@grafana/scenes 4.18.0--canary.727.9027841193.0 → 4.19.0
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 +26 -0
- package/dist/esm/core/SceneObjectBase.js +34 -8
- package/dist/esm/core/SceneObjectBase.js.map +1 -1
- package/dist/esm/querying/SceneDataTransformer.js +40 -12
- package/dist/esm/querying/SceneDataTransformer.js.map +1 -1
- package/dist/esm/variables/variants/MultiValueVariable.js +3 -0
- package/dist/esm/variables/variants/MultiValueVariable.js.map +1 -1
- package/dist/index.d.ts +5 -0
- package/dist/index.js +77 -20
- package/dist/index.js.map +1 -1
- package/package.json +2 -2
package/CHANGELOG.md
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# v4.19.0 (Fri May 10 2024)
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#### 🚀 Enhancement
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- SceneDataTransformer: Performance optimizations [#725](https://github.com/grafana/scenes/pull/725) ([@torkelo](https://github.com/torkelo))
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- Variables: Do not update value when value and text are the same [#726](https://github.com/grafana/scenes/pull/726) ([@torkelo](https://github.com/torkelo))
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#### Authors: 1
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- Torkel Ödegaard ([@torkelo](https://github.com/torkelo))
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---
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# v4.18.0 (Fri May 10 2024)
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#### 🚀 Enhancement
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- SceneQueryRunner: Detect new variable values when cloned [#727](https://github.com/grafana/scenes/pull/727) ([@torkelo](https://github.com/torkelo))
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- SceneObject: Handle new or removed behaviors [#731](https://github.com/grafana/scenes/pull/731) ([@torkelo](https://github.com/torkelo))
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#### Authors: 1
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- Torkel Ödegaard ([@torkelo](https://github.com/torkelo))
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---
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# v4.17.3 (Thu May 09 2024)
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#### 🐛 Bug Fix
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@@ -97,6 +97,9 @@ class SceneObjectBase {
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if (prevState.$behaviors !== newState.$behaviors) {
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this._handleChangedBehaviors(prevState.$behaviors, newState.$behaviors);
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}
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if (prevState.$data !== newState.$data) {
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this._handleChangedStateActivation(prevState.$data, newState.$data);
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}
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this._deactivationHandlers.set(newValue, newValue.activate());
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_handleChangedBehaviors(oldValue, newValue) {
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for (const oldBehavior of oldValue) {
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if (!newValue || !newValue.includes(oldBehavior)) {
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const deactivationHandler = this._deactivationHandlers.get(oldBehavior);
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if (deactivationHandler) {
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deactivationHandler();
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this._deactivationHandlers.delete(oldBehavior);
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if (!oldValue || !oldValue.includes(newBehavior)) {
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this._activateBehavior(newBehavior);
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}
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}
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}
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publishEvent(event, bubble) {
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this._events.publish(event);
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this._activateBehavior(behavior);
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}
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}
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_activateBehavior(behavior) {
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this._deactivationHandlers.set(behavior, behavior.activate());
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const deactivate = behavior(this);
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this._deactivationHandlers.set(behavior, deactivate);
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{"version":3,"file":"SceneObjectBase.js","sources":["../../../src/core/SceneObjectBase.tsx"],"sourcesContent":["import { useEffect, useState } from 'react';\nimport { Subscription, Unsubscribable } from 'rxjs';\nimport { v4 as uuidv4 } from 'uuid';\n\nimport { BusEvent, BusEventHandler, BusEventType, EventBus, EventBusSrv } from '@grafana/data';\nimport {\n SceneObject,\n SceneComponent,\n SceneObjectUrlSyncHandler,\n SceneStateChangedHandler,\n SceneActivationHandler,\n SceneDeactivationHandler,\n CancelActivationHandler,\n SceneObjectState,\n UseStateHookOptions,\n} from './types';\n\nimport { SceneComponentWrapper } from './SceneComponentWrapper';\nimport { SceneObjectStateChangedEvent } from './events';\nimport { cloneSceneObject } from './sceneGraph/utils';\nimport { SceneVariableDependencyConfigLike } from '../variables/types';\nimport { SceneObjectRef } from './SceneObjectRef';\n\nexport abstract class SceneObjectBase<TState extends SceneObjectState = SceneObjectState>\n implements SceneObject<TState>\n{\n private _isActive = false;\n private _state: TState;\n private _activationHandlers: SceneActivationHandler[] = [];\n private _deactivationHandlers = new Map<object, SceneDeactivationHandler>();\n private _ref?: SceneObjectRef<this>;\n\n protected _events?: EventBus;\n protected _parent?: SceneObject;\n protected _subs = new Subscription();\n protected _refCount = 0;\n\n protected _variableDependency: SceneVariableDependencyConfigLike | undefined;\n protected _urlSync: SceneObjectUrlSyncHandler | undefined;\n\n public constructor(state: TState) {\n if (!state.key) {\n state.key = uuidv4();\n }\n\n this._events = new EventBusSrv();\n\n this._state = Object.freeze(state);\n this._setParent(this._state);\n }\n\n /** Current state */\n public get state(): TState {\n return this._state;\n }\n\n /** True if currently being active (ie displayed for visual objects) */\n public get isActive(): boolean {\n return this._isActive;\n }\n\n /** Returns the parent, undefined for root object */\n public get parent(): SceneObject | undefined {\n return this._parent;\n }\n\n /** Returns variable dependency config */\n public get variableDependency(): SceneVariableDependencyConfigLike | undefined {\n return this._variableDependency;\n }\n\n /** Returns url sync config */\n public get urlSync(): SceneObjectUrlSyncHandler | undefined {\n return this._urlSync;\n }\n\n /**\n * Used in render functions when rendering a SceneObject.\n * Wraps the component in an EditWrapper that handles edit mode\n */\n public get Component(): SceneComponent<this> {\n return SceneComponentWrapper as SceneComponent<this>;\n }\n\n private _setParent(state: Partial<TState>) {\n forEachChild(state, (child) => {\n // If we already have a parent and it's not this, then we likely have a bug\n if (child._parent && child._parent !== this) {\n console.warn(\n 'SceneObject already has a parent set that is different from the new parent. You cannot share the same SceneObject instance in multiple scenes or in multiple different places of the same scene graph. Use SceneObject.clone() to duplicate a SceneObject or store a state key reference and use sceneGraph.findObject to locate it.',\n child,\n this\n );\n }\n child._parent = this;\n });\n }\n\n /**\n * Subscribe to the scene state subject\n **/\n public subscribeToState(handler: SceneStateChangedHandler<TState>): Unsubscribable {\n return this._events!.subscribe(SceneObjectStateChangedEvent, (event) => {\n if (event.payload.changedObject === this) {\n handler(event.payload.newState as TState, event.payload.prevState as TState);\n }\n });\n }\n\n /**\n * Subscribe to the scene event\n **/\n public subscribeToEvent<T extends BusEvent>(eventType: BusEventType<T>, handler: BusEventHandler<T>): Unsubscribable {\n return this._events!.subscribe(eventType, handler);\n }\n\n public setState(update: Partial<TState>) {\n const prevState = this._state;\n const newState: TState = {\n ...this._state,\n ...update,\n };\n\n this._state = Object.freeze(newState);\n this._setParent(update);\n\n // Handles cases when $data, $timeRange, or $variables are changed\n this._handleActivationOfChangedStateProps(prevState, newState);\n\n // Bubble state change event. This is event is subscribed to by UrlSyncManager and UndoManager\n this.publishEvent(\n new SceneObjectStateChangedEvent({\n prevState,\n newState,\n partialUpdate: update,\n changedObject: this,\n }),\n true\n );\n }\n\n /**\n * This handles activation and deactivation of $data, $timeRange and $variables when they change\n * during the active phase of the scene object.\n */\n private _handleActivationOfChangedStateProps(prevState: TState, newState: TState) {\n if (!this.isActive) {\n return;\n }\n\n if (prevState.$data !== newState.$data) {\n this._handleChangedStateActivation(prevState.$data, newState.$data);\n }\n\n if (prevState.$variables !== newState.$variables) {\n this._handleChangedStateActivation(prevState.$variables, newState.$variables);\n }\n\n if (prevState.$timeRange !== newState.$timeRange) {\n this._handleChangedStateActivation(prevState.$timeRange, newState.$timeRange);\n }\n }\n\n private _handleChangedStateActivation(oldValue: SceneObject | undefined, newValue: SceneObject | undefined) {\n if (oldValue) {\n const deactivationHandler = this._deactivationHandlers.get(oldValue);\n if (deactivationHandler) {\n deactivationHandler();\n this._deactivationHandlers.delete(oldValue);\n }\n }\n\n if (newValue) {\n this._deactivationHandlers.set(newValue, newValue.activate());\n }\n }\n\n /*\n * Publish an event and optionally bubble it up the scene\n **/\n public publishEvent(event: BusEvent, bubble?: boolean) {\n this._events!.publish(event);\n\n if (bubble && this.parent) {\n this.parent.publishEvent(event, bubble);\n }\n }\n\n public getRoot(): SceneObject {\n return !this._parent ? this : this._parent.getRoot();\n }\n\n private _internalActivate() {\n this._isActive = true;\n\n const { $data, $variables, $timeRange, $behaviors } = this.state;\n\n this._activationHandlers.forEach((handler) => {\n const result = handler();\n if (result) {\n this._deactivationHandlers.set(result, result);\n }\n });\n\n if ($timeRange && !$timeRange.isActive) {\n this._deactivationHandlers.set($timeRange, $timeRange.activate());\n }\n\n if ($variables && !$variables.isActive) {\n this._deactivationHandlers.set($variables, $variables.activate());\n }\n\n if ($data && !$data.isActive) {\n this._deactivationHandlers.set($data, $data.activate());\n }\n\n if ($behaviors) {\n for (const behavior of $behaviors) {\n if (behavior instanceof SceneObjectBase) {\n this._deactivationHandlers.set(behavior, behavior.activate());\n } else if (typeof behavior === 'function') {\n const deactivationHandler = behavior(this);\n if (deactivationHandler) {\n this._deactivationHandlers.set(behavior, deactivationHandler);\n }\n }\n }\n }\n }\n\n /**\n * This is primarily called from SceneComponentWrapper when the SceneObject's Component is mounted.\n * But in some scenarios this can also be called directly from another scene object. When called manually from another scene object\n * make sure to call the returned function when the source scene object is deactivated.\n */\n public activate(): CancelActivationHandler {\n if (!this.isActive) {\n this._internalActivate();\n }\n\n this._refCount++;\n\n let called = false;\n\n return () => {\n this._refCount--;\n\n if (called) {\n const msg = `SceneObject cancelation handler returned by activate() called a second time`;\n throw new Error(msg);\n }\n\n called = true;\n\n if (this._refCount === 0) {\n this._internalDeactivate();\n }\n };\n }\n\n /**\n * Called by the SceneComponentWrapper when the react component is unmounted.\n * Don't override this, instead use addActivationHandler. The activation handler can return a deactivation handler.\n */\n private _internalDeactivate(): void {\n this._isActive = false;\n\n for (let handler of this._deactivationHandlers.values()) {\n handler();\n }\n\n this._deactivationHandlers.clear();\n\n // Clear subscriptions and listeners\n this._events!.removeAllListeners();\n this._subs.unsubscribe();\n this._subs = new Subscription();\n }\n\n /**\n * Utility hook to get and subscribe to state\n */\n public useState(): TState {\n // eslint-disable-next-line react-hooks/rules-of-hooks\n return useSceneObjectState(this);\n }\n\n /** Force a re-render, should only be needed when variable values change */\n public forceRender(): void {\n this.setState({});\n }\n\n /**\n * Will create new SceneObject with shallow-cloned state, but all state items of type SceneObject are deep cloned\n */\n public clone(withState?: Partial<TState>): this {\n return cloneSceneObject(this, withState);\n }\n\n /**\n * Allows external code to register code that is executed on activate and deactivate. This allow you\n * to wire up scene objects that need to respond to state changes in other objects from the outside.\n **/\n public addActivationHandler(handler: SceneActivationHandler) {\n this._activationHandlers.push(handler);\n }\n\n /**\n * Loop through state and call callback for each direct child scene object.\n * Checks 1 level deep properties and arrays. So a scene object hidden in a nested plain object will not be detected.\n */\n public forEachChild(callback: (child: SceneObjectBase) => void) {\n forEachChild(this.state, callback);\n }\n\n /** Returns a SceneObjectRef that will resolve to this object */\n public getRef(): SceneObjectRef<this> {\n if (!this._ref) {\n this._ref = new SceneObjectRef(this);\n }\n\n return this._ref;\n }\n}\n\n/**\n * This hook is always returning model.state instead of a useState that remembers the last state emitted on the subject\n * The reason for this is so that if the model instance change this function will always return the latest state.\n */\nexport function useSceneObjectState<TState extends SceneObjectState>(\n model: SceneObject<TState>,\n options?: UseStateHookOptions\n): TState {\n const [_, setState] = useState<TState>(model.state);\n const stateAtFirstRender = model.state;\n const shouldActivateOrKeepAlive = options?.shouldActivateOrKeepAlive ?? false;\n\n useEffect(() => {\n let unactivate: CancelActivationHandler | undefined;\n\n if (shouldActivateOrKeepAlive) {\n unactivate = model.activate();\n }\n\n const s = model.subscribeToState((state) => {\n setState(state);\n });\n\n // Re-render component if the state changed between first render and useEffect (mount)\n if (model.state !== stateAtFirstRender) {\n setState(model.state);\n }\n\n return () => {\n s.unsubscribe();\n\n if (unactivate) {\n unactivate();\n }\n };\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [model, shouldActivateOrKeepAlive]);\n\n return model.state;\n}\n\nfunction forEachChild<T extends object>(state: T, callback: (child: SceneObjectBase) => void) {\n for (const propValue of Object.values(state)) {\n if (propValue instanceof SceneObjectBase) {\n callback(propValue);\n }\n\n if (Array.isArray(propValue)) {\n for (const child of propValue) {\n if (child instanceof SceneObjectBase) {\n callback(child);\n }\n }\n }\n 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{"version":3,"file":"SceneObjectBase.js","sources":["../../../src/core/SceneObjectBase.tsx"],"sourcesContent":["import { useEffect, useState } from 'react';\nimport { Subscription, Unsubscribable } from 'rxjs';\nimport { v4 as uuidv4 } from 'uuid';\n\nimport { BusEvent, BusEventHandler, BusEventType, EventBus, EventBusSrv } from '@grafana/data';\nimport {\n SceneObject,\n SceneComponent,\n SceneObjectUrlSyncHandler,\n SceneStateChangedHandler,\n SceneActivationHandler,\n SceneDeactivationHandler,\n CancelActivationHandler,\n SceneObjectState,\n UseStateHookOptions,\n SceneStatelessBehavior,\n} from './types';\n\nimport { SceneComponentWrapper } from './SceneComponentWrapper';\nimport { SceneObjectStateChangedEvent } from './events';\nimport { cloneSceneObject } from './sceneGraph/utils';\nimport { SceneVariableDependencyConfigLike } from '../variables/types';\nimport { SceneObjectRef } from './SceneObjectRef';\n\nexport abstract class SceneObjectBase<TState extends SceneObjectState = SceneObjectState>\n implements SceneObject<TState>\n{\n private _isActive = false;\n private _state: TState;\n private _activationHandlers: SceneActivationHandler[] = [];\n private _deactivationHandlers = new Map<object, SceneDeactivationHandler>();\n private _ref?: SceneObjectRef<this>;\n\n protected _events?: EventBus;\n protected _parent?: SceneObject;\n protected _subs = new Subscription();\n protected _refCount = 0;\n\n protected _variableDependency: SceneVariableDependencyConfigLike | undefined;\n protected _urlSync: SceneObjectUrlSyncHandler | undefined;\n\n public constructor(state: TState) {\n if (!state.key) {\n state.key = uuidv4();\n }\n\n this._events = new EventBusSrv();\n\n this._state = Object.freeze(state);\n this._setParent(this._state);\n }\n\n /** Current state */\n public get state(): TState {\n return this._state;\n }\n\n /** True if currently being active (ie displayed for visual objects) */\n public get isActive(): boolean {\n return this._isActive;\n }\n\n /** Returns the parent, undefined for root object */\n public get parent(): SceneObject | undefined {\n return this._parent;\n }\n\n /** Returns variable dependency config */\n public get variableDependency(): SceneVariableDependencyConfigLike | undefined {\n return this._variableDependency;\n }\n\n /** Returns url sync config */\n public get urlSync(): SceneObjectUrlSyncHandler | undefined {\n return this._urlSync;\n }\n\n /**\n * Used in render functions when rendering a SceneObject.\n * Wraps the component in an EditWrapper that handles edit mode\n */\n public get Component(): SceneComponent<this> {\n return SceneComponentWrapper as SceneComponent<this>;\n }\n\n private _setParent(state: Partial<TState>) {\n forEachChild(state, (child) => {\n // If we already have a parent and it's not this, then we likely have a bug\n if (child._parent && child._parent !== this) {\n console.warn(\n 'SceneObject already has a parent set that is different from the new parent. You cannot share the same SceneObject instance in multiple scenes or in multiple different places of the same scene graph. Use SceneObject.clone() to duplicate a SceneObject or store a state key reference and use sceneGraph.findObject to locate it.',\n child,\n this\n );\n }\n child._parent = this;\n });\n }\n\n /**\n * Subscribe to the scene state subject\n **/\n public subscribeToState(handler: SceneStateChangedHandler<TState>): Unsubscribable {\n return this._events!.subscribe(SceneObjectStateChangedEvent, (event) => {\n if (event.payload.changedObject === this) {\n handler(event.payload.newState as TState, event.payload.prevState as TState);\n }\n });\n }\n\n /**\n * Subscribe to the scene event\n **/\n public subscribeToEvent<T extends BusEvent>(eventType: BusEventType<T>, handler: BusEventHandler<T>): Unsubscribable {\n return this._events!.subscribe(eventType, handler);\n }\n\n public setState(update: Partial<TState>) {\n const prevState = this._state;\n const newState: TState = {\n ...this._state,\n ...update,\n };\n\n this._state = Object.freeze(newState);\n this._setParent(update);\n\n // Handles cases when $data, $timeRange, or $variables are changed\n this._handleActivationOfChangedStateProps(prevState, newState);\n\n // Bubble state change event. This is event is subscribed to by UrlSyncManager and UndoManager\n this.publishEvent(\n new SceneObjectStateChangedEvent({\n prevState,\n newState,\n partialUpdate: update,\n changedObject: this,\n }),\n true\n );\n }\n\n /**\n * This handles activation and deactivation of $data, $timeRange and $variables when they change\n * during the active phase of the scene object.\n */\n private _handleActivationOfChangedStateProps(prevState: TState, newState: TState) {\n if (!this.isActive) {\n return;\n }\n\n if (prevState.$behaviors !== newState.$behaviors) {\n this._handleChangedBehaviors(prevState.$behaviors, newState.$behaviors);\n }\n\n if (prevState.$data !== newState.$data) {\n this._handleChangedStateActivation(prevState.$data, newState.$data);\n }\n\n if (prevState.$variables !== newState.$variables) {\n this._handleChangedStateActivation(prevState.$variables, newState.$variables);\n }\n\n if (prevState.$timeRange !== newState.$timeRange) {\n this._handleChangedStateActivation(prevState.$timeRange, newState.$timeRange);\n }\n }\n\n private _handleChangedStateActivation(oldValue: SceneObject | undefined, newValue: SceneObject | undefined) {\n if (oldValue) {\n const deactivationHandler = this._deactivationHandlers.get(oldValue);\n if (deactivationHandler) {\n deactivationHandler();\n this._deactivationHandlers.delete(oldValue);\n }\n }\n\n if (newValue) {\n this._deactivationHandlers.set(newValue, newValue.activate());\n }\n }\n\n private _handleChangedBehaviors(\n oldValue: Array<SceneObject | SceneStatelessBehavior> | undefined,\n newValue: Array<SceneObject | SceneStatelessBehavior> | undefined\n ) {\n // Handle removed behaviors\n if (oldValue) {\n for (const oldBehavior of oldValue) {\n if (!newValue || !newValue.includes(oldBehavior)) {\n const deactivationHandler = this._deactivationHandlers.get(oldBehavior);\n if (deactivationHandler) {\n deactivationHandler();\n this._deactivationHandlers.delete(oldBehavior);\n }\n }\n }\n }\n\n // Handle new behaviors\n if (newValue) {\n for (const newBehavior of newValue) {\n if (!oldValue || !oldValue.includes(newBehavior)) {\n this._activateBehavior(newBehavior);\n }\n }\n }\n }\n\n /*\n * Publish an event and optionally bubble it up the scene\n **/\n public publishEvent(event: BusEvent, bubble?: boolean) {\n this._events!.publish(event);\n\n if (bubble && this.parent) {\n this.parent.publishEvent(event, bubble);\n }\n }\n\n public getRoot(): SceneObject {\n return !this._parent ? this : this._parent.getRoot();\n }\n\n private _internalActivate() {\n this._isActive = true;\n\n const { $data, $variables, $timeRange, $behaviors } = this.state;\n\n this._activationHandlers.forEach((handler) => {\n const result = handler();\n if (result) {\n this._deactivationHandlers.set(result, result);\n }\n });\n\n if ($timeRange && !$timeRange.isActive) {\n this._deactivationHandlers.set($timeRange, $timeRange.activate());\n }\n\n if ($variables && !$variables.isActive) {\n this._deactivationHandlers.set($variables, $variables.activate());\n }\n\n if ($data && !$data.isActive) {\n this._deactivationHandlers.set($data, $data.activate());\n }\n\n if ($behaviors) {\n for (const behavior of $behaviors) {\n this._activateBehavior(behavior);\n }\n }\n }\n\n private _activateBehavior(behavior: SceneObject | SceneStatelessBehavior): SceneDeactivationHandler | void {\n if (behavior instanceof SceneObjectBase) {\n this._deactivationHandlers.set(behavior, behavior.activate());\n } else if (typeof behavior === 'function') {\n const deactivate = behavior(this);\n if (deactivate) {\n this._deactivationHandlers.set(behavior, deactivate);\n }\n }\n }\n\n /**\n * This is primarily called from SceneComponentWrapper when the SceneObject's Component is mounted.\n * But in some scenarios this can also be called directly from another scene object. When called manually from another scene object\n * make sure to call the returned function when the source scene object is deactivated.\n */\n public activate(): CancelActivationHandler {\n if (!this.isActive) {\n this._internalActivate();\n }\n\n this._refCount++;\n\n let called = false;\n\n return () => {\n this._refCount--;\n\n if (called) {\n const msg = `SceneObject cancelation handler returned by activate() called a second time`;\n throw new Error(msg);\n }\n\n called = true;\n\n if (this._refCount === 0) {\n this._internalDeactivate();\n }\n };\n }\n\n /**\n * Called by the SceneComponentWrapper when the react component is unmounted.\n * Don't override this, instead use addActivationHandler. 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unactivate: CancelActivationHandler | undefined;\n\n if (shouldActivateOrKeepAlive) {\n unactivate = model.activate();\n }\n\n const s = model.subscribeToState((state) => {\n setState(state);\n });\n\n // Re-render component if the state changed between first render and useEffect (mount)\n if (model.state !== stateAtFirstRender) {\n setState(model.state);\n }\n\n return () => {\n s.unsubscribe();\n\n if (unactivate) {\n unactivate();\n }\n };\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [model, shouldActivateOrKeepAlive]);\n\n return model.state;\n}\n\nfunction forEachChild<T extends object>(state: T, callback: (child: SceneObjectBase) => void) {\n for (const propValue of Object.values(state)) {\n if (propValue instanceof SceneObjectBase) {\n callback(propValue);\n }\n\n if (Array.isArray(propValue)) {\n for (const child of propValue) {\n if (child instanceof SceneObjectBase) {\n callback(child);\n }\n }\n }\n 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@@ -75,7 +75,7 @@ class SceneDataTransformer extends SceneObjectBase {
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return true;
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}
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reprocessTransformations() {
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-
this.transform(this.getSourceData().state.data);
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+
this.transform(this.getSourceData().state.data, true);
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}
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cancelQuery() {
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var _a, _b;
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@@ -84,8 +84,42 @@ class SceneDataTransformer extends SceneObjectBase {
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getResultsStream() {
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return this._results;
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}
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-
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87
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+
clone(withState) {
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+
const clone = super.clone(withState);
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+
if (this._prevDataFromSource) {
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+
clone["_prevDataFromSource"] = this._prevDataFromSource;
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{"version":3,"file":"SceneDataTransformer.js","sources":["../../../src/querying/SceneDataTransformer.ts"],"sourcesContent":["import { DataTopic, DataTransformerConfig, LoadingState, PanelData, transformDataFrame } from '@grafana/data';\nimport { toDataQueryError } from '@grafana/runtime';\nimport { catchError, forkJoin, map, of, ReplaySubject, Unsubscribable } from 'rxjs';\nimport { sceneGraph } from '../core/sceneGraph';\nimport { SceneObjectBase } from '../core/SceneObjectBase';\nimport { CustomTransformerDefinition, SceneDataProvider, SceneDataProviderResult, SceneDataState } from '../core/types';\nimport { VariableDependencyConfig } from '../variables/VariableDependencyConfig';\nimport { SceneDataLayerSet } from './SceneDataLayerSet';\n\nexport interface SceneDataTransformerState extends SceneDataState {\n /**\n * Array of standard transformation configs and custom transform operators\n */\n transformations: Array<DataTransformerConfig | CustomTransformerDefinition>;\n}\n\n/**\n * You can use this as a $data object. It can either transform an inner $data DataProvider or if that is not set it will\n * subscribe to a DataProvider higher up in the scene graph and transform its data.\n *\n * The transformations array supports custom (runtime defined) transformation as well as declarative core transformations.\n * You can manually re-process the transformations by calling reprocessTransformations(). This is useful if you have\n * transformations that depend on other scene object states.\n */\nexport class SceneDataTransformer extends SceneObjectBase<SceneDataTransformerState> implements SceneDataProvider {\n private _transformSub?: Unsubscribable;\n private _results = new ReplaySubject<SceneDataProviderResult>(1);\n\n /**\n * Scan transformations for variable usage and re-process transforms when a variable values change\n */\n protected _variableDependency: VariableDependencyConfig<SceneDataTransformerState> = new VariableDependencyConfig(\n this,\n {\n statePaths: ['transformations'],\n onReferencedVariableValueChanged: () => this.reprocessTransformations(),\n }\n );\n\n public constructor(state: SceneDataTransformerState) {\n super(state);\n\n this.addActivationHandler(() => this.activationHandler());\n }\n\n private activationHandler() {\n const sourceData = this.getSourceData();\n\n this._subs.add(sourceData.subscribeToState((state) => this.transform(state.data)));\n\n if (sourceData.state.data) {\n this.transform(sourceData.state.data);\n }\n\n return () => {\n if (this._transformSub) {\n this._transformSub.unsubscribe();\n }\n };\n }\n\n private getSourceData(): SceneDataProvider {\n if (this.state.$data) {\n if (this.state.$data instanceof SceneDataLayerSet) {\n throw new Error('SceneDataLayerSet can not be used as data provider for SceneDataTransformer.');\n }\n return this.state.$data;\n }\n\n if (!this.parent || !this.parent.parent) {\n throw new Error('SceneDataTransformer must either have $data set on it or have a parent.parent with $data');\n }\n\n return sceneGraph.getData(this.parent.parent);\n }\n\n public setContainerWidth(width: number) {\n if (this.state.$data && this.state.$data.setContainerWidth) {\n this.state.$data.setContainerWidth(width);\n }\n }\n\n public isDataReadyToDisplay() {\n const dataObject = this.getSourceData();\n if (dataObject.isDataReadyToDisplay) {\n return dataObject.isDataReadyToDisplay();\n }\n\n return true;\n }\n\n public reprocessTransformations() {\n this.transform(this.getSourceData().state.data);\n }\n\n public cancelQuery() {\n this.getSourceData().cancelQuery?.();\n }\n\n public getResultsStream() {\n return this._results;\n }\n\n private transform(data: PanelData | undefined) {\n const seriesTransformations = this.state.transformations\n .filter((transformation) => {\n if ('options' in transformation || 'topic' in transformation) {\n return transformation.topic == null || transformation.topic === DataTopic.Series;\n }\n\n return true;\n })\n .map((transformation) => ('operator' in transformation ? transformation.operator : transformation));\n\n const annotationsTransformations = this.state.transformations\n .filter((transformation) => {\n if ('options' in transformation || 'topic' in transformation) {\n return transformation.topic === DataTopic.Annotations;\n }\n\n return false;\n })\n .map((transformation) => ('operator' in transformation ? transformation.operator : transformation));\n\n if (this.state.transformations.length === 0 || !data) {\n this.setState({ data });\n\n if (data) {\n this._results.next({ origin: this, data });\n }\n return;\n }\n\n if (this._transformSub) {\n this._transformSub.unsubscribe();\n }\n\n const ctx = {\n interpolate: (value: string) => {\n return sceneGraph.interpolate(this, value, data.request?.scopedVars);\n },\n };\n\n let streams = [transformDataFrame(seriesTransformations, data.series, ctx)];\n\n if (data.annotations && data.annotations.length > 0 && annotationsTransformations.length > 0) {\n streams.push(transformDataFrame(annotationsTransformations, data.annotations ?? []));\n }\n\n this._transformSub = forkJoin(streams)\n .pipe(\n map((values) => {\n const transformedSeries = values[0];\n const transformedAnnotations = values[1];\n\n return {\n ...data,\n series: transformedSeries,\n annotations: transformedAnnotations ?? data.annotations,\n };\n }),\n catchError((err) => {\n console.error('Error transforming data: ', err);\n const sourceErr = this.getSourceData().state.data?.errors || [];\n\n const transformationError = toDataQueryError(err);\n transformationError.message = `Error transforming data: ${transformationError.message}`;\n\n const result: PanelData = {\n ...data,\n state: LoadingState.Error,\n // Combine transformation error with upstream errors\n errors: [...sourceErr, transformationError],\n };\n\n return of(result);\n })\n )\n .subscribe((data) => {\n this.setState({ data });\n this._results.next({ origin: this, data });\n });\n 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{"version":3,"file":"SceneDataTransformer.js","sources":["../../../src/querying/SceneDataTransformer.ts"],"sourcesContent":["import { DataTopic, DataTransformerConfig, LoadingState, PanelData, transformDataFrame } from '@grafana/data';\nimport { toDataQueryError } from '@grafana/runtime';\nimport { catchError, forkJoin, map, of, ReplaySubject, Unsubscribable } from 'rxjs';\nimport { sceneGraph } from '../core/sceneGraph';\nimport { SceneObjectBase } from '../core/SceneObjectBase';\nimport { CustomTransformerDefinition, SceneDataProvider, SceneDataProviderResult, SceneDataState } from '../core/types';\nimport { VariableDependencyConfig } from '../variables/VariableDependencyConfig';\nimport { SceneDataLayerSet } from './SceneDataLayerSet';\n\nexport interface SceneDataTransformerState extends SceneDataState {\n /**\n * Array of standard transformation configs and custom transform operators\n */\n transformations: Array<DataTransformerConfig | CustomTransformerDefinition>;\n}\n\n/**\n * You can use this as a $data object. It can either transform an inner $data DataProvider or if that is not set it will\n * subscribe to a DataProvider higher up in the scene graph and transform its data.\n *\n * The transformations array supports custom (runtime defined) transformation as well as declarative core transformations.\n * You can manually re-process the transformations by calling reprocessTransformations(). This is useful if you have\n * transformations that depend on other scene object states.\n */\nexport class SceneDataTransformer extends SceneObjectBase<SceneDataTransformerState> implements SceneDataProvider {\n private _transformSub?: Unsubscribable;\n private _results = new ReplaySubject<SceneDataProviderResult>(1);\n private _prevDataFromSource?: PanelData;\n\n /**\n * Scan transformations for variable usage and re-process transforms when a variable values change\n */\n protected _variableDependency: VariableDependencyConfig<SceneDataTransformerState> = new VariableDependencyConfig(\n this,\n {\n statePaths: ['transformations'],\n onReferencedVariableValueChanged: () => this.reprocessTransformations(),\n }\n );\n\n public constructor(state: SceneDataTransformerState) {\n super(state);\n\n this.addActivationHandler(() => this.activationHandler());\n }\n\n private activationHandler() {\n const sourceData = this.getSourceData();\n\n this._subs.add(sourceData.subscribeToState((state) => this.transform(state.data)));\n\n if (sourceData.state.data) {\n this.transform(sourceData.state.data);\n }\n\n return () => {\n if (this._transformSub) {\n this._transformSub.unsubscribe();\n }\n };\n }\n\n private getSourceData(): SceneDataProvider {\n if (this.state.$data) {\n if (this.state.$data instanceof SceneDataLayerSet) {\n throw new Error('SceneDataLayerSet can not be used as data provider for SceneDataTransformer.');\n }\n return this.state.$data;\n }\n\n if (!this.parent || !this.parent.parent) {\n throw new Error('SceneDataTransformer must either have $data set on it or have a parent.parent with $data');\n }\n\n return sceneGraph.getData(this.parent.parent);\n }\n\n public setContainerWidth(width: number) {\n if (this.state.$data && this.state.$data.setContainerWidth) {\n this.state.$data.setContainerWidth(width);\n }\n }\n\n public isDataReadyToDisplay() {\n const dataObject = this.getSourceData();\n if (dataObject.isDataReadyToDisplay) {\n return dataObject.isDataReadyToDisplay();\n }\n\n return true;\n }\n\n public reprocessTransformations() {\n this.transform(this.getSourceData().state.data, true);\n }\n\n public cancelQuery() {\n this.getSourceData().cancelQuery?.();\n }\n\n public getResultsStream() {\n return this._results;\n }\n\n public clone(withState?: Partial<SceneDataTransformerState>) {\n const clone = super.clone(withState);\n\n if (this._prevDataFromSource) {\n clone['_prevDataFromSource'] = this._prevDataFromSource;\n }\n\n return clone;\n }\n\n private haveAlreadyTransformedData(data: PanelData) {\n if (!this._prevDataFromSource) {\n return false;\n }\n\n if (data === this._prevDataFromSource) {\n return true;\n }\n\n const { series, annotations } = this._prevDataFromSource;\n\n if (data.series === series && data.annotations === annotations) {\n if (this.state.data && data.state !== this.state.data.state) {\n this.setState({ data: { ...this.state.data, state: data.state } });\n }\n return true;\n }\n\n return false;\n }\n\n private transform(data: PanelData | undefined, force = false) {\n if (this.state.transformations.length === 0 || !data) {\n this._prevDataFromSource = data;\n this.setState({ data });\n\n if (data) {\n this._results.next({ origin: this, data });\n }\n return;\n }\n\n // Skip transform step if we have already transformed this data\n if (!force && this.haveAlreadyTransformedData(data)) {\n return;\n }\n\n const seriesTransformations = this.state.transformations\n .filter((transformation) => {\n if ('options' in transformation || 'topic' in transformation) {\n return transformation.topic == null || transformation.topic === DataTopic.Series;\n }\n\n return true;\n })\n .map((transformation) => ('operator' in transformation ? transformation.operator : transformation));\n\n const annotationsTransformations = this.state.transformations\n .filter((transformation) => {\n if ('options' in transformation || 'topic' in transformation) {\n return transformation.topic === DataTopic.Annotations;\n }\n\n return false;\n })\n .map((transformation) => ('operator' in transformation ? transformation.operator : transformation));\n\n if (this._transformSub) {\n this._transformSub.unsubscribe();\n }\n\n const ctx = {\n interpolate: (value: string) => {\n return sceneGraph.interpolate(this, value, data.request?.scopedVars);\n },\n };\n\n let streams = [transformDataFrame(seriesTransformations, data.series, ctx)];\n\n if (data.annotations && data.annotations.length > 0 && annotationsTransformations.length > 0) {\n streams.push(transformDataFrame(annotationsTransformations, data.annotations ?? []));\n }\n\n this._transformSub = forkJoin(streams)\n .pipe(\n map((values) => {\n const transformedSeries = values[0];\n const transformedAnnotations = values[1];\n\n return {\n ...data,\n series: transformedSeries,\n annotations: transformedAnnotations ?? data.annotations,\n };\n }),\n catchError((err) => {\n console.error('Error transforming data: ', err);\n const sourceErr = this.getSourceData().state.data?.errors || [];\n\n const transformationError = toDataQueryError(err);\n transformationError.message = `Error transforming data: ${transformationError.message}`;\n\n const result: PanelData = {\n ...data,\n state: LoadingState.Error,\n // Combine transformation error with upstream errors\n errors: [...sourceErr, transformationError],\n };\n\n return of(result);\n })\n )\n .subscribe((transformedData) => {\n this.setState({ data: transformedData });\n this._results.next({ origin: this, data: transformedData });\n this._prevDataFromSource = data;\n });\n 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@@ -147,6 +147,9 @@ class MultiValueVariable extends SceneObjectBase {
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}
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}
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if (isEqual(value, this.state.value) && isEqual(text, this.state.text)) {
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return;
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this.setStateHelper({ value, text, loading: false });
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this.publishEvent(new SceneVariableValueChangedEvent(this), true);
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@@ -1 +1 @@
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{"version":3,"file":"MultiValueVariable.js","sources":["../../../../src/variables/variants/MultiValueVariable.ts"],"sourcesContent":["import { isArray, 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 { 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';\nimport { setBaseClassState } from '../../utils/utils';\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 * For multi value variables, this option controls how many values to show before they are collapsed into +N.\n * Defaults to 5\n */\n maxVisibleValues?: number;\n noValueOnClear?: boolean;\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 * Set to true to skip next value validation to maintain the current value even it it's not among the options (ie valid values)\n */\n public skipNextValidation?: boolean;\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 onCancel(): 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. If not update the value.\n */\n private updateValueGivenNewOptions(options: VariableValueOption[]) {\n // Remember current value and text\n const { value: currentValue, text: currentText } = this.state;\n\n const stateUpdate: Partial<MultiValueVariableState> = {\n options,\n loading: false,\n value: currentValue,\n text: currentText,\n };\n\n if (options.length === 0) {\n if (this.state.defaultToAll || this.state.includeAll) {\n stateUpdate.value = ALL_VARIABLE_VALUE;\n stateUpdate.text = ALL_VARIABLE_TEXT;\n } else if (this.state.isMulti) {\n stateUpdate.value = [];\n stateUpdate.text = [];\n } else {\n stateUpdate.value = '';\n stateUpdate.text = '';\n }\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(currentValue) ? currentValue : [currentValue];\n const validValues = currentValues.filter((v) => options.find((o) => o.value === v));\n const validTexts = validValues.map((v) => options.find((o) => o.value === v)!.label);\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 {\n if (!isEqual(validValues, currentValue)) {\n stateUpdate.value = validValues;\n }\n if (!isEqual(validTexts, currentText)) {\n stateUpdate.text = validTexts;\n }\n }\n } else {\n // Try find by value then text\n let matchingOption = findOptionMatchingCurrent(currentValue, currentText, options);\n if (matchingOption) {\n // When updating the initial state from URL the text property is set the same as value\n // Here we can correct the text value state\n stateUpdate.text = matchingOption.label;\n stateUpdate.value = matchingOption.value;\n } else {\n // Current value is found in options\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 this.interceptStateUpdateAfterValidation(stateUpdate);\n\n // Perform state change\n this.setStateHelper(stateUpdate);\n\n // Publish value changed event only if value changed\n if (stateUpdate.value !== currentValue || stateUpdate.text !== currentText || this.hasAllValue()) {\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n }\n\n /**\n * Values set by initial URL sync needs to survive the next validation and update.\n * This function can intercept and make sure those values are preserved.\n */\n protected interceptStateUpdateAfterValidation(stateUpdate: Partial<MultiValueVariableState>): void {\n // If the validation wants to fix the all value (All ==> $__all) then we should let that pass\n const isAllValueFix = stateUpdate.value === ALL_VARIABLE_VALUE && this.state.text === ALL_VARIABLE_TEXT;\n\n if (this.skipNextValidation && 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getOptionsForSelect(): VariableValueOption[] {\n let options = this.state.options;\n\n if (this.state.includeAll) {\n options = [{ value: ALL_VARIABLE_VALUE, label: ALL_VARIABLE_TEXT }, ...options];\n }\n\n if (!Array.isArray(this.state.value)) {\n const current = options.find((x) => x.value === this.state.value);\n if (!current) {\n options = [{ value: this.state.value, label: String(this.state.text) }, ...options];\n }\n }\n\n return options;\n }\n\n /**\n * Can be used by subclasses to do custom handling of option search based on search input\n */\n public onSearchChange?(searchFilter: string): void;\n}\n\n/**\n * Looks for matching option, first by value but as a fallback by text (label).\n */\nfunction findOptionMatchingCurrent(\n currentValue: VariableValue,\n currentText: VariableValue,\n options: VariableValueOption[]\n) {\n let textMatch: VariableValueOption | undefined;\n\n for (const item of options) {\n if (item.value === currentValue) {\n return item;\n }\n\n // No early 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pass all values (in an array) in updateFromUrl\n urlValue = [String(value)];\n } else {\n urlValue = String(value);\n }\n\n return { [this.getKey()]: urlValue };\n }\n\n public updateFromUrl(values: SceneObjectUrlValues): void {\n let urlValue = values[this.getKey()];\n\n if (urlValue != null) {\n // This is to be backwards compatible with old url all value\n if (this._sceneObject.state.includeAll) {\n urlValue = handleLegacyUrlAllValue(urlValue);\n }\n\n /**\n * Initial URL Sync happens before scene objects are activated.\n * We need to skip validation in this case to make sure values set via URL are maintained.\n */\n if (!this._sceneObject.isActive) {\n this._sceneObject.skipNextValidation = true;\n }\n\n this._sceneObject.changeValueTo(urlValue);\n }\n }\n}\n\nfunction handleLegacyUrlAllValue(value: string | string[]) {\n if (isArray(value) && value[0] === ALL_VARIABLE_TEXT) {\n return [ALL_VARIABLE_VALUE];\n } else if (value === ALL_VARIABLE_TEXT) {\n return ALL_VARIABLE_VALUE;\n 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{"version":3,"file":"MultiValueVariable.js","sources":["../../../../src/variables/variants/MultiValueVariable.ts"],"sourcesContent":["import { isArray, 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 { 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';\nimport { setBaseClassState } from '../../utils/utils';\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 * For multi value variables, this option controls how many values to show before they are collapsed into +N.\n * Defaults to 5\n */\n maxVisibleValues?: number;\n noValueOnClear?: boolean;\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 * Set to true to skip next value validation to maintain the current value even it it's not among the options (ie valid values)\n */\n public skipNextValidation?: boolean;\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 onCancel(): 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. If not update the value.\n */\n private updateValueGivenNewOptions(options: VariableValueOption[]) {\n // Remember current value and text\n const { value: currentValue, text: currentText } = this.state;\n\n const stateUpdate: Partial<MultiValueVariableState> = {\n options,\n loading: false,\n value: currentValue,\n text: currentText,\n };\n\n if (options.length === 0) {\n if (this.state.defaultToAll || this.state.includeAll) {\n stateUpdate.value = ALL_VARIABLE_VALUE;\n stateUpdate.text = ALL_VARIABLE_TEXT;\n } else if (this.state.isMulti) {\n stateUpdate.value = [];\n stateUpdate.text = [];\n } else {\n stateUpdate.value = '';\n stateUpdate.text = '';\n }\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(currentValue) ? currentValue : [currentValue];\n const validValues = currentValues.filter((v) => options.find((o) => o.value === v));\n const validTexts = validValues.map((v) => options.find((o) => o.value === v)!.label);\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 {\n if (!isEqual(validValues, currentValue)) {\n stateUpdate.value = validValues;\n }\n if (!isEqual(validTexts, currentText)) {\n stateUpdate.text = validTexts;\n }\n }\n } else {\n // Try find by value then text\n let matchingOption = findOptionMatchingCurrent(currentValue, currentText, options);\n if (matchingOption) {\n // When updating the initial state from URL the text property is set the same as value\n // Here we can correct the text value state\n stateUpdate.text = matchingOption.label;\n stateUpdate.value = matchingOption.value;\n } else {\n // Current value is found in options\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 this.interceptStateUpdateAfterValidation(stateUpdate);\n\n // Perform state change\n this.setStateHelper(stateUpdate);\n\n // Publish value changed event only if value changed\n if (stateUpdate.value !== currentValue || stateUpdate.text !== currentText || this.hasAllValue()) {\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n }\n\n /**\n * Values set by initial URL sync needs to survive the next validation and update.\n * This function can intercept and make sure those values are preserved.\n */\n protected interceptStateUpdateAfterValidation(stateUpdate: Partial<MultiValueVariableState>): void {\n // If the validation wants to fix the all value (All ==> $__all) then we should let that pass\n const isAllValueFix = stateUpdate.value === ALL_VARIABLE_VALUE && this.state.text === ALL_VARIABLE_TEXT;\n\n if (this.skipNextValidation && stateUpdate.value !== this.state.value && !isAllValueFix) {\n stateUpdate.value = this.state.value;\n stateUpdate.text = this.state.text;\n }\n\n this.skipNextValidation = false;\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 public hasAllValue() {\n const value = this.state.value;\n return value === ALL_VARIABLE_VALUE || (Array.isArray(value) && value[0] === ALL_VARIABLE_VALUE);\n }\n\n public getDefaultMultiState(options: VariableValueOption[]) {\n if (this.state.defaultToAll) {\n return { value: [ALL_VARIABLE_VALUE], text: [ALL_VARIABLE_TEXT] };\n } else if (options.length > 0) {\n return { value: [options[0].value], text: [options[0].label] };\n } else {\n return { value: [], text: [] };\n }\n }\n\n /**\n * Change the value and publish SceneVariableValueChangedEvent event.\n */\n public changeValueTo(value: VariableValue, text?: VariableValue) {\n // Ignore 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) {\n const state = this.getDefaultMultiState(this.state.options);\n value = state.value;\n text = state.text;\n }\n\n // If last value is the All value then replace all with it\n if (value[value.length - 1] === ALL_VARIABLE_VALUE) {\n value = [ALL_VARIABLE_VALUE];\n text = [ALL_VARIABLE_TEXT];\n }\n // If the first value is the ALL value and we have other values, then remove the All value\n else if (value[0] === ALL_VARIABLE_VALUE && value.length > 1) {\n value.shift();\n if (Array.isArray(text)) {\n text.shift();\n }\n }\n }\n\n // Do nothing if value and text are the same\n if (isEqual(value, this.state.value) && isEqual(text, this.state.text)) {\n return;\n }\n\n this.setStateHelper({ value, text, loading: false });\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n\n private findLabelTextForValue(value: VariableValueSingle): VariableValueSingle {\n const option = this.state.options.find((x) => x.value === value);\n if (option) {\n return option.label;\n }\n\n const optionByLabel = this.state.options.find((x) => x.label === value);\n if (optionByLabel) {\n return optionByLabel.label;\n }\n\n return value;\n }\n\n /**\n * This helper function is to counter the contravariance of setState\n */\n private setStateHelper(state: Partial<MultiValueVariableState>) {\n setBaseClassState<MultiValueVariableState>(this, state);\n }\n\n public getOptionsForSelect(): VariableValueOption[] {\n let options = this.state.options;\n\n if (this.state.includeAll) {\n options = [{ value: ALL_VARIABLE_VALUE, label: ALL_VARIABLE_TEXT }, ...options];\n }\n\n if (!Array.isArray(this.state.value)) {\n const current = options.find((x) => x.value === this.state.value);\n if (!current) {\n options = [{ value: this.state.value, label: String(this.state.text) }, ...options];\n }\n }\n\n return options;\n }\n\n /**\n * Can be used by subclasses to do custom handling of option search based on search input\n */\n public onSearchChange?(searchFilter: string): void;\n}\n\n/**\n * Looks for matching option, first by value but as a fallback by text (label).\n */\nfunction findOptionMatchingCurrent(\n currentValue: VariableValue,\n currentText: VariableValue,\n options: VariableValueOption[]\n) {\n let textMatch: VariableValueOption | undefined;\n\n for (const item of options) {\n if (item.value === currentValue) {\n return item;\n }\n\n // No early return here as want to continue to look a value match\n if (item.label === currentText) {\n textMatch = item;\n }\n }\n\n return textMatch;\n}\n\nexport class MultiValueUrlSyncHandler<TState extends MultiValueVariableState = MultiValueVariableState>\n implements SceneObjectUrlSyncHandler\n{\n public constructor(private _sceneObject: MultiValueVariable<TState>) {}\n\n private getKey(): string {\n return `var-${this._sceneObject.state.name}`;\n }\n\n public getKeys(): string[] {\n if (this._sceneObject.state.skipUrlSync) {\n return [];\n }\n\n return [this.getKey()];\n }\n\n public getUrlState(): SceneObjectUrlValues {\n if (this._sceneObject.state.skipUrlSync) {\n return {};\n }\n\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 if ((this, this._sceneObject.state.isMulti)) {\n // If we are inMulti mode we must return an array here as otherwise UrlSyncManager will not pass all values (in an array) in updateFromUrl\n urlValue = [String(value)];\n } else {\n urlValue = String(value);\n }\n\n return { [this.getKey()]: urlValue };\n }\n\n public updateFromUrl(values: SceneObjectUrlValues): void {\n let urlValue = values[this.getKey()];\n\n if (urlValue != null) {\n // This is to be backwards compatible with old url all value\n if (this._sceneObject.state.includeAll) {\n urlValue = handleLegacyUrlAllValue(urlValue);\n }\n\n /**\n * Initial URL Sync happens before scene objects are activated.\n * We need to skip validation in this case to make sure values set via URL are maintained.\n */\n if (!this._sceneObject.isActive) {\n this._sceneObject.skipNextValidation = true;\n }\n\n this._sceneObject.changeValueTo(urlValue);\n }\n }\n}\n\nfunction handleLegacyUrlAllValue(value: string | string[]) {\n if (isArray(value) && value[0] === ALL_VARIABLE_TEXT) {\n return [ALL_VARIABLE_VALUE];\n } else if (value === ALL_VARIABLE_TEXT) {\n return ALL_VARIABLE_VALUE;\n }\n\n return value;\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 (formatNameOrFn === VariableFormatID.Text) {\n return ALL_VARIABLE_TEXT;\n }\n\n if (formatNameOrFn === VariableFormatID.PercentEncode) {\n return formatRegistry.get(VariableFormatID.PercentEncode).formatter(this._value, [], this._variable);\n }\n\n if (formatNameOrFn === VariableFormatID.QueryParam) {\n return formatRegistry.get(VariableFormatID.QueryParam).formatter(ALL_VARIABLE_TEXT, [], this._variable);\n }\n\n return this._value;\n 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|
package/dist/index.d.ts
CHANGED
|
@@ -375,9 +375,11 @@ declare abstract class SceneObjectBase<TState extends SceneObjectState = SceneOb
|
|
|
375
375
|
*/
|
|
376
376
|
private _handleActivationOfChangedStateProps;
|
|
377
377
|
private _handleChangedStateActivation;
|
|
378
|
+
private _handleChangedBehaviors;
|
|
378
379
|
publishEvent(event: BusEvent, bubble?: boolean): void;
|
|
379
380
|
getRoot(): SceneObject;
|
|
380
381
|
private _internalActivate;
|
|
382
|
+
private _activateBehavior;
|
|
381
383
|
/**
|
|
382
384
|
* This is primarily called from SceneComponentWrapper when the SceneObject's Component is mounted.
|
|
383
385
|
* But in some scenarios this can also be called directly from another scene object. When called manually from another scene object
|
|
@@ -1360,6 +1362,7 @@ interface SceneDataTransformerState extends SceneDataState {
|
|
|
1360
1362
|
declare class SceneDataTransformer extends SceneObjectBase<SceneDataTransformerState> implements SceneDataProvider {
|
|
1361
1363
|
private _transformSub?;
|
|
1362
1364
|
private _results;
|
|
1365
|
+
private _prevDataFromSource?;
|
|
1363
1366
|
/**
|
|
1364
1367
|
* Scan transformations for variable usage and re-process transforms when a variable values change
|
|
1365
1368
|
*/
|
|
@@ -1372,6 +1375,8 @@ declare class SceneDataTransformer extends SceneObjectBase<SceneDataTransformerS
|
|
|
1372
1375
|
reprocessTransformations(): void;
|
|
1373
1376
|
cancelQuery(): void;
|
|
1374
1377
|
getResultsStream(): ReplaySubject<SceneDataProviderResult>;
|
|
1378
|
+
clone(withState?: Partial<SceneDataTransformerState>): this;
|
|
1379
|
+
private haveAlreadyTransformedData;
|
|
1375
1380
|
private transform;
|
|
1376
1381
|
}
|
|
1377
1382
|
|
package/dist/index.js
CHANGED
|
@@ -306,6 +306,9 @@ class SceneObjectBase {
|
|
|
306
306
|
if (!this.isActive) {
|
|
307
307
|
return;
|
|
308
308
|
}
|
|
309
|
+
if (prevState.$behaviors !== newState.$behaviors) {
|
|
310
|
+
this._handleChangedBehaviors(prevState.$behaviors, newState.$behaviors);
|
|
311
|
+
}
|
|
309
312
|
if (prevState.$data !== newState.$data) {
|
|
310
313
|
this._handleChangedStateActivation(prevState.$data, newState.$data);
|
|
311
314
|
}
|
|
@@ -328,6 +331,26 @@ class SceneObjectBase {
|
|
|
328
331
|
this._deactivationHandlers.set(newValue, newValue.activate());
|
|
329
332
|
}
|
|
330
333
|
}
|
|
334
|
+
_handleChangedBehaviors(oldValue, newValue) {
|
|
335
|
+
if (oldValue) {
|
|
336
|
+
for (const oldBehavior of oldValue) {
|
|
337
|
+
if (!newValue || !newValue.includes(oldBehavior)) {
|
|
338
|
+
const deactivationHandler = this._deactivationHandlers.get(oldBehavior);
|
|
339
|
+
if (deactivationHandler) {
|
|
340
|
+
deactivationHandler();
|
|
341
|
+
this._deactivationHandlers.delete(oldBehavior);
|
|
342
|
+
}
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343
|
+
}
|
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344
|
+
}
|
|
345
|
+
}
|
|
346
|
+
if (newValue) {
|
|
347
|
+
for (const newBehavior of newValue) {
|
|
348
|
+
if (!oldValue || !oldValue.includes(newBehavior)) {
|
|
349
|
+
this._activateBehavior(newBehavior);
|
|
350
|
+
}
|
|
351
|
+
}
|
|
352
|
+
}
|
|
353
|
+
}
|
|
331
354
|
publishEvent(event, bubble) {
|
|
332
355
|
this._events.publish(event);
|
|
333
356
|
if (bubble && this.parent) {
|
|
@@ -357,14 +380,17 @@ class SceneObjectBase {
|
|
|
357
380
|
}
|
|
358
381
|
if ($behaviors) {
|
|
359
382
|
for (const behavior of $behaviors) {
|
|
360
|
-
|
|
361
|
-
|
|
362
|
-
|
|
363
|
-
|
|
364
|
-
|
|
365
|
-
|
|
366
|
-
|
|
367
|
-
|
|
383
|
+
this._activateBehavior(behavior);
|
|
384
|
+
}
|
|
385
|
+
}
|
|
386
|
+
}
|
|
387
|
+
_activateBehavior(behavior) {
|
|
388
|
+
if (behavior instanceof SceneObjectBase) {
|
|
389
|
+
this._deactivationHandlers.set(behavior, behavior.activate());
|
|
390
|
+
} else if (typeof behavior === "function") {
|
|
391
|
+
const deactivate = behavior(this);
|
|
392
|
+
if (deactivate) {
|
|
393
|
+
this._deactivationHandlers.set(behavior, deactivate);
|
|
368
394
|
}
|
|
369
395
|
}
|
|
370
396
|
}
|
|
@@ -2753,6 +2779,9 @@ class MultiValueVariable extends SceneObjectBase {
|
|
|
2753
2779
|
}
|
|
2754
2780
|
}
|
|
2755
2781
|
}
|
|
2782
|
+
if (lodash.isEqual(value, this.state.value) && lodash.isEqual(text, this.state.text)) {
|
|
2783
|
+
return;
|
|
2784
|
+
}
|
|
2756
2785
|
this.setStateHelper({ value, text, loading: false });
|
|
2757
2786
|
this.publishEvent(new SceneVariableValueChangedEvent(this), true);
|
|
2758
2787
|
}
|
|
@@ -6128,7 +6157,7 @@ class SceneDataTransformer extends SceneObjectBase {
|
|
|
6128
6157
|
return true;
|
|
6129
6158
|
}
|
|
6130
6159
|
reprocessTransformations() {
|
|
6131
|
-
this.transform(this.getSourceData().state.data);
|
|
6160
|
+
this.transform(this.getSourceData().state.data, true);
|
|
6132
6161
|
}
|
|
6133
6162
|
cancelQuery() {
|
|
6134
6163
|
var _a, _b;
|
|
@@ -6137,8 +6166,42 @@ class SceneDataTransformer extends SceneObjectBase {
|
|
|
6137
6166
|
getResultsStream() {
|
|
6138
6167
|
return this._results;
|
|
6139
6168
|
}
|
|
6140
|
-
|
|
6169
|
+
clone(withState) {
|
|
6170
|
+
const clone = super.clone(withState);
|
|
6171
|
+
if (this._prevDataFromSource) {
|
|
6172
|
+
clone["_prevDataFromSource"] = this._prevDataFromSource;
|
|
6173
|
+
}
|
|
6174
|
+
return clone;
|
|
6175
|
+
}
|
|
6176
|
+
haveAlreadyTransformedData(data) {
|
|
6177
|
+
if (!this._prevDataFromSource) {
|
|
6178
|
+
return false;
|
|
6179
|
+
}
|
|
6180
|
+
if (data === this._prevDataFromSource) {
|
|
6181
|
+
return true;
|
|
6182
|
+
}
|
|
6183
|
+
const { series, annotations } = this._prevDataFromSource;
|
|
6184
|
+
if (data.series === series && data.annotations === annotations) {
|
|
6185
|
+
if (this.state.data && data.state !== this.state.data.state) {
|
|
6186
|
+
this.setState({ data: __spreadProps$a(__spreadValues$k({}, this.state.data), { state: data.state }) });
|
|
6187
|
+
}
|
|
6188
|
+
return true;
|
|
6189
|
+
}
|
|
6190
|
+
return false;
|
|
6191
|
+
}
|
|
6192
|
+
transform(data$1, force = false) {
|
|
6141
6193
|
var _a;
|
|
6194
|
+
if (this.state.transformations.length === 0 || !data$1) {
|
|
6195
|
+
this._prevDataFromSource = data$1;
|
|
6196
|
+
this.setState({ data: data$1 });
|
|
6197
|
+
if (data$1) {
|
|
6198
|
+
this._results.next({ origin: this, data: data$1 });
|
|
6199
|
+
}
|
|
6200
|
+
return;
|
|
6201
|
+
}
|
|
6202
|
+
if (!force && this.haveAlreadyTransformedData(data$1)) {
|
|
6203
|
+
return;
|
|
6204
|
+
}
|
|
6142
6205
|
const seriesTransformations = this.state.transformations.filter((transformation) => {
|
|
6143
6206
|
if ("options" in transformation || "topic" in transformation) {
|
|
6144
6207
|
return transformation.topic == null || transformation.topic === data.DataTopic.Series;
|
|
@@ -6151,13 +6214,6 @@ class SceneDataTransformer extends SceneObjectBase {
|
|
|
6151
6214
|
}
|
|
6152
6215
|
return false;
|
|
6153
6216
|
}).map((transformation) => "operator" in transformation ? transformation.operator : transformation);
|
|
6154
|
-
if (this.state.transformations.length === 0 || !data$1) {
|
|
6155
|
-
this.setState({ data: data$1 });
|
|
6156
|
-
if (data$1) {
|
|
6157
|
-
this._results.next({ origin: this, data: data$1 });
|
|
6158
|
-
}
|
|
6159
|
-
return;
|
|
6160
|
-
}
|
|
6161
6217
|
if (this._transformSub) {
|
|
6162
6218
|
this._transformSub.unsubscribe();
|
|
6163
6219
|
}
|
|
@@ -6192,9 +6248,10 @@ class SceneDataTransformer extends SceneObjectBase {
|
|
|
6192
6248
|
});
|
|
6193
6249
|
return rxjs.of(result);
|
|
6194
6250
|
})
|
|
6195
|
-
).subscribe((
|
|
6196
|
-
this.setState({ data:
|
|
6197
|
-
this._results.next({ origin: this, data:
|
|
6251
|
+
).subscribe((transformedData) => {
|
|
6252
|
+
this.setState({ data: transformedData });
|
|
6253
|
+
this._results.next({ origin: this, data: transformedData });
|
|
6254
|
+
this._prevDataFromSource = data$1;
|
|
6198
6255
|
});
|
|
6199
6256
|
}
|
|
6200
6257
|
}
|