Remove unused JoypadSDL::singleton

This commit is contained in:
Nintorch 2026-02-06 16:44:46 +05:00
parent 60638c93fb
commit 1469287ef7
2 changed files with 0 additions and 16 deletions

View file

@ -43,8 +43,6 @@
#include <SDL3/SDL_iostream.h>
#include <SDL3/SDL_joystick.h>
JoypadSDL *JoypadSDL::singleton = nullptr;
// Macro to skip the SDL joystick event handling if the device is an SDL gamepad, because
// there are separate events for SDL gamepads
#define SKIP_EVENT_FOR_GAMEPAD \
@ -52,10 +50,6 @@ JoypadSDL *JoypadSDL::singleton = nullptr;
continue; \
}
JoypadSDL::JoypadSDL() {
singleton = this;
}
JoypadSDL::~JoypadSDL() {
// Process any remaining input events
process_events();
@ -65,11 +59,6 @@ JoypadSDL::~JoypadSDL() {
}
}
SDL_Quit();
singleton = nullptr;
}
JoypadSDL *JoypadSDL::get_singleton() {
return singleton;
}
Error JoypadSDL::initialize() {

View file

@ -39,11 +39,8 @@ typedef struct SDL_Gamepad SDL_Gamepad;
class JoypadSDL {
public:
JoypadSDL();
~JoypadSDL();
static JoypadSDL *get_singleton();
Error initialize();
void process_events();
@ -69,8 +66,6 @@ private:
SDL_Gamepad *get_sdl_gamepad() const;
};
static JoypadSDL *singleton;
Joypad joypads[Input::JOYPADS_MAX];
HashMap<SDL_JoystickID, int> sdl_instance_id_to_joypad_id;