# Gestures

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`](https://github.com/FormalStudio/NativeDesktop/blob/main/crates/nd-gesture/src/lib.rs) 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.** Source in [examples/notes](https://github.com/FormalStudio/NativeDesktop/blob/main/examples/notes). Live on the web and captured on macOS, Linux and Windows in the docs app.


## Pointer gestures

| Handler | Event | Notes |
| --- | --- | --- |
| `.on_tap` | `TapEvent { position, count }` | A press released in place |
| `.on_double_tap` | `DoubleTapEvent` | When it's set, a single tap waits out the double-click interval |
| `.on_long_press` | `LongPressEvent { position, phase }` | Fires after 0.5 s without movement |
| `.on_drag` | `DragEvent` | Any 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.

```rust
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();
}
```

<sub>From [examples/scroll/src/gestures.rs](https://github.com/FormalStudio/NativeDesktop/blob/main/examples/scroll/src/gestures.rs), line 17.</sub>


Wire one handler per gesture:

```rust
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)))
```

<sub>From [examples/scroll/src/gestures.rs](https://github.com/FormalStudio/NativeDesktop/blob/main/examples/scroll/src/gestures.rs), line 55.</sub>


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%:

```rust
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();
}
```

<sub>From [examples/notes/src/editor.rs](https://github.com/FormalStudio/NativeDesktop/blob/main/examples/notes/src/editor.rs), line 44.</sub>


- `.on_rotate` gives `RotateEvent { degrees }`, the change since the last event. Counterclockwise
  is positive.
- `.on_swipe_page` gives `SwipePageEvent { direction, progress, phase }` for a two-finger
  horizontal swipe between pages, `Back` or `Forward`. `progress` runs from 0 to 1 while the
  fingers track. `Ended` means that the swipe committed, and `Cancelled` means that it fell back.
  On macOS, it follows the user's **Swipe between pages** setting.
- `.on_force_click` is a deep press on a Force Touch trackpad. `.on_smart_magnify` is the
  two-finger double tap.

Where these events arrive:

| | macOS | Linux, Windows, web |
| --- | --- | --- |
| Pinch | `NSResponder` magnify events | Forwarded from GPUI where its platform reports one |
| Rotate, force click, smart magnify | Yes | Never delivered |
| Page swipe | `trackSwipeEvent` | Not 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:

- Momentum decays exponentially at Apple's rate of 0.998 per millisecond. The framework evaluates
  it in closed form, so the path is identical at 60 Hz and 240 Hz. Wayland has no kinetic
  scrolling and GPUI ignores `momentumPhase`, so the framework owns momentum.
- The rubber band uses `x * d * c / (d + c * x)` with `c = 0.55`, and a critically damped spring
  brings the content back.

Lists scroll the same way. For details, see [virtualization](https://native.formalsnake.dev/guides/virtualization.md).

### 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](https://native.formalsnake.dev/guides/virtualization.md#selection-activation-and-row-actions).

## Haptics

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

| Haptic | Use |
| --- | --- |
| `Alignment` | Something snapped, such as a guide, a detent, or a zoom reaching 100% |
| `LevelChange` | A discrete threshold, such as a full-swipe point or a stepper |
| `Generic` | Anything 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](https://native.formalsnake.dev/guides/overlays.md#input-never-leaks).

## Focus and keyboard

The framework applies these rules for you:

- Return activates the window's default button, which is the first one in tree order inside the
  innermost focus scope. Losing focus never activates anything. A multi-line editor keeps Return
  for itself with `.takes_return()`.
- Tab moves through focusable elements in tree order, or in `.tab_index(n)` order.
  `.tab_stop(false)` leaves an element out of the Tab order, and code can still focus it.
- A focus scope saves focus when it mounts and gives it back when it unmounts. A trapping scope
  keeps Tab inside it. Popovers, panels, and sheets are scopes.
- Escape closes the innermost overlay, unless something inside handled the key first.
- Focus rings show for keyboard focus and not for pointer focus.
- Declared accelerators run before an embedded page sees the key, so a web view can't swallow
  Cmd-T.

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.
