id: badge
label: Badge
family: family-e-feedback
category: Display
intent: Display status, count or label
description: Status badge label
composable: false
capabilities:
required_parts: []
optional_parts: []
tags: ["badge", "tag", "status", "label", "notification"]
keywords:
pain: Badges mix interactive and static behavior without clear intent
promise: Interactivity explicitly defined and enforced by type
why: |
BadgeInteractivity defines whether the badge is static or interactive. The primitive encodes this into data attributes, preventing misuse. This ensures consistent semantics and avoids accidental clickable badges.
rules: ["CR-001", "CR-004"]
use_cases: ["status labels", "notifications"]
related: ["avatar", "icon", "logo", "code_block", "markdown", "chart", "stat", "inline_meta", "kbd", "carousel"]
file: badge_ui.css
tokens: badge-*, space-*, radius-*, font-*, motion-*
foundation: spacing, radius, typography, motion
states: []
island: badge_boundary.rs
pillar: content_display
badges: ["SSR Safe", "Hydration Safe", "Token Driven", "Deterministic API", "Zero Drift"]
before: |
// ❌ Typical
view! {
<span class="badge clickable">"New"</span>
}
after: |
// ✅ CanonRS
view! {
<Badge interactivity=BadgeInteractivity::Static>
"New"
</Badge>
}
boundary_type: passthrough
block: []
blocks_primitives: [stack]