| name | swiftui-gestures |
| description | Use when implementing SwiftUI gestures (tap, drag, long press, magnification, rotation), composing gestures, managing gesture state, or debugging gesture conflicts - comprehensive patterns for gesture recognition, composition, accessibility, and cross-platform support |
| skill_type | discipline |
| version | 1.0.0 |
| last_updated | Sun Dec 07 2025 00:00:00 GMT+0000 (Coordinated Universal Time) |
| apple_platforms | iOS 13+, macOS 10.15+, iPadOS 13+, visionOS 1.0+ |
| xcode_version | Xcode 16+ |
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, 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
2. "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
3. "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
4. "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
5. "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 < 0 ? .left : .right
} else {
return vertical < 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
Textignore 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
Apple Documentation
WWDC Sessions
- WWDC 2019-237: Building Custom Views with SwiftUI
- WWDC 2020-10043: Stacks, Grids, and Outlines in SwiftUI
- WWDC 2021-10018: Add Rich Graphics to Your SwiftUI App
Related Skills
- accessibility-diag — Making gestures accessible
- swiftui-performance — Optimizing gesture performance
- ui-testing — Testing gesture interactions
Remember: Prefer built-in controls (Button, Slider) over custom gestures whenever possible. Gestures should enhance interaction, not replace standard controls.