struct wlr_output *output = wlr_output_layout_output_at(
server->output_layout, server->seat.cursor->x,
server->seat.cursor->y);
+ if (!output) {
+ wlr_log(WLR_INFO,
+ "No output available to assign layer surface");
+ wlr_layer_surface_v1_destroy(layer_surface);
+ return;
+ }
layer_surface->output = output;
}
wl_signal_add(&surface->scene_layer_surface->tree->node.events.destroy,
&surface->node_destroy);
- if (!output) {
- wlr_log(WLR_ERROR, "no output for layer");
- return;
- }
-
/*
* Temporarily set the layer's current state to pending so that
* it can easily be arranged.