docs: align release scope and track remaining device acceptance gates

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# FrameYap
Standalone, on-device voice typing for Steam Frame. **MIT licensed.** Early release (v0.1 in progress).
Voice typing on Steam Frame, with recognition on the headset rather than a desktop or cloud server.
Hold a controller button to record, review the transcript, then deliberately type it into the focused app.
Standalone MIT-licensed OpenVR overlay; no Steam store AppID or sudo. First v0.1 release is in progress.
Implemented: native OpenVR overlay, remappable controller actions, bounded SDL3 capture,
persistent local Parakeet Redux worker, preview/explicit insertion through Gamescope,
and an idempotent user-local installer. No Steam store AppID, sudo, desktop ASR
server, cloud fallback or unrelated application dependency.
## Requirements
**Status:** native ARM64 build, CPU inference on a public clip, overlay visibility,
Gamescope discovery and native-only installation have been exercised on Frame.
Live microphone → reviewed text → real target delivery is **not yet accepted**.
- Steam Frame with usable SteamVR/OpenVR and Gamescope for the **native** overlay and text delivery; Linux ARM64/glibc for the current installer payload format. Binary compatibility must be checked against each actual release artifact, not inferred from a developer build.
- For voice recognition, separately provision a compatible **CPU Python runtime** (moondream 2.4.0 / Kestrel 0.8.0 and dependencies) and the pinned local Parakeet Redux model. Neither is bundled or installed with pip by the current native-only installer. There is no fallback ASR service.
- A local source build needs CMake 3.20+, C++20 and explicit native libraries/SDK; the default hardware-free build needs only CMake and C++20. See [build requirements](docs/build.md).
**Inference runtime:** Redux weights are CC-BY-4.0 and run locally through the
`moondream` Python package (its Kestrel runtime states that local inference is free
and needs no API key). The build and tests never download it; the installer or you
install it from PyPI into a Python environment. See [third-party notes](docs/third-party.md).
No GitHub release is published yet.
## Install (local artifacts only)
## Controls
- **Right X (default Frame binding):** hold to record; release to
transcribe. Repeated presses reached the controls-only diagnostic on Frame;
live mic capture through this shortcut still needs guided acceptance. This
PTT action is remappable through SteamVR bindings.
- **Right B:** cancel/discard (or close quick chat). **Right A:** insert reviewed text with a trailing space.
**Right Y:** open quick chat; press again to cycle its highlighted choice.
**Submit** on the overlay (or double-tap left grip when active) sends that choice
verbatim then Enter; outside quick chat it inserts pending review + Enter, or
sends Enter alone when there is no text. Edit the `quick_inputs` list in
`$XDG_CONFIG_HOME/frameyap/config.json` (restart to apply). Nothing submits
automatically. Auto Insert is opt-in and off by default.
- **Overlay:** Record/Stop, Cancel, paginated preview, Insert, Submit and Hold Quit
(hold the button for 0.9 seconds before releasing).
Review and settings share one Inconsolata/neon-framed surface. The header
shows local time/date; Settings selects 12/24-hour time and date format/off.
Hold the thin bar below the panel to freely move and rotate it with your
controller; release to leave it at that pose. Drag the external lower-right
bracket to scale it (world, head or wrist), keeping the upper-left anchored.
Both handles use the app's gradient in transparent margins, like Steam's
window handles. Settings → **Lock grab/scale** hides and disables both handles;
the lock is saved. Position/size changes last for this run only.
Wrist mounting fades the panel as its full orientation turns away from an
upright viewer-facing pose (60°–75°), hiding interaction past that angle;
world and head mounting do not fade.
**Bindings** requests SteamVR's binding editor directly. Existing SteamVR overrides may supersede defaults. World-space by
default; settings offer left wrist, right wrist and head mounting, plus recenter.
Dashboard lasers provide clickable controls. Settings → Lasers anytime is an
opt-in, default-off system-wide laser mode while the panel is visible; it may
affect games and is separate from experimental input overrides.
- **Theme and controls:** optional `$XDG_CONFIG_HOME/frameyap/config.json` selects
panel colors, a font path and Frame controller button mappings; missing fonts
fall back to bundled Inconsolata. The installer creates/checks this file and
backs it up before repairs. See [overlay configuration](docs/overlay.md#user-theme-and-controller-configuration).
- **Advanced debugging:** Settings toggle / `"advanced_debug": true` in config.
Off by default. Restarts the worker and discards current work; full exceptions,
worker output and transcripts go to private, bounded local logs. No raw audio
archive. See [diagnostics](docs/worker.md#advanced-debugging).
- **Experimental input priority:** set `"input_priority": "experimental"` in
that config and enable SteamVR's Developer option **Enable global input from
overlays**. FrameYap then requests priority for its bound controller sources.
This may consume controls used by games or the dashboard; coexistence on Frame
is under test. The default is `"normal"`; restart FrameYap after changing it.
- **Review by default:** focus your destination, then press Insert (text + space) or
explicitly Enter (text + space, then Enter). Settings → Auto insert is off by default:
when enabled, it queues text + space only if Xwayland keyboard focus, active
window and Gamescope focus match continuously from recording through delivery.
Any uncertainty leaves a preview for manual Insert; it never sends Enter.
This is not yet validated for live transcription on Frame. Maximum clip 20 seconds;
accidental taps under 200 ms are discarded.
- While the native app is Ready, it keeps the mic device open and discards idle
audio instead of opening/closing on every PTT. Quit releases the device. Other
apps may still hear/transmit your voice; FrameYap does not mute them.
Physical gesture timing, global bindings during games, mic capture, target-app
compatibility and headset comfort still need coordinated validation. Successful
API initialization is not delivered input or human acceptance.
## Build and test offline
CMake 3.20+, C++20 compiler. Python 3.10+ runs the additional hardware-free tests.
**No public release is published.** To install a locally vetted, checksummed ARM64 native-only archive without a compiler:
```sh
cmake -S . -B build
cmake --build build
ctest --test-dir build --output-on-failure
./build/frameyap --help
```
Default build has no hardware backends. It never downloads packages/models or
initializes SteamVR, a microphone or input injection. Native dependencies and
explicit launch/check commands are documented in [the build guide](docs/build.md).
`--version` uses an ISO-like UTC build timestamp (with Git hash when available),
not a numbered release; use that same tag when packaging the binary.
## Installation
The real installer accepts a versioned, checksummed prebuilt ARM64 archive:
```sh
sh install.sh --archive /path/to/frameyap-VERSION-linux-aarch64.tar.gz \
sh install.sh --mode binary --archive /path/to/frameyap-VERSION-linux-aarch64.tar.gz \
--sha256 ARCHIVE_SHA256 --version VERSION
```
This is the **local-artifact command shape**, not an available public download.
Installation is user-local, retains rollback, refuses active-app upgrades and
foreign files, and does not launch or register automatically. Registration uses
OpenVR application key `local.frameyap.overlay`, not a Steam store AppID.
Autolaunch is opt-in. An installed desktop entry can be selected manually as a
non-Steam shortcut. A basic launch from Steam's Non-Steam section opened the
panel on one Frame; registration alone did not show an entry in the first checked
dashboard menu. See [packaging and lifecycle](docs/packaging.md).
For a native-only install, menu-driven inference needs a Python runtime you
provide and the pinned model. Configure their absolute paths in
`~/.config/frameyap/paths.conf` as described in the packaging guide; they are
never fetched or bundled implicitly.
`VERSION` is numeric `0.1.YYYYMMDDHHMM` for this release line; a future release tag will be `vVERSION`. The installer has an explicit local source-build path with toolchain/dependency inputs, and a read-only `--print-plan`/machine-readable `--json` mode; the producer stage→archive path still needs a clean-account artifact test and release audit. See [packaging](docs/packaging.md). Installation is user-local with rollback, no automatic launch or registration, and no Steam store AppID. Before voice typing, independently supply a licensed Python CPU environment and pinned weights, and configure their absolute paths in `~/.config/frameyap/paths.conf` (or the XDG config equivalent). Model download is opt-in and separate: `sh install.sh --install-model --backend redux --print-plan --json` inspects pinned metadata, while `--yes` explicitly authorizes installation from the *installed* manifest; `--expected-manifest-sha256 HASH` additionally binds consent to its exact bytes. The locally implemented Settings → Models chooser offers selection/restart and a two-click Install/Confirm Install with source, size, license, attribution and manifest SHA-256; it has not been validated as an installed/headset flow. No chooser action installs the Python runtime. Do not mistake a native-only install for working ASR. The pinned GitHub download route must not be advertised as functional until a vetted release exists.
A pinned GitHub one-command route is implemented in `install.sh --version TAG`,
but **do not advertise or run it as a working public installation until a vetted
release exists**. Native-only artifacts support the overlay/checks without an
end-user compiler; a bundled-ASR distribution is not yet offered.
## Controls (default Frame binding)
## Project map
| Button / control | Action |
| --- | --- |
| Right X, hold / release | Record while held; release to transcribe. |
| Right B | Cancel/discard, or close the Quick phrases picker. |
| Right A | **Type:** queue reviewed text, normally with a trailing space. |
| Right Y | Open **Quick phrases**; press again to cycle the selection. |
| Left grip, double-tap | **Type + Enter:** queue the selected phrase verbatim + Enter, pending review (normally + space) then Enter, or Enter alone if neither exists. |
| Overlay Record / Stop | Click-to-start/stop alternative to the PTT binding. |
| Overlay Type / Type + Enter | The same deliberate text / Enter actions. |
| Overlay Hold Quit | Hold for 0.9 seconds, then release to quit (prevents accidental exit). |
- [Build guide](docs/build.md): implemented boundaries, build, controls, explicit tests.
- [Design](docs/design.md): full target design; some features remain proposed.
- [Installer design](docs/install-design.md) and [packaging](docs/packaging.md).
- [Overlay](docs/overlay.md), [worker protocol](docs/worker.md),
[dependency/license inventory](docs/third-party.md).
- [TODO](TODO.md): release plan and open work items.
Controls are remappable in SteamVR. Grip gestures may be unavailable with the dashboard open; pointer controls are an alternative. At the 4096-byte transcript limit, Type preserves the full text without appending a space if none fits. No speech commands, automatic Enter or automatic submit. Review is the default; Settings → Auto insert is opt-in, normally text + space only under continuously observed Xwayland focus. Check the focused destination before Type or Type + Enter. Edit literal Quick phrases (`quick_inputs`) in `$XDG_CONFIG_HOME/frameyap/config.json`, then restart. See [overlay and settings](docs/overlay.md).
Dated device-test records are kept locally (untracked) and are not authority for
current device availability. Live microphone → reviewed text → target delivery has
not been formally accepted; see Status above.
## Status / not yet validated
No recordings, transcripts, private logs, model weights or runtime binaries are
committed. The worker boundary is intentionally small for forks experimenting
with other models/APIs; the default remains local-only Redux.
Native ARM64 build, CPU inference on a public clip, overlay visibility, Gamescope API discovery, a controls-only Right X probe and native-only installation have been exercised on Frame. **Live microphone → reviewed transcript → real target delivery has not been formally accepted.** Focus guard and insertion have offline/owned-target checks, not general app compatibility or human headset acceptance. Global bindings, physical gesture feel, Auto insert with speech, latency, battery/thermal cost and controller coexistence still require opt-in headset testing. Front-prefix loss on repeated submissions (P1) remains under separate investigation; do not treat it as fixed. An old-code fixture crashed the Gamescope session, not the OS, and does not prove the new delivery path. Local code/build status does not mean the device was updated. A completed Gamescope IME call means *input queued*, not that an app consumed or submitted it.
The native app normally keeps the mic device open while Ready and discards idle audio; it never mutes other applications' microphones. Settings → **Close mic when idle** (default OFF) closes it between clips, but reopening on PTT can cause an audio spike, delay or first-syllable clipping. **Lasers anytime** (default OFF) requests system-wide lasers while the panel is visible, potentially affecting games; it is not SteamVR's experimental input override. Review, settings, placement and diagnostic details: [overlay](docs/overlay.md), [worker](docs/worker.md), [design](docs/design.md).
Version output is numeric `frameyap MAJOR.MINOR.YYYYMMDDHHMM` (currently `0.1`); a development build may print `git HASH` and optionally `(uncommitted changes)` on a **separate** line. The UTC timestamp is set at configuration time (`SOURCE_DATE_EPOCH` can supply it); release archives must be built from a clean `v0.1.<timestamp>` tag. Offline model inventory and pinned SHA-256 checks in a source-tree build: `./build/frameyap --list-models`, `./build/frameyap --check-model redux --model-dir /absolute/model`, or `python3 scripts/model-status.py` with the same options. Packaging retains the verifier script for installed CLI use, which still needs a clean-account artifact check. Native `--run` accepts `--backend ID`, `--model-store /absolute/dir`, `--manifest-dir /absolute/dir` overrides; the installed launcher passes explicit flags through to the binary. These locally wired paths do not imply an installed release was tested or a model/runtime was supplied. No model or runtime is downloaded by status checks or on normal launch. [Dependency licenses and outstanding release audit](docs/third-party.md); [TODO](TODO.md).
No recordings, transcripts, private logs, weights or CPU runtime binaries are committed. No default build/test downloads or initializes SteamVR, microphone or input injection.