Reputation: 2367
I have a button in SwiftUI and I would like to be able to have a different action for "tap button" (normal click/tap) and "long press".
Is that possible in SwiftUI?
Here is the simple code for the button I have now (handles only the "normal" tap/touch case).
Button(action: {self.BLEinfo.startScan() }) {
Text("Scan")
} .disabled(self.BLEinfo.isScanning)
I already tried to add a "longPress gesture" but it still only "executes" the "normal/short" click. This was the code I tried:
Button(action: {self.BLEinfo.startScan() }) {
Text("Scan")
.fontWeight(.regular)
.font(.body)
.gesture(
LongPressGesture(minimumDuration: 2)
.onEnded { _ in
print("Pressed!")
}
)
}
Thanks!
Gerard
Upvotes: 83
Views: 60056
Reputation: 1
Try this solution. It works, and u can see the progress of button pressing.
@State private var pressAmount: CGFloat = 0.0
@State private var isPressing = false
@State private var timer: Timer?
var body: some View {
VStack {
Text("Прогресс нажатия: \(Int(pressAmount * 100))%")
.font(.title)
.padding()
Circle()
.fill(Color.blue)
.frame(width: 200, height: 200)
.scaleEffect(1 - pressAmount * 0.25) // Уменьшаем круг в зависимости от прогресса
.overlay(
Text("Нажми и удерживай")
.foregroundColor(.white)
.font(.headline)
)
.gesture(
DragGesture(minimumDistance: 0)
.onChanged { _ in
if !isPressing {
startPress()
}
}
.onEnded { _ in
endPress()
}
)
.animation(.easeInOut(duration: 0.2), value: pressAmount)
}
.padding()
}
private func startPress() {
isPressing = true
pressAmount = 0.0
timer?.invalidate() // Останавливаем предыдущий таймер, если он был
timer = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) { _ in
if pressAmount < 0.3 {
pressAmount += 0.1 // Увеличиваем прогресс на 5% каждые 0.1 секунды
} else {
timer?.invalidate() // Останавливаем таймер, когда достигли 100%
}
}
}
private func endPress() {
isPressing = false
timer?.invalidate() // Останавливаем таймер
pressAmount = 0.0 // Сбрасываем прогресс
}
Upvotes: 0
Reputation: 910
You can make a UIViewRepresentable that has the long press gesture, then use it as an overlay with the button.
Button {
// regular button action
} label: {
Text("Normal Button")
}
.overlay {
LongPressGestureView {
// your long press action here
}
}
struct LongPressGestureView: UIViewRepresentable {
let action: () -> Void
func makeUIView(context: Context) -> UIView {
let view = UIView(frame: .zero)
view.backgroundColor = .clear
let longPressGesture = UILongPressGestureRecognizer(
target: context.coordinator,
action: #selector(Coordinator.handleLongPress)
)
view.addGestureRecognizer(longPressGesture)
return view
}
func updateUIView(_ uiView: UIView, context: Context) { }
func makeCoordinator() -> Coordinator {
Coordinator(action: action)
}
class Coordinator: NSObject {
let action: () -> Void
init(action: @escaping () -> Void) {
self.action = action
}
@objc func handleLongPress(gesture: UILongPressGestureRecognizer) {
if gesture.state == .began {
action()
}
}
}
}
Upvotes: 1
Reputation: 11
This is the pattern for recognizing the tap or long pressing gesture:
...
@State var buttonClicked = false // Its true when the button click detected. It should be make false after processed in another func.
@State var buttonLongPressed = false // Its true as long as the button pressed, otherwise false.
@State var tap_01 = false // Auxilary variable
@State var tap_02 = false // Auxilary variable
...
Button(action: {
// When the tap is UP
print("Button long pressed ends here if it started")
self.buttonLongPressed = false
if ((self.tap_02 == true) && ((self.tap_01 == true))) {
self.buttonClicked = false
print("All gestures end here")
} else {
self.buttonClicked = true
print("Button clicked... if the button has not been long pressed")
}
self.tap_01 = false
self.tap_02 = false
}, label: {
Text("LABEL")
})
.simultaneousGesture(
// When the tap is UP
LongPressGesture().onEnded({ _ in
self.tap_01 = true
if (self.tap_02 == true) {
self.buttonLongPressed = true
print("Button long pressed starts here")
}
})
)
.simultaneousGesture(
// When the long press detected
LongPressGesture().onChanged({ _ in
print("Button gestures starts here")
self.tap_02 = true
})
)
Upvotes: 1
Reputation: 119
Perhaps my method will help you. Tested on Xcode 15 and iOS 17.1. ScrollView() is not blocked.
struct MultiTapButton<Label> : View where Label : View {
let label: Label
let singleTapAction: () -> Void
let doubleTapAction: () -> Void
let longPressAction: () -> Void
let duration: Double
init(singleTapAction: @escaping () -> Void, doubleTapAction: @escaping () -> Void, longPressAction: @escaping () -> Void, duration: Double, @ViewBuilder label: () -> Label) {
self.label = label()
self.singleTapAction = singleTapAction
self.doubleTapAction = doubleTapAction
self.longPressAction = longPressAction
self.duration = duration
}
@GestureState private var onPressing: Bool = false
@State var longAction: Bool = false
var gesture: some Gesture {
LongPressGesture(minimumDuration: duration)
.updating($onPressing) { currentState, gestureState, transaction in
gestureState = currentState
transaction.animation = Animation.spring(duration: 0.0625)
}
.onEnded { finished in
longAction = true
longPressAction()
}
}
var body: some View {
Button(action: {
if longAction {
longAction = false
return
}
singleTapAction()
}) {
label
}
.simultaneousGesture(gesture)
.highPriorityGesture(
TapGesture(count: 2)
.onEnded { _ in
doubleTapAction()
}
)
}
}
Example:
struct ExampleView: View {
let gridItems = [GridItem(.fixed(120), spacing: 2), GridItem(.fixed(120), spacing: 2), GridItem(.fixed(120), spacing: 2)]
var body: some View {
ZStack(){
Color.orange
ScrollView(showsIndicators: true){
LazyVGrid(columns: gridItems, alignment: .center, spacing: 2) {
ForEach(0..<24) { index in
MultiTapButton(singleTapAction: {
print("Single Tap Action")
}, doubleTapAction: {
print("Double Tap Action")
}, longPressAction: {
print("Long Press Action")
}, duration: 0.5) {
Rectangle()
.foregroundStyle(Color.purple)
.frame(width: 120, height: 150, alignment: .center)
}
}
}
.padding(.vertical, 64)
}
}
.ignoresSafeArea()
}
}
Upvotes: 2
Reputation: 556
!! If you need to press and hold gesture just to pop up the menu, consider using it (even work great on Vision Pro)
Menu(content: {
//The menu items you want to show when long press
Button("Add", action: {})
Button("Delete", action: {})
}, label: {
Text("I am a item")
}, primaryAction: {
//The tap gesture action
})
Upvotes: 1
Reputation: 257
(Later, in 2023…)
I tried all the solutions I could find for something similar, but every solution produced some sort of conflict where one gesture prevented the other, or something like that.
On my own, I decided to implement a type conforming to PrimitiveButtonStyle
after reading in the documentation:
Specify a style that conforms to PrimitiveButtonStyle to create a button with custom interaction behavior.
In essence, the style uses onTapGesture
and onLongPressGesture
, but all the "tap gesture" does is uses the protocol's exposed configuration
variable to activate the button's "action" as defined when declaring it.
As a bonus, the long press gesture's pressed
variable can be used to decide whether to show custom feedback indicating the button is being pressed, regardless of which gesture ends up succeeding.
// Conform to `PrimitiveButtonStyle` for custom interaction behaviour
struct SupportsLongPress: PrimitiveButtonStyle {
/// An action to execute on long press
let longPressAction: () -> ()
/// Whether the button is being pressed
@State var isPressed: Bool = false
func makeBody(configuration: Configuration) -> some View {
// The "label" as specified when declaring the button
configuration.label
// Visual feedback that the button is being pressed
.scaleEffect(self.isPressed ? 0.9 : 1.0)
.onTapGesture {
// Run the "action" as specified
// when declaring the button
configuration.trigger()
}
.onLongPressGesture(
perform: {
// Run the action specified
// when using this style
self.longPressAction()
},
onPressingChanged: { pressing in
// Use "pressing" to infer whether the button
// is being pressed
self.isPressed = pressing
}
)
}
}
/// A modifier that applies the `SupportsLongPress` style to buttons
struct SupportsLongPressModifier: ViewModifier {
let longPressAction: () -> ()
func body(content: Content) -> some View {
content.buttonStyle(SupportsLongPress(longPressAction: self.longPressAction))
}
}
/// Extend the View protocol for a SwiftUI-like shorthand version
extension View {
func supportsLongPress(longPressAction: @escaping () -> ()) -> some View {
modifier(SupportsLongPressModifier(longPressAction: longPressAction))
}
}
// --- At the point of use:
struct MyCustomButtonRoom: View {
var body: some View {
Button(
action: {
print("You've tapped me!")
},
label: {
Text("Do you dare interact?")
}
)
.supportsLongPress {
print("Looks like you've pressed me.")
}
}
}
Upvotes: 18
Reputation: 781
Combining a high priority gesture and a simultaneous gesture should do the trick.
Button(action: {}) {
Text("A Button")
}
.simultaneousGesture(
LongPressGesture()
.onEnded { _ in
print("Loooong")
}
)
.highPriorityGesture(
TapGesture()
.onEnded { _ in
print("Tap")
}
)
Found this a handy pattern when interacting with other views as well.
Upvotes: 66
Reputation: 71
As a follow up, I had the same issue and I tried all of these answers but didn't like how they all worked.
I ended up using a .contextMenu it was way easier and produces pretty much the same effect. Check link here and here is an example
UPDATE: As of iOS 16, .contextMenu has been depreciated. So I ended up using .simultaneousGesture on the Button, not the content in the button's label block.
i.e.
Button {
// handle Button Tap
} label: {
// button label content here
}
.simultaneousGesture(LongPressGesture()
.onEnded { _ in
// handle long press here
}
)
This still preserves the button animations as well.
Note tested before iOS 16 however.
Upvotes: 3
Reputation: 21
Kevin's answer was the closest to what I needed. Since ordering the longPressGesture before the tapGesture broke ScrollViews for me, but the inverse made the minimumDuration parameter do nothing, I implemented the long press functionality myself:
struct TapAndLongPressModifier: ViewModifier {
@State private var canTap = false
@State private var pressId = 0
let tapAction: (()->())
let longPressAction: (()->())
var minimumDuration = 1.0
func body(content: Content) -> some View {
content
.onTapGesture {
if canTap {
tapAction()
}
}
.onLongPressGesture(
minimumDuration: 1.0,
pressing: { (isPressing) in
pressId += 1
canTap = isPressing
if isPressing {
let thisId = pressId
DispatchQueue.main.asyncAfter(deadline: .now() + minimumDuration) {
if thisId == pressId {
canTap = false
longPressAction()
}
}
}
},
// We won't actually use this
perform: {}
)
}
}
Upvotes: 2
Reputation: 31
just do this: the first modifier should be onLongPressGesture(minumumDuration: (the duration you want)) and the following mondifier should be onLongPressGesture(minimumDuration: 0.01) <- or some other super small numbers
this works for me perfectly
Upvotes: 1
Reputation: 493
Here is my implementation using a modifier:
struct TapAndLongPressModifier: ViewModifier {
@State private var isLongPressing = false
let tapAction: (()->())
let longPressAction: (()->())
func body(content: Content) -> some View {
content
.scaleEffect(isLongPressing ? 0.95 : 1.0)
.onLongPressGesture(minimumDuration: 1.0, pressing: { (isPressing) in
withAnimation {
isLongPressing = isPressing
print(isPressing)
}
}, perform: {
longPressAction()
})
.simultaneousGesture(
TapGesture()
.onEnded { _ in
tapAction()
}
)
}
}
Use it like this on any view:
.modifier(TapAndLongPressModifier(tapAction: { <tap action> },
longPressAction: { <long press action> }))
It just mimics the look a button by scaling the view down a bit. You can put any other effect you want after scaleEffect
to make it look how you want when pressed.
Upvotes: 6
Reputation: 1
Try this :)
Handles isInactive, isPressing, isLongPress and Tap(Click)
based on this
I tried to make this as a viewmodifier without success. I would like to see an example with @GestureState variable wrapper used in same manner as @State/@Published are bound to @Binding in view components.
Tested: Xcode 12.0 beta, macOS Big Sur 11.0 beta
import SwiftUI
enum PressState {
case inactive
case pressing
case longPress
var isPressing: Bool {
switch self {
case .inactive:
return false
case .pressing, .longPress:
return true
}
}
var isLongPress: Bool {
switch self {
case .inactive, .pressing:
return false
case .longPress:
return true
}
}
var isInactive : Bool {
switch self {
case .inactive:
return true
case .pressing, .longPress:
return false
}
}
}
struct ContentView: View {
@GestureState private var pressState: PressState = PressState.inactive
@State var showClick: Bool = false
var press: some Gesture {
LongPressGesture(minimumDuration: 0.8, maximumDistance: 50.0)
.sequenced(before: LongPressGesture(minimumDuration: .infinity, maximumDistance: 50.0))
.updating($pressState) { value, state, transaction in
switch value {
case .first(true): // first gesture starts
state = PressState.pressing
case .second(true, nil): // first ends, second starts
state = PressState.longPress
default: break
}
}
}
var body: some View {
ZStack{
Group {
Text("Click")
.offset(x: 0, y: pressState.isPressing ? (pressState.isLongPress ? -120 : -100) : -40)
.animation(Animation.linear(duration: 0.5))
.opacity(showClick ? 1 : 0 )
.animation(Animation.linear(duration: 0.3))
Text("Pressing")
.opacity(pressState.isPressing ? 1 : 0 )
.offset(x: 0, y: pressState.isPressing ? (pressState.isLongPress ? -100 : -80) : -20)
.animation(Animation.linear(duration: 0.5))
Text("Long press")
.opacity(pressState.isLongPress ? 1 : 0 )
.offset(x: 0, y: pressState.isLongPress ? -80 : 0)
.animation(Animation.linear(duration: 0.5))
}
Group{
Image(systemName: pressState.isLongPress ? "face.smiling.fill" : (pressState.isPressing ? "circle.fill" : "circle"))
.offset(x: 0, y: -100)
.font(.system(size: 60))
.opacity(pressState.isLongPress ? 1 : (pressState.isPressing ? 0.6 : 0.2))
.foregroundColor(pressState.isLongPress ? .orange : (pressState.isPressing ? .yellow : .white))
.rotationEffect(.degrees(pressState.isLongPress ? 360 : 0), anchor: .center)
.animation(Animation.linear(duration: 1))
Button(action: {
showClick = true
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5, execute: {
self.showClick = false
})
}, label: {
ZStack {
Circle()
.fill(self.pressState.isPressing ? Color.blue : Color.orange)
.frame(width: 100, height: 100, alignment: .center)
Text("touch me")
}}).simultaneousGesture(press)
}.offset(x: 0, y: 110)
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
Upvotes: 0
Reputation: 385
I had to do this for an app I am building, so just wanted to share. Refer code at the bottom, it is relatively self explanatory and sticks within the main elements of SwiftUI.
The main differences between this answer and the ones above is that this allows for updating the button's background color depending on state and also covers the use case of wanting the action of the long press to occur once the finger is lifted and not when the time threshold is passed.
As noted by others, I was unable to directly apply gestures to the Button and had to apply them to the Text View inside it. This has the unfortunate side-effect of reducing the 'hitbox' of the button, if I pressed near the edges of the button, the gesture would not fire. Accordingly I removed the Button and focused on manipulating my Text View object directly (this can be replaced with Image View, or other views (but not Button!)).
The below code sets up three gestures:
A LongPressGesture that fires immediately and reflects the 'tap' gesture in your question (I haven't tested but this may be able to replaced with the TapGesture)
Another LongPressGesture that has a minimum duration of 0.25 and reflect the 'long press' gesture in your question
A drag gesture with minimum distance of 0 to allow us to do events at the end of our fingers lifting from the button and not automatically at 0.25 seconds (you can remove this if this is not your use case). You can read more about this here: How do you detect a SwiftUI touchDown event with no movement or duration?
We sequence the gestures as follows: Use 'Exclusively' to combine the "Long Press" (i.e. 2 & 3 above combined) and Tap (first gesture above), and if the 0.25 second threshold for "Long Press" is not reached, the tap gesture is executed. The "Long Press" itself is a sequence of our long press gesture and our drag gesture so that the action is only performed once our finger is lifted up.
I also added code in the below for updating the button's colours depending on the state. One small thing to note is that I had to add code on the button's colour into the onEnded parts of the long press and drag gesture because the minuscule processing time would unfortunately result in the button switching back to darkButton colour between the longPressGesture and the DragGesture (which should not happen theoretically, unless I have a bug somewhere!).
You can read more here about Gestures: https://developer.apple.com/documentation/swiftui/gestures/composing_swiftui_gestures
If you modify the below and pay attention to Apple's notes on Gestures (also this answer was useful reading: How to fire event handler when the user STOPS a Long Press Gesture in SwiftUI?) you should be able to set up complex customised button interactions. Use the gestures as building blocks and combine them to remove any deficiency within individual gestures (e.g. longPressGesture does not have an option to do the events at its end and not when the condition is reached).
P.S. I have a global environment object 'dataRouter' (which is unrelated to the question, and just how I choose to share parameters across my swift views), which you can safely edit out.
struct AdvanceButton: View {
@EnvironmentObject var dataRouter: DataRouter
@State var width: CGFloat
@State var height: CGFloat
@State var bgColor: Color
@GestureState var longPress = false
@GestureState var longDrag = false
var body: some View {
let longPressGestureDelay = DragGesture(minimumDistance: 0)
.updating($longDrag) { currentstate, gestureState, transaction in
gestureState = true
}
.onEnded { value in
print(value.translation) // We can use value.translation to see how far away our finger moved and accordingly cancel the action (code not shown here)
print("long press action goes here")
self.bgColor = self.dataRouter.darkButton
}
let shortPressGesture = LongPressGesture(minimumDuration: 0)
.onEnded { _ in
print("short press goes here")
}
let longTapGesture = LongPressGesture(minimumDuration: 0.25)
.updating($longPress) { currentstate, gestureState, transaction in
gestureState = true
}
.onEnded { _ in
self.bgColor = self.dataRouter.lightButton
}
let tapBeforeLongGestures = longTapGesture.sequenced(before:longPressGestureDelay).exclusively(before: shortPressGesture)
return
Text("9")
.font(self.dataRouter.fontStyle)
.foregroundColor(self.dataRouter.darkButtonText)
.frame(width: width, height: height)
.background(self.longPress ? self.dataRouter.lightButton : (self.longDrag ? self.dataRouter.brightButton : self.bgColor))
.cornerRadius(15)
.gesture(tapBeforeLongGestures)
}
}
Upvotes: 5
Reputation: 29291
Thought I'd post back on this, in case anyone else is struggling. Strange that Apple's default behaviour works on most controls but not buttons. In my case I wanted to keep button effects while supporting long press.
An approach that works without too much complexity is to ignore the default button action and create a simultaneous gesture that handles both normal and long clicks.
In your view you can apply a custom long press modifier like this:
var body: some View {
// Apply the modifier
Button(action: self.onReloadDefaultAction) {
Text("Reload")
}
.modifier(LongPressModifier(
isDisabled: self.sessionButtonsDisabled,
completionHandler: self.onReloadPressed))
}
// Ignore the default click
private func onReloadDefaultAction() {
}
// Handle the simultaneous gesture
private func onReloadPressed(isLongPress: Bool) {
// Do the work here
}
My long press modifier implementation looked like this and uses the drag gesture that I found from another post. Not very intuitive but it works reliably, though of course I would prefer not to have to code this plumbing myself.
struct LongPressModifier: ViewModifier {
// Mutable state
@State private var startTime: Date?
// Properties
private let isDisabled: Bool
private let longPressSeconds: Double
private let completionHandler: (Bool) -> Void
// Initialise long press behaviour to 2 seconds
init(isDisabled: Bool, completionHandler: @escaping (Bool) -> Void) {
self.isDisabled = isDisabled
self.longPressSeconds = 2.0
self.completionHandler = completionHandler
}
// Capture the start and end times
func body(content: Content) -> some View {
content.simultaneousGesture(DragGesture(minimumDistance: 0)
.onChanged { _ in
if self.isDisabled {
return
}
// Record the start time at the time we are clicked
if self.startTime == nil {
self.startTime = Date()
}
}
.onEnded { _ in
if self.isDisabled {
return
}
// Measure the time elapsed and reset
let endTime = Date()
let interval = self.startTime!.distance(to: endTime)
self.startTime = nil
// Return a boolean indicating whether a normal or long press
let isLongPress = !interval.isLess(than: self.longPressSeconds)
self.completionHandler(isLongPress)
})
}
}
Upvotes: 1
Reputation: 303
I just discovered that the effect depends on the order of the implementation. Implementing the detection of gestures in the following order it seems to be possible to detect and identify all three gestures:
Tested on Xcode Version 11.3.1 (11C504)
fileprivate func myView(_ height: CGFloat, _ width: CGFloat) -> some View {
return self.textLabel(height: height, width: width)
.frame(width: width, height: height)
.onTapGesture(count: 2) {
self.action(2)
}
.onLongPressGesture {
self.action(3)
}
.onTapGesture(count: 1) {
self.action(1)
}
}
Upvotes: 13
Reputation: 4318
I tried many things but finally I did something like this:
Button(action: {
}) {
VStack {
Image(self.imageName)
.resizable()
.onTapGesture {
self.action(false)
}
.onLongPressGesture(minimumDuration: 0.1) {
self.action(true)
}
}
}
It is still a button with effects but short and long press are different.
Upvotes: 69
Reputation: 2282
This isn't tested, but you can try to add a LongPressGesture
to your button.
It'll presumably look something like this.
struct ContentView: View {
@GestureState var isLongPressed = false
var body: some View {
let longPress = LongPressGesture()
.updating($isLongPressed) { value, state, transaction in
state = value
}
return Button(/*...*/)
.gesture(longPress)
}
}
Upvotes: 2