When working with UIKit I was handling within UIView or in a UIViewController.
func touchesBegan(_ touches: Set, with event: UIEvent?)
How to handle a touch events with SwiftUI?
Easiest thing is to add a DragGesture. Check out DragGesture.Value
to get a sense of what information you have available.
Circle()
.gesture(
DragGesture(minimumDistance: 5, coordinateSpace: .global)
.onChanged { value in
self.dragLocation = value.location
}
.onEnded { _ in
self.dragLocation = .zero
}
)
You can use minimumDistance: 0
in order to have a gesture that starts updating immediately, similar to touchesBegan(...)
in UIKit.
As another way, We have way of creating a custom button. SwiftUI provides ButtonStyle, PrimitiveButtonStyle and more.
https://developer.apple.com/documentation/swiftui/buttonstyle
In fact, Button does not create a label by myself, Button has Style and delegates creating the label to Style.
So, Style has makeBody
method and we can get a configuration object.
That object has label passed from outside and isPressed
flag.
isPressed
will be changed touchDown and touchUpInside events.
I've created the custom button style. That adds an overlay when the component is getting a touch.
Sample code
struct OverlayButton<Content: View>: View {
private let content: Content
init(
@ViewBuilder _ content: () -> Content
) {
self.content = content()
}
var body: some View {
Button(action: {}) { content }
.buttonStyle(_ButtonStyle())
}
private struct _ButtonStyle: ButtonStyle {
func makeBody(configuration: Self.Configuration) -> AnyView {
if configuration.isPressed {
return AnyView(
configuration.label
.background(Color(white: 0.96))
)
} else {
return AnyView(
configuration.label
.background(Color(white: 1, opacity: 0.0001))
)
}
}
}
}
I hope that will be your idea.