver enabled

  • Gesture works on all target platforms (iOS/macOS/visionOS)

  • Gesture doesn't block scrolling or navigation

  • Gesture provides visual feedback during interaction

  • Gesture respects accessibility settings (Reduce Motion)

Resources

WWDC: 2019-237, 2020-10043, 2021-10018

Docs: /swiftui/composing-swiftui-gestures, /swiftui/gesturestate, /swiftui/gesture

Skills: axiom-accessibility-diag, axiom-swiftui-performance, axiom-ui-testing

Remember: Prefer built-in controls (Button, Slider) over custom gestures whenever possible. Gestures should enhance interaction, not replace standard controls.

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