Finish the client side of the Steam Controller / Steam Deck pipeline. - C-ABI (core abi.rs): PunktfunkRichInputEx — a size-prefixed superset of PunktfunkRichInput that can express the second trackpad (surface), a distinct click vs touch, signed coords + pressure — plus punktfunk_connection_send_rich_input2 (the struct_size ABI-skew-guard precedent). The only way a C client (Apple/embedders) can emit a TouchpadEx; the legacy struct + send_rich_input stay byte-for-byte. punktfunk_core.h regenerated. - Decky (clients/decky): a "Steam Deck" gamepad type in Settings + an unmissable Disable-Steam-Input instruction shown when it's selected (in Game Mode Steam Input holds 0x1205, so the SDL HIDAPI Steam driver can't open the Deck's controls until the user disables Steam Input for the shortcut). Plus a best-effort, feature-detected disableSteamInputForShortcut() in launchStream — never blocks/throws; the manual toggle is the documented source of truth. - Apple parity (PunktfunkConnection.swift): GamepadType.steamController/steamDeck (wire 5/6) + name parsing, so the resolved type round-trips. Capture is blocked (GameController never surfaces a 0x28DE HID device). - Android parity (Gamepad.kt): PREF_STEAMCONTROLLER/STEAMDECK + the Valve 0x28DE PIDs in prefFor(). Rich-input capture stays out of scope (no rich-input plane yet) — standard buttons/sticks resolve to the host's Steam Deck pad. Rust workspace clippy/fmt/test green; Decky src/ typechecks clean (only a pre-existing @decky/api dep resolution error remains); Swift/Kotlin compile on their CI. The full pipeline is now BUILT; what remains is validation that needs hardware we don't have (a running Steam on the host, a live Deck client, the Moonlight paddle regression). Not pushed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
punktfunk Android client
Native Android client for punktfunk/1, targeting phone + TV (Compose, D-pad + touch).
Architecture — Rust-heavy (like the Linux client, not thin-native like Apple)
Kotlin cannot 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 (clients/android/native → libpunktfunk_android.so) |
the JNI seam, NativeClient (QUIC control + UDP data plane), AnnexB→AMediaCodec decode, Opus+Oboe audio, VK keymap, latency math, trust/pairing, mDNS discovery (mdns-sd, the same browse the Linux/Windows clients use) |
Kotlin (clients/android) |
Compose UI (host grid / settings / stream), SurfaceView lifecycle, input capture, the Wi-Fi MulticastLock + permission UX, Keystore identity, permissions |
The single seam is io.unom.punktfunk.kit.NativeBridge ⇄ Java_io_unom_punktfunk_kit_NativeBridge_*.
Layout
clients/android/native/ Rust cdylib (workspace member) — links punktfunk-core directly
src/lib.rs JNI seam (connect/pair, input, plane getters, abi/core version)
src/session.rs session lifecycle + plane pumps
src/decode.rs AnnexB → AMediaCodec HEVC hardware decode → SurfaceView (incl. HDR10)
src/audio.rs · src/mic.rs Opus + Oboe playback / mic uplink (jitter ring)
src/feedback.rs rumble + HID output (lightbar / adaptive triggers)
src/stats.rs live video stats
clients/android/ Gradle project (this dir)
settings.gradle.kts · build.gradle.kts · gradle.properties · gradlew
app/ :app — Compose UI: Connect / Settings / Stream screens (phone + TV)
kit/ :kit — NativeBridge · discovery (native mdns-sd, polled) · Gamepad · Keymap ·
security (Keystore identity + known-host store) · cargo-ndk build
Prerequisites
- Android SDK + NDK r30 (
30.0.14904198),platforms;android-37.0,build-tools;37.0.0,cmake;3.22.1(sdkmanager "cmake;3.22.1"— thecmakecrate builds libopus with it) - JDK 21 for Gradle/AGP (AGP 9.2 runs on JDK 17–21, not a newer default JDK like 25)
- Rust +
rustup target add aarch64-linux-android x86_64-linux-android+cargo install cargo-ndk
Toolchain pinned: AGP 9.2.0 · Gradle 9.4.1 · Kotlin 2.3.21 · Compose BOM 2026.05.01 · compileSdk 37 · targetSdk 36 · minSdk 31 · ABIs arm64-v8a + x86_64.
Build & run
Android Studio: open clients/android — it uses its bundled JBR 21 automatically. The
cargoNdk* task builds the .so as part of the normal build.
CLI (point Gradle at a JDK 21 if your machine default is newer, e.g. JDK 25):
# Adoptium/Temurin 21 (installed by the Android Studio setup, or `brew install temurin@21`):
export JAVA_HOME="$(/usr/libexec/java_home -v 21)"
cd clients/android
./gradlew :app:assembleDebug # cargo-ndk cross-compiles libpunktfunk_android.so first
./gradlew :app:installDebug # onto a running emulator/device
# Emulators (created during 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 from the list, pair,
and stream.
Status
A working native client (phone + Android TV), at parity with the Linux and Apple apps for the core streaming experience:
- Video —
AMediaCodechardware HEVC decode →SurfaceView, including HDR10 (Main10 / BT.2020 PQ), with low-latency decode tuning and a live stats HUD. - Audio — Opus + Oboe playback with a jitter ring, plus mic uplink to the host.
- Input — game controllers (buttons + axes) with rumble and HID feedback; D-pad / game-controller focus navigation for the couch (TV + phone).
- Discovery & trust — native
mdns-sdmDNS host list (polled over JNI; the same browse the Linux/Windows clients use, notNsdManager), SPAKE2 PIN pairing and TOFU, with a Keystore-wrapped client identity and a known-host store. - UI — Compose host list / settings / stream screens, Material You theming.
- Shipping — built for
arm64-v8a+x86_64; published to Google Play (Internal Testing).
crates/punktfunk-core uses the ring rcgen backend so the client .so is aws-lc-free.