Four Android gamepad fixes bringing the client to parity with SDL/Apple: G4 — HAT batched history. Android batches joystick ACTION_MOVEs, so a rapid d-pad tap (press+release within one batch) lived only in the event's historical samples; onMotion read just the final getAxisValue and missed it. Feed every historical HAT sample through the transition logic (new `applyHat`) before the current one. Sticks/triggers stay latest-wins. G9 — floor the rumble one-shot duration. A v2 lease can carry ttl_ms==0 with a nonzero amplitude (past the (0,0) stop guard); createOneShot throws on a non-positive duration, and on the VibratorManager path the effect is built outside the vibrate() runCatching, so the throw would kill the whole rumble poll thread. `durationMs.coerceAtLeast(1)`. G18 — evict feedback binds on disconnect. Rumble/light bindings were cached by device id and freed only at session stop, so a controller unplugged mid-session leaked its open LightsSession. Add GamepadFeedback.onDeviceRemoved(deviceId) (closes the session, cancels rumble), invoked from GamepadRouter's slot-close via a new onSlotClosed callback wired in StreamScreen. The bind maps are now guarded by a lock (the poll threads write them; eviction runs on the main thread). G24 — held exit chord + releases. The emergency-exit chord (Select+Start+ L1+R1) quit the stream the instant it completed — an accidental brush killed the session, and the four held buttons were never released host-side. Now completing the chord ARMS a 1.5 s hold timer (matching DISCONNECT_HOLD on SDL/Apple); onExitChord fires only if still held at expiry, after releasing the held buttons + zeroing the axes on the triggering pad(s). onButton no longer returns the exit bool (async now); MainActivity + StreamScreen updated. G25 (Android half): no change — Android's stick/trigger `.toInt()` already truncates, the chosen cross-client convention. G23 (rich-input plane) stays deferred to its own doc. Verified on this Mac: :kit + :app compileDebugKotlin clean; kit lint unchanged at its pre-existing baseline. On-glass on a real phone + pad still owed (per the Android-regressions-only-show-on-hardware history): watch batched d-pad taps, the 1.5 s exit hold, and a mid-session unplug. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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