//! Iterates and prints gamepad input and connection events. use bevy::{ input::gamepad::{ GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadConnectionEvent, GamepadEvent, }, prelude::*, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Update, (gamepad_events, gamepad_ordered_events)) .run(); } fn gamepad_events( mut gamepad_connection_events: EventReader, mut gamepad_axis_events: EventReader, mut gamepad_button_events: EventReader, ) { for connection_event in gamepad_connection_events.iter() { info!("{:?}", connection_event); } for axis_event in gamepad_axis_events.iter() { info!( "{:?} of {:?} is changed to {}", axis_event.axis_type, axis_event.gamepad, axis_event.value ); } for button_event in gamepad_button_events.iter() { info!( "{:?} of {:?} is changed to {}", button_event.button_type, button_event.gamepad, button_event.value ); } } // If you require in-frame relative event ordering, you can also read the `Gamepad` event // stream directly. For standard use-cases, reading the events individually or using the // `Input` or `Axis` resources is preferable. fn gamepad_ordered_events(mut gamepad_events: EventReader) { for gamepad_event in gamepad_events.iter() { match gamepad_event { GamepadEvent::Connection(connection_event) => info!("{:?}", connection_event), GamepadEvent::Button(button_event) => info!("{:?}", button_event), GamepadEvent::Axis(axis_event) => info!("{:?}", axis_event), } } }