@grafana/scenes 4.25.0--canary.753.9257512350.0 β†’ 4.25.0--canary.758.9288152473.0

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package/CHANGELOG.md CHANGED
@@ -1,3 +1,30 @@
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+ # v4.24.2 (Wed May 29 2024)
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+
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+ #### πŸ› Bug Fix
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+
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+ - MultiValueVariable: Fixes issue when value is all value but all value is not enabled [#757](https://github.com/grafana/scenes/pull/757) ([@torkelo](https://github.com/torkelo) [@ivanortegaalba](https://github.com/ivanortegaalba))
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+
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+ #### Authors: 2
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+
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+ - Ivan Ortega Alba ([@ivanortegaalba](https://github.com/ivanortegaalba))
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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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+ # v4.24.1 (Tue May 28 2024)
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+
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+ #### πŸ› Bug Fix
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+
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+ - Allow drag and dropping rows in valid states [#756](https://github.com/grafana/scenes/pull/756) ([@mdvictor](https://github.com/mdvictor))
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+ - fix: undefined check on RefreshPicker.autoOption [#751](https://github.com/grafana/scenes/pull/751) ([@darrenjaneczek](https://github.com/darrenjaneczek))
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+
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+ #### Authors: 2
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+
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+ - Darren Janeczek ([@darrenjaneczek](https://github.com/darrenjaneczek))
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+ - Victor Marin ([@mdvictor](https://github.com/mdvictor))
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+
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+ ---
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+
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  # v4.24.0 (Mon May 27 2024)
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  #### πŸš€ Enhancement
@@ -83,7 +83,9 @@ const _SceneGridLayout = class extends SceneObjectBase {
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  let newParent = this.findGridItemSceneParent(gridLayout, indexOfUpdatedItem - 1);
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  let newChildren = this.state.children;
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  if (sceneChild instanceof SceneGridRow && newParent instanceof SceneGridRow) {
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- this._loadOldLayout = true;
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+ if (!this.isRowDropValid(gridLayout, updatedItem, indexOfUpdatedItem)) {
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+ this._loadOldLayout = true;
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+ }
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  newParent = this;
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  }
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  if (newParent !== sceneChild.parent) {
@@ -179,6 +181,18 @@ const _SceneGridLayout = class extends SceneObjectBase {
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  }
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  return this;
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  }
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+ isRowDropValid(gridLayout, updatedItem, indexOfUpdatedItem) {
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+ if (gridLayout[gridLayout.length - 1].i === updatedItem.i) {
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+ return true;
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+ }
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+ const nextSceneChild = this.getSceneLayoutChild(gridLayout[indexOfUpdatedItem + 1].i);
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+ if (nextSceneChild instanceof SceneGridRow) {
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+ return true;
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+ } else if (nextSceneChild.parent instanceof _SceneGridLayout) {
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+ return true;
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+ }
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+ return false;
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+ }
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  moveChildTo(child, target) {
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  const currentParent = child.parent;
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  let rootChildren = this.state.children;
@@ -1 +1 @@
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- {"version":3,"file":"SceneGridLayout.js","sources":["../../../../../src/components/layout/grid/SceneGridLayout.tsx"],"sourcesContent":["import ReactGridLayout from 'react-grid-layout';\n\nimport { SceneObjectBase } from '../../../core/SceneObjectBase';\nimport { SceneLayout, SceneObjectState } from '../../../core/types';\nimport { DEFAULT_PANEL_SPAN } from './constants';\nimport { isSceneGridRow } from './SceneGridItem';\nimport { SceneGridLayoutRenderer } from './SceneGridLayoutRenderer';\n\nimport { SceneGridRow } from './SceneGridRow';\nimport { SceneGridItemLike, SceneGridItemPlacement } from './types';\nimport { fitPanelsInHeight } from './utils';\n\ninterface SceneGridLayoutState extends SceneObjectState {\n /**\n * Turn on or off dragging for all items. Individual items can still disabled via isDraggable property\n **/\n isDraggable?: boolean;\n /** Enable or disable item resizing */\n isResizable?: boolean;\n isLazy?: boolean;\n /**\n * Fit panels to height of the grid. This will scale down the panels vertically to fit available height.\n * The row height is not changed, only the y position and height of the panels.\n * UNSAFE: This feature is experimental and it might change in the future.\n */\n UNSAFE_fitPanels?: boolean;\n children: SceneGridItemLike[];\n}\n\nexport class SceneGridLayout extends SceneObjectBase<SceneGridLayoutState> implements SceneLayout {\n public static Component = SceneGridLayoutRenderer;\n\n private _skipOnLayoutChange = false;\n private _oldLayout: ReactGridLayout.Layout[] = [];\n private _loadOldLayout = false;\n\n public constructor(state: SceneGridLayoutState) {\n super({\n ...state,\n children: sortChildrenByPosition(state.children),\n });\n }\n\n /**\n * SceneLayout interface. Used for example by VizPanelRenderer\n */\n public isDraggable(): boolean {\n return this.state.isDraggable ?? false;\n }\n\n public getDragClass() {\n return `grid-drag-handle-${this.state.key}`;\n }\n\n public getDragClassCancel() {\n return `grid-drag-cancel`;\n }\n\n public toggleRow(row: SceneGridRow) {\n const isCollapsed = row.state.isCollapsed;\n\n if (!isCollapsed) {\n row.setState({ isCollapsed: true });\n // To force re-render\n this.setState({});\n return;\n }\n\n const rowChildren = row.state.children;\n\n if (rowChildren.length === 0) {\n row.setState({ isCollapsed: false });\n this.setState({});\n return;\n }\n\n // Ok we are expanding row. We need to update row children y pos (incase they are incorrect) and push items below down\n // Code copied from DashboardModel toggleRow()\n\n const rowY = row.state.y!;\n const firstPanelYPos = rowChildren[0].state.y ?? rowY;\n const yDiff = firstPanelYPos - (rowY + 1);\n\n // y max will represent the bottom y pos after all panels have been added\n // needed to know home much panels below should be pushed down\n let yMax = rowY;\n\n for (const panel of rowChildren) {\n // set the y gridPos if it wasn't already set\n const newSize = { ...panel.state };\n newSize.y = newSize.y ?? rowY;\n // make sure y is adjusted (in case row moved while collapsed)\n newSize.y -= yDiff;\n\n if (newSize.y! !== panel.state.y!) {\n panel.setState(newSize);\n }\n\n // update insert post and y max\n yMax = Math.max(yMax, Number(newSize.y!) + Number(newSize.height!));\n }\n\n const pushDownAmount = yMax - rowY - 1;\n\n // push panels below down\n for (const child of this.state.children) {\n if (child.state.y! > rowY) {\n this.pushChildDown(child, pushDownAmount);\n }\n\n if (isSceneGridRow(child) && child !== row) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.y! > rowY) {\n this.pushChildDown(rowChild, pushDownAmount);\n }\n }\n }\n }\n\n row.setState({ isCollapsed: false });\n // Trigger re-render\n this.setState({});\n }\n\n public onLayoutChange = (layout: ReactGridLayout.Layout[]) => {\n if (this._skipOnLayoutChange) {\n // Layout has been updated by other RTL handler already\n this._skipOnLayoutChange = false;\n return;\n }\n\n // We replace with the old layout only if the current state is invalid\n if (this._loadOldLayout) {\n layout = [...this._oldLayout];\n this._loadOldLayout = false;\n }\n\n for (const item of layout) {\n const child = this.getSceneLayoutChild(item.i);\n\n const nextSize: SceneGridItemPlacement = {\n x: item.x,\n y: item.y,\n width: item.w,\n height: item.h,\n };\n\n if (!isItemSizeEqual(child.state, nextSize)) {\n child.setState({\n ...nextSize,\n });\n }\n }\n\n this.setState({ children: sortChildrenByPosition(this.state.children) });\n };\n\n /**\n * Will also scan row children and return child of the row\n */\n public getSceneLayoutChild(key: string): SceneGridItemLike {\n for (const child of this.state.children) {\n if (child.state.key === key) {\n return child;\n }\n\n if (child instanceof SceneGridRow) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.key === key) {\n return rowChild;\n }\n }\n }\n }\n\n throw new Error('Scene layout child not found for GridItem');\n }\n\n public onResizeStop: ReactGridLayout.ItemCallback = (_, o, n) => {\n const child = this.getSceneLayoutChild(n.i);\n child.setState({\n width: n.w,\n height: n.h,\n });\n };\n\n private pushChildDown(child: SceneGridItemLike, amount: number) {\n child.setState({\n y: child.state.y! + amount,\n });\n }\n\n /**\n * We assume the layout array is sorted according to y pos, and walk upwards until we find a row.\n * If it is collapsed there is no row to add it to. The default is then to return the SceneGridLayout itself\n */\n private findGridItemSceneParent(layout: ReactGridLayout.Layout[], startAt: number): SceneGridRow | SceneGridLayout {\n for (let i = startAt; i >= 0; i--) {\n const gridItem = layout[i];\n const sceneChild = this.getSceneLayoutChild(gridItem.i);\n\n if (sceneChild instanceof SceneGridRow) {\n // the closest row is collapsed return null\n if (sceneChild.state.isCollapsed) {\n return this;\n }\n\n return sceneChild;\n }\n }\n\n return this;\n }\n\n /**\n * This likely needs a slightly different approach. Where we clone or deactivate or and re-activate the moved child\n */\n public moveChildTo(child: SceneGridItemLike, target: SceneGridLayout | SceneGridRow) {\n const currentParent = child.parent!;\n let rootChildren = this.state.children;\n\n const newChild = child.clone({ key: child.state.key });\n\n // Remove from current parent row\n if (currentParent instanceof SceneGridRow) {\n const newRow = currentParent.clone();\n newRow.setState({\n children: newRow.state.children.filter((c) => c.state.key !== child.state.key),\n });\n\n // new children with new row\n rootChildren = rootChildren.map((c) => (c === currentParent ? newRow : c));\n\n // if target is also a row\n if (target instanceof SceneGridRow) {\n const targetRow = target.clone();\n targetRow.setState({ children: [...targetRow.state.children, newChild] });\n rootChildren = rootChildren.map((c) => (c === target ? targetRow : c));\n } else {\n // target is the main grid\n rootChildren = [...rootChildren, newChild];\n }\n } else {\n if (!(target instanceof SceneGridLayout)) {\n // current parent is the main grid remove it from there\n rootChildren = rootChildren.filter((c) => c.state.key !== child.state.key);\n // Clone the target row and add the child\n const targetRow = target.clone();\n targetRow.setState({ children: [...targetRow.state.children, newChild] });\n // Replace row with new row\n rootChildren = rootChildren.map((c) => (c === target ? targetRow : c));\n }\n }\n\n return rootChildren;\n }\n\n public onDragStart: ReactGridLayout.ItemCallback = (gridLayout) => {\n this._oldLayout = [...gridLayout];\n }\n\n public onDragStop: ReactGridLayout.ItemCallback = (gridLayout, o, updatedItem) => {\n const sceneChild = this.getSceneLayoutChild(updatedItem.i)!;\n\n // Need to resort the grid layout based on new position (needed to find the new parent)\n gridLayout = sortGridLayout(gridLayout);\n\n // Update children positions if they have changed\n for (let i = 0; i < gridLayout.length; i++) {\n const gridItem = gridLayout[i];\n const child = this.getSceneLayoutChild(gridItem.i)!;\n const childSize = child.state;\n\n if (childSize?.x !== gridItem.x || childSize?.y !== gridItem.y) {\n child.setState({\n x: gridItem.x,\n y: gridItem.y,\n });\n }\n }\n\n // Update the parent if the child if it has moved to a row or back to the grid\n const indexOfUpdatedItem = gridLayout.findIndex((item) => item.i === updatedItem.i);\n let newParent = this.findGridItemSceneParent(gridLayout, indexOfUpdatedItem - 1);\n let newChildren = this.state.children;\n\n // if the child is a row and we are moving it under an uncollapsed row, keep the scene grid layout as parent\n // and set the old layout flag. We allow setting the children in an invalid state, as the layout will be updated\n // in onLayoutChange and avoid flickering\n if (sceneChild instanceof SceneGridRow && newParent instanceof SceneGridRow) {\n this._loadOldLayout = true;\n newParent = this;\n }\n\n if (newParent !== sceneChild.parent) {\n newChildren = this.moveChildTo(sceneChild, newParent);\n }\n\n this.setState({ children: sortChildrenByPosition(newChildren) });\n this._skipOnLayoutChange = true;\n };\n\n private toGridCell(child: SceneGridItemLike): ReactGridLayout.Layout {\n const size = child.state;\n\n let x = size.x ?? 0;\n let y = size.y ?? 0;\n const w = Number.isInteger(Number(size.width)) ? Number(size.width) : DEFAULT_PANEL_SPAN;\n const h = Number.isInteger(Number(size.height)) ? Number(size.height) : DEFAULT_PANEL_SPAN;\n\n let isDraggable = child.state.isDraggable;\n let isResizable = child.state.isResizable;\n\n if (child instanceof SceneGridRow) {\n isDraggable = child.state.isCollapsed ? true : false;\n isResizable = false;\n }\n\n return { i: child.state.key!, x, y, h, w, isResizable, isDraggable };\n }\n\n public buildGridLayout(width: number, height: number): ReactGridLayout.Layout[] {\n let cells: ReactGridLayout.Layout[] = [];\n\n for (const child of this.state.children) {\n cells.push(this.toGridCell(child));\n\n if (child instanceof SceneGridRow && !child.state.isCollapsed) {\n for (const rowChild of child.state.children) {\n cells.push(this.toGridCell(rowChild));\n }\n }\n }\n\n // Sort by position\n cells = sortGridLayout(cells);\n\n if (this.state.UNSAFE_fitPanels) {\n cells = fitPanelsInHeight(cells, height);\n }\n\n if (width < 768) {\n // We should not persist the mobile layout\n this._skipOnLayoutChange = true;\n return cells.map((cell) => ({ 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This will scale down the panels vertically to fit available height.\n * The row height is not changed, only the y position and height of the panels.\n * UNSAFE: This feature is experimental and it might change in the future.\n */\n UNSAFE_fitPanels?: boolean;\n children: SceneGridItemLike[];\n}\n\nexport class SceneGridLayout extends SceneObjectBase<SceneGridLayoutState> implements SceneLayout {\n public static Component = SceneGridLayoutRenderer;\n\n private _skipOnLayoutChange = false;\n private _oldLayout: ReactGridLayout.Layout[] = [];\n private _loadOldLayout = false;\n\n public constructor(state: SceneGridLayoutState) {\n super({\n ...state,\n children: sortChildrenByPosition(state.children),\n });\n }\n\n /**\n * SceneLayout interface. Used for example by VizPanelRenderer\n */\n public isDraggable(): boolean {\n return this.state.isDraggable ?? false;\n }\n\n public getDragClass() {\n return `grid-drag-handle-${this.state.key}`;\n }\n\n public getDragClassCancel() {\n return `grid-drag-cancel`;\n }\n\n public toggleRow(row: SceneGridRow) {\n const isCollapsed = row.state.isCollapsed;\n\n if (!isCollapsed) {\n row.setState({ isCollapsed: true });\n // To force re-render\n this.setState({});\n return;\n }\n\n const rowChildren = row.state.children;\n\n if (rowChildren.length === 0) {\n row.setState({ isCollapsed: false });\n this.setState({});\n return;\n }\n\n // Ok we are expanding row. We need to update row children y pos (incase they are incorrect) and push items below down\n // Code copied from DashboardModel toggleRow()\n\n const rowY = row.state.y!;\n const firstPanelYPos = rowChildren[0].state.y ?? rowY;\n const yDiff = firstPanelYPos - (rowY + 1);\n\n // y max will represent the bottom y pos after all panels have been added\n // needed to know home much panels below should be pushed down\n let yMax = rowY;\n\n for (const panel of rowChildren) {\n // set the y gridPos if it wasn't already set\n const newSize = { ...panel.state };\n newSize.y = newSize.y ?? rowY;\n // make sure y is adjusted (in case row moved while collapsed)\n newSize.y -= yDiff;\n\n if (newSize.y! !== panel.state.y!) {\n panel.setState(newSize);\n }\n\n // update insert post and y max\n yMax = Math.max(yMax, Number(newSize.y!) + Number(newSize.height!));\n }\n\n const pushDownAmount = yMax - rowY - 1;\n\n // push panels below down\n for (const child of this.state.children) {\n if (child.state.y! > rowY) {\n this.pushChildDown(child, pushDownAmount);\n }\n\n if (isSceneGridRow(child) && child !== row) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.y! > rowY) {\n this.pushChildDown(rowChild, pushDownAmount);\n }\n }\n }\n }\n\n row.setState({ isCollapsed: false });\n // Trigger re-render\n this.setState({});\n }\n\n public onLayoutChange = (layout: ReactGridLayout.Layout[]) => {\n if (this._skipOnLayoutChange) {\n // Layout has been updated by other RTL handler already\n this._skipOnLayoutChange = false;\n return;\n }\n\n // We replace with the old layout only if the current state is invalid\n if (this._loadOldLayout) {\n layout = [...this._oldLayout];\n this._loadOldLayout = false;\n }\n\n for (const item of layout) {\n const child = this.getSceneLayoutChild(item.i);\n\n const nextSize: SceneGridItemPlacement = {\n x: item.x,\n y: item.y,\n width: item.w,\n height: item.h,\n };\n\n if (!isItemSizeEqual(child.state, nextSize)) {\n child.setState({\n ...nextSize,\n });\n }\n }\n\n this.setState({ children: sortChildrenByPosition(this.state.children) });\n };\n\n /**\n * Will also scan row children and return child of the row\n */\n public getSceneLayoutChild(key: string): SceneGridItemLike {\n for (const child of this.state.children) {\n if (child.state.key === key) {\n return child;\n }\n\n if (child instanceof SceneGridRow) {\n for (const rowChild of child.state.children) {\n if (rowChild.state.key === key) {\n return rowChild;\n }\n }\n }\n }\n\n throw new Error('Scene layout child not found for GridItem');\n }\n\n public onResizeStop: ReactGridLayout.ItemCallback = (_, o, n) => {\n const child = this.getSceneLayoutChild(n.i);\n child.setState({\n width: n.w,\n height: n.h,\n });\n };\n\n private pushChildDown(child: SceneGridItemLike, amount: number) {\n child.setState({\n y: child.state.y! + amount,\n });\n }\n\n /**\n * We assume the layout array is sorted according to y pos, and walk upwards until we find a row.\n * If it is collapsed there is no row to add it to. The default is then to return the SceneGridLayout itself\n */\n private findGridItemSceneParent(layout: ReactGridLayout.Layout[], startAt: number): SceneGridRow | SceneGridLayout {\n for (let i = startAt; i >= 0; i--) {\n const gridItem = layout[i];\n const sceneChild = this.getSceneLayoutChild(gridItem.i);\n\n if (sceneChild instanceof SceneGridRow) {\n // the closest row is collapsed return null\n if (sceneChild.state.isCollapsed) {\n return this;\n }\n\n return sceneChild;\n }\n }\n\n return this;\n }\n\n /**\n * Helper func to check if we are dropping a row in between panels of another row\n */\n private isRowDropValid(\n gridLayout: ReactGridLayout.Layout[],\n updatedItem: ReactGridLayout.Layout,\n indexOfUpdatedItem: number\n ): boolean {\n // if the row is dropped at the end of the dashboard grid layout, we accept this valid state\n if (gridLayout[gridLayout.length - 1].i === updatedItem.i) {\n return true;\n }\n\n // if the next child after the updated item is a scene grid row, then we are either at the top\n // of the dashboard, or between rows\n // if it's not a grid row, but it's parent is the layout, it means we are not in between a\n // rows children, so also valid state\n const nextSceneChild = this.getSceneLayoutChild(gridLayout[indexOfUpdatedItem + 1].i);\n if (nextSceneChild instanceof SceneGridRow) {\n return true;\n } else if (nextSceneChild.parent instanceof SceneGridLayout) {\n return true;\n }\n\n return false;\n }\n\n /**\n * This likely needs a slightly different approach. Where we clone or deactivate or and re-activate the moved child\n */\n public moveChildTo(child: SceneGridItemLike, target: SceneGridLayout | SceneGridRow) {\n const currentParent = child.parent!;\n let rootChildren = this.state.children;\n\n const newChild = child.clone({ key: child.state.key });\n\n // Remove from current parent row\n if (currentParent instanceof SceneGridRow) {\n const newRow = currentParent.clone();\n newRow.setState({\n children: newRow.state.children.filter((c) => c.state.key !== child.state.key),\n });\n\n // new children with new row\n rootChildren = rootChildren.map((c) => (c === currentParent ? newRow : c));\n\n // if target is also a row\n if (target instanceof SceneGridRow) {\n const targetRow = target.clone();\n targetRow.setState({ children: [...targetRow.state.children, newChild] });\n rootChildren = rootChildren.map((c) => (c === target ? targetRow : c));\n } else {\n // target is the main grid\n rootChildren = [...rootChildren, newChild];\n }\n } else {\n if (!(target instanceof SceneGridLayout)) {\n // current parent is the main grid remove it from there\n rootChildren = rootChildren.filter((c) => c.state.key !== child.state.key);\n // Clone the target row and add the child\n const targetRow = target.clone();\n targetRow.setState({ children: [...targetRow.state.children, newChild] });\n // Replace row with new row\n rootChildren = rootChildren.map((c) => (c === target ? targetRow : c));\n }\n }\n\n return rootChildren;\n }\n\n public onDragStart: ReactGridLayout.ItemCallback = (gridLayout) => {\n this._oldLayout = [...gridLayout];\n };\n\n public onDragStop: ReactGridLayout.ItemCallback = (gridLayout, o, updatedItem) => {\n const sceneChild = this.getSceneLayoutChild(updatedItem.i)!;\n\n // Need to resort the grid layout based on new position (needed to find the new parent)\n gridLayout = sortGridLayout(gridLayout);\n\n // Update children positions if they have changed\n for (let i = 0; i < gridLayout.length; i++) {\n const gridItem = gridLayout[i];\n const child = this.getSceneLayoutChild(gridItem.i)!;\n const childSize = child.state;\n\n if (childSize?.x !== gridItem.x || childSize?.y !== gridItem.y) {\n child.setState({\n x: gridItem.x,\n y: gridItem.y,\n });\n }\n }\n\n // Update the parent if the child if it has moved to a row or back to the grid\n const indexOfUpdatedItem = gridLayout.findIndex((item) => item.i === updatedItem.i);\n let newParent = this.findGridItemSceneParent(gridLayout, indexOfUpdatedItem - 1);\n let newChildren = this.state.children;\n\n // if the child is a row and we are moving it under an uncollapsed row, keep the scene grid layout as parent\n // and set the old layout flag if the state is invalid. We allow setting the children in an invalid state,\n // as the layout will be updated in onLayoutChange and avoid flickering\n if (sceneChild instanceof SceneGridRow && newParent instanceof SceneGridRow) {\n if (!this.isRowDropValid(gridLayout, updatedItem, indexOfUpdatedItem)) {\n this._loadOldLayout = true;\n }\n\n newParent = this;\n }\n\n if (newParent !== sceneChild.parent) {\n newChildren = this.moveChildTo(sceneChild, newParent);\n }\n\n this.setState({ children: sortChildrenByPosition(newChildren) });\n this._skipOnLayoutChange = true;\n };\n\n private toGridCell(child: SceneGridItemLike): ReactGridLayout.Layout {\n const size = child.state;\n\n let x = size.x ?? 0;\n let y = size.y ?? 0;\n const w = Number.isInteger(Number(size.width)) ? Number(size.width) : DEFAULT_PANEL_SPAN;\n const h = Number.isInteger(Number(size.height)) ? Number(size.height) : DEFAULT_PANEL_SPAN;\n\n let isDraggable = child.state.isDraggable;\n let isResizable = child.state.isResizable;\n\n if (child instanceof SceneGridRow) {\n isDraggable = child.state.isCollapsed ? true : false;\n isResizable = false;\n }\n\n return { i: child.state.key!, x, y, h, w, isResizable, isDraggable };\n }\n\n public buildGridLayout(width: number, height: number): ReactGridLayout.Layout[] {\n let cells: ReactGridLayout.Layout[] = [];\n\n for (const child of this.state.children) {\n cells.push(this.toGridCell(child));\n\n if (child instanceof SceneGridRow && !child.state.isCollapsed) {\n for (const rowChild of child.state.children) {\n cells.push(this.toGridCell(rowChild));\n }\n }\n }\n\n // Sort by position\n cells = sortGridLayout(cells);\n\n if (this.state.UNSAFE_fitPanels) {\n cells = fitPanelsInHeight(cells, height);\n }\n\n if (width < 768) {\n // We should not persist the mobile layout\n this._skipOnLayoutChange = true;\n return cells.map((cell) => ({ 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@@ -1,6 +1,6 @@
1
1
  import { lookupVariable } from '../../variables/lookupVariable.js';
2
2
  import { getTimeRange } from './getTimeRange.js';
3
- import { getVariables, getData, getLayout, getDataLayers, interpolate, hasVariableDependencyInLoadingState, findByKey, findByKeyAndType, findObject, findAllObjects, getAncestor, getQueryController } from './sceneGraph.js';
3
+ import { getVariables, getData, getLayout, getDataLayers, interpolate, hasVariableDependencyInLoadingState, findObject, findAllObjects, getAncestor, getQueryController } from './sceneGraph.js';
4
4
 
5
5
  const sceneGraph = {
6
6
  getVariables,
@@ -11,8 +11,6 @@ const sceneGraph = {
11
11
  interpolate,
12
12
  lookupVariable,
13
13
  hasVariableDependencyInLoadingState,
14
- findByKey,
15
- findByKeyAndType,
16
14
  findObject,
17
15
  findAllObjects,
18
16
  getAncestor,
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sources":["../../../../src/core/sceneGraph/index.ts"],"sourcesContent":["import { lookupVariable } from '../../variables/lookupVariable';\nimport { getTimeRange } from './getTimeRange';\nimport {\n findByKey,\n findByKeyAndType,\n findObject,\n findAllObjects,\n getData,\n getLayout,\n getVariables,\n getDataLayers,\n hasVariableDependencyInLoadingState,\n interpolate,\n getAncestor,\n getQueryController,\n} from './sceneGraph';\n\nexport const sceneGraph = {\n getVariables,\n getData,\n getTimeRange,\n getLayout,\n getDataLayers,\n interpolate,\n lookupVariable,\n hasVariableDependencyInLoadingState,\n findByKey,\n findByKeyAndType,\n findObject,\n findAllObjects,\n getAncestor,\n getQueryController,\n};\n"],"names":[],"mappings":";;;;AAiBO,MAAM,UAAa,GAAA;AAAA,EACxB,YAAA;AAAA,EACA,OAAA;AAAA,EACA,YAAA;AAAA,EACA,SAAA;AAAA,EACA,aAAA;AAAA,EACA,WAAA;AAAA,EACA,cAAA;AAAA,EACA,mCAAA;AAAA,EACA,SAAA;AAAA,EACA,gBAAA;AAAA,EACA,UAAA;AAAA,EACA,cAAA;AAAA,EACA,WAAA;AAAA,EACA,kBAAA;AACF;;;;"}
1
+ {"version":3,"file":"index.js","sources":["../../../../src/core/sceneGraph/index.ts"],"sourcesContent":["import { lookupVariable } from '../../variables/lookupVariable';\nimport { getTimeRange } from './getTimeRange';\nimport {\n findObject,\n findAllObjects,\n getData,\n getLayout,\n getVariables,\n getDataLayers,\n hasVariableDependencyInLoadingState,\n interpolate,\n getAncestor,\n getQueryController,\n} from './sceneGraph';\n\nexport const sceneGraph = {\n getVariables,\n getData,\n getTimeRange,\n getLayout,\n getDataLayers,\n interpolate,\n lookupVariable,\n hasVariableDependencyInLoadingState,\n findObject,\n findAllObjects,\n getAncestor,\n getQueryController,\n};\n"],"names":[],"mappings":";;;;AAeO,MAAM,UAAa,GAAA;AAAA,EACxB,YAAA;AAAA,EACA,OAAA;AAAA,EACA,YAAA;AAAA,EACA,SAAA;AAAA,EACA,aAAA;AAAA,EACA,WAAA;AAAA,EACA,cAAA;AAAA,EACA,mCAAA;AAAA,EACA,UAAA;AAAA,EACA,cAAA;AAAA,EACA,WAAA;AAAA,EACA,kBAAA;AACF;;;;"}
@@ -67,27 +67,6 @@ function findObjectInternal(scene, check, alreadySearchedChild, shouldSearchUp)
67
67
  }
68
68
  return null;
69
69
  }
70
- function findByKey(sceneObject, key, targetType) {
71
- const found = findObject(sceneObject, (sceneToCheck) => {
72
- return sceneToCheck.state.key === key;
73
- });
74
- if (!found) {
75
- throw new Error("Unable to find scene with key " + key);
76
- }
77
- return found;
78
- }
79
- function findByKeyAndType(sceneObject, key, targetType) {
80
- const found = findObject(sceneObject, (sceneToCheck) => {
81
- return sceneToCheck.state.key === key;
82
- });
83
- if (!found) {
84
- throw new Error("Unable to find scene with key " + key);
85
- }
86
- if (!(found instanceof targetType)) {
87
- throw new Error(`Found scene object with key ${key} does not match type ${targetType.name}`);
88
- }
89
- return found;
90
- }
91
70
  function findObject(scene, check) {
92
71
  return findObjectInternal(scene, check, void 0, true);
93
72
  }
@@ -152,5 +131,5 @@ function getQueryController(sceneObject) {
152
131
  return void 0;
153
132
  }
154
133
 
155
- export { findAllObjects, findByKey, findByKeyAndType, findObject, getAncestor, getData, getDataLayers, getLayout, getQueryController, getVariables, hasVariableDependencyInLoadingState, interpolate };
134
+ export { findAllObjects, findObject, getAncestor, getData, getDataLayers, getLayout, getQueryController, getVariables, hasVariableDependencyInLoadingState, interpolate };
156
135
  //# sourceMappingURL=sceneGraph.js.map
@@ -1 +1 @@
1
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See {@link VariableInterpolation} for more details.\n *\n * @param {VariableInterpolation[]} interpolations an optional array that is updated with interpolated variables.\n */\nexport function interpolate(\n sceneObject: SceneObject,\n value: string | undefined | null,\n scopedVars?: ScopedVars,\n format?: string | VariableCustomFormatterFn,\n interpolations?: VariableInterpolation[],\n): string {\n if (value === '' || value == null) {\n return '';\n }\n\n return sceneInterpolator(sceneObject, value, scopedVars, format, interpolations);\n}\n\n/**\n * Checks if the variable is currently loading or waiting to update.\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 */\nexport function hasVariableDependencyInLoadingState(sceneObject: SceneObject) {\n if (!sceneObject.variableDependency) {\n return false;\n }\n\n for (const name of sceneObject.variableDependency.getNames()) {\n const variable = lookupVariable(name, sceneObject);\n if (!variable) {\n continue;\n }\n\n const set = variable.parent as SceneVariables;\n if (set.isVariableLoadingOrWaitingToUpdate(variable)) {\n return true;\n }\n }\n\n return false;\n}\n\nfunction findObjectInternal(\n scene: SceneObject,\n check: (obj: SceneObject) => boolean,\n alreadySearchedChild?: SceneObject,\n shouldSearchUp?: boolean\n): SceneObject | null {\n if (check(scene)) {\n return scene;\n }\n\n let found: SceneObject | null = null;\n\n scene.forEachChild((child) => {\n if (child === alreadySearchedChild) {\n return;\n }\n\n let maybe = findObjectInternal(child, check);\n if (maybe) {\n found = maybe;\n }\n });\n\n if (found) {\n return found;\n }\n\n if (shouldSearchUp && scene.parent) {\n return findObjectInternal(scene.parent, check, scene, true);\n }\n\n return null;\n}\n\n/**\n * Returns a scene object from the scene graph with the requested key.\n * \n * Throws error if no key-matching scene object found.\n */\nexport function findByKey<TargetType extends SceneObject>(sceneObject: SceneObject, key: string, targetType?: { new(...args: never[]): TargetType }) {\n const found = findObject(sceneObject, (sceneToCheck) => {\n return sceneToCheck.state.key === key;\n });\n if (!found) {\n throw new Error('Unable to find scene with key ' + key);\n }\n return found;\n}\n\n/**\n * Returns a scene object from the scene graph with the requested key and type.\n * \n * Throws error if no key-matching scene object found.\n * Throws error if the given type does not match.\n */\nexport function findByKeyAndType<TargetType extends SceneObject>(sceneObject: SceneObject, key: string, targetType: { new(...args: never[]): TargetType }) {\n const found = findObject(sceneObject, (sceneToCheck) => {\n return sceneToCheck.state.key === key;\n });\n if (!found) {\n throw new Error('Unable to find scene with key ' + key);\n }\n if (!(found instanceof targetType)) {\n throw new Error(`Found scene object with key ${key} does not match type ${targetType.name}`) \n }\n return found;\n}\n\n\n/**\n * This will search the full scene graph, starting with the scene node passed in, then walking up the parent chain. *\n */\nexport function findObject(scene: SceneObject, check: (obj: SceneObject) => boolean): SceneObject | null {\n return findObjectInternal(scene, check, undefined, true);\n}\n\n/**\n * This will search down the full scene graph, looking for objects that match the provided predicate.\n */\nexport function findAllObjects(scene: SceneObject, check: (obj: SceneObject) => boolean): SceneObject[] {\n const found: SceneObject[] = [];\n\n scene.forEachChild((child) => {\n if (check(child)) {\n found.push(child);\n }\n\n found.push(...findAllObjects(child, check));\n });\n\n return found;\n}\n\n/**\n * Will walk up the scene object graph up until the root and collect all SceneDataLayerProvider objects.\n * When localOnly set to true, it will only collect the closest layers.\n */\nexport function getDataLayers(sceneObject: SceneObject, localOnly = false): SceneDataLayerProvider[] {\n let currentLevel: SceneObject | undefined = sceneObject;\n let collected: SceneDataLayerProvider[] = [];\n\n while (currentLevel) {\n const dataProvider = currentLevel.state.$data;\n if (!dataProvider) {\n currentLevel = currentLevel.parent;\n continue;\n }\n\n // Check if data layer exists nested inside another data provider\n if (isDataLayer(dataProvider)) {\n collected = collected.concat(dataProvider);\n } else {\n if (dataProvider.state.$data && isDataLayer(dataProvider.state.$data)) {\n collected = collected.concat(dataProvider.state.$data);\n }\n }\n\n if (localOnly && collected.length > 0) {\n break;\n }\n\n currentLevel = currentLevel.parent;\n }\n\n return collected;\n}\n\n/**\n * A utility function to find the closest ancestor of a given type. 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See {@link VariableInterpolation} for more details.\n *\n * @param {VariableInterpolation[]} interpolations an optional array that is updated with interpolated variables.\n */\nexport function interpolate(\n sceneObject: SceneObject,\n value: string | undefined | null,\n scopedVars?: ScopedVars,\n format?: string | VariableCustomFormatterFn,\n interpolations?: VariableInterpolation[],\n): string {\n if (value === '' || value == null) {\n return '';\n }\n\n return sceneInterpolator(sceneObject, value, scopedVars, format, interpolations);\n}\n\n/**\n * Checks if the variable is currently loading or waiting to update.\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 */\nexport function hasVariableDependencyInLoadingState(sceneObject: SceneObject) {\n if (!sceneObject.variableDependency) {\n return false;\n }\n\n for (const name of sceneObject.variableDependency.getNames()) {\n const variable = lookupVariable(name, sceneObject);\n if (!variable) {\n continue;\n }\n\n const set = variable.parent as SceneVariables;\n if (set.isVariableLoadingOrWaitingToUpdate(variable)) {\n return true;\n }\n }\n\n return false;\n}\n\nfunction findObjectInternal(\n scene: SceneObject,\n check: (obj: SceneObject) => boolean,\n alreadySearchedChild?: SceneObject,\n shouldSearchUp?: boolean\n): SceneObject | null {\n if (check(scene)) {\n return scene;\n }\n\n let found: SceneObject | null = null;\n\n scene.forEachChild((child) => {\n if (child === alreadySearchedChild) {\n return;\n }\n\n let maybe = findObjectInternal(child, check);\n if (maybe) {\n found = maybe;\n }\n });\n\n if (found) {\n return found;\n }\n\n if (shouldSearchUp && scene.parent) {\n return findObjectInternal(scene.parent, check, scene, true);\n }\n\n return null;\n}\n\n/**\n * This will search the full scene graph, starting with the scene node passed in, then walking up the parent chain. *\n */\nexport function findObject(scene: SceneObject, check: (obj: SceneObject) => boolean): SceneObject | null {\n return findObjectInternal(scene, check, undefined, true);\n}\n\n/**\n * This will search down the full scene graph, looking for objects that match the provided predicate.\n */\nexport function findAllObjects(scene: SceneObject, check: (obj: SceneObject) => boolean): SceneObject[] {\n const found: SceneObject[] = [];\n\n scene.forEachChild((child) => {\n if (check(child)) {\n found.push(child);\n }\n\n found.push(...findAllObjects(child, check));\n });\n\n return found;\n}\n\n/**\n * Will walk up the scene object graph up until the root and collect all SceneDataLayerProvider objects.\n * When localOnly set to true, it will only collect the closest layers.\n */\nexport function getDataLayers(sceneObject: SceneObject, localOnly = false): SceneDataLayerProvider[] {\n let currentLevel: SceneObject | undefined = sceneObject;\n let collected: SceneDataLayerProvider[] = [];\n\n while (currentLevel) {\n const dataProvider = currentLevel.state.$data;\n if (!dataProvider) {\n currentLevel = currentLevel.parent;\n continue;\n }\n\n // Check if data layer exists nested inside another data provider\n if (isDataLayer(dataProvider)) {\n collected = collected.concat(dataProvider);\n } else {\n if (dataProvider.state.$data && isDataLayer(dataProvider.state.$data)) {\n collected = collected.concat(dataProvider.state.$data);\n }\n }\n\n if (localOnly && collected.length > 0) {\n break;\n }\n\n currentLevel = currentLevel.parent;\n }\n\n return collected;\n}\n\n/**\n * A utility function to find the closest ancestor of a given type. This function expects\n * to find it and will throw an error if it does not.\n */\nexport function getAncestor<ParentType>(\n sceneObject: SceneObject,\n ancestorType: { new(...args: never[]): ParentType }\n): ParentType {\n let parent: SceneObject | undefined = sceneObject;\n\n while (parent) {\n if (parent instanceof ancestorType) {\n return parent;\n }\n parent = parent.parent;\n }\n\n if (!parent) {\n throw new Error('Unable to find parent of type ' + ancestorType.name);\n }\n\n return parent as ParentType;\n}\n\n/**\n * Returns the closest query controller undefined if none found\n */\nexport function getQueryController(sceneObject: SceneObject): SceneQueryControllerLike | undefined {\n let parent: SceneObject | undefined = sceneObject;\n\n while (parent) {\n if (parent.state.$behaviors) {\n for (const behavior of parent.state.$behaviors) {\n if (isQueryController(behavior)) {\n return behavior;\n }\n }\n }\n parent = parent.parent;\n }\n\n return undefined;\n}\n"],"names":[],"mappings":";;;;;;;AAeO,SAAS,aAAa,WAA0C,EAAA;AAfvE,EAAA,IAAA,EAAA,CAAA;AAgBE,EAAO,OAAA,CAAA,EAAA,GAAA,UAAA,CAAW,aAAa,CAAC,CAAA,KAAM,EAAE,KAAM,CAAA,UAAU,MAAjD,IAAsD,GAAA,EAAA,GAAA,gBAAA,CAAA;AAC/D,CAAA;AAKO,SAAS,QAAQ,WAA6C,EAAA;AAtBrE,EAAA,IAAA,EAAA,CAAA;AAuBE,EAAO,OAAA,CAAA,EAAA,GAAA,UAAA,CAAW,aAAa,CAAC,CAAA,KAAM,EAAE,KAAM,CAAA,KAAK,MAA5C,IAAiD,GAAA,EAAA,GAAA,aAAA,CAAA;AAC1D,CAAA;AAEA,SAAS,cAAc,CAAkC,EAAA;AACvD,EAAA,OAAO,aAAiB,IAAA,CAAA,CAAA;AAC1B,CAAA;AAKO,SAAS,UAAU,KAAwC,EAAA;AAChE,EAAM,MAAA,MAAA,GAAS,WAAW,KAAO,EAAA,CAAC,MAAO,aAAc,CAAA,CAAC,CAAI,GAAA,CAAA,GAAI,KAAU,CAAA,CAAA,CAAA;AAC1E,EAAA,IAAI,MAAQ,EAAA;AACV,IAAO,OAAA,MAAA,CAAA;AAAA,GACT;AAEA,EAAO,OAAA,IAAA,CAAA;AACT,CAAA;AAWO,SAAS,WACd,CAAA,WAAA,EACA,KACA,EAAA,UAAA,EACA,QACA,cACQ,EAAA;AACR,EAAI,IAAA,KAAA,KAAU,EAAM,IAAA,KAAA,IAAS,IAAM,EAAA;AACjC,IAAO,OAAA,EAAA,CAAA;AAAA,GACT;AAEA,EAAA,OAAO,iBAAkB,CAAA,WAAA,EAAa,KAAO,EAAA,UAAA,EAAY,QAAQ,cAAc,CAAA,CAAA;AACjF,CAAA;AAQO,SAAS,oCAAoC,WAA0B,EAAA;AAC5E,EAAI,IAAA,CAAC,YAAY,kBAAoB,EAAA;AACnC,IAAO,OAAA,KAAA,CAAA;AAAA,GACT;AAEA,EAAA,KAAA,MAAW,IAAQ,IAAA,WAAA,CAAY,kBAAmB,CAAA,QAAA,EAAY,EAAA;AAC5D,IAAM,MAAA,QAAA,GAAW,cAAe,CAAA,IAAA,EAAM,WAAW,CAAA,CAAA;AACjD,IAAA,IAAI,CAAC,QAAU,EAAA;AACb,MAAA,SAAA;AAAA,KACF;AAEA,IAAA,MAAM,MAAM,QAAS,CAAA,MAAA,CAAA;AACrB,IAAI,IAAA,GAAA,CAAI,kCAAmC,CAAA,QAAQ,CAAG,EAAA;AACpD,MAAO,OAAA,IAAA,CAAA;AAAA,KACT;AAAA,GACF;AAEA,EAAO,OAAA,KAAA,CAAA;AACT,CAAA;AAEA,SAAS,kBACP,CAAA,KAAA,EACA,KACA,EAAA,oBAAA,EACA,cACoB,EAAA;AACpB,EAAI,IAAA,KAAA,CAAM,KAAK,CAAG,EAAA;AAChB,IAAO,OAAA,KAAA,CAAA;AAAA,GACT;AAEA,EAAA,IAAI,KAA4B,GAAA,IAAA,CAAA;AAEhC,EAAM,KAAA,CAAA,YAAA,CAAa,CAAC,KAAU,KAAA;AAC5B,IAAA,IAAI,UAAU,oBAAsB,EAAA;AAClC,MAAA,OAAA;AAAA,KACF;AAEA,IAAI,IAAA,KAAA,GAAQ,kBAAmB,CAAA,KAAA,EAAO,KAAK,CAAA,CAAA;AAC3C,IAAA,IAAI,KAAO,EAAA;AACT,MAAQ,KAAA,GAAA,KAAA,CAAA;AAAA,KACV;AAAA,GACD,CAAA,CAAA;AAED,EAAA,IAAI,KAAO,EAAA;AACT,IAAO,OAAA,KAAA,CAAA;AAAA,GACT;AAEA,EAAI,IAAA,cAAA,IAAkB,MAAM,MAAQ,EAAA;AAClC,IAAA,OAAO,kBAAmB,CAAA,KAAA,CAAM,MAAQ,EAAA,KAAA,EAAO,OAAO,IAAI,CAAA,CAAA;AAAA,GAC5D;AAEA,EAAO,OAAA,IAAA,CAAA;AACT,CAAA;AAKgB,SAAA,UAAA,CAAW,OAAoB,KAA0D,EAAA;AACvG,EAAA,OAAO,kBAAmB,CAAA,KAAA,EAAO,KAAO,EAAA,KAAA,CAAA,EAAW,IAAI,CAAA,CAAA;AACzD,CAAA;AAKgB,SAAA,cAAA,CAAe,OAAoB,KAAqD,EAAA;AACtG,EAAA,MAAM,QAAuB,EAAC,CAAA;AAE9B,EAAM,KAAA,CAAA,YAAA,CAAa,CAAC,KAAU,KAAA;AAC5B,IAAI,IAAA,KAAA,CAAM,KAAK,CAAG,EAAA;AAChB,MAAA,KAAA,CAAM,KAAK,KAAK,CAAA,CAAA;AAAA,KAClB;AAEA,IAAA,KAAA,CAAM,IAAK,CAAA,GAAG,cAAe,CAAA,KAAA,EAAO,KAAK,CAAC,CAAA,CAAA;AAAA,GAC3C,CAAA,CAAA;AAED,EAAO,OAAA,KAAA,CAAA;AACT,CAAA;AAMgB,SAAA,aAAA,CAAc,WAA0B,EAAA,SAAA,GAAY,KAAiC,EAAA;AACnG,EAAA,IAAI,YAAwC,GAAA,WAAA,CAAA;AAC5C,EAAA,IAAI,YAAsC,EAAC,CAAA;AAE3C,EAAA,OAAO,YAAc,EAAA;AACnB,IAAM,MAAA,YAAA,GAAe,aAAa,KAAM,CAAA,KAAA,CAAA;AACxC,IAAA,IAAI,CAAC,YAAc,EAAA;AACjB,MAAA,YAAA,GAAe,YAAa,CAAA,MAAA,CAAA;AAC5B,MAAA,SAAA;AAAA,KACF;AAGA,IAAI,IAAA,WAAA,CAAY,YAAY,CAAG,EAAA;AAC7B,MAAY,SAAA,GAAA,SAAA,CAAU,OAAO,YAAY,CAAA,CAAA;AAAA,KACpC,MAAA;AACL,MAAA,IAAI,aAAa,KAAM,CAAA,KAAA,IAAS,YAAY,YAAa,CAAA,KAAA,CAAM,KAAK,CAAG,EAAA;AACrE,QAAA,SAAA,GAAY,SAAU,CAAA,MAAA,CAAO,YAAa,CAAA,KAAA,CAAM,KAAK,CAAA,CAAA;AAAA,OACvD;AAAA,KACF;AAEA,IAAI,IAAA,SAAA,IAAa,SAAU,CAAA,MAAA,GAAS,CAAG,EAAA;AACrC,MAAA,MAAA;AAAA,KACF;AAEA,IAAA,YAAA,GAAe,YAAa,CAAA,MAAA,CAAA;AAAA,GAC9B;AAEA,EAAO,OAAA,SAAA,CAAA;AACT,CAAA;AAMgB,SAAA,WAAA,CACd,aACA,YACY,EAAA;AACZ,EAAA,IAAI,MAAkC,GAAA,WAAA,CAAA;AAEtC,EAAA,OAAO,MAAQ,EAAA;AACb,IAAA,IAAI,kBAAkB,YAAc,EAAA;AAClC,MAAO,OAAA,MAAA,CAAA;AAAA,KACT;AACA,IAAA,MAAA,GAAS,MAAO,CAAA,MAAA,CAAA;AAAA,GAClB;AAEA,EAAA,IAAI,CAAC,MAAQ,EAAA;AACX,IAAA,MAAM,IAAI,KAAA,CAAM,gCAAmC,GAAA,YAAA,CAAa,IAAI,CAAA,CAAA;AAAA,GACtE;AAEA,EAAO,OAAA,MAAA,CAAA;AACT,CAAA;AAKO,SAAS,mBAAmB,WAAgE,EAAA;AACjG,EAAA,IAAI,MAAkC,GAAA,WAAA,CAAA;AAEtC,EAAA,OAAO,MAAQ,EAAA;AACb,IAAI,IAAA,MAAA,CAAO,MAAM,UAAY,EAAA;AAC3B,MAAW,KAAA,MAAA,QAAA,IAAY,MAAO,CAAA,KAAA,CAAM,UAAY,EAAA;AAC9C,QAAI,IAAA,iBAAA,CAAkB,QAAQ,CAAG,EAAA;AAC/B,UAAO,OAAA,QAAA,CAAA;AAAA,SACT;AAAA,OACF;AAAA,KACF;AACA,IAAA,MAAA,GAAS,MAAO,CAAA,MAAA,CAAA;AAAA,GAClB;AAEA,EAAO,OAAA,KAAA,CAAA,CAAA;AACT;;;;"}
@@ -126,7 +126,7 @@ class AdHocFiltersVariable extends SceneObjectBase {
126
126
  var _a, _b, _c;
127
127
  const override = await ((_b = (_a = this.state).getTagValuesProvider) == null ? void 0 : _b.call(_a, this, filter));
128
128
  if (override && override.replace) {
129
- return override.values.map(toSelectableValue);
129
+ return handleOptionGroups(override.values);
130
130
  }
131
131
  const ds = await this._dataSourceSrv.get(this.state.datasource, this._scopedVars);
132
132
  if (!ds || !ds.getTagValues) {
@@ -139,7 +139,7 @@ class AdHocFiltersVariable extends SceneObjectBase {
139
139
  if (override) {
140
140
  values = values.concat(override.values);
141
141
  }
142
- return values.map(toSelectableValue);
142
+ return handleOptionGroups(values);
143
143
  }
144
144
  _addWip() {
145
145
  this.setState({
@@ -195,6 +195,27 @@ function toSelectableValue({ text, value }) {
195
195
  function isFilterComplete(filter) {
196
196
  return filter.key !== "" && filter.operator !== "" && filter.value !== "";
197
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  }
198
+ function handleOptionGroups(values) {
199
+ const result = [];
200
+ const groupedResults = /* @__PURE__ */ new Map();
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+ for (const value of values) {
202
+ const groupLabel = value.group;
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+ if (groupLabel) {
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+ let group = groupedResults.get(groupLabel);
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+ if (!group) {
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+ group = [];
207
+ groupedResults.set(groupLabel, group);
208
+ }
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+ group.push(toSelectableValue(value));
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+ } else {
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+ result.push(toSelectableValue(value));
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+ }
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+ }
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+ for (const [group, values2] of groupedResults) {
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+ result.unshift({ label: group, options: values2 });
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+ }
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+ return result;
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+ }
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  export { AdHocFiltersVariable, AdHocFiltersVariableRenderer, isFilterComplete, toSelectableValue };
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  //# sourceMappingURL=AdHocFiltersVariable.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"AdHocFiltersVariable.js","sources":["../../../../src/variables/adhoc/AdHocFiltersVariable.tsx"],"sourcesContent":["import React from 'react';\nimport { AdHocVariableFilter, GrafanaTheme2, MetricFindValue, SelectableValue } from '@grafana/data';\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneVariable, SceneVariableState, SceneVariableValueChangedEvent, VariableValue } from '../types';\nimport { ControlsLayout, SceneComponentProps } from '../../core/types';\nimport { DataSourceRef } from '@grafana/schema';\nimport { getQueriesForVariables, renderPrometheusLabelFilters } from '../utils';\nimport { patchGetAdhocFilters } from './patchGetAdhocFilters';\nimport { useStyles2 } from '@grafana/ui';\nimport { sceneGraph } from '../../core/sceneGraph';\nimport { AdHocFilterBuilder } from './AdHocFilterBuilder';\nimport { AdHocFilterRenderer } from './AdHocFilterRenderer';\nimport { getDataSourceSrv } from '@grafana/runtime';\nimport { AdHocFiltersVariableUrlSyncHandler } from './AdHocFiltersVariableUrlSyncHandler';\nimport { css } from '@emotion/css';\n\nexport interface AdHocFilterWithLabels extends AdHocVariableFilter {\n keyLabel?: string;\n valueLabel?: string;\n}\n\nexport interface AdHocFiltersVariableState extends SceneVariableState {\n /** Optional text to display on the 'add filter' button */\n addFilterButtonText?: string;\n /** The visible filters */\n filters: AdHocFilterWithLabels[];\n /** Base filters to always apply when looking up keys*/\n baseFilters?: AdHocFilterWithLabels[];\n /** Datasource to use for getTagKeys and getTagValues and also controls which scene queries the filters should apply to */\n datasource: DataSourceRef | null;\n /** Controls if the filters can be changed */\n readOnly?: boolean;\n /**\n * @experimental\n * Controls the layout and design of the label.\n * Vertical layout does not yet support operator selector.\n */\n layout?: ControlsLayout;\n /**\n * Defaults to automatic which means filters will automatically be applied to all queries with the same data source as this AdHocFilterSet.\n * In manual mode you either have to use the filters programmatically or as a variable inside query expressions.\n */\n applyMode: 'auto' | 'manual';\n /**\n * Filter out the keys that do not match the regex.\n */\n tagKeyRegexFilter?: RegExp;\n /**\n * Extension hook for customizing the key lookup.\n * Return replace: true if you want to override the default lookup\n * Return replace: false if you want to combine the results with the default lookup\n */\n getTagKeysProvider?: getTagKeysProvider;\n /**\n * Extension hook for customizing the value lookup.\n * Return replace: true if you want to override the default lookup.\n * Return replace: false if you want to combine the results with the default lookup\n */\n getTagValuesProvider?: getTagValuesProvider;\n\n /**\n * Optionally provide an array of static keys that override getTagKeys\n */\n defaultKeys?: MetricFindValue[];\n\n /**\n * This is the expression that the filters resulted in. Defaults to\n * Prometheus / Loki compatible label filter expression\n */\n filterExpression?: string;\n\n /**\n * The default builder creates a Prometheus/Loki compatible filter expression,\n * this can be overridden to create a different expression based on the current filters.\n */\n expressionBuilder?: AdHocVariableExpressionBuilderFn;\n\n /**\n * When querying the datasource for label names and values to determine keys and values \n * for this ad hoc filter, consider the queries in the scene and use them as a filter.\n * This queries filter can be used to ensure that only ad hoc filter options that would\n * impact the current queries are presented to the user.\n */\n useQueriesAsFilterForOptions?: boolean\n\n /**\n * @internal state of the new filter being added\n */\n _wip?: AdHocFilterWithLabels;\n}\n\nexport type AdHocVariableExpressionBuilderFn = (filters: AdHocFilterWithLabels[]) => string;\n\nexport type getTagKeysProvider = (\n variable: AdHocFiltersVariable,\n currentKey: string | null\n) => Promise<{ replace?: boolean; values: MetricFindValue[] }>;\n\nexport type getTagValuesProvider = (\n variable: AdHocFiltersVariable,\n filter: AdHocFilterWithLabels\n) => Promise<{ replace?: boolean; values: MetricFindValue[] }>;\n\nexport type AdHocFiltersVariableCreateHelperArgs = AdHocFiltersVariableState;\n\nexport class AdHocFiltersVariable\n extends SceneObjectBase<AdHocFiltersVariableState>\n implements SceneVariable<AdHocFiltersVariableState>\n{\n static Component = AdHocFiltersVariableRenderer;\n\n private _scopedVars = { __sceneObject: { value: this } };\n private _dataSourceSrv = getDataSourceSrv();\n\n protected _urlSync = new AdHocFiltersVariableUrlSyncHandler(this);\n\n public constructor(state: Partial<AdHocFiltersVariableState>) {\n super({\n type: 'adhoc',\n name: state.name ?? 'Filters',\n filters: [],\n datasource: null,\n applyMode: 'auto',\n filterExpression: state.filterExpression ?? renderExpression(state.expressionBuilder, state.filters),\n ...state,\n });\n\n if (this.state.applyMode === 'auto') {\n patchGetAdhocFilters(this);\n }\n }\n\n public setState(update: Partial<AdHocFiltersVariableState>): void {\n let filterExpressionChanged = false;\n\n if (update.filters && update.filters !== this.state.filters && !update.filterExpression) {\n update.filterExpression = renderExpression(this.state.expressionBuilder, update.filters);\n filterExpressionChanged = update.filterExpression !== this.state.filterExpression;\n }\n\n super.setState(update);\n\n if (filterExpressionChanged) {\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n }\n\n public getValue(): VariableValue | undefined {\n return this.state.filterExpression;\n }\n\n public _updateFilter(\n filter: AdHocFilterWithLabels,\n prop: keyof AdHocFilterWithLabels,\n { value, label }: SelectableValue<string | undefined | null>\n ) {\n if (value == null) {\n return;\n }\n\n const { filters, _wip } = this.state;\n\n const propLabelKey = `${prop}Label`;\n\n if (filter === _wip) {\n // If we set value we are done with this \"work in progress\" filter and we can add it\n if (prop === 'value') {\n this.setState({ filters: [...filters, { ..._wip, [prop]: value, [propLabelKey]: label }], _wip: undefined });\n } else {\n this.setState({ _wip: { ...filter, [prop]: value, [propLabelKey]: label } });\n }\n return;\n }\n\n const updatedFilters = this.state.filters.map((f) => {\n if (f === filter) {\n const updatedFilter = { ...f, [prop]: value, [propLabelKey]: label };\n\n // clear value if key has changed\n if (prop === 'key' && filter[prop] !== value) {\n updatedFilter.value = '';\n updatedFilter.valueLabel = '';\n }\n return updatedFilter;\n }\n return f;\n });\n\n this.setState({ filters: updatedFilters });\n }\n\n public _removeFilter(filter: AdHocFilterWithLabels) {\n if (filter === this.state._wip) {\n this.setState({ _wip: undefined });\n return;\n }\n\n this.setState({ filters: this.state.filters.filter((f) => f !== filter) });\n }\n\n /**\n * Get possible keys given current filters. Do not call from plugins directly\n */\n public async _getKeys(currentKey: string | null): Promise<Array<SelectableValue<string>>> {\n const override = await this.state.getTagKeysProvider?.(this, currentKey);\n\n if (override && override.replace) {\n return override.values.map(toSelectableValue);\n }\n\n if (this.state.defaultKeys) {\n return this.state.defaultKeys.map(toSelectableValue);\n }\n\n const ds = await this._dataSourceSrv.get(this.state.datasource, this._scopedVars);\n if (!ds || !ds.getTagKeys) {\n return [];\n }\n\n const otherFilters = this.state.filters.filter((f) => f.key !== currentKey).concat(this.state.baseFilters ?? []);\n const timeRange = sceneGraph.getTimeRange(this).state.value;\n const queries = this.state.useQueriesAsFilterForOptions ? getQueriesForVariables(this) : undefined;\n let keys = await ds.getTagKeys({ filters: otherFilters, queries, timeRange });\n\n if (override) {\n keys = keys.concat(override.values);\n }\n\n const tagKeyRegexFilter = this.state.tagKeyRegexFilter;\n if (tagKeyRegexFilter) {\n keys = keys.filter((f) => f.text.match(tagKeyRegexFilter));\n }\n\n return keys.map(toSelectableValue);\n }\n\n /**\n * Get possible key values for a specific key given current filters. Do not call from plugins directly\n */\n public async _getValuesFor(filter: AdHocFilterWithLabels): Promise<Array<SelectableValue<string>>> {\n const override = await this.state.getTagValuesProvider?.(this, filter);\n\n if (override && override.replace) {\n return override.values.map(toSelectableValue);\n }\n\n const ds = await this._dataSourceSrv.get(this.state.datasource, this._scopedVars);\n\n if (!ds || !ds.getTagValues) {\n return [];\n }\n\n // Filter out the current filter key from the list of all filters\n const otherFilters = this.state.filters.filter((f) => f.key !== filter.key).concat(this.state.baseFilters ?? 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[]);\n const timeRange = sceneGraph.getTimeRange(this).state.value;\n const queries = this.state.useQueriesAsFilterForOptions ? getQueriesForVariables(this) : undefined;\n let keys = await ds.getTagKeys({ filters: otherFilters, queries, timeRange });\n\n if (override) {\n keys = keys.concat(override.values);\n }\n\n const tagKeyRegexFilter = this.state.tagKeyRegexFilter;\n if (tagKeyRegexFilter) {\n keys = keys.filter((f) => f.text.match(tagKeyRegexFilter));\n }\n\n return keys.map(toSelectableValue);\n }\n\n /**\n * Get possible key values for a specific key given current filters. 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[]);\n\n const timeRange = sceneGraph.getTimeRange(this).state.value;\n const queries = this.state.useQueriesAsFilterForOptions ? getQueriesForVariables(this) : undefined;\n // @ts-expect-error TODO: remove this once 11.1.x is released\n let values = await ds.getTagValues({ key: filter.key, filters: otherFilters, timeRange, queries });\n\n if (override) {\n values = values.concat(override.values);\n }\n\n return handleOptionGroups(values);\n }\n\n public _addWip() {\n this.setState({\n _wip: { key: '', keyLabel: '', value: '', valueLabel: '', operator: '=', condition: '' },\n });\n }\n\n public _getOperators() {\n return ['=', '!=', '<', '>', '=~', '!~'].map<SelectableValue<string>>((value) => ({\n label: value,\n value,\n }));\n }\n}\n\nfunction renderExpression(\n builder: AdHocVariableExpressionBuilderFn | undefined,\n filters: AdHocFilterWithLabels[] | undefined\n) {\n return (builder ?? renderPrometheusLabelFilters)(filters ?? []);\n}\n\nexport function AdHocFiltersVariableRenderer({ model }: SceneComponentProps<AdHocFiltersVariable>) {\n const { filters, readOnly, addFilterButtonText } = model.useState();\n const styles = useStyles2(getStyles);\n\n return (\n <div className={styles.wrapper}>\n {filters.map((filter, index) => (\n <React.Fragment key={index}>\n <AdHocFilterRenderer filter={filter} model={model} />\n </React.Fragment>\n ))}\n\n {!readOnly && <AdHocFilterBuilder model={model} key=\"'builder\" addFilterButtonText={addFilterButtonText} />}\n </div>\n );\n}\n\nconst getStyles = (theme: GrafanaTheme2) => ({\n wrapper: css({\n display: 'flex',\n flexWrap: 'wrap',\n alignItems: 'flex-end',\n columnGap: theme.spacing(2),\n rowGap: theme.spacing(1),\n }),\n filterIcon: css({\n color: theme.colors.text.secondary,\n paddingRight: theme.spacing(0.5),\n }),\n});\n\nexport function toSelectableValue({ text, value }: MetricFindValue): SelectableValue<string> {\n return {\n label: text,\n value: String(value ?? text),\n };\n}\n\nexport function isFilterComplete(filter: AdHocFilterWithLabels): boolean {\n return filter.key !== \"\" && filter.operator !== \"\" && filter.value !== \"\";\n}\n\n// Maps MetricFindValues to SelectableValues and collects them by group\nfunction handleOptionGroups(values: MetricFindValue[]): Array<SelectableValue<string>> {\n const result: Array<SelectableValue<string>> = [];\n const groupedResults = new Map<string, Array<SelectableValue<string>>>();\n\n for (const value of values) {\n // @ts-expect-error TODO: remove this once 11.1.x is released\n const groupLabel = value.group;\n if (groupLabel) {\n let group = groupedResults.get(groupLabel);\n\n if (!group) {\n group = [];\n groupedResults.set(groupLabel, group);\n }\n\n group.push(toSelectableValue(value));\n } else {\n result.push(toSelectableValue(value));\n }\n }\n\n for (const [group, values] of groupedResults) {\n result.unshift({ label: group, options: values });\n }\n\n return 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@@ -27,6 +27,14 @@ class MultiValueVariable extends SceneObjectBase {
27
27
  }
28
28
  updateValueGivenNewOptions(options) {
29
29
  const { value: currentValue, text: currentText } = this.state;
30
+ const stateUpdate = this.getStateUpdateGivenNewOptions(options, currentValue, currentText);
31
+ this.interceptStateUpdateAfterValidation(stateUpdate);
32
+ this.setStateHelper(stateUpdate);
33
+ if (stateUpdate.value !== currentValue || stateUpdate.text !== currentText || this.hasAllValue()) {
34
+ this.publishEvent(new SceneVariableValueChangedEvent(this), true);
35
+ }
36
+ }
37
+ getStateUpdateGivenNewOptions(options, currentValue, currentText) {
30
38
  const stateUpdate = {
31
39
  options,
32
40
  loading: false,
@@ -44,7 +52,20 @@ class MultiValueVariable extends SceneObjectBase {
44
52
  stateUpdate.value = "";
45
53
  stateUpdate.text = "";
46
54
  }
47
- } else if (this.hasAllValue()) ; else if (this.state.isMulti) {
55
+ return stateUpdate;
56
+ }
57
+ if (this.hasAllValue()) {
58
+ if (!this.state.includeAll) {
59
+ stateUpdate.value = options[0].value;
60
+ stateUpdate.text = options[0].label;
61
+ if (this.state.isMulti) {
62
+ stateUpdate.value = [stateUpdate.value];
63
+ stateUpdate.text = [stateUpdate.text];
64
+ }
65
+ }
66
+ return stateUpdate;
67
+ }
68
+ if (this.state.isMulti) {
48
69
  const currentValues = Array.isArray(currentValue) ? currentValue : [currentValue];
49
70
  const validValues = currentValues.filter((v) => options.find((o) => o.value === v));
50
71
  const validTexts = validValues.map((v) => options.find((o) => o.value === v).label);
@@ -60,26 +81,22 @@ class MultiValueVariable extends SceneObjectBase {
60
81
  stateUpdate.text = validTexts;
61
82
  }
62
83
  }
84
+ return stateUpdate;
85
+ }
86
+ let matchingOption = findOptionMatchingCurrent(currentValue, currentText, options);
87
+ if (matchingOption) {
88
+ stateUpdate.text = matchingOption.label;
89
+ stateUpdate.value = matchingOption.value;
63
90
  } else {
64
- let matchingOption = findOptionMatchingCurrent(currentValue, currentText, options);
65
- if (matchingOption) {
66
- stateUpdate.text = matchingOption.label;
67
- stateUpdate.value = matchingOption.value;
91
+ if (this.state.defaultToAll) {
92
+ stateUpdate.value = ALL_VARIABLE_VALUE;
93
+ stateUpdate.text = ALL_VARIABLE_TEXT;
68
94
  } else {
69
- if (this.state.defaultToAll) {
70
- stateUpdate.value = ALL_VARIABLE_VALUE;
71
- stateUpdate.text = ALL_VARIABLE_TEXT;
72
- } else {
73
- stateUpdate.value = options[0].value;
74
- stateUpdate.text = options[0].label;
75
- }
95
+ stateUpdate.value = options[0].value;
96
+ stateUpdate.text = options[0].label;
76
97
  }
77
98
  }
78
- this.interceptStateUpdateAfterValidation(stateUpdate);
79
- this.setStateHelper(stateUpdate);
80
- if (stateUpdate.value !== currentValue || stateUpdate.text !== currentText || this.hasAllValue()) {
81
- this.publishEvent(new SceneVariableValueChangedEvent(this), true);
82
- }
99
+ return stateUpdate;
83
100
  }
84
101
  interceptStateUpdateAfterValidation(stateUpdate) {
85
102
  const isAllValueFix = stateUpdate.value === ALL_VARIABLE_VALUE && this.state.text === ALL_VARIABLE_TEXT;