WP9.2 and WP8.3 of the console visual-refresh plan. **WP9.2 — the 1361-line ConnectScreen becomes 979 plus three files.** `HomeTiles.kt` holds a pure `buildHomeTiles` (non-composable, so it is unit-testable — `HomeTilesTest` pins six behaviours the console carousel had no cover for at all, including that a saved host also advertising on a NEW DHCP address is listed once, which exercises the fingerprint match rather than just "the builder lists what it is given"). `ConnectGrid.kt` holds the touch home. `ConnectPrompts.kt` holds everything modal. `ConnectScreen`'s signature is untouched, so `App.kt` compiles unchanged. What stayed, deliberately: the state and the engine — discovery, the permission dance, identity, the trust decision, the dial and its wake fallback, the deep-link router. Those close over ~20 locals that a dozen callbacks read AND write, so lifting them means inventing a state holder, which is a second refactor and a second thing to get wrong. A comment above `ConnectScreen` now says so. 🛑 **A real bug the split surfaced, fixed here:** the console carousel was live under a FINISHED speed test. It looked covered by `!connecting`, and was — until the measurement ended, because `startSpeedTest` clears `connecting` before the Done card is dismissed. From that moment the card and the carousel underneath both consumed the pad, so one A dismissed the card *and* started a connect. `speedTest` now sits in the `navActive` gate with every other modal. **WP8.3 — two screens the console could not reach.** On a TV box there is no touch interface to fall back to, so the notices and the controllers view were simply unreachable. Both are now console screens at nav depth 2 (reached FROM settings, which is what makes the trip a push and the way back a pop), opened by a Controller-tab row and an About row. `GpSettingsPlace` carries the cursor across the trip, keyed by row ID rather than index, so Back lands where you left rather than on the first row of the first tab — and because a tab's length follows the hardware, an index would have been the stale-pointer bug the tab-switch clamp already exists for. Four blockers, all real: * 🛑 `ControllersScreen` installed the shared input probes unconditionally and NULLED them unconditionally on dispose — no identity check, unlike `GamepadNavEffect2D`. During the shell's push/pop both screens are briefly composed, so its teardown would have killed the incoming screen's pad navigation. Now it releases only the slot it still owns. * 🛑 `LicensesScreen` had exactly ONE focusable node, and Compose only scrolls to keep a FOCUSED child visible — so a D-pad could not read past the first screenful of a many-screen file. Both screens now drive their scroll state directly: up/down steps 0.28 of the viewport, shoulders page 0.88 — under a screenful on purpose, so the line you were reading survives the press. * ⚠ Both were inked from the TOUCH theme (28 `colorScheme` sites plus implicit pulls from `OutlinedCard`, `Switch`, `OutlinedButton`, `LinearProgressIndicator`), which is always dark — invisible over the six PALE palettes. They are now shown through one `ColorScheme` derived from `LocalGamepadInk` rather than 27 call-site branches, because call-site edits cannot reach the implicit pulls at all. Screenshot scenes shoot both on a dark and a pale palette; the pale pair is the point. * ⚠ B was already taken — the input test's exit is a 1.2 s hold. The rule is now stated on screen: while the test runs the pad is the test's, a short B answers with the boundary thud instead of doing nothing, and the legend collapses to one "Hold to finish" cell. 🛑 **Second bug fixed in passing:** that hold ended the test AT the 1.2 s mark, so the B *release* then fell through to MainActivity's B→BACK remap and closed the whole screen. It bit the touch screen too. The test now ends on the release, which is therefore consumed. Residual TV gap, flagged not fixed: the Controllers screen's inner buttons ("Grant USB access", "Test rumble", "Test haptics") have no console focus list, so they stay touch-only — a denied Sony USB grant still has no console recovery path.
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