@grafana/scenes 0.24.2 → 0.25.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +17 -0
- package/dist/esm/components/layout/grid/SceneGridItem.js +30 -0
- package/dist/esm/components/layout/grid/SceneGridItem.js.map +1 -0
- package/dist/esm/components/layout/grid/SceneGridLayout.js +4 -26
- package/dist/esm/components/layout/grid/SceneGridLayout.js.map +1 -1
- package/dist/esm/components/layout/grid/SceneGridLayoutRenderer.js +10 -5
- package/dist/esm/components/layout/grid/SceneGridLayoutRenderer.js.map +1 -1
- package/dist/esm/index.js +2 -1
- package/dist/esm/index.js.map +1 -1
- package/dist/esm/querying/SceneQueryRunner.js +9 -9
- package/dist/esm/querying/SceneQueryRunner.js.map +1 -1
- package/dist/esm/variables/components/VariableValueSelect.js +51 -3
- package/dist/esm/variables/components/VariableValueSelect.js.map +1 -1
- package/dist/esm/variables/sets/SceneVariableSet.js +7 -0
- package/dist/esm/variables/sets/SceneVariableSet.js.map +1 -1
- package/dist/esm/variables/variants/MultiValueVariable.js +5 -0
- package/dist/esm/variables/variants/MultiValueVariable.js.map +1 -1
- package/dist/esm/variables/variants/TestVariable.js +9 -2
- package/dist/esm/variables/variants/TestVariable.js.map +1 -1
- package/dist/index.d.ts +9 -3
- package/dist/index.js +344 -274
- package/dist/index.js.map +1 -1
- package/package.json +2 -2
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{"version":3,"file":"SceneVariableSet.js","sources":["../../../../src/variables/sets/SceneVariableSet.ts"],"sourcesContent":["import { VariableRefresh } from '@grafana/data';\nimport { Unsubscribable } from 'rxjs';\nimport { sceneGraph } from '../../core/sceneGraph';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObject } from '../../core/types';\nimport { writeSceneLog } from '../../utils/writeSceneLog';\nimport { SceneVariable, SceneVariables, SceneVariableSetState, SceneVariableValueChangedEvent } from '../types';\nimport { VariableValueRecorder } from '../VariableValueRecorder';\n\nexport class SceneVariableSet extends SceneObjectBase<SceneVariableSetState> implements SceneVariables {\n /** Variables that have changed in since the activation or since the first manual value change */\n private _variablesThatHaveChanged = new Set<SceneVariable>();\n\n /** Variables that are scheduled to be validated and updated */\n private _variablesToUpdate = new Set<SceneVariable>();\n\n /** Variables currently updating */\n private _updating = new Map<SceneVariable, VariableUpdateInProgress>();\n\n private _variableValueRecorder = new VariableValueRecorder();\n\n public getByName(name: string): SceneVariable | undefined {\n // TODO: Replace with index\n return this.state.variables.find((x) => x.state.name === name);\n }\n\n public constructor(state: SceneVariableSetState) {\n super(state);\n\n this.addActivationHandler(this._onActivate);\n }\n\n /**\n * Subscribes to child variable value changes, and starts the variable value validation process\n */\n private _onActivate = () => {\n const timeRange = sceneGraph.getTimeRange(this);\n // Subscribe to changes to child variables\n this._subs.add(\n this.subscribeToEvent(SceneVariableValueChangedEvent, (event) => this._handleVariableValueChanged(event.payload))\n );\n\n this._subs.add(\n timeRange.subscribeToState(() => {\n this._refreshTimeRangeBasedVariables();\n })\n );\n\n // Subscribe to state changes\n this._subs.add(this.subscribeToState(this._onStateChanged));\n\n this._checkForVariablesThatChangedWhileInactive();\n\n // Add all variables that need updating to queue\n for (const variable of this.state.variables) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n\n // Return deactivation handler;\n return this._onDeactivate;\n };\n\n /**\n * Add all variables that depend on the changed variable to the update queue\n */\n private _refreshTimeRangeBasedVariables() {\n for (const variable of this.state.variables) {\n if ('refresh' in variable.state && variable.state.refresh === VariableRefresh.onTimeRangeChanged) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n }\n\n /**\n * Cancel all currently running updates\n */\n private _onDeactivate = () => {\n for (const update of this._updating.values()) {\n update.subscription?.unsubscribe();\n }\n\n // Remember current variable values\n for (const variable of this.state.variables) {\n // if the current variable is not in queue to update and validate and not being actively updated then the value is ok\n if (!this._variablesToUpdate.has(variable) && !this._updating.has(variable)) {\n this._variableValueRecorder.recordCurrentValue(variable);\n }\n }\n\n this._variablesToUpdate.clear();\n this._updating.clear();\n };\n\n /**\n * Look for new variables that need to be initialized\n */\n private _onStateChanged = (newState: SceneVariableSetState, oldState: SceneVariableSetState) => {\n const variablesToUpdateCountStart = this._variablesToUpdate.size;\n\n // Check for removed variables\n for (const variable of oldState.variables) {\n if (!newState.variables.includes(variable)) {\n const updating = this._updating.get(variable);\n if (updating?.subscription) {\n updating.subscription.unsubscribe();\n }\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n }\n }\n\n // Check for new variables\n for (const variable of newState.variables) {\n if (!oldState.variables.includes(variable)) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n }\n\n // Only start a new batch if there was no batch already running\n if (variablesToUpdateCountStart === 0 && this._variablesToUpdate.size > 0) {\n this._updateNextBatch();\n }\n };\n\n /**\n * If variables changed while in in-active state we don't get any change events, so we need to check for that here.\n */\n private _checkForVariablesThatChangedWhileInactive() {\n if (!this._variableValueRecorder.hasValues()) {\n return;\n }\n\n for (const variable of this.state.variables) {\n if (this._variableValueRecorder.hasValueChanged(variable)) {\n writeVariableTraceLog(variable, 'Changed while in-active');\n this._addDependentVariablesToUpdateQueue(variable);\n }\n }\n }\n\n private _variableNeedsUpdate(variable: SceneVariable): boolean {\n if (!variable.validateAndUpdate) {\n return false;\n }\n\n // If we have recorded valid value (even if it has changed since we do not need to re-validate this variable)\n if (this._variableValueRecorder.hasRecordedValue(variable)) {\n writeVariableTraceLog(variable, 'Skipping updateAndValidate current value valid');\n return false;\n }\n\n return true;\n }\n\n /**\n * This loops through variablesToUpdate and update all that can.\n * If one has a dependency that is currently in variablesToUpdate it will be skipped for now.\n */\n private _updateNextBatch() {\n // If we have nothing more to update and variable values changed we need to update scene objects that depend on these variables\n if (this._variablesToUpdate.size === 0) {\n this._notifyDependentSceneObjects();\n return;\n }\n\n for (const variable of this._variablesToUpdate) {\n if (!variable.validateAndUpdate) {\n throw new Error('Variable added to variablesToUpdate but does not have validateAndUpdate');\n }\n\n // Ignore it if it's already started\n if (this._updating.has(variable)) {\n continue;\n }\n\n // Wait for variables that has dependencies that also needs updates\n if (this._hasDependendencyInUpdateQueue(variable)) {\n continue;\n }\n\n const variableToUpdate: VariableUpdateInProgress = {\n variable,\n };\n\n this._updating.set(variable, variableToUpdate);\n writeVariableTraceLog(variable, 'updateAndValidate started');\n\n variableToUpdate.subscription = variable.validateAndUpdate().subscribe({\n next: () => this._validateAndUpdateCompleted(variable),\n error: (err) => this._handleVariableError(variable, err),\n });\n }\n }\n\n /**\n * A variable has completed it's update process. This could mean that variables that depend on it can now be updated in turn.\n */\n private _validateAndUpdateCompleted(variable: SceneVariable) {\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n\n writeVariableTraceLog(variable, 'updateAndValidate completed');\n\n this._updateNextBatch();\n }\n\n /**\n * TODO handle this properly (and show error in UI).\n * Not sure if this should be handled here on in MultiValueVariable\n */\n private _handleVariableError(variable: SceneVariable, err: Error) {\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n variable.setState({ loading: false, error: err });\n\n writeVariableTraceLog(variable, 'updateAndValidate error', err);\n }\n\n /**\n * Checks if the variable has any dependencies that is currently in variablesToUpdate\n */\n private _hasDependendencyInUpdateQueue(variable: SceneVariable) {\n if (!variable.variableDependency) {\n return false;\n }\n\n for (const otherVariable of this._variablesToUpdate.values()) {\n if (variable.variableDependency?.hasDependencyOn(otherVariable.state.name)) {\n return true;\n }\n }\n\n return false;\n }\n\n private _handleVariableValueChanged(variableThatChanged: SceneVariable) {\n this._variablesThatHaveChanged.add(variableThatChanged);\n\n // Ignore this change if it is currently updating\n if (this._updating.has(variableThatChanged)) {\n return;\n }\n\n this._addDependentVariablesToUpdateQueue(variableThatChanged);\n this._updateNextBatch();\n }\n\n private _addDependentVariablesToUpdateQueue(variableThatChanged: SceneVariable) {\n for (const otherVariable of this.state.variables) {\n if (otherVariable.variableDependency) {\n if (otherVariable.variableDependency.hasDependencyOn(variableThatChanged.state.name)) {\n writeVariableTraceLog(otherVariable, 'Added to update queue, dependant variable value changed');\n this._variablesToUpdate.add(otherVariable);\n }\n }\n }\n }\n\n /**\n * Walk scene object graph and update all objects that depend on variables that have changed\n */\n private _notifyDependentSceneObjects() {\n if (!this.parent) {\n return;\n }\n\n this._traverseSceneAndNotify(this.parent);\n this._variablesThatHaveChanged.clear();\n }\n\n /**\n * Recursivly walk the full scene object graph and notify all objects with dependencies that include any of changed variables\n */\n private _traverseSceneAndNotify(sceneObject: SceneObject) {\n // No need to notify variables under this SceneVariableSet\n if (this === sceneObject) {\n return;\n }\n\n // Skip non active scene objects\n if (!sceneObject.isActive) {\n return;\n }\n\n if (sceneObject.variableDependency) {\n sceneObject.variableDependency.variableUpdatesCompleted(this._variablesThatHaveChanged);\n }\n\n sceneObject.forEachChild((child) 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{"version":3,"file":"SceneVariableSet.js","sources":["../../../../src/variables/sets/SceneVariableSet.ts"],"sourcesContent":["import { VariableRefresh } from '@grafana/data';\nimport { Unsubscribable } from 'rxjs';\nimport { sceneGraph } from '../../core/sceneGraph';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObject } from '../../core/types';\nimport { writeSceneLog } from '../../utils/writeSceneLog';\nimport { SceneVariable, SceneVariables, SceneVariableSetState, SceneVariableValueChangedEvent } from '../types';\nimport { VariableValueRecorder } from '../VariableValueRecorder';\n\nexport class SceneVariableSet extends SceneObjectBase<SceneVariableSetState> implements SceneVariables {\n /** Variables that have changed in since the activation or since the first manual value change */\n private _variablesThatHaveChanged = new Set<SceneVariable>();\n\n /** Variables that are scheduled to be validated and updated */\n private _variablesToUpdate = new Set<SceneVariable>();\n\n /** Variables currently updating */\n private _updating = new Map<SceneVariable, VariableUpdateInProgress>();\n\n private _variableValueRecorder = new VariableValueRecorder();\n\n public getByName(name: string): SceneVariable | undefined {\n // TODO: Replace with index\n return this.state.variables.find((x) => x.state.name === name);\n }\n\n public constructor(state: SceneVariableSetState) {\n super(state);\n\n this.addActivationHandler(this._onActivate);\n }\n\n /**\n * Subscribes to child variable value changes, and starts the variable value validation process\n */\n private _onActivate = () => {\n const timeRange = sceneGraph.getTimeRange(this);\n // Subscribe to changes to child variables\n this._subs.add(\n this.subscribeToEvent(SceneVariableValueChangedEvent, (event) => this._handleVariableValueChanged(event.payload))\n );\n\n this._subs.add(\n timeRange.subscribeToState(() => {\n this._refreshTimeRangeBasedVariables();\n })\n );\n\n // Subscribe to state changes\n this._subs.add(this.subscribeToState(this._onStateChanged));\n\n this._checkForVariablesThatChangedWhileInactive();\n\n // Add all variables that need updating to queue\n for (const variable of this.state.variables) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n\n // Return deactivation handler;\n return this._onDeactivate;\n };\n\n /**\n * Add all variables that depend on the changed variable to the update queue\n */\n private _refreshTimeRangeBasedVariables() {\n for (const variable of this.state.variables) {\n if ('refresh' in variable.state && variable.state.refresh === VariableRefresh.onTimeRangeChanged) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n }\n\n /**\n * Cancel all currently running updates\n */\n private _onDeactivate = () => {\n for (const update of this._updating.values()) {\n update.subscription?.unsubscribe();\n }\n\n // Remember current variable values\n for (const variable of this.state.variables) {\n // if the current variable is not in queue to update and validate and not being actively updated then the value is ok\n if (!this._variablesToUpdate.has(variable) && !this._updating.has(variable)) {\n this._variableValueRecorder.recordCurrentValue(variable);\n }\n }\n\n this._variablesToUpdate.clear();\n this._updating.clear();\n };\n\n /**\n * Look for new variables that need to be initialized\n */\n private _onStateChanged = (newState: SceneVariableSetState, oldState: SceneVariableSetState) => {\n const variablesToUpdateCountStart = this._variablesToUpdate.size;\n\n // Check for removed variables\n for (const variable of oldState.variables) {\n if (!newState.variables.includes(variable)) {\n const updating = this._updating.get(variable);\n if (updating?.subscription) {\n updating.subscription.unsubscribe();\n }\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n }\n }\n\n // Check for new variables\n for (const variable of newState.variables) {\n if (!oldState.variables.includes(variable)) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n }\n\n // Only start a new batch if there was no batch already running\n if (variablesToUpdateCountStart === 0 && this._variablesToUpdate.size > 0) {\n this._updateNextBatch();\n }\n };\n\n /**\n * If variables changed while in in-active state we don't get any change events, so we need to check for that here.\n */\n private _checkForVariablesThatChangedWhileInactive() {\n if (!this._variableValueRecorder.hasValues()) {\n return;\n }\n\n for (const variable of this.state.variables) {\n if (this._variableValueRecorder.hasValueChanged(variable)) {\n writeVariableTraceLog(variable, 'Changed while in-active');\n this._addDependentVariablesToUpdateQueue(variable);\n }\n }\n }\n\n private _variableNeedsUpdate(variable: SceneVariable): boolean {\n if (!variable.validateAndUpdate) {\n return false;\n }\n\n // If we have recorded valid value (even if it has changed since we do not need to re-validate this variable)\n if (this._variableValueRecorder.hasRecordedValue(variable)) {\n writeVariableTraceLog(variable, 'Skipping updateAndValidate current value valid');\n return false;\n }\n\n return true;\n }\n\n /**\n * This loops through variablesToUpdate and update all that can.\n * If one has a dependency that is currently in variablesToUpdate it will be skipped for now.\n */\n private _updateNextBatch() {\n // If we have nothing more to update and variable values changed we need to update scene objects that depend on these variables\n if (this._variablesToUpdate.size === 0) {\n this._notifyDependentSceneObjects();\n return;\n }\n\n for (const variable of this._variablesToUpdate) {\n if (!variable.validateAndUpdate) {\n throw new Error('Variable added to variablesToUpdate but does not have validateAndUpdate');\n }\n\n // Ignore it if it's already started\n if (this._updating.has(variable)) {\n continue;\n }\n\n // Wait for variables that has dependencies that also needs updates\n if (this._hasDependendencyInUpdateQueue(variable)) {\n continue;\n }\n\n const variableToUpdate: VariableUpdateInProgress = {\n variable,\n };\n\n this._updating.set(variable, variableToUpdate);\n writeVariableTraceLog(variable, 'updateAndValidate started');\n\n variableToUpdate.subscription = variable.validateAndUpdate().subscribe({\n next: () => this._validateAndUpdateCompleted(variable),\n error: (err) => this._handleVariableError(variable, err),\n });\n }\n }\n\n /**\n * A variable has completed its update process. This could mean that variables that depend on it can now be updated in turn.\n */\n private _validateAndUpdateCompleted(variable: SceneVariable) {\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n\n writeVariableTraceLog(variable, 'updateAndValidate completed');\n\n this._updateNextBatch();\n }\n\n public cancel(variable: SceneVariable) {\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n }\n\n /**\n * TODO handle this properly (and show error in UI).\n * Not sure if this should be handled here on in MultiValueVariable\n */\n private _handleVariableError(variable: SceneVariable, err: Error) {\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n variable.setState({ loading: false, error: err });\n\n writeVariableTraceLog(variable, 'updateAndValidate error', err);\n }\n\n /**\n * Checks if the variable has any dependencies that is currently in variablesToUpdate\n */\n private _hasDependendencyInUpdateQueue(variable: SceneVariable) {\n if (!variable.variableDependency) {\n return false;\n }\n\n for (const otherVariable of this._variablesToUpdate.values()) {\n if (variable.variableDependency?.hasDependencyOn(otherVariable.state.name)) {\n return true;\n }\n }\n\n return false;\n }\n\n private _handleVariableValueChanged(variableThatChanged: SceneVariable) {\n this._variablesThatHaveChanged.add(variableThatChanged);\n\n // Ignore this change if it is currently updating\n if (this._updating.has(variableThatChanged)) {\n return;\n }\n\n this._addDependentVariablesToUpdateQueue(variableThatChanged);\n this._updateNextBatch();\n }\n\n private _addDependentVariablesToUpdateQueue(variableThatChanged: SceneVariable) {\n for (const otherVariable of this.state.variables) {\n if (otherVariable.variableDependency) {\n if (otherVariable.variableDependency.hasDependencyOn(variableThatChanged.state.name)) {\n writeVariableTraceLog(otherVariable, 'Added to update queue, dependant variable value changed');\n this._variablesToUpdate.add(otherVariable);\n }\n }\n }\n }\n\n /**\n * Walk scene object graph and update all objects that depend on variables that have changed\n */\n private _notifyDependentSceneObjects() {\n if (!this.parent) {\n return;\n }\n\n this._traverseSceneAndNotify(this.parent);\n this._variablesThatHaveChanged.clear();\n }\n\n /**\n * Recursivly walk the full scene object graph and notify all objects with dependencies that include any of changed variables\n */\n private _traverseSceneAndNotify(sceneObject: SceneObject) {\n // No need to notify variables under this SceneVariableSet\n if (this === sceneObject) {\n return;\n }\n\n // Skip non active scene objects\n if (!sceneObject.isActive) {\n return;\n }\n\n if (sceneObject.variableDependency) {\n sceneObject.variableDependency.variableUpdatesCompleted(this._variablesThatHaveChanged);\n }\n\n sceneObject.forEachChild((child) => this._traverseSceneAndNotify(child));\n }\n\n /**\n * Return true if variable is waiting to update or currently updating\n */\n public isVariableLoadingOrWaitingToUpdate(variable: SceneVariable) {\n // If we have not activated yet then variables are not up to date\n if (!this.isActive) {\n return true;\n }\n\n return this._variablesToUpdate.has(variable) || this._updating.has(variable);\n }\n}\n\nexport interface VariableUpdateInProgress {\n variable: SceneVariable;\n subscription?: Unsubscribable;\n}\n\nfunction writeVariableTraceLog(variable: SceneVariable, message: string, err?: Error) {\n writeSceneLog('SceneVariableSet', `Variable[${variable.state.name}]: ${message}`, 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@@ -19,6 +19,11 @@ class MultiValueVariable extends SceneObjectBase {
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})
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);
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}
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cancel() {
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this.setStateHelper({ loading: false });
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const sceneVarSet = this.parent;
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sceneVarSet == null ? void 0 : sceneVarSet.cancel(this);
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}
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updateValueGivenNewOptions(options) {
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const stateUpdate = {
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options,
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@@ -1 +1 @@
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-
{"version":3,"file":"MultiValueVariable.js","sources":["../../../../src/variables/variants/MultiValueVariable.ts"],"sourcesContent":["import { isEqual } from 'lodash';\nimport { map, Observable } from 'rxjs';\n\nimport { ALL_VARIABLE_TEXT, ALL_VARIABLE_VALUE } from '../constants';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObject, SceneObjectUrlSyncHandler, SceneObjectUrlValues } from '../../core/types';\nimport {\n SceneVariable,\n SceneVariableValueChangedEvent,\n SceneVariableState,\n ValidateAndUpdateResult,\n VariableValue,\n VariableValueOption,\n VariableValueSingle,\n CustomVariableValue,\n VariableCustomFormatterFn,\n} from '../types';\nimport { formatRegistry } from '../interpolation/formatRegistry';\nimport { VariableFormatID } from '@grafana/schema';\n\nexport interface MultiValueVariableState extends SceneVariableState {\n value: VariableValue; // old current.text\n text: VariableValue; // old current.value\n options: VariableValueOption[];\n isMulti?: boolean;\n includeAll?: boolean;\n defaultToAll?: boolean;\n allValue?: string;\n placeholder?: string;\n}\n\nexport interface VariableGetOptionsArgs {\n searchFilter?: string;\n}\n\nexport abstract class MultiValueVariable<TState extends MultiValueVariableState = MultiValueVariableState>\n extends SceneObjectBase<TState>\n implements SceneVariable<TState>\n{\n protected _urlSync: SceneObjectUrlSyncHandler = new MultiValueUrlSyncHandler(this);\n\n /**\n * The source of value options.\n */\n public abstract getValueOptions(args: VariableGetOptionsArgs): Observable<VariableValueOption[]>;\n\n /**\n * This function is called on when SceneVariableSet is activated or when a dependency changes.\n */\n public validateAndUpdate(): Observable<ValidateAndUpdateResult> {\n return this.getValueOptions({}).pipe(\n map((options) => {\n this.updateValueGivenNewOptions(options);\n return {};\n })\n );\n }\n\n /**\n * Check if current value is valid given new options. If not update the value.\n */\n private updateValueGivenNewOptions(options: VariableValueOption[]) {\n const stateUpdate: Partial<MultiValueVariableState> = {\n options,\n loading: false,\n value: this.state.value,\n text: this.state.text,\n };\n\n if (options.length === 0) {\n // TODO handle the no value state\n } else if (this.hasAllValue()) {\n // If value is set to All then we keep it set to All but just store the options\n } else if (this.state.isMulti) {\n // If we are a multi valued variable validate the current values are among the options\n const currentValues = Array.isArray(this.state.value) ? this.state.value : [this.state.value];\n const validValues = currentValues.filter((v) => options.find((o) => o.value === v));\n\n // If no valid values pick the first option\n if (validValues.length === 0) {\n const defaultState = this.getDefaultMultiState(options);\n stateUpdate.value = defaultState.value;\n stateUpdate.text = defaultState.text;\n }\n // We have valid values, if it's different from current valid values update current values\n else if (!isEqual(validValues, this.state.value)) {\n const validTexts = validValues.map((v) => options.find((o) => o.value === v)!.label);\n stateUpdate.value = validValues;\n stateUpdate.text = validTexts;\n }\n } else {\n // Single valued variable\n const foundCurrent = options.find((x) => x.value === this.state.value);\n if (!foundCurrent) {\n if (this.state.defaultToAll) {\n stateUpdate.value = ALL_VARIABLE_VALUE;\n stateUpdate.text = ALL_VARIABLE_TEXT;\n } else {\n // Current value is not valid. Set to first of the available options\n stateUpdate.value = options[0].value;\n stateUpdate.text = options[0].label;\n }\n }\n }\n\n // Remember current value and text\n const { value: prevValue, text: prevText } = this.state;\n\n // Perform state change\n this.setStateHelper(stateUpdate);\n\n // Publish value changed event only if value changed\n if (stateUpdate.value !== prevValue || stateUpdate.text !== prevText || this.hasAllValue()) {\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n }\n\n public getValue(): VariableValue {\n if (this.hasAllValue()) {\n if (this.state.allValue) {\n return new CustomAllValue(this.state.allValue, this);\n }\n\n return this.state.options.map((x) => x.value);\n }\n\n return this.state.value;\n }\n\n public getValueText(): string {\n if (this.hasAllValue()) {\n return ALL_VARIABLE_TEXT;\n }\n\n if (Array.isArray(this.state.text)) {\n return this.state.text.join(' + ');\n }\n\n return String(this.state.text);\n }\n\n private hasAllValue() {\n const value = this.state.value;\n return value === ALL_VARIABLE_VALUE || (Array.isArray(value) && value[0] === ALL_VARIABLE_VALUE);\n }\n\n private getDefaultMultiState(options: VariableValueOption[]) {\n if (this.state.defaultToAll) {\n return { value: [ALL_VARIABLE_VALUE], text: [ALL_VARIABLE_TEXT] };\n } else {\n return { value: [options[0].value], text: [options[0].label] };\n }\n }\n\n /**\n * Change the value and publish SceneVariableValueChangedEvent event\n */\n public changeValueTo(value: VariableValue, text?: VariableValue) {\n // Igore if there is no change\n if (value === this.state.value && text === this.state.text) {\n return;\n }\n\n if (!text) {\n if (Array.isArray(value)) {\n text = value.map((v) => this.findLabelTextForValue(v));\n } else {\n text = this.findLabelTextForValue(value);\n }\n }\n\n if (Array.isArray(value)) {\n // If we are a multi valued variable is cleared (empty array) we need to set the default empty state\n if (value.length === 0) 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{"version":3,"file":"MultiValueVariable.js","sources":["../../../../src/variables/variants/MultiValueVariable.ts"],"sourcesContent":["import { isEqual } from 'lodash';\nimport { map, Observable } from 'rxjs';\n\nimport { ALL_VARIABLE_TEXT, ALL_VARIABLE_VALUE } from '../constants';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObject, SceneObjectUrlSyncHandler, SceneObjectUrlValues } from '../../core/types';\nimport {\n SceneVariable,\n SceneVariableValueChangedEvent,\n SceneVariableState,\n ValidateAndUpdateResult,\n VariableValue,\n VariableValueOption,\n VariableValueSingle,\n CustomVariableValue,\n VariableCustomFormatterFn,\n} from '../types';\nimport { formatRegistry } from '../interpolation/formatRegistry';\nimport { VariableFormatID } from '@grafana/schema';\nimport { SceneVariableSet } from '../sets/SceneVariableSet';\n\nexport interface MultiValueVariableState extends SceneVariableState {\n value: VariableValue; // old current.text\n text: VariableValue; // old current.value\n options: VariableValueOption[];\n isMulti?: boolean;\n includeAll?: boolean;\n defaultToAll?: boolean;\n allValue?: string;\n placeholder?: string;\n}\n\nexport interface VariableGetOptionsArgs {\n searchFilter?: string;\n}\n\nexport abstract class MultiValueVariable<TState extends MultiValueVariableState = MultiValueVariableState>\n extends SceneObjectBase<TState>\n implements SceneVariable<TState>\n{\n protected _urlSync: SceneObjectUrlSyncHandler = new MultiValueUrlSyncHandler(this);\n\n /**\n * The source of value options.\n */\n public abstract getValueOptions(args: VariableGetOptionsArgs): Observable<VariableValueOption[]>;\n\n /**\n * This function is called on when SceneVariableSet is activated or when a dependency changes.\n */\n public validateAndUpdate(): Observable<ValidateAndUpdateResult> {\n return this.getValueOptions({}).pipe(\n map((options) => {\n this.updateValueGivenNewOptions(options);\n return {};\n })\n );\n }\n\n public cancel?(): void {\n this.setStateHelper({ loading: false });\n const sceneVarSet = this.parent as SceneVariableSet;\n sceneVarSet?.cancel(this);\n }\n\n /**\n * Check if current value is valid given new options. 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`var-${this._sceneObject.state.name}`;\n }\n\n public getKeys(): string[] {\n return [this.getKey()];\n }\n\n public getUrlState(): SceneObjectUrlValues {\n let urlValue: string | string[] | null = null;\n let value = this._sceneObject.state.value;\n\n if (Array.isArray(value)) {\n urlValue = value.map(String);\n } else {\n urlValue = String(value);\n }\n\n return { [this.getKey()]: urlValue };\n }\n\n public updateFromUrl(values: SceneObjectUrlValues): void {\n const urlValue = values[this.getKey()];\n\n if (urlValue != null) {\n this._sceneObject.changeValueTo(urlValue);\n }\n }\n}\n\n/**\n * Variable getValue can return this to skip any subsequent formatting.\n * This is useful for custom all values that should not be escaped/formatted.\n */\nexport class CustomAllValue implements CustomVariableValue {\n public constructor(private _value: string, private _variable: SceneVariable) {}\n\n public formatter(formatNameOrFn?: string | VariableCustomFormatterFn): string {\n if 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@@ -5,6 +5,8 @@ import { VariableDependencyConfig } from '../VariableDependencyConfig.js';
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5
5
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import { renderSelectForVariable } from '../components/VariableValueSelect.js';
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import { MultiValueVariable } from './MultiValueVariable.js';
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import { VariableRefresh } from '@grafana/data';
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+
import { getClosest } from '../../core/sceneGraph/utils.js';
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+
import { SceneVariableSet } from '../sets/SceneVariableSet.js';
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var __defProp = Object.defineProperty;
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var __getOwnPropSymbols = Object.getOwnPropertySymbols;
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@@ -52,16 +54,21 @@ class TestVariable extends MultiValueVariable {
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});
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let timeout;
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if (delayMs) {
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-
timeout = setTimeout(() => this.signalUpdateCompleted(), delayMs);
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timeout = window.setTimeout(() => this.signalUpdateCompleted(), delayMs);
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}
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this.isGettingValues = true;
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return () => {
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sub.unsubscribe();
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-
clearTimeout(timeout);
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window.clearTimeout(timeout);
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this.setState({ loading: false });
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this.isGettingValues = false;
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};
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});
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}
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cancel() {
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+
const sceneVarSet = getClosest(this, (s) => s instanceof SceneVariableSet ? s : void 0);
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sceneVarSet == null ? void 0 : sceneVarSet.cancel(this);
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}
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issueQuery() {
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const interpolatedQuery = sceneGraph.interpolate(this, this.state.query);
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const options = queryMetricTree(interpolatedQuery).map((x) => ({ label: x.name, value: x.name }));
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"TestVariable.js","sources":["../../../../src/variables/variants/TestVariable.tsx"],"sourcesContent":["import { Observable, Subject } from 'rxjs';\n\nimport { sceneGraph } from '../../core/sceneGraph';\nimport { SceneComponentProps } from '../../core/types';\nimport { queryMetricTree } from '../../utils/metricTree';\nimport { VariableDependencyConfig } from '../VariableDependencyConfig';\nimport { renderSelectForVariable } from '../components/VariableValueSelect';\nimport { VariableValueOption } from '../types';\n\nimport { MultiValueVariable, MultiValueVariableState, VariableGetOptionsArgs } from './MultiValueVariable';\nimport { VariableRefresh } from '@grafana/data';\n\nexport interface TestVariableState extends MultiValueVariableState {\n query: string;\n delayMs?: number;\n issuedQuery?: string;\n refresh?: VariableRefresh;\n}\n\n/**\n * This variable is only designed for unit tests and potentially e2e tests.\n */\nexport class TestVariable extends MultiValueVariable<TestVariableState> {\n private completeUpdate = new Subject<number>();\n public isGettingValues = true;\n public getValueOptionsCount = 0;\n\n protected _variableDependency = new VariableDependencyConfig(this, {\n statePaths: ['query'],\n });\n\n public constructor(initialState: Partial<TestVariableState>) {\n super({\n type: 'custom',\n name: 'Test',\n value: 'Value',\n text: 'Text',\n query: 'Query',\n options: [],\n refresh: VariableRefresh.onDashboardLoad,\n ...initialState,\n });\n }\n\n public getValueOptions(args: VariableGetOptionsArgs): Observable<VariableValueOption[]> {\n const { delayMs } = this.state;\n\n this.getValueOptionsCount += 1;\n\n return new Observable<VariableValueOption[]>((observer) => {\n this.setState({ loading: true });\n\n const sub = this.completeUpdate.subscribe({\n next: () => {\n observer.next(this.issueQuery());\n },\n });\n\n let timeout:
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1
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+
{"version":3,"file":"TestVariable.js","sources":["../../../../src/variables/variants/TestVariable.tsx"],"sourcesContent":["import { Observable, Subject } from 'rxjs';\n\nimport { sceneGraph } from '../../core/sceneGraph';\nimport { SceneComponentProps } from '../../core/types';\nimport { queryMetricTree } from '../../utils/metricTree';\nimport { VariableDependencyConfig } from '../VariableDependencyConfig';\nimport { renderSelectForVariable } from '../components/VariableValueSelect';\nimport { VariableValueOption } from '../types';\n\nimport { MultiValueVariable, MultiValueVariableState, VariableGetOptionsArgs } from './MultiValueVariable';\nimport { VariableRefresh } from '@grafana/data';\nimport { getClosest } from '../../core/sceneGraph/utils';\nimport { SceneVariableSet } from '../sets/SceneVariableSet';\n\nexport interface TestVariableState extends MultiValueVariableState {\n query: string;\n delayMs?: number;\n issuedQuery?: string;\n refresh?: VariableRefresh;\n}\n\n/**\n * This variable is only designed for unit tests and potentially e2e tests.\n */\nexport class TestVariable extends MultiValueVariable<TestVariableState> {\n private completeUpdate = new Subject<number>();\n public isGettingValues = true;\n public getValueOptionsCount = 0;\n\n protected _variableDependency = new VariableDependencyConfig(this, {\n statePaths: ['query'],\n });\n\n public constructor(initialState: Partial<TestVariableState>) {\n super({\n type: 'custom',\n name: 'Test',\n value: 'Value',\n text: 'Text',\n query: 'Query',\n options: [],\n refresh: VariableRefresh.onDashboardLoad,\n ...initialState,\n });\n }\n\n public getValueOptions(args: VariableGetOptionsArgs): Observable<VariableValueOption[]> {\n const { delayMs } = this.state;\n\n this.getValueOptionsCount += 1;\n\n return new Observable<VariableValueOption[]>((observer) => {\n this.setState({ loading: true });\n\n const sub = this.completeUpdate.subscribe({\n next: () => {\n observer.next(this.issueQuery());\n },\n });\n\n let timeout: number | undefined;\n if (delayMs) {\n timeout = window.setTimeout(() => this.signalUpdateCompleted(), delayMs);\n }\n\n this.isGettingValues = true;\n\n return () => {\n sub.unsubscribe();\n window.clearTimeout(timeout);\n this.setState({ loading: false })\n this.isGettingValues = false;\n };\n });\n }\n\n public cancel() {\n const sceneVarSet = getClosest(this, (s) => s instanceof SceneVariableSet ? s : undefined);\n sceneVarSet?.cancel(this);\n }\n\n private issueQuery() {\n const interpolatedQuery = sceneGraph.interpolate(this, this.state.query);\n const options = queryMetricTree(interpolatedQuery).map((x) => ({ label: x.name, value: x.name }));\n\n this.setState({\n issuedQuery: interpolatedQuery,\n options,\n });\n\n return options;\n }\n\n /** Useful from tests */\n public signalUpdateCompleted() {\n this.completeUpdate.next(1);\n }\n\n public static Component = ({ model }: SceneComponentProps<MultiValueVariable>) => {\n return renderSelectForVariable(model);\n };\n}\n"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;AAwBO,MAAM,qBAAqB,kBAAsC,CAAA;AAAA,EAS/D,YAAY,YAA0C,EAAA;AAC3D,IAAM,KAAA,CAAA,cAAA,CAAA;AAAA,MACJ,IAAM,EAAA,QAAA;AAAA,MACN,IAAM,EAAA,MAAA;AAAA,MACN,KAAO,EAAA,OAAA;AAAA,MACP,IAAM,EAAA,MAAA;AAAA,MACN,KAAO,EAAA,OAAA;AAAA,MACP,SAAS,EAAC;AAAA,MACV,SAAS,eAAgB,CAAA,eAAA;AAAA,KAAA,EACtB,YACJ,CAAA,CAAA,CAAA;AAlBH,IAAQ,IAAA,CAAA,cAAA,GAAiB,IAAI,OAAgB,EAAA,CAAA;AAC7C,IAAA,IAAA,CAAO,eAAkB,GAAA,IAAA,CAAA;AACzB,IAAA,IAAA,CAAO,oBAAuB,GAAA,CAAA,CAAA;AAE9B,IAAU,IAAA,CAAA,mBAAA,GAAsB,IAAI,wBAAA,CAAyB,IAAM,EAAA;AAAA,MACjE,UAAA,EAAY,CAAC,OAAO,CAAA;AAAA,KACrB,CAAA,CAAA;AAAA,GAaD;AAAA,EAEO,gBAAgB,IAAiE,EAAA;AACtF,IAAM,MAAA,EAAE,OAAQ,EAAA,GAAI,IAAK,CAAA,KAAA,CAAA;AAEzB,IAAA,IAAA,CAAK,oBAAwB,IAAA,CAAA,CAAA;AAE7B,IAAO,OAAA,IAAI,UAAkC,CAAA,CAAC,QAAa,KAAA;AACzD,MAAA,IAAA,CAAK,QAAS,CAAA,EAAE,OAAS,EAAA,IAAA,EAAM,CAAA,CAAA;AAE/B,MAAM,MAAA,GAAA,GAAM,IAAK,CAAA,cAAA,CAAe,SAAU,CAAA;AAAA,QACxC,MAAM,MAAM;AACV,UAAS,QAAA,CAAA,IAAA,CAAK,IAAK,CAAA,UAAA,EAAY,CAAA,CAAA;AAAA,SACjC;AAAA,OACD,CAAA,CAAA;AAED,MAAI,IAAA,OAAA,CAAA;AACJ,MAAA,IAAI,OAAS,EAAA;AACX,QAAA,OAAA,GAAU,OAAO,UAAW,CAAA,MAAM,IAAK,CAAA,qBAAA,IAAyB,OAAO,CAAA,CAAA;AAAA,OACzE;AAEA,MAAA,IAAA,CAAK,eAAkB,GAAA,IAAA,CAAA;AAEvB,MAAA,OAAO,MAAM;AACX,QAAA,GAAA,CAAI,WAAY,EAAA,CAAA;AAChB,QAAA,MAAA,CAAO,aAAa,OAAO,CAAA,CAAA;AAC3B,QAAA,IAAA,CAAK,QAAS,CAAA,EAAE,OAAS,EAAA,KAAA,EAAO,CAAA,CAAA;AAChC,QAAA,IAAA,CAAK,eAAkB,GAAA,KAAA,CAAA;AAAA,OACzB,CAAA;AAAA,KACD,CAAA,CAAA;AAAA,GACH;AAAA,EAEO,MAAS,GAAA;AACd,IAAM,MAAA,WAAA,GAAc,WAAW,IAAM,EAAA,CAAC,MAAM,CAAa,YAAA,gBAAA,GAAmB,IAAI,KAAS,CAAA,CAAA,CAAA;AACzF,IAAA,WAAA,IAAA,IAAA,GAAA,KAAA,CAAA,GAAA,WAAA,CAAa,MAAO,CAAA,IAAA,CAAA,CAAA;AAAA,GACtB;AAAA,EAEQ,UAAa,GAAA;AACnB,IAAA,MAAM,oBAAoB,UAAW,CAAA,WAAA,CAAY,IAAM,EAAA,IAAA,CAAK,MAAM,KAAK,CAAA,CAAA;AACvE,IAAA,MAAM,OAAU,GAAA,eAAA,CAAgB,iBAAiB,CAAA,CAAE,IAAI,CAAC,CAAA,MAAO,EAAE,KAAA,EAAO,CAAE,CAAA,IAAA,EAAM,KAAO,EAAA,CAAA,CAAE,MAAO,CAAA,CAAA,CAAA;AAEhG,IAAA,IAAA,CAAK,QAAS,CAAA;AAAA,MACZ,WAAa,EAAA,iBAAA;AAAA,MACb,OAAA;AAAA,KACD,CAAA,CAAA;AAED,IAAO,OAAA,OAAA,CAAA;AAAA,GACT;AAAA,EAGO,qBAAwB,GAAA;AAC7B,IAAK,IAAA,CAAA,cAAA,CAAe,KAAK,CAAC,CAAA,CAAA;AAAA,GAC5B;AAKF,CAAA;AA7Ea,YAAA,CA0EG,SAAY,GAAA,CAAC,EAAE,KAAA,EAAqD,KAAA;AAChF,EAAA,OAAO,wBAAwB,KAAK,CAAA,CAAA;AACtC,CAAA;;;;"}
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package/dist/index.d.ts
CHANGED
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@@ -552,7 +552,8 @@ interface QueryRunnerState extends SceneObjectState {
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552
552
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maxDataPoints?: number;
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553
553
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liveStreaming?: boolean;
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554
554
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maxDataPointsFromWidth?: boolean;
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555
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-
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555
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+
_isWaitingForVariables?: boolean;
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556
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+
_hasFetchedData?: boolean;
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556
557
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}
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557
558
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interface DataQueryExtended extends DataQuery$1 {
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558
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[key: string]: any;
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@@ -561,7 +562,6 @@ declare class SceneQueryRunner extends SceneObjectBase<QueryRunnerState> impleme
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561
562
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private _querySub?;
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562
563
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private _containerWidth?;
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563
564
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private _variableValueRecorder;
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564
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-
private _hasFetchedData;
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565
565
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protected _variableDependency: VariableDependencyConfig<QueryRunnerState>;
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566
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constructor(initialState: QueryRunnerState);
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567
567
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private _onActivate;
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@@ -675,9 +675,10 @@ declare class SceneVariableSet extends SceneObjectBase<SceneVariableSetState> im
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675
675
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*/
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676
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private _updateNextBatch;
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677
677
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/**
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678
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-
* A variable has completed
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678
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+
* A variable has completed its update process. This could mean that variables that depend on it can now be updated in turn.
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679
679
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*/
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680
680
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private _validateAndUpdateCompleted;
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681
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+
cancel(variable: SceneVariable): void;
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681
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/**
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682
683
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* TODO handle this properly (and show error in UI).
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683
684
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* Not sure if this should be handled here on in MultiValueVariable
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@@ -734,6 +735,7 @@ declare abstract class MultiValueVariable<TState extends MultiValueVariableState
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734
735
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* This function is called on when SceneVariableSet is activated or when a dependency changes.
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735
736
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*/
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736
737
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validateAndUpdate(): Observable<ValidateAndUpdateResult>;
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738
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+
cancel?(): void;
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|
737
739
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/**
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738
740
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* Check if current value is valid given new options. If not update the value.
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739
741
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*/
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@@ -814,6 +816,7 @@ declare class TestVariable extends MultiValueVariable<TestVariableState> {
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814
816
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protected _variableDependency: VariableDependencyConfig<TestVariableState>;
|
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815
817
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constructor(initialState: Partial<TestVariableState>);
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816
818
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getValueOptions(args: VariableGetOptionsArgs): Observable<VariableValueOption[]>;
|
|
819
|
+
cancel(): void;
|
|
817
820
|
private issueQuery;
|
|
818
821
|
/** Useful from tests */
|
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819
822
|
signalUpdateCompleted(): void;
|
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@@ -1109,6 +1112,8 @@ interface SceneGridLayoutState extends SceneObjectState {
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1109
1112
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* Turn on or off dragging for all items. Indiviadual items can still disabled via isDraggable property
|
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1110
1113
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**/
|
|
1111
1114
|
isDraggable?: boolean;
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1115
|
+
/** Enable or disable item resizing */
|
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1116
|
+
isResizable?: boolean;
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1112
1117
|
isLazy?: boolean;
|
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1113
1118
|
children: SceneGridItemLike[];
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1114
1119
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}
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|
@@ -1143,6 +1148,7 @@ declare class SceneGridLayout extends SceneObjectBase<SceneGridLayoutState> impl
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1143
1148
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private toGridCell;
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1144
1149
|
buildGridLayout(width: number): ReactGridLayout.Layout[];
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1145
1150
|
}
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1151
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+
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1146
1152
|
interface SceneGridItemState extends SceneGridItemStateLike {
|
|
1147
1153
|
body: SceneObject | undefined;
|
|
1148
1154
|
}
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