Imported from Generous-Corp/pulp (
.agents/skills/android/SKILL.md). Install upstream withnpx skills add Generous-Corp/pulp --skill android. Copyright stays with the author.
Android Skill
Build, deploy, and debug Pulp on Android. This skill captures the architecture decisions and hard-won gotchas from the Android platform bringup.
Pre-flight: plugin ↔ CLI skew check
Before running pulp doctor android / pulp build / pulp ship for
Android work, source the shared skew-check helper so a user on an
outdated CLI sees a one-line hint (stderr, once per session) before
wrestling with a confusing flag-missing error:
source "$(git rev-parse --show-toplevel)/tools/scripts/cli_version_check.sh"
pulp_cli_version_check
Advisory only. Full release-discovery contract in the upgrade skill.
Architecture Overview
Kotlin (Android UI) C++ (Pulp core)
├── PulpApplication ├── libpulp.so (arm64)
│ └── System.loadLibrary │ ├── core/* subsystems
├── PulpSurfaceView │ ├── Dawn (Vulkan backend)
│ ├── SurfaceHolder.Cb │ ├── Skia Graphite
│ └── onTouchEvent ──JNI──→│ └── Oboe audio
├── PulpActivity │
├── PulpAudioService └── gpu_surface_android.cpp
└── PulpMidiService ├── Surface lifecycle
├── Touch → View routing
└── Widget hierarchy
Key Files
| File | Purpose |
|---|---|
tools/cmake/PulpAndroid.cmake |
NDK toolchain integration, Oboe, platform wiring |
core/render/platform/android/gpu_surface_android.cpp |
Vulkan surface, touch routing, widget hierarchy |
android/app/src/main/kotlin/com/pulp/render/PulpSurfaceView.kt |
SurfaceView + touch dispatch |
android/app/src/main/kotlin/com/pulp/PulpApplication.kt |
JNI load, lifecycle |
core/platform/src/android/jni_bridge.cpp |
JNI_OnLoad, class caching, exception guards |
tools/build-skia-android.sh |
Skia Graphite + Dawn arm64 build script |
Branch & Worktree
Android work lives on feature/android-targeting, typically in a worktree at ../pulp-android:
# Create worktree (if not already present)
git worktree add ../pulp-android feature/android-targeting
# Always work in the worktree, not the main repo
cd ../pulp-android
Verify dev environment first
Before any Android work — pulp doctor android is the single-stop
verifier. It checks:
- Android SDK location (ANDROID_HOME, ANDROID_SDK_ROOT, or per-host
default at
~/Library/Android/sdk/~/Android/Sdk/%LOCALAPPDATA%\Android\Sdk). - NDK install + version listing.
adb(platform-tools) on PATH or under the SDK.emulator+ at least one configured AVD.- Optional accelerator — Google's Android CLI for faster agent-driven iteration. See § "Android CLI accelerator" below for when to reach for it and which platforms ship a binary.
Each missing piece comes with a per-host install hint (brew / apt / winget / sdkmanager).
Android CLI — what it actually is, when to reach for it
Google's "Android CLI" (the android binary at
~/.android-cli/bin/android after install) is not a Gradle
replacement — there is no android build subcommand. It's an
agent-side toolkit that bundles:
| Command | What you'd otherwise do |
|---|---|
android create [template] |
Scaffold a new project from a template (vs. Android Studio's New Project wizard). android create list shows the templates. |
android describe |
Emit project metadata as JSON — apk paths, build targets, etc. The agent reads this instead of poking around app/build/outputs. |
android run --apks=… |
adb install + am start rolled into one. Does not build — you give it pre-built APKs. |
android emulator create/list/start/stop |
AVD lifecycle without avdmanager. ⚠️ emulator subcommands disabled on Windows; use $ANDROID_HOME/emulator/emulator.exe directly there. |
android layout [-d] |
Dump the running app's view hierarchy as JSON; -d returns just what changed since the last call. |
android screen capture / screen resolve |
Screenshot + label-to-coordinates so the agent can input tap #5 style scripting. |
android docs search/fetch |
Query the Android Knowledge Base from the CLI (kb:// URLs). |
android sdk install/list/remove/update |
Replaces sdkmanager for package management. |
android skills add/remove/list/find |
Install Google's published Android Skills (see § Catalog below). |
android init |
One-shot install of the android-cli skill into the host agent's skill directory. |
android info |
Print the active SDK path. |
android update / -V |
Self-update / version check. |
So: Pulp's actual build still runs through Gradle + CMake/NDK —
the CLI doesn't accelerate that leg. What the CLI accelerates is
agent productivity (less hand-rolled adb scripting, less
manual screenshot capture, structured project metadata).
Platform support matrix (Google-published)
| Host | CLI binary | Use it? |
|---|---|---|
| macOS arm64 | ✅ | Yes — fast-iteration mode. Install via pulp doctor android hint. |
| Linux x86_64 | ✅ | Yes — same as above. |
| Windows x86_64 | ✅ | Yes — but note: per Google's Known Issues, the android emulator subcommand is currently disabled on Windows. Run the emulator directly from %ANDROID_HOME%\emulator\emulator.exe (which pulp doctor android already discovers). The build subcommand is unaffected. |
| Linux arm64 | ❌ | No binary. Stay on Gradle. Pulp's CI Linux ARM64 host (ssh ubuntu) is in this bucket. |
| Windows arm64 | ❌ | No binary. Stay on Gradle. Pulp's ssh win2 ARM64 Windows host is in this bucket. |
| macOS Intel | ❌ | Not in Google's matrix. Stay on Gradle. |
pulp doctor android reports your host's status under "Google
Android CLI (optional accelerator)" — green when the binary is
installed on a supported host, green-with-explanation on
unsupported hosts (no install hint to follow), yellow with an
install command on supported hosts where the binary is absent.
When to reach for it
- Iterating on the Kotlin shell: you've changed C++, rebuilt
via Gradle (or
pulp build --androidonce that wraps it), and now need to push the APK + relaunch:android run --apks=android/app/build/outputs/apk/debug/app-debug.apkis faster thanadb install+am startwith the right activity. - UI scripting from the agent:
android layout -dfollowed byandroid screen capture --annotate+screen resolvelets you drive the running app without computing tap coordinates by hand. - Project scaffolding:
android create empty-activity-agp-9is a defensible starting point if Pulp's example Android shell ever needs regenerating from a current AGP template. - Knowledge-base lookups:
android docs search 'foreground service lifecycle'is the agent-facing replacement for hand-rolling developer.android.com queries.
When NOT to use it
- Builds — there is no
android build. Gradle (+ Pulp's CMake NDK invocation) stays the authoritative path. Don't claim the CLI is a build accelerator; it isn't. - Release / signing — Gradle through
pulp shipis the only store-grade path. The CLI'srunis debug-install only. - Audio probe defaults — generated Android app templates pass
-DPULP_ENABLE_AUDIO_PROBES=OFF; the standalone audio probes are a dev/examples diagnostic surface, not something generated app builds should ship accidentally. - CI — Pulp's CI runs on mixed-arch hosts (Linux ARM64 via
ssh ubuntu, Windows ARM64 viassh win2) where the CLI binary doesn't exist. CI scripts useadb/gradledirectly. - NDK / C++ rebuilds — out of scope for the CLI.
Agent compatibility
The Android CLI is agent-agnostic. Per Google's own docs (developer.android.com/tools/agents): "Use any agent of your choice while still being able to easily leverage Android development best practices." Claude Code, Codex, plain bash — all use it the same way. It is not Gemini-locked.
Empirical note
The Android CLI binary itself installs cleanly and android info /
android emulator list / android skills list work. But
android run --apks=... needs a successfully-built APK first, and
Pulp's ./gradlew assembleDebug can fail for reasons outside the
CLI's reach
(stale local checkout missing tools/cmake/PulpInstrumentation.cmake,
NDK version mismatch with AGP, etc.). Treat the CLI as a
post-build amplifier; it doesn't fix build-stage breakage.
A future pulp doctor android extension should add a
"build-configures-cleanly" check (run ./gradlew :app:configureCMakeDebug --dry-run and grep for CMake Error)
so the agent catches stale-checkout / missing-NDK issues before
attempting a full build cycle.
Fallback contract
There is no pulp flag that wraps the CLI today, and given the
CLI's actual command surface (no build subcommand) there's no
clean wrap to add. The CLI is invoked directly:
android run --apks=android/app/build/outputs/apk/debug/app-debug.apk
android layout -p
android screen capture --output=ui.png
When the CLI is absent, fall back to the underlying tools the CLI itself wraps:
| CLI absent → use this instead |
|---|
android run --apks=X → adb install -r X && adb shell am start -n com.pulp/.MainActivity |
android layout → adb shell uiautomator dump |
android screen capture → adb exec-out screencap -p > ui.png |
android emulator start → $ANDROID_HOME/emulator/emulator -avd <name> |
android sdk install/list → $ANDROID_HOME/cmdline-tools/.../bin/sdkmanager (if installed) or via Android Studio |
android docs search → just google it |
pulp doctor android reports CLI status; if it's missing the
agent should fall back to these commands without asking.
Google's Android Skills catalog (github.com/android/skills)
Google publishes a set of agent skills under the
agentskills.io open standard at
github.com/android/skills.
These follow the same SKILL.md + frontmatter convention Pulp
uses, so any agent that loads .agents/skills/ can also consume
them by cloning the Android repo into its skill search path.
Pulp-relevant skills (curated subset)
Not all 6 published skills apply to Pulp's Android target. Pulp's
Android UI is C++/Skia rendered to a SurfaceView, not Jetpack
Compose, so the Compose-flavoured skills are inert here.
| Google skill | Path | Pulp relevance |
|---|---|---|
| AGP 9 upgrade | build/agp/agp-9-upgrade |
✅ Use when bumping android/app/build.gradle.kts past AGP 8.x. Skill walks the migration steps; pair with pulp doctor android to confirm Gradle/SDK versions. |
| R8 analyzer | performance/r8-analyzer |
🟡 Use only if/when Pulp's Android shell ever enables R8 shrink/optimize. Pulp ships JNI bridges (com.pulp.*) that need explicit -keep rules; R8 audit is the right tool when that day comes. |
| Make app edge-to-edge | system/edge-to-edge |
✅ Pulp's full-screen Vulkan Surface should declare edge-to-edge support so the system bars don't crop the canvas. Useful when wiring WindowCompat.setDecorFitsSystemWindows. |
| Migrate to Compose | jetpack-compose/... |
❌ N/A — Pulp UI is C++/Skia, not Compose. |
| Set up Navigation 3 | navigation/... |
❌ N/A — Pulp's shell is single-Activity SurfaceView; no Compose Navigation. |
| Upgrade Play Billing | play/... |
❌ N/A — Pulp doesn't ship in-app purchases. |
How to install
Three options, in order of preference for an agent context:
-
android skills add(requires the Android CLI):android skills add --all # install everything for detected agents android skills add --skill=edge-to-edge # install just one android skills add --agent=claude-code --skill=agp-9-upgradeandroid skills adddefaults to~/.gemini/antigravity/skillsif no agents are detected, so pass--agentexplicitly when installing for Claude Code or Codex. List installed skills withandroid skills list --long.android initis a one-shot helper that installs only theandroid-cliskill into the host agent. -
Clone the repo if you want to read or version-pin offline:
git clone https://github.com/android/skills \ ~/.agents/external/android-skillsThen add the relevant subdirectory to the agent's skill search path manually.
-
WebFetchad-hoc when the applicability is one-off — the Android skills are short Markdown files and the raw URL is stable.
When in doubt, ask pulp doctor android first — it'll confirm the
CLI is present so android skills add is even an option.
Build
Cross-compile for Android
# NDK must be installed (Android Studio SDK Manager or standalone)
# Set NDK path — typically:
export ANDROID_NDK=$HOME/Library/Android/sdk/ndk/30.0.8
# Configure for Android arm64
cmake -S . -B build-android \
-DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake \
-DANDROID_ABI=arm64-v8a \
-DANDROID_NATIVE_API_LEVEL=26 \
-DCMAKE_BUILD_TYPE=Release
# Build
tools/ci/governed-build.sh cmake --build build-android
Android Skia must be built from source — there is NO prebuilt slice. The
danielraffel/skia-builder release fork ships ios / linux / mac slices but no
android asset (verified at chrome/m151 + m150). So unlike the other
platforms (which fetch_skia_for_release.py downloads), Android Skia comes from:
export ANDROID_HOME=$HOME/Library/Android/sdk
export ANDROID_NDK_HOME=$ANDROID_HOME/ndk/<version>
SKIA_BRANCH=chrome/m151 bash tools/build-skia-android.sh # needs `ninja` on PATH
# -> external/skia-build/android-gpu/lib/Release/*.a (gitignored; headers under
# external/skia-build/include/android/** ARE tracked). For the x86_64 emulator
# set ANDROID_ABI=x86_64 and FindSkia.cmake picks android-gpu-x86_64/.
ninja: command not found is the usual first failure (brew install ninja);
gn is fetched by the script. libdawn_combined.a may come out as a tiny stub
(WebGPU/Dawn for Android is a separate concern from the Skia raster libs).
Build the APK
cd android
./gradlew assembleDebug
# Output: android/app/build/outputs/apk/debug/app-debug.apk
Host build (for tests)
# Regular host build still works in the android worktree
cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
tools/ci/governed-build.sh cmake --build build
ctest --test-dir build --output-on-failure
Keep Gradle redistribution and outputs clean
The committed wrapper files (android/gradlew, gradlew.bat, and
gradle/wrapper/**) are redistributed tooling, not generated build output.
Keep the pinned Gradle version, wrapper JAR SHA-256, and Apache-2.0 attribution
in sync across tools/deps/manifest.json, DEPENDENCIES.md, NOTICE.md, and
docs/reference/licensing.md. tools/deps/audit.py --strict detects a wrapper
JAR that is missing from the inventory.
Gradle output directories (android/.gradle/ and every android/**/build/)
must remain ignored. In particular, never commit
android/build/reports/problems/problems-report.html: it is generated,
machine-specific, and embeds third-party report assets.
Deploy & Test on Emulator
Start emulator
# List available AVDs
emulator -list-avds
# CRITICAL: use -gpu host, NOT swiftshader_indirect
# swiftshader is a CPU software rasterizer that starves the audio HAL,
# causing pcm_writei I/O errors and permanent audio dropout.
# -gpu host uses Metal/MoltenVK on Apple Silicon — fast, stable audio.
QEMU_AUDIO_DRV=coreaudio emulator -avd Medium_Phone_API_36 -gpu host -no-snapshot &
# Wait for boot
adb wait-for-device
adb shell getprop sys.boot_completed # returns "1" when ready
Install and launch
adb install -r android/app/build/outputs/apk/debug/app-debug.apk
adb shell am start -n com.pulp/.PulpActivity
# If killed for slow start (Dawn init takes 3+ seconds), just retry:
adb shell am start -n com.pulp/.PulpActivity
Screenshot verification
adb exec-out screencap -p > /tmp/pulp-android.png
# View with: open /tmp/pulp-android.png
Touch testing via adb
# Tap at coordinates (dp)
adb shell input tap 200 400
# Drag (swipe) from point A to point B over 300ms
adb shell input swipe 200 400 200 300 300
# Take screenshot after to verify state changed
sleep 0.5 && adb exec-out screencap -p > /tmp/after-tap.png
Native drag-and-drop (inbound)
PulpSurfaceView accepts dropped files and routes them into the C++ view
tree's shared dispatch_drop core (the same core the mac/win/linux/iOS hosts
use). The wiring mirrors touch:
- Kotlin (
PulpSurfaceView.kt):setOnDragListener→ACTION_DRAG_STARTEDaccepts any drag with items;ACTION_DROPcallsrequestDragAndDropPermissions(event)(needed to read another app'scontent://URIs), copies each ClipData URI intocacheDir/dropped/viaContentResolver.openInputStream(the C++ side needs filesystem paths —content://URIs are not openable by path), thennativeOnDrop(paths, x, y). - JNI (
gpu_surface_android_jni.cpp):nativeOnDropmarshals thejobjectArrayof paths →std::vector<std::string>→android_on_drop. - C++ (
gpu_surface_android.cpp):android_on_dropconverts px→dp (÷g_display_density, like touch) and callsdispatch_drop(*g_root_view, …).
Architecture note: Android has NO WindowHost/PluginViewHost — the tree
is the global g_root_view in gpu_surface_android.cpp, so View::start_file_drag
has no host pointer to dispatch through. Outbound is therefore wired via a
process-global drag backend: drag_drop.hpp's set_file_drag_backend() /
invoke_file_drag_backend() — View::start_file_drag calls the registered
backend as a last resort when no host handles the drag. The Android JNI bridge
caches the PulpSurfaceView (GlobalRef) at surfaceCreated and registers a
backend that up-calls Kotlin startFileDrag(String[]): Boolean (via
get_env() + CallBooleanMethod), which builds a ClipData of FileProvider
content:// URIs (${applicationId}.fileprovider, declared in the manifest +
res/xml/file_paths.xml) and runs View.startDragAndDrop with
DRAG_FLAG_GLOBAL | DRAG_FLAG_GLOBAL_URI_READ. Call start_file_drag from a
touch handler (UI thread); off-thread it posts and reports optimistic success.
JNI namespace is pulp::android (NOT pulp::platform::android).
Emulator gesture test: drag a file from the Files app onto the Pulp window;
watch adb logcat -s Pulp for the drop. The headless test suites can't exercise
the OS drag gesture (same as touch).
Logcat
# Filter to Pulp logs
adb logcat -s PulpAudio PulpRender Pulp
# Clear and watch
adb logcat -c && adb logcat -s Pulp
End-to-end smoke
tools/scripts/android_smoke.sh is the single-invocation validator for
the full generator → build → install → launch → render → audio →
permission → lifecycle → shutdown path. It runs against whatever device
or emulator adb devices reports; it does not start its own emulator.
# Full cycle (builds APK + runs smoke) — about 3 min cold on M-series
tools/scripts/android_smoke.sh
# Fast loop — reuse existing APK (~5s)
tools/scripts/android_smoke.sh --skip-build
# Skia-Android prebuilts missing — continue without Dawn/Skia
tools/scripts/android_smoke.sh --skip-build --allow-no-gpu
# ctest integration (gated behind opt-in env var)
PULP_ANDROID_SMOKE_ENABLED=1 ctest --test-dir build -R android-smoke
Stage ordering gotchas
Three ordering rules the script enforces — violating any of them breaks validation:
- Lifecycle before permissions.
pm revoke RECORD_AUDIOkills the app process (standard Android behavior for a granted-and-in-use permission). The smoke runsexercise_lifecyclebeforeexercise_permissionsso the background/foreground transition is observed in a live process. - Cursor-advance only in lifecycle.
nativeOnForegroundfires multiple times at app startup (onCreate, onResume). For the-- foreground bring-backcheck to see the POST-HOME foreground and not an initial one, the lifecycle stage passesadvancetowait_for_logcatto skip past prior matches. Non-lifecycle stages leave the cursor at 0 because stage order on Android is non-deterministic — DemoSynth'splayingmarker can log BEFORE Dawn's failure marker despite being fired from a later code path. - Permission verification via
dumpsys, not via callback.pm grant/pm revokeflip the runtime-permission state but do not fire Kotlin'sActivityResultContractscallback — sopermissions.cpp's "Permission result" log line never shows up on thepm-driven path. The smoke confirms the grant flipped viadumpsys package com.pulp.app | grep -A1 RECORD_AUDIOrather than a logcat marker.
Log marker inventory
Per-stage, the script greps for these markers (tag in parens):
| Stage | Marker | Tag |
|---|---|---|
| JNI load | JNI_OnLoad: Pulp native bridge initialized |
Pulp |
| Surface | Android GPU surface: ANativeWindow received |
Pulp |
| Dawn OK | Dawn initialized |
Pulp |
| Dawn bad | Dawn initialization failed / failed to create Dawn GpuSurface |
Pulp |
| Skia | Skia Graphite context created / Dawn-only mode |
Pulp |
| Audio | DemoSynth: playing |
PulpAudio |
| Background | nativeOnBackground |
Pulp |
| Foreground | nativeOnForeground |
Pulp |
Note: demo_synth.cpp uses PULP_LOG_TAG="PulpAudio", everything else
uses Pulp. Pass both tags (space-separated) when grepping audio.
CI gate
.github/workflows/android.yml has an android-emulator-test job
gated on vars.PULP_ANDROID_EMULATOR_ENABLED. On macos-latest (Apple
Silicon) the arm64-v8a emulator hits HV_UNSUPPORTED — keep the gate
OFF until a runner lane can provide hardware virtualization for the emulator
or the workflow grows an x86_64 APK/emulator path. Run the smoke locally in the
meantime.
The same workflow now also has an android-kotlin-coverage job on
macos-latest. It runs ./gradlew :app:testDebugUnitTest :app:jacocoDebugUnitTestReport, uploads the JaCoCo HTML/XML artifacts,
and sends android/app/build/reports/jacoco/jacocoDebugUnitTestReport/jacocoDebugUnitTestReport.xml
to Codecov. This is a JVM-only lane for android/app/src/main/kotlin/**
and does not replace emulator/device coverage.
Timeline and playback portability have a separate required-on-change job in
.github/workflows/android.yml. It cross-compiles the structural and
playback fixture runners as x86_64 NDK executables, boots an x86_64 API-34
emulator on Linux/KVM, and executes them with explicit remote exit markers.
tools/ci/android-fixture-lane.sh requires timeline round-trip, journal replay,
and audio/MIDI golden markers, then corrupts only the copied device golden to
prove the playback oracle can turn red before restoring it. An arm64 emulator
run is useful during local development but does not satisfy this x86_64 gate.
BLE-MIDI central validation
The reference app supports BLE-MIDI central mode on Android 12 (API 31) and
newer. Starting a scan without Nearby devices permission opens the system
permission prompt; retry the scan after granting it. PulpBluetoothMidi scans
for the standard BLE-MIDI service and opens
devices through Android's MidiManager; the native bridge registers ordinary
MIDI byte-stream input and output ports in Pulp's BleMidiRegistry. Android,
not Pulp, owns BLE packet framing. The app requires BLUETOOTH_SCAN and
BLUETOOTH_CONNECT Nearby devices permissions. On older Android releases, the
reference app reports this feature unavailable instead of requesting legacy
location permission.
With one booted arm64-v8a API 34 AVD or device attached, run the focused acceptance test:
cd android
./gradlew --no-daemon --max-workers=2 :app:connectedBleMidiValidationAndroidTest
The bleMidiValidation build type packages a small validation library from the
same production Android bridge and registry sources. Its injected fake
peripheral must prove discovery, connection, native input/output registration,
raw MIDI in both directions, and teardown of both ports on disconnect. This
target deliberately avoids the unrelated full app target closure and does not
replace a normal APK build.
Before calling physical-device support proven, grant Nearby devices access,
connect a BLE-MIDI peripheral, confirm the ble-midi-in:<address> and
ble-midi-out:<address> registry entries, exercise MIDI in both directions,
then power off or move the peripheral out of range and confirm both entries are
removed. Android BLE-MIDI peripheral/advertising mode is out of scope.
Critical Gotchas
These are hard-won lessons from the bringup. Violating any of these will cause crashes or subtle bugs.
Platform Detection Order
// WRONG — __linux__ matches Android too!
#if defined(__linux__)
// Linux code...
#elif defined(__ANDROID__)
// Never reached!
// RIGHT — check Android first
#if defined(__ANDROID__)
// Android code...
#elif defined(__linux__)
// Linux code...
In CMake, ANDROID must be checked before UNIX for the same reason.
No posix_spawn on Android
Android Bionic doesn't have posix_spawn. Use fork/exec instead. The ChildProcess subsystem already handles this with #ifdef __ANDROID__ guards.
Vulkan Swapchain Format
Android Vulkan uses RGBA8, not BGRA8 (which macOS/desktop Vulkan uses). The Dawn backend texture info must match exactly, or Skia canvas operations (especially text rendering) will crash or produce garbage.
SkiaSurface Scaling — Don't Double-Scale
SkiaSurface applies scale_factor internally via canvas->scale(). If you also call canvas->scale(density, density) in your render function, everything renders 2x too large.
// WRONG
canvas->scale(density, density); // SkiaSurface already did this!
root->paint(*canvas);
// RIGHT — just paint, SkiaSurface handles the scale
root->paint(*canvas);
Touch Coordinate Conversion
Android touch events arrive in physical pixels. Convert to dp before hit-testing:
float dp_x = pixel_x / display_density;
float dp_y = pixel_y / display_density;
auto* hit = root->hit_test({dp_x, dp_y});
Then convert dp to view-local coordinates by walking up the parent chain:
static view::Point to_local(view::View* target, float dp_x, float dp_y) {
float abs_x = 0, abs_y = 0;
for (auto* v = target; v != nullptr; v = v->parent()) {
abs_x += v->bounds().x;
abs_y += v->bounds().y;
}
return {dp_x - abs_x, dp_y - abs_y};
}
MouseEvent Dispatch — Both Rich and Legacy
Android touch dispatch gives the root gesture arbiter first refusal. Build a
root-space MouseEvent in dp units, with the stable pointer id,
PointerType::touch, explicit MousePhase (press / drag / release), and
tap click_count, then call View::dispatch_gesture_pointer_event(...). If it
returns true, stop there: the recognizer has claimed the stream, and also
dispatching legacy widget events will double-handle the same touch.
For ACTION_CANCEL, loop over every active pointer and send a release-phase
root-space MouseEvent with is_cancelled = true through
dispatch_gesture_pointer_event(...) before clearing legacy capture state. Just
clearing the Android-side captured view leaves recognizers active forever.
When the arbiter does not consume the stream, fall back to widget dispatch. Some
widgets (like Fader) use on_mouse_event(MouseEvent) to track drag state.
Others use the simple on_mouse_down(Point). Always dispatch both:
view::MouseEvent ev;
ev.position = local;
ev.window_position = dp;
ev.button = view::MouseButton::left;
ev.pointer_type = view::PointerType::touch;
ev.pressure = pressure;
ev.is_down = true;
ev.click_count = click_count;
hit->on_mouse_event(ev); // Rich event (Fader needs this)
hit->on_mouse_down(local); // Legacy event (Toggle, Knob need this)
Fader Orientation Default
Fader::orientation_ defaults to Orientation::vertical. If you want horizontal faders, set explicitly:
fader->set_orientation(Fader::Orientation::horizontal);
View Hierarchy Depth and Flex Layout
Deeply nested Panel containers (Panel > Panel > Widget) break flex layout propagation — child bounds remain {0,0,0,0} and hit_test returns the parent Panel instead of the widget. Keep hierarchies flat:
// WRONG — nested wrappers break layout
auto wrapper = std::make_shared<Panel>();
auto inner = std::make_shared<Panel>();
inner->add_child(knob);
wrapper->add_child(inner);
root->add_child(wrapper);
// RIGHT — add directly or one level deep
auto row = std::make_shared<Panel>();
row->add_child(knob1);
row->add_child(knob2);
root->add_child(row);
Don't Call layout_children() on Sub-Panels Early
Calling layout_children() on a sub-panel before it has been assigned bounds by its parent's layout pass will hang or produce zero-size children. Only call layout_children() on the root after setting root bounds.
JNI Symbol Export
Use --whole-archive when linking libpulp.so to ensure JNI symbols are exported:
target_link_options(pulp-jni PRIVATE
-Wl,--whole-archive $<TARGET_FILE:pulp-platform> -Wl,--no-whole-archive
)
Skia Build Dependencies
Skia headers reference src/ and modules/ from the source tree. Dawn headers need both source and generated includes. The build script build-skia-android.sh handles this, but if you're debugging include paths:
target_include_directories(pulp-render PRIVATE
${SKIA_SOURCE_DIR} # for src/ headers
${SKIA_SOURCE_DIR}/modules # for skparagraph etc.
${DAWN_SOURCE_DIR}/include
${DAWN_BUILD_DIR}/gen/include
)
Oboe Compiler Warnings
NDK 30 Clang is stricter than desktop Clang. Suppress warnings in Oboe with -w:
if(TARGET oboe)
target_compile_options(oboe PRIVATE -w)
endif()
Emulator StorageManager Corruption
If you see NullPointerException on StorageManager.getVolumes(), the emulator's data partition is corrupted. Fix:
# Kill emulator
adb emu kill
# Restart with data wipe
emulator -avd <avd_name> -wipe-data -no-snapshot
Guard PulpAndroid.cmake with if(ANDROID)
The include(PulpAndroid.cmake) in root CMakeLists.txt must be wrapped in if(ANDROID) to prevent any side effects on non-Android builds:
if(ANDROID)
include(${CMAKE_CURRENT_SOURCE_DIR}/tools/cmake/PulpAndroid.cmake)
endif()
Permissions — one JNI sink, one C++ backend
core/platform/src/android/permissions.cpp owns the JNI callback
(Java_com_pulp_PulpActivity_nativeOnPermissionResult) and a single
pulp::android::g_permission_callback function pointer.
permissions_backend.cpp subscribes to that hook via
set_permission_callback() and fans results out to pending
pulp::platform::RequestCallback entries keyed by
pulp::android::Permission.
Two rules:
- Don't add a second callback subscriber — the slot is a single
function pointer, the second
set_permission_callback()call wins and the first is silently orphaned. If you need more than one listener, extend the registry inpermissions_backend.cpprather than adding another hook topermissions.cpp. - The cross-platform TU defines
PULP_PERMISSIONS_HAS_BACKEND=1as a PUBLIC compile definition onpulp-platform(seecore/platform/CMakeLists.txt). Tests read that define, so keeping it PUBLIC is what letstest_permissions.cppbranch onhas_platform_backend()correctly on Android.
The enum surface stays at three values (RecordAudio, BluetoothMidi,
PostNotifications) — anything else (LocalNetwork, BackgroundAudio,
ForegroundService) is handled on the C++ side by to_android()
returning std::nullopt and the request callback firing synchronously
with the desktop default.
Widget Painting Convention
When mapping a 0..1 value to a pixel position with a circular/rect indicator, always inset by the indicator's radius so it stays fully within widget bounds:
// Convention for slider-like widgets:
float usable = length - 2.0f * radius;
float pos = radius + value * usable;
This applies to: Fader thumb, XYPad dot, CorrelationMeter bar, ColorPicker cursors. Knob and Toggle already self-inset by design.
Widget Animations Without a Render Loop
Many widgets use ValueAnimation for visual state changes (Toggle thumb position, Knob hover scale, Fader hover). Without a continuous render loop (AChoreographer), advance_animations(dt) is never called, so animations are started but never progress — the widget's visual state appears stuck even though the logical state changed.
Fix: Before each paint, advance animations with a large dt to snap to completion:
// Recursively advance all widget animations
static void advance_view_animations(view::View* v, float dt) {
if (auto* k = dynamic_cast<view::Knob*>(v)) k->advance_animations(dt);
if (auto* f = dynamic_cast<view::Fader*>(v)) f->advance_animations(dt);
if (auto* t = dynamic_cast<view::Toggle*>(v)) t->advance_animations(dt);
for (size_t i = 0; i < v->child_count(); ++i)
advance_view_animations(v->child_at(i), dt);
}
// In render function, before paint:
advance_view_animations(g_root_view.get(), 1.0f); // 1s snaps to target
This is a workaround until AChoreographer provides a proper frame loop with real dt values.
SkFontMgr Requires a FreeType Scanner (Skia m132+)
Since Skia m132, SkFontMgr_New_Android and SkFontMgr_New_FontConfig require a non-null SkFontScanner. Passing nullptr causes SIGSEGV when rasterizing glyphs (not during font manager creation — the crash is deferred to drawSimpleText).
// WRONG — crashes in drawSimpleText
mgr = SkFontMgr_New_Android(nullptr, nullptr);
// RIGHT — pass a FreeType scanner
#include "include/ports/SkFontScanner_FreeType.h"
mgr = SkFontMgr_New_Android(nullptr, SkFontScanner_Make_FreeType());
Do NOT use SkFontMgr_New_AndroidNDK for API < 30 — it has locale API bugs on Android 10.
Safe Area Insets — Status Bar, Nav Bar, Notch
Android surfaces render edge-to-edge. Content must account for system UI (status bar, navigation bar, display cutouts). Pass insets from Kotlin to C++ via JNI:
// Kotlin: read insets and pass to C++ as dp values
ViewCompat.setOnApplyWindowInsetsListener(this) { _, insets ->
val bars = insets.getInsets(WindowInsetsCompat.Type.systemBars())
nativeSetSafeAreaInsets(
bars.top / density, bars.bottom / density,
bars.left / density, bars.right / density
)
insets
}
// C++: apply to root panel padding
g_root_view->flex().padding_top = std::max(12.0f, safe_top + 4.0f);
g_root_view->flex().padding_bottom = std::max(12.0f, safe_bottom + 4.0f);
Without this, content renders under the status bar. The +4.0f adds breathing room beyond the bare minimum.
Label Widget Text Not Rendering Under Nested Skia Graphite Clips
Label::paint() calls canvas.fill_text() which works in isolation, but text doesn't appear when painted through the View hierarchy's nested save/translate/clip_rect stack on Skia Graphite + Vulkan. This is likely a Graphite-specific issue.
Workaround: Draw section labels directly on the canvas after paint_all():
// After paint_all, draw labels at absolute dp coordinates
canvas.set_fill_color(Color::rgba(205, 214, 244));
canvas.set_font("sans-serif", 22);
canvas.fill_text("PULP SYNTH", label_x, pad_top + 22);
Use spacer Panels in the flex layout to reserve vertical space for each label.
Desktop-Only Targets Must Be Guarded on Android
CLI, MCP server, inspector, tests, and examples are desktop-only. Guard them in the root CMakeLists.txt:
if(NOT ANDROID)
add_subdirectory(tools/cli)
add_subdirectory(tools/mcp)
endif()
if(PULP_BUILD_TESTS AND NOT ANDROID)
# ...tests...
endif()
if(PULP_BUILD_EXAMPLES AND NOT ANDROID)
add_subdirectory(examples)
endif()
For libraries that conditionally link desktop-only targets (like pulp-format → pulp::inspect), use if(NOT ANDROID) guards rather than if(TARGET ...) since the target may not exist yet at configure time due to CMake ordering.
Dawn API Renames After Rebase
Dawn regularly renames WebGPU types. After rebasing on main, watch for:
ShaderModuleWGSLDescriptor→ShaderSourceWGSLchoc::value::ValueViewtemporaries may not bind to non-const references — useauto(notauto&)
No posix_spawn — Also Affects View Code
posix_spawn isn't just missing from platform code — view utilities like ContentSharer on the Linux #else fallback path also hit it. Guard with #elif defined(__ANDROID__) stubs:
#elif defined(__ANDROID__)
// Android: file sharing done via JNI/Intent — stub for now
void ContentSharer::share_file(const std::filesystem::path&, void*) {}
Oboe Audio Integration
The demo synth uses Oboe with shared atomic parameters for lock-free UI → audio communication:
// Shared params — written by UI thread, read by audio callback
struct SynthParams {
std::atomic<float> osc_pitch{0.5f};
std::atomic<float> filter_cutoff{0.65f};
// ...
};
// UI sync (called each frame from render loop)
static void sync_ui_to_synth() {
auto& p = synth_params();
p.osc_pitch.store(knob->value(), std::memory_order_relaxed);
}
// Audio callback (Oboe, lock-free)
oboe::DataCallbackResult onAudioReady(...) {
float pitch = p.osc_pitch.load(std::memory_order_relaxed);
// ... generate audio ...
}
Start audio after the render loop starts, stop in nativeOnShutdown (NOT in android_surface_destroyed).
Oboe Stream Mode — Shared, Not Exclusive
Never use SharingMode::Exclusive or PerformanceMode::LowLatency on the emulator. The Ranchu virtual audio HAL can't handle exclusive access — it produces pcm_writei I/O error storms that permanently break the audio pipe until emulator restart. Use:
builder.setPerformanceMode(oboe::PerformanceMode::None)
->setSharingMode(oboe::SharingMode::Shared)
On a real device, Exclusive + LowLatency is fine and preferred. Detect emulator vs hardware at runtime if you need both paths.
Audio Lifecycle — Don't Kill on Surface Transitions
The Activity lifecycle causes surface destroy/recreate during normal transitions (configuration change, initial layout). Three rules:
- Don't stop the synth in
android_surface_destroyed()— the surface gets destroyed and recreated during Activity transitions. The synth should survive this. - Don't abandon audio focus in
onPause()— the Activity gets briefly paused during surface transitions. MoveabandonFocus()toonDestroy(). - Stop the synth only in
nativeOnShutdown()— called fromonDestroy()when the Activity is actually going away.
Violating any of these causes audio to play for 0.4–1.7 seconds then go silent, making it look like an emulator bug when it's actually a lifecycle bug.
Audio Focus Is Required
Without AudioFocusRequest, Android may silently mute the Oboe stream. Request focus in onResume():
audioFocus = PulpAudioFocus(this)
// in onResume:
audioFocus.requestFocus()
// in onDestroy:
audioFocus.abandonFocus()
CLI Audio Debugging
Monitor audio output without speakers using logcat peak levels:
adb logcat -s Pulp | grep "Audio peak"
# Output: Audio peak: 0.130 (-17.7 dB)
This logs every ~3 seconds. If peaks are >0 but you hear nothing, the issue is the emulator audio pipe, not the synth.
Render Thread with Looper (ANR Prevention)
Dawn shader compilation takes 10-15 seconds on the emulator. Running it on the main thread causes ANR. The fix: a dedicated render thread with its own Looper for AChoreographer:
// Kotlin: launch render thread in surfaceCreated
renderThread = Thread({
Looper.prepare() // AChoreographer needs a Looper
renderLooper = Looper.myLooper()
nativeOnSurfaceCreated(holder.surface) // Dawn init happens here (slow)
initComplete = true
Looper.loop() // Blocks — processes AChoreographer callbacks
}, "PulpRenderThread").also { it.start() }
Key rules:
- AChoreographer requires a thread with a Looper — plain
std::threadwon't work - Dawn/Skia context must be used from the thread that created them — render-thread affinity
- Touch events must NOT call android_render_frame() — the choreographer loop handles all rendering
- surfaceDestroyed must be non-blocking during init — if Dawn is still compiling, don't join/block
- Quit the Looper on surface destroy:
renderLooper?.quitSafely()+thread.join(5000)
Emulator GPU Mode — NEVER Use swiftshader_indirect
swiftshader_indirect is a CPU software rasterizer. Dawn shader compilation under swiftshader pegs virtual CPU at 100%, starving the VirtIO audio pipe and System UI threads. Symptoms:
pcm_writei failed with I/O errorfrom Ranchu HAL (permanent audio dropout)- "System UI isn't responding" ANR dialog
- App killed during startup
Always use -gpu host on macOS Apple Silicon. This maps Vulkan to Metal via MoltenVK, offloading rendering to the GPU.
JS-Scripted UI (QuickJS)
The synth UI can be created entirely via JavaScript using QuickJS (via CHOC). The JS script is embedded as a C++ string literal — no APK asset loading needed:
#include "synth_ui.js.h" // contains kSynthUiScript
// In create_demo_view_hierarchy:
auto engine = std::make_unique<ScriptEngine>();
auto bridge = std::make_unique<WidgetBridge>(*engine, root, store);
bridge->load_script(kSynthUiScript); // JS creates all widgets
root.layout_children();
The JS API: createKnob(), createFader(id, "horizontal", parent), createToggle(), createXYPad(), createMeter(), createLabel(), createRow(), createCol(), setFlex(), setValue(), setFontSize(), setTextColor(), setBackground(), on().
Widget refs for synth param sync are captured by ID:
auto* knob = dynamic_cast<Knob*>(bridge->widget("osc-0"));
Falls back to C++ widget hierarchy if JS fails (any exception → catch → C++ fallback).
Bridge idle pump must run each vsync
android_render_frame() (in core/render/platform/android/gpu_surface_android.cpp) MUST call both g_widget_bridge->poll_async_results() and g_widget_bridge->service_frame_callbacks() once per vsync at the top, before begin_frame(). Without this, JS requestAnimationFrame / setTimeout / async-result queues never fire on Android: callbacks get queued, but the AChoreographer loop has to drain async results and pump the engine message loop explicitly.
Symptoms when missing:
requestAnimationFrame(loop)chain queues forever, never animatessetTimeout(cb, 100)never fires- Animations only advance during touch events (because touch handlers happen to call
request_repaint, but that doesn't drainpending_frame_ids_)
The fix is the bridge pump at the top of android_render_frame:
if (g_widget_bridge) {
g_widget_bridge->poll_async_results();
g_widget_bridge->service_frame_callbacks();
}
Hard to unit-test on Android while emulator integration is gated. The contract being asserted is already covered by widget-bridge rAF/repaint tests; the Android requirement is the structural connection from the frame loop to that shared bridge pump.
Motion observability bridge (com.pulp.motion)
The Kotlin / Compose / View bridge for pulp::view::motion lives in
android/app/src/main/kotlin/com/pulp/motion/. JNI shims live in
core/platform/src/android/jni_motion.cpp. Full design and DSL
docs are in the motion skill (Path H) — this section captures
the Android-specific wiring gotchas only.
CMake wiring — jni_motion.cpp belongs in pulp-jni
jni_motion.cpp is intentionally excluded from the
pulp-platform glob in tools/cmake/PulpAndroid.cmake (alongside
jni_bridge.cpp) and added explicitly to the pulp-jni
SHARED target in the root CMakeLists.txt.
Why: pulp-platform does not link against pulp::view, so
compiling jni_motion.cpp there leaves
pulp::view::motion::Coordinator::* unresolved at link time. The
pulp-jni target links the full pulp::{platform,runtime,view,...}
closure so the JNI shims resolve cleanly.
If you add another JNI file that depends on a higher-layer subsystem,
add it to both excludes (PulpAndroid glob filter) AND to the
add_library(pulp-jni SHARED ...) source list.
View probe uses OnPreDrawListener, not OnGlobalLayoutListener
View.pulpMotionTrace installs ViewTreeObserver.OnPreDrawListener
on purpose. OnGlobalLayoutListener fires only on layout-pass
changes; PreDraw fires on every frame the view is about to draw,
which catches intra-frame setTranslationX/Y and scroll deltas
that the layout listener would miss. The non-trivial cost is one
getLocationInWindow + one pulp_motion_update_geometry per draw —
and the whole thing short-circuits when
PulpMotion.isTracingEnabled is false.
withProvenance { } is single-threaded by design
The process-wide ambient provenance slot in motion::Coordinator
is not coroutine-safe. Do not call PulpMotion.withProvenance
from a suspending function that may switch dispatchers inside the
block — the clearAmbientProvenance may run on a different thread
than the setAmbientProvenance and bleed envelope state across
unrelated work. The Kotlin facade documents this; the Swift bridge
carries the same constraint. If you genuinely need per-coroutine
provenance, build it on top of publishComponents(... opts.provenance)
yourself.
installNativeBackend() belongs in PulpApplication.onCreate
After System.loadLibrary("pulp") succeeds, call
com.pulp.motion.PulpMotion.installNativeBackend() exactly once.
Without this, every facade entry point routes through the default
PulpMotionBackend.noOp() and silently drops every event — the
bridge looks "working" from Kotlin but never reaches C++. Mirrors
the host-app wiring pattern documented in the motion skill's
Path G / Path H sections.
Accessibility (TalkBack) — the surface is INERT today
Nothing Pulp renders is announced per-widget on Android.
PulpAccessibilityDelegate (android/app/src/main/kotlin/com/pulp/ accessibility/PulpAccessibility.kt) is a View.AccessibilityDelegate, which
describes exactly ONE view: the host SurfaceView. It has no
getAccessibilityNodeProvider override, so Pulp's widgets are not virtual
accessibility nodes. onInitializeAccessibilityNodeInfo(host, info) receives a
single AccessibilityNodeInfo and loops over every C++ accessibility node
overwriting that same object's className / contentDescription / text — so
TalkBack sees one node carrying the LAST widget's role, and every other widget
is invisible. performAccessibilityAction likewise dispatches with node index
-1.
The C++ → Kotlin role mapping below is correct and matches the wire format, but
it is unreachable until someone implements AccessibilityNodeProvider (or
ExploreByTouchHelper): one virtual view id per accessible node,
createAccessibilityNodeInfo(id) filling role/name/value/bounds,
getVirtualViewAt for hit-testing, and performAction(id, …) routing the index
into nativePerformAction. No CI lane compiles this file — Kotlin changes here
are unexecuted until an emulator/device TalkBack run says otherwise. Do not
describe Android accessibility as working.
Accessibility (TalkBack) — the role ordinal is a wire format
core/view/platform/android/accessibility_android.cpp marshals a view's role to
Kotlin as static_cast<int>(View::AccessRole), and
android/app/src/main/kotlin/com/pulp/accessibility/PulpAccessibility.kt matches
on those integers (ROLE_SLIDER = 1, …). There is no name in the protocol —
only the ordinal. Consequences:
View::AccessRoleis append-only. Reordering or removing a value silently re-labels every widget on TalkBack (a knob starts announcing as a checkbox); nothing in the C++ build catches it, because the Kotlin side is not compiled by the C++ CI lanes.- Adding a role means adding BOTH the C++ enumerator and a matching
ROLE_*constant +whenbranch inPulpAccessibility.kt, in the same change. - The ordinals are locked by the "Android role ordinals are wire format" case in
test/test_accessibility_tree.cpp(static_asserts). If that test fails, fix the enum — do not update the test to match.
Not wired yet: CollectionInfo / CollectionItemInfo for list / table
roles. Rows and cells announce as plain TextViews because the C++ side does not
yet publish per-row index metadata.
Known Blockers
- x86_64 Skia build — Only arm64 Skia is built. Emulator runs arm64 via translation but an x86_64 build would be faster.
Android CLI integration note: CLI 0.7.15232955 has no
logcat/pm/am/input/build wrappers, so
android_smoke.sh and pulp build stay on raw adb/Gradle. Useful adopt-opportunistically surfaces: layout -p
(JSON UI hierarchy), screen capture --annotate + screen resolve (label-based tap coords), describe (JSON project
metadata). New CLI commands, install-URL changes, and
known-issue resolutions should be checked against Google's docs before relying
on this note for long-running Android work. Until that monitoring is automated,
refresh by hand if the CLI version or command surface may have drifted.