import type { LayoutNode } from 'officerdev'; // Two panels stacked on the left, the game on the right — the same arrangement Atelier uses, and the one // the rest of the app reads as "controls beside a surface". // // The left column is EMPTY on purpose. `appType: null` is a state of the framework rather than a missing // app, and `normalizeLayout` allows it explicitly, so these survive the plugin's own allow-list instead of // being rewritten to the fallback — which on a one-panel plugin would have rendered three Minesweepers. // The screen is `locked`, so an empty panel here is a plain bordered box with no app picker. That is the // intended look until something goes in them. // // The game panel keeps the id `minesweeper` it had when this was a single panel, so any per-panel state // already keyed on it survives the change. export const defaultLayout: LayoutNode = { type: 'group', id: 'minesweeper-root', direction: 'horizontal', children: [ { node: { type: 'group', id: 'minesweeper-side', direction: 'vertical', children: [ { node: { type: 'panel', id: 'minesweeper-side-top', appType: null }, size: 50 }, { node: { type: 'panel', id: 'minesweeper-side-bottom', appType: null }, size: 50 }, ], }, // 25 rather than Atelier's 30: the board is drawn at a whole-number scale, so the panel losing a // quarter of its width can drop it a step. 75% of a typical panel still clears 2x. size: 25, }, { node: { type: 'panel', id: 'minesweeper', appType: 'minesweeper' }, size: 75 }, ], };