NativeDesktop

Gestures

Tap, double tap, long press, and drag; trackpad pinch, rotate, and page swipes; momentum scrolling, haptics, and the focus rules that go with them.

Gestures are handlers on elements, such as .on_tap(..) and .on_pinch(..). Where the OS has native recognition (macOS), the framework uses it. Elsewhere, nd-gesture does the recognition. Either way, your handler gets the same event type, always on the UI thread and never from inside a native callback.

Example: Notes. A multi-file app: source list sidebar, toolbar, a virtual list of notes, an editor, the command palette, gestures and settings. Source in examples/notes.
Notes on macOS

Captured on macOS 27.0, 2026-10-22.

Notes on Linux

Captured on NixOS 26.11 (Zokor), Hyprland, 2026-10-22.

Notes on Windows

Captured on Windows 11 26H2, 2026-10-22.

Pointer gestures

HandlerEventNotes
.on_tapTapEvent { position, count }A press released in place
.on_double_tapDoubleTapEventWhen it's set, a single tap waits out the double-click interval
.on_long_pressLongPressEvent { position, phase }Fires after 0.5 s without movement
.on_dragDragEventAny direction. For one axis, use .on_drag_axis(axis, ..)

A press is a tap until it moves more than 4 points. After that, a drag can claim it. Positions are in window coordinates.

Phased events carry a GesturePhase: Began, Changed, Ended, or Cancelled. Treat Cancelled as undo. It means that another recognizer won the press, the OS took the pointer, or a swipe fell short, so remove whatever you previewed on Began and Changed. A drag's Ended carries velocity in points per second, for a fling.

fn tapped(&mut self, _: &TapEvent, _: &mut Window, cx: &mut Context<Self>) {
    self.taps += 1;
    cx.notify();
}

fn reset(&mut self, _: &DoubleTapEvent, _: &mut Window, cx: &mut Context<Self>) {
    self.taps = 0;
    self.offset = Point::default();
    cx.notify();
}

fn held(&mut self, event: &LongPressEvent, _: &mut Window, cx: &mut Context<Self>) {
    match event.phase {
        GesturePhase::Began => {
            self.pressed = true;
            cx.haptic(Haptic::LevelChange);
        }
        _ => self.pressed = false,
    }
    cx.notify();
}

fn dragged(&mut self, event: &DragEvent, _: &mut Window, cx: &mut Context<Self>) {
    match event.phase {
        GesturePhase::Began | GesturePhase::Changed => self.offset = event.translation,
        // A fling ends with a velocity in points per second; this pad just stays put.
        GesturePhase::Ended => {}
        // Another recognizer won the press: undo the preview.
        GesturePhase::Cancelled => self.offset = Point::default(),
    }
    cx.notify();
}

From examples/scroll/src/gestures.rs, line 17.

Wire one handler per gesture:

div()
    .id("pad")
    .size_full()
    .on_tap(cx.listener(Self::tapped))
    .on_double_tap(cx.listener(Self::reset))
    .on_long_press(cx.listener(Self::held))
    .on_drag(cx.listener(Self::dragged))
    .child(text(format!("{} taps, offset {:.0}, {:.0}", self.taps, self.offset.x, self.offset.y)))

From examples/scroll/src/gestures.rs, line 55.

This Pad lives in the scroll example so that CI compiles it. The benchmark window doesn't open it.

Nested recognizers

When elements are nested, their handlers don't both fire for one press. The innermost recognizer that claims the press wins, and ties go to the innermost one. An inner tap and an outer drag never both fire for one press: the tap claims it on release, and the drag claims it once the pointer passes the slop.

Trackpad gestures

.on_pinch delivers PinchEvent { scale, phase, position }. scale is a multiplier, so the handler is zoom *= event.scale. The notes editor zooms its text this way and plays a haptic when the zoom crosses 100%:

fn pinch(&mut self, event: &PinchEvent, _window: &mut Window, cx: &mut Context<Self>) {
    let before = self.zoom;
    self.zoom = (self.zoom * event.scale).clamp(0.5, 3.0);
    // A detent at 100%, felt on Force Touch trackpads: passing through it lands on it.
    if (before - 1.0) * (self.zoom - 1.0) < 0.0 {
        self.zoom = 1.0;
        cx.haptic(Haptic::Alignment);
    }
    cx.notify();
}

From examples/notes/src/editor.rs, line 44.

Where these events arrive:

macOSLinux, Windows, web
PinchNSResponder magnify eventsForwarded from GPUI where its platform reports one
Rotate, force click, smart magnifyYesNever delivered
Page swipetrackSwipeEventNot delivered yet

Windows DirectManipulation and Wayland swipe and hold gestures need patches to the GPUI fork that haven't landed. The framework never promises finger counts that the compositor owns, such as Hyprland's gesture = rules. Put the same action behind a button or a key as well.

Scrolling

div().overflow_y_scroll() (and overflow_x_scroll, overflow_scroll) makes a scroll view. On macOS, it's an NSScrollView with native momentum and elastic overscroll. On the GPUI backends, the framework provides both:

Lists scroll the same way. For details, see virtualization.

Who gets a scroll

A two-finger scroll locks to an axis after 8 points. After the lock, the innermost consumer of that axis wins: a scroller with room, a row swipe, or a page swipe. So a row swipe inside a vertical list never fights the list, and a horizontal scroller inside a vertical one keeps its own axis.

Row actions

Swipe actions on list rows come from the list (list(..).row_actions(|key, cx| ..)) instead of a gesture handler. macOS builds them from the table's delegate, and the API is shaped so that a misuse doesn't compile. For the example, see virtualization.

Haptics

cx.haptic(Haptic::Alignment) plays a trackpad haptic timed to the frame being drawn.

HapticUse
AlignmentSomething snapped, such as a guide, a detent, or a zoom reaching 100%
LevelChangeA discrete threshold, such as a full-swipe point or a stepper
GenericAnything else

macOS has no custom waveforms, so these values map onto the three NSHapticFeedbackManager patterns. The call does nothing on other operating systems and on trackpads without Force Touch, so you can call it without checking.

Overlays and gestures

Gesture hit-testing starts inside the topmost overlay, or hits nothing. A tap on a popover never reaches a handler underneath it. For details, see overlays.

Focus and keyboard

The framework applies these rules for you:

Text fields are NSTextField and NSTextView on macOS and GPUI's text input on other platforms, so IME composition goes through each platform's own path.