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>
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@@ -6,11 +6,11 @@
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//! conventions: buttons 1=left/2=middle/3=right/4=X1/5=X2; scroll axis 0=vertical/1=horizontal,
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//! signed 120-unit delta, +=up/right; keys are Windows VK (mapped from KEYCODE_* on the Kotlin side).
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use jni::objects::{JByteBuffer, JObject};
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use jni::objects::{JByteBuffer, JObject, JString};
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use jni::sys::{jboolean, jint, jlong};
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use jni::JNIEnv;
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use punktfunk_core::input::{InputEvent, InputKind};
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use punktfunk_core::quic::{RichInput, HID_REPORT_MAX};
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use punktfunk_core::quic::{RichInput, HID_REPORT_MAX, HOST_CAP_TEXT_INPUT};
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use super::SessionHandle;
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@@ -145,6 +145,45 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendKey(
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send_event(handle, kind, vk as u32, 0, 0, mods as u32);
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}
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/// `NativeBridge.nativeTextInputSupported(handle)` — whether the host advertised
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/// `HOST_CAP_TEXT_INPUT` (its inject backend types committed text), so the Kotlin side can pick
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/// the real IME `InputConnection` over the TYPE_NULL raw-key fallback. `0` handle → false.
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#[no_mangle]
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pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeTextInputSupported(
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_env: JNIEnv,
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_this: JObject,
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handle: jlong,
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) -> jboolean {
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if handle == 0 {
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return 0;
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}
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// SAFETY: live handle per the nativeConnect/nativeClose contract; host_caps is &self.
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let h = unsafe { &*(handle as *const SessionHandle) };
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u8::from(h.client.host_caps() & HOST_CAP_TEXT_INPUT != 0)
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}
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/// `NativeBridge.nativeSendText(handle, text)` — committed IME text, one `TextInput` event per
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/// Unicode scalar (`code` = the scalar; multi-char commits are consecutive events in order).
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/// Control characters are skipped — Enter/Backspace/Tab ride the VK key path. Call only when
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/// [`Java_io_unom_punktfunk_kit_NativeBridge_nativeTextInputSupported`] returned true.
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#[no_mangle]
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pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendText(
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mut env: JNIEnv,
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_this: JObject,
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handle: jlong,
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text: JString,
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) {
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if handle == 0 {
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return;
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}
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let Ok(s) = env.get_string(&text) else {
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return;
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};
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for ch in String::from(s).chars().filter(|c| !c.is_control()) {
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send_event(handle, InputKind::TextInput, ch as u32, 0, 0, 0);
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}
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}
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// ---- Gamepad: Kotlin captures (KeyEvent/MotionEvent) → NativeClient::send_input ---------------
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// Multi-pad model: each physical controller is forwarded on its own wire pad index (0..15), carried
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// in the low byte of `flags` on every per-pad event — the Kotlin side (`GamepadRouter`) assigns a
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