Fix cursor visibility bug
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@ -804,7 +804,7 @@ wlsc_output_set_cursor(struct wlsc_output *output,
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/* Remove always to be on top. */
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wl_list_remove(&device->sprite->link);
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if (!use_hardware_cursor)
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if (!use_hardware_cursor && ec->focus)
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wl_list_insert(&ec->surface_list, &device->sprite->link);
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else
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wl_list_init(&device->sprite->link);
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@ -830,7 +830,7 @@ wlsc_output_repaint(struct wlsc_output *output)
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glUniform1i(ec->texture_shader.tex_uniform, 0);
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wlsc_output_set_cursor(output, ec->input_device,
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!(ec->focus && ec->fade.spring.current < 0.001));
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ec->fade.spring.current >= 0.001);
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pixman_region32_init(&new_damage);
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pixman_region32_copy(&new_damage, &ec->damage);
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