richard 02aec4249f
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
Make the Controls options menu device-aware
Showing both a keyboard key and a gamepad button on every ability row
(and WASD movement rows that never had a gamepad equivalent anyway)
cluttered the list once a controller is in play. The rebind list now
shows only the relevant set for whichever device the player is
actually holding: on a gamepad, movement rows disappear entirely
(the D-pad/stick isn't individually remapped, so there's nothing to
show) and each ability shows only its gamepad button; on keyboard,
the reverse. Uses the same Controls.using_gamepad() last-input
heuristic as the HUD's ability keycaps, not mere connection presence,
so a controller left plugged in but unused doesn't hide keyboard
binds from a mouse-and-keyboard player. The list (and its hint text)
also swaps live if the player switches device while the panel is
open, skipped while a rebind capture is in progress so it can't be
torn out from under them.

Verified headlessly: keyboard mode shows all 8 rows, gamepad mode
shows only the 4 ability rows, and the hint text swaps between them —
confirmed with a real screenshot of both states.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
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