f992298da8
- Hint-bar glyphs now wear the driving controller's family (kit Gamepad.styleFor by USB vendor id → MainActivity.lastPadStyle, kept live by real input like lastPadIsGamepad): PlayStation pads get Canvas-drawn cross/circle/square/triangle shapes in the classic colours, Nintendo pads monochrome lettering, Xbox/Valve/unknown the coloured letter discs. Hint chars stay semantic (KEYCODE_BUTTON names); only the rendering changes. - The Options legend renders the pad's real Select-family button (SelectButtonGlyph): Xbox View windows, PlayStation Create capsule, Nintendo minus — instead of a bare capsule outline. - GamepadDialog: body + action stack scroll together (title pinned) with BringIntoViewRequester keeping the focused button visible — a 5-action host options dialog compressed/clipped its last button in short landscape windows because the pinned stack could not scroll. - Console form polish: shared animateConsoleFocus (bg/border cross-fade + spring scale) across settings rows / add-host fields / action rows; ConsoleSwitch (spring knob, tinting track) replaces On/Off text on toggle rows; choice values slide in the direction they were stepped (AnimatedContent + SizeTransform) with chevrons that fade in place; the focused row's detail unfolds via AnimatedVisibility; dialog buttons and keyboard keycaps cross-fade (keycaps at 90 ms for hold-to-repeat). - Console settings gain the "Low-latency mode" (Video) and "Auto-wake on connect" (Interface) rows, round-tripping with the touch settings. - Screenshot scene: StatsOverlay call updated to the 18-double layout + the new decoderLabel parameter (fixes the android-screenshots CI compile). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>