diff --git a/Facepunch.Steamworks/SteamInput.cs b/Facepunch.Steamworks/SteamInput.cs index f4c8dc3..28a269a 100644 --- a/Facepunch.Steamworks/SteamInput.cs +++ b/Facepunch.Steamworks/SteamInput.cs @@ -51,27 +51,58 @@ namespace Steamworks } - /// - /// Return an absolute path to the PNG image glyph for the provided digital action name. The current - /// action set in use for the controller will be used for the lookup. You should cache the result and - /// maintain your own list of loaded PNG assets. - /// - /// - /// - /// - public static string GetDigitalActionGlyph( Controller controller, string action ) - { - InputActionOrigin origin = InputActionOrigin.None; + /// + /// Return an absolute path to the PNG image glyph for the provided digital action name. The current + /// action set in use for the controller will be used for the lookup. You should cache the result and + /// maintain your own list of loaded PNG assets. + /// + /// Valve recommends that you continuously check the action origins using + /// in case the bindings have changed. When that happens you can update the prompts displayed in your game. + /// + /// + /// + /// + /// + public static string GetDigitalActionGlyph( Controller controller, string action ) + { + InputActionOrigin origin = InputActionOrigin.None; - Internal.GetDigitalActionOrigins( - controller.Handle, - Internal.GetCurrentActionSet(controller.Handle), - GetDigitalActionHandle(action), - ref origin - ); + Internal.GetDigitalActionOrigins( + controller.Handle, + Internal.GetCurrentActionSet( controller.Handle ), + GetDigitalActionHandle( action ), + ref origin + ); - return Internal.GetGlyphForActionOrigin_Legacy(origin); - } + return Internal.GetGlyphForActionOrigin_Legacy( origin ); + } + + + /// + /// Return an absolute path to the PNG image glyph for the provided analog action name. The current + /// action set in use for the controller will be used for the lookup. You should cache the result and + /// maintain your own list of loaded PNG assets. + /// + /// Valve recommends that you continuously check the action origins using + /// in case the bindings have changed. When that happens you can update the prompts displayed in your game. + /// + /// + /// + /// + /// + public static string GetAnalogActionGlyph( Controller controller, string action ) + { + InputActionOrigin origin = InputActionOrigin.None; + + Internal.GetAnalogActionOrigins( + controller.Handle, + Internal.GetCurrentActionSet( controller.Handle ), + GetAnalogActionHandle( action ), + ref origin + ); + + return Internal.GetGlyphForActionOrigin_Legacy( origin ); + } ///