@grafana/scenes 4.0.5--canary.662.8483224466.0 → 4.0.5--canary.663.8506268095.0

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.
@@ -3,7 +3,7 @@ import { SceneObjectBase } from '../core/SceneObjectBase.js';
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  import { sceneGraph } from '../core/sceneGraph/index.js';
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  const _LiveNowTimer = class extends SceneObjectBase {
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- constructor({ enabled = false }) {
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+ constructor(enabled = false) {
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  super({ enabled });
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  this.timerId = void 0;
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  this._activationHandler = () => {
@@ -1 +1 @@
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- {"version":3,"file":"LiveNowTimer.js","sources":["../../../src/behaviors/LiveNowTimer.ts"],"sourcesContent":["import { VizPanel } from '../components/VizPanel/VizPanel';\nimport { SceneObjectBase } from '../core/SceneObjectBase';\nimport { sceneGraph } from '../core/sceneGraph';\nimport { SceneObjectState } from '../core/types';\n\ninterface LiveNowTimerState extends SceneObjectState {\n enabled: boolean;\n}\n\nexport class LiveNowTimer extends SceneObjectBase<LiveNowTimerState> {\n private timerId: number | undefined = undefined;\n private static REFRESH_RATE = 100; // ms\n\n public constructor({ enabled = false }) {\n super({ enabled });\n this.addActivationHandler(this._activationHandler);\n }\n\n private _activationHandler = () => {\n if (this.state.enabled) {\n this.enable();\n }\n\n return () => {\n window.clearInterval(this.timerId);\n this.timerId = undefined;\n };\n };\n\n public enable() {\n window.clearInterval(this.timerId);\n this.timerId = undefined;\n this.timerId = window.setInterval(() => {\n const panels = sceneGraph.findAllObjects(this.getRoot(), (obj) => obj instanceof VizPanel) as VizPanel[];\n for (const panel of panels) {\n panel.forceRender();\n }\n }, LiveNowTimer.REFRESH_RATE);\n this.setState({ enabled: true });\n }\n\n public disable() {\n window.clearInterval(this.timerId);\n this.timerId = undefined;\n this.setState({ enabled: false });\n }\n\n public get isEnabled() {\n return this.state.enabled;\n }\n}\n"],"names":[],"mappings":";;;;AASO,MAAM,aAAA,GAAN,cAA2B,eAAmC,CAAA;AAAA,EAI5D,WAAY,CAAA,EAAE,OAAU,GAAA,KAAA,EAAS,EAAA;AACtC,IAAM,KAAA,CAAA,EAAE,SAAS,CAAA,CAAA;AAJnB,IAAA,IAAA,CAAQ,OAA8B,GAAA,KAAA,CAAA,CAAA;AAQtC,IAAA,IAAA,CAAQ,qBAAqB,MAAM;AACjC,MAAI,IAAA,IAAA,CAAK,MAAM,OAAS,EAAA;AACtB,QAAA,IAAA,CAAK,MAAO,EAAA,CAAA;AAAA,OACd;AAEA,MAAA,OAAO,MAAM;AACX,QAAO,MAAA,CAAA,aAAA,CAAc,KAAK,OAAO,CAAA,CAAA;AACjC,QAAA,IAAA,CAAK,OAAU,GAAA,KAAA,CAAA,CAAA;AAAA,OACjB,CAAA;AAAA,KACF,CAAA;AAZE,IAAK,IAAA,CAAA,oBAAA,CAAqB,KAAK,kBAAkB,CAAA,CAAA;AAAA,GACnD;AAAA,EAaO,MAAS,GAAA;AACd,IAAO,MAAA,CAAA,aAAA,CAAc,KAAK,OAAO,CAAA,CAAA;AACjC,IAAA,IAAA,CAAK,OAAU,GAAA,KAAA,CAAA,CAAA;AACf,IAAK,IAAA,CAAA,OAAA,GAAU,MAAO,CAAA,WAAA,CAAY,MAAM;AACtC,MAAM,MAAA,MAAA,GAAS,WAAW,cAAe,CAAA,IAAA,CAAK,SAAW,EAAA,CAAC,GAAQ,KAAA,GAAA,YAAe,QAAQ,CAAA,CAAA;AACzF,MAAA,KAAA,MAAW,SAAS,MAAQ,EAAA;AAC1B,QAAA,KAAA,CAAM,WAAY,EAAA,CAAA;AAAA,OACpB;AAAA,KACF,EAAG,cAAa,YAAY,CAAA,CAAA;AAC5B,IAAA,IAAA,CAAK,QAAS,CAAA,EAAE,OAAS,EAAA,IAAA,EAAM,CAAA,CAAA;AAAA,GACjC;AAAA,EAEO,OAAU,GAAA;AACf,IAAO,MAAA,CAAA,aAAA,CAAc,KAAK,OAAO,CAAA,CAAA;AACjC,IAAA,IAAA,CAAK,OAAU,GAAA,KAAA,CAAA,CAAA;AACf,IAAA,IAAA,CAAK,QAAS,CAAA,EAAE,OAAS,EAAA,KAAA,EAAO,CAAA,CAAA;AAAA,GAClC;AAAA,EAEA,IAAW,SAAY,GAAA;AACrB,IAAA,OAAO,KAAK,KAAM,CAAA,OAAA,CAAA;AAAA,GACpB;AACF,CAAA,CAAA;AAzCO,IAAM,YAAN,GAAA,cAAA;AAAM,YAAA,CAEI,YAAe,GAAA,GAAA;;;;"}
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+ {"version":3,"file":"LiveNowTimer.js","sources":["../../../src/behaviors/LiveNowTimer.ts"],"sourcesContent":["import { VizPanel } from \"../components/VizPanel/VizPanel\";\nimport { SceneObjectBase } from \"../core/SceneObjectBase\";\nimport { sceneGraph } from \"../core/sceneGraph\";\nimport { SceneObjectState } from \"../core/types\";\n\ninterface LiveNowTimerState extends SceneObjectState {\n enabled: boolean;\n}\n\nexport class LiveNowTimer extends SceneObjectBase<LiveNowTimerState> {\n private timerId: number | undefined = undefined;\n private static REFRESH_RATE = 100; // ms\n\n public constructor(enabled = false) {\n super({ enabled });\n this.addActivationHandler(this._activationHandler);\n }\n \n private _activationHandler = () => {\n if (this.state.enabled) {\n this.enable();\n }\n\n return () => {\n window.clearInterval(this.timerId);\n this.timerId = undefined;\n }\n }\n \n public enable() {\n window.clearInterval(this.timerId);\n this.timerId = undefined;\n this.timerId = window.setInterval(() => {\n const panels = sceneGraph.findAllObjects(this.getRoot(), (obj) => obj instanceof VizPanel) as VizPanel[];\n for (const panel of panels) {\n panel.forceRender();\n }\n }, LiveNowTimer.REFRESH_RATE);\n this.setState({ enabled: true })\n } \n \n public disable() {\n window.clearInterval(this.timerId);\n this.timerId = undefined;\n this.setState({ enabled: false })\n }\n\n public get isEnabled() {\n return this.state.enabled;\n }\n}\n"],"names":[],"mappings":";;;;AASO,MAAM,aAAA,GAAN,cAA2B,eAAmC,CAAA;AAAA,EAI1D,WAAA,CAAY,UAAU,KAAO,EAAA;AAClC,IAAM,KAAA,CAAA,EAAE,SAAS,CAAA,CAAA;AAJnB,IAAA,IAAA,CAAQ,OAA8B,GAAA,KAAA,CAAA,CAAA;AAQtC,IAAA,IAAA,CAAQ,qBAAqB,MAAM;AACjC,MAAI,IAAA,IAAA,CAAK,MAAM,OAAS,EAAA;AACtB,QAAA,IAAA,CAAK,MAAO,EAAA,CAAA;AAAA,OACd;AAEA,MAAA,OAAO,MAAM;AACX,QAAO,MAAA,CAAA,aAAA,CAAc,KAAK,OAAO,CAAA,CAAA;AACjC,QAAA,IAAA,CAAK,OAAU,GAAA,KAAA,CAAA,CAAA;AAAA,OACjB,CAAA;AAAA,KACF,CAAA;AAZE,IAAK,IAAA,CAAA,oBAAA,CAAqB,KAAK,kBAAkB,CAAA,CAAA;AAAA,GACnD;AAAA,EAaO,MAAS,GAAA;AACd,IAAO,MAAA,CAAA,aAAA,CAAc,KAAK,OAAO,CAAA,CAAA;AACjC,IAAA,IAAA,CAAK,OAAU,GAAA,KAAA,CAAA,CAAA;AACf,IAAK,IAAA,CAAA,OAAA,GAAU,MAAO,CAAA,WAAA,CAAY,MAAM;AACtC,MAAM,MAAA,MAAA,GAAS,WAAW,cAAe,CAAA,IAAA,CAAK,SAAW,EAAA,CAAC,GAAQ,KAAA,GAAA,YAAe,QAAQ,CAAA,CAAA;AACzF,MAAA,KAAA,MAAW,SAAS,MAAQ,EAAA;AAC1B,QAAA,KAAA,CAAM,WAAY,EAAA,CAAA;AAAA,OACpB;AAAA,KACF,EAAG,cAAa,YAAY,CAAA,CAAA;AAC5B,IAAA,IAAA,CAAK,QAAS,CAAA,EAAE,OAAS,EAAA,IAAA,EAAM,CAAA,CAAA;AAAA,GACjC;AAAA,EAEO,OAAU,GAAA;AACf,IAAO,MAAA,CAAA,aAAA,CAAc,KAAK,OAAO,CAAA,CAAA;AACjC,IAAA,IAAA,CAAK,OAAU,GAAA,KAAA,CAAA,CAAA;AACf,IAAA,IAAA,CAAK,QAAS,CAAA,EAAE,OAAS,EAAA,KAAA,EAAO,CAAA,CAAA;AAAA,GAClC;AAAA,EAEA,IAAW,SAAY,GAAA;AACnB,IAAA,OAAO,KAAK,KAAM,CAAA,OAAA,CAAA;AAAA,GACtB;AACJ,CAAA,CAAA;AAzCO,IAAM,YAAN,GAAA,cAAA;AAAM,YAAA,CAEM,YAAe,GAAA,GAAA;;;;"}
@@ -170,12 +170,14 @@ const _SceneGridLayout = class extends SceneObjectBase {
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  let rootChildren = this.state.children;
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  const newChild = child.clone({ key: child.state.key });
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  if (currentParent instanceof SceneGridRow) {
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- const newRow = currentParent.clone({
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- children: currentParent.state.children.filter((c) => c.state.key !== child.state.key)
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+ const newRow = currentParent.clone();
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+ newRow.setState({
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+ children: newRow.state.children.filter((c) => c.state.key !== child.state.key)
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  });
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  rootChildren = rootChildren.map((c) => c === currentParent ? newRow : c);
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  if (target instanceof SceneGridRow) {
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- const targetRow = target.clone({ children: [...target.state.children, newChild] });
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+ const targetRow = target.clone();
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+ targetRow.setState({ children: [...targetRow.state.children, newChild] });
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  rootChildren = rootChildren.map((c) => c === target ? targetRow : c);
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  } else {
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  rootChildren = [...rootChildren, newChild];
@@ -183,7 +185,8 @@ const _SceneGridLayout = class extends SceneObjectBase {
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  } else {
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  if (!(target instanceof _SceneGridLayout)) {
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  rootChildren = rootChildren.filter((c) => c.state.key !== child.state.key);
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- const targetRow = target.clone({ children: [...target.state.children, newChild] });
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+ const targetRow = target.clone();
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+ targetRow.setState({ children: [...targetRow.state.children, newChild] });
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  rootChildren = rootChildren.map((c) => c === target ? targetRow : c);
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  }
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  }
@@ -229,6 +232,11 @@ function isItemSizeEqual(a, b) {
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  return a.x === b.x && a.y === b.y && a.width === b.width && a.height === b.height;
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  }
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  function sortChildrenByPosition(children) {
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+ children.forEach((child) => {
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+ if (child instanceof SceneGridRow) {
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+ child.setState({ children: sortChildrenByPosition(child.state.children) });
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+ }
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+ });
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  return [...children].sort((a, b) => {
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  return a.state.y - b.state.y || a.state.x - b.state.x;
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  });
@@ -1 +1 @@
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- {"version":3,"file":"SceneGridLayout.js","sources":["../../../../../src/components/layout/grid/SceneGridLayout.tsx"],"sourcesContent":["import ReactGridLayout from 'react-grid-layout';\n\nimport { SceneObjectBase } from '../../../core/SceneObjectBase';\nimport { SceneLayout, SceneObjectState } from '../../../core/types';\nimport { DEFAULT_PANEL_SPAN } from './constants';\nimport { isSceneGridRow } from './SceneGridItem';\nimport { SceneGridLayoutRenderer } from './SceneGridLayoutRenderer';\n\nimport { SceneGridRow } from './SceneGridRow';\nimport { SceneGridItemLike, SceneGridItemPlacement } from './types';\n\ninterface SceneGridLayoutState extends SceneObjectState {\n /**\n * Turn on or off dragging for all items. Indiviadual items can still disabled via isDraggable property\n **/\n isDraggable?: boolean;\n /** Enable or disable item resizing */\n isResizable?: boolean;\n isLazy?: boolean;\n children: SceneGridItemLike[];\n}\n\nexport class SceneGridLayout extends SceneObjectBase<SceneGridLayoutState> implements SceneLayout {\n public static Component = SceneGridLayoutRenderer;\n\n private _skipOnLayoutChange = false;\n\n public constructor(state: SceneGridLayoutState) {\n super({\n ...state,\n children: sortChildrenByPosition(state.children),\n });\n }\n\n /**\n * SceneLayout interface. Used for example by VizPanelRenderer\n */\n public isDraggable(): boolean {\n return this.state.isDraggable ?? false;\n }\n\n public getDragClass() {\n return `grid-drag-handle-${this.state.key}`;\n }\n\n public getDragClassCancel() {\n return `grid-drag-cancel`;\n }\n\n public toggleRow(row: SceneGridRow) {\n const isCollapsed = row.state.isCollapsed;\n\n if (!isCollapsed) {\n row.setState({ isCollapsed: true });\n // To force re-render\n this.setState({});\n return;\n }\n\n const rowChildren = row.state.children;\n\n if (rowChildren.length === 0) {\n row.setState({ isCollapsed: false });\n this.setState({});\n return;\n }\n\n // Ok we are expanding row. We need to update row children y pos (incase they are incorrect) and push items below down\n // Code copied from DashboardModel toggleRow()\n\n const rowY = row.state.y!;\n const firstPanelYPos = rowChildren[0].state.y ?? rowY;\n const yDiff = firstPanelYPos - (rowY + 1);\n\n // y max will represent the bottom y pos after all panels have been added\n // needed to know home much panels below should be pushed down\n let yMax = rowY;\n\n for (const panel of rowChildren) {\n // set the y gridPos if it wasn't already set\n const newSize = { ...panel.state };\n newSize.y = newSize.y ?? rowY;\n // make sure y is adjusted (in case row moved while collapsed)\n newSize.y -= yDiff;\n\n if (newSize.y! !== panel.state.y!) {\n panel.setState(newSize);\n }\n\n // update insert post and y max\n yMax = Math.max(yMax, Number(newSize.y!) + Number(newSize.height!));\n }\n\n const pushDownAmount = yMax - rowY - 1;\n\n // push panels below down\n for (const child of this.state.children) {\n if (child.state.y! > rowY) {\n this.pushChildDown(child, pushDownAmount);\n }\n\n if (isSceneGridRow(child) && child !== row) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.y! > rowY) {\n this.pushChildDown(rowChild, pushDownAmount);\n }\n }\n }\n }\n\n row.setState({ isCollapsed: false });\n // Trigger re-render\n this.setState({});\n }\n\n public onLayoutChange = (layout: ReactGridLayout.Layout[]) => {\n if (this._skipOnLayoutChange) {\n // Layout has been updated by other RTL handler already\n this._skipOnLayoutChange = false;\n return;\n }\n\n for (const item of layout) {\n const child = this.getSceneLayoutChild(item.i);\n\n const nextSize: SceneGridItemPlacement = {\n x: item.x,\n y: item.y,\n width: item.w,\n height: item.h,\n };\n\n if (!isItemSizeEqual(child.state, nextSize)) {\n child.setState({\n ...nextSize,\n });\n }\n }\n\n this.setState({ children: sortChildrenByPosition(this.state.children) });\n };\n\n /**\n * Will also scan row children and return child of the row\n */\n public getSceneLayoutChild(key: string): SceneGridItemLike {\n for (const child of this.state.children) {\n if (child.state.key === key) {\n return child;\n }\n\n if (child instanceof SceneGridRow) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.key === key) {\n return rowChild;\n }\n }\n }\n }\n\n throw new Error('Scene layout child not found for GridItem');\n }\n\n public onResizeStop: ReactGridLayout.ItemCallback = (_, o, n) => {\n const child = this.getSceneLayoutChild(n.i);\n child.setState({\n width: n.w,\n height: n.h,\n });\n };\n\n private pushChildDown(child: SceneGridItemLike, amount: number) {\n child.setState({\n y: child.state.y! + amount,\n });\n }\n\n /**\n * We assume the layout array is storted according to y pos, and walk upwards until we find a row.\n * If it is collapsed there is no row to add it to. The default is then to return the SceneGridLayout itself\n */\n private findGridItemSceneParent(layout: ReactGridLayout.Layout[], startAt: number): SceneGridRow | SceneGridLayout {\n for (let i = startAt; i >= 0; i--) {\n const gridItem = layout[i];\n const sceneChild = this.getSceneLayoutChild(gridItem.i);\n\n if (sceneChild instanceof SceneGridRow) {\n // the closest row is collapsed return null\n if (sceneChild.state.isCollapsed) {\n return this;\n }\n\n return sceneChild;\n }\n }\n\n return this;\n }\n\n /**\n * This likely needs a slighltly different approach. Where we clone or deactivate or and re-activate the moved child\n */\n public moveChildTo(child: SceneGridItemLike, target: SceneGridLayout | SceneGridRow) {\n const currentParent = child.parent!;\n let rootChildren = this.state.children;\n\n const newChild = child.clone({ key: child.state.key });\n\n // Remove from current parent row\n if (currentParent instanceof SceneGridRow) {\n const newRow = currentParent.clone({\n children: currentParent.state.children.filter((c) => c.state.key !== child.state.key),\n });\n\n // new children with new row\n rootChildren = rootChildren.map((c) => (c === currentParent ? newRow : c));\n\n // if target is also a row\n if (target instanceof SceneGridRow) {\n const targetRow = target.clone({ children: [...target.state.children, newChild] });\n rootChildren = rootChildren.map((c) => (c === target ? targetRow : c));\n } else {\n // target is the main grid\n rootChildren = [...rootChildren, newChild];\n }\n } else {\n if (!(target instanceof SceneGridLayout)) {\n // current parent is the main grid remove it from there\n rootChildren = rootChildren.filter((c) => c.state.key !== child.state.key);\n // Clone the target row and add the child\n const targetRow = target.clone({ children: [...target.state.children, newChild] });\n // Replace row with new row\n rootChildren = rootChildren.map((c) => (c === target ? targetRow : c));\n }\n }\n\n return rootChildren;\n }\n\n public onDragStop: ReactGridLayout.ItemCallback = (gridLayout, o, updatedItem) => {\n const sceneChild = this.getSceneLayoutChild(updatedItem.i)!;\n\n // Need to resort the grid layout based on new position (needed to to find the new parent)\n gridLayout = sortGridLayout(gridLayout);\n\n // Update children positions if they have changed\n for (let i = 0; i < gridLayout.length; i++) {\n const gridItem = gridLayout[i];\n const child = this.getSceneLayoutChild(gridItem.i)!;\n const childSize = child.state;\n\n if (childSize?.x !== gridItem.x || childSize?.y !== gridItem.y) {\n child.setState({\n x: gridItem.x,\n y: gridItem.y,\n });\n }\n }\n\n // Update the parent if the child if it has moved to a row or back to the grid\n const indexOfUpdatedItem = gridLayout.findIndex((item) => item.i === updatedItem.i);\n const newParent = this.findGridItemSceneParent(gridLayout, indexOfUpdatedItem - 1);\n let newChildren = this.state.children;\n\n if (newParent !== sceneChild.parent) {\n newChildren = this.moveChildTo(sceneChild, newParent);\n }\n\n this.setState({ children: sortChildrenByPosition(newChildren) });\n this._skipOnLayoutChange = true;\n };\n\n private toGridCell(child: SceneGridItemLike): ReactGridLayout.Layout {\n const size = child.state;\n\n let x = size.x ?? 0;\n let y = size.y ?? 0;\n const w = Number.isInteger(Number(size.width)) ? Number(size.width) : DEFAULT_PANEL_SPAN;\n const h = Number.isInteger(Number(size.height)) ? Number(size.height) : DEFAULT_PANEL_SPAN;\n\n let isDraggable = child.state.isDraggable;\n let isResizable = child.state.isResizable;\n\n if (child instanceof SceneGridRow) {\n isDraggable = child.state.isCollapsed ? true : false;\n isResizable = false;\n }\n\n return { i: child.state.key!, x, y, h, w, isResizable, isDraggable };\n }\n\n public buildGridLayout(width: number): ReactGridLayout.Layout[] {\n let cells: ReactGridLayout.Layout[] = [];\n\n for (const child of this.state.children) {\n cells.push(this.toGridCell(child));\n\n if (child instanceof SceneGridRow && !child.state.isCollapsed) {\n for (const rowChild of child.state.children) {\n cells.push(this.toGridCell(rowChild));\n }\n }\n }\n\n // Sort by position\n cells = sortGridLayout(cells);\n\n if (width < 768) {\n // We should not persist the mobile layout\n this._skipOnLayoutChange = true;\n return cells.map((cell) => ({ ...cell, w: 24 }));\n }\n\n this._skipOnLayoutChange = false;\n\n return cells;\n }\n}\n\nfunction isItemSizeEqual(a: SceneGridItemPlacement, b: SceneGridItemPlacement) {\n return a.x === b.x && a.y === b.y && a.width === b.width && a.height === b.height;\n}\n\nfunction sortChildrenByPosition(children: SceneGridItemLike[]) {\n return [...children].sort((a, b) => {\n return a.state.y! - b.state.y! || a.state.x! - b.state.x!;\n });\n}\n\nfunction sortGridLayout(layout: ReactGridLayout.Layout[]) {\n return [...layout].sort((a, b) => a.y - b.y || a.x! - 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Indiviadual items can still disabled via isDraggable property\n **/\n isDraggable?: boolean;\n /** Enable or disable item resizing */\n isResizable?: boolean;\n isLazy?: boolean;\n children: SceneGridItemLike[];\n}\n\nexport class SceneGridLayout extends SceneObjectBase<SceneGridLayoutState> implements SceneLayout {\n public static Component = SceneGridLayoutRenderer;\n\n private _skipOnLayoutChange = false;\n\n public constructor(state: SceneGridLayoutState) {\n super({\n ...state,\n children: sortChildrenByPosition(state.children),\n });\n }\n\n /**\n * SceneLayout interface. Used for example by VizPanelRenderer\n */\n public isDraggable(): boolean {\n return this.state.isDraggable ?? false;\n }\n\n public getDragClass() {\n return `grid-drag-handle-${this.state.key}`;\n }\n\n public getDragClassCancel() {\n return `grid-drag-cancel`;\n }\n\n public toggleRow(row: SceneGridRow) {\n const isCollapsed = row.state.isCollapsed;\n\n if (!isCollapsed) {\n row.setState({ isCollapsed: true });\n // To force re-render\n this.setState({});\n return;\n }\n\n const rowChildren = row.state.children;\n\n if (rowChildren.length === 0) {\n row.setState({ isCollapsed: false });\n this.setState({});\n return;\n }\n\n // Ok we are expanding row. We need to update row children y pos (incase they are incorrect) and push items below down\n // Code copied from DashboardModel toggleRow()\n\n const rowY = row.state.y!;\n const firstPanelYPos = rowChildren[0].state.y ?? rowY;\n const yDiff = firstPanelYPos - (rowY + 1);\n\n // y max will represent the bottom y pos after all panels have been added\n // needed to know home much panels below should be pushed down\n let yMax = rowY;\n\n for (const panel of rowChildren) {\n // set the y gridPos if it wasn't already set\n const newSize = { ...panel.state };\n newSize.y = newSize.y ?? rowY;\n // make sure y is adjusted (in case row moved while collapsed)\n newSize.y -= yDiff;\n\n if (newSize.y! !== panel.state.y!) {\n panel.setState(newSize);\n }\n\n // update insert post and y max\n yMax = Math.max(yMax, Number(newSize.y!) + Number(newSize.height!));\n }\n\n const pushDownAmount = yMax - rowY - 1;\n\n // push panels below down\n for (const child of this.state.children) {\n if (child.state.y! > rowY) {\n this.pushChildDown(child, pushDownAmount);\n }\n\n if (isSceneGridRow(child) && child !== row) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.y! > rowY) {\n this.pushChildDown(rowChild, pushDownAmount);\n }\n }\n }\n }\n\n row.setState({ isCollapsed: false });\n // Trigger re-render\n this.setState({});\n }\n\n public onLayoutChange = (layout: ReactGridLayout.Layout[]) => {\n if (this._skipOnLayoutChange) {\n // Layout has been updated by other RTL handler already\n this._skipOnLayoutChange = false;\n return;\n }\n\n for (const item of layout) {\n const child = this.getSceneLayoutChild(item.i);\n\n const nextSize: SceneGridItemPlacement = {\n x: item.x,\n y: item.y,\n width: item.w,\n height: item.h,\n };\n\n if (!isItemSizeEqual(child.state, nextSize)) {\n child.setState({\n ...nextSize,\n });\n }\n }\n\n this.setState({ children: sortChildrenByPosition(this.state.children) });\n };\n\n /**\n * Will also scan row children and return child of the row\n */\n public getSceneLayoutChild(key: string): SceneGridItemLike {\n for (const child of this.state.children) {\n if (child.state.key === key) {\n return child;\n }\n\n if (child instanceof SceneGridRow) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.key === key) {\n return rowChild;\n }\n }\n }\n }\n\n throw new Error('Scene layout child not found for GridItem');\n }\n\n public onResizeStop: ReactGridLayout.ItemCallback = (_, o, n) => {\n const child = this.getSceneLayoutChild(n.i);\n child.setState({\n width: n.w,\n height: n.h,\n });\n };\n\n private pushChildDown(child: SceneGridItemLike, amount: number) {\n child.setState({\n y: child.state.y! + amount,\n });\n }\n\n /**\n * We assume the layout array is storted according to y pos, and walk upwards until we find a row.\n * If it is collapsed there is no row to add it to. The default is then to return the SceneGridLayout itself\n */\n private findGridItemSceneParent(layout: ReactGridLayout.Layout[], startAt: number): SceneGridRow | SceneGridLayout {\n for (let i = startAt; i >= 0; i--) {\n const gridItem = layout[i];\n const sceneChild = this.getSceneLayoutChild(gridItem.i);\n\n if (sceneChild instanceof SceneGridRow) {\n // the closest row is collapsed return null\n if (sceneChild.state.isCollapsed) {\n return this;\n }\n\n return sceneChild;\n }\n }\n\n return this;\n }\n\n /**\n * This likely needs a slighltly different approach. 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Number(size.width) : DEFAULT_PANEL_SPAN;\n const h = Number.isInteger(Number(size.height)) ? Number(size.height) : DEFAULT_PANEL_SPAN;\n\n let isDraggable = child.state.isDraggable;\n let isResizable = child.state.isResizable;\n\n if (child instanceof SceneGridRow) {\n isDraggable = child.state.isCollapsed ? true : false;\n isResizable = false;\n }\n\n return { i: child.state.key!, x, y, h, w, isResizable, isDraggable };\n }\n\n public buildGridLayout(width: number): ReactGridLayout.Layout[] {\n let cells: ReactGridLayout.Layout[] = [];\n\n for (const child of this.state.children) {\n cells.push(this.toGridCell(child));\n\n if (child instanceof SceneGridRow && !child.state.isCollapsed) {\n for (const rowChild of child.state.children) {\n cells.push(this.toGridCell(rowChild));\n }\n }\n }\n\n // Sort by position\n cells = sortGridLayout(cells);\n\n if (width < 768) {\n // We should not persist the mobile layout\n this._skipOnLayoutChange = true;\n return cells.map((cell) => ({ ...cell, w: 24 }));\n }\n\n this._skipOnLayoutChange = false;\n\n return cells;\n }\n}\n\nfunction 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package/dist/index.d.ts CHANGED
@@ -1089,9 +1089,7 @@ interface LiveNowTimerState extends SceneObjectState {
1089
1089
  declare class LiveNowTimer extends SceneObjectBase<LiveNowTimerState> {
1090
1090
  private timerId;
1091
1091
  private static REFRESH_RATE;
1092
- constructor({ enabled }: {
1093
- enabled?: boolean | undefined;
1094
- });
1092
+ constructor(enabled?: boolean);
1095
1093
  private _activationHandler;
1096
1094
  enable(): void;
1097
1095
  disable(): void;
package/dist/index.js CHANGED
@@ -3032,7 +3032,7 @@ function getPanelPluginNotFound(id) {
3032
3032
  }
3033
3033
 
3034
3034
  const _LiveNowTimer = class extends SceneObjectBase {
3035
- constructor({ enabled = false }) {
3035
+ constructor(enabled = false) {
3036
3036
  super({ enabled });
3037
3037
  this.timerId = void 0;
3038
3038
  this._activationHandler = () => {
@@ -7952,12 +7952,14 @@ const _SceneGridLayout = class extends SceneObjectBase {
7952
7952
  let rootChildren = this.state.children;
7953
7953
  const newChild = child.clone({ key: child.state.key });
7954
7954
  if (currentParent instanceof SceneGridRow) {
7955
- const newRow = currentParent.clone({
7956
- children: currentParent.state.children.filter((c) => c.state.key !== child.state.key)
7955
+ const newRow = currentParent.clone();
7956
+ newRow.setState({
7957
+ children: newRow.state.children.filter((c) => c.state.key !== child.state.key)
7957
7958
  });
7958
7959
  rootChildren = rootChildren.map((c) => c === currentParent ? newRow : c);
7959
7960
  if (target instanceof SceneGridRow) {
7960
- const targetRow = target.clone({ children: [...target.state.children, newChild] });
7961
+ const targetRow = target.clone();
7962
+ targetRow.setState({ children: [...targetRow.state.children, newChild] });
7961
7963
  rootChildren = rootChildren.map((c) => c === target ? targetRow : c);
7962
7964
  } else {
7963
7965
  rootChildren = [...rootChildren, newChild];
@@ -7965,7 +7967,8 @@ const _SceneGridLayout = class extends SceneObjectBase {
7965
7967
  } else {
7966
7968
  if (!(target instanceof _SceneGridLayout)) {
7967
7969
  rootChildren = rootChildren.filter((c) => c.state.key !== child.state.key);
7968
- const targetRow = target.clone({ children: [...target.state.children, newChild] });
7970
+ const targetRow = target.clone();
7971
+ targetRow.setState({ children: [...targetRow.state.children, newChild] });
7969
7972
  rootChildren = rootChildren.map((c) => c === target ? targetRow : c);
7970
7973
  }
7971
7974
  }
@@ -8011,6 +8014,11 @@ function isItemSizeEqual(a, b) {
8011
8014
  return a.x === b.x && a.y === b.y && a.width === b.width && a.height === b.height;
8012
8015
  }
8013
8016
  function sortChildrenByPosition(children) {
8017
+ children.forEach((child) => {
8018
+ if (child instanceof SceneGridRow) {
8019
+ child.setState({ children: sortChildrenByPosition(child.state.children) });
8020
+ }
8021
+ });
8014
8022
  return [...children].sort((a, b) => {
8015
8023
  return a.state.y - b.state.y || a.state.x - b.state.x;
8016
8024
  });