bevy 0.18.1

A refreshingly simple data-driven game engine and app framework
Documentation
//! Iterates and prints gamepad input and connection events.

use bevy::{
    input::gamepad::{
        GamepadAxisChangedEvent, GamepadButtonChangedEvent, GamepadButtonStateChangedEvent,
        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: MessageReader<GamepadConnectionEvent>,
    // Handles the continuous measure of an axis, equivalent to GamepadAxes::get.
    mut axis_changed_events: MessageReader<GamepadAxisChangedEvent>,
    // Handles the continuous measure of how far a button has been pressed down, equivalent to `GamepadButtons::get`.
    mut button_changed_events: MessageReader<GamepadButtonChangedEvent>,
    // Handles the boolean measure of whether a button is considered pressed or unpressed, as
    // defined by the thresholds in `GamepadSettings::button_settings`.
    // When the threshold is crossed and the button state changes, this event is emitted.
    mut button_input_events: MessageReader<GamepadButtonStateChangedEvent>,
) {
    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, axis_changed_event.entity, axis_changed_event.value
        );
    }
    for button_changed_event in button_changed_events.read() {
        info!(
            "{:?} of {} is changed to {}",
            button_changed_event.button, button_changed_event.entity, 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: MessageReader<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),
        }
    }
}