#include "device/gamepad/public/cpp/gamepad_features.h"
#include <algorithm>
#include "base/command_line.h"
#include "base/feature_list.h"
#include "base/metrics/field_trial_params.h"
#include "base/strings/string_number_conversions.h"
#include "base/strings/string_piece.h"
#include "device/gamepad/public/cpp/gamepad_switches.h"
namespace features {
BASE_FEATURE(kEnableGamepadButtonAxisEvents,
"EnableGamepadButtonAxisEvents",
base::FEATURE_DISABLED_BY_DEFAULT);
BASE_FEATURE(kEnableWindowsGamingInputDataFetcher,
"EnableWindowsGamingInputDataFetcher",
base::FEATURE_DISABLED_BY_DEFAULT);
BASE_FEATURE(kRestrictGamepadAccess,
"RestrictGamepadAccess",
base::FEATURE_DISABLED_BY_DEFAULT);
BASE_FEATURE(kEnableGamepadMultitouch,
"EnableGamepadMultitouch",
base::FEATURE_DISABLED_BY_DEFAULT);
#if BUILDFLAG(IS_ANDROID)
BASE_FEATURE(kEnableAndroidGamepadVibration,
"EnableAndroidGamepadVibration",
base::FEATURE_DISABLED_BY_DEFAULT);
#endif
bool AreGamepadButtonAxisEventsEnabled() {
if (base::FeatureList::IsEnabled(kEnableGamepadButtonAxisEvents))
return true;
base::CommandLine* command_line = base::CommandLine::ForCurrentProcess();
if (command_line &&
command_line->HasSwitch(switches::kEnableGamepadButtonAxisEvents)) {
return true;
}
return false;
}
bool IsGamepadMultitouchEnabled() {
if (base::FeatureList::IsEnabled(kEnableGamepadMultitouch)) {
return true;
}
return false;
}
}