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Part 1: Extend ConnectedPhysicalDeviceManager with multiplayer state and press-to-join polling logic. Part 2: Add C bridge functions for game code to call. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Press-to-join checkbox in the input editor, bound to gPressToJoinEnabled. When on, per-device-per-port checkboxes are disabled (LUS manages assignments); when off, users get full manual control. Apply SDLGamepad defaults to ports 1-3 at init so press-to-join has mappings to route input through. Flagged as POC — a better API for games to express per-port defaults would replace the hardcoded loop. Release-edge detection in PollPressToJoin: track which devices had input last frame, assign when they transition to no-input. Fires on the release of a tap rather than the press, so ReadToPad reads zero input on the assign frame and the trigger press isn't also consumed as a character-select confirm. StopMultiplayer wipes mIgnoredInstanceIds before refresh so port 0 doesn't linger with its multiplayer-era "ignore everyone except X" set. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This was referenced Apr 17, 2026
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see HarbourMasters/SpaghettiKart#688