markbattistella/hapticsmanager
`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.
Features
- 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.
Installation
Add HapticsManager to your Swift project using Swift Package Manager.
dependencies: [
.package(url: "https://github.com/markbattistella/HapticsManager", from: "1.0.0")
]The package ships two targets:
| Target | Description | | --- | --- | | HapticsManager | Core haptic engine, SwiftUI modifiers, and the CustomHaptic protocol | | HapticsManagerPresets | Optional add-on — 151 ready-to-use CoreHaptics patterns |
Add only what you need to your target's dependencies:
.target(
name: "MyApp",
dependencies: [
.product(name: "HapticsManager", package: "HapticsManager"),
// Add this only if you want the built-in preset library:
.product(name: "HapticsManagerPresets", package: "HapticsManager"),
]
)Why use this
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.
Usage
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.
### Static Action
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.
```swift
@State private var isSuccess: Bool = false
Button("isSuccess: \(isSuccess)") {
isSuccess.toggle()
}
.hapticFeedback(.notification(.warning), trigger: isSuccess)
```
### Static Action with Condition
You can also use a condition to control when the haptic feedback should be triggered, allowing for more focused control over when feedback occurs.
#### Old and New Values
```swift
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
}
```
#### New Value Only
```swift
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
}
```
#### No Parameters
```swift
@State private var phase: Bool = false
Button("Toggle Phase") {
phase.toggle()
}
.hapticFeedback(.impact(.medium), trigger: phase) {
// Haptic feedback triggered
}
```
### Dynamic Action
The dynamic action approach gives you full control over both the type of feedback and the conditions under which it's triggered.
#### Old and New Values
```swift
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
}
}
```
#### New Values Only
```swift
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
}
}
```
#### No Parameters
```swift
@State private var isLoading: Bool = false
Button("Toggle Loading") {
isLoading.toggle()
}
.hapticFeedback(trigger: isLoading) {
return .impact(.heavy)
}
```
### Immediate Haptic Feedback
In addition to the state-driven haptic APIs, `HapticsManager` offers Immediate Action APIs designed to trigger haptic feedback directly from user interaction.
These are ideal when you want haptics to fire each time the user taps a view, or when you want full control inside a Button action.
There are two forms:
1. Declarative Tap-Driven Haptic Feedback: `.hapticFeedback(_:)`
2. Imperative Haptic Trigger: `.inlineHaptic(_:)`
Each serves a different role.
#### Declarative Immediate Action (tap-triggered)
Attach haptic feedback to any tappable view.
The haptic is triggered when the user taps the view, not when state changes or when the view re-renders.
```swift
Text("Tap Me")
.padding()
.hapticFeedback(.impact(.medium))
```
This is useful for:
- Text, Image, Shape
- Custom tappable areas
- Views where you want to provide tactile response on tap
> [!NOTE]
> In certain contexts—such as Form, List, toolbar items, or heavily styled buttons—SwiftUI’s internal gesture system may interfere with tap delivery. In those cases, use `inlineHaptic(_:)` instead.
#### Imperative Immediate Action (`inlineHaptic`)
Use this method to trigger a haptic directly inside your action handler.
```swift
Button("Submit") {
inlineHaptic(.notification(.success))
submitForm()
}
```
This approach is:
- The most reliable for Buttons
- Guaranteed to fire exactly when called
- Not dependent on SwiftUI gesture routing
- Safe inside async tasks, callbacks, gesture recognisers, etc.
This mirrors UIKit’s pattern:
```swift
UIImpactFeedbackGenerator(style: .medium).impactOccurred()
```
##### Recommended usage
Use `inlineHaptic(_:)` instead of `.hapticFeedback(_:)` when:
- Inside a Button
- Inside Form
- Inside List
- Inside toolbar actions
- When the action may be triggered programmatically
- When you want exactly one haptic per action execution
### Configuring Haptic Settings
`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.
#### Built-in UserDefaults Suite
The package uses an internal, publicly exposed `UserDefaults` suite for storing haptic-related settings:
```swift
@main
struct MyAwesomeApp: App {
init() {
UserDefaults.haptic.register([
HapticUserDefaultsKey.hapticEffectsEnabled : true
])
}
var body: some Scene {
WindowGroup { ... }
}
}
```
Or manually updating it:
```swift
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.Extending Haptic Feedback Types
If the built-in feedback types are not sufficient, you can create custom haptic patterns using the .custom(CustomHaptic) Feedback case.
Creating a Custom Feedback
To add a custom haptic feedback type:
- Define a
CustomHapticconforming enum:
enum MyCustomHapticPattern: CustomHaptic {
case complexSuccess
func play() {
switch self {
case .complexSuccess:
playComplexSuccessHaptic()
}
}
}- Implement the
play()function to define your custom haptic feedback:
[!NOTE] When creating custom haptic patterns, you do not need to create or manage a
CHHapticEngineyourself.CustomHapticprovides a shared engine throughhapticEngine, powered internally byHapticEngineManager, ensuring the engine is created once and kept alive for the lifetime of the app.
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: [])
// Play using the shared haptic engine
playPattern(pattern)
} 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)Using your own engine configuration
Within the CHHapticPattern you can use the same engine from HapticsManager but you can configure your own settings:
...
do {
let pattern = try CHHapticPattern(events: events, parameters: [])
let engine = try hapticEngine
let player = try engine.makePlayer(with: pattern)
try player.start(atTime: 10)
} catch {
...Built-in Preset Library
The optional HapticsManagerPresets target ships 151 named haptic patterns sourced from the Pulsar open-source library (MIT licence).
Each preset uses CoreHaptics directly, combining discrete transient events (sharp taps) with continuous events shaped by intensity and sharpness parameter curves. 106 of the 151 presets use both layers; the remaining 45 are purely transient — all expression comes from the timing and sharpness of individual taps.
Usage
Import the target and pass any HapticPreset case to .custom(...):
import HapticsManager
import HapticsManagerPresets
// State-driven
Button("Send") { isSent = true }
.hapticFeedback(.custom(HapticPreset.heartbeat), trigger: isSent)
// Tap-driven
Text("Tap me")
.hapticFeedback(.custom(HapticPreset.buzz))
// Inline (inside a Button action or callback)
Button("Submit") {
inlineHaptic(.custom(HapticPreset.fanfare))
submitForm()
}You can also call .play() directly when you need full control over timing:
HapticPreset.heartbeat.play()Available presets
<details> <summary>Show all 151 presets</summary>
| | | | | | --- | --- | --- | --- | | afterglow | aftershock | alarm | anvil | | applause | ascent | balloonPop | barrage | | bassDrop | batter | bellToll | blip | | bloom | bongo | boulder | breakingWave | | breath | buildup | burst | buzz | | cadence | cameraShutter | canter | cascade | | castanets | catPaw | charge | chime | | chip | chirp | clamor | clasp | | cleave | coil | coinDrop | combinationLock | | crescendo | dewdrop | dirge | dissolve | | dogBark | drone | engineRev | exhale | | explosion | fadeOut | fanfare | feather | | finale | fingerDrum | firecracker | fizz | | flare | flick | flinch | flourish | | flurry | flush | gallop | gavel | | glitch | guitarStrum | hail | hammer | | heartbeat | herald | hoofBeat | ignition | | impact | jolt | keyboardMechanical | keyboardMembrane | | knell | knock | lament | latch | | lighthouse | lilt | lock | lope | | march | metronome | murmur | nudge | | passingCar | patter | peal | peck | | pendulum | ping | pip | piston | | plink | plummet | plunk | poke | | pound | powerDown | propel | pulse | | pummel | push | radar | rain | | ramp | rap | ratchet | rebound | | ripple | rivet | rustle | shockwave | | snap | sonar | spark | spin | | stagger | stamp | stampede | stomp | | stoneSkip | strike | summon | surge | | sway | sweep | swell | syncopate | | throb | thud | thump | thunder | | thunderRoll | tickTock | tidalSurge | tideSwell | | tremor | trigger | triumph | trumpet | | typewriter | unfurl | vortex | wane | | warDrum | waterfall | wave | wisp | | wobble | woodpecker | zipper | |
</details>
Attribution
The preset data is derived from Pulsar by Krzysztof Piaskowy / Software Mansion, and is used under the MIT Licence. The full licence text is included in the ACKNOWLEDGEMENTS file.
Contributing
Contributions are always welcome! Feel free to submit a pull request or open an issue for any suggestions or improvements you have.
License
HapticsManager is licensed under the MIT License. See the LICENCE file for more details.
Package Metadata
Repository: markbattistella/hapticsmanager
Default branch: main
README: README.md