1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
//! Iterates and prints gamepad input and connection events.

use bevy::{
    input::gamepad::{
        GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadButtonInput,
        GamepadConnectionEvent, GamepadEvent,
    },
    prelude::*,
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Update, (gamepad_events, gamepad_ordered_events))
        .run();
}

fn gamepad_events(
    mut connection_events: EventReader<GamepadConnectionEvent>,
    mut axis_changed_events: EventReader<GamepadAxisChangedEvent>,
    // Handles the continuous measure of how far a button has been pressed down, as measured
    // by `Axis<GamepadButton>`. Whenever that value changes, this event is emitted.
    mut button_changed_events: EventReader<GamepadButtonChangedEvent>,
    // Handles the boolean measure of whether a button is considered pressed or unpressed, as
    // defined by the thresholds in `GamepadSettings::button_settings` and measured by
    // `Input<GamepadButton>`. When the threshold is crossed and the button state changes,
    // this event is emitted.
    mut button_input_events: EventReader<GamepadButtonInput>,
) {
    for connection_event in connection_events.read() {
        info!("{:?}", connection_event);
    }
    for axis_changed_event in axis_changed_events.read() {
        info!(
            "{:?} of {:?} is changed to {}",
            axis_changed_event.axis_type, axis_changed_event.gamepad, axis_changed_event.value
        );
    }
    for button_changed_event in button_changed_events.read() {
        info!(
            "{:?} of {:?} is changed to {}",
            button_changed_event.button_type,
            button_changed_event.gamepad,
            button_changed_event.value
        );
    }
    for button_input_event in button_input_events.read() {
        info!("{:?}", button_input_event);
    }
}

// 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<T>` or `Axis<T>` resources is preferable.
fn gamepad_ordered_events(mut gamepad_events: EventReader<GamepadEvent>) {
    for gamepad_event in gamepad_events.read() {
        match gamepad_event {
            GamepadEvent::Connection(connection_event) => info!("{:?}", connection_event),
            GamepadEvent::Button(button_event) => info!("{:?}", button_event),
            GamepadEvent::Axis(axis_event) => info!("{:?}", axis_event),
        }
    }
}