The two touch clients had exactly complementary gaps: iOS forwarded fingers ONLY as raw wire touches (no way to drive the host cursor from the touch screen), Android had the two mouse modes but no passthrough. Both now share one three-way "Touch input" setting: Trackpad (default) / Direct pointer / Touch passthrough. iOS/iPadOS: Input/TouchMouse.swift ports the Android gesture engine 1:1 (same px-based acceleration curve; tap=click, two-finger tap=right-click, two-finger drag=scroll, tap-then-drag=held drag, three-finger tap=stats HUD via the shared hudEnabled default); direct-pointer mode maps through the aspect-fit letterbox; the previous always-on behavior lives on as the passthrough option. The mode latches per gesture (a Settings change never splits one gesture across models), touchesCancelled releases held state without synthesizing a click, and session stop flushes a mid-drag button. Settings picker on iPhone + iPad next to the iPad-only pointer-capture toggle. Deliberate default change: trackpad, not passthrough. Android: new nativeSendTouch JNI shim → wire TouchDown/Move/Up (the host already injects real touch on every backend — libei touchscreen, wlroots, KWin fake-input, SendInput); streamTouchPassthrough forwards every finger with stable ids and lifts still-held contacts on teardown; the trackpadMode Boolean becomes the TouchMode enum (old pref migrated on load, never rewritten) with a Settings dropdown. Verified: macOS swift build + full suite (incl. new TouchMouseTests), iOS Simulator Swift compile, cargo check/fmt/clippy on the native crate, Kotlin app+kit compile + unit tests. On-glass feel of the iOS ballistics and Android passthrough against a touch-aware app still pending. Co-Authored-By: Claude Fable 5 <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 + x86_64.
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 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 31).
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