WP8 and WP9 of `punktfunk-planning/design/android-console-ui-visual-refresh.md`, in part. **WP9.3 — shared parity vectors.** The console's background palettes, its settings section names and its screen-transition motion each existed in three hand-written copies (`pf-console-ui`, this client, the Apple client) held together by a comment asking the next person to keep them in step. `clients/shared/console-vectors.json` now holds them, read the way `deeplink-vectors.json` already is: `include_str!` in Rust, a relative path in Kotlin, `#filePath` in Swift — never a copy, because a copy is a fourth contract free to go stale. It carries the DERIVED tables too, the 16-cell mesh and the 4 blob colours per palette, which is the half that reaches the screen and the half Android never checked: `GamepadPaletteTest` only ever measured the `stops` they are computed from. Two drifts it immediately caught, both now closed: * **The easing was the wrong curve.** `ConsoleMotion.EaseOutCubic` shipped as `cubic-bezier(0.215, 0.61, 0.355, 1)` while claiming to be the desktop's `ease_out_cubic`. It is not: that is the Penner/Ceaser table's curve, ~0.80 at the midpoint where `1 − (1−t)³` is 0.875 — visibly slacker over a 260 ms transition. Compose's `Easing` is a plain function, so it now evaluates the real thing analytically rather than approximating it at all. (Apple approximates with a different bezier only because SwiftUI's `timingCurve` cannot take a closure; the vectors sample the curve with a tolerance so all three can meet it.) * **The desktop has a seventh tab.** Input — touch mode, mouse, invert-scroll, shortcuts — with nothing to set on a phone or a TV. `settings.rs` claims in prose that a setting is found under the same word on every client; that was true modulo an omission nobody could see. The vectors model it with `desktop_only` rather than picking a side, so neither client has to be wrong. Rust reads it from three tests placed in the files that own the constants, so nothing had to be made `pub` to be checkable. Verified green under Linux (the crate is `cfg(linux|windows)` throughout — `cargo test` on a Mac compiles nothing and passes vacuously): 77 passed, 0 failed. Android's side gates in CI as a FILTERED task; a plain `:app:testDebugUnitTest` would drag the ~20 Roborazzi screenshot scenes into every push, and those are a release-artifact job. **WP8.1 — a pad route to the stats overlay.** The tier could only be cycled by a three-finger tap, which does not exist on a TV, on a gamepad-only session, or under touch passthrough — while the settings row promised a live cycle. `Select + X` now cycles it, byte-identical to the Apple client's `GamepadWire.back | GamepadWire.x`, implemented as the mic chord's twin in `GamepadRouter` and edge-triggered on the button that completes the mask. The buttons still reach the game, as both existing chords do. `GamepadChordTest` pins eight cases the kit had no cover for at all, including that the three chords intersect only on Select and that none is reachable through another. **WP8.5 — a start-of-stream banner.** The desktop's `skia_overlay` banner, ported with its timing (opaque 5.4 s, then a 0.6 s fade) and its rule of naming only shortcuts that exist: pad chords when a pad is present, the touch gesture when there is a touchscreen and the mode can use it. Nothing `Ctrl+Alt+Shift` is advertised, because Android has none of it. It yields to the motion-unreachable notice rather than stacking with it — that one reports something broken about *this* session. **WP8.6 — the home card says which profile it connects with.** `HomeTile` carried a `pinnedProfileId` the card never drew, so a pinned host+profile card was distinguishable from the host's own only by a subtitle that had been quietly repurposed to hold the profile name. Both now show the address like every other card and wear a tinted profile chip — the touch grid's own convention and the Apple client's, inked from the console palette. Unsaved tiles (discovered, Add Host) take a dashed edge, which is what the other two surfaces already use to say "not yours yet". ⚠ Not a detail panel: the Apple client REMOVED its own and moved the status onto the card, which is where the lock and the online pip already were here. **WP8.7 — accessibility, in part.** The console screens carried three `contentDescription`s and no `semantics`, `Role` or `stateDescription` at all. A settings row now announces once, merged — label, value, and the description that lives in the floating band far from it — with `Role.Switch` and a real toggle state, because a toggle row's on/off string was drawn by nothing at all: the switch replaces the value text, and the switch was two undescribed `Box`es. Decoration is silenced rather than labelled (the chevrons were read aloud as punctuation on every focused row). The hint bar's glyphs, the tab strip and the home tiles are done; `GamepadAddHostScreen` and `LibraryScreen` are not yet.
punktfunk — Android client (phone & TV)
The native Android app for streaming a punktfunk host to your phone, tablet, or Android TV. A Compose app that finds hosts on your network, pairs with a PIN, and streams at the display's own resolution — with hardware HEVC decode, HDR10, and controller support, built for both touch and the couch (D-pad / gamepad focus navigation).
Features
- Hardware decode — NDK
AMediaCodecHEVC →SurfaceView, including HDR10 (Main10 / BT.2020 PQ), with low-latency tuning and a live stats HUD. - Audio both ways — Opus + AAudio playback with a jitter ring, plus mic uplink to the host.
- Controller support — buttons + axes with rumble and HID feedback (lightbar / adaptive triggers); D-pad / gamepad focus navigation for TV and phone.
- Find hosts automatically — native mDNS discovery; first connect does a one-time SPAKE2 PIN pairing (or TOFU on trusted LANs), then reconnects on a Keystore-wrapped, pinned identity.
- Compose UI — Connect / Settings / Stream screens with Material You theming.
Built for arm64-v8a + armeabi-v7a + x86_64 — the 32-bit armeabi-v7a slice is what keeps the
app installable on the many 32-bit Google TV / Android TV streamers (Walmart onn. 4K, Chromecast with
Google TV, budget Amlogic boxes) that otherwise reject a 64-bit-only build as "not compatible".
Get it
Published to Google Play (Internal Testing) — join the beta via the Discord. Per-device setup and pairing: docs.punktfunk.unom.io/docs/install-client.
How it's built — Rust-heavy
Kotlin can't import the cbindgen C header the way Swift can, so a native bridge is unavoidable. We
write it in Rust and link punktfunk-core directly — so the Android client reuses the Linux
client's orchestration (audio jitter ring, VK keymap inverse, latency/skew math, capture state
machine, trust logic) instead of re-porting it into Kotlin.
| Side | Owns |
|---|---|
Rust (native/ → libpunktfunk_android.so) |
the JNI seam, NativeClient (QUIC control + UDP data plane), AnnexB → AMediaCodec decode (incl. HDR10), Opus + AAudio audio + mic, controller feedback, latency math, trust/pairing, mdns-sd discovery |
Kotlin (app/, kit/) |
Compose UI, SurfaceView lifecycle, input capture, the Wi-Fi MulticastLock + permission UX, Keystore identity |
The single seam is io.unom.punktfunk.kit.NativeBridge ⇄ Java_io_unom_punktfunk_kit_NativeBridge_*.
native/ Rust cdylib (workspace member) — links punktfunk-core directly
src/lib.rs crate doc · JNI_OnLoad · version probes
src/session/ session lifecycle: connect/pair + trust, plane start/stop, input shims
src/decode.rs AnnexB → AMediaCodec HEVC hardware decode → SurfaceView (incl. HDR10)
src/audio.rs · src/mic.rs Opus + AAudio playback / mic uplink
src/feedback.rs · src/stats.rs rumble + HID feedback; live video stats
src/discovery.rs native mdns-sd browse of the host's _punktfunk._udp advert
app/ :app — Compose UI: Connect / Settings / Stream (phone + TV)
kit/ :kit — NativeBridge · native mDNS discovery · Gamepad · Keymap · Keystore identity
Build & run
Prerequisites: Android SDK + NDK r30 (30.0.14904198), platforms;android-37.0,
build-tools;37.0.0, cmake;3.22.1 (builds libopus); JDK 21 (AGP 9.2 runs on JDK 17–21, not
a newer default); Rust with rustup target add aarch64-linux-android armv7-linux-androideabi x86_64-linux-android and
cargo install cargo-ndk. Toolchain is pinned (AGP 9.2 · Gradle 9.4.1 · Kotlin 2.3.21 · Compose BOM
2026.05.01 · compileSdk 37 · minSdk 28).
Android Studio: open clients/android — it uses its bundled JBR 21, and the cargoNdk* task
builds the .so as part of the normal build.
CLI (point Gradle at JDK 21 if your machine default is newer):
export JAVA_HOME="$(/usr/libexec/java_home -v 21)" # or your Temurin 21 path
cd clients/android
./gradlew :app:assembleDebug # cargo-ndk cross-compiles libpunktfunk_android.so first
./gradlew :app:installDebug # onto a running emulator/device
# emulators from env setup: emulator -avd pf_phone | emulator -avd pf_tv
The debug APK lands in app/build/outputs/apk/debug/. Launch it, pick a host, pair, and stream.
Related
- Documentation — quick start, pairing, troubleshooting
- Project README — the host, the other clients, and how it all fits together