docs: mark overlay-toggle + UI-generalize roadmap items done

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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2026-06-19 15:08:07 +02:00
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@@ -97,13 +97,20 @@ Producer-side capture is proven; these still need a human / full setup to confir
## Roadmap ## Roadmap
Done:
- **Usable overlay. ✅** F1 hides the whole overlay so the window is a clean
mirror for Remote Play Together; a fading hint shows the way back. The
pipelines keep running while hidden.
- **Generalized UI. ✅** A top menu bar carries a consolidated FPS / frame-time
(with jitter) readout and a **View** menu that toggles each panel and a global
**Debug details** switch. Panels default to general-purpose status (attached,
forwarding, controller polling rate, mirror resolution, audio source + buffered
ms) and reveal the verbose diagnostics (per-slot poll table, focus-API counts,
input-path detection, per-render-stream table) only when Debug details is on.
Future work, roughly in priority order: Future work, roughly in priority order:
- **Make the tool usable, not just demonstrable:** toggle the debug overlay
on/off so the mirror window can be used clean.
- **Generalize the UI:** rework the panels from bug-specific debug readouts into
general-purpose status, and add broader debug info (latency, frame timing,
per-channel stats).
- **Present-hook video path:** capture the game's frames by hooking - **Present-hook video path:** capture the game's frames by hooking
`IDXGISwapChain::Present` in the injected DLL and sharing the backbuffer via a `IDXGISwapChain::Present` in the injected DLL and sharing the backbuffer via a
shared D3D11 texture, as a lower-latency / more stable alternative to WGC. shared D3D11 texture, as a lower-latency / more stable alternative to WGC.