Gesture callbacks & events
At any given time, each handler instance has an assigned state that can change when new touch events occur or can be forced to change by the touch system in certain circumstances. You can hook into state transitions using specific gesture callbacks.
When Reanimated is installed, all callbacks are automatically workletized. For more details, refer to the Integration with Reanimated section.
Callbacks flow
GestureEvent callbacks
Note that some of these callbacks are complementary:
- if
onBeginwas called, it is guaranteed thatonFinalizewill be called later. - if
onActivatewas called, it is guaranteed thatonDeactivatewill be called later.
TouchEvent callbacks
Callbacks
onBegin
onBegin: (event: GestureEvent<HandlerData>) => void
Called when a handler begins to recognize gestures. If onBegin was called, it is guaranteed that onFinalize will be called later.
onActivate
onActivate: (event: GestureEvent<HandlerData>) => void
Called when activation criteria for handler are met. If onActivate was called, it is guaranteed that onDeactivate will be called later.
onUpdate
onUpdate: (event: GestureEvent<HandlerData>) => void
Called each time a pointer tracked by the gesture changes state, typically due to movement, after the gesture has been activated.
onDeactivate
onDeactivate: (event: GestureEvent<HandlerData>, didSucceed: boolean) => void
Called after when handler stops recognizing gestures, but only if handler activated. It is called before onFinalize. If the handler was interrupted, the didSucceed argument is set to false. Otherwise it is set to true.
onFinalize
onFinalize: (event: GestureEvent<HandlerData>, didSucceed: boolean) => void
Called when handler stops recognizing gestures. If handler managed to activate, the didSucceed argument is set to true and onFinalize will be called right after onDeactivate. Otherwise it is set to false.
onTouchesDown
onTouchesDown: (event: GestureTouchEvent) => void
Called when new pointers are placed on the screen. It may carry information about more than one pointer because the events are batched.
onTouchesMove
onTouchesMove: (event: GestureTouchEvent) => void
Called when pointers are moved on the screen. It may carry information about more than one pointer because the events are batched.
onTouchesUp
onTouchesUp: (event: GestureTouchEvent) => void
Called when pointers are lifted from the screen. It may carry information about more than one pointer because the events are batched.
onTouchesCancel
onTouchesCancel: (event: GestureTouchEvent) => void
Called when there will be no more information about this pointer. It may be called because the gesture has ended or was interrupted. It may carry information about more than one pointer because the events are batched.
Events
GestureEvent
export type GestureEvent<HandlerData> = {
handlerTag: number;
numberOfPointers: number;
pointerType: PointerType;
GestureEvent contains properties common to all gestures (handlerTag, numberOfPointers, pointerType) along with gesture-specific data defined in each gesture's documentation.
TouchEvent
export type GestureTouchEvent = {
handlerTag: number;
numberOfTouches: number;
state: State;
eventType: TouchEventType;
allTouches: TouchData[];
changedTouches: TouchData[];
pointerType: PointerType;
TouchEvent carries information about raw touch events, like touching the screen or moving the finger.