Getting started with Compose-based UI

Add the dependency

The Media3 library includes a Jetpack Compose-based UI module. To use it, add the following dependency:

Kotlin

implementation("androidx.media3:media3-ui-compose:1.6.0")

Groovy

implementation "androidx.media3:media3-ui-compose:1.6.0"

We highly encourage you to develop your app in a Compose-first fashion or migrate from using Views.

Fully Compose demo app

While the media3-ui-compose library does not include out-of-the-box Composables (such as buttons, indicators, images or dialogs), you can find a demo app written fully in Compose that avoids any interoperability solutions like wrapping PlayerView in AndroidView. The demo app utilises the UI state holder classes from media3-ui-compose module and makes use of the Compose Material3 library.

UI state holders

To better understand how you can use the flexibility of UI state holders versus composables, read up on how Compose manages State.

Button state holders

For some UI states, we make the assumption that they will most likely be consumed by button-like Composables.

State remember*State Type
PlayPauseButtonState rememberPlayPauseButtonState 2-Toggle
PreviousButtonState rememberPreviousButtonState Constant
NextButtonState rememberNextButtonState Constant
RepeatButtonState rememberRepeatButtonState 3-Toggle
ShuffleButtonState rememberShuffleButtonState 2-Toggle
PlaybackSpeedState rememberPlaybackSpeedState Menu or N-Toggle

Example usage of PlayPauseButtonState:

@Composable
fun PlayPauseButton(player: Player, modifier: Modifier = Modifier) {
  val state = rememberPlayPauseButtonState(player)

  IconButton(onClick = state::onClick, modifier = modifier, enabled = state.isEnabled) {
    Icon(
      imageVector = if (state.showPlay) Icons.Default.PlayArrow else Icons.Default.Pause,
      contentDescription =
        if (state.showPlay) stringResource(R.string.playpause_button_play)
        else stringResource(R.string.playpause_button_pause),
    )
  }
}

Note how state possesses no theming information, like icon to use for playing or pausing. Its only responsibility is to transform the Player into UI state.

You can then mix and match the buttons in the layout of your preference:

Row(
  modifier = modifier.fillMaxWidth(),
  horizontalArrangement = Arrangement.SpaceEvenly,
  verticalAlignment = Alignment.CenterVertically,
) {
  PreviousButton(player)
  PlayPauseButton(player)
  NextButton(player)
}

Visual output state holders

PresentationState holds to information for when the video output in a PlayerSurface can be shown or should be covered by a placeholder UI element.

val presentationState = rememberPresentationState(player)
val scaledModifier = Modifier.resize(ContentScale.Fit, presentationState.videoSizeDp)

Box(modifier) {
  // Always leave PlayerSurface to be part of the Compose tree because it will be initialised in
  // the process. If this composable is guarded by some condition, it might never become visible
  // because the Player won't emit the relevant event, e.g. the first frame being ready.
  PlayerSurface(
    player = player,
    surfaceType = SURFACE_TYPE_SURFACE_VIEW,
    modifier = scaledModifier,
  )

  if (presentationState.coverSurface) {
    // Cover the surface that is being prepared with a shutter
    Box(Modifier.background(Color.Black))
  }

Here, we can use both presentationState.videoSizeDp to scale the Surface to the desired aspect ratio (see ContentScale docs for more types) and presentationState.coverSurface to know when the timing is not right to be showing the Surface. In this case, you can position an opaque shutter on top of the surface, which will disappear when the surface becomes ready.

Where are Flows?

Many Android developers are familiar with using Kotlin Flow objects to collect ever-changing UI data. For example, you might be on the lookout for Player.isPlaying flow that you can collect in a lifecycle-aware manner. Or something like Player.eventsFlow to provide you with a Flow<Player.Events> that you can filter the way you want.

However, using flows for Player UI state has some drawbacks. One of the main concerns is the asynchronous nature of data transfer. We want to ensure as little latency as possible between a Player.Event and its consumption on the UI side, avoiding showing UI elements that are out-of-sync with the Player.

Other points include:

  • A flow with all the Player.Events wouldn't adhere to a single responsibility principle, each consumer would have to filter out the relevant events.
  • Creating a flow for each Player.Event will require you to combine them (with combine) for each UI element. There is a many-to-many mapping between a Player.Event and a UI element change. Having to use combine could lead the UI to potentially illegal states.

Create custom UI states

You can add custom UI states if the existing ones don't fulfil your needs. Check out the source code of the existing state to copy the pattern. A typical UI state holder class does the following:

  1. Takes in a Player.
  2. Subscribes to the Player using coroutines. See Player.listen for more details.
  3. Responds to particular Player.Events by updating its internal state.
  4. Accept business-logic commands that will be transformed into an appropriate Player update.
  5. Can be created in multiple places across the UI tree and will always maintain a consistent view of Player's state.
  6. Exposes Compose State fields that can be consumed by a Composable to dynamically respond to changes.
  7. Comes with a remember*State function for remembering the instance between compositions.

What happens behind the scenes:

class SomeButtonState(private val player: Player) {
  var isEnabled by mutableStateOf(player.isCommandAvailable(Player.COMMAND_ACTION_A))
    private set

  var someField by mutableStateOf(someFieldDefault)
    private set

  fun onClick() {
    player.actionA()
  }

  suspend fun observe() =
    player.listen { events ->
      if (
        events.containsAny(
          Player.EVENT_B_CHANGED,
          Player.EVENT_C_CHANGED,
          Player.EVENT_AVAILABLE_COMMANDS_CHANGED,
        )
      ) {
        someField = this.someField
        isEnabled = this.isCommandAvailable(Player.COMMAND_ACTION_A)
      }
    }
}

To react to your own Player.Events, you can catch them using Player.listen which is a suspend fun that lets you enter the coroutine world and indefinitely listen to Player.Events. Media3 implementation of various UI states helps the end developer not to concern themselves with learning about Player.Events.