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 );
+ }
///