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A Repeating Button
@Composable
fun RepeatingButton(
modifier: Modifier = Modifier,
onClick: () -> Unit,
enabled: Boolean = true,
interactionSource: MutableInteractionSource = remember { MutableInteractionSource() },
elevation: ButtonElevation? = ButtonDefaults.elevation(),
shape: Shape = MaterialTheme.shapes.small,
border: BorderStroke? = null,
colors: ButtonColors = ButtonDefaults.buttonColors(),
contentPadding: PaddingValues = ButtonDefaults.ContentPadding,
content: @Composable RowScope.() -> Unit
) {
Button(
modifier = modifier,
onClick = {},
enabled = enabled,
interactionSource = interactionSource,
elevation = elevation,
shape = shape,
border = border,
colors = colors,
contentPadding = contentPadding,
content = content
)
}
@Composable
fun RepeatingButton(
modifier: Modifier = Modifier,
onClick: () -> Unit,
enabled: Boolean = true,
interactionSource: MutableInteractionSource = remember { MutableInteractionSource() },
elevation: ButtonElevation? = ButtonDefaults.elevation(),
shape: Shape = MaterialTheme.shapes.small,
border: BorderStroke? = null,
colors: ButtonColors = ButtonDefaults.buttonColors(),
contentPadding: PaddingValues = ButtonDefaults.ContentPadding,
content: @Composable RowScope.() -> Unit
) {
var pressed by remember { mutableStateOf(false) }
Button(
modifier = modifier.pointerInteropFilter {
pressed = when (it.action) {
MotionEvent.ACTION_DOWN -> true
else -> false
}
true
},
onClick = {},
enabled = enabled,
interactionSource = interactionSource,
elevation = elevation,
shape = shape,
border = border,
colors = colors,
contentPadding = contentPadding,
content = content
)
}

The Repeating Behavior

Parameters:
Behavior:
@Composable
fun RepeatingButton(
modifier: Modifier = Modifier,
onClick: () -> Unit,
enabled: Boolean = true,
interactionSource: MutableInteractionSource = remember { MutableInteractionSource() },
elevation: ButtonElevation? = ButtonDefaults.elevation(),
shape: Shape = MaterialTheme.shapes.small,
border: BorderStroke? = null,
colors: ButtonColors = ButtonDefaults.buttonColors(),
contentPadding: PaddingValues = ButtonDefaults.ContentPadding,
maxDelayMillis: Long = 1000,
minDelayMillis: Long = 5,
delayDecayFactor: Float = .15f,
content: @Composable RowScope.() -> Unit
) {
var pressed by remember { mutableStateOf(false) }
Button(
modifier = modifier.pointerInteropFilter {
pressed = when (it.action) {
MotionEvent.ACTION_DOWN -> true
else -> false
}
true
},
onClick = {},
enabled = enabled,
interactionSource = interactionSource,
elevation = elevation,
shape = shape,
border = border,
colors = colors,
contentPadding = contentPadding,
content = content
)
LaunchedEffect(pressed, enabled) {
var currentDelayMillis = maxDelayMillis
while (enabled && pressed) {
onClick()
delay(currentDelayMillis)
currentDelayMillis =
(currentDelayMillis - (currentDelayMillis * delayDecayFactor))
.toLong().coerceAtLeast(minDelayMillis)
}
}
}

Fast from start to finish

To get our delay-and-decay behavior to work, we can make use of rememberUpdatedState (took me a while to discover that one). Every time recomposition happens, we can take the new onClick and hand it to the compose framework. Our LaunchedEvent can then use the updated value in its while loop, effectively querying the compose framework for the value each time. Something like so:

@Composable
fun RepeatingButton(
modifier: Modifier = Modifier,
onClick: () -> Unit,
enabled: Boolean = true,
interactionSource: MutableInteractionSource = remember { MutableInteractionSource() },
elevation: ButtonElevation? = ButtonDefaults.elevation(),
shape: Shape = MaterialTheme.shapes.small,
border: BorderStroke? = null,
colors: ButtonColors = ButtonDefaults.buttonColors(),
contentPadding: PaddingValues = ButtonDefaults.ContentPadding,
maxDelayMillis: Long = 1000,
minDelayMillis: Long = 5,
delayDecayFactor: Float = .15f,
content: @Composable RowScope.() -> Unit
) {
val currentClickListener by rememberUpdatedState(onClick)
var pressed by remember { mutableStateOf(false) }
Button(
modifier = modifier.pointerInteropFilter {
pressed = when (it.action) {
MotionEvent.ACTION_DOWN -> true
else -> false
}
true
},
onClick = {},
enabled = enabled,
interactionSource = interactionSource,
elevation = elevation,
shape = shape,
border = border,
colors = colors,
contentPadding = contentPadding,
content = content
)
LaunchedEffect(pressed, enabled) {
var currentDelayMillis = maxDelayMillis
while (enabled && pressed) {
currentClickListener()
delay(currentDelayMillis)
currentDelayMillis =
(currentDelayMillis - (currentDelayMillis * delayDecayFactor))
.toLong().coerceAtLeast(minDelayMillis)
}
}
}

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Notice that in our LaunchedEffect, we’re calling currentClickListener, which is simply val currentClickListener by rememberUpdatedState(onClick). With this, we should be good to go, right?

Slow start, fast finish

What about the Ripple?
@Composable
fun RepeatingButton(
modifier: Modifier = Modifier,
onClick: () -> Unit,
enabled: Boolean = true,
interactionSource: MutableInteractionSource = remember { MutableInteractionSource() },
elevation: ButtonElevation? = ButtonDefaults.elevation(),
shape: Shape = MaterialTheme.shapes.small,
border: BorderStroke? = null,
colors: ButtonColors = ButtonDefaults.buttonColors(),
contentPadding: PaddingValues = ButtonDefaults.ContentPadding,
maxDelayMillis: Long = 1000,
minDelayMillis: Long = 5,
delayDecayFactor: Float = .15f,
content: @Composable RowScope.() -> Unit
) {
val currentClickListener by rememberUpdatedState(onClick)
val scope = rememberCoroutineScope()
Button(
modifier = modifier.pointerInput(interactionSource, enabled) {
scope.launch {
awaitEachGesture {
val down = awaitFirstDown(requireUnconsumed = false)
val heldButtonJob = launch {
var currentDelayMillis = maxDelayMillis
while (enabled && down.pressed) {
currentClickListener()
delay(currentDelayMillis)
val nextDelayMillis =
currentDelayMillis - (currentDelayMillis * delayDecayFactor)
currentDelayMillis =
nextDelayMillis.toLong().coerceAtLeast(minDelayMillis)
}
}
waitForUpOrCancellation()
heldButtonJob.cancel()
}
}
},
onClick = {},
enabled = enabled,
interactionSource = interactionSource,
elevation = elevation,
shape = shape,
border = border,
colors = colors,
contentPadding = contentPadding,
content = content
)
}
@Composable
fun RepeatingButton(
modifier: Modifier = Modifier,
onClick: () -> Unit,
enabled: Boolean = true,
interactionSource: MutableInteractionSource = remember { MutableInteractionSource() },
elevation: ButtonElevation? = ButtonDefaults.elevation(),
shape: Shape = MaterialTheme.shapes.small,
border: BorderStroke? = null,
colors: ButtonColors = ButtonDefaults.buttonColors(),
contentPadding: PaddingValues = ButtonDefaults.ContentPadding,
maxDelayMillis: Long = 1000,
minDelayMillis: Long = 5,
delayDecayFactor: Float = .20f,
content: @Composable RowScope.() -> Unit
) {
Button(
modifier = modifier.repeatingClickable(
interactionSource = interactionSource,
enabled = enabled,
maxDelayMillis = maxDelayMillis,
minDelayMillis = minDelayMillis,
decayFactor = delayDecayFactor
) { onClick() },
onClick = {},
enabled = enabled,
interactionSource = interactionSource,
elevation = elevation,
shape = shape,
border = border,
colors = colors,
contentPadding = contentPadding,
content = content
)
}
fun Modifier.repeatingClickable(
interactionSource: MutableInteractionSource,
enabled: Boolean,
maxDelayMillis: Long = 1000,
minDelayMillis: Long = 5,
delayDecayFactor: Float = .20f,
onClick: () -> Unit
): Modifier = this.then(
composed {
val currentClickListener by rememberUpdatedState(onClick)
val scope = rememberCoroutineScope()
pointerInput(interactionSource, enabled) {
scope.launch {
awaitEachGesture {
val down = awaitFirstDown(requireUnconsumed = false)
// Create a down press interaction
val downPress = PressInteraction.Press(down.position)
val heldButtonJob = launch {
// Send the press through the interaction source
interactionSource.emit(downPress)
var currentDelayMillis = maxDelayMillis
while (enabled && down.pressed) {
currentClickListener()
delay(currentDelayMillis)
val nextMillis = currentDelayMillis - (currentDelayMillis * delayDecayFactor)
currentDelayMillis = nextMillis.toLong().coerceAtLeast(minDelayMillis)
}
}
val up = waitForUpOrCancellation()
heldButtonJob.cancel()
// Determine whether a cancel or release occurred, and create the interaction
val releaseOrCancel = when (up) {
null -> PressInteraction.Cancel(downPress)
else -> PressInteraction.Release(downPress)
}
launch {
// Send the result through the interaction source
interactionSource.emit(releaseOrCancel)
}
}
}
}.indication(
interactionSource = interactionSource,
indication = rememberRipple()
)
}
)
Final Thoughts

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