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Add SteamInput call to retrieve analog action glyphs and clarify documentation for retrieving both analog and digital glyphs using information from the official docs.
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@ -55,6 +55,10 @@ public static IEnumerable<Controller> Controllers
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/// Return an absolute path to the PNG image glyph for the provided digital action name. The current
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/// Return an absolute path to the PNG image glyph for the provided digital action name. The current
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/// action set in use for the controller will be used for the lookup. You should cache the result and
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/// action set in use for the controller will be used for the lookup. You should cache the result and
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/// maintain your own list of loaded PNG assets.
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/// maintain your own list of loaded PNG assets.
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/// <para>
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/// Valve recommends that you continuously check the action origins using <see cref="Controller.GetDigitalActionOrigins(string)"/>
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/// in case the bindings have changed. When that happens you can update the prompts displayed in your game.
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/// </para>
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/// </summary>
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/// </summary>
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/// <param name="controller"></param>
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/// <param name="controller"></param>
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/// <param name="action"></param>
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/// <param name="action"></param>
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@ -65,12 +69,39 @@ public static string GetDigitalActionGlyph( Controller controller, string action
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Internal.GetDigitalActionOrigins(
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Internal.GetDigitalActionOrigins(
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controller.Handle,
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controller.Handle,
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Internal.GetCurrentActionSet(controller.Handle),
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Internal.GetCurrentActionSet( controller.Handle ),
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GetDigitalActionHandle(action),
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GetDigitalActionHandle( action ),
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ref origin
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ref origin
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);
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);
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return Internal.GetGlyphForActionOrigin_Legacy(origin);
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return Internal.GetGlyphForActionOrigin_Legacy( origin );
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}
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/// <summary>
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/// Return an absolute path to the PNG image glyph for the provided analog action name. The current
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/// action set in use for the controller will be used for the lookup. You should cache the result and
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/// maintain your own list of loaded PNG assets.
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/// <para>
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/// Valve recommends that you continuously check the action origins using <see cref="Controller.GetAnalogActionOrigins(string)"/>
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/// in case the bindings have changed. When that happens you can update the prompts displayed in your game.
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/// </para>
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/// </summary>
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/// <param name="controller"></param>
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/// <param name="action"></param>
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/// <returns></returns>
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public static string GetAnalogActionGlyph( Controller controller, string action )
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{
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InputActionOrigin origin = InputActionOrigin.None;
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Internal.GetAnalogActionOrigins(
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controller.Handle,
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Internal.GetCurrentActionSet( controller.Handle ),
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GetAnalogActionHandle( action ),
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ref origin
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);
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return Internal.GetGlyphForActionOrigin_Legacy( origin );
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}
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}
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