river/river/Output.zig
2020-06-05 00:24:46 +02:00

742 lines
29 KiB
Zig

// This file is part of river, a dynamic tiling wayland compositor.
//
// Copyright 2020 Isaac Freund
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
const Self = @This();
const std = @import("std");
const c = @import("c.zig");
const render = @import("render.zig");
const Box = @import("Box.zig");
const LayerSurface = @import("LayerSurface.zig");
const Log = @import("log.zig").Log;
const Root = @import("Root.zig");
const View = @import("View.zig");
const ViewStack = @import("view_stack.zig").ViewStack;
const OutputStatus = @import("OutputStatus.zig");
root: *Root,
wlr_output: *c.wlr_output,
/// All layer surfaces on the output, indexed by the layer enum.
layers: [4]std.TailQueue(LayerSurface),
/// The area left for views and other layer surfaces after applying the
/// exclusive zones of exclusive layer surfaces.
usable_box: Box,
/// The top of the stack is the "most important" view.
views: ViewStack(View),
/// A bit field of focused tags
current_focused_tags: u32,
pending_focused_tags: ?u32,
/// Number of views in "master" section of the screen.
master_count: u32,
/// Percentage of the total screen that the master section takes up.
master_factor: f64,
/// Current layout of the output.
layout: Layout,
/// List of status tracking objects relaying changes to this output to clients.
status_trackers: std.SinglyLinkedList(OutputStatus),
// All listeners for this output, in alphabetical order
listen_destroy: c.wl_listener,
listen_frame: c.wl_listener,
listen_mode: c.wl_listener,
// All possible layouts.
pub const Layout = enum {
TopMaster,
RightMaster,
BottomMaster,
LeftMaster,
Full,
};
const LayoutName = struct {
name: []const u8,
layout: Layout,
};
// zig fmt: off
const layout_names = [_]LayoutName {
.{ .name = "top-master", .layout = Layout.TopMaster, },
.{ .name = "right-master", .layout = Layout.RightMaster, },
.{ .name = "bottom-master", .layout = Layout.BottomMaster, },
.{ .name = "left-master", .layout = Layout.LeftMaster, },
.{ .name = "full", .layout = Layout.Full, },
};
// zig fmt: on
pub fn getLayoutByName(self: Self, name: []const u8) Layout {
for (layout_names) |current| {
if (std.mem.eql(u8, name, current.name)) {
return current.layout;
}
}
Log.Error.log("Layout '{}' does not exist", .{name});
// In case of error default to LeftMaster
return Layout.LeftMaster;
}
pub fn init(self: *Self, root: *Root, wlr_output: *c.wlr_output) !void {
// Some backends don't have modes. DRM+KMS does, and we need to set a mode
// before we can use the output. The mode is a tuple of (width, height,
// refresh rate), and each monitor supports only a specific set of modes. We
// just pick the monitor's preferred mode, a more sophisticated compositor
// would let the user configure it.
// if not empty
if (c.wl_list_empty(&wlr_output.modes) == 0) {
// TODO: handle failure
const mode = c.wlr_output_preferred_mode(wlr_output);
c.wlr_output_set_mode(wlr_output, mode);
c.wlr_output_enable(wlr_output, true);
if (!c.wlr_output_commit(wlr_output)) {
return error.CantCommitWlrOutputMode;
}
}
self.root = root;
self.wlr_output = wlr_output;
wlr_output.data = self;
for (self.layers) |*layer| {
layer.* = std.TailQueue(LayerSurface).init();
}
self.views.init();
self.current_focused_tags = 1 << 0;
self.pending_focused_tags = null;
self.master_count = 1;
self.master_factor = 0.6;
// LeftMaster is the default layout for all outputs
self.layout = Layout.LeftMaster;
self.status_trackers = std.SinglyLinkedList(OutputStatus).init();
// Set up listeners
self.listen_destroy.notify = handleDestroy;
c.wl_signal_add(&wlr_output.events.destroy, &self.listen_destroy);
self.listen_frame.notify = handleFrame;
c.wl_signal_add(&wlr_output.events.frame, &self.listen_frame);
self.listen_mode.notify = handleMode;
c.wl_signal_add(&wlr_output.events.mode, &self.listen_mode);
if (c.river_wlr_output_is_noop(wlr_output)) {
// A noop output is always 0 x 0
self.usable_box = .{
.x = 0,
.y = 0,
.width = 0,
.height = 0,
};
} else {
// Add the new output to the layout. The add_auto function arranges outputs
// from left-to-right in the order they appear. A more sophisticated
// compositor would let the user configure the arrangement of outputs in the
// layout. This automatically creates an output global on the wl_display.
c.wlr_output_layout_add_auto(root.wlr_output_layout, wlr_output);
var width: c_int = undefined;
var height: c_int = undefined;
c.wlr_output_effective_resolution(wlr_output, &width, &height);
self.usable_box = .{
.x = 0,
.y = 0,
.width = @intCast(u32, width),
.height = @intCast(u32, height),
};
}
}
pub fn getRenderer(self: Self) *c.wlr_renderer {
return c.river_wlr_backend_get_renderer(self.wlr_output.backend);
}
pub fn sendViewTags(self: Self) void {
var it = self.status_trackers.first;
while (it) |node| : (it = node.next) node.data.sendViewTags();
}
const MasterPosition = enum {
Top,
Right,
Bottom,
Left,
};
/// Default layout of master-stack and slave-stack.
pub fn layoutMasterStack(self: *Self, visible_count: u32, output_tags: u32, position: MasterPosition) void {
const master_count = std.math.min(self.master_count, visible_count);
const slave_count = if (master_count >= visible_count) 0 else visible_count - master_count;
const border_width = self.root.server.config.border_width;
const view_padding = self.root.server.config.view_padding;
const outer_padding = self.root.server.config.outer_padding;
const layout_width = @intCast(u32, self.usable_box.width) - outer_padding * 2;
const layout_height = @intCast(u32, self.usable_box.height) - outer_padding * 2;
// Depending on position of the master area,
// the *_stack_size is either width or height
var master_stack_size: u32 = undefined;
var slave_stack_size: u32 = undefined;
if (master_count > 0 and slave_count > 0) {
// If both master and slave views are present
if (position == MasterPosition.Right or position == MasterPosition.Left) {
master_stack_size = @floatToInt(u32, @round(@intToFloat(f64, layout_width) * self.master_factor));
slave_stack_size = layout_width - master_stack_size;
} else {
master_stack_size = @floatToInt(u32, @round(@intToFloat(f64, layout_height) * self.master_factor));
slave_stack_size = layout_height - master_stack_size;
}
} else if (master_count > 0) {
if (position == MasterPosition.Right or position == MasterPosition.Left) {
master_stack_size = layout_width;
} else {
master_stack_size = layout_height;
}
slave_stack_size = 0;
} else {
if (position == MasterPosition.Right or position == MasterPosition.Left) {
slave_stack_size = layout_width;
} else {
slave_stack_size = layout_height;
}
master_stack_size = 0;
}
var i: u32 = 0;
var it = ViewStack(View).pendingIterator(self.views.first, output_tags);
while (it.next()) |node| {
const view = &node.view;
if (view.floating) {
continue;
}
var new_box: Box = undefined;
// Add the remainder to the first master/slave to ensure every
// pixel of height is used
if (i < master_count) {
if (position == MasterPosition.Top) { // Top master
const master_width = @divTrunc(layout_width, master_count);
const master_width_rem = layout_width % master_count;
new_box = .{
.x = @intCast(i32, i * master_width + if (i > 0) master_width_rem else 0),
.y = 0,
.width = master_width + if (i == 0) master_width_rem else 0,
.height = master_stack_size,
};
} else if (position == MasterPosition.Right) { // Right master
const master_height = @divTrunc(layout_height, master_count);
const master_height_rem = layout_height % master_count;
new_box = .{
.x = @intCast(i32, slave_stack_size),
.y = @intCast(i32, i * master_height + if (i > 0) master_height_rem else 0),
.width = master_stack_size,
.height = master_height + if (i == 0) master_height_rem else 0,
};
} else if (position == MasterPosition.Bottom) { // Bottom master
const master_width = @divTrunc(layout_width, master_count);
const master_width_rem = layout_width % master_count;
new_box = .{
.x = @intCast(i32, i * master_width + if (i > 0) master_width_rem else 0),
.y = @intCast(i32, slave_stack_size),
.width = master_width + if (i == 0) master_width_rem else 0,
.height = master_stack_size,
};
} else { // Left master
const master_height = @divTrunc(layout_height, master_count);
const master_height_rem = layout_height % master_count;
new_box = .{
.x = 0,
.y = @intCast(i32, i * master_height + if (i > 0) master_height_rem else 0),
.width = master_stack_size,
.height = master_height + if (i == 0) master_height_rem else 0,
};
}
} else {
if (position == MasterPosition.Top) { // Top master
const slave_width = @divTrunc(layout_width, slave_count);
const slave_width_rem = layout_width % slave_count;
new_box = .{
.x = @intCast(i32, (i - master_count) * slave_width + if (i > master_count) slave_width_rem else 0),
.y = @intCast(i32, master_stack_size),
.width = slave_width + if (i == master_count) slave_width_rem else 0,
.height = slave_stack_size,
};
} else if (position == MasterPosition.Right) { // Right master
const slave_height = @divTrunc(layout_height, slave_count);
const slave_height_rem = layout_height % slave_count;
new_box = .{
.x = 0,
.y = @intCast(i32, (i - master_count) * slave_height + if (i > master_count) slave_height_rem else 0),
.width = slave_stack_size,
.height = slave_height + if (i == master_count) slave_height_rem else 0,
};
} else if (position == MasterPosition.Bottom) { // Bottom master
const slave_width = @divTrunc(layout_width, slave_count);
const slave_width_rem = layout_width % slave_count;
new_box = .{
.x = @intCast(i32, (i - master_count) * slave_width + if (i > master_count) slave_width_rem else 0),
.y = 0,
.width = slave_width + if (i == master_count) slave_width_rem else 0,
.height = slave_stack_size,
};
} else { // Left master
const slave_height = @divTrunc(layout_height, slave_count);
const slave_height_rem = layout_height % slave_count;
new_box = .{
.x = @intCast(i32, master_stack_size),
.y = @intCast(i32, (i - master_count) * slave_height + if (i > master_count) slave_height_rem else 0),
.width = slave_stack_size,
.height = slave_height + if (i == master_count) slave_height_rem else 0,
};
}
}
// Apply offsets from borders and padding
const xy_offset = @intCast(i32, border_width + outer_padding + view_padding);
new_box.x += self.usable_box.x + xy_offset;
new_box.y += self.usable_box.y + xy_offset;
// Reduce size to allow space for borders/padding
const delta_size = (border_width + view_padding) * 2;
new_box.width -= delta_size;
new_box.height -= delta_size;
// Set the view's pending box to the new dimensions
view.pending_box = new_box;
i += 1;
}
}
/// Wrapper for default layout with master area on the top
pub fn layoutTopMaster(self: *Self, visible_count: u32, output_tags: u32) void {
layoutMasterStack(self, visible_count, output_tags, MasterPosition.Top);
}
/// Wrapper for default layout with master area on the right
pub fn layoutRightMaster(self: *Self, visible_count: u32, output_tags: u32) void {
layoutMasterStack(self, visible_count, output_tags, MasterPosition.Right);
}
/// Wrapper for default layout with master area on the bottom
pub fn layoutBottomMaster(self: *Self, visible_count: u32, output_tags: u32) void {
layoutMasterStack(self, visible_count, output_tags, MasterPosition.Bottom);
}
/// Wrapper for default layout with master area on the left
pub fn layoutLeftMaster(self: *Self, visible_count: u32, output_tags: u32) void {
layoutMasterStack(self, visible_count, output_tags, MasterPosition.Left);
}
/// A layout in which every window uses the maximum available space.
pub fn layoutFull(self: *Self, visible_count: u32, output_tags: u32) void {
const border_width = self.root.server.config.border_width;
const view_padding = self.root.server.config.view_padding;
const outer_padding = self.root.server.config.outer_padding;
const layout_width = @intCast(u32, self.usable_box.width) -
(outer_padding * 2) - (border_width * 2) - (view_padding * 2);
const layout_height = @intCast(u32, self.usable_box.height) -
(outer_padding * 2) - (border_width * 2) - (view_padding * 2);
const x_offset = self.usable_box.x + @intCast(i32, outer_padding + border_width + view_padding);
const y_offset = self.usable_box.y + @intCast(i32, outer_padding + border_width + view_padding);
var i: u32 = 0;
var it = ViewStack(View).pendingIterator(self.views.first, output_tags);
while (it.next()) |node| {
const view = &node.view;
if (view.floating) {
continue;
}
var new_box: Box = undefined;
new_box = .{
.x = x_offset,
.y = y_offset,
.width = layout_width,
.height = layout_height,
};
view.pending_box = new_box;
i += 1;
}
}
/// Arrange all views on the output for the current layout. Modifies only
/// pending state, the changes are not appplied until a transaction is started
/// and completed.
pub fn arrangeViews(self: *Self) void {
// If the output has a zero dimension, trying to arrange would cause
// underflow and is pointless anyway
if (self.usable_box.width == 0 or self.usable_box.height == 0) {
return;
}
const output_tags = if (self.pending_focused_tags) |tags|
tags
else
self.current_focused_tags;
const visible_count = blk: {
var count: u32 = 0;
var it = ViewStack(View).pendingIterator(self.views.first, output_tags);
while (it.next()) |node| {
if (node.view.floating) {
continue;
}
count += 1;
}
break :blk count;
};
// A single view should always use the maximum available space. This is
// implemented via the "full" layout to remove the need of every single
// layout to explicitly handle this edge case or the other edge case of
// no visible views.
if (visible_count <= 1) {
layoutFull(self, visible_count, output_tags);
return;
}
switch (self.layout) {
.Full => layoutFull(self, visible_count, output_tags),
.TopMaster => layoutTopMaster(self, visible_count, output_tags),
.RightMaster => layoutRightMaster(self, visible_count, output_tags),
.BottomMaster => layoutBottomMaster(self, visible_count, output_tags),
.LeftMaster => layoutLeftMaster(self, visible_count, output_tags),
}
}
/// Arrange all layer surfaces of this output and addjust the usable aread
pub fn arrangeLayers(self: *Self) void {
const full_box = blk: {
var width: c_int = undefined;
var height: c_int = undefined;
c.wlr_output_effective_resolution(self.wlr_output, &width, &height);
break :blk Box{
.x = 0,
.y = 0,
.width = @intCast(u32, width),
.height = @intCast(u32, height),
};
};
// This box is modified as exclusive zones are applied
var usable_box = full_box;
const layer_idxs = [_]usize{
c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY,
c.ZWLR_LAYER_SHELL_V1_LAYER_TOP,
c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM,
c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND,
};
// Arrange all layer surfaces with exclusive zones, applying them to the
// usable box along the way.
for (layer_idxs) |layer| {
self.arrangeLayer(self.layers[layer], full_box, &usable_box, true);
}
// If the the usable_box has changed, we need to rearrange the output
if (!std.meta.eql(self.usable_box, usable_box)) {
self.usable_box = usable_box;
self.root.arrange();
}
// Arrange the layers without exclusive zones
for (layer_idxs) |layer| {
self.arrangeLayer(self.layers[layer], full_box, &usable_box, false);
}
// Find the topmost layer surface in the top or overlay layers which
// requests keyboard interactivity if any.
const topmost_surface = outer: for (layer_idxs[0..2]) |layer| {
// Iterate in reverse order since the last layer is rendered on top
var it = self.layers[layer].last;
while (it) |node| : (it = node.prev) {
const layer_surface = &node.data;
if (layer_surface.wlr_layer_surface.current.keyboard_interactive) {
break :outer layer_surface;
}
}
} else null;
var it = self.root.server.input_manager.seats.first;
while (it) |node| : (it = node.next) {
const seat = &node.data;
// Only grab focus of seats which have the output focused
if (seat.focused_output != self) {
continue;
}
if (topmost_surface) |to_focus| {
// If we found a surface that requires focus, grab the focus of all
// seats.
seat.setFocusRaw(.{ .layer = to_focus });
} else if (seat.focused_layer) |current_focus| {
// If the seat is currently focusing a layer without keyboard
// interactivity, clear the focused layer.
if (!current_focus.wlr_layer_surface.current.keyboard_interactive) {
seat.setFocusRaw(.{ .none = {} });
seat.focus(null);
}
}
}
}
/// Arrange the layer surfaces of a given layer
fn arrangeLayer(
self: *Self,
layer: std.TailQueue(LayerSurface),
full_box: Box,
usable_box: *Box,
exclusive: bool,
) void {
var it = layer.first;
while (it) |node| : (it = node.next) {
const layer_surface = &node.data;
const current_state = layer_surface.wlr_layer_surface.current;
// If the value of exclusive_zone is greater than zero, then it exclusivly
// occupies some area of the screen.
if (exclusive != (current_state.exclusive_zone > 0)) {
continue;
}
// If the exclusive zone is set to -1, this means the the client would like
// to ignore any exclusive zones and use the full area of the output.
const bounds = if (current_state.exclusive_zone == -1) &full_box else usable_box;
var new_box: Box = undefined;
// Horizontal alignment
const anchor_left = @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_LEFT);
const anchor_right = @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_RIGHT);
if (current_state.desired_width == 0) {
const anchor_left_right = anchor_left | anchor_right;
if (current_state.anchor & anchor_left_right == anchor_left_right) {
new_box.x = bounds.x + @intCast(i32, current_state.margin.left);
new_box.width = bounds.width -
(current_state.margin.left + current_state.margin.right);
} else {
Log.Error.log(
"Protocol Error: layer surface '{}' requested width 0 without anchoring to opposite edges.",
.{layer_surface.wlr_layer_surface.namespace},
);
c.wlr_layer_surface_v1_close(layer_surface.wlr_layer_surface);
continue;
}
} else if (current_state.anchor & anchor_left != 0) {
new_box.x = bounds.x + @intCast(i32, current_state.margin.left);
new_box.width = current_state.desired_width;
} else if (current_state.anchor & anchor_right != 0) {
new_box.x = bounds.x + @intCast(i32, bounds.width - current_state.desired_width -
current_state.margin.right);
new_box.width = current_state.desired_width;
} else {
new_box.x = bounds.x + @intCast(i32, bounds.width / 2 - current_state.desired_width / 2);
new_box.width = current_state.desired_width;
}
// Vertical alignment
const anchor_top = @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_TOP);
const anchor_bottom = @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_BOTTOM);
if (current_state.desired_height == 0) {
const anchor_top_bottom = anchor_top | anchor_bottom;
if (current_state.anchor & anchor_top_bottom == anchor_top_bottom) {
new_box.y = bounds.y + @intCast(i32, current_state.margin.top);
new_box.height = bounds.height -
(current_state.margin.top + current_state.margin.bottom);
} else {
Log.Error.log(
"Protocol Error: layer surface '{}' requested height 0 without anchoring to opposite edges.",
.{layer_surface.wlr_layer_surface.namespace},
);
c.wlr_layer_surface_v1_close(layer_surface.wlr_layer_surface);
continue;
}
} else if (current_state.anchor & anchor_top != 0) {
new_box.y = bounds.y + @intCast(i32, current_state.margin.top);
new_box.height = current_state.desired_height;
} else if (current_state.anchor & anchor_bottom != 0) {
new_box.y = bounds.y + @intCast(i32, bounds.height - current_state.desired_height -
current_state.margin.bottom);
new_box.height = current_state.desired_height;
} else {
new_box.y = bounds.y + @intCast(i32, bounds.height / 2 - current_state.desired_height / 2);
new_box.height = current_state.desired_height;
}
layer_surface.box = new_box;
// Apply the exclusive zone to the current bounds
const edges = [4]struct {
anchors: u32,
to_increase: ?*i32,
to_decrease: ?*u32,
margin: u32,
}{
.{
.anchors = anchor_left | anchor_right | anchor_top,
.to_increase = &usable_box.y,
.to_decrease = &usable_box.height,
.margin = current_state.margin.top,
},
.{
.anchors = anchor_left | anchor_right | anchor_bottom,
.to_increase = null,
.to_decrease = &usable_box.height,
.margin = current_state.margin.bottom,
},
.{
.anchors = anchor_left | anchor_top | anchor_bottom,
.to_increase = &usable_box.x,
.to_decrease = &usable_box.width,
.margin = current_state.margin.left,
},
.{
.anchors = anchor_right | anchor_top | anchor_bottom,
.to_increase = null,
.to_decrease = &usable_box.width,
.margin = current_state.margin.right,
},
};
for (edges) |edge| {
if (current_state.anchor & edge.anchors == edge.anchors and
current_state.exclusive_zone + @intCast(i32, edge.margin) > 0)
{
const delta = current_state.exclusive_zone + @intCast(i32, edge.margin);
if (edge.to_increase) |value| {
value.* += delta;
}
if (edge.to_decrease) |value| {
value.* -= @intCast(u32, delta);
}
}
}
// Tell the client to assume the new size
Log.Debug.log("send configure, {} x {}", .{ layer_surface.box.width, layer_surface.box.height });
c.wlr_layer_surface_v1_configure(
layer_surface.wlr_layer_surface,
layer_surface.box.width,
layer_surface.box.height,
);
}
}
/// Called when the output is destroyed. Evacuate all views from the output
/// and then remove it from the list of outputs.
fn handleDestroy(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
const self = @fieldParentPtr(Self, "listen_destroy", listener.?);
const root = self.root;
Log.Debug.log("Output {} destroyed", .{self.wlr_output.name});
// Use the first output in the list that is not the one being destroyed.
// If there is no other real output, use the noop output.
var output_it = root.outputs.first;
const fallback_output = while (output_it) |output_node| : (output_it = output_node.next) {
if (&output_node.data != self) {
break &output_node.data;
}
} else &root.noop_output;
// Move all views from the destroyed output to the fallback one
while (self.views.last) |node| {
const view = &node.view;
view.sendToOutput(fallback_output);
}
// Close all layer surfaces on the destroyed output
for (self.layers) |*layer, layer_idx| {
while (layer.pop()) |node| {
const layer_surface = &node.data;
// We need to move the closing layer surface to the noop output
// since it may not be immediately destoryed. This just a request
// to close which will trigger unmap and destroy events in
// response, and the LayerSurface needs a valid output to
// handle them.
root.noop_output.layers[layer_idx].prepend(node);
layer_surface.output = &root.noop_output;
c.wlr_layer_surface_v1_close(layer_surface.wlr_layer_surface);
}
}
// If any seat has the destroyed output focused, focus the fallback one
var seat_it = root.server.input_manager.seats.first;
while (seat_it) |seat_node| : (seat_it = seat_node.next) {
const seat = &seat_node.data;
if (seat.focused_output == self) {
seat.focusOutput(self);
seat.focus(null);
}
}
// Remove all listeners
c.wl_list_remove(&self.listen_destroy.link);
c.wl_list_remove(&self.listen_frame.link);
c.wl_list_remove(&self.listen_mode.link);
// Clean up the wlr_output
self.wlr_output.data = null;
// Remove the destroyed output from the list
const node = @fieldParentPtr(std.TailQueue(Self).Node, "data", self);
root.outputs.remove(node);
root.server.allocator.destroy(node);
// Arrange the root in case evacuated views affect the layout
root.arrange();
}
fn handleFrame(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
// This function is called every time an output is ready to display a frame,
// generally at the output's refresh rate (e.g. 60Hz).
const self = @fieldParentPtr(Self, "listen_frame", listener.?);
render.renderOutput(self);
}
fn handleMode(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
const self = @fieldParentPtr(Self, "listen_mode", listener.?);
self.arrangeLayers();
self.root.arrange();
}