@grafana/scenes 4.20.0 β†’ 4.21.0

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 CHANGED
@@ -1,3 +1,20 @@
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+ # v4.21.0 (Tue May 14 2024)
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+
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+ #### πŸš€ Enhancement
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+
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+ - SceneVariableSet: Do not propagate variable value changes when a local variable has the same name [#729](https://github.com/grafana/scenes/pull/729) ([@torkelo](https://github.com/torkelo))
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+
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+ #### πŸ› Bug Fix
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+
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+ - NestedScene: Don't show `cursor: pointer;` for everything [#735](https://github.com/grafana/scenes/pull/735) ([@ashharrison90](https://github.com/ashharrison90))
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+
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+ #### Authors: 2
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+
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+ - Ashley Harrison ([@ashharrison90](https://github.com/ashharrison90))
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+ - Torkel Γ–degaard ([@torkelo](https://github.com/torkelo))
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+
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+ ---
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+
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  # v4.20.0 (Mon May 13 2024)
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  #### πŸš€ Enhancement
@@ -67,8 +67,7 @@ const getStyles = (theme) => ({
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  display: "flex",
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  flexDirection: "column",
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  flexGrow: 1,
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- gap: theme.spacing(1),
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- cursor: "pointer"
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+ gap: theme.spacing(1)
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  }),
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  row: css({
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  width: "100%",
@@ -1 +1 @@
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- {"version":3,"file":"NestedScene.js","sources":["../../../src/components/NestedScene.tsx"],"sourcesContent":["import { css, cx } from '@emotion/css';\nimport React from 'react';\n\nimport { GrafanaTheme2 } from '@grafana/data';\nimport { Icon, ToolbarButton, useStyles2 } from '@grafana/ui';\n\nimport { SceneObjectBase } from '../core/SceneObjectBase';\nimport { SceneObject, SceneComponentProps, SceneLayout, SceneObjectState } from '../core/types';\nimport { getSceneGridRowStyles } from './layout/grid/SceneGridRow';\nimport { sceneGraph } from '../core/sceneGraph';\n\ninterface NestedSceneState extends SceneObjectState {\n title: string;\n isCollapsed?: boolean;\n canCollapse?: boolean;\n canRemove?: boolean;\n body: SceneLayout;\n controls?: SceneObject[];\n}\n\n/**\n * @internal\n * POC status, don't use this yet\n */\nexport class NestedScene extends SceneObjectBase<NestedSceneState> {\n public static Component = NestedSceneRenderer;\n\n public onToggle = () => {\n this.setState({\n isCollapsed: !this.state.isCollapsed,\n });\n };\n\n /** Removes itself from its parent's children array */\n public onRemove = () => {\n const parent = this.parent!;\n\n if (isSceneLayoutItem(parent)) {\n parent.setState({\n body: undefined,\n });\n }\n };\n}\n\nexport function NestedSceneRenderer({ model }: SceneComponentProps<NestedScene>) {\n const { title, isCollapsed, canCollapse, canRemove, body, controls } = model.useState();\n const gridRow = useStyles2(getSceneGridRowStyles);\n const styles = useStyles2(getStyles);\n\n const toolbarControls = (controls ?? []).map((action) => <action.Component key={action.state.key} model={action} />);\n\n if (canRemove) {\n toolbarControls.push(\n <ToolbarButton\n icon=\"times\"\n variant={'default'}\n onClick={model.onRemove}\n key=\"remove-button\"\n aria-label=\"Remove scene\"\n />\n );\n }\n\n return (\n <div className={styles.wrapper}>\n <div className={cx(styles.row, isCollapsed && styles.rowCollapsed)}>\n <button\n onClick={model.onToggle}\n className={gridRow.rowTitleButton}\n aria-label={isCollapsed ? 'Expand scene' : 'Collapse scene'}\n >\n {canCollapse && <Icon name={isCollapsed ? 'angle-right' : 'angle-down'} />}\n <span className={gridRow.rowTitle} role=\"heading\">\n {sceneGraph.interpolate(model, title, undefined, 'text')}\n </span>\n </button>\n <div className={styles.actions}>{toolbarControls}</div>\n </div>\n {!isCollapsed && <body.Component model={body} />}\n </div>\n );\n}\n\nconst getStyles = (theme: GrafanaTheme2) => ({\n wrapper: css({\n display: 'flex',\n flexDirection: 'column',\n flexGrow: 1,\n gap: theme.spacing(1),\n cursor: 'pointer',\n }),\n row: css({\n width: '100%',\n display: 'flex',\n justifyContent: 'space-between',\n gap: theme.spacing(1),\n }),\n rowCollapsed: css({\n borderBottom: `1px solid ${theme.colors.border.weak}`,\n paddingBottom: theme.spacing(1),\n }),\n actions: css({\n display: 'flex',\n alignItems: 'center',\n gap: theme.spacing(1),\n justifyContent: 'flex-end',\n flexGrow: 1,\n }),\n});\n\nfunction isSceneLayoutItem(x: SceneObject): x is SceneObject<SceneObjectState & { body: SceneObject | undefined }> {\n return 'body' in x.state;\n}\n"],"names":[],"mappings":";;;;;;;AAwBO,MAAM,oBAAoB,eAAkC,CAAA;AAAA,EAA5D,WAAA,GAAA;AAAA,IAAA,KAAA,CAAA,GAAA,SAAA,CAAA,CAAA;AAGL,IAAA,IAAA,CAAO,WAAW,MAAM;AACtB,MAAA,IAAA,CAAK,QAAS,CAAA;AAAA,QACZ,WAAA,EAAa,CAAC,IAAA,CAAK,KAAM,CAAA,WAAA;AAAA,OAC1B,CAAA,CAAA;AAAA,KACH,CAAA;AAGA,IAAA,IAAA,CAAO,WAAW,MAAM;AACtB,MAAA,MAAM,SAAS,IAAK,CAAA,MAAA,CAAA;AAEpB,MAAI,IAAA,iBAAA,CAAkB,MAAM,CAAG,EAAA;AAC7B,QAAA,MAAA,CAAO,QAAS,CAAA;AAAA,UACd,IAAM,EAAA,KAAA,CAAA;AAAA,SACP,CAAA,CAAA;AAAA,OACH;AAAA,KACF,CAAA;AAAA,GAAA;AACF,CAAA;AAnBa,WAAA,CACG,SAAY,GAAA,mBAAA,CAAA;AAoBZ,SAAA,mBAAA,CAAoB,EAAE,KAAA,EAA2C,EAAA;AAC/E,EAAM,MAAA,EAAE,OAAO,WAAa,EAAA,WAAA,EAAa,WAAW,IAAM,EAAA,QAAA,EAAa,GAAA,KAAA,CAAM,QAAS,EAAA,CAAA;AACtF,EAAM,MAAA,OAAA,GAAU,WAAW,qBAAqB,CAAA,CAAA;AAChD,EAAM,MAAA,MAAA,GAAS,WAAW,SAAS,CAAA,CAAA;AAEnC,EAAM,MAAA,eAAA,GAAA,CAAmB,8BAAY,EAAC,EAAG,IAAI,CAAC,MAAA,qBAAY,KAAA,CAAA,aAAA,CAAA,MAAA,CAAO,SAAP,EAAA;AAAA,IAAiB,GAAA,EAAK,OAAO,KAAM,CAAA,GAAA;AAAA,IAAK,KAAO,EAAA,MAAA;AAAA,GAAQ,CAAE,CAAA,CAAA;AAEnH,EAAA,IAAI,SAAW,EAAA;AACb,IAAgB,eAAA,CAAA,IAAA;AAAA,sBACb,KAAA,CAAA,aAAA,CAAA,aAAA,EAAA;AAAA,QACC,IAAK,EAAA,OAAA;AAAA,QACL,OAAS,EAAA,SAAA;AAAA,QACT,SAAS,KAAM,CAAA,QAAA;AAAA,QACf,GAAI,EAAA,eAAA;AAAA,QACJ,YAAW,EAAA,cAAA;AAAA,OACb,CAAA;AAAA,KACF,CAAA;AAAA,GACF;AAEA,EAAA,uBACG,KAAA,CAAA,aAAA,CAAA,KAAA,EAAA;AAAA,IAAI,WAAW,MAAO,CAAA,OAAA;AAAA,GAAA,kBACpB,KAAA,CAAA,aAAA,CAAA,KAAA,EAAA;AAAA,IAAI,WAAW,EAAG,CAAA,MAAA,CAAO,GAAK,EAAA,WAAA,IAAe,OAAO,YAAY,CAAA;AAAA,GAAA,kBAC9D,KAAA,CAAA,aAAA,CAAA,QAAA,EAAA;AAAA,IACC,SAAS,KAAM,CAAA,QAAA;AAAA,IACf,WAAW,OAAQ,CAAA,cAAA;AAAA,IACnB,YAAA,EAAY,cAAc,cAAiB,GAAA,gBAAA;AAAA,GAAA,EAE1C,+BAAgB,KAAA,CAAA,aAAA,CAAA,IAAA,EAAA;AAAA,IAAK,IAAA,EAAM,cAAc,aAAgB,GAAA,YAAA;AAAA,GAAc,mBACvE,KAAA,CAAA,aAAA,CAAA,MAAA,EAAA;AAAA,IAAK,WAAW,OAAQ,CAAA,QAAA;AAAA,IAAU,IAAK,EAAA,SAAA;AAAA,GACrC,EAAA,UAAA,CAAW,YAAY,KAAO,EAAA,KAAA,EAAO,QAAW,MAAM,CACzD,CACF,CAAA,kBACC,KAAA,CAAA,aAAA,CAAA,KAAA,EAAA;AAAA,IAAI,WAAW,MAAO,CAAA,OAAA;AAAA,GAAA,EAAU,eAAgB,CACnD,CAAA,EACC,CAAC,WAAe,oBAAA,KAAA,CAAA,aAAA,CAAC,KAAK,SAAL,EAAA;AAAA,IAAe,KAAO,EAAA,IAAA;AAAA,GAAM,CAChD,CAAA,CAAA;AAEJ,CAAA;AAEA,MAAM,SAAA,GAAY,CAAC,KAA0B,MAAA;AAAA,EAC3C,SAAS,GAAI,CAAA;AAAA,IACX,OAAS,EAAA,MAAA;AAAA,IACT,aAAe,EAAA,QAAA;AAAA,IACf,QAAU,EAAA,CAAA;AAAA,IACV,GAAA,EAAK,KAAM,CAAA,OAAA,CAAQ,CAAC,CAAA;AAAA,IACpB,MAAQ,EAAA,SAAA;AAAA,GACT,CAAA;AAAA,EACD,KAAK,GAAI,CAAA;AAAA,IACP,KAAO,EAAA,MAAA;AAAA,IACP,OAAS,EAAA,MAAA;AAAA,IACT,cAAgB,EAAA,eAAA;AAAA,IAChB,GAAA,EAAK,KAAM,CAAA,OAAA,CAAQ,CAAC,CAAA;AAAA,GACrB,CAAA;AAAA,EACD,cAAc,GAAI,CAAA;AAAA,IAChB,YAAc,EAAA,CAAA,UAAA,EAAa,KAAM,CAAA,MAAA,CAAO,MAAO,CAAA,IAAA,CAAA,CAAA;AAAA,IAC/C,aAAA,EAAe,KAAM,CAAA,OAAA,CAAQ,CAAC,CAAA;AAAA,GAC/B,CAAA;AAAA,EACD,SAAS,GAAI,CAAA;AAAA,IACX,OAAS,EAAA,MAAA;AAAA,IACT,UAAY,EAAA,QAAA;AAAA,IACZ,GAAA,EAAK,KAAM,CAAA,OAAA,CAAQ,CAAC,CAAA;AAAA,IACpB,cAAgB,EAAA,UAAA;AAAA,IAChB,QAAU,EAAA,CAAA;AAAA,GACX,CAAA;AACH,CAAA,CAAA,CAAA;AAEA,SAAS,kBAAkB,CAAwF,EAAA;AACjH,EAAA,OAAO,UAAU,CAAE,CAAA,KAAA,CAAA;AACrB;;;;"}
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+ {"version":3,"file":"NestedScene.js","sources":["../../../src/components/NestedScene.tsx"],"sourcesContent":["import { css, cx } from '@emotion/css';\nimport React from 'react';\n\nimport { GrafanaTheme2 } from '@grafana/data';\nimport { Icon, ToolbarButton, useStyles2 } from '@grafana/ui';\n\nimport { SceneObjectBase } from '../core/SceneObjectBase';\nimport { SceneObject, SceneComponentProps, SceneLayout, SceneObjectState } from '../core/types';\nimport { getSceneGridRowStyles } from './layout/grid/SceneGridRow';\nimport { sceneGraph } from '../core/sceneGraph';\n\ninterface NestedSceneState extends SceneObjectState {\n title: string;\n isCollapsed?: boolean;\n canCollapse?: boolean;\n canRemove?: boolean;\n body: SceneLayout;\n controls?: SceneObject[];\n}\n\n/**\n * @internal\n * POC status, don't use this yet\n */\nexport class NestedScene extends SceneObjectBase<NestedSceneState> {\n public static Component = NestedSceneRenderer;\n\n public onToggle = () => {\n this.setState({\n isCollapsed: !this.state.isCollapsed,\n });\n };\n\n /** Removes itself from its parent's children array */\n public onRemove = () => {\n const parent = this.parent!;\n\n if (isSceneLayoutItem(parent)) {\n parent.setState({\n body: undefined,\n });\n }\n };\n}\n\nexport function NestedSceneRenderer({ model }: SceneComponentProps<NestedScene>) {\n const { title, isCollapsed, canCollapse, canRemove, body, controls } = model.useState();\n const gridRow = useStyles2(getSceneGridRowStyles);\n const styles = useStyles2(getStyles);\n\n const toolbarControls = (controls ?? []).map((action) => <action.Component key={action.state.key} model={action} />);\n\n if (canRemove) {\n toolbarControls.push(\n <ToolbarButton\n icon=\"times\"\n variant={'default'}\n onClick={model.onRemove}\n key=\"remove-button\"\n aria-label=\"Remove scene\"\n />\n );\n }\n\n return (\n <div className={styles.wrapper}>\n <div className={cx(styles.row, isCollapsed && styles.rowCollapsed)}>\n <button\n onClick={model.onToggle}\n className={gridRow.rowTitleButton}\n aria-label={isCollapsed ? 'Expand scene' : 'Collapse scene'}\n >\n {canCollapse && <Icon name={isCollapsed ? 'angle-right' : 'angle-down'} />}\n <span className={gridRow.rowTitle} role=\"heading\">\n {sceneGraph.interpolate(model, title, undefined, 'text')}\n </span>\n </button>\n <div className={styles.actions}>{toolbarControls}</div>\n </div>\n {!isCollapsed && <body.Component model={body} />}\n </div>\n );\n}\n\nconst getStyles = (theme: GrafanaTheme2) => ({\n wrapper: css({\n display: 'flex',\n flexDirection: 'column',\n flexGrow: 1,\n gap: theme.spacing(1),\n }),\n row: css({\n width: '100%',\n display: 'flex',\n justifyContent: 'space-between',\n gap: theme.spacing(1),\n }),\n rowCollapsed: css({\n borderBottom: `1px solid ${theme.colors.border.weak}`,\n paddingBottom: theme.spacing(1),\n }),\n actions: css({\n display: 'flex',\n alignItems: 'center',\n gap: theme.spacing(1),\n justifyContent: 'flex-end',\n flexGrow: 1,\n }),\n});\n\nfunction isSceneLayoutItem(x: SceneObject): x is SceneObject<SceneObjectState & { body: SceneObject | undefined }> {\n return 'body' in x.state;\n}\n"],"names":[],"mappings":";;;;;;;AAwBO,MAAM,oBAAoB,eAAkC,CAAA;AAAA,EAA5D,WAAA,GAAA;AAAA,IAAA,KAAA,CAAA,GAAA,SAAA,CAAA,CAAA;AAGL,IAAA,IAAA,CAAO,WAAW,MAAM;AACtB,MAAA,IAAA,CAAK,QAAS,CAAA;AAAA,QACZ,WAAA,EAAa,CAAC,IAAA,CAAK,KAAM,CAAA,WAAA;AAAA,OAC1B,CAAA,CAAA;AAAA,KACH,CAAA;AAGA,IAAA,IAAA,CAAO,WAAW,MAAM;AACtB,MAAA,MAAM,SAAS,IAAK,CAAA,MAAA,CAAA;AAEpB,MAAI,IAAA,iBAAA,CAAkB,MAAM,CAAG,EAAA;AAC7B,QAAA,MAAA,CAAO,QAAS,CAAA;AAAA,UACd,IAAM,EAAA,KAAA,CAAA;AAAA,SACP,CAAA,CAAA;AAAA,OACH;AAAA,KACF,CAAA;AAAA,GAAA;AACF,CAAA;AAnBa,WAAA,CACG,SAAY,GAAA,mBAAA,CAAA;AAoBZ,SAAA,mBAAA,CAAoB,EAAE,KAAA,EAA2C,EAAA;AAC/E,EAAM,MAAA,EAAE,OAAO,WAAa,EAAA,WAAA,EAAa,WAAW,IAAM,EAAA,QAAA,EAAa,GAAA,KAAA,CAAM,QAAS,EAAA,CAAA;AACtF,EAAM,MAAA,OAAA,GAAU,WAAW,qBAAqB,CAAA,CAAA;AAChD,EAAM,MAAA,MAAA,GAAS,WAAW,SAAS,CAAA,CAAA;AAEnC,EAAM,MAAA,eAAA,GAAA,CAAmB,8BAAY,EAAC,EAAG,IAAI,CAAC,MAAA,qBAAY,KAAA,CAAA,aAAA,CAAA,MAAA,CAAO,SAAP,EAAA;AAAA,IAAiB,GAAA,EAAK,OAAO,KAAM,CAAA,GAAA;AAAA,IAAK,KAAO,EAAA,MAAA;AAAA,GAAQ,CAAE,CAAA,CAAA;AAEnH,EAAA,IAAI,SAAW,EAAA;AACb,IAAgB,eAAA,CAAA,IAAA;AAAA,sBACb,KAAA,CAAA,aAAA,CAAA,aAAA,EAAA;AAAA,QACC,IAAK,EAAA,OAAA;AAAA,QACL,OAAS,EAAA,SAAA;AAAA,QACT,SAAS,KAAM,CAAA,QAAA;AAAA,QACf,GAAI,EAAA,eAAA;AAAA,QACJ,YAAW,EAAA,cAAA;AAAA,OACb,CAAA;AAAA,KACF,CAAA;AAAA,GACF;AAEA,EAAA,uBACG,KAAA,CAAA,aAAA,CAAA,KAAA,EAAA;AAAA,IAAI,WAAW,MAAO,CAAA,OAAA;AAAA,GAAA,kBACpB,KAAA,CAAA,aAAA,CAAA,KAAA,EAAA;AAAA,IAAI,WAAW,EAAG,CAAA,MAAA,CAAO,GAAK,EAAA,WAAA,IAAe,OAAO,YAAY,CAAA;AAAA,GAAA,kBAC9D,KAAA,CAAA,aAAA,CAAA,QAAA,EAAA;AAAA,IACC,SAAS,KAAM,CAAA,QAAA;AAAA,IACf,WAAW,OAAQ,CAAA,cAAA;AAAA,IACnB,YAAA,EAAY,cAAc,cAAiB,GAAA,gBAAA;AAAA,GAAA,EAE1C,+BAAgB,KAAA,CAAA,aAAA,CAAA,IAAA,EAAA;AAAA,IAAK,IAAA,EAAM,cAAc,aAAgB,GAAA,YAAA;AAAA,GAAc,mBACvE,KAAA,CAAA,aAAA,CAAA,MAAA,EAAA;AAAA,IAAK,WAAW,OAAQ,CAAA,QAAA;AAAA,IAAU,IAAK,EAAA,SAAA;AAAA,GACrC,EAAA,UAAA,CAAW,YAAY,KAAO,EAAA,KAAA,EAAO,QAAW,MAAM,CACzD,CACF,CAAA,kBACC,KAAA,CAAA,aAAA,CAAA,KAAA,EAAA;AAAA,IAAI,WAAW,MAAO,CAAA,OAAA;AAAA,GAAA,EAAU,eAAgB,CACnD,CAAA,EACC,CAAC,WAAe,oBAAA,KAAA,CAAA,aAAA,CAAC,KAAK,SAAL,EAAA;AAAA,IAAe,KAAO,EAAA,IAAA;AAAA,GAAM,CAChD,CAAA,CAAA;AAEJ,CAAA;AAEA,MAAM,SAAA,GAAY,CAAC,KAA0B,MAAA;AAAA,EAC3C,SAAS,GAAI,CAAA;AAAA,IACX,OAAS,EAAA,MAAA;AAAA,IACT,aAAe,EAAA,QAAA;AAAA,IACf,QAAU,EAAA,CAAA;AAAA,IACV,GAAA,EAAK,KAAM,CAAA,OAAA,CAAQ,CAAC,CAAA;AAAA,GACrB,CAAA;AAAA,EACD,KAAK,GAAI,CAAA;AAAA,IACP,KAAO,EAAA,MAAA;AAAA,IACP,OAAS,EAAA,MAAA;AAAA,IACT,cAAgB,EAAA,eAAA;AAAA,IAChB,GAAA,EAAK,KAAM,CAAA,OAAA,CAAQ,CAAC,CAAA;AAAA,GACrB,CAAA;AAAA,EACD,cAAc,GAAI,CAAA;AAAA,IAChB,YAAc,EAAA,CAAA,UAAA,EAAa,KAAM,CAAA,MAAA,CAAO,MAAO,CAAA,IAAA,CAAA,CAAA;AAAA,IAC/C,aAAA,EAAe,KAAM,CAAA,OAAA,CAAQ,CAAC,CAAA;AAAA,GAC/B,CAAA;AAAA,EACD,SAAS,GAAI,CAAA;AAAA,IACX,OAAS,EAAA,MAAA;AAAA,IACT,UAAY,EAAA,QAAA;AAAA,IACZ,GAAA,EAAK,KAAM,CAAA,OAAA,CAAQ,CAAC,CAAA;AAAA,IACpB,cAAgB,EAAA,UAAA;AAAA,IAChB,QAAU,EAAA,CAAA;AAAA,GACX,CAAA;AACH,CAAA,CAAA,CAAA;AAEA,SAAS,kBAAkB,CAAwF,EAAA;AACjH,EAAA,OAAO,UAAU,CAAE,CAAA,KAAA,CAAA;AACrB;;;;"}
@@ -204,6 +204,12 @@ class SceneVariableSet extends SceneObjectBase {
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  if (!sceneObject.isActive) {
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  return;
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  }
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+ if (sceneObject.state.$variables && sceneObject.state.$variables !== this) {
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+ const localVar = sceneObject.state.$variables.getByName(variable.state.name);
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+ if (localVar) {
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+ return;
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+ }
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+ }
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  if (sceneObject.variableDependency) {
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  sceneObject.variableDependency.variableUpdateCompleted(variable, hasChanged);
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  }
@@ -1 +1 @@
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- {"version":3,"file":"SceneVariableSet.js","sources":["../../../../src/variables/sets/SceneVariableSet.ts"],"sourcesContent":["import { VariableRefresh } from '@grafana/data';\nimport { Unsubscribable } from 'rxjs';\nimport { sceneGraph } from '../../core/sceneGraph';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObject } from '../../core/types';\nimport { writeSceneLog } from '../../utils/writeSceneLog';\nimport {\n SceneVariable,\n SceneVariableDependencyConfigLike,\n SceneVariables,\n SceneVariableSetState,\n SceneVariableValueChangedEvent,\n} from '../types';\nimport { VariableValueRecorder } from '../VariableValueRecorder';\n\nexport class SceneVariableSet extends SceneObjectBase<SceneVariableSetState> implements SceneVariables {\n /** Variables that have changed in since the activation or since the first manual value change */\n private _variablesThatHaveChanged = new Set<SceneVariable>();\n\n /** Variables that are scheduled to be validated and updated */\n private _variablesToUpdate = new Set<SceneVariable>();\n\n /** Variables currently updating */\n private _updating = new Map<SceneVariable, VariableUpdateInProgress>();\n\n private _variableValueRecorder = new VariableValueRecorder();\n\n /**\n * This makes sure SceneVariableSet's higher up in the chain notify us when parent level variables complete update batches.\n **/\n protected _variableDependency = new SceneVariableSetVariableDependencyHandler(\n this._handleParentVariableUpdatesCompleted.bind(this)\n );\n\n public getByName(name: string): SceneVariable | undefined {\n // TODO: Replace with index\n return this.state.variables.find((x) => x.state.name === name);\n }\n\n public constructor(state: SceneVariableSetState) {\n super(state);\n\n this.addActivationHandler(this._onActivate);\n }\n\n /**\n * Subscribes to child variable value changes, and starts the variable value validation process\n */\n private _onActivate = () => {\n const timeRange = sceneGraph.getTimeRange(this);\n // Subscribe to changes to child variables\n this._subs.add(\n this.subscribeToEvent(SceneVariableValueChangedEvent, (event) => this._handleVariableValueChanged(event.payload))\n );\n\n this._subs.add(\n timeRange.subscribeToState(() => {\n this._refreshTimeRangeBasedVariables();\n })\n );\n\n // Subscribe to state changes\n this._subs.add(this.subscribeToState(this._onStateChanged));\n\n this._checkForVariablesThatChangedWhileInactive();\n\n // Add all variables that need updating to queue\n for (const variable of this.state.variables) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n\n // Return deactivation handler;\n return this._onDeactivate;\n };\n\n /**\n * Add all variables that depend on the changed variable to the update queue\n */\n private _refreshTimeRangeBasedVariables() {\n for (const variable of this.state.variables) {\n if ('refresh' in variable.state && variable.state.refresh === VariableRefresh.onTimeRangeChanged) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n }\n\n /**\n * Cancel all currently running updates\n */\n private _onDeactivate = () => {\n for (const update of this._updating.values()) {\n update.subscription?.unsubscribe();\n }\n\n // Remember current variable values\n for (const variable of this.state.variables) {\n // if the current variable is not in queue to update and validate and not being actively updated then the value is ok\n if (!this._variablesToUpdate.has(variable) && !this._updating.has(variable)) {\n this._variableValueRecorder.recordCurrentValue(variable);\n }\n }\n\n this._variablesToUpdate.clear();\n this._updating.clear();\n };\n\n /**\n * Look for new variables that need to be initialized\n */\n private _onStateChanged = (newState: SceneVariableSetState, oldState: SceneVariableSetState) => {\n const variablesToUpdateCountStart = this._variablesToUpdate.size;\n\n // Check for removed variables\n for (const variable of oldState.variables) {\n if (!newState.variables.includes(variable)) {\n const updating = this._updating.get(variable);\n if (updating?.subscription) {\n updating.subscription.unsubscribe();\n }\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n }\n }\n\n // Check for new variables\n for (const variable of newState.variables) {\n if (!oldState.variables.includes(variable)) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n }\n\n // Only start a new batch if there was no batch already running\n if (variablesToUpdateCountStart === 0 && this._variablesToUpdate.size > 0) {\n this._updateNextBatch();\n }\n };\n\n /**\n * If variables changed while in in-active state we don't get any change events, so we need to check for that here.\n */\n private _checkForVariablesThatChangedWhileInactive() {\n if (!this._variableValueRecorder.hasValues()) {\n return;\n }\n\n for (const variable of this.state.variables) {\n if (this._variableValueRecorder.hasValueChanged(variable)) {\n writeVariableTraceLog(variable, 'Changed while in-active');\n this._addDependentVariablesToUpdateQueue(variable);\n }\n }\n }\n\n private _variableNeedsUpdate(variable: SceneVariable): boolean {\n if (variable.isLazy) {\n return false;\n }\n\n if (!variable.validateAndUpdate) {\n return false;\n }\n\n // If we have recorded valid value (even if it has changed since we do not need to re-validate this variable)\n if (this._variableValueRecorder.hasRecordedValue(variable)) {\n writeVariableTraceLog(variable, 'Skipping updateAndValidate current value valid');\n return false;\n }\n\n return true;\n }\n\n /**\n * This loops through variablesToUpdate and update all that can.\n * If one has a dependency that is currently in variablesToUpdate it will be skipped for now.\n */\n private _updateNextBatch() {\n for (const variable of this._variablesToUpdate) {\n if (!variable.validateAndUpdate) {\n throw new Error('Variable added to variablesToUpdate but does not have validateAndUpdate');\n }\n\n // Ignore it if it's already started\n if (this._updating.has(variable)) {\n continue;\n }\n\n // Wait for variables that has dependencies that also needs updates\n if (sceneGraph.hasVariableDependencyInLoadingState(variable)) {\n continue;\n }\n\n const variableToUpdate: VariableUpdateInProgress = {\n variable,\n };\n\n this._updating.set(variable, variableToUpdate);\n writeVariableTraceLog(variable, 'updateAndValidate started');\n\n variableToUpdate.subscription = variable.validateAndUpdate().subscribe({\n next: () => this._validateAndUpdateCompleted(variable),\n complete: () => this._validateAndUpdateCompleted(variable),\n error: (err) => this._handleVariableError(variable, err),\n });\n }\n }\n\n /**\n * A variable has completed its update process. 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loading: false, error: err.message });\n\n console.error('SceneVariableSet updateAndValidate error', err);\n\n writeVariableTraceLog(variable, 'updateAndValidate error', err);\n }\n\n private _handleVariableValueChanged(variableThatChanged: SceneVariable) {\n this._variablesThatHaveChanged.add(variableThatChanged);\n this._addDependentVariablesToUpdateQueue(variableThatChanged);\n\n // Ignore this change if it is currently updating\n if (!this._updating.has(variableThatChanged)) {\n this._updateNextBatch();\n this._notifyDependentSceneObjects(variableThatChanged);\n }\n }\n\n /**\n * This is called by any parent level variable set to notify scene that an update batch is completed.\n * This is the main mechanism lower level variable set's react to changes on higher levels.\n */\n private _handleParentVariableUpdatesCompleted(variable: SceneVariable, hasChanged: boolean) {\n // First loop through changed variables and add any of our variables that depend on the higher level variable to the update queue\n if (hasChanged) {\n this._addDependentVariablesToUpdateQueue(variable);\n }\n\n // If we have variables to update but none are currently updating kick of a new update batch\n if (this._variablesToUpdate.size > 0 && this._updating.size === 0) {\n this._updateNextBatch();\n }\n }\n\n private _addDependentVariablesToUpdateQueue(variableThatChanged: SceneVariable) {\n for (const otherVariable of this.state.variables) {\n if (otherVariable.variableDependency) {\n if (otherVariable.variableDependency.hasDependencyOn(variableThatChanged.state.name)) {\n writeVariableTraceLog(otherVariable, 'Added to update queue, dependant variable value changed');\n\n if (this._updating.has(otherVariable) && otherVariable.onCancel) {\n otherVariable.onCancel();\n }\n\n this._variablesToUpdate.add(otherVariable);\n }\n }\n }\n }\n\n /**\n * Walk scene object graph and update all objects that depend on variables that have changed\n */\n private _notifyDependentSceneObjects(variable: SceneVariable) {\n if (!this.parent) {\n return;\n }\n\n this._traverseSceneAndNotify(this.parent, variable, this._variablesThatHaveChanged.has(variable));\n this._variablesThatHaveChanged.delete(variable);\n }\n\n /**\n * Recursivly walk the full scene object graph and notify all objects with dependencies that include any of changed variables\n */\n private _traverseSceneAndNotify(sceneObject: SceneObject, variable: SceneVariable, hasChanged: boolean) {\n // No need to notify variables under this SceneVariableSet\n if (this === sceneObject) {\n return;\n }\n\n // Skip non active scene objects\n if (!sceneObject.isActive) {\n return;\n }\n\n if (sceneObject.variableDependency) {\n sceneObject.variableDependency.variableUpdateCompleted(variable, hasChanged);\n }\n\n sceneObject.forEachChild((child) => this._traverseSceneAndNotify(child, variable, hasChanged));\n }\n\n /**\n * Return true if variable is waiting to update or currently updating.\n * It also returns true if a dependency of the variable is loading.\n *\n * For example if C depends on variable B which depends on variable A and A is loading this returns true for variable C and B.\n */\n public isVariableLoadingOrWaitingToUpdate(variable: SceneVariable) {\n if (variable.isAncestorLoading && variable.isAncestorLoading()) {\n return true;\n }\n\n if (this._variablesToUpdate.has(variable) || this._updating.has(variable)) {\n return true;\n }\n\n // Last scenario is to check the variable's own dependencies as well\n return sceneGraph.hasVariableDependencyInLoadingState(variable);\n }\n}\n\nexport interface VariableUpdateInProgress {\n variable: SceneVariable;\n subscription?: Unsubscribable;\n}\n\nfunction writeVariableTraceLog(variable: SceneVariable, message: string, err?: Error) {\n if (err) {\n writeSceneLog('SceneVariableSet', `Variable[${variable.state.name}]: ${message}`, err);\n } else {\n writeSceneLog('SceneVariableSet', `Variable[${variable.state.name}]: ${message}`);\n }\n}\n\nclass 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loading: false, error: err.message });\n\n console.error('SceneVariableSet updateAndValidate error', err);\n\n writeVariableTraceLog(variable, 'updateAndValidate error', err);\n }\n\n private _handleVariableValueChanged(variableThatChanged: SceneVariable) {\n this._variablesThatHaveChanged.add(variableThatChanged);\n this._addDependentVariablesToUpdateQueue(variableThatChanged);\n\n // Ignore this change if it is currently updating\n if (!this._updating.has(variableThatChanged)) {\n this._updateNextBatch();\n this._notifyDependentSceneObjects(variableThatChanged);\n }\n }\n\n /**\n * This is called by any parent level variable set to notify scene that an update batch is completed.\n * This is the main mechanism lower level variable set's react to changes on higher levels.\n */\n private _handleParentVariableUpdatesCompleted(variable: SceneVariable, hasChanged: boolean) {\n // First loop through changed variables and add any of our variables that depend on the higher level variable to 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package/dist/index.js CHANGED
@@ -6604,6 +6604,12 @@ class SceneVariableSet extends SceneObjectBase {
6604
6604
  if (!sceneObject.isActive) {
6605
6605
  return;
6606
6606
  }
6607
+ if (sceneObject.state.$variables && sceneObject.state.$variables !== this) {
6608
+ const localVar = sceneObject.state.$variables.getByName(variable.state.name);
6609
+ if (localVar) {
6610
+ return;
6611
+ }
6612
+ }
6607
6613
  if (sceneObject.variableDependency) {
6608
6614
  sceneObject.variableDependency.variableUpdateCompleted(variable, hasChanged);
6609
6615
  }
@@ -8670,8 +8676,7 @@ const getStyles$4 = (theme) => ({
8670
8676
  display: "flex",
8671
8677
  flexDirection: "column",
8672
8678
  flexGrow: 1,
8673
- gap: theme.spacing(1),
8674
- cursor: "pointer"
8679
+ gap: theme.spacing(1)
8675
8680
  }),
8676
8681
  row: css.css({
8677
8682
  width: "100%",