Output: use separate scene trees for layers
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@ -95,7 +95,7 @@ fn handleUnmap(listener: *wl.Listener(*wlr.LayerSurfaceV1), _: *wlr.LayerSurface
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// Remove from the output's list of layer surfaces
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const self_node = @fieldParentPtr(std.TailQueue(Self).Node, "data", self);
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self.output.layers[@intCast(usize, @enumToInt(self.layer))].remove(self_node);
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self.output.layer_surfaces[@intCast(usize, @enumToInt(self.layer))].remove(self_node);
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// If the unmapped surface is focused, clear focus
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var it = server.input_manager.seats.first;
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