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dioxus-dnd

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

Two desktop windows sharing one live drag world: a streaming telemetry chart dragged from Mission Control into a satellite window, still streaming inside the drag ghost mid-flight

The chart never stops streaming - even inside the drag ghost, mid-flight between windows. Multi-window desktop drags carry live Rust values: the payload above holds a live Signal handle, something no serialized OS drag protocol could move. Ctrl-drop clones a running widget; windows close in any order mid-drag. That's examples/desktop-showcase/, built entirely on the public API.

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.

Contents

Start here: Why this crate · Install · Quick start · Pick your pattern · How it works

Foundations (cross-cutting, read once): Styling · Accessibility · Localization · Touch · Auto-scroll · Modifier keys

Patterns (jump to what you need): Sortable lists · Canvas · Boards · Trees · Multi-select · File drops · Dragging out · Multi-window desktop drags

Composing: Nesting · Mixing payload types · Virtualized lists

Workshop: Testing · Debug overlay · Examples and website

Reference: Feature flags · Platform notes · Prior art · Release process

Every concept above also has a full guide and API reference in docs/, paired by name; the API references double as the module docs on docs.rs.

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, native file-picker selections, external text/links/HTML, and drag-out to other applications use their real browser boundary events rather than pretending to be in-app Rust payloads.
  • 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.
  • Unit-testable in CI. DragSim drives whole drag interactions inside a VirtualDom, no browser, and drops run the production delivery path. See Testing.

Install

cargo add dioxus-dnd
dioxus-dnd Dioxus Rust
2.1 - 3.1 0.7 (verified against 0.7.9) 1.85+
2.0 0.8 alpha (0.8.0-alpha.0) 1.85+

The inversion is deliberate: 2.0 was an early spike against the Dioxus 0.8 alpha, the 2.1+ line tracks stable 0.7, and an 0.8 line will follow when 0.8 stabilizes. CI also compiles and runs the 3.1 Rust suite against published 0.8.0-alpha.0 as a source-compatibility signal. The published 3.1 dependency remains on Dioxus 0.7 so existing 0.7.9 applications keep one coherent set of Dioxus public types.

Rust 1.85 is tested for the renderer-neutral library. The optional desktop dependency graph follows Dioxus Desktop's transitive MSRV and currently needs Rust 1.88 for the security-patched time release.

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

Module Pattern Payload transport
core Draggable to DropZone with any Clone payload; closest-edge insertion indicators (edge) 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 drops + native picker (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) n/a
debug dev-only zone inspector (DndDebugOverlay) n/a

Cross-window drags on desktop are not a module: any provider joins a shared world via the desktop feature.

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 file drops, file-picker selections, 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. On overlaps, hover geometry names the last record in registry order; release selection chooses the last acceptable record. Neither path inspects CSS z-index, stacking contexts or portal paint order; replacing a same-id record retains its slot. 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; the pointer-derived values (data-edge, data-intent) render for pointer drags only. 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"
    }
}

Lists and grids

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",
}

Insertion indicators

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

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).

Styling children

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.

How styles merge

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), near-miss releases snap to the closest acceptable zone whose edge is within 48px, and touch auto-senses by default - vertical swipes scroll, a short hold or sideways pull drags - so scrolling a list and dragging its rows don't fight (see Touch; touch_handle grips remain for lists that want an explicit affordance).

What this means for compliance

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

Criterion How 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 combines DataTransfer drops with a native file input; ExternalDropZone, ExternalDragSource and external::typed use DataTransfer for external drops, drag-out and cross-app interop.

Touch surfaces auto-sense by default (TouchSense::Auto): a Draggable or whole-row SortableList carries touch-action: pan-y, so a vertical swipe keeps scrolling the page, while a short hold (250ms with the finger still) or a sideways pull picks the item up - and from that moment the item owns the touch, so the page stays put under the drag. Nothing to configure, no scroll trap, and mouse drags are exactly as before (the hold-or-sideways rule applies only to fingers and pens; a mouse promotes on plain 8px travel).

Two opt-outs when Auto isn't the right call:

  • touch: TouchSense::Immediate restores touch-action: none - the surface owns every touch from the first pixel and any 8px travel drags. Right for surfaces that never sit in a scrollable view (a full-screen canvas, a game board), or when a vertical pull must begin instantly.
  • touch_handle: true on sortables confines pointer drags to a leading grip (always immediate - a grip is an explicit statement of intent) while 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",
}

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. Multi-window drags behave identically: a host-side drop in another window applies the modifiers held at release.

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.

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.

Boards (kanban)

BoardItem wraps Draggable with a BoardPayload<T>: your item plus the column and index it was picked up from. Drop on a BoardColumn to append, or on a BoardSlot for an exact position. Either way one MoveEvent arrives with the whole move, and apply_move applies it to a HashMap<ContainerId, Vec<T>>, index shifts included when a card moves within its own column.

BoardColumn::<Task> {
    id: DOING,
    accepts: move |p: BoardPayload<Task>| p.from == DOING || count(DOING) < WIP,
    on_move: move |mv: MoveEvent<Task>| apply_move(&mut board.write(), mv),

    BoardSlot::<Task> { column: DOING, index: 0, on_move }
    for (ix, task) in tasks.iter().enumerate() {
        BoardItem::<Task> { item: task.clone(), column: DOING, index: ix, TaskCard {} }
        BoardSlot::<Task> { column: DOING, index: ix + 1, on_move }
    }
}

A column's accepts inherits to every slot inside it through context, so a WIP limit is one closure: the full column refuses on pointer, touch and keyboard alike. Explicit column ids never collide with slot auto ids: auto ids start at 2^32, so any explicit id in u32 range is safe. The gallery's Sprint board page runs the pattern with a live WIP limit.

Trees

TreeNodeTarget turns a row into a three-band target: the pointer's vertical position resolves to Before, After or Into, exposed live as data-intent for styling and delivered in the TreeDropEvent. Each row is both a target and a source; the payload is just the node id, so the tree structure lives in one place, your model.

TreeNodeTarget::<u64> {
    node: NodeId(n.id),
    row_height: 38.0,
    accepts: move |(dragged, intent): (u64, DropIntent)| {
        if intent == DropIntent::Into && !n.folder { return false; }
        !would_create_cycle(parent_of, NodeId(dragged), NodeId(target))
    },
    on_drop: move |ev: TreeDropEvent<u64>| reparent(ev.payload, target, ev.intent),
    Draggable::<u64> { payload: n.id, RowFace {} }
}

accepts sees the payload and the intent together, so "files refuse Into" is one comparison, and would_create_cycle walks the target's ancestors through your own parent lookup to stop a folder landing inside itself. The band math (intent_from_offset) is public for custom tree interactions. The gallery's Project files page shows reparenting with the cycle guard live.

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 */ },
    "Click to choose images or drop them here"
}

Clicking the zone opens a native multi-file picker; native OS drag-and-drop continues to work on the same wrapper. Both paths use the same filter and callbacks. The component adds no visual styles, so cursor, focus and hover treatment remain application-owned.

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.

With the serde feature the boundary also speaks types: TypedDragSource serializes a payload to JSON on the drag's DataTransfer (always alongside a legible text/plain fallback), and TypedDropZone decodes drops back to the type - ignoring untyped drags and reporting undecodable JSON through on_invalid. That is the wire for drags between two separate apps; between windows of one app, read on.

Multi-window desktop drags

On desktop, one app is often several windows - and a drag should not care. Create a DndWorld<T> in your first window, hand it to the others, and every joined window shares one drag: zones light up across windows, the ghost hands off to whichever window the cursor is over (scale-aware on mixed-DPI setups), and the payload arrives as a live Rust value - no serialization, no DataTransfer, same on_drop you already have.

fn board_window() -> Element {
    let world = use_dnd_world::<Card>();          // once, in any window
    let model = use_dnd_model(Model::new);        // app-lived state
    let tray_model = model.clone();
    let open_tray = move |_| {
        dioxus::desktop::window().new_window(
            world.vdom(tray_window).with_root_context(tray_model.clone()),
            Default::default(),
        );
    };
    rsx! {
        MultiWindowProvider::<Card> {
            button { onclick: open_tray, "Open tray" }
            /* zones, overlay, live region */
        }
    }
}

fn tray_window() -> Element {
    let model = use_context::<Model>();
    rsx! { MultiWindowProvider::<Card> { /* joins the seeded world */ } }
}

Two examples ship with the repo: examples/desktop-showcase/ is the live-widget demo from the GIF at the top, and examples/desktop-multiwindow/ is the board-and-N-trays app the platform verification drives (probe binary included).

The desktop glue

MultiWindowProvider<T> is the one-per-window API shipped by the desktop cargo feature. It structurally composes the two lower-level pieces in their required order:

  • use_window_geometry_feed() above the provider: feeds each window's position/size/scale into a WindowGeometry from tao's window events, so the world can hit-test windows in desktop coordinates.
  • DragBridge::<T> inside the provider: host-side eyes and ears for pointer drags that leave the origin window. Webview pointer events stop at the viewport edge, and while a button is held every other window is event-blind (that's how pointer grabs work) - so the origin's bridge polls the global cursor to keep tracking, a blind window's first pointer event mid-drag completes the drop, and on Windows a third raw-input leg covers WebView2's swallowed mouse stream (details in the module docs). Linux selects policy from Tao's actual runtime backend: X11 uses generation-bound polling plus the root pointer-button mask for dead-space releases, while Wayland keeps every unavailable global leg off by policy. A transient X11 sample miss is retried; it is never mistaken for Wayland. Legs engage per the drag's PointerKind: mouse and pen are bridged, touch is left to the browser's implicit capture. On Windows only, the bridge claims tao's process-global DeviceEventFilter::Never installation exactly once for raw-input delivery.

The lower-level pieces remain public for custom hosts. In ordinary desktop code, the wrapper also turns a missing world into one actionable warning; create siblings with world.vdom(root) so that context cannot be omitted. Replace an existing same-payload DndProvider with the wrapper rather than nesting the wrapper beneath it; that migration mistake warns too.

The feature pulls dioxus-desktop (wry/tao), so it is off by default and the core stays dependency-free.

Payloads that own reactivity

The showcase GIF puts a live Signal handle inside the payload. That is safe only when the signal's storage outlives every window that can render it. A signal created inside a window's component scope dies with that window; a surviving window still holding the payload then reads a dead signal.

The cure is use_dnd_model(Model::new): it creates both Dioxus owner flavors under process-lived storage, provides the model in context and returns it. Both owners are required because signals use unsynchronized storage while a Store keeps its subscription tree in synchronized storage. No window close order can leave a copyable model handle dangling. Every reactive value needing that lifetime must be allocated synchronously inside Model::new; wrapping a handle created earlier does not reparent it.

For dynamic state that should be reclaimed, use DndScope. Mint a tray's signals with scope.with(|| ...), keep a clone of the scope until teardown, then remove every live handle before dropping it. The desktop-multiwindow example uses this split: the board model is app-lived, each tray's cards are reclaimed when that tray closes, and the board may still close first. Drop the last scope clone only after every read/write guard has returned.

The invariants

A few invariants hold the world together:

  • Identity is window-qualified. Two windows may reuse the same explicit ZoneId without mirroring each other's hover highlight or misrouting a drop. The world tracks ZoneLocation { window, zone } internally; single-window code keeps using plain ZoneId, unchanged.
  • Receivers think in their own coordinates. Edge highlights, tree drop intent and auto-scroll in the window under the cursor read the shared pointer converted into that window's client space, never the origin window's.
  • Modifiers stay live across windows. Ctrl/Cmd or Alt held at a host-side release resolves to the same Copy/Link effect as a local drop.
  • Hidden windows don't catch drops. A minimized or hidden window keeps its last geometry for restore but cannot win hit-testing while it is ineligible.
  • The receiving window owns the drop-settle. The glide presents in the window that took the drop, survives the origin window closing mid-animation, and only that window can finish it. (Custom delivery code claims this with DndWorld::claim_settle.)
  • Callbacks revalidate ownership. Receiver and source callbacks may synchronously begin a replacement drag. The old result commits before receiver code; completion then re-reads source-session ownership and live drag state before clearing metadata. Host legs separately revalidate their composite generation immediately before acting. The protocol is documented in Architecture.

Windows may close in any order: the world's state is process-lived, a window closing mid-drag aborts a drag that started there (and merely clears the hover if it was only being hovered), and where geometry is unavailable - Wayland forbids it by design - everything gracefully degrades to normal per-window drags. Headless tests drive all of it: the world-aware DragSim simulates whole cross-window arcs in CI.

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). Each provider owns a plain geometry copy; the element fans one mount and measurement into both registries. 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, generate a component for your exact type list with the bridge_drop_zone! macro - each row is one world, with its own optional acceptance filter and required typed drop callback:

dioxus_dnd::bridge_drop_zone!(pub StandupZone {
    (Task, accepts_task, on_drop_task),
    (Person, accepts_person, on_drop_person),
    (Alert, accepts_alert, on_drop_alert),
});

(Rust has no variadic generics, so the component is generated per concrete type list - which is also why BridgeDropZone<A, B> stops at two.) Under both sits use_bridge_world, public too: create one BridgeGeometry, call the hook once per world with that geometry and a shared id, then fan the element's mount and measurement through the geometry to build something custom.

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, drops landing on zones - and sortable slots - that auto-scrolled into place mid-drag, the touch auto-sensor (real CDP touch gestures: swipes scroll, holds and sideways pulls drag, promoted drags pin the page), and FlipItem's synchronously-armed glide.

cargo test
npm ci && npm run test:web

Feature flags

  • serde: enables the typed DataTransfer transport for drags that must cross app boundaries - TypedDragSource/TypedDropZone and the underlying external::typed::{store, retrieve} (JSON, wire-compatible with dioxus-html's own helpers). Multi-window drags within one app need no feature: DndWorld is core and carries live Rust values.
  • 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, and lets FlipItem arm its glide synchronously on the real element (no paint-timing dependency). Off by default: the core stays dependency-free, and both fall back to best-effort paths (see Platform notes). Enable it for web builds: features = ["web"] in your Cargo.toml. Touch and pen never need pointer capture.

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.
  • Desktop pointer drags (dioxus-desktop) run without native pointer capture - the web feature's capture API doesn't exist there - so Draggable, SortableList and SortableGrid render a full-viewport capture substitute while a drag is in flight, which keeps mouse drags tracking anywhere in the window. Verified on Linux (WebKitGTK).

  • Multi-window drags, verified per platform (2026-07). The full verification log - rigs, commits, what each session exercised, and how each platform's bridge mechanics work - lives in PLATFORMS.md.

    Platform Status
    Linux/X11 Verified end to end: cross-window hovers, ghost handoff, drops, dead-space release
    Linux/Wayland Cross-window impossible by OS design; drags gracefully stay per-window
    Windows (WebView2) Verified end to end: mouse and touch, modifiers, close-order churn
    macOS (WKWebView) Expected to work; not yet hand-verified - call for testers: #20
    • Known trap: windows created hidden then shown have broken DnD in WebView2 (wry#1639), so create drop-target windows visible.
  • Windows desktop file drops have a history of platform quirks in wry-based webviews. Test on your target and use FileDropZone's built-in click-to-choose path when OS drops are unreliable. Note the tradeoff wry imposes on Windows: its drop handler and HTML5 drag-and-drop are mutually exclusive per window (with_disable_drag_drop_handler), so a window using the typed DataTransfer transport there gives up native file drops but can still use the picker.

  • animate::FlipItem with the web feature arms its glide synchronously on the real element (invert, forced style flush, release), so it cannot race the browser's paint schedule. Without web it falls back to animating through two renders; that fallback is the one code path whose behavior depends on browser paint timing rather than pure logic - validate it in your target renderer.

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 drops, file picking, drag-out to other apps, copy/move effects) alongside touch and keyboard, across fourteen patterns - and multi-window desktop drags with live payloads, a story neither dnd-kit nor pragmatic-drag-and-drop tells either.

License

Licensed under the MIT license.

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Modular, accessible drag-and-drop for Dioxus

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