diff --git a/src/video/ogc/SDL_ogcevents.c b/src/video/ogc/SDL_ogcevents.c index c8702706d2e43..4498f17ec3e6f 100644 --- a/src/video/ogc/SDL_ogcevents.c +++ b/src/video/ogc/SDL_ogcevents.c @@ -49,9 +49,6 @@ static const struct { static void pump_ir_events(_THIS) { - SDL_Mouse *mouse = SDL_GetMouse(); - bool wiimote_pointed_at_screen = false; - if (!_this->windows) return; if (!SDL_WasInit(SDL_INIT_JOYSTICK)) { @@ -66,7 +63,6 @@ static void pump_ir_events(_THIS) if (!data->ir.valid) continue; - wiimote_pointed_at_screen = true; SDL_SendMouseMotion(_this->windows, i, 0, data->ir.x, data->ir.y); @@ -81,18 +77,6 @@ static void pump_ir_events(_THIS) } } } - - /* Unfortunately SDL in practice supports only one mouse, so we are - * consolidating all the wiimotes as a single device. - * Here we check if any wiimote is pointed at the screen, in which case we - * show the default cursor (the Wii hand); if not, then the default cursor - * is hidden. Note that this only affects applications which haven't - * explicitly set a cursor: the others remain in full control of whether a - * cursor should be shown or not. */ - if (mouse && mouse->cur_cursor == mouse->def_cursor && - mouse->cursor_shown != wiimote_pointed_at_screen) { - SDL_ShowCursor(wiimote_pointed_at_screen); - } } #endif