So I have a ScrollView holding a set of views:
ScrollView {
ForEach(cities) { city in
NavigationLink(destination: ...) {
I can't find a pure SwiftUI solution to this so I used a UIViewRepresentable as a work around. In the meantime, I've submitted a bug to Apple. Basically, I've created a clear view with a pan gesture on it which I will present over any SwiftUI view I want to add the gesture to. It's not a perfect solution, but maybe it's good enough for you.
public struct ClearDragGestureView: UIViewRepresentable {
public let onChanged: (ClearDragGestureView.Value) -> Void
public let onEnded: (ClearDragGestureView.Value) -> Void
/// This API is meant to mirror DragGesture,.Value as that has no accessible initializers
public struct Value {
/// The time associated with the current event.
public let time: Date
/// The location of the current event.
public let location: CGPoint
/// The location of the first event.
public let startLocation: CGPoint
public let velocity: CGPoint
/// The total translation from the first event to the current
/// event. Equivalent to `location.{x,y} -
/// startLocation.{x,y}`.
public var translation: CGSize {
return CGSize(width: location.x - startLocation.x, height: location.y - startLocation.y)
}
/// A prediction of where the final location would be if
/// dragging stopped now, based on the current drag velocity.
public var predictedEndLocation: CGPoint {
let endTranslation = predictedEndTranslation
return CGPoint(x: location.x + endTranslation.width, y: location.y + endTranslation.height)
}
public var predictedEndTranslation: CGSize {
return CGSize(width: estimatedTranslation(fromVelocity: velocity.x), height: estimatedTranslation(fromVelocity: velocity.y))
}
private func estimatedTranslation(fromVelocity velocity: CGFloat) -> CGFloat {
// This is a guess. I couldn't find any documentation anywhere on what this should be
let acceleration: CGFloat = 500
let timeToStop = velocity / acceleration
return velocity * timeToStop / 2
}
}
public class Coordinator: NSObject, UIGestureRecognizerDelegate {
let onChanged: (ClearDragGestureView.Value) -> Void
let onEnded: (ClearDragGestureView.Value) -> Void
private var startLocation = CGPoint.zero
init(onChanged: @escaping (ClearDragGestureView.Value) -> Void, onEnded: @escaping (ClearDragGestureView.Value) -> Void) {
self.onChanged = onChanged
self.onEnded = onEnded
}
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
@objc func gestureRecognizerPanned(_ gesture: UIPanGestureRecognizer) {
guard let view = gesture.view else {
Log.assertFailure("Missing view on gesture")
return
}
switch gesture.state {
case .possible, .cancelled, .failed:
break
case .began:
startLocation = gesture.location(in: view)
case .changed:
let value = ClearDragGestureView.Value(time: Date(),
location: gesture.location(in: view),
startLocation: startLocation,
velocity: gesture.velocity(in: view))
onChanged(value)
case .ended:
let value = ClearDragGestureView.Value(time: Date(),
location: gesture.location(in: view),
startLocation: startLocation,
velocity: gesture.velocity(in: view))
onEnded(value)
@unknown default:
break
}
}
}
public func makeCoordinator() -> ClearDragGestureView.Coordinator {
return Coordinator(onChanged: onChanged, onEnded: onEnded)
}
public func makeUIView(context: UIViewRepresentableContext) -> UIView {
let view = UIView()
view.backgroundColor = .clear
let drag = UIPanGestureRecognizer(target: context.coordinator, action: #selector(Coordinator.gestureRecognizerPanned))
drag.delegate = context.coordinator
view.addGestureRecognizer(drag)
return view
}
public func updateUIView(_ uiView: UIView,
context: UIViewRepresentableContext) {
}
}