Reputation: 708
I'm making a SwiftUI app for macOS and I'd like to use the trackpad as an (x, y) input by detecting the position of the user's fingers. I wanna be able to detect multiple fingers that are resting on the trackpad (not dragging). How do I do that?
A similar question has been asked before, but I'm asking again because that was from nearly 10 years ago, the answers are all in Obj-C (one in Swift 3), and I'm wondering if there's an updated methodology. Most importantly, I've no clue how to implement the Obj-C code into my SwiftUI app so if there isn't any updated methodology, I'd appreciate if someone could just explain how to implement the old Obj-C code.
To demonstrate what I mean, this video demo of the AudioSwift app does exactly what I want. macOS itself also uses this for hand-writing Chinese (although I don't need to recognize characters).
Upvotes: 10
Views: 1826
Reputation: 21249
Always split your task into smaller ones and do them one by one. Ask in the same way and avoid broad questions touching lot of topics.
NSTouch
does - normalizedPosition
.First step is to create a simple AppKitTouchesView
forwarding required touches via a delegate.
import SwiftUI
import AppKit
protocol AppKitTouchesViewDelegate: AnyObject {
// Provides `.touching` touches only.
func touchesView(_ view: AppKitTouchesView, didUpdateTouchingTouches touches: Set<NSTouch>)
}
final class AppKitTouchesView: NSView {
weak var delegate: AppKitTouchesViewDelegate?
override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
// We're interested in `.indirect` touches only.
allowedTouchTypes = [.indirect]
// We'd like to receive resting touches as well.
wantsRestingTouches = true
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func handleTouches(with event: NSEvent) {
// Get all `.touching` touches only (includes `.began`, `.moved` & `.stationary`).
let touches = event.touches(matching: .touching, in: self)
// Forward them via delegate.
delegate?.touchesView(self, didUpdateTouchingTouches: touches)
}
override func touchesBegan(with event: NSEvent) {
handleTouches(with: event)
}
override func touchesEnded(with event: NSEvent) {
handleTouches(with: event)
}
override func touchesMoved(with event: NSEvent) {
handleTouches(with: event)
}
override func touchesCancelled(with event: NSEvent) {
handleTouches(with: event)
}
}
Second step is to create a simple custom Touch
structure which holds all the required information only and is SwiftUI compatible (not flipped y
).
struct Touch: Identifiable {
// `Identifiable` -> `id` is required for `ForEach` (see below).
let id: Int
// Normalized touch X position on a device (0.0 - 1.0).
let normalizedX: CGFloat
// Normalized touch Y position on a device (0.0 - 1.0).
let normalizedY: CGFloat
init(_ nsTouch: NSTouch) {
self.normalizedX = nsTouch.normalizedPosition.x
// `NSTouch.normalizedPosition.y` is flipped -> 0.0 means bottom. But the
// `Touch` structure is meants to be used with the SwiftUI -> flip it.
self.normalizedY = 1.0 - nsTouch.normalizedPosition.y
self.id = nsTouch.hash
}
}
NSViewRepresentable
documentationBinding
documentationThird step is to create a SwiftUI view wrapping our AppKit AppKitTouchesView
view.
struct TouchesView: NSViewRepresentable {
// Up to date list of touching touches.
@Binding var touches: [Touch]
func updateNSView(_ nsView: AppKitTouchesView, context: Context) {
}
func makeNSView(context: Context) -> AppKitTouchesView {
let view = AppKitTouchesView()
view.delegate = context.coordinator
return view
}
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
class Coordinator: NSObject, AppKitTouchesViewDelegate {
let parent: TouchesView
init(_ view: TouchesView) {
self.parent = view
}
func touchesView(_ view: AppKitTouchesView, didUpdateTouchingTouches touches: Set<NSTouch>) {
parent.touches = touches.map(Touch.init)
}
}
}
TrackPadView
Fourth step is to create a TrackPadView
which internally does use our
TouchesView
and draws circles on it representing physical location of fingers.
struct TrackPadView: View {
private let touchViewSize: CGFloat = 20
@State var touches: [Touch] = []
var body: some View {
ZStack {
GeometryReader { proxy in
TouchesView(touches: self.$touches)
ForEach(self.touches) { touch in
Circle()
.foregroundColor(Color.green)
.frame(width: self.touchViewSize, height: self.touchViewSize)
.offset(
x: proxy.size.width * touch.normalizedX - self.touchViewSize / 2.0,
y: proxy.size.height * touch.normalizedY - self.touchViewSize / 2.0
)
}
}
}
}
}
ContentView
Fifth step is to use it in our main view with some aspect ratio which is close to the real trackpad aspect ratio.
struct ContentView: View {
var body: some View {
TrackPadView()
.background(Color.gray)
.aspectRatio(1.6, contentMode: .fit)
.padding()
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
}
ContentView.swift
from this gistUpvotes: 13