Hold-to-repeat for navigation keys across keyboard, gamepad and MIDI (v0.6.0)

Navigation and value-step actions (Nav Up/Down/Left/Right, Next/Prev
Column, Increment/Decrement) now auto-repeat while their control is held —
fire once on press, then accelerate from 320ms to 45ms per step — and stop
the instant it's released. Implemented ONCE as a shared repeater in
InputRouter (pressRepeat/releaseRepeat, keyed by the physical control id),
so all three hardware inputs get identical behaviour:
 * Keyboard: the OS's own key auto-repeat is now ignored (held notes sustain
   instead of retriggering) and holds are driven by the shared repeater;
   key-up ends it.
 * Gamepad: buttons, D-pad hat AND analog sticks repeat (they all funnel
   through controlDown/controlUp); releasing the main control stops it,
   releasing a chord modifier does not.
 * MIDI: a momentary nav CC repeats between its press (value>=64) and
   release (value<64).

One-shots (transport, tab switch, notes, clear) are unaffected — they fire
once even when held. InputRouter takes an injectable dispatcher so the new
InputRouterTest drives the accelerating schedule on a virtual clock
(verifies repeat-while-held, stop-on-release, one-shot-fires-once, and that
an unrelated release doesn't stop the active repeat). All unit tests pass;
on-device smoke confirms single-press nav + transport still work, no crash.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Reactorcoremeltdown
2026-07-18 15:14:34 +02:00
parent e0fe89d62c
commit 750d928ce1
7 changed files with 209 additions and 15 deletions

View File

@@ -22,8 +22,8 @@ android {
// (android.media.midi) and AAudio low-latency audio we rely on.
minSdk = 26
targetSdk = 34
versionCode = 17
versionName = "0.5.2"
versionCode = 18
versionName = "0.6.0"
// We provide our own instrumentation runner if/when tests are added.
testInstrumentationRunner = "androidx.test.runner.AndroidJUnitRunner"
@@ -132,4 +132,6 @@ dependencies {
// JVM unit tests for the pure model/io logic (no device needed).
testImplementation("junit:junit:4.13.2")
// Virtual-time coroutine testing (drives the input hold-to-repeat schedule).
testImplementation("org.jetbrains.kotlinx:kotlinx-coroutines-test:1.9.0")
}

View File

@@ -95,25 +95,28 @@ class GamepadInput(
heldButtons.add(code)
return true
}
// Chord first: any already-held control may be the modifier.
// Chord first: any already-held control may be the modifier. Nav / value-step
// actions auto-repeat while held (keyed on the main control code); one-shots
// fire once. Held sticks and D-pad hats repeat too, since they arrive here.
for (mod in heldButtons) {
val id = bindings[GamepadChord(mod, code)]
if (id != null) {
heldButtons.add(code)
InputActions.fromId(id)?.let { router.dispatch(it) }
InputActions.fromId(id)?.let { router.pressRepeat(code, it) }
return true
}
}
heldButtons.add(code)
// Otherwise the plain (no-modifier) binding.
bindings[GamepadChord(GamepadChord.NONE, code)]?.let { id ->
InputActions.fromId(id)?.let { router.dispatch(it); return true }
InputActions.fromId(id)?.let { router.pressRepeat(code, it); return true }
}
return false
}
private fun controlUp(code: Int): Boolean {
heldButtons.remove(code)
router.releaseRepeat(code) // end this control's hold-to-repeat, if any
// Finalize a learn capture once every control in this combo is released.
if (learningGamepad() && learnSeq.isNotEmpty() && heldButtons.none { it in learnSeq }) {
val main = learnSeq.last()

View File

@@ -62,3 +62,19 @@ sealed interface InputAction {
/** Which physical device an action came from — handy for on-screen feedback. */
enum class InputSource { TOUCH, KEYBOARD, GAMEPAD, MIDI }
/**
* Actions that should AUTO-REPEAT while their physical control is held down —
* cursor movement, column movement and value stepping. Held via
* [InputRouter.pressRepeat], these fire once on press then accelerate. Everything
* else (transport, tab switch, note/clear) is a one-shot and fires only on press.
* Shared by all three hardware sources so hold-to-repeat feels identical on a
* keyboard, a gamepad and a MIDI controller.
*/
val InputAction.isRepeatable: Boolean
get() = when (this) {
InputAction.NavUp, InputAction.NavDown, InputAction.NavLeft, InputAction.NavRight,
InputAction.NextColumn, InputAction.PrevColumn,
is InputAction.Increment, is InputAction.Decrement -> true
else -> false
}

View File

@@ -3,9 +3,17 @@
package space.rcmd.android.sizzle.input
import kotlinx.coroutines.CoroutineDispatcher
import kotlinx.coroutines.CoroutineScope
import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.Job
import kotlinx.coroutines.SupervisorJob
import kotlinx.coroutines.delay
import kotlinx.coroutines.flow.MutableSharedFlow
import kotlinx.coroutines.flow.SharedFlow
import kotlinx.coroutines.flow.asSharedFlow
import kotlinx.coroutines.isActive
import kotlinx.coroutines.launch
/**
* A tiny message bus. Every input source calls [dispatch]; the app's ViewModel
@@ -16,7 +24,11 @@ import kotlinx.coroutines.flow.asSharedFlow
* When "MIDI learn" mode is on, controls that aren't bound to anything are still
* forwarded as [InputAction.RawControl] so the settings screen can capture them.
*/
class InputRouter {
class InputRouter(
/** Dispatcher the hold-to-repeat loop runs on. Defaults to a background pool;
* tests inject a virtual-time dispatcher to drive the accelerating schedule. */
repeatDispatcher: CoroutineDispatcher = Dispatchers.Default,
) {
// extraBufferCapacity gives us headroom for fast MIDI/gamepad bursts.
private val _actions = MutableSharedFlow<InputAction>(extraBufferCapacity = 128)
val actions: SharedFlow<InputAction> = _actions.asSharedFlow()
@@ -33,4 +45,52 @@ class InputRouter {
// oldest by design (a missed nav key is harmless, a stall is not).
_actions.tryEmit(action)
}
// ---- hold-to-repeat for navigation / value-step actions ----
// One accelerating repeater shared by every hardware source: a source calls
// [pressRepeat] when a control goes down and [releaseRepeat] when it comes up,
// keyed by that control's id. Only one repeat runs at a time (holding a new nav
// control replaces the old, which matches how you'd use it), so a single job is
// enough. Runs off the main thread; [dispatch] is thread-safe.
private val repeatScope = CoroutineScope(SupervisorJob() + repeatDispatcher)
@Volatile private var repeatJob: Job? = null
@Volatile private var repeatKey: Any? = null
/**
* Fire [action] once for a physical press and, if it [isRepeatable], keep
* re-firing it while held — after [REPEAT_START_MS], accelerating by
* [REPEAT_DECAY] each step down to [REPEAT_MIN_MS] — until [releaseRepeat] is
* called with the same [key]. [key] identifies the physical control (a key-code,
* a gamepad control code, a MIDI CC number) so the matching release stops it.
*/
fun pressRepeat(key: Any, action: InputAction) {
dispatch(action)
if (!action.isRepeatable) return
repeatJob?.cancel()
repeatKey = key
repeatJob = repeatScope.launch {
var interval = REPEAT_START_MS
while (isActive) {
delay(interval)
dispatch(action)
interval = (interval * REPEAT_DECAY).toLong().coerceAtLeast(REPEAT_MIN_MS)
}
}
}
/** Stop the auto-repeat [pressRepeat] started for [key]. No-op if [key] isn't the
* one currently repeating (e.g. releasing a modifier, or a non-repeating key). */
fun releaseRepeat(key: Any) {
if (repeatKey == key) {
repeatJob?.cancel()
repeatJob = null
repeatKey = null
}
}
companion object {
private const val REPEAT_START_MS = 320L // initial hold before the first repeat
private const val REPEAT_MIN_MS = 45L // fastest repeat once accelerated
private const val REPEAT_DECAY = 0.80 // interval shrink factor per repeat
}
}

View File

@@ -47,13 +47,18 @@ class KeyboardInput(
/** @return true if we consumed the event. */
fun onKeyDown(keyCode: Int, event: KeyEvent): Boolean {
// Ignore the OS's own held-key auto-repeat (repeatCount > 0): note entry
// sustains until release, and hotkey hold-to-repeat is driven by our own
// accelerating repeater so it feels identical to the gamepad and MIDI.
if (event.repeatCount > 0) return bindings.containsKey(keyCode) || pianoMap.containsKey(keyCode)
// Keyboard-hotkey learn: capture this key for the armed action, consume it.
if (router.learnMode && router.learnSource == InputSource.KEYBOARD) {
router.dispatch(InputAction.RawControl(InputSource.KEYBOARD, keyCode, 1f))
return true
}
bindings[keyCode]?.let { id -> return handleBoundAction(id, event) }
bindings[keyCode]?.let { id -> return handleBoundAction(id, keyCode, event) }
// Piano fallback for unbound keys.
pianoMap[keyCode]?.let { offset ->
@@ -64,24 +69,30 @@ class KeyboardInput(
}
/** Run a bound hotkey. Handles the keyboard-local ids (octave nudge, and the
* Shift-aware column move) and delegates the rest to [InputActions]. */
private fun handleBoundAction(id: String, event: KeyEvent): Boolean {
* Shift-aware column move) and delegates the rest to [InputActions]. Navigation /
* value-step actions start a hold-to-repeat keyed on [keyCode] (ended in
* [onKeyUp]); one-shots simply fire once. */
private fun handleBoundAction(id: String, keyCode: Int, event: KeyEvent): Boolean {
when (id) {
"octaveDown" -> baseOctave = (baseOctave - 1).coerceIn(0, 8)
"octaveUp" -> baseOctave = (baseOctave + 1).coerceIn(0, 8)
// The column key doubles as prev-column when Shift is held (classic Tab).
"nextColumn" -> router.dispatch(
"nextColumn" -> router.pressRepeat(
keyCode,
if (event.isShiftPressed) InputAction.PrevColumn else InputAction.NextColumn,
)
else -> {
val action = InputActions.fromId(id) ?: return false
router.dispatch(action)
router.pressRepeat(keyCode, action)
}
}
return true
}
fun onKeyUp(keyCode: Int, @Suppress("UNUSED_PARAMETER") event: KeyEvent): Boolean {
// Stop any hold-to-repeat this key started (no-op for non-repeating keys).
router.releaseRepeat(keyCode)
if (bindings.containsKey(keyCode)) return true // consumed the bound hotkey
val offset = pianoMap[keyCode] ?: return false
router.dispatch(InputAction.NoteOff(pianoPitch(offset)))
return true

View File

@@ -97,15 +97,26 @@ class MidiInput(
router.dispatch(InputAction.RawControl(InputSource.MIDI, cc, value / 127f))
return
}
// Navigation CCs are momentary (a pad/note-button): press (value >= 64) starts
// an accelerating hold-to-repeat, release (value < 64) ends it — same feel as a
// held key or D-pad. Keyed on the CC number so its release stops the right one.
val nav = when (actionId) {
"up" -> InputAction.NavUp
"down" -> InputAction.NavDown
"left" -> InputAction.NavLeft
"right" -> InputAction.NavRight
else -> null
}
if (nav != null) {
if (value >= 64) router.pressRepeat(cc, nav) else router.releaseRepeat(cc)
return
}
// Momentary controls fire on the "press" half (value >= 64).
val action = when (actionId) {
"playPause" -> if (value >= 64) InputAction.PlayPause else null
"stop" -> if (value >= 64) InputAction.Stop else null
"loop" -> if (value >= 64) InputAction.ToggleLoop else null
"up" -> if (value >= 64) InputAction.NavUp else null
"down" -> if (value >= 64) InputAction.NavDown else null
"left" -> if (value >= 64) InputAction.NavLeft else null
"right" -> if (value >= 64) InputAction.NavRight else null
"increment" -> InputAction.Increment(1)
"decrement" -> InputAction.Decrement(1)
"clear" -> if (value >= 64) InputAction.ClearCell else null

View File

@@ -0,0 +1,91 @@
// SPDX-FileCopyrightText: 2026 Reactorcoremeltdown
// SPDX-License-Identifier: GPL-3.0-or-later
package space.rcmd.android.sizzle.input
import kotlinx.coroutines.ExperimentalCoroutinesApi
import kotlinx.coroutines.launch
import kotlinx.coroutines.test.StandardTestDispatcher
import kotlinx.coroutines.test.advanceTimeBy
import kotlinx.coroutines.test.runCurrent
import kotlinx.coroutines.test.runTest
import org.junit.Assert.assertEquals
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* Verifies the shared hold-to-repeat used by all three hardware inputs
* ([InputRouter.pressRepeat] / [releaseRepeat]) on a virtual clock: a repeatable
* nav action fires once on press then accelerates while held and stops the instant
* it's released; a one-shot action fires exactly once no matter how long it's held.
*/
@OptIn(ExperimentalCoroutinesApi::class)
class InputRouterTest {
@Test
fun repeatableNavRepeatsWhileHeldThenStopsOnRelease() = runTest {
val router = InputRouter(repeatDispatcher = StandardTestDispatcher(testScheduler))
val got = mutableListOf<InputAction>()
val collector = launch { router.actions.collect { got.add(it) } }
runCurrent() // let the collector subscribe before we emit
router.pressRepeat("dpadUp", InputAction.NavUp)
runCurrent()
assertEquals("press fires exactly once immediately", 1, got.size)
// Hold for ~1s: 320ms to the first repeat, then accelerating (×0.8) steps.
advanceTimeBy(1_000)
runCurrent()
val whileHeld = got.size
assertTrue("should repeat several times while held (was $whileHeld)", whileHeld >= 4)
assertTrue("every emission is the held action", got.all { it == InputAction.NavUp })
// Release: no further emissions, ever.
router.releaseRepeat("dpadUp")
advanceTimeBy(5_000)
runCurrent()
assertEquals("no repeats after release", whileHeld, got.size)
collector.cancel()
}
@Test
fun oneShotActionDoesNotRepeat() = runTest {
val router = InputRouter(repeatDispatcher = StandardTestDispatcher(testScheduler))
val got = mutableListOf<InputAction>()
val collector = launch { router.actions.collect { got.add(it) } }
runCurrent()
router.pressRepeat("btnA", InputAction.PlayPause)
advanceTimeBy(5_000)
runCurrent()
assertEquals("a non-repeatable action fires once even when held", 1, got.size)
assertEquals(InputAction.PlayPause, got.single())
collector.cancel()
}
@Test
fun releasingAModifierKeyDoesNotStopTheHeldNavRepeat() = runTest {
val router = InputRouter(repeatDispatcher = StandardTestDispatcher(testScheduler))
val got = mutableListOf<InputAction>()
val collector = launch { router.actions.collect { got.add(it) } }
runCurrent()
router.pressRepeat("dpadDown", InputAction.NavDown)
advanceTimeBy(1_000); runCurrent()
val beforeOtherRelease = got.size
// Releasing some OTHER control must not stop the active repeat.
router.releaseRepeat("someOtherButton")
advanceTimeBy(1_000); runCurrent()
assertTrue("repeat continues after an unrelated release", got.size > beforeOtherRelease)
router.releaseRepeat("dpadDown")
val afterRelease = got.size
advanceTimeBy(2_000); runCurrent()
assertEquals("stops only when the held key is released", afterRelease, got.size)
collector.cancel()
}
}