@grafana/scenes 4.25.0--canary.753.9269482662.0 → 4.25.0--canary.758.9288152473.0

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package/CHANGELOG.md CHANGED
@@ -1,3 +1,16 @@
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+ # v4.24.2 (Wed May 29 2024)
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+
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+ #### 🐛 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 Ödegaard ([@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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  #### 🐛 Bug Fix
@@ -1,6 +1,6 @@
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  import { lookupVariable } from '../../variables/lookupVariable.js';
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  import { getTimeRange } from './getTimeRange.js';
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- import { getVariables, getData, getLayout, getDataLayers, interpolate, hasVariableDependencyInLoadingState, findByKey, findByKeyAndType, findObject, findAllObjects, getAncestor, getQueryController } from './sceneGraph.js';
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+ import { getVariables, getData, getLayout, getDataLayers, interpolate, hasVariableDependencyInLoadingState, findObject, findAllObjects, getAncestor, getQueryController } from './sceneGraph.js';
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  const sceneGraph = {
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  getVariables,
@@ -11,8 +11,6 @@ const sceneGraph = {
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  interpolate,
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  lookupVariable,
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  hasVariableDependencyInLoadingState,
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- findByKey,
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- findByKeyAndType,
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  findObject,
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  findAllObjects,
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  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;;;;"}
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+ {"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)
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  }
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  return null;
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  }
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- function findByKey(sceneObject, key) {
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- const found = findObject(sceneObject, (sceneToCheck) => {
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- return sceneToCheck.state.key === key;
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- });
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- if (!found) {
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- throw new Error("Unable to find scene with key " + key);
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- }
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- return found;
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- }
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- function findByKeyAndType(sceneObject, key, targetType) {
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- const found = findObject(sceneObject, (sceneToCheck) => {
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- return sceneToCheck.state.key === key;
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- });
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- if (!found) {
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- throw new Error("Unable to find scene with key " + key);
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- }
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- if (!(found instanceof targetType)) {
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- throw new Error(`Found scene object with key ${key} does not match type ${targetType.name}`);
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- }
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- return found;
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- }
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  function findObject(scene, check) {
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  return findObjectInternal(scene, check, void 0, true);
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  }
@@ -152,5 +131,5 @@ function getQueryController(sceneObject) {
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  return void 0;
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  }
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- export { findAllObjects, findByKey, findByKeyAndType, findObject, getAncestor, getData, getDataLayers, getLayout, getQueryController, getVariables, hasVariableDependencyInLoadingState, interpolate };
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+ export { findAllObjects, findObject, getAncestor, getData, getDataLayers, getLayout, getQueryController, getVariables, hasVariableDependencyInLoadingState, interpolate };
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135
  //# sourceMappingURL=sceneGraph.js.map
@@ -1 +1 @@
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- {"version":3,"file":"sceneGraph.js","sources":["../../../../src/core/sceneGraph/sceneGraph.ts"],"sourcesContent":["import { ScopedVars } from '@grafana/data';\nimport { EmptyDataNode, EmptyVariableSet } from '../../variables/interpolation/defaults';\n\nimport { sceneInterpolator } from '../../variables/interpolation/sceneInterpolator';\nimport { VariableCustomFormatterFn, SceneVariables } from '../../variables/types';\n\nimport { isDataLayer, SceneDataLayerProvider, SceneDataProvider, SceneLayout, SceneObject } from '../types';\nimport { lookupVariable } from '../../variables/lookupVariable';\nimport { getClosest } from './utils';\nimport { SceneQueryControllerLike, isQueryController } from '../../behaviors/SceneQueryController';\nimport { VariableInterpolation } from '@grafana/runtime';\n\n/**\n * Get the closest node with variables\n */\nexport function getVariables(sceneObject: SceneObject): SceneVariables {\n return getClosest(sceneObject, (s) => s.state.$variables) ?? EmptyVariableSet;\n}\n\n/**\n * Will walk up the scene object graph to the closest $data scene object\n */\nexport function getData(sceneObject: SceneObject): SceneDataProvider {\n return getClosest(sceneObject, (s) => s.state.$data) ?? EmptyDataNode;\n}\n\nfunction isSceneLayout(s: SceneObject): s is SceneLayout {\n return 'isDraggable' in s;\n}\n\n/**\n * Will walk up the scene object graph to the closest $layout scene object\n */\nexport function getLayout(scene: SceneObject): SceneLayout | null {\n const parent = getClosest(scene, (s) => (isSceneLayout(s) ? s : undefined));\n if (parent) {\n return parent;\n }\n\n return null;\n}\n\n/**\n * Interpolates the given string using the current scene object as context. *\n *\n * Note: the interpolations array will be mutated by adding information about variables that\n * have been interpolated during replacement. Variables that were specified in the target but not found in\n * the list of available variables are also added to the array. 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(sceneObject: SceneObject, key: string) {\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.$data);\n }\n }\n\n if (localOnly && collected.length > 0) {\n break;\n }\n\n currentLevel = currentLevel.parent;\n }\n\n return collected;\n}\n\n/**\n * A utility function to find the closest ancestor of a given type. 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1
+ {"version":3,"file":"sceneGraph.js","sources":["../../../../src/core/sceneGraph/sceneGraph.ts"],"sourcesContent":["import { ScopedVars } from '@grafana/data';\nimport { EmptyDataNode, EmptyVariableSet } from '../../variables/interpolation/defaults';\n\nimport { sceneInterpolator } from '../../variables/interpolation/sceneInterpolator';\nimport { VariableCustomFormatterFn, SceneVariables } from '../../variables/types';\n\nimport { isDataLayer, SceneDataLayerProvider, SceneDataProvider, SceneLayout, SceneObject } from '../types';\nimport { lookupVariable } from '../../variables/lookupVariable';\nimport { getClosest } from './utils';\nimport { SceneQueryControllerLike, isQueryController } from '../../behaviors/SceneQueryController';\nimport { VariableInterpolation } from '@grafana/runtime';\n\n/**\n * Get the closest node with variables\n */\nexport function getVariables(sceneObject: SceneObject): SceneVariables {\n return getClosest(sceneObject, (s) => s.state.$variables) ?? EmptyVariableSet;\n}\n\n/**\n * Will walk up the scene object graph to the closest $data scene object\n */\nexport function getData(sceneObject: SceneObject): SceneDataProvider {\n return getClosest(sceneObject, (s) => s.state.$data) ?? EmptyDataNode;\n}\n\nfunction isSceneLayout(s: SceneObject): s is SceneLayout {\n return 'isDraggable' in s;\n}\n\n/**\n * Will walk up the scene object graph to the closest $layout scene object\n */\nexport function getLayout(scene: SceneObject): SceneLayout | null {\n const parent = getClosest(scene, (s) => (isSceneLayout(s) ? s : undefined));\n if (parent) {\n return parent;\n }\n\n return null;\n}\n\n/**\n * Interpolates the given string using the current scene object as context. *\n *\n * Note: the interpolations array will be mutated by adding information about variables that\n * have been interpolated during replacement. Variables that were specified in the target but not found in\n * the list of available variables are also added to the array. 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 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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;
@@ -1 +1 @@
1
- {"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 if (value === ALL_VARIABLE_VALUE) {\n return ALL_VARIABLE_TEXT;\n }\n\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 // For edge cases where data links include variables with custom all value.\n // We want the variable to maintain the \"All\" meta value not the actual custom vall value. (Fixes https://github.com/grafana/grafana/issues/28635)\n if (this._sceneObject.state.allValue && this._sceneObject.state.allValue === urlValue) {\n urlValue = ALL_VARIABLE_VALUE;\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 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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 = this.getStateUpdateGivenNewOptions(options, currentValue, currentText);\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 private getStateUpdateGivenNewOptions(\n options: VariableValueOption[],\n currentValue: VariableValue,\n currentText: VariableValue\n ): Partial<MultiValueVariableState> {\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\n return stateUpdate;\n }\n\n if (this.hasAllValue()) {\n if (!this.state.includeAll) {\n stateUpdate.value = options[0].value;\n stateUpdate.text = options[0].label;\n // If multi switch to arrays\n if (this.state.isMulti) {\n stateUpdate.value = [stateUpdate.value];\n stateUpdate.text = [stateUpdate.text];\n }\n }\n return stateUpdate;\n }\n\n 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 } else {\n // We have valid values, if it's different from current valid values update current values\n if (!isEqual(validValues, currentValue)) {\n stateUpdate.value = validValues;\n }\n if (!isEqual(validTexts, currentText)) {\n stateUpdate.text = validTexts;\n }\n }\n return stateUpdate;\n }\n\n // Single value variable validation\n\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 return stateUpdate;\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 if (value === ALL_VARIABLE_VALUE) {\n return ALL_VARIABLE_TEXT;\n }\n\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 // For edge cases where data links include variables with custom all value.\n // We want the variable to maintain the \"All\" meta value not the actual custom vall value. (Fixes https://github.com/grafana/grafana/issues/28635)\n if (this._sceneObject.state.allValue && this._sceneObject.state.allValue === urlValue) {\n urlValue = ALL_VARIABLE_VALUE;\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 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package/dist/index.d.ts CHANGED
@@ -771,6 +771,7 @@ declare abstract class MultiValueVariable<TState extends MultiValueVariableState
771
771
  * Check if current value is valid given new options. If not update the value.
772
772
  */
773
773
  private updateValueGivenNewOptions;
774
+ private getStateUpdateGivenNewOptions;
774
775
  /**
775
776
  * Values set by initial URL sync needs to survive the next validation and update.
776
777
  * This function can intercept and make sure those values are preserved.
@@ -1042,21 +1043,6 @@ declare function interpolate(sceneObject: SceneObject, value: string | undefined
1042
1043
  * 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.
1043
1044
  */
1044
1045
  declare function hasVariableDependencyInLoadingState(sceneObject: SceneObject): boolean;
1045
- /**
1046
- * Returns a scene object from the scene graph with the requested key.
1047
- *
1048
- * Throws error if no key-matching scene object found.
1049
- */
1050
- declare function findByKey(sceneObject: SceneObject, key: string): SceneObject<SceneObjectState>;
1051
- /**
1052
- * Returns a scene object from the scene graph with the requested key and type.
1053
- *
1054
- * Throws error if no key-matching scene object found.
1055
- * Throws error if the given type does not match.
1056
- */
1057
- declare function findByKeyAndType<TargetType extends SceneObject>(sceneObject: SceneObject, key: string, targetType: {
1058
- new (...args: never[]): TargetType;
1059
- }): TargetType;
1060
1046
  /**
1061
1047
  * This will search the full scene graph, starting with the scene node passed in, then walking up the parent chain. *
1062
1048
  */
@@ -1091,8 +1077,6 @@ declare const sceneGraph: {
1091
1077
  interpolate: typeof interpolate;
1092
1078
  lookupVariable: typeof lookupVariable;
1093
1079
  hasVariableDependencyInLoadingState: typeof hasVariableDependencyInLoadingState;
1094
- findByKey: typeof findByKey;
1095
- findByKeyAndType: typeof findByKeyAndType;
1096
1080
  findObject: typeof findObject;
1097
1081
  findAllObjects: typeof findAllObjects;
1098
1082
  getAncestor: typeof getAncestor;