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