Files
punktfunk/clients/android
enricobuehler f692a1877c fix(android): the console answers its first field test — the glass, the drum, and the room to breathe
Every item from the on-glass review on the Nothing Phone 3, which found the refresh technically
correct and visually wrong.

**The glass was structurally broken, twice.** The focus bloom was drawn OUTSIDE the clip on
purpose ("a glow that stops at the edge is just a brighter border") — but unclipped drawing does
not stop at the row's neighbours either: in a list it painted over the rows above and below, and in
the carousel it escaped the card entirely. And the focus drop shadow is drawn UNDER the surface,
which is translucent — so the shadow showed straight through the fill as a dark rectangle floating
inside every card and field. Both are gone, and the comment forbids their return: the Apple glass
(`GlassStyle.swift`) is material + an animatable tint, full stop. Focus is now the fill and border
brightening (tint up to 0.28, near Apple's 0.30) — which is also why it finally animates like the
Apple client: one interpolating fill instead of four stacked effects arriving on separate curves.

**The select field is now the Apple drum.** `ConsoleOptionBand` ports `GamepadOptionBand.swift`
whole: options ride a turning cylinder segment, position driven by one spring whose retargeting
preserves velocity — rapid steps accumulate into one accelerating travel instead of five restarted
fades. Linear, not a ring; neighbours exist only mid-flight; the soft edge is per-option opacity,
never a mask (a mask rasterises the projection away — the Apple file's own field verdict). The
band's width is fixed by the row, so a step can never reflow the chevrons; portrait narrows it
(132 dp) because at 156 the LABELS truncated, and a clipped label loses meaning where a drum value
only loses its tail into the edge fade. Chevrons are icons now, not '‹' text glyphs.

**Landscape got room.** Rows cap at the Apple client's 620 dp and sit left; the focused row's
description moved into the width a wide phone was wasting — a side pane on the right, with the
row's label anchoring it — instead of a band floating over the list's tail. Portrait keeps the
band. Add-host fields take the same cap.

**The list is no longer guillotined.** The safe area now applies to the CHROME (strip, sides, top)
only; the list runs to the physical bottom edge with the bottom inset folded into its
contentPadding, so scrolled rows glide off the screen instead of being cut at an invisible line
above it.

**"Default settings" stopped shouting.** The headline that repeated itself on every tab is a quiet
"Defaults" chip at the strip's end — same honesty (this screen edits the base layer only), no
second heading repeating the tab pill's own word.

**Tab switching is finally directional.** The old cut slid a single list's contents 24 dp under an
85 % fade — the same crossfade whichever shoulder was pressed. It is now an AnimatedContent whose
incoming section slides from the side the press pointed at while the outgoing leaves the other way.
Each pane owns its own LazyListState (one state cannot attach to two lists — the constraint that
motivated the single-list hack), seeded at the section's restored cursor.

**The carousel ignores the safe area again, on purpose.** Insetting the pager clipped the fanned
neighbours at the cutout edge; cards visibly cut off is worse than cards behind a camera. Only the
centred card matters and it sits mid-screen — the title and legend keep their insets, they are
content.

**The legend stopped jumping.** The connect takeover parked its pill at bottom-CENTRE, so pressing
Connect made the one piece of chrome that should read as fixed leap halfway across the screen. It
now sits at the same bottom-start inset as every console screen.
2026-08-11 07:31:57 +02:00
..

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 AMediaCodec HEVC → 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.NativeBridgeJava_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 1721, 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.