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Crate dioxus_dnd

Crate dioxus_dnd 

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§dioxus-dnd

Crates.io Documentation Downloads License: MIT Dioxus 0.7 MSRV 1.85 Tests

Pick it up. Put it anywhere. Modular, accessible drag and drop for Dioxus: 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: 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

cargo add dioxus-dnd
dioxus-dndDioxusRust
2.1 – 2.30.7 (verified against 0.7.9)1.85+
2.00.8 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).

§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.

§Pick your pattern

ModulePatternPayload transport
coreDraggable to DropZone with any Clone payloadRust Store context
sortablereorder within one list, with live preview (SortableList)self-contained (indices)
grid2D tile reorder or swap (SortableGrid)self-contained (indices)
boardkanban and cross-container moves (BoardColumn, BoardItem, BoardSlot)context (BoardPayload<T>)
treenested drops with before/after/into intent (TreeNodeTarget)context
canvasfree-position drops with snap and bounds (CanvasDropZone)context
multiselectdrag N selected items as one (SelectableDraggable)context (Vec<K>)
filesOS file drops (FileDropZone, FileFilter)native event (evt.files())
externaltext, URLs and HTML dropped in from other appsnative DataTransfer
dragoutdrag text, links and HTML out to other apps (ExternalDragSource)native DataTransfer
autoscrolledge-scrolling containers (AutoScroll)n/a
a11yscreen-reader announcements (LiveRegion), no-drag reordering (ReorderButtons)n/a
animateFLIP 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:

AttributeFound onPresent while
data-draggingDraggable, SortableList / SortableGrid itemsthat element’s payload is being dragged
data-drop-targetSortableList / SortableGrid itemshovered as the drop slot
data-overDropZone, FileDropZone, ExternalDropZonea (compatible) drag hovers the zone
data-activeDropZone, BoardSlot, CanvasDropZonea compatible drag is in flight anywhere; reveal your targets
data-intentTreeNodeTargethovered; valued "before" | "after" | "into"
data-selectedSelectableDraggablethe item is selected
data-disabledDraggabledragging 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:

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:

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:

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 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(...).

RTL layouts: pass dir: Direction::Rtl on the provider and keyboard navigation mirrors - spatial order runs right-to-left within a row, and the descend/ascend arrows swap so “into” is always the arrow pointing along reading order (the WAI-ARIA tree convention):

DndProvider::<Card> { dir: Direction::Rtl, /* ... */ }

Reduced motion: components that animate (SortableList’s live preview, FlipItem’s glide) mark their moving elements with data-dnd-motion and ship a prefers-reduced-motion override, so drags snap instead of gliding when the user asks the OS for less motion. Nothing to configure; style your own animated elements with the same attribute to opt them in.

§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:

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

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.

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.

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

Scrolling moves everything inside the container, so AutoScroll also pings the rect-refresh channel after every scroll (its own or the user’s wheel mid-drag): drop-zone registries re-measure, and SortableList / SortableGrid - which need no provider; AutoScroll anchors the channel for them - re-anchor their cached row slots against the wrapper’s movement. Hover highlighting and the eventual drop land on what the user actually sees, not where things sat at pickup. If you move layout under a live drag some other way - a custom scroll surface, a collapsing panel - grab the channel yourself with use_rect_refresh() and call refresh_all() from your event. Participants without a drag in flight ignore the ping, so it’s free to call from high-frequency sources.

§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:

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

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"
}

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

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 DropZones discover their parents automatically through context, which is what powers hierarchical keyboard traversal. No configuration needed.

§Mixing payload types

A provider is monomorphic on purpose: a Task drag can only land on a DropZone<Task>, checked at compile time. “Polymorphic” needs come in two shapes, with different answers.

Several payload shapes, one drag world. A tree whose nodes are files or folders, a list mixing cards and separators: make the payload an enum. The zone’s accepts filters variants, the drop handler matches on them, and the compile-time guarantee stays intact:

#[derive(Clone, PartialEq)]
enum Node { File(u64), Folder(u64) }

DropZone::<Node> {
    accepts: move |n: Node| matches!(n, Node::Folder(_)),
    on_drop: move |o: DropOutcome<Node>| match o.payload {
        Node::File(id) => { /* … */ }
        Node::Folder(id) => { /* … */ }
    },
}

Two independent drag worlds sharing one target. Sometimes two providers genuinely coexist - tasks and teammates, say - and one region should accept drops from both. Registries are separate per payload type, but zone ids are process-global, so one element can register the same ZoneId in both registries, sharing its mounted/rect signals. Each world’s machinery (hit-testing, accepts, keyboard navigation) then finds the zone on its own, and each drop arrives through its own typed callback - no downcasts, no shared erased channel. Everything needed is public (use_zone_registry, ZoneRecord, ParentZone); the gallery’s Standup page builds such a bridge zone in ~40 lines.

§Examples and website

The live gallery 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.

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

There is also a focused board example:

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, the native boundary paths, a bridge zone receiving typed drops from two payload worlds, and drops landing on zones - and sortable slots - that auto-scrolled into place mid-drag.

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). 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.

Modules§

a11y
Accessibility helpers.
animate
Drop animations. Experimental - this module is the one part of the crate whose behavior depends on browser paint timing rather than pure logic; validate it in your target renderer and tune duration to taste.
autoscroll
Auto-scroll: when a drag hovers near the edge of a scrollable container, scroll it - the missing piece for long lists and tall boards.
board
Cross-container moves - the kanban pattern. Items travel between columns (and optionally to a position within a column) via the shared crate::core::DndContext.
canvas
Free-position drops - node editors, whiteboards, floor planners. The drop answers not just “what landed” but “where exactly”, corrected for grab offset, optionally snapped to a grid and clamped to bounds.
core
Shared primitives: the drag context, id/geometry types, hooks, and the Draggable/DropZone/DragOverlay components every other module builds on.
dragout
Drag out of your app - the mirror of crate::external. Wrap content in ExternalDragSource and users can drag it into other browser tabs, the URL bar, text editors, or any application that accepts the standard DataTransfer formats.
external
Drops arriving from outside your app - selected text, links dragged from another tab, content from other applications - plus typed serde payloads over the DataTransfer bridge for interop scenarios the Rust-side context can’t reach.
files
OS file drops - the one drop type where the payload arrives in the native event (evt.files()) rather than through the shared context.
grid
2D grids - dashboards, tile galleries, icon views. A grid is a flat Vec displayed in cols columns; dragging a tile onto another either inserts (everything reflows, like a photo gallery) or swaps (tiles trade places, like a dashboard) depending on ReorderMode.
multiselect
Multi-select drag: select several items, drag them as one payload.
prelude
One-stop import: use dioxus_dnd::prelude::*;
sortable
Reorderable lists - drag a row and the list tells you where it landed.
tree
Hierarchical drops - file explorers, nested menus, outliners.