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.
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.
- Typed payloads, no serialization. In-app drags carry any
CloneRust value through Dioxus context. NoDataTransferstring 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, ...), sodata-over:border-blue-500or plain[data-over]selectors are all the styling wiring you need. - Accessible by default. Space picks up, arrows navigate zones
spatially, Escape cancels, and
LiveRegionvoices it to screen readers. - Unit-testable in CI.
DragSimdrives whole drag interactions inside aVirtualDom, no browser, and drops run the production delivery path. See Testing.
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).
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.
| 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.
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.
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"
}
}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.
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.
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 containDropZones; 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.
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).
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.
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, /* ... */ }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.)
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).
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.
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.)
Every in-app drag pattern uses pointer events for mouse, touch and pen, plus keyboard controls where a typed provider is involved.
Draggableis the drag source forDropZonetargets.BoardItem,SelectableDraggableandTreeNodeTargetbuild 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.SortableListandSortableGridcarry 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:
FileDropZonecombinesDataTransferdrops with a native file input;ExternalDropZone,ExternalDragSourceandexternal::typeduseDataTransferfor 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::Immediaterestorestouch-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: trueon 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",
}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.
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.
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.
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.Boundsclamps the returned top-left point. It does not know the dropped element's own width or height; useBounds::clamp_itemorBounds::clamp_rectwhen 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.
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.
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.
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.
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.
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.
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).
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 aWindowGeometryfrom 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'sPointerKind: mouse and pen are bridged, touch is left to the browser's implicit capture. On Windows only, the bridge claims tao's process-globalDeviceEventFilter::Neverinstallation 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.
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.
A few invariants hold the world together:
- Identity is window-qualified. Two windows may reuse the same
explicit
ZoneIdwithout mirroring each other's hover highlight or misrouting a drop. The world tracksZoneLocation { window, zone }internally; single-window code keeps using plainZoneId, 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.
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.
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.
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.
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> {}
}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 webThere is also a focused board example:
dx serve --example kanban --platform web --features webYour 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:webserde: enables the typedDataTransfertransport for drags that must cross app boundaries -TypedDragSource/TypedDropZoneand the underlyingexternal::typed::{store, retrieve}(JSON, wire-compatible with dioxus-html's own helpers). Multi-window drags within one app need no feature:DndWorldis core and carries live Rust values.web: enables native pointer capture (viaweb-sys, pinned to the versiondioxus-webuses) so mouse pointer-drags stay glued to the drag source even when the cursor leaves it, and letsFlipItemarm 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 yourCargo.toml. Touch and pen never need pointer capture.
-
Mouse pointer drags. Dioxus 0.7 exposes no pointer-capture API, so the behavior depends on the
webfeature:- 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.
- With
-
Desktop pointer drags (dioxus-desktop) run without native pointer capture - the
webfeature's capture API doesn't exist there - soDraggable,SortableListandSortableGridrender 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 typedDataTransfertransport there gives up native file drops but can still use the picker. -
animate::FlipItemwith thewebfeature arms its glide synchronously on the real element (invert, forced style flush, release), so it cannot race the browser's paint schedule. Withoutwebit 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.
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.
Licensed under the MIT license.
