feat(core+host+android): committed-text input plane (IME path) — InputKind::TextInput

The VK key-event vocabulary cannot express text an input method COMMITS
(autocorrect, gesture typing, non-Latin scripts, emoji). Add a first-class
text event and negotiate it:

- punktfunk-core: InputKind::TextInput (= 15) carries one Unicode scalar per
  event in `code`; HOST_CAP_TEXT_INPUT (0x04) in Welcome::host_caps.
- Host advertises the cap only where the session's inject backend can type
  text: Windows SendInput (KEYEVENTF_UNICODE, surrogate-pair aware) and the
  Linux wlroots backend — a dedicated second zwp_virtual_keyboard whose xkb
  keymap grows Unicode keysyms on demand (the wtype model), so keymap
  re-uploads never disturb the main device's layout/modifier state. The
  KWin-fake-input/libei/gamescope backends can only press layout keycodes, so
  those sessions don't set the bit and clients keep the VK fallback.
- GameStream plane: Moonlight's UTF-8 text packet (MAGIC_UTF8, previously
  recognized-and-dropped) now decodes to the same TextInput events.
- Android: KeyCaptureView picks a real editable InputConnection when the host
  has the cap — the IME runs its full machinery, mirrored to the host live via
  common-prefix diffs of the composition (backspaces + new suffix), with
  setComposingRegion adopting committed text so autocorrect-revert flows diff
  instead of retyping; newline→Enter, deleteSurroundingText→Backspace/Delete.
  Older hosts keep the TYPE_NULL raw-key path unchanged.
- keymap: media VKs (0xB0-0xB3) → evdev so the Android media keys land on
  Linux hosts too.

Verified: punktfunk-core + host gamestream + pf-inject tests green on Linux
(Ubuntu box), clippy clean; Android app+native builds.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-22 19:19:11 +02:00
co-authored by Claude Fable 5
parent ddb72edcba
commit abe6228b42
14 changed files with 460 additions and 20 deletions
@@ -287,6 +287,20 @@ object NativeBridge {
/** One key transition. vk: Windows VK (0 = dropped by Rust). mods: VK modifier mask (0 for now). */
external fun nativeSendKey(handle: Long, vk: Int, down: Boolean, mods: Int)
/**
* Whether the host advertised committed-text injection (`HOST_CAP_TEXT_INPUT`) — its inject
* backend can type Unicode text directly. Picks the real IME `InputConnection` (autocorrect,
* gesture typing, non-Latin scripts) over the TYPE_NULL raw-key fallback. False on `0`.
*/
external fun nativeTextInputSupported(handle: Long): Boolean
/**
* Committed IME text → one `TextInput` wire event per Unicode scalar, in order. Control
* characters are skipped natively (Enter/Backspace ride [nativeSendKey]). Only meaningful
* when [nativeTextInputSupported] returned true — older hosts ignore the events.
*/
external fun nativeSendText(handle: Long, text: String)
// ---- Gamepad: each controller forwarded on its own wire pad index (0..15, low byte of flags) ----
// The pad index is assigned per Android device by GamepadRouter; a single controller lands on 0,
// so its wire is byte-identical to the old single-pad path. The core folds the per-transition