Search docs/

Gestures

Overview

Ionic Gestures is a utility that allows developers to build custom gestures and interactions for their application in a platform agnostic manner. Developers do not need to be using a particular framework such as React or Angular, nor do they even need to be building an Ionic app! As long as developers have access to v5.0 or greater of Ionic Framework, they will have access to all of Ionic Animations.

Building complex gestures can be time consuming. Other libraries that provide custom gestures are often times too heavy handed and end up capturing mouse or touch events and not letting them propagate. This can result in other elements no longer being scrollable or clickable.

Installation

Developers using Ionic Core and JavaScript should install the latest version of @ionic/core.

import { createGesture } from 'https://cdn.jsdelivr.net/npm/@ionic/core@latest/dist/esm/index.mjs';

...

const gesture = createGesture({
  el: elementRef,
  threshold: 15,
  gestureName: 'my-gesture',
  onMove: ev: onMoveHandler(ev)
});

Developers using Ionic Core and TypeScript should install the latest version of @ionic/core.

import { createGesture, Gesture } from '@ionic/core';

...

const gesture: Gesture = createGesture({
  el: elementRef,
  threshold: 15,
  gestureName: 'my-gesture',
  onMove: ev: onMoveHandler(ev)
});

Developers using Angular should install the latest version of @ionic/angular. Animations can be created via the AnimationController dependency injection.

import { Gesture, GestureController } from '@ionic/angular';

...

constructor(private gestureCtrl: GestureController) {
  const gesture: Gesture = this.gestureCtrl.create({
    el: this.element.nativeElement,
    threshold: 15,
    gestureName: 'my-gesture',
    onMove: ev: this.onMoveHandler(ev)
  });
}

Developers using React should install the latest version of @ionic/react. Full React wrappers are coming soon!

import { createGesture, Gesture } from '@ionic/react';

...

const gesture: Gesture = createGesture({
  el: elementRef,
  threshold: 15,
  gestureName: 'my-gesture',
  onMove: ev: onMoveHandler(ev)
});

Basic Gestures

Usage

let p = document.querySelector('p');
const gesture = createGesture({
  el: document.querySelector('.rectangle'),
  onMove: (detail) => { onMove(detail); }
})

gesture.enable();

const onMove = (detail) => {
  const type = detail.type;
  const currentX = detail.currentX;
  const deltaX = detail.deltaX;
  const velocityX = detail.velocityX;

  p.innerHTML = `
    <div>Type: ${type}</div>
    <div>Current X: ${currentX}</div>
    <div>Delta X: ${deltaX}</div>
    <div>Velocity X: ${velocityX}</div>
  `
}
@ViewChild('paragraph') p: ElementRef;

ngOnInit() {
  const gesture = this.gestureCtrl.create({
    el: this.rectangle.nativeElement,
    onMove: (detail) => { this.onMove(detail); }
  })

  gesture.enable();
}

private onMove(detail) {
  const type = detail.type;
  const currentX = detail.currentX;
  const deltaX = detail.deltaX;
  const velocityX = detail.velocityX;

  this.p.innerHTML = `
    <div>Type: ${type}</div>
    <div>Current X: ${currentX}</div>
    <div>Delta X: ${deltaX}</div>
    <div>Velocity X: ${velocityX}</div>
  `
}
let p = document.querySelector('p');
const gesture = createGesture({
  el: document.querySelector('.rectangle'),
  onMove: (detail) => { onMove(detail); }
})

gesture.enable();

const onMove = (detail) => {
  const type = detail.type;
  const currentX = detail.currentX;
  const deltaX = detail.deltaX;
  const velocityX = detail.velocityX;

  p.innerHTML = `
    <div>Type: ${type}</div>
    <div>Current X: ${currentX}</div>
    <div>Delta X: ${deltaX}</div>
    <div>Velocity X: ${velocityX}</div>
  `
}

In this example, our app listens for gestures on the .rectangle element. When a gesture movement is detected, the onMove function is called, and our app logs the current gesture information.

Double Click Gesture

Usage

const backgrounds = ['rgba(0, 0, 255, 0.5)', 'rgba(0, 255, 0.5)', 'rgba(255, 0, 0, 0.5)', 'rgba(255, 255, 0, 0.5)', 'rgba(255, 0, 255, 0.5)', 'rgba(0, 255, 255, 0.5)'];
const DOUBLE_CLICK_THRESHOLD = 500;
const rectangle = document.querySelector('.rectangle');
const gesture = createGesture({
  el: rectangle,
  threshold: 0,
  onStart: () => { onStart(); }
});

gesture.enable();

let lastOnStart = 0;
let currentColor = 'rgba(0, 0, 255, 0.5)';

const onStart = () => {
  const now = Date.now();

  if (Math.abs(now - lastOnStart) <= DOUBLE_CLICK_THRESHOLD) {
    rectangle.style.setProperty('background', getRandomBackground());
    lastOnStart = 0;
  } else {
    lastOnStart = now;
  }
}

const getRandomBackground = () => {
  const options = backgrounds.filter(bg => bg !== currentColor);
  currentColor = options[Math.floor(Math.random() * options.length)];

  return currentColor;
}
@ViewChild('rectangle') rectangle: ElementRef;

private backgrounds: string[] = ['rgba(0, 0, 255, 0.5)', 'rgba(0, 255, 0.5)', 'rgba(255, 0, 0, 0.5)', 'rgba(255, 255, 0, 0.5)', 'rgba(255, 0, 255, 0.5)', 'rgba(0, 255, 255, 0.5)'];
private currentColor: string = 'rgba(0, 0, 255, 0.5)';
private lastOnStart: number = 0;
private DOUBLE_CLICK_THRESHOLD: number = 500;

ngOnInit() {
  const gesture = this.gestureCtrl.create({
    el: this.rectangle.nativeElement,
    threshold: 0,
    onStart: () => { this.onStart(); }
  });

  gesture.enable();
}

private onStart() {
  const now = Date.now();

  if (Math.abs(now - this.lastOnStart) <= this.DOUBLE_CLICK_THRESHOLD) {
    this.rectangle.nativeElement.style.setProperty('background', this.getRandomBackground());
    this.lastOnStart = 0;
  } else {
    this.lastOnStart = now;
  }
}

private getRandomBackground() {
  const options = this.backgrounds.filter(bg => bg !== this.currentColor);
  this.currentColor = options[Math.floor(Math.random() * options.length)];

  return this.currentColor;
}
const backgrounds = ['rgba(0, 0, 255, 0.5)', 'rgba(0, 255, 0.5)', 'rgba(255, 0, 0, 0.5)', 'rgba(255, 255, 0, 0.5)', 'rgba(255, 0, 255, 0.5)', 'rgba(0, 255, 255, 0.5)'];
const DOUBLE_CLICK_THRESHOLD = 500;
const rectangle = document.querySelector('.rectangle');
const gesture = createGesture({
  el: rectangle,
  threshold: 0,
  onStart: () => { onStart(); }
});

gesture.enable();

let lastOnStart = 0;
let currentColor = 'rgba(0, 0, 255, 0.5)';

const onStart = () => {
  const now = Date.now();

  if (Math.abs(now - lastOnStart) <= DOUBLE_CLICK_THRESHOLD) {
    rectangle.style.setProperty('background', getRandomBackground());
    lastOnStart = 0;
  } else {
    lastOnStart = now;
  }
}

const getRandomBackground = () => {
  const options = backgrounds.filter(bg => bg !== currentColor);
  currentColor = options[Math.floor(Math.random() * options.length)];

  return currentColor;
}

In the example above, we want to be able to detect double clicks on an element. By setting our threshold to 0, we can ensure our gesture object can detect clicks. Additionally, we define a click threshold so that only 2 clicks that occur in quick succession count as a double click.

Gesture Animations

See our guide on implementing gesture animations: Gesture Animations with Ionic Animations

Browser Support

Browser/Platform Supported Versions
Chrome 22+
Safari 9+
Firefox 32+
IE/Edge 11+
Opera 30+
iOS 9+
Android 5+

Types

Name Value
GestureCallback (detail: GestureDetail) => boolean | void

Interfaces

GestureConfig

Property Type Default Description
el Node undefined The element to listen on for gestures.
disableScroll boolean | undefined false If true, scrolling will be disabled on el while the gesture is enabled.
direction 'x' | 'y' | undefined 'x' Limit gesture detection to movements along a certain axis.
gestureName string undefined The name of the gesture to create.
gesturePriority number | undefined 0 Gestures with higher priorities will override gestures with lower priorities. Useful for ensuring the multiple gestures do not collide with one another.
passive boolean | undefined true If true, this will indicate that the gesture will never call preventDefault(). This can be used to improve scrolling performance. See Passive Listeners for more information.
maxAngle number | undefined 40 The maximum angle to allow when detecting a gesture.
threshold number | undefined 10 Defines how much a pointer must move before the gesture kicks in.
canStart GestureCallback | undefined undefined A callback that returns true if a gesture is allowed to start.
onWillStart (detail: GestureDetail) => Promise<void> undefined A callback that is fires when a gesture is about to start. This is fired after canStart but before onStart.
onStart GestureCallback | undefined undefined A callback that fires when a gesture has started.
onMove GestureCallback | undefined undefined A callback that fires when a gesture movement was detected.
onEnd GestureCallback | undefined undefined A callback that fires when a gesture has ended. This is usually when a pointer has been released.
notCaptured GestureCallback | undefined undefined A callback that fires when a gesture has not been captured. This usually happens when there is a conflicting gesture with a higher priority.

GestureDetail

Property Type Description
type string The type of gesture that was detected.
startX number The starting x coordinate of the gesture.
startY number The starting y coordinate of the gesture.
startTimeStamp number The timestamp at which the gesture was started.
currentX number The current x coordinate of the gesture.
currentY number The current y coordinate of the gesture.
velocityX number How fast the gesture is currently moving on the x axis.
velocityY number How fast the gesture is currently moving on the y axis.
deltaX number How much the gesture has moved on the x axis since it started.
deltaY number How much the gesture has moved on the y axis since it started.
timeStamp number The current timestamp of the gesture.
event UIEvent The native event dispatched by the browser. See UIEvent for more information.
data any | undefined Any data specified by the user. This can be set and read in any of the callbacks.

Methods

enable(enable: boolean = true) => void

Enable or disable the gesture.

destroy() => void

Destroy the gesture instance and stop listening on the target element.

Next
Platform