Skip to main content

dioxus_dnd/
animate.rs

1//! Drop animations. **Experimental** — this module is the one part of the
2//! crate whose behavior depends on browser paint timing rather than pure
3//! logic; validate it in your target renderer and tune `duration` to taste.
4//!
5//! [`FlipItem`] implements the FLIP technique (First–Last–Invert–Play) for
6//! reorder transitions: when your list order changes, each item measures
7//! where it moved from, renders instantly *back* at its old position via a
8//! transform, then releases the transform with a CSS transition — so tiles
9//! appear to glide to their new slots.
10//!
11//! You drive it with an `epoch` counter: bump it whenever order changes.
12//!
13//! ```text
14//! let mut items = use_signal(|| vec![/* … */]);
15//! let mut epoch = use_signal(|| 0usize);
16//! rsx! {
17//!     SortableList {
18//!         len: items.read().len(),
19//!         render: move |ix: usize| rsx! {
20//!             FlipItem { epoch: epoch(), Row { item: items.read()[ix].clone() } }
21//!         },
22//!         on_sort: move |ev: SortEvent| {
23//!             apply_sort(&mut items.write(), ev);
24//!             epoch += 1;
25//!         },
26//!     }
27//! }
28//! ```
29//!
30//! **Snap-back on cancel** needs no Rust at all — it's a CSS recipe. The
31//! core `Draggable` exposes no transform during native drags (the browser
32//! owns the ghost), but touch drags via `PointerDraggable` use your
33//! `DragOverlay`; give the overlay's child
34//! `transition: transform 150ms ease` and render it conditionally on
35//! `dnd.dragging()` — reverting your item's `data-dragging` styles with a
36//! transition produces the settle effect.
37
38use std::rc::Rc;
39
40use dioxus::html::MountedData;
41use dioxus::prelude::*;
42
43use crate::core::{Point, Rect};
44
45/// FLIP animation phase.
46#[derive(Debug, Clone, Copy, PartialEq, Default)]
47enum FlipPhase {
48    /// At rest (transition armed, no transform).
49    #[default]
50    Rest,
51    /// Rendered at the *old* position via an instant inverse transform.
52    Invert(Point),
53}
54
55/// Wraps one list/grid item and glides it to its new position whenever
56/// `epoch` changes. See the module docs for the driving pattern.
57#[component]
58pub fn FlipItem(
59    /// Bump this whenever the surrounding order changes.
60    epoch: usize,
61    /// Transition duration in milliseconds.
62    #[props(default = 200.0)]
63    duration: f64,
64    /// CSS easing function.
65    #[props(default = "ease".to_string())]
66    easing: String,
67    #[props(extends = div, extends = GlobalAttributes)] attributes: Vec<Attribute>,
68    children: Element,
69) -> Element {
70    let mounted = use_signal(|| None::<Rc<MountedData>>);
71    let prev = use_signal(|| None::<Rect>);
72    let mut phase = use_signal(FlipPhase::default);
73
74    // First & Last & Invert: on every epoch change, measure the new
75    // position, and if the item moved, snap an inverse transform on.
76    use_effect(use_reactive!(|epoch| {
77        let _ = epoch;
78        let Some(m) = mounted.peek().clone() else {
79            return;
80        };
81        let mut prev = prev;
82        spawn(async move {
83            if let Ok(r) = m.get_client_rect().await {
84                let now = Rect::new(r.origin.x, r.origin.y, r.size.width, r.size.height);
85                if let Some(old) = *prev.peek() {
86                    let dx = old.x - now.x;
87                    let dy = old.y - now.y;
88                    if dx != 0.0 || dy != 0.0 {
89                        phase.set(FlipPhase::Invert(Point::new(dx, dy)));
90                    }
91                }
92                prev.set(Some(now));
93            }
94        });
95    }));
96
97    // Play: once the inverted frame has committed, release the transform;
98    // the armed CSS transition glides the item home. (Effects run after the
99    // render commits, giving the browser a painted "old position" frame.)
100    use_effect(move || {
101        if matches!(phase(), FlipPhase::Invert(_)) {
102            phase.set(FlipPhase::Rest);
103        }
104    });
105
106    let style = match phase() {
107        FlipPhase::Invert(d) => {
108            format!(
109                "transform: translate({}px, {}px); transition: none;",
110                d.x, d.y
111            )
112        }
113        FlipPhase::Rest => {
114            format!("transform: none; transition: transform {duration}ms {easing};")
115        }
116    };
117
118    rsx! {
119        div {
120            style: "{style}",
121            onmounted: move |evt: Event<MountedData>| {
122                let mut mounted = mounted;
123                mounted.set(Some(evt.data()));
124            },
125            ..attributes,
126            {children}
127        }
128    }
129}