The cursor scene contains the contents of the cursor. It contains a
CursorItem. The CursorItem either creates a SurfaceItem or an ImageItem
based on the currently attached CursorSource.
The cursor item is rendered by the cursor scene. For now, wherever the
cursor must be rendered, a dummy scene delegate is constructed. It's not
nice but it's a pretty cheap operation. There's a lot of potential for
clean up by moving cursor layer handling from output backends to
compositor. The main reason why there are no persistent scene views is
that it's just easier than tracking when they are actually used, e.g.
after switching between hw and sw cursor.
The software cursor fallback is a bit tricky case. It made to work by
constructing a scratch fbo. The cursor scene is rendered in the scratch
fbo, which is then rendered on the screen. Similar to the case above,
there's space for improvements, but I don't think it has to block the
effort for reusing Items to render the cursor.
Things such as Output, InputDevice and so on are made to be
multi-purpose. In order to make this separation more clear, this change
moves that code in the core directory. Some things still link to the
abstraction level above (kwin), they can be tackled in future refactors.
Ideally code in core/ should depend either on other code in core/ or
system libs.