Optimize UnifiedPlayerSheet performance#916
Optimize UnifiedPlayerSheet performance#916google-labs-jules[bot] wants to merge 4 commits intofix/unified-player-sheet-laggingfrom
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Refactored `UnifiedPlayerSheet` to reduce recompositions and eliminate jitter during expansion. - Replaced `rememberExpansionTransition` with direct `derivedStateOf` interpolation for alpha and elevation, fixing the animation jitter. - Optimized `zIndex` logic by introducing `isMiniPlayerAbove` derived boolean state, preventing recomposition on every frame. - Deferred state reads for `alpha` inside `graphicsLayer`. - Removed unused `Expansion.kt` helper file.
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Refactored `UnifiedPlayerSheet` to eliminate excessive recompositions and layout thrashing during expansion/drag gestures. - Replaced `rememberExpansionTransition` with direct `derivedStateOf` interpolation for alpha and elevation, fixing the animation jitter. - Optimized `zIndex` logic by introducing `isMiniPlayerAbove` derived boolean state. - Introduced `playerLayout` custom modifier to defer height and padding updates to the layout phase, preventing recomposition of the modifier chain. - Introduced `DynamicCornerShape` to read corner radius from `State` objects during draw/layout, preventing shape instance recreation. - Wrapped all animated values (alpha, translation, padding, height) in `State` objects and updated usages to read them only inside `graphicsLayer`, `layout`, or `draw` blocks. - Deleted unused `Expansion.kt` helper file. - Fixed `MiniPlayerContentInternal` usage to avoid passing animated values.
Fixed unresolved references and ambiguity errors introduced in the previous optimization step. - Updated `queueHiddenOffsetPx` to correctly read `.value` from `currentBottomPaddingState`. - Created `Modifier.bottomPadding(State<Dp>)` using `layout` to apply bottom padding dynamically without recomposition. - Replaced usage of `.padding(bottom = ...)` with `.bottomPadding(...)`.
Optimized shape rendering to fix "stuck at 0.dp" corners and further reduce recompositions. - Replaced `DynamicCornerShape` with `dynamicRoundedShapeState` (derived state) to ensure correct shape creation. - Used `graphicsLayer` with `shape` and `clip` parameters referencing state values internally, avoiding composition invalidation. - Removed shape argument from `background` modifier, relying on the layer's clip.
Optimized UnifiedPlayerSheet performance by refactoring state reads and removing
updateTransitionusage for continuous values. eliminated Excessive Recompositions and Alpha Jitter.PR created automatically by Jules for task 11139090902579458025 started by @theovilardo