dioxuscut-player 0.1.3

Interactive video player component for Dioxuscut
Documentation

Dioxuscut is an early-stage programmatic video toolkit written in Rust. Its native export path renders a registered NativeComposition into a small scene graph, rasterizes frames with tiny-skia or wgpu, and sends bounded batches of raw RGBA frames to FFmpeg. Local video frames are decoded through FFmpeg, and declared audio tracks are mixed into the encoded output. The same native scene can be displayed in the Dioxus Player through NativeCompositionPreview.

The repository also contains Dioxus timeline, media, shape, transition, player, and Studio-preview components. The opt-in dioxuscut-vdom adapter can translate ordinary Dioxus elements, a documented CSS subset, text, local media elements, and basic SVG shapes into the native scene graph. Existing explicit Scene and SceneEmitter APIs remain available for precise rendering control.

What works today

  • Native scene graph with rectangles, circles, paths, shaped text, local raster images, decoded video frames, audio tracks, gradients, and transformed groups.
  • CPU rendering through tiny-skia.
  • Experimental GPU rendering through wgpu for rectangles, circles, tessellated paths, strokes, transformed groups, and gradients with up to 16 stops; text, media, and composited layers retain whole-frame CPU fallback for correctness.
  • Bounded-memory parallel frame rendering into an FFmpeg stdin pipe.
  • Cached FFprobe metadata and persistent, bounded FFmpeg rawvideo decoder sessions.
  • Registry-based Rust compositions and optional sandboxed Rhai compositions, both with JSON props.
  • Shared native composition contract for CLI export and Dioxus Player/Studio preview.
  • Dioxus 0.6 VirtualDom mutation renderer with block, Flexbox, and Grid layout through Taffy.
  • Composable SceneEmitter adapters for media, procedural shapes, kinetic captions, fitted multiline text, fades, slides, sequences, freezes, and composited layers.
  • Player media synchronization for seek, pause/play, buffering, volume, rate, looping, timeline offsets, and drift correction.
  • H.264, H.265, VP9, AV1, ProRes, and GIF video output plus direct PNG, JPEG, and WebP still rendering.
  • FFmpeg audio trim, timeline delay, volume, playback-rate, looping, and multi-track mixing with container-appropriate AAC, Opus, or PCM muxing.
  • Inclusive frame-range rendering, per-frame progress events, timeout control, and cancellation through the library API or CLI Ctrl-C.
  • Animation, shape, path, caption, noise, timeline, player, server, encoder, and CLI test coverage.
  • Dioxus web example and desktop Studio preview shell.

Architecture

Native export
  RenderRequest
      -> CompositionRegistry, VdomComposition, or compiled Rhai AST
      -> Composition::prepare(props, context)
      -> PreparedComposition::render(frame)
      -> Scene
      -> TinySkiaBackend / WgpuBackend with CPU fallback
      -> bounded ordered RGBA batches
      -> FFmpeg + collected audio tracks
      -> MP4 / WebM / MOV / GIF

Dioxus native-scene preview
  CompositionHandle
      -> Composition::prepare(props, context)
      -> PreparedComposition::render(frame)
      -> SceneView (SVG)
      -> Player / Studio

General Dioxus preview
  Composition / Sequence / Freeze / media / shapes
      -> Player
      -> Dioxus web or desktop UI

Native compositions share one Scene contract between preview and export. VdomComposition crosses the Dioxus/native boundary for its supported DOM and CSS subset, while direct Scene and SceneEmitter compositions bypass that conversion when exact scene control is preferable.

Workspace

Package Purpose
dioxuscut-animation Interpolation, easing, springs, and color interpolation
dioxuscut-composition Shared native composition contract, registry, and built-in composition
dioxuscut-core Dioxus composition timeline, sequence, freeze, and hooks
dioxuscut-media Dioxus image, video, and audio elements for preview
dioxuscut-player Interactive player, controls, and native Scene preview adapter
dioxuscut-shapes Procedural SVG shapes
dioxuscut-paths SVG path parsing, metrics, and transforms
dioxuscut-captions SRT parsing and kinetic caption helpers
dioxuscut-noise Deterministic simplex noise helpers
dioxuscut-transitions Dioxus fade and slide transitions
dioxuscut-rasterizer Scene IR, CPU renderer, experimental GPU renderer, FFmpeg pipe
dioxuscut-vdom Dioxus VDOM mutation renderer, CSS cascade, Taffy layout, and Scene conversion
dioxuscut-renderer Static server and PNG-sequence encoding utilities
dioxuscut-cli Render command and Rhai composition runtime
apps/example Dioxus web composition preview
apps/studio Desktop preview shell; editing and render queue are planned

Prerequisites

  • A current stable Rust toolchain.
  • FFmpeg available on PATH for video and GIF output. Direct still rendering does not require FFmpeg.
  • A supported native GPU only when using --backend gpu.

Install FFmpeg on common platforms:

brew install ffmpeg                 # macOS
sudo apt-get install -y ffmpeg      # Debian / Ubuntu
choco install ffmpeg -y             # Windows

Quickstart

The standalone CLI ships with the HelloWorld native composition:

printf '%s\n' '{
  "title": "Hello Dioxuscut",
  "subtitle": "Bounded native rendering",
  "background_start": "#0f172a",
  "background_end": "#1e1b4b",
  "accent_color": "#6c63ff"
}' > props.json

cargo run -p dioxuscut-cli -- render \
  --composition HelloWorld \
  --props props.json \
  --output output.mp4 \
  --width 1280 \
  --height 720 \
  --fps 30 \
  --duration 150

An unknown composition ID or malformed props file fails before FFmpeg starts.

Rhai compositions

The optional rhai feature adds scriptable composition logic while preserving JSON as the external data contract. Scripts are compiled once per render job, receive ctx and props, and return a restricted native scene builder:

cargo run -p dioxuscut-cli --features rhai -- render \
  --script examples/hello.rhai \
  --props examples/hello-props.json \
  --output rhai-output.mp4 \
  --width 1280 \
  --height 720 \
  --duration 150

Each script defines fn render(ctx, props). The context contains frame, exposes scene(), rect, round_rect, circle, text, text_bold, text_font, text_box, image, video, audio, group, and interpolate. Image and video nodes accept local paths or file:// URIs and the fit values cover, contain, fill, none, and scale-down:

output.image(x, y, width, height, "card.png", "contain", 1.0);
output.text_font(x, y, "Pinned font", 48.0, "#ffffff", "assets/Inter-Regular.ttf");
output.text_box(x, y, width, height, "Wrapped text", 48.0, 20.0, 3, "#ffffff", "assets/Inter-Regular.ttf", "center");
output.video(x, y, width, height, "clip.mp4", source_time, "cover", 1.0);
output.video(x, y, width, height, "clip.mp4", source_time, "cover", 1.0, true); // loop
output.audio("clip.mp4", source_offset, timeline_offset, duration, volume, playback_rate, looped);

An audio duration of 0.0 means the remainder of the composition. Audio nodes are collected from frame zero, so their configuration must remain static during a render. See examples/hello.rhai for the basic scene API.

The runtime disables module imports and limits operations, call depth, expression depth, variables, functions, strings, arrays, and maps. It does not expose direct filesystem, network, clock, or random APIs. Media nodes can request local files from the renderer, so hosts accepting untrusted scripts should also validate or restrict media paths. A new Rhai scope is created for every frame so parallel rendering does not share mutable script state.

Registering a native composition

Applications can implement the shared composition contract and pass the same composition to CLI export or NativeCompositionPreview:

use dioxuscut_cli::{execute_render_command_with_registry, RenderRequest};
use dioxuscut_composition::{
    CompositionError, CompositionRegistry, NativeComposition, NativeCompositionContext,
};
use dioxuscut_rasterizer::{Color, Scene, SceneNode};
use serde_json::Value;

struct TitleCard;

impl NativeComposition for TitleCard {
    fn id(&self) -> &str {
        "TitleCard"
    }

    fn render(
        &self,
        frame: u32,
        _props: &Value,
        context: NativeCompositionContext,
    ) -> Result<Scene, CompositionError> {
        let mut scene = Scene::new();
        scene.push(SceneNode::Rect {
            x: 0.0,
            y: 0.0,
            w: context.width as f32,
            h: context.height as f32,
            fill: Color::rgb(frame as u8, 24, 48),
            stroke: None,
            stroke_width: 0.0,
            corner_radius: 0.0,
        });
        Ok(scene)
    }
}

// Register TitleCard, construct a RenderRequest, then call:
// execute_render_command_with_registry(&request, &registry).await?;

Rendering a Dioxus VDOM natively

VdomComposition creates a fresh VirtualDom for each frame and implements the same NativeComposition contract used by the CLI, Player, and Studio. This keeps parallel frame rendering isolated:

use dioxus::prelude::*;
use dioxus_core::VirtualDom;
use dioxuscut_composition::{CompositionRegistry, NativeCompositionContext};
use dioxuscut_vdom::VdomComposition;

#[derive(Clone, PartialEq, Props)]
struct CardProps {
    frame: u32,
}

fn Card(props: CardProps) -> Element {
    rsx! {
        main { class: "card",
            h1 { "Frame {props.frame}" }
            img { src: "assets/poster.png", class: "poster" }
        }
    }
}

let composition = VdomComposition::new(
    "DioxusCard",
    |frame, _props, _context: NativeCompositionContext| {
        VirtualDom::new_with_props(Card, CardProps { frame })
    },
)
.with_css(r#"
    .card {
        display: flex;
        width: 1280px;
        height: 720px;
        padding: 64px;
        gap: 32px;
        background: #0f172a;
        color: white;
    }
    .poster { width: 480px; height: 270px; object-fit: cover; }
"#)?;

let mut registry = CompositionRegistry::new();
registry.register(composition)?;

Supported selectors are tag, .class, #id, *, comma-separated groups, and compounds such as main.card#hero. The CSS subset covers block, Flexbox, and Grid sizing and placement; position and inset; margin, padding, and gap; alignment; solid backgrounds and borders; font size, weight, line height, color, opacity, overflow clipping, aspect ratio, and media object fit. Inline style and Dioxus style-namespace attributes override stylesheet rules. Complex combinators, pseudo-selectors, browser APIs, event behavior, and the full CSS painting model are intentionally outside this adapter.

CLI reference

dioxuscut render [OPTIONS] (--composition <ID> | --script <PATH>)

  -c, --composition <ID>       Registered composition ID
      --script <PATH>          Rhai composition file; requires feature `rhai`
  -p, --props <PATH>           JSON props file
  -o, --output <PATH>          Output path [default: out.mp4]
      --audio <PATH>           Local audio file to mix; may be repeated
      --width <PX>             Even output width [default: 1920]
      --height <PX>            Even output height [default: 1080]
      --fps <FPS>              Finite positive FPS [default: 30]
      --duration <FRAMES>      Positive frame count [default: 150]
      --backend <BACKEND>      native or gpu [default: native]
      --codec <CODEC>          h264, h265, vp9, av1, prores, gif, png, jpeg, or webp [default: h264]
      --frame-start <FRAME>    First composition frame [default: 0]
      --frame-end <FRAME>      Last composition frame, inclusive
      --timeout-seconds <SEC>  Cancel after a positive timeout
      --crf <VALUE>            H.264/H.265: 0-51; VP9/AV1: 0-63 [default: 18]
      --preset <PRESET>        H.264/H.265 encoder preset [default: fast]

The output extension must match the codec: .mp4 for H.264/H.265, .webm for VP9/AV1, .mov for ProRes, and the matching extension for GIF or still images. Still codecs render --frame-start only; omit --frame-end or set it to the same frame. GIF and still outputs do not accept audio tracks. AV1 selects libsvtav1 when available and otherwise uses libaom-av1.

Build GPU support explicitly:

cargo build -p dioxuscut-cli --features gpu

Build Rhai and GPU support together with --features rhai,gpu.

Testing

The project treats default and optional-feature builds as required quality gates:

cargo fmt --all -- --check
cargo clippy --locked --workspace --all-targets --all-features -- -D warnings
cargo check --locked --workspace --all-targets --all-features
cargo test --locked --workspace --all-features

The render integration tests produce real H.264, H.265, VP9, AV1, ProRes, and GIF containers when their FFmpeg encoders are installed, and decode direct PNG, JPEG, and WebP still outputs.

Releasing

Releases are driven by a version tag such as v0.1.0. The release workflow validates the tag against the Cargo workspace version, tests the complete workspace, publishes all public dioxuscut-* packages to crates.io in dependency order, builds Rhai-enabled CLI archives for Linux, macOS, and Windows, and then creates one GitHub Release with SHA-256 checksums.

Repository maintainers must configure a crates.io API token as the GitHub Actions secret CRATES_IO_TOKEN. Tokens must never be committed, placed in a tag, or written into workflow files.

Current limitations

  • dioxuscut-vdom translates an explicit DOM/CSS subset, not a browser engine. Complex selectors, intrinsic browser layout, canvas/WebGL, DOM APIs, events, CSS gradients, transforms, animations, and advanced paint effects still require direct Scene APIs or further adapter work.
  • Native image, video, and audio sources are local files; remote URLs and data URIs are not supported.
  • Video frames use cached FFprobe stream metadata, up to four persistent FFmpeg decoder sources, fixed-output-FPS sampling for VFR input, and a 128 MiB frame LRU. Backward or large forward seeks restart only the affected decoder.
  • Audio declarations are taken from frame zero and must be static for the render.
  • SceneLayer supports rectangular or SVG-path clips, alpha or luminance masks, twelve blend modes, ordered blur/brightness/grayscale/opacity filters, and drop shadows. These effects use CPU offscreen surfaces for export and SVG/CSS equivalents for Player preview.
  • GPU acceleration covers rectangles, circles, tessellated path fills and strokes, nested group transforms and opacity, and gradients with up to 16 stops. Text, image, video, composited layers, and gradients beyond the stop limit use whole-frame CPU fallback.
  • Text nodes accept ordered local TTF/OTF font_sources; native rendering caches those files, shapes glyph runs with Rustybuzz, and falls through per grapheme. SceneTextBlock and Rhai text_box add Unicode line breaking, fitting, alignment, line limits, and ellipsis. Text without explicit sources still uses platform font discovery and is not pixel-identical across platforms; full mixed-direction paragraph layout remains incomplete.
  • Studio is a preview shell, not yet a full editor.

Roadmap

  1. Expand VDOM/CSS conversion beyond the current simple-selector and native-paint subset.
  2. Full bidirectional paragraph layout, variable-font axes, and advanced typography controls.
  3. Complete GPU parity for text, media, composited layers, masks, blend modes, and filters.
  4. Additional color, distortion, and convolution filter primitives.
  5. Studio project loading, media editing, and render queue integration.

License

Licensed under either Apache License 2.0 or MIT License, at your option.