docs: mark overlay-toggle + UI-generalize roadmap items done
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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README.md
17
README.md
@@ -97,13 +97,20 @@ Producer-side capture is proven; these still need a human / full setup to confir
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## Roadmap
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Done:
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- **Usable overlay. ✅** F1 hides the whole overlay so the window is a clean
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mirror for Remote Play Together; a fading hint shows the way back. The
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pipelines keep running while hidden.
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- **Generalized UI. ✅** A top menu bar carries a consolidated FPS / frame-time
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(with jitter) readout and a **View** menu that toggles each panel and a global
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**Debug details** switch. Panels default to general-purpose status (attached,
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forwarding, controller polling rate, mirror resolution, audio source + buffered
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ms) and reveal the verbose diagnostics (per-slot poll table, focus-API counts,
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input-path detection, per-render-stream table) only when Debug details is on.
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Future work, roughly in priority order:
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- **Make the tool usable, not just demonstrable:** toggle the debug overlay
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on/off so the mirror window can be used clean.
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- **Generalize the UI:** rework the panels from bug-specific debug readouts into
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general-purpose status, and add broader debug info (latency, frame timing,
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per-channel stats).
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- **Present-hook video path:** capture the game's frames by hooking
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`IDXGISwapChain::Present` in the injected DLL and sharing the backbuffer via a
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shared D3D11 texture, as a lower-latency / more stable alternative to WGC.
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