port: the menu repeat mechanism, with NO rate -- deliberately inert
F1: the human watched the real game and it repeats on a held direction, on the stick AND (confirmed separately) the d-pad. gamepad.gd had predicted this exact refutation in its own words, so one-step-per-deflection stops being the conservative reading and becomes a known defect. Mechanism: Gamepad.held_direction() polls the DEVICES -- not Input.is_action_pressed, because ui_up/ui_down sit on the stick at Godot's 0.50 deadzone while the port steps at the game's measured 0.61, so polling the action would repeat through the exact band ENTER exists to exclude. Boot._menu_repeat() re-applies the same guards a real press gets, rather than sharing them, because a second input path is where this port's defects hide. The RATE is NOT shipped, on instruction: an invented interval is indistinguishable from a measured one later. An earlier draft of this change had 0.40/0.20 with a why attached; that was the named failure mode and the numbers are removed, not commented out. repeat_due() returns 0 until both are set. Flagged at the adoption site: verify-input's 'a held stick is ONE step, not six' asserts the ABSENCE of this feature and will go red when a rate lands -- for the right reason, and looking exactly like the jitter bug returning.
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docs/port/held-direction-repeat.md
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docs/port/held-direction-repeat.md
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# F1 — the menu repeats on a held direction: mechanism shipped, **rate deliberately not**
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**Status:** ✅ mechanism implemented and wired. 🔴 **inert on purpose** — it does
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nothing until a measured repeat rate exists. Written 2026-09-02 by the Port.
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## What was reported
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Two statements from the human, both about the **real game**, a play-test apart:
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> *"Moving stick up/down and holding only moves one item. In game it actually
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> continues to move when holding up/down, just at a medium pace so player does
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> not need to move pad middle↔up/down, but also slow enough to see which item is
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> selected and move to target."*
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> *"Confirmed D-Pad does repeat when holding too."*
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## The file predicted its own refutation
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`gamepad.gd` carried this, written when the latch was added:
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> *"Whether the real game repeats while a direction is held, and how fast, is
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> unknown… If the game does repeat, this is a difference a human will notice as
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> 'I have to flick it again', and the fix is a measured repeat interval — not a
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> guessed one."*
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That is exactly what happened, in the words it predicted. **So
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one-step-per-deflection is no longer the conservative reading — it is a known
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defect**, and keeping it is choosing a wrong behaviour over an approximate one.
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## What was built
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|---|---|
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| `Gamepad.held_direction()` | −1 / 0 / +1, polled from the **devices** |
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| `Gamepad.repeat_due(delta)` | one step or 0, per frame |
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| `Boot._menu_repeat(delta)` | calls it under the same guards a real press gets |
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### Why it polls devices and not `Input.is_action_pressed`
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`ui_up`/`ui_down` are bound to the stick axis at **Godot's 0.50 action
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deadzone**, while this port steps at the game's measured **0.61** (`ENTER`).
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Polling the action would repeat throughout the 0.50–0.61 band — the exact band
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`ENTER` exists to exclude — so the repeat would contradict the threshold on the
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same stick, on the same frame.
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That is the input-map lesson from 2026-09-01 arriving in a new place: **assert
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the device, not the layer above it.** The stick reads from the latch
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`accepts()` already maintains, so the first step and the repeat cannot disagree
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about hysteresis; the d-pad reads `JOY_BUTTON_DPAD_UP/DOWN` directly, which the
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human's second report makes load-bearing rather than defensive.
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### Why the guards are duplicated rather than shared
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`_menu_repeat` re-applies the same four conditions `_unhandled_input` applies —
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no movie playing, a menu exists, its stack is non-empty, no transition pending.
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A repeat that could fire during a movie or mid-transition would be a **second,
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subtly different input path**, and the first thing this port learned about input
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is that a second path is where the defect hides.
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## 🔴 And the rate is not shipped
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An earlier draft of this change had `REPEAT_DELAY = 0.40` and
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`REPEAT_INTERVAL = 0.20`, with a paragraph explaining that they were authored.
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**They were removed rather than commented out**, on an explicit instruction:
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> *"Take the RATE from the Decoder — do NOT ship a placeholder interval. An
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> invented rate here is indistinguishable from a measured one later, and this is
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> the exact field where that already cost us."*
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The instruction is right and the draft was the named failure mode: the
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explanation would have merged, the numbers would have felt roughly right, and
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nothing downstream could have separated them from a measurement. `REPEAT_DELAY`
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is `-1.0`; `repeat_due()` returns 0 while `repeat_rate_known()` is false.
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**One thing about the rate IS measured, and it narrows the question.** The game
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digitises the left stick to four direction bits at 61 % deflection, so it cannot
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see deflection magnitude at all — the repeat it drives *cannot* be
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faster-the-harder-you-push. That excludes the one competing model, so only two
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constants are open and a single measurement closes both.
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## ⚠️ Adopting the rate breaks a green check, for the right reason
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`tools/port/verify-input` asserts *"a held stick is ONE step, not six"*. That row
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passes today **because the feature is inert**, i.e. it asserts the absence of the
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repeat. When a rate is adopted a held stick should produce further steps and that
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row will go red.
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It is not wrong and it should not be deleted in a hurry: it was written for the
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2026-09-01 jitter defect, so it will *look* like that bug returning. It has to be
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re-stated as "one step per deflection **plus** the measured repeat", with the
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jitter case still covered inside the delay window.
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## What this does not claim
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* That the repeat feels right. It cannot — it does not run.
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* Any rate, or any bound on one. "Medium pace" is a direction, not a number, and
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it is not recorded anywhere as data.
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* That the d-pad and the stick repeat at the *same* rate. Both repeat; nobody
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has said they match, and the code currently assumes one rate for both.
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@@ -548,6 +548,7 @@ func _process(delta: float) -> void:
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_worst_gap = maxf(_worst_gap, delta)
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_worst_gap = maxf(_worst_gap, delta)
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view.queue_redraw()
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view.queue_redraw()
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_overlay_process(delta)
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_overlay_process(delta)
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_menu_repeat(delta)
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if _player != null:
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if _player != null:
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# `--skip-at=SECONDS` presses (A) at a wall-clock moment DURING a movie,
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# `--skip-at=SECONDS` presses (A) at a wall-clock moment DURING a movie,
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@@ -948,6 +949,28 @@ func _unhandled_input(event: InputEvent) -> void:
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_menu_activate(_menu.cancel(), "back")
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_menu_activate(_menu.cancel(), "back")
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## A held direction repeats. F1 of the 2026-09-02 menu play-test: the real game
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## continues to move while up or down is held, on the stick AND on the d-pad.
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##
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## 🔴 **This currently does nothing, and that is the intended state.** The
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## mechanism is here; the RATE is not, because it has not been measured and an
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## invented one would be indistinguishable from a measurement later. `Gamepad`
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## returns 0 from `repeat_due()` until `REPEAT_DELAY`/`REPEAT_INTERVAL` are set.
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##
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## The guards are deliberately the SAME conditions `_unhandled_input` applies to
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## a real press -- a repeat that could fire during a movie, mid-transition or on
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## a screen with no menu would be a second, subtly different input path, and the
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## first thing this port learned about input is that a second path is where the
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## defect hides.
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func _menu_repeat(delta: float) -> void:
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var step := _pad.repeat_due(delta)
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if step == 0:
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return
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if _player != null or _menu == null or _menu.stack.is_empty() or _pending != null:
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return
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_menu_move(step, view.screen.get("buttons", []))
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func _menu_move(step: int, buttons: Array) -> void:
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func _menu_move(step: int, buttons: Array) -> void:
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# MEASURED, HANDOFF Q8 + Q5: the cue fires on a press that MOVES the cursor.
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# MEASURED, HANDOFF Q8 + Q5: the cue fires on a press that MOVES the cursor.
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# `move()` returns whether it did, so a press that changes nothing cannot
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# `move()` returns whether it did, so a press that changes nothing cannot
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@@ -56,9 +56,8 @@ extends RefCounted
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## continues to move when holding up/down, just at a medium pace"*.
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## continues to move when holding up/down, just at a medium pace"*.
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##
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##
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## So one-step-per-deflection is no longer the conservative reading; it is a
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## So one-step-per-deflection is no longer the conservative reading; it is a
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## known defect, and keeping it would be choosing a wrong behaviour over an
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## known defect. The mechanism is implemented below and the **rate is not
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## approximate one. The repeat is implemented below. **Its RATE is authored and
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## shipped** — see `REPEAT_DELAY` for why an approximate one is worse than none.
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## its FACT is not** — see `REPEAT_DELAY`.
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## ✅ DECODED 2026-09-01, and it replaces an authored value.
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## ✅ DECODED 2026-09-01, and it replaces an authored value.
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##
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##
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@@ -93,29 +92,53 @@ const ENTER := 0.61
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## smaller number.
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## smaller number.
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const RELEASE := 0.4
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const RELEASE := 0.4
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## ## 3. A held direction repeats
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## ## 3. A held direction repeats — MECHANISM PRESENT, RATE NOT SHIPPED
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##
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##
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## 🔴 **THE FACT IS REPORTED, THE RATE IS AUTHORED. Do not read the second as
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## A human who has played both reported it on 2026-09-02: *"holding only moves
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## carried by the first.** A human who has played both said the game repeats at
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## one item. In game it actually continues to move when holding up/down, just at
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## *"a medium pace … slow enough to see which item is selected"* — that settles
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## a medium pace"*, and separately *"Confirmed D-Pad does repeat when holding
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## THAT it repeats and gives an order of magnitude, nothing more. Nobody has
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## too."* So the FACT covers both input devices, which is why `held_direction()`
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## measured an interval off the running game, and `pad-repeat` stays open for the
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## polls the pad and the keyboard and not just the stick.
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## Decoder.
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##
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##
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## 📌 **A constant interval is the right SHAPE, and that part is measured.** The
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## 🔴 **THE RATE IS DELIBERATELY UNSET, AND THE REPEAT DOES NOT RUN UNTIL IT IS
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## MEASURED.** The instruction is explicit: *"Take the RATE from the Decoder — do
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## NOT ship a placeholder interval. An invented rate here is indistinguishable
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## from a measured one later, and this is the exact field where that already cost
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## us."*
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##
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## An earlier draft of this file had 0.40 / 0.20 with a paragraph explaining that
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## they were authored. **That is precisely the failure mode named above** — the
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## explanation would have been merged, the numbers would have felt roughly right,
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## and nothing afterwards could distinguish them from a measurement. They are
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## removed rather than commented out.
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##
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## 📌 **A constant interval is the right SHAPE, and that part IS measured.** The
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## game digitises the left stick to four direction bits at 61 % deflection
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## game digitises the left stick to four direction bits at 61 % deflection
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## (`ENTER` above), so it cannot see a deflection magnitude at all — a repeat it
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## (`ENTER` above), so it cannot see deflection magnitude at all — a repeat it
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## drives cannot be rate-by-how-far-you-push. That excludes the one alternative
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## drives cannot be faster-the-harder-you-push. That excludes the one competing
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## model, so only the constants are open.
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## model, so only the two constants are open, and one measurement closes both.
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##
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##
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## The delay exists so a deliberate single step never repeats by accident: a
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## ⚠️ **TO ADOPT, TWO THINGS CHANGE, NOT ONE.** Set both constants to the
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## flick to move one item is held for well under 0.4 s.
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## measured seconds — and update `tools/port/verify-input`, whose row *"a held
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## stick is ONE step, not six"* currently asserts **the absence of this
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## feature**. It passes today because the repeat is inert; the moment a rate is
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## adopted a held stick SHOULD produce further steps, and that green row would
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## go red for the right reason and be read as a regression.
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##
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##
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## ⚠️ **These two numbers change how the menu feels and only a human can judge
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## 📌 That row is not wrong. A check written against today's behaviour becomes an
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## them** — the same standing as `ENTER`'s 0.61. Too fast reads as a cursor that
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## assertion that the behaviour never changes, and this one has the additional
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## runs away; too slow reads as the defect this replaces.
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## trap of looking like a bug-fix regression test — it was written for the
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const REPEAT_DELAY := 0.40
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## jitter defect, and the repeat is not that defect returning.
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const REPEAT_INTERVAL := 0.20
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## `pad-repeat` in `BLOCKED.md` carries the request.
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const REPEAT_DELAY := -1.0
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const REPEAT_INTERVAL := -1.0
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## Whether a measured repeat rate has been adopted. Until it has, the port keeps
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## its current one-step-per-deflection behaviour, which is KNOWN WRONG but is
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## wrong in a way nobody will mistake for a measurement.
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static func repeat_rate_known() -> bool:
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return REPEAT_DELAY > 0.0 and REPEAT_INTERVAL > 0.0
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## Only the left stick. The triggers are axes too, and latching them here would
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## Only the left stick. The triggers are axes too, and latching them here would
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## silently swallow input the port does not read yet but might.
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## silently swallow input the port does not read yet but might.
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@@ -220,6 +243,8 @@ func held_direction() -> int:
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## direction gives one step now and the next only after `REPEAT_DELAY`. A change
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## direction gives one step now and the next only after `REPEAT_DELAY`. A change
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## of direction restarts the delay rather than inheriting the old cadence.
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## of direction restarts the delay rather than inheriting the old cadence.
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func repeat_due(delta: float) -> int:
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func repeat_due(delta: float) -> int:
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if not repeat_rate_known():
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return 0
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var direction := held_direction()
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var direction := held_direction()
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if direction == 0 or direction != _repeat_direction:
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if direction == 0 or direction != _repeat_direction:
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_repeat_direction = direction
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_repeat_direction = direction
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Block a user