Thanks to @krjw for the hint with an even number of fingers
This appears to be a problem in the Gesture framework for attempting to detect a bunch of gestures even if we didn't specify that it should be listening for them.
As the documentation is infuriatingly sparse we can only really guess at what the intended behaviour and lifecycle here is meant to be (IMHO - this seems like a bug) - but it can be worked around.
Define a struct method like
func onDragEnded() {
// set state, process the last drag position we saw, etc
}
Then combine several gestures into one to cover the bases that we didn't specify
let drag = DragGesture(minimumDistance: 0)
.onChanged({ drag in
// Do stuff with the drag - maybe record what the value is in case things get lost later on
})
.onEnded({ drag in
self.onDragEnded()
})
let hackyPinch = MagnificationGesture(minimumScaleDelta: 0.0)
.onChanged({ delta in
self.onDragEnded()
})
.onEnded({ delta in
self.onDragEnded()
})
let hackyRotation = RotationGesture(minimumAngleDelta: Angle(degrees: 0.0))
.onChanged({ delta in
self.onDragEnded()
})
.onEnded({ delta in
self.onDragEnded()
})
let hackyPress = LongPressGesture(minimumDuration: 0.0, maximumDistance: 0.0)
.onChanged({ _ in
self.onDragEnded()
})
.onEnded({ delta in
self.onDragEnded()
})
let combinedGesture = drag
.simultaneously(with: hackyPinch)
.simultaneously(with: hackyRotation)
.exclusively(before: hackyPress)
/// The pinch and rotation may not be needed - in my case I don't but
/// obviously this might be very dependent on what you want to achieve
There might be a better combo for simultaneously
and exclusively
but for my use case at least (which is for something similar to a joystick) this seems like it is doing the job
There is also a GestureMask
type that might have done the job but there is no documentation on how that works.