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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 eighteen 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 – 2.40.7 (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 payload; closest-edge insertion indicators (edge)Rust 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
debugdev-only zone inspector (DndDebugOverlay)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.

For insertion indicators on a bare zone, opt into the closest-edge signal: DropZone { edge: EdgeSet::Vertical, ... } carries data-edge="top" | "bottom" live while an acceptable pointer drag hovers (Horizontal tracks left/right, All every side), and the delivered DropOutcome::edge records the edge held at release - so the handler maps Top to “insert before” without re-deriving geometry. The pure function behind it, edge_of(point, rect, edges), is public for custom zones. The gallery’s Itinerary page builds a drop-above/drop-below list with it.

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

DragOverlay::<Card> { settle: true, class: "rotate-3 scale-105 shadow-xl", GhostCard {} }

settle: true is the drop animation: on a successful pointer drop the ghost glides from the release point into the receiving zone instead of vanishing (tune with duration/easing; honors prefers-reduced-motion; cancelled drags and keyboard drops never settle).

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)

Drag-and-drop is where accessibility usually goes to die: pointer-only interactions, silent state changes, motion nobody asked for. This crate treats the accessible path as the same path - every capability below works on every Draggable and DropZone with no extra wiring, and the pieces you do wire (labels, one LiveRegion) are one prop each.

§Keyboard operation

Every Draggable is focusable (tabindex="0") and fully operable without a pointer:

  • Space / Enter picks the item up
  • Up / Down cycles drop zones at the current level (spatial order, top-to-bottom then left-to-right, so arrows match what the eye sees)
  • 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 - the WAI-ARIA tree convention)
  • Space / Enter drops into the selected zone
  • Escape cancels - there is no keyboard trap; focus never leaves the item, and every drag can be abandoned

Keyboard drags drive the same context as pointer drags, so zones light their data-active/data-over styling identically, drops deliver the same DropOutcome (with mode: DragMode::Keyboard), and the drop-settle animation and closest-edge signal degrade gracefully rather than misbehaving.

§Screen readers

Elements carry role="button" and aria-roledescription="draggable", so assistive tech announces what the thing is. Render one LiveRegion::<T> per provider - a visually-hidden aria-live="polite" region - and every step of a keyboard drag is voiced without stealing focus, including the instructions:

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,
//  Enter to drop, Escape to cancel."
// "Over Done." / "Over Done, inside Sprint board." (nested zones name
//  their parent)  then "Dropped in Done." or "Drag cancelled."

Dead ends are voiced too (“No drop targets available.”, “No drop target selected.”), and custom flows push their own messages with dnd.announce(...). Every phrase is localizable - see Localization. In virtualized lists, forward aria-setsize/aria-posinset so position is announced against the full list, not the rendered window (the gallery’s Archive page shows this).

§Reordering without any drag at all

a11y::ReorderButtons renders real move-up/move-down <button>s with localized aria-labels (“Move Piranesi up”), disabled at the list edges, emitting the same SortEvent as drag-reordering - so one on_sort serves pointer drags, keyboard drags, and plain button presses. This is the strongest fallback there is: no gesture of any kind required.

§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

Everything the crate animates - SortableList’s live preview, FlipItem’s glide, DragOverlay’s drop-settle - marks its moving elements with data-dnd-motion and ships a prefers-reduced-motion: reduce override, so drags snap instead of gliding when the user asks the OS for less motion. Nothing to configure; mark your own animated elements with the same attribute to opt them in. (The override uses a near-zero duration rather than zero, so transitionend-driven cleanup still runs.)

§Motor forgiveness

Presses only become drags after an 8px movement threshold (clicks stay clicks), touch and pen use the same gesture as mouse, near-miss releases snap to the closest acceptable zone whose edge is within 48px, and sortables offer touch_handle grips so scrolling a list and dragging its rows don’t fight.

§What this means for compliance

The crate covers the interaction-layer criteria a drag-and-drop feature usually fails. Mapping to WCAG 2.2:

CriterionHow it’s met
2.1.1 Keyboard (A)complete keyboard path on every draggable, built in
2.1.2 No Keyboard Trap (A)focus stays on the item; Escape always cancels
2.5.7 Dragging Movements (AA)keyboard operation on everything, plus ReorderButtons as a no-gesture, single-pointer alternative for reordering
4.1.2 Name, Role, Value (A)role="button" + aria-roledescription="draggable", accessible names from label props, real buttons in ReorderButtons
4.1.3 Status Messages (AA)LiveRegion’s polite live region announces every state change without moving focus
2.3.3 Animation from Interactions (AAA)prefers-reduced-motion honored across every built-in animation

Honest scope: a library can’t make your app compliant. You still own focus visibility (2.4.7), contrast and target sizes for your rendered items, and passing meaningful labels - the crate makes those the only things left to do.

§Localization

Every phrase the crate voices - the keyboard announcements, ReorderButtons labels and row fallbacks, the SelectionCount badge - reads a DndStrings from context, with English built in. Each field owns a whole sentence as a function, so translations reorder, inflect and pluralize freely; nothing is concatenated for them. Provide one anywhere above your drag UI and override only what you translate:

use_context_provider(|| DndStrings {
    picked_up: Rc::new(|name| t!("picked-up", name: name)),   // dioxus-i18n
    dropped_in: Rc::new(|name| t!("dropped-in", name: name)),
    cancelled: Rc::new(|| t!("cancelled")),
    ..Default::default()
});

The crate stays dependency-free: the closures call whatever produces a String - dioxus-i18n’s t! (shown; the Fluent-based crate the Dioxus docs recommend) or a match on your own locale signal. Have them read the locale rather than re-providing the struct on switch: components capture DndStrings once at mount, but every phrase is a fresh call, so the very next announcement speaks the new language.

Two things to pair with it: pass your item and zone labels through the same translation layer (the crate voices the names you give it), and set dir: Direction::Rtl for right-to-left locales so the keyboard’s spatial navigation matches the mirrored layout. Custom components can voice themselves consistently via use_dnd_strings(). The gallery’s Packing list page shows the full dioxus-i18n wiring - inline Fluent catalogs, a live English/Spanish toggle, and a visible mirror of the announcement channel. (DndDebugOverlay is intentionally not localized; it’s a dev-only tool.)

§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. That’s BridgeDropZone<A, B>: one element holding the same ZoneId in both worlds’ registries (ids are process-global, registries per-type), sharing its mounted/rect signals. Each world’s machinery (hit-testing, keyboard navigation) finds the zone on its own, acceptance is per-world (accepts_a/accepts_b), and each drop arrives through its own typed callback (on_drop_a/on_drop_b) - no downcasts, no shared erased channel:

BridgeDropZone::<Task, Person> {
    label: "Standup agenda",
    on_drop_a: move |o: DropOutcome<Task>| { /* … */ },
    on_drop_b: move |o: DropOutcome<Person>| { /* … */ },
    "Drop a task or a teammate"
}

The gallery’s Standup page shows it live. For three or more worlds, write the same double registration yourself - everything it uses is public (use_zone_registry, use_zone_id, ZoneRecord, ParentZone), and the Standup page documents the recipe.

§Virtualized lists

Rows can be zones and zones can churn: a windowed (virtualized) list registers a DropZone per rendered row and unregisters it on recycle, and the registry keeps up - zones measure themselves the moment they mount, so a row that scrolls into view mid-drag is hit-testable immediately. Give rows stable index-derived ids (ZoneId(BASE + index)) so a recycled row re-registers as itself.

Two practical notes for the windowing itself. dioxus-web 0.7 delivers no element-level scroll events, so drive your window from onvisible on the rendered rows (each crossing of the container’s clip reports an IntersectionObserver rect that, with the row’s canvas position, recovers the scroll offset - Dioxus’s documented virtual-list tool) plus AutoScroll’s on_scroll for its own edge-scrolling during drags. The gallery’s Archive page runs the full pattern at 10,000 rows, keyboard navigation included.

§Debug overlay (dev-only)

When a zone won’t light up or a drop lands somewhere surprising, render DndDebugOverlay::<T> inside the provider: every registered zone draws as a tinted, labeled outline pinned over the page, rejecting zones dim and go dashed while a drag is in flight, the hovered zone fills live (pointer and keyboard alike), and a status chip counts zones the registry hasn’t measured. What it draws is the registry - a missing or misplaced outline means hit-testing sees exactly the same wrong thing.

It is a development tool: unstyled chrome over your UI, not localized. Gate it out of release builds yourself:

if cfg!(debug_assertions) {
    DndDebugOverlay::<Card> {}
}

§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

Your drag-and-drop is unit-testable. The drag state machine is plain Rust over signals, so dioxus_dnd::test runs whole pointer interactions inside a VirtualDom - in CI, no browser. Mount a DragSimProbe in your test app, place the zone rects (the headless stand-in for layout - which makes tests deterministic), and drive:

use dioxus_dnd::test::{drag_sim, rerender, simulate_drag, DragSimProbe};

fn test_app() -> Element {
    rsx! {
        DndProvider::<Card> {
            DragSimProbe::<Card> {}
            Shelves {}   // the component under test
        }
    }
}

let mut dom = VirtualDom::new(test_app);
dom.rebuild_in_place();
let mut sim = drag_sim::<Card>();

sim.place(&dom, FINISHED, Rect::new(0.0, 100.0, 200.0, 80.0));
sim.pick_up_from(&dom, card.clone(), Some(READING));
sim.move_to(&dom, Point::new(100.0, 140.0));
assert_eq!(sim.over(&dom), Some(FINISHED));
rerender(&mut dom);
assert!(dioxus_ssr::render(&dom).contains("data-over"));

assert_eq!(sim.release(&dom), Some(FINISHED));  // your on_drop just ran
// ...assert your model moved the card.

Or the whole arc in one line: simulate_drag(&mut dom, card, Some(READING), &[Point::new(100.0, 140.0)]). Drops run the production delivery path - acceptance filters, the 48px near-miss snap, closest-edge enrichment, DropOutcome construction - and release_as(&dom, DropEffect::Copy) simulates the Ctrl-held copy. This crate’s own runtime tests drive the same simulator.

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.
debug
Dev-only drag-and-drop inspector.
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.
test
Headless test driver - drag-and-drop in CI, no browser.
tree
Hierarchical drops - file explorers, nested menus, outliners.