I'm trying to make a view draggable and/or zoomable only within its clipping container view (otherwise it can run into and conflict with other views' gestures), but nothing I've tried so far keeps the gesture from extending outside the visible boundary of the container.
Here's a simplified demo of the behavior I don't want...
When the red Rectangle goes partially outside the green VStack area (clipped), it responds to drag gestures beyond the green area:
import SwiftUI
import PlaygroundSupport
struct ContentView: View {
@State var position: CGPoint = CGPoint(x: 100, y: 150)
@State var lastPosition: CGPoint = CGPoint(x: 100, y: 150)
var body: some View {
let drag = DragGesture()
.onChanged {
self.position = CGPoint(x: $0.translation.width + self.lastPosition.x, y: $0.translation.height + self.lastPosition.y)
}
.onEnded {_ in
self.lastPosition = self.position
}
return VStack {
Rectangle().foregroundColor(.red)
.frame(width: 150, height: 150)
.position(self.position)
.gesture(drag)
.clipped()
}
.background(Color.green)
.frame(width: 200, height: 300)
}
}
PlaygroundPage.current.setLiveView(ContentView())
How would you limit this gesture to only work inside the container (green area in the example above)?
UPDATE: @Asperi's solution to the above works well, but when I add a second draggable container next to the one above, I get a "dead area" in the first container inside which I can't drag (it appears to be where the second square would cover the first one if it were not clipped). The problem only happens to the original/left side, not to the new one. I think that has to do with it having higher priority since it is drawn second.
Here's an illustration of the new issue:
And here's the updated code:
struct ContentView: View {
@State var position1: CGPoint = CGPoint(x: 100, y: 150)
@State var lastPosition1: CGPoint = CGPoint(x: 100, y: 150)
let dragArea1: CGRect = CGRect(x: 0, y: 0, width: 200, height: 300)
@State var position2: CGPoint = CGPoint(x: 100, y: 150)
@State var lastPosition2: CGPoint = CGPoint(x: 100, y: 150)
let dragArea2: CGRect = CGRect(x: 0, y: 0, width: 200, height: 300)
var body: some View {
let drag1 = DragGesture(coordinateSpace: .named("dragArea1"))
.onChanged {
guard self.dragArea1.contains($0.startLocation) else { return }
self.position1 = CGPoint(x: $0.translation.width + self.lastPosition1.x, y: $0.translation.height + self.lastPosition1.y)
}
.onEnded {_ in
self.lastPosition1 = self.position1
}
let drag2 = DragGesture(coordinateSpace: .named("dragArea2"))
.onChanged {
guard self.dragArea2.contains($0.startLocation) else { return }
self.position2 = CGPoint(x: $0.translation.width + self.lastPosition2.x, y: $0.translation.height + self.lastPosition2.y)
}
.onEnded {_ in
self.lastPosition2 = self.position2
}
return HStack {
VStack {
Rectangle().foregroundColor(.red)
.frame(width: 150, height: 150)
.position(self.position1)
.gesture(drag1)
.clipped()
}
.background(Color.green)
.frame(width: dragArea1.width, height: dragArea1.height)
VStack {
Rectangle().foregroundColor(.blue)
.frame(width: 150, height: 150)
.position(self.position2)
.gesture(drag2)
.clipped()
}
.background(Color.yellow)
.frame(width: dragArea2.width, height: dragArea2.height)
}
}
}
Any ideas of how to keep dragging disabled outside any containers, as already achieved, but also allow dragging within the full bounds of each container regardless of what happens with others?