Swift-ios-skills 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.

install
source · Clone the upstream repo
git clone https://github.com/dpearson2699/swift-ios-skills
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/dpearson2699/swift-ios-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/swiftui-gestures" ~/.claude/skills/dpearson2699-swift-ios-skills-swiftui-gestures && rm -rf "$T"
manifest: skills/swiftui-gestures/SKILL.md
source content

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
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
.

@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