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@niw
Last active July 5, 2024 07:02
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If you want to implement a view like a capture button on camera app.
/*
Copyright (c) 2024 Yoshimasa Niwa
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
import SwiftUI
public struct LongPressAndTapGesture: Gesture {
public struct Value: Equatable {
public var isLongPressed: Bool
public var isTapped: Bool
}
public var minimumDuration: Double
public var maximumDistance: CGFloat
public init(
minimumDuration: Double = 0.5,
maximumDistance: CGFloat = 10
) {
self.minimumDuration = minimumDuration
self.maximumDistance = maximumDistance
}
// To track overall touch down and up state change, this implementation uses
// DragGesture` with zero `minimumDistance`.
// Because custom `Gesture` can not have any state, to know the state change for a recognized
// `LongPressGesture` that doesn't change its `Value` when it's recognized at the timing of
// `onEnd { ... }` is called, for now, we need to add some sequenced gesture
// to change composed gesture value state.
// In this implementation, it uses a `LongPressGesture()`, and check composed sequenced gesture
// `Value` is `.second(_, .some)` which is the state that the first gesture has been recognized.
public var body: AnyGesture<Value> {
let dragGesture = DragGesture(minimumDistance: 0.0)
let longPressGesture = LongPressGesture(
minimumDuration: minimumDuration,
maximumDistance: maximumDistance
)
let tapGesture = TapGesture()
return AnyGesture(
dragGesture
.simultaneously(with: longPressGesture.sequenced(before: LongPressGesture()))
.simultaneously(with: tapGesture)
.map { value in
let sequencedLongPressGestureValue = value.first?.second
let isLongPressed: Bool
switch sequencedLongPressGestureValue {
case .second(_, .some(_)):
isLongPressed = true
default:
isLongPressed = false
}
let tapGestureValue: Void? = value.second
let isTapped = tapGestureValue != nil
return Value(
isLongPressed: isLongPressed,
isTapped: isTapped)
}
)
}
}
#Preview {
struct PreviewView: View {
@State
private var isFlagged: Bool = false
@State
private var isPressing: Bool = false
@State
private var isLongPressing: Bool = false
var body: some View {
Circle()
.foregroundStyle(isFlagged ? .blue : .green)
.overlay {
Circle()
.stroke(.red, lineWidth: isPressing ? (isLongPressing ? 20.0 : 5.0) : 0.0)
}
.padding()
.gesture(
LongPressAndTapGesture()
.onChanged { value in
isPressing = true
if value.isLongPressed {
isLongPressing = true
}
}
.onEnded{ value in
isPressing = false
isLongPressing = false
if value.isTapped {
isFlagged.toggle()
}
}
)
}
}
return PreviewView()
}
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