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Swiftui Gestures

  • 2.7k installs
  • 944 repo stars
  • Updated July 15, 2026
  • dpearson2699/swift-ios-skills

swiftui-gestures implements SwiftUI tap, drag, magnify, rotate, and composed gestures with conflict resolution for iOS 26+.

About

The swiftui-gestures skill implements and reviews SwiftUI gesture handling for iOS 26 plus using Swift 6.3 patterns. It covers discrete gestures TapGesture and LongPressGesture and continuous DragGesture, MagnifyGesture, and RotateGesture with composition via simultaneously, sequenced, and exclusively modifiers. GestureState with updating provides transient press feedback without polluting view state. View attachment uses gesture, highPriorityGesture, and simultaneousGesture for parent-child conflict resolution. Custom Gesture protocol conformances are documented alongside migration from deprecated MagnificationGesture to MagnifyGesture. Scope excludes broad SwiftUI architecture owned by swiftui-patterns and UIKit bridging owned by swiftui-uikit-interop. A review checklist and common mistakes section guide corrections with Apple documentation citations when fixing API availability claims for SpatialTapGesture, rotate gesture value handling, velocity-based drag end predictions, and accessibility alternatives for gesture-driven tap, long press, drag, and pinch interactions on iOS.

  • Tap, long press, drag, magnify, and rotate gesture patterns for iOS 26+.
  • Compose gestures with simultaneously, sequenced, and exclusively.
  • GestureState updating for transient press and drag feedback.
  • Resolve conflicts with highPriorityGesture and simultaneousGesture.
  • Migrate MagnificationGesture to MagnifyGesture on iOS 17+.

Swiftui Gestures by the numbers

  • 2,744 all-time installs (skills.sh)
  • +125 installs in the week ending Jul 29, 2026 (Skillselion tracking)
  • Ranked #66 of 1,039 Mobile Development skills by installs in the Skillselion catalog
  • Security screen: LOW risk (skills.sh audit)
  • Data as of Jul 31, 2026 (Skillselion catalog sync)
At a glance

swiftui-gestures capabilities & compatibility

Capabilities
discrete and continuous built in gesture pattern · gesture composition simultaneously sequenced exc · gesturestate transient feedback with updating · parent child conflict resolution modifiers · custom gesture protocol and review checklist
Use cases
frontend · ui design
Platforms
macOS
npx skills add https://github.com/dpearson2699/swift-ios-skills --skill swiftui-gestures

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repo stars944
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Last updatedJuly 15, 2026
Repositorydpearson2699/swift-ios-skills

How do I add double-tap, drag, or pinch gestures to a SwiftUI view without parent-child conflicts?

Implement and review SwiftUI tap, drag, magnify, rotate, and composed gesture interactions with conflict resolution.

Who is it for?

iOS SwiftUI developers adding or reviewing touch gesture interactions on views.

Skip if: Skip for UIKit-only gesture code, Vision framework, or general SwiftUI layout without gestures.

When should I use this skill?

User asks about SwiftUI gestures, GestureState, magnify, drag, or gesture conflict resolution.

What you get

Working gesture modifiers with correct composition, GestureState feedback, and conflict resolution.

  • SwiftUI gesture handler implementations
  • Sequenced gesture state enum patterns

Files

SKILL.mdMarkdownGitHub ↗

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

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. 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
            }
    )

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)
    .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:

ModifierBehavior
.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.
// Default: the child tap wins on the image; the parent handles empty stack space.
VStack {
    Image(systemName: "star.fill")
        .onTapGesture { handleChild() }

    Rectangle().fill(.blue)
}
.gesture(TapGesture().onEnded { handleParent() })

// Use simultaneousGesture when both handlers should run on child content.
VStack {
    Image(systemName: "star.fill")
        .onTapGesture { handleChild() }
}
.simultaneousGesture(TapGesture().onEnded { handleParent() })

// Use highPriorityGesture only when the parent should win.
VStack {
    Text("Child")
        .gesture(TapGesture().onEnded { handleChild() })
}
.highPriorityGesture(TapGesture().onEnded { handleParent() })

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

// DON'T: Assume parent .gesture() overrides the child tap
VStack {
    Image(systemName: "star.fill")
        .onTapGesture { childAction() }
}
.gesture(TapGesture().onEnded { parentAction() })

// DO: Pick the relationship explicitly
VStack {
    Image(systemName: "star.fill")
        .onTapGesture { childAction() }
}
.simultaneousGesture(TapGesture().onEnded { parentAction() })

// Or use .highPriorityGesture() when the parent should take precedence.

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()

// 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

Related skills

How it compares

Choose swiftui-gestures over generic SwiftUI docs when implementing multi-step or combined gestures like pinch-zoom with clamped bounds or sequenced long-press-drag.

FAQ

How do child gestures compete with parent scroll views?

Use highPriorityGesture or simultaneousGesture to control which gesture wins.

What replaced MagnificationGesture?

Use MagnifyGesture on iOS 17 plus; MagnificationGesture is deprecated.

When use GestureState vs State?

GestureState with updating resets automatically after gesture ends for transient feedback.

Is Swiftui Gestures safe to install?

skills.sh reports 3 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.

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