dioxus-dnd 1.0.0

Modular, accessible drag-and-drop for Dioxus: sortable lists, kanban boards, trees, grids, file drops, multi-select, touch support and more
Documentation

dioxus-dnd

Crates.io Documentation Downloads License: MIT Dioxus 0.8 MSRV 1.85

Modular, accessible drag-and-drop for Dioxus. One small core, one module per drop pattern: use only what you need. Keyboard accessible by default, with touch support, live drop previews, and auto-scroll built in.

Compatibility

dioxus-dnd Dioxus Rust
1.0 0.8 (verified against 0.8.0-alpha.0; also compiles unchanged on 0.7.9) 1.85+

The crate depends on dioxus with default-features = false, features = ["minimal"], so it adds no renderer, no JavaScript, and no extra dependencies of its own.

Modules

Module Pattern Payload transport
core Draggable to DropZone with any Clone payload Rust Store context
files OS file drops (FileDropZone, FileFilter) native event (evt.files())
sortable reorder within one list, with live preview (SortableList) self-contained (indices)
board kanban and cross-container moves (BoardColumn, BoardItem, BoardSlot) context (BoardPayload<T>)
tree nested drops with before/after/into intent (TreeNodeTarget) context
canvas free-position drops with snap and bounds (CanvasDropZone) context
grid 2D tile reorder or swap (SortableGrid) self-contained (indices)
multiselect drag N selected items as one (SelectableDraggable) context (Vec<K>)
external text, URLs and HTML dropped in from other apps native DataTransfer
dragout drag text, links and HTML out to other apps (ExternalDragSource) native DataTransfer
pointer touch and pen drags (PointerDraggable) context + pointer events
autoscroll edge-scrolling containers (AutoScroll) n/a
a11y screen-reader announcements (LiveRegion), no-drag reordering (ReorderButtons) n/a
animate FLIP reorder transitions (FlipItem, experimental) n/a

Design

In-app payloads travel through a shared Store<DragState<T>> in Dioxus context: any Clone type, zero serialization, no DataTransfer string round-trip. Stores (Dioxus 0.8's fine-grained reactivity) give each state field its own lazy subscription, so a component that reads dnd.over() in render to highlight a zone reruns only when the hovered zone changes, not on every pointer move.

The native events are used for what only they can do: gestures, coordinates, OS files, and content crossing the app boundary. Firefox's requirement that something is set on DataTransfer for a drag to start is handled for you.

The provider also carries a zone registry. Every mounted DropZone records its id, label, drop callback, acceptance filter and DOM handle there; that registry powers keyboard navigation and touch hit-testing, and it is public (use_zone_registry) if you want to build your own interaction on top. The pointer gesture lifecycle itself is a formal, exhaustively tested state machine (core::machine), also public.

Quick start

use dioxus::prelude::*;
use dioxus_dnd::prelude::*;

#[derive(Clone, PartialEq)]
struct Card { id: u32, title: String }

#[component]
fn App() -> Element {
    rsx! {
        DndProvider::<Card> {
            Draggable::<Card> {
                payload: Card { id: 1, title: "hello".into() },
                class: "card",
                "Drag me"
            }
            DropZone::<Card> {
                on_drop: move |o: DropOutcome<Card>| {
                    tracing::info!("got card {} at {:?}", o.payload.id, o.element);
                },
                accepts: move |c: Card| c.id != 0,
                class: "bin",
                "Drop here"
            }
        }
    }
}

Both components forward arbitrary attributes (class, style, and so on) to their wrapper div.

Accessibility (built in, not opt-in)

Every core Draggable (and PointerDraggable) is focusable and keyboard operable:

  • Space / Enter picks the item up
  • Up / Down cycles drop zones at the current level (spatial order)
  • Right / Left descends into a zone's nested zones or ascends to the parent (nesting is detected automatically when DropZones contain DropZones; in flat apps these fall back to next/previous)
  • Space / Enter drops into the selected zone
  • Escape cancels

Render one LiveRegion::<T> per provider to voice announcements to screen readers, and give Draggable and DropZone a label:

DndProvider::<Card> {
    LiveRegion::<Card> {}
    Draggable::<Card> { payload: card, label: "Ship it", /* ... */ }
    DropZone::<Card>  { label: "Done", on_drop, /* ... */ }
}
// "Picked up Ship it. Use arrow keys to choose a drop target, ..."
// "Over Done." then "Dropped in Done."

For a no-drag fallback, a11y::ReorderButtons renders headless move-up and move-down buttons that emit the same SortEvent as dragging, so one on_sort serves both inputs. Custom flows can push their own messages with dnd.announce(...).

Touch

Every pattern in this crate works with touch and pen instantly, in every browser. You do not need to do anything to get it.

Native HTML5 drag from a touch long-press exists in some browsers (Safari on iOS/iPadOS 15+; Android support is inconsistent), so relying on it means your app works on some phones after a hold and not at all on others. This crate instead runs a pointer-event gesture path alongside the native one: mouse input takes the native HTML5 path, while touch and pen input is recognized by a small movement threshold (no hold delay) and hit-tested against measured client rects. Both paths feed the same state and drop callbacks, so your code cannot tell which one fired.

  • PointerDraggable is the touch-capable drag source for DropZone targets. BoardItem, SelectableDraggable and TreeNodeTarget already build on this machinery, so boards, multi-select and trees are touch-ready as-is. Missed finger drops re-measure the zones and retry with a closest-center fallback, so drops in the gutter between zones still land.
  • SortableList and SortableGrid carry their own built-in pointer path. Rows and tiles respond to touch with the same live displacement preview as mouse drags.
PointerDraggable::<Card> { payload: card, label: "Ship it", "Ship it" }

The one tradeoff to know about: a touch drag surface must set touch-action: none, which stops the browser from scrolling when a finger moves on it. For a SortableList inside a scrollable container, set touch_handle: true so only a leading grip (style it via [data-sort-handle]) claims the finger and the rows themselves keep scrolling:

SortableList { len, render, on_sort, touch_handle: true }

There is deliberately no long-press activation option; a movement threshold plus an explicit handle is more predictable than a timer, and works the same for pens.

Sortable lists with live preview

let mut items = use_signal(|| vec!["alpha".to_string(), "beta".into(), "gamma".into()]);
rsx! {
    SortableList {
        len: items.read().len(),
        render: move |ix: usize| rsx! { "{items.read()[ix]}" },
        on_sort: move |ev: SortEvent| apply_sort(&mut items.write(), ev),
    }
}

While you drag, the row slides toward its landing slot and its neighbors translate out of the way: a live preview of the final order (disable with live_preview: false). Style the hover target via [data-drop-target="true"] and the dragged row via [data-dragging="true"].

Auto-scroll

Wrap any scrollable container in AutoScroll and drags hovering within threshold px of an edge (default 48) scroll it by up to speed px per event (default 24), ramped by proximity. Works for native mouse drags and PointerDraggable touch drags. Pure MountedData, no JavaScript eval.

AutoScroll { style: "max-height: 300px; overflow-y: auto;",
    for row in rows { /* ... */ }
}

Modifier keys

The file-manager convention works out of the box: holding Ctrl/Cmd during a drag forces a Copy effect, Alt forces Link. Both are reflected in the browser's cursor feedback and in DropOutcome::effect, so your on_drop can branch on move-vs-copy. effective_effect is public if you need the same resolution in custom handlers. For positional constraints there is a composable modifier chain (core::modifiers): LockAxis, Snap and KeepInside, applied with apply_modifiers.

For simple zone models, apply_clone_or_move applies that convention to a HashMap<ZoneId, Vec<T>>. Give it an identity function so moves can remove the source item, and a clone hook for assigning a fresh id on copy:

DropZone::<Card> {
    on_drop: move |outcome: DropOutcome<Card>| {
        apply_clone_or_move(
            &mut cards_by_zone.write(),
            outcome,
            |card| card.id,
            |mut card| {
                card.id = next_id();
                next_id += 1;
                card
            },
        );
    },
    "Drop here"
}

For two plain lists, use apply_list_clone_or_move and pass the source list directly:

DropZone::<Card> {
    id: DONE,
    on_drop: move |outcome: DropOutcome<Card>| {
        let mut todo_items = todo.write();
        let mut done_items = done.write();

        apply_list_clone_or_move(
            Some(&mut todo_items),
            &mut done_items,
            outcome,
            |card| card.id,
            |mut card| {
                card.id = next_id();
                next_id += 1;
                card
            },
        );
    },
    "Drop here"
}

Multi-select

let selection = use_selection::<FileId>();
rsx! {
    DndProvider::<Vec<FileId>> {
        for f in files { SelectableDraggable::<FileId> { item: f.id, selection, FileRow { f } } }
        DropZone::<Vec<FileId>> { on_drop: move |o| trash(o.payload), "Trash" }
        DragOverlay::<Vec<FileId>> { SelectionCount::<FileId> {} }
    }
}

Click selects one, Ctrl/Cmd+click toggles. Dragging a selected item carries the whole selection; dragging an unselected one carries just itself.

File drops

FileDropZone {
    filter: FileFilter::new()
        .extensions(["png", "jpg"])
        .content_types(["image/*"])
        .max_size(5_000_000)
        .max_files(10),
    on_files: move |drop: FileDrop| async move {
        for f in drop.files {
            let bytes = f.read_bytes().await?; // web
            // or f.path()                     // desktop
        }
    },
    on_rejected: move |bad: Vec<(FileData, FileRejection)>| { /* toast */ },
    "Drop images"
}

Dragging out

ExternalDragSource {
    content: OutboundContent::url("https://dioxuslabs.com", Some("Dioxus")),
    "Drag this link to another tab"
}

OutboundContent covers text, links (written as text/uri-list plus text/plain plus text/html), rich HTML with a plain-text fallback, and raw custom (format, data) pairs.

Nesting

Sortables inside sortables, boards inside boards: inner drag scopes stop propagation on drag start and drop, so each level owns its own gestures. Nested DropZones discover their parents automatically through context, which is what powers hierarchical keyboard traversal. No configuration needed.

Live showcase

examples/showcase.rs is a full landing page whose centerpiece is a live playground: one interactive demo per pattern, with an "outcome tape" that prints every DropOutcome the library delivers. It is designed to deploy as-is as the project website:

dx serve --example showcase --platform web

There is also a focused board example:

dx serve --example kanban --platform web

Feature flags

  • serde: enables external::typed::{store, retrieve}, JSON-typed payloads over the native DataTransfer (wire-compatible with dioxus-html's own store/retrieve) for drags that must cross app or window boundaries.

Platform notes

  • Firefox: handled. Drags set text/plain data automatically so the gesture starts.
  • DragOverlay: pointer tracking uses the drag event, whose coordinates some webviews report as (0, 0). Those samples are ignored, so treat the overlay as progressive enhancement on desktop.
  • Windows desktop file drops have a history of platform quirks in wry-based webviews. Test on your target and consider a file input fallback.
  • animate::FlipItem is experimental: it is the one module whose behavior depends on browser paint timing rather than pure logic.

Prior art

The Dioxus ecosystem has several dnd crates with different philosophies: dioxus-dnd-kit (mouse-synthesized, layout-stability focused), taino-dnd (framework-agnostic core, pointer-events) and dioxus-nox-dnd (headless sortable primitives). This crate's live-preview displacement, collision fallback, modifier chain and gesture state machine were informed by reading them, and by dnd-kit and react-beautiful-dnd before that. What it does that the others do not: the native HTML5 path (OS file drops, drag-out to other apps, copy/move cursor effects) alongside touch and keyboard, across twelve patterns.

License

Licensed under the MIT license.