Add Tooling, UI & input backlog to the roadmap

Append ten requested future-work items with how-to detail: bin restructure
(deployable set at root, tests/tools in subdirs), terminated-target detection,
re-attach by image name, window-based target selection, auto-layout of the
overlay, the Audio "live" column fix, moving the synthetic-input toggle under
Controllers/Debug, mouse+keyboard forwarding (messages + polling-state hooks),
rumble forwarding on both backends, and per-backend input debug visualization.
Promote the terse rumble bullet from Future work into the fleshed-out task.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-21 00:10:31 +02:00
parent 2432e49784
commit dcde2a66ac

118
README.md
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@@ -109,6 +109,122 @@ milestone with its own tests and commit.
host-side mixer that resamples each ring to the render format and sums them
(with soft-clip).
### Tooling, UI & input
Operability, UI, and input-debugging improvements, mostly independent of the
game-specific milestones above. Ordered roughly as requested, not by priority.
1. **Stage only deployable artifacts directly under `bin/`.** Today every target —
host, both hook DLLs, the injector helper, tests, probes, `coop_tone` — lands in
`bin/<config>/`, so deploying to a donor folder means hand-picking files. Keep
the **deployable set** at the `bin/<config>/` root (`coop_host.exe`,
`coop_hook.dll`, `coop_hook_x86.dll`, `coop_inject_x86.exe`, and — when Steam is
built — `steam_api64.dll` + `steam_input_actions.vdf`) and push everything else
into subfolders: tests → `bin/<config>/tests/`, debug/probe tools
(`coop_audio_probe`, `coop_input_probe`, `coop_tone`, `coop_steam_input_probe`) →
`bin/<config>/tools/`. *How:* give those targets a per-target
`RUNTIME_OUTPUT_DIRECTORY[_<CONFIG>]` (the global `CMAKE_RUNTIME_OUTPUT_DIRECTORY`
stays the deployable root; a small helper or `set_target_properties` overrides the
non-deployable ones). The x86 sub-build must still stage `coop_hook_x86.dll` +
`coop_inject_x86.exe` into the deployable root while its x86 *test* exes go to
`tests/`. Watch the cross-target paths: `audio_loopback_test` spawns
`coop_tone.exe`, and the host's post-build copy of `steam_api64.dll` / the `.vdf`
must follow the host. End result: copying `bin/<config>/` non-recursively yields a
clean deployable bundle.
2. **Detect a terminated target and reflect it in the UI.** The Injection panel keeps
showing "Attached" after the game exits. Add a **Terminated** state: the host
already knows the target pid and tracks a DLL heartbeat (`InjectionPanel`); on top
of that, hold the `OpenProcess` handle from injection (or re-open with
`PROCESS_QUERY_LIMITED_INFORMATION`) and poll `GetExitCodeProcess` /
`WaitForSingleObject(h, 0)` each tick. When the process is gone, switch to
Terminated, gray out / disable the per-subsystem controls and mirror toggles, and
show a clear banner; the Video and Audio panels should drop to idle (their hook
channels are stale) rather than freezing on the last live frame/state.
3. **Re-attach to a relaunched target.** A killed-and-relaunched game gets a new pid,
but the UI still holds the stale one. In the Terminated state (task 2), remember
the target's image name (the panel already keeps the selected exe name) and offer a
**Re-attach** button that injects only if a live process with that *same name*
exists, rebinding the IPC server to the new pid via the existing `inject_dll` path.
*Open decision (will confirm at build time):* if several processes share the name,
default to the most-recently-started one with a note, or fall back to the picker.
4. **Select targets by window, not just process.** A flat process list is fine as an
advanced/debug view, but the default should be a **window list** — there are far
fewer top-level windows than processes, and a window directly yields the HWND the
WGC capturer and focus spoof already want. *How:* add a window enumerator
(`EnumWindows`, keeping visible, titled, non-tool top-level windows —
`IsWindowVisible`, `GetWindowTextLength > 0`, exclude `WS_EX_TOOLWINDOW` and our own
HWND, resolve to the root owner) and map each via `GetWindowThreadProcessId` → pid →
image name. Show **title + process name + pid** with a filter box like the process
list; injecting by window injects into its pid and hands the HWND straight to
capture. Keep the process list behind "Debug details" as the advanced path.
5. **Auto-size and lay out the overlay windows so none need manual resizing.** Panels
currently `Begin` at default cascade positions, so they overlap and clip. Give each
`ImGuiWindowFlags_AlwaysAutoResize` and an initial position computed from
`ImGui::GetMainViewport()->WorkPos/WorkSize`, applied with `ImGuiCond_FirstUseEver`
(still movable), plus a **View → Reset layout** menu item that re-applies it. Target
layout: **Injection** left/top (room to grow downward for hook diagnostics);
**Controllers** top-center; **Video mirror** center, below Controllers; **Audio
mirror** below Video; **Log** right edge, full height (most room for the log
stream). Auto-resize fits these because they're all control/debug panels — the live
mirror image is drawn to the whole host window *behind* the overlay, not inside a
panel.
6. **Fix the Audio panel "live" column.** It overlays a green dot and grey "idle"
because liveness is recomputed each frame from the per-stream `frames_rendered`
delta, which is zero on most frames (buffers release in bursts), so it flickers.
Replace it with a **debounced activity indicator**: keep a per-stream "last
advanced" timestamp (the panel already stores the previous frame counts) and show
**live** if frames advanced within the last ~300–500 ms, else **idle** — optionally
a small frames/s or activity bar so multi-stream games read clearly.
7. **Move the synthetic-input toggle to the Controllers panel, under Debug details.**
The "Forward synthetic test input" checkbox is a controller-debugging aid, so move
it out of the Injection panel into `ControllersPanel` and gate it behind
`debug_details`. The publish path is unchanged (the Injection panel already
substitutes the synthetic pattern in `publish`); the flag just moves with it (or is
passed from Controllers into the publish call).
8. **Mouse & keyboard forwarding (messages + polling-state hooks).** Forward guest
clicks and keystrokes into the unfocused game via a new **MKB hook subsystem** in
`coop_hook.dll` — the toggle *is* the hook (not installed → no forwarding).
*Delivery:* `PostMessage` window-message input (`WM_KEYDOWN`/`WM_KEYUP`/`WM_CHAR`,
`WM_*BUTTONDOWN`/`UP`, `WM_MOUSEWHEEL`) to the game HWND, **plus** hook
`GetAsyncKeyState` / `GetKeyboardState` / `GetCursorPos` in the DLL so polling games
see the synthesized keyboard/cursor state (RawInput and DirectInput games are out of
scope for this version). *Keyboard* is always forwarded; *mouse* only while video is
mirrored (otherwise the operator can't see where they click), and only **clicks +
wheel, not movement** (one cursor can't be in two places). *Coordinate mapping* (the
part that must be exact): WGC + decorated windowed → translate by the window
decoration / client-area offset; hooked capture → relative to the mirrored viewport
only (decorations aren't mirrored); borderless → the same under both backends.
*Critical gating:* forward only when the host's main window is focused **and** ImGui
doesn't want the event (`ImGuiIO::WantCaptureMouse` / `WantCaptureKeyboard`), so
interacting with the overlay's own windows never leaks input into the game. The host
sends MKB events to the hook over a new (or extended) IPC region.
9. **Rumble / haptics forwarding (both backends).** Currently unsupported — the XInput
hook swallows `XInputSetState`. Add a reverse path: the hook captures the game's
`XInputSetState` (left/right motor) and publishes it over a hook→host channel (the
back-channel already exists), and the host drives the guest's actuators per backend —
**XInput:** call `XInputSetState` on the guest's slot (the viability unknown is
whether Steam's RPT virtual pad accepts vibration and routes it to the guest);
**Steam Input:** `SteamInput()->TriggerVibration` / `Legacy_TriggerHapticPulse`.
Map each guest slot to the right actuator.
10. **Per-backend input debug visualization.** To separate "wrong input *into* the
tool" from "wrong input *out to* the game", show three distinct views in the
Controllers panel (under Debug details): (a) **received via XInput** (raw
`XInputSource` state), (b) **received via Steam Input** (raw `SteamInputSource`
action values) — so it's obvious which backend delivered what — and (c)
**forwarded to the game** (the `PadInfo` we write to shared memory, alongside what
the game actually read back via the hook's per-slot channel). The hook already
reports per-slot poll counts; extend it to echo the last state the game read so (c)
is a true round-trip.
### Future work
- **Vulkan video hook.** Vulkan games present via `vkQueuePresentKHR`; hooking
@@ -120,8 +236,6 @@ milestone with its own tests and commit.
we inject is never seen at `Initialize`, so the hook assumes the device **mix
format**. A stream initialized in shared mode at a different format would come
out wrong-pitched. Detecting the real per-stream format would remove that guess.
- **Rumble / haptics forwarding.** `XInputSetState` is currently swallowed; routing
it back to the guest is a later phase.
## Building