HapticsManager
is a Swift package that provides a modular and easy-to-use interface for implementing haptic feedback in your applications. It integrates seamlessly with SwiftUI, enabling you to enhance user experience through customisable tactile feedback.
- Custom Haptics: Easily define and trigger haptic feedback.
- SwiftUI Extensions: Add haptic feedback to SwiftUI views in a declarative way.
- User Preferences: Enable or disable haptic feedback based on user settings through simple configuration.
- Custom Haptic Patterns: Extend and create your own complex haptic patterns.
Add HapticsManager
to your Swift project using Swift Package Manager.
dependencies: [
.package(url: "https://github.com/markbattistella/HapticsManager", from: "1.0.0")
]
This package works similarly to the SwiftUI .sensoryFeedback
API but adds more flexibility by letting you configure whether haptics are enabled globally via UserDefaults
.
With HapticsManager
, you can easily determine if haptic feedback should be available for the user — simplifying your workflow and maintaining familiar, declarative syntax.
The main advantage is that you can control the isHapticsEnabled
key centrally, allowing or conditionally enabling haptic feedback without rewriting logic in every trigger. .sensoryFeedback
would require you to implement this logic each time it's used.
There are three type of ways to use the HapticsManager
:
- Static Action: This is the simplest method, used when you want to trigger haptic feedback for a particular state change. It's consistent and straightforward — ideal when the haptic feedback needs to occur every time a specific condition (like a state variable changing) is met.
- Static Action with Condition: This approach adds more control compared to the standard static action. Here, you specify a set of conditions to determine when the haptic feedback should be triggered. This allows you to handle more nuanced scenarios — such as only playing feedback when transitioning from one specific state to another, while ignoring others.
- Dynamic Action: The most flexible of the three, dynamic actions let you determine the type of haptic feedback based on the old and new values during a state change. This means you can implement complex feedback behaviours that respond differently based on how the state transitions, allowing for a more dynamic and tailored user experience.
The static action format allows you to trigger haptic feedback consistently and simply. In the example below, haptic feedback is triggered whenever the isSuccess
state changes.
@State private var isSuccess: Bool = false
Button("isSuccess: \(isSuccess)") {
isSuccess.toggle()
}
.hapticFeedback(.notification(.warning), trigger: isSuccess)
You can also use a condition to control when the haptic feedback should be triggered, allowing for more focused control over when feedback occurs.
enum Phase { case inactive, active, completed }
@State private var phase: Phase = .inactive
Button("Update phase") {
switch phase {
case .inactive: phase = .active
case .active: phase = .completed
case .completed: phase = .inactive
}
}
.hapticFeedback(.impact(.medium), trigger: phase) { oldValue, newValue in
oldValue != .completed && newValue == .completed
}
enum Phase { case inactive, active, completed }
@State private var phase: Phase = .inactive
Button("Update phase") {
switch phase {
case .inactive: phase = .active
case .active: phase = .completed
case .completed: phase = .inactive
}
}
.hapticFeedback(.impact(.medium), trigger: phase) { newValue in
newValue == .completed
}
@State private var phase: Bool = false
Button("Toggle Phase") {
phase.toggle()
}
.hapticFeedback(.impact(.medium), trigger: phase) {
// Haptic feedback triggered
}
The dynamic action approach gives you full control over both the type of feedback and the conditions under which it's triggered.
enum LoadingState { case ready, success, failure }
@State private var loadingState: LoadingState = .ready
Button("Update loading state") {
switch loadingState {
case .ready: loadingState = .success
case .success: loadingState = .failure
case .failure: loadingState = .ready
}
}
.hapticFeedback(trigger: loadingState) { oldValue, newValue in
switch (oldValue, newValue) {
case (.failure, .ready):
return .notification(.warning)
case (.ready, .success):
return .notification(.success)
case (.success, .failure):
return .notification(.error)
default:
return nil
}
}
enum LoadingState { case ready, success, failure }
@State private var loadingState: LoadingState = .ready
Button("Update loading state") {
switch loadingState {
case .ready: loadingState = .success
case .success: loadingState = .failure
case .failure: loadingState = .ready
}
}
.hapticFeedback(trigger: loadingState) { newValue in
switch newValue {
case .success: return .notification(.success)
case .failure: return .notification(.error)
default: return nil
}
}
@State private var isLoading: Bool = false
Button("Toggle Loading") {
isLoading.toggle()
}
.hapticFeedback(trigger: isLoading) {
return .impact(.heavy)
}
HapticsManager
includes a .hapticEffectsEnabled
UserDefaults
key, allowing you to dynamically enable or disable haptics based on user settings.
This is helpful if you want to add a settings screen for toggling haptics, or if you need an overall logic to control haptics — for example, making it a premium feature.
The package uses an internal, publicly exposed UserDefaults
suite for storing haptic-related settings:
@main
struct MyAwesomeApp: App {
init() {
UserDefaults.haptic.register([
HapticUserDefaultsKey.hapticEffectsEnabled : true
])
}
var body: some Scene {
WindowGroup { ... }
}
}
Or manually updating it:
Button("Turn haptics off") {
UserDefaults.haptics.set(false, for: HapticUserDefaultKeys.isHapticEnabled)
}
Button("Turn haptics on") {
UserDefaults.haptics.set(true, for: HapticUserDefaultKeys.isHapticEnabled)
}
Important
Although you can register UserDefaults
to any suite (.standard
or custom), the package will only respond to the internal .haptic
suite to prevent unintended clashes across different parts of the application.
If the built-in feedback types are not sufficient, you can create custom haptic patterns using the .custom(CustomHaptic)
Feedback
case.
To add a custom haptic feedback type:
- Define a
CustomHaptic
conforming enum:
enum MyCustomHapticPattern: CustomHaptic {
case complexSuccess
func play() {
switch self {
case .complexSuccess:
playComplexSuccessHaptic()
}
}
}
- Implement the
play()
function to define your custom haptic feedback:
extension MyCustomHapticPattern {
// From HWS: https://www.hackingwithswift.com/books/ios-swiftui/adding-haptic-effects
func playComplexSuccessHaptic() {
var events = [CHHapticEvent]()
for i in stride(from: 0, to: 1, by: 0.1) {
let intensity = CHHapticEventParameter(parameterID: .hapticIntensity, value: Float(i))
let sharpness = CHHapticEventParameter(parameterID: .hapticSharpness, value: Float(i))
let event = CHHapticEvent(
eventType: .hapticTransient,
parameters: [intensity, sharpness],
relativeTime: i
)
events.append(event)
}
for i in stride(from: 0, to: 1, by: 0.1) {
let intensity = CHHapticEventParameter(parameterID: .hapticIntensity, value: Float(1 - i))
let sharpness = CHHapticEventParameter(parameterID: .hapticSharpness, value: Float(1 - i))
let event = CHHapticEvent(
eventType: .hapticTransient,
parameters: [intensity, sharpness],
relativeTime: 1 + i
)
events.append(event)
}
do {
let pattern = try CHHapticPattern(events: events, parameters: [])
let engine = try CHHapticEngine()
try engine.start()
let player = try engine.makePlayer(with: pattern)
try player.start(atTime: 0)
} catch {
print("Failed to play pattern: \(error.localizedDescription).")
}
}
}
- Use the custom feedback in your app:
@State private var isSuccess: Bool = false
Button("isSuccess: \(isSuccess)") {
isSuccess.toggle()
}
.hapticFeedback(.custom(.complexSuccess), trigger: isSuccess)
Contributions are always welcome! Feel free to submit a pull request or open an issue for any suggestions or improvements you have.
HapticsManager
is licensed under the MIT License. See the LICENCE file for more details.