Gesture state
Every time a handler is called, it will get passed a gesture state that includes the source event and adds multiple attributes such as velocity, previous value, and much more.
States structure doesn't vary much across different gestures: the only distinction comes from the pinch
gesture which handles distance
and angle
values (how distant your fingers are on screen, and what is their angle), when all other hooks deal with x
and y
coordinates.
Gesture state attributes
With the exception of xy
and vxvy
, all the attributes below are common to all gestures.
const bind = useXXXX(state => {const {event, // the source eventxy, // [x,y] values (pointer position or scroll offset)previous, // previous xyinitial, // xy value when the gesture startedintentional, // is the movement intentional -- new in v8movement, // last gesture offset (xy - initial)delta, // movement delta (movement - previous movement)offset, // offset since the first gesturelastOffset, // offset when the last gesture startedvxvy, // momentum of the gesture per axisvelocity, // absolute velocity of the gesturedistance, // offset distancedirection, // direction per axisstartTime, // gesture start timeelapsedTime, // gesture elapsed timetimeStamp, // timestamp of the eventfirst, // true when it's the first eventlast, // true when it's the last eventactive, // true when the gesture is activememo, // value returned by your handler on its previous runcancel, // function you can call to interrupt some gesturescanceled, // whether the gesture was canceled (drag and pinch)down, // true when a mouse button or touch is downbuttons, // number of buttons pressedtouches, // number of fingers touching the screenargs, // arguments you passed to bindctrlKey, // true when control key is pressedaltKey, // " " alt " "shiftKey, // " " shift " "metaKey, // " " meta " "locked, // whether document.pointerLockElement is setdragging, // is the component currently being draggedmoving, // " " " movedscrolling, // " " " scrolledwheeling, // " " " wheeledpinching // " " " pinched} = state})
pinch state attributes
The state attributes for pinch include all of the above (with the exception of xy
and vxvy
) plus the one below:
const bind = usePinch(state => {const {da, // [d,a] absolute distance and angle of the two pointersvdva, // momentum of the gesture of distance and rotationorigin, // coordinates of the center between the two touch event} = state})
drag state attributes
The drag gesture state adds a few attributes which can help you understand the user intent.
const bind = useDrag(state => {const {swipe, // [swipeX, swipeY] 0 if no swipe detected, -1 or 1 otherwisetap, // is the drag assimilated to a tap} = state})
Attributes explained
movement and offset
movement
and offset
are the attributes you're going to use most of the time when dragging or pinching. They represent relative values of the gesture, in contrast with xy
and da
which are absolute values of your pointers. Relative values are handy as you usually use the transform
style attribute to move your components, which itself is relative to the component natural position.
The difference between the two
In ✊ React UseGesture, we call gesture the act of the user initiating and terminating an interaction. movement
expresses the gesture movement, while offset
is the sum of all gesture movements on the same component. When you start dragging a component, movement
is reset to [0,0]
, while offset
keeps its previous value.
In practical terms, movement
is handy when your element returns back to its original position at the end of the gesture. Here is an example for offset
, where the component stays where you left it:
function OffsetExample() {const [{ x, y }, set] = useSpring(() => ({ x: 0, y: 0 }))const bind = useDrag(({ offset: [x, y] }) => set({ x, y }))return <animated.div {...bind()} style={{ x, y }} />}
memo
memo
stores the value returned by the previous call of your handler. The most common usecase for using memo
should be simplified by using initial
.
cancel
cancel
is a function that imperatively stops the current gesture. Here is an example on how you might want to use cancel
with the drag gesture.
If you drag the blue square over the pink zone, you'll notice that the gesture is canceled and the blue square goes back to its original position. This is very simply triggered using the code below.
function CancelExample() {const [{ x }, set] = useSpring(() => ({ x: 0 }))const bind = useDrag(({ active, movement: [mx], cancel }) => {if (mx > 200) cancel()set({ x: active ? mx : 0, immediate: active })})return <animated.div {...bind()} style={{ x }} />}
This is obviously very simple abstract logic, but please go over the Examples section for more compelling use cases. Note that only drag
and pinch
gestures are cancellable (calling cancel
on other gestures won't do anything).
swipe (drag only)
swipe
is a convenient state attribute for the drag gesture that will help you detect swipes. swipe
is a vector which both components are either -1
, 0
or 1
. The component stays to 0
until a swipe is detected. 1
or -1
indicates the direction of the swipe (left or right on the horizontal axis, top or bottom on the vertical axis).
In the example above, the blue square will move left or right when you swipe it. Here is the code to make it happen:
function SwipeExample() {const [position, setPosition] = React.useState(0)const { x } = useSpring({ x: position * 200 })const bind = useDrag(({ swipe: [swipeX] }) => {// position will either be -1, 0 or 1setPosition(p => Math.min(Math.max(-1, p + swipeX), 1))})return <animated.div {...bind()} style={{ x }} />}
Here are the conditions for a swipe to be detected on the x
axis:
- The drag gesture is over.
- The drag gesture didn't last more than
220ms
. movement[0]
is superior to theswipeDistance[0]
option.vxvy[0]
is superior to theswipeVelocity[0]
option.
Visit the swipe options documentation for more info about how to configure swipe detection to your needs.
tap (drag only)
tap
is a boolean
state attribute for the drag gesture that will be set to true if the drag gesture can be assimilated to a tap or click. In other words, tap
will be true
on mouse or touch release only when the drag displacement is inferior to 3
pixels.
You'll usually want to use the tap
attribute in conjunction with the filterTaps
option.