dioxus-dnd 2.1.0

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

[![Crates.io](https://img.shields.io/crates/v/dioxus-dnd.svg)](https://crates.io/crates/dioxus-dnd)
[![Documentation](https://docs.rs/dioxus-dnd/badge.svg)](https://docs.rs/dioxus-dnd)
[![Downloads](https://img.shields.io/crates/d/dioxus-dnd.svg)](https://crates.io/crates/dioxus-dnd)
[![License: MIT](https://img.shields.io/badge/license-MIT-blue.svg)](LICENSE-MIT)
[![Dioxus 0.7](https://img.shields.io/badge/dioxus-0.7-0E6B63)](https://dioxuslabs.com)
[![MSRV 1.85](https://img.shields.io/badge/rustc-1.85%2B-orange.svg)](https://releases.rs/docs/1.85.0/)
[![Tests](https://img.shields.io/badge/tests-109%20passing-brightgreen.svg)](CHANGELOG.md)

**Pick it up. Put it anywhere.** Modular, accessible drag and drop for
[Dioxus](https://dioxuslabs.com): one small core, one module per drop
pattern, use only what you need. Keyboard accessible by default, touch-ready
out of the box, live drop previews, and auto-scroll. The library ships no
JavaScript of its own: everything is Rust, and the optional `web` feature
reaches browser pointer capture through `web-sys` bindings.

**[See every pattern live](https://kindintelligence.github.io/dioxus-dnd/)**:
the gallery pairs fourteen interactive demos with plain-language
walkthroughs and API references, and it is built with this crate.

## Why this crate

- **Typed payloads, no serialization.** In-app drags carry any `Clone` Rust
  value through Dioxus context. No `DataTransfer` string round-trips, no
  JSON, no ids-as-strings.
- **One input model.** Pointer events serve mouse, touch and pen; keyboard
  drag and drop is built into every draggable. There is no native/hybrid
  mode to choose for app UI.
- **Native where it must be.** OS file drops, external text/links/HTML, and
  drag-out to other applications use the real `DataTransfer` protocol,
  because that boundary demands it.
- **Headless and Tailwind-ready.** No CSS ships. Drag state is exposed as
  presence-based data attributes (`data-dragging`, `data-over`, ...), so
  `data-over:border-blue-500` or plain `[data-over]` selectors are all the
  styling wiring you need.
- **Accessible by default.** Space picks up, arrows navigate zones
  spatially, Escape cancels, and `LiveRegion` voices it to screen readers.

## Install

```sh
cargo add dioxus-dnd
```

| dioxus-dnd | Dioxus | Rust |
|---|---|---|
| 2.1 | **0.7** (verified against `0.7.9`) | 1.85+ |
| 2.0 | 0.8 alpha (`0.8.0-alpha.0`) | 1.85+ |

The crate depends on `dioxus` with `default-features = false, features =
["minimal"]`, so it adds no renderer and no extra dependencies of its own.
The optional `web` feature is the only exception: it pulls in `web-sys` for
native pointer capture (see [Feature flags](#feature-flags)).

## Quick start

```rust,ignore
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`.

## Pick your pattern

| Module | Pattern | Payload transport |
|---|---|---|
| `core` | `Draggable` to `DropZone` with any `Clone` payload | Rust `Store` context |
| `sortable` | reorder within one list, with live preview (`SortableList`) | self-contained (indices) |
| `grid` | 2D tile reorder or swap (`SortableGrid`) | 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 |
| `multiselect` | drag N selected items as one (`SelectableDraggable`) | context (`Vec<K>`) |
| `files` | OS file drops (`FileDropZone`, `FileFilter`) | native event (`evt.files()`) |
| `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` |
| `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 |

## How it works

In-app payloads travel through a shared `Store<DragState<T>>` in Dioxus
context: any `Clone` type, zero serialization. Stores (Dioxus 0.7'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.

Native events are used only for what requires the browser/OS boundary: OS
files, external text/links/HTML, and content dragged out to another app.
In-app drag sources use pointer events plus keyboard controls, which avoids
the browser's native drag image and keeps visual state under your control.

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 pointer 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.

## Styling (Tailwind-ready)

The library ships no CSS and no theme. Every component forwards `class` to
its wrapper, and drag state is exposed as data attributes that are
**present while active and absent otherwise**, never `="false"`, so both
plain CSS (`[data-dragging] { ... }`) and Tailwind's presence-based
variants (`data-dragging:opacity-50`) work directly:

| Attribute | Found on | Present while |
|---|---|---|
| `data-dragging` | `Draggable`, `SortableList` / `SortableGrid` items | that element's payload is being dragged |
| `data-drop-target` | `SortableList` / `SortableGrid` items | hovered as the drop slot |
| `data-over` | `DropZone`, `FileDropZone`, `ExternalDropZone` | a (compatible) drag hovers the zone |
| `data-active` | `DropZone`, `BoardSlot`, `CanvasDropZone` | a compatible drag is in flight anywhere; reveal your targets |
| `data-intent` | `TreeNodeTarget` | hovered; valued `"before" \| "after" \| "into"` |
| `data-selected` | `SelectableDraggable` | the item is selected |
| `data-disabled` | `Draggable` | dragging is disabled |

Context-backed attributes follow mouse, touch, pen and keyboard drags alike.
Native boundary components (`FileDropZone`, `ExternalDropZone`) reflect
browser drag events from outside the app. With Tailwind that composes into
complete drag styling with no extra state:

```rust,ignore
DndProvider::<Card> {
    Draggable::<Card> {
        payload: card,
        class: "rounded-lg border p-3 data-dragging:opacity-40 data-dragging:cursor-grabbing",
        "Drag me"
    }
    DropZone::<Card> {
        on_drop: handle_drop,
        class: "rounded-xl border-2 border-dashed border-transparent p-4
                data-active:border-gray-300 data-over:border-blue-500 data-over:bg-blue-50",
        "Drop here"
    }
}
```

`SortableList` and `SortableGrid` render their own item wrappers; those
wrappers are where `data-dragging` / `data-drop-target` live. For lists,
style those wrappers from the list's forwarded root `class` with direct
child selectors. `SortableGrid` also has an `item_class` prop for its tile
wrappers:

```rust,ignore
SortableList {
    len, render, on_sort,
    class: "[&>*]:rounded [&>*]:border [&>*]:bg-white [&>*]:p-2
            [&>[data-dragging]]:opacity-40
            [&>[data-drop-target]]:border-blue-500",
}
```

Value selectors work too, e.g. tree insertion indicators:
`data-[intent=before]:border-t-2 data-[intent=into]:bg-blue-50
data-[intent=after]:border-b-2`.

The drag ghost styles the same way; `DragOverlay` forwards `class` to its
wrapper while positioning stays functional:

```rust,ignore
DragOverlay::<Card> { class: "rotate-3 scale-105 shadow-xl", GhostCard {} }
```

To style *children* of a state-carrying wrapper, either mark the wrapper a
group (`SortableGrid`'s `item_class: "group"`, or a list root selector such
as `class: "[&>*]:group"`) and use `group-data-dragging:opacity-40` on
inner elements, or, with Tailwind v4, use the `in-*` variant from inside
with no wrapper class at all: `in-data-dragging:italic` inside your
`render` content reacts to the row's drag state with zero wiring.

One mechanic worth knowing: a forwarded `style` is *merged after* any
functional inline style (`touch-action` on `Draggable`, positioning on
`DragOverlay`, the `display: grid` layout on `SortableGrid`) rather than
replacing it; your declarations win per property, the functional ones
survive. So grid spacing is just `class: "gap-2"`, and custom column tracks
are `style: "grid-template-columns: 2fr 1fr 1fr;"`.

Not using Tailwind? The same contract serves plain CSS: `[data-over]`,
`[data-intent="into"]`, `[data-sort-handle]`, and so on.

## Accessibility (built in, not opt-in)

Every `Draggable` 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 `DropZone`s contain
  `DropZone`s; 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`:

```rust,ignore
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 in-app drag pattern uses pointer events for mouse, touch and pen,
plus keyboard controls where a typed provider is involved.

- `Draggable` is the drag source for `DropZone` targets. `BoardItem`,
  `SelectableDraggable` and `TreeNodeTarget` build on the same machinery,
  so boards, multi-select and trees are touch-ready as-is. Missed pointer
  drops re-measure 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,
  avoiding the browser's native drag image during reorders.
- Native components stay native because they cross the app boundary:
  `FileDropZone`, `ExternalDropZone`, `ExternalDragSource` and
  `external::typed` use `DataTransfer` for file drops, external drops,
  drag-out and cross-window interop.

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 claims the finger and the rows
themselves keep scrolling. The default grip is exposed as
`[data-sort-handle]`, so style it from the list root class or plain CSS:

```rust,ignore
SortableList { len, render, on_sort, touch_handle: true,
    class: "[&_[data-sort-handle]]:w-6 [&_[data-sort-handle]]:cursor-grab",
}
```

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

```rust,ignore
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`). An optional `overlay` prop renders a floating ghost
pinned to the pointer while the in-flow row becomes the gap.

## Canvas drops

`CanvasDropZone` is the free-position primitive for node editors,
whiteboards and floor planners. Start in-app moves with `Draggable`; the
completed `CanvasDrop` gives you both the raw canvas-relative pointer and
the corrected top-left position:

- `pointer`: where the pointer landed inside the canvas.
- `position`: `pointer - grab`, then optional snap and bounds.
- `Bounds` clamps the returned top-left point. It does not know the dropped
  element's own width or height; use `Bounds::clamp_item` or
  `Bounds::clamp_rect` when you want the whole item inside.

Keyboard drops use the selected target's measured center by default. Set
`keyboard: CanvasKeyboardPlacement::Origin` or
`CanvasKeyboardPlacement::Fixed(point)` when keyboard placement should be
explicit.

```rust,ignore
CanvasDropZone::<Node> {
    snap: SnapGrid(16.0),
    bounds: Bounds { width: 640.0, height: 360.0 },
    on_drop: move |drop: CanvasDrop<Node>| {
        place_node(drop.payload.id, drop.position);
    },
    for node in nodes.read().clone() {
        Draggable::<Node> {
            payload: node,
            style: "position: absolute;",
            NodeView {}
        }
    }
}
```

For richer constraints such as "keep the whole node inside the canvas", use
`Bounds::clamp_item` for simple bounds or the composable modifier chain
(`apply_modifiers`, `DragModifier::KeepInside`, `ModifierCtx`) with the
element size you know in your app. The pure helpers `client_to_canvas`,
`canvas_to_client` and `canvas_position` are available when wiring custom
interactions.

## 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 in-app pointer drags and
native boundary drags alike. Pass `active: Some(false)` when a parent
tracks drag state and wants to suppress scrolling. Pure `MountedData`, no
JavaScript eval.

```rust,ignore
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, and the resolved
value arrives 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 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:

```rust,ignore
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.

## Multi-select

```rust,ignore
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

```rust,ignore
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"
}
```

`FileFilter::content_types` supports exact MIME types (`application/pdf`),
top-level wildcards (`image/*`), all typed files (`*/*`) and structured
suffix wildcards (`application/*+json`, `*/*+json`). Matching is
case-insensitive and ignores MIME parameters such as `; charset=utf-8`.
`FileFilter::extensions` is also case-insensitive and accepts extensions
with or without a leading dot. Filters are a UX affordance, not a security
boundary: validate real bytes server-side.

## Dragging out

```rust,ignore
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. Generated HTML anchors escape their
content and refuse `javascript:`-style schemes.

## 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 `DropZone`s discover their parents automatically through context,
which is what powers hierarchical keyboard traversal. No configuration
needed.

## Examples and website

The [live gallery](https://kindintelligence.github.io/dioxus-dnd/) is
`examples/gallery/` in this repo: a multi-page site with one page per
pattern, each pairing a live demo with a plain-language walkthrough and an
API reference. It deploys to GitHub Pages from CI.

```sh
dx serve --example gallery --platform web --features web
```

There is also a focused board example:

```sh
dx serve --example kanban --platform web --features web
```

## Testing

The Rust tests cover pure state, SSR output and geometry helpers. Pointer
capture is browser behavior, so the web path also has Playwright
regressions driving the headless fixtures in `examples/regressions.rs`:
sortable overlay geometry and cleanup, releases outside a list or grid
committing no reorder, autoscroll edge behavior, canvas grab-offset
placement, drop fall-through past rejecting zones, the Ctrl-drag copy
convention, reorder buttons inside sortable rows, and the native boundary
paths.

```sh
cargo test
npm install && npm run test: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.
- `web`: enables native **pointer capture** (via `web-sys`, pinned to the
  version `dioxus-web` uses) so mouse pointer-drags stay glued to the drag
  source even when the cursor leaves it. Off by default: the core stays
  dependency-free, and mouse dragging falls back to a best-effort
  reconciliation (see [Platform notes]#platform-notes). Enable it for web
  builds: `features = ["web"]` in your `Cargo.toml`. Touch and pen never
  need it.

## Platform notes

- **Mouse pointer drags.** Dioxus 0.7 exposes no pointer-capture API, so
  the behavior depends on the `web` feature:
  - **With `web`** (recommended for web): the crate grabs real pointer
    capture on press, so the drag stays glued to the source no matter where
    the cursor goes; release anywhere commits the drop.
  - **Without it** (dependency-free default): straying off the drag surface
    no longer cancels the drag, and a mouse released outside is reconciled
    when the cursor returns (via held-button state). Best-effort; a release
    that never returns won't commit.
  - Touch and pen are unaffected either way; the browser implicitly
    captures them.
- **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 boundary path (OS file drops, drag-out to
other apps, copy/move effects) alongside touch and keyboard, across
fourteen patterns.

## License

Licensed under the [MIT license](LICENSE-MIT).