use bevy::{ input::gamepad::{GamepadEvent, GamepadEventType}, prelude::*, }; fn main() { App::build() .add_plugins(DefaultPlugins) .add_system(gamepad_events.system()) .run(); } fn gamepad_events(mut gamepad_event: EventReader) { for event in gamepad_event.iter() { match &event { GamepadEvent(gamepad, GamepadEventType::Connected) => { println!("{:?} Connected", gamepad); } GamepadEvent(gamepad, GamepadEventType::Disconnected) => { println!("{:?} Disconnected", gamepad); } GamepadEvent(gamepad, GamepadEventType::ButtonChanged(button_type, value)) => { println!("{:?} of {:?} is changed to {}", button_type, gamepad, value); } GamepadEvent(gamepad, GamepadEventType::AxisChanged(axis_type, value)) => { println!("{:?} of {:?} is changed to {}", axis_type, gamepad, value); } } } }