@grafana/scenes 5.38.0--canary.1030.12908050920.0 → 5.38.0
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- package/CHANGELOG.md +12 -0
- package/dist/esm/components/VizPanel/VizPanelRenderer.js +11 -1
- package/dist/esm/components/VizPanel/VizPanelRenderer.js.map +1 -1
- package/dist/esm/core/types.js.map +1 -1
- package/dist/esm/variables/sets/SceneVariableSet.js +6 -1
- package/dist/esm/variables/sets/SceneVariableSet.js.map +1 -1
- package/dist/index.d.ts +337 -334
- package/dist/index.js +17 -2
- package/dist/index.js.map +1 -1
- package/package.json +2 -2
package/CHANGELOG.md
CHANGED
@@ -1,3 +1,15 @@
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# v5.38.0 (Wed Jan 22 2025)
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#### 🚀 Enhancement
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- Layouts: Add ability to hook into VizPanelRenderer events [#1028](https://github.com/grafana/scenes/pull/1028) ([@kaydelaney](https://github.com/kaydelaney))
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#### Authors: 1
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- kay delaney ([@kaydelaney](https://github.com/kaydelaney))
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---
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# v5.37.1 (Wed Jan 22 2025)
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#### 🐛 Bug Fix
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@@ -62,6 +62,7 @@ function VizPanelRenderer({ model }) {
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);
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const plugin = model.getPlugin();
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const { dragClass, dragClassCancel } = getDragClasses(model);
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const dragHooks = getDragHooks(model);
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const dataObject = sceneGraph.getData(model);
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const rawData = dataObject.useState();
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const dataWithSeriesLimit = useDataWithSeriesLimit(rawData.data, seriesLimit, seriesLimitShowAll);
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@@ -193,7 +194,11 @@ function VizPanelRenderer({ model }) {
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onMouseMove: debouncedMouseMove,
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collapsible,
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collapsed,
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onToggleCollapse: model.onToggleCollapse
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onToggleCollapse: model.onToggleCollapse,
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onDragStart: (e) => {
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var _a2;
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(_a2 = dragHooks.onDragStart) == null ? void 0 : _a2.call(dragHooks, e, model);
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}
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}, (innerWidth, innerHeight) => /* @__PURE__ */ React.createElement(React.Fragment, null, /* @__PURE__ */ React.createElement(ErrorBoundaryAlert, {
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dependencies: [plugin, data]
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}, /* @__PURE__ */ React.createElement(PluginContextProvider, {
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@@ -238,6 +243,11 @@ function getDragClasses(panel) {
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}
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return { dragClass: (_a = parentLayout.getDragClass) == null ? void 0 : _a.call(parentLayout), dragClassCancel: (_b = parentLayout == null ? void 0 : parentLayout.getDragClassCancel) == null ? void 0 : _b.call(parentLayout) };
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}
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function getDragHooks(panel) {
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var _a, _b;
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const parentLayout = sceneGraph.getLayout(panel);
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return (_b = (_a = parentLayout == null ? void 0 : parentLayout.getDragHooks) == null ? void 0 : _a.call(parentLayout)) != null ? _b : {};
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}
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function itemDraggingDisabled(item, layout) {
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let ancestor = item.parent;
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while (ancestor && ancestor !== layout) {
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{"version":3,"file":"VizPanelRenderer.js","sources":["../../../../src/components/VizPanel/VizPanelRenderer.tsx"],"sourcesContent":["import React, { RefCallback, useCallback, useMemo } from 'react';\nimport { useMeasure } from 'react-use';\n\n// @ts-ignore\nimport { AlertState, GrafanaTheme2, PanelData, PluginContextProvider, SetPanelAttentionEvent } from '@grafana/data';\n\nimport { getAppEvents } from '@grafana/runtime';\nimport { PanelChrome, ErrorBoundaryAlert, PanelContextProvider, Tooltip, useStyles2, Icon } from '@grafana/ui';\n\nimport { sceneGraph } from '../../core/sceneGraph';\nimport { isSceneObject, SceneComponentProps, SceneLayout, SceneObject } from '../../core/types';\n\nimport { VizPanel } from './VizPanel';\nimport { css, cx } from '@emotion/css';\nimport { debounce } from 'lodash';\nimport { VizPanelSeriesLimit } from './VizPanelSeriesLimit';\n\nexport function VizPanelRenderer({ model }: SceneComponentProps<VizPanel>) {\n const {\n title,\n options,\n fieldConfig,\n _pluginLoadError,\n displayMode,\n hoverHeader,\n showMenuAlways,\n hoverHeaderOffset,\n menu,\n headerActions,\n titleItems,\n seriesLimit,\n seriesLimitShowAll,\n description,\n collapsible,\n collapsed,\n _renderCounter = 0,\n } = model.useState();\n const [ref, { width, height }] = useMeasure();\n const appEvents = useMemo(() => getAppEvents(), []);\n\n const setPanelAttention = useCallback(() => {\n if (model.state.key) {\n appEvents.publish(new SetPanelAttentionEvent({ panelId: model.state.key }));\n }\n }, [model.state.key, appEvents]);\n const debouncedMouseMove = useMemo(\n () => debounce(setPanelAttention, 100, { leading: true, trailing: false }),\n [setPanelAttention]\n );\n\n const plugin = model.getPlugin();\n\n const { dragClass, dragClassCancel } = getDragClasses(model);\n const dataObject = sceneGraph.getData(model);\n\n const rawData = dataObject.useState();\n const dataWithSeriesLimit = useDataWithSeriesLimit(rawData.data, seriesLimit, seriesLimitShowAll);\n const dataWithFieldConfig = model.applyFieldConfig(dataWithSeriesLimit);\n const sceneTimeRange = sceneGraph.getTimeRange(model);\n const timeZone = sceneTimeRange.getTimeZone();\n const timeRange = model.getTimeRange(dataWithFieldConfig);\n\n // Interpolate title\n const titleInterpolated = model.interpolate(title, undefined, 'text');\n\n const alertStateStyles = useStyles2(getAlertStateStyles);\n\n if (!plugin) {\n return <div>Loading plugin panel...</div>;\n }\n\n if (!plugin.panel) {\n return <div>Panel plugin has no panel component</div>;\n }\n\n const PanelComponent = plugin.panel;\n\n // If we have a query runner on our level inform it of the container width (used to set auto max data points)\n if (dataObject && dataObject.setContainerWidth) {\n dataObject.setContainerWidth(Math.round(width));\n }\n\n let titleItemsElement: React.ReactNode[] = [];\n\n if (titleItems) {\n if (Array.isArray(titleItems)) {\n titleItemsElement = titleItemsElement.concat(\n titleItems.map((titleItem) => {\n return <titleItem.Component model={titleItem} key={`${titleItem.state.key}`} />;\n })\n );\n } else if (isSceneObject(titleItems)) {\n titleItemsElement.push(<titleItems.Component model={titleItems} />);\n } else {\n titleItemsElement.push(titleItems);\n }\n }\n\n if (seriesLimit) {\n titleItemsElement.push(\n <VizPanelSeriesLimit\n key=\"series-limit\"\n data={rawData.data}\n seriesLimit={seriesLimit}\n showAll={seriesLimitShowAll}\n onShowAllSeries={() => model.setState({ seriesLimitShowAll: !seriesLimitShowAll })}\n />\n );\n }\n\n // If we have local time range show that in panel header\n if (model.state.$timeRange) {\n titleItemsElement.push(<model.state.$timeRange.Component model={model.state.$timeRange} key={model.state.key} />);\n }\n\n if (dataWithFieldConfig.alertState) {\n titleItemsElement.push(\n <Tooltip content={dataWithFieldConfig.alertState.state ?? 'unknown'} key={`alert-states-icon-${model.state.key}`}>\n <PanelChrome.TitleItem\n className={cx({\n [alertStateStyles.ok]: dataWithFieldConfig.alertState.state === AlertState.OK,\n [alertStateStyles.pending]: dataWithFieldConfig.alertState.state === AlertState.Pending,\n [alertStateStyles.alerting]: dataWithFieldConfig.alertState.state === AlertState.Alerting,\n })}\n >\n <Icon\n name={dataWithFieldConfig.alertState.state === 'alerting' ? 'heart-break' : 'heart'}\n className=\"panel-alert-icon\"\n size=\"md\"\n />\n </PanelChrome.TitleItem>\n </Tooltip>\n );\n }\n\n let panelMenu;\n if (menu) {\n panelMenu = <menu.Component model={menu} />;\n }\n\n let actionsElement: React.ReactNode | undefined;\n\n if (headerActions) {\n if (Array.isArray(headerActions)) {\n actionsElement = (\n <>\n {headerActions.map((action) => {\n return <action.Component model={action} key={`${action.state.key}`} />;\n })}\n </>\n );\n } else if (isSceneObject(headerActions)) {\n actionsElement = <headerActions.Component model={headerActions} />;\n } else {\n actionsElement = headerActions;\n }\n }\n\n // Data is always returned. For non-data panels, empty PanelData is returned.\n const data = dataWithFieldConfig!;\n\n const isReadyToRender = dataObject.isDataReadyToDisplay ? dataObject.isDataReadyToDisplay() : true;\n\n const context = model.getPanelContext();\n const panelId = model.getLegacyPanelId();\n\n return (\n <div className={relativeWrapper}>\n <div ref={ref as RefCallback<HTMLDivElement>} className={absoluteWrapper} data-viz-panel-key={model.state.key}>\n {width > 0 && height > 0 && (\n <PanelChrome\n title={titleInterpolated}\n description={description?.trim() ? model.getDescription : undefined}\n loadingState={data.state}\n statusMessage={getChromeStatusMessage(data, _pluginLoadError)}\n statusMessageOnClick={model.onStatusMessageClick}\n width={width}\n height={height}\n //@ts-expect-error Remove when 11.4 is released\n selectionId={model.state.key}\n displayMode={displayMode}\n showMenuAlways={showMenuAlways}\n hoverHeader={hoverHeader}\n hoverHeaderOffset={hoverHeaderOffset}\n titleItems={titleItemsElement}\n dragClass={dragClass}\n actions={actionsElement}\n dragClassCancel={dragClassCancel}\n padding={plugin.noPadding ? 'none' : 'md'}\n menu={panelMenu}\n onCancelQuery={model.onCancelQuery}\n // @ts-ignore\n onFocus={setPanelAttention}\n onMouseEnter={setPanelAttention}\n onMouseMove={debouncedMouseMove}\n collapsible={collapsible}\n collapsed={collapsed}\n onToggleCollapse={model.onToggleCollapse}\n >\n {(innerWidth, innerHeight) => (\n <>\n <ErrorBoundaryAlert dependencies={[plugin, data]}>\n <PluginContextProvider meta={plugin.meta}>\n <PanelContextProvider value={context}>\n {isReadyToRender && (\n <PanelComponent\n id={panelId}\n data={data}\n title={title}\n timeRange={timeRange}\n timeZone={timeZone}\n options={options}\n fieldConfig={fieldConfig}\n transparent={false}\n width={innerWidth}\n height={innerHeight}\n renderCounter={_renderCounter}\n replaceVariables={model.interpolate}\n onOptionsChange={model.onOptionsChange}\n onFieldConfigChange={model.onFieldConfigChange}\n onChangeTimeRange={model.onTimeRangeChange}\n eventBus={context.eventBus}\n />\n )}\n </PanelContextProvider>\n </PluginContextProvider>\n </ErrorBoundaryAlert>\n </>\n )}\n </PanelChrome>\n )}\n </div>\n </div>\n );\n}\n\nfunction useDataWithSeriesLimit(data: PanelData | undefined, seriesLimit?: number, showAllSeries?: boolean) {\n return useMemo(() => {\n if (!data?.series || !seriesLimit || showAllSeries) {\n return data;\n }\n\n return {\n ...data,\n series: data.series.slice(0, seriesLimit),\n };\n }, [data, seriesLimit, showAllSeries]);\n}\n\nfunction getDragClasses(panel: VizPanel) {\n const parentLayout = sceneGraph.getLayout(panel);\n const isDraggable = parentLayout?.isDraggable();\n\n if (!parentLayout || !isDraggable || itemDraggingDisabled(panel, parentLayout)) {\n return { dragClass: '', dragClassCancel: '' };\n }\n\n return { dragClass: parentLayout.getDragClass?.(), dragClassCancel: parentLayout?.getDragClassCancel?.() };\n}\n\n/**\n * Walks up the parent chain until it hits the layout object, trying to find the closest SceneGridItemLike ancestor.\n * It is not always the direct parent, because the VizPanel can be wrapped in other objects.\n */\nfunction itemDraggingDisabled(item: SceneObject, layout: SceneLayout) {\n let ancestor = item.parent;\n\n while (ancestor && ancestor !== layout) {\n if ('isDraggable' in ancestor.state && ancestor.state.isDraggable === false) {\n return true;\n }\n\n ancestor = ancestor.parent;\n }\n\n return false;\n}\n\nfunction getChromeStatusMessage(data: PanelData, pluginLoadingError: string | undefined) {\n if (pluginLoadingError) {\n return pluginLoadingError;\n }\n\n let message = data.error ? data.error.message : undefined;\n\n // Handling multiple errors with a single string until we integrate VizPanel with inspector\n if (data.errors) {\n message = data.errors.map((e) => e.message).join(', ');\n }\n return message;\n}\n\nconst relativeWrapper = css({\n position: 'relative',\n width: '100%',\n height: '100%',\n});\n\n/**\n * Sadly this this absolute wrapper is needed for the panel to adopt smaller sizes.\n * The combo of 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{"version":3,"file":"VizPanelRenderer.js","sources":["../../../../src/components/VizPanel/VizPanelRenderer.tsx"],"sourcesContent":["import React, { RefCallback, useCallback, useMemo } from 'react';\nimport { useMeasure } from 'react-use';\n\n// @ts-ignore\nimport { AlertState, GrafanaTheme2, PanelData, PluginContextProvider, SetPanelAttentionEvent } from '@grafana/data';\n\nimport { getAppEvents } from '@grafana/runtime';\nimport { PanelChrome, ErrorBoundaryAlert, PanelContextProvider, Tooltip, useStyles2, Icon } from '@grafana/ui';\n\nimport { sceneGraph } from '../../core/sceneGraph';\nimport { isSceneObject, SceneComponentProps, SceneLayout, SceneObject } from '../../core/types';\n\nimport { VizPanel } from './VizPanel';\nimport { css, cx } from '@emotion/css';\nimport { debounce } from 'lodash';\nimport { VizPanelSeriesLimit } from './VizPanelSeriesLimit';\n\nexport function VizPanelRenderer({ model }: SceneComponentProps<VizPanel>) {\n const {\n title,\n options,\n fieldConfig,\n _pluginLoadError,\n displayMode,\n hoverHeader,\n showMenuAlways,\n hoverHeaderOffset,\n menu,\n headerActions,\n titleItems,\n seriesLimit,\n seriesLimitShowAll,\n description,\n collapsible,\n collapsed,\n _renderCounter = 0,\n } = model.useState();\n const [ref, { width, height }] = useMeasure();\n const appEvents = useMemo(() => getAppEvents(), []);\n\n const setPanelAttention = useCallback(() => {\n if (model.state.key) {\n appEvents.publish(new SetPanelAttentionEvent({ panelId: model.state.key }));\n }\n }, [model.state.key, appEvents]);\n const debouncedMouseMove = useMemo(\n () => debounce(setPanelAttention, 100, { leading: true, trailing: false }),\n [setPanelAttention]\n );\n\n const plugin = model.getPlugin();\n\n const { dragClass, dragClassCancel } = getDragClasses(model);\n const dragHooks = getDragHooks(model);\n const dataObject = sceneGraph.getData(model);\n\n const rawData = dataObject.useState();\n const dataWithSeriesLimit = useDataWithSeriesLimit(rawData.data, seriesLimit, seriesLimitShowAll);\n const dataWithFieldConfig = model.applyFieldConfig(dataWithSeriesLimit);\n const sceneTimeRange = sceneGraph.getTimeRange(model);\n const timeZone = sceneTimeRange.getTimeZone();\n const timeRange = model.getTimeRange(dataWithFieldConfig);\n\n // Interpolate title\n const titleInterpolated = model.interpolate(title, undefined, 'text');\n\n const alertStateStyles = useStyles2(getAlertStateStyles);\n\n if (!plugin) {\n return <div>Loading plugin panel...</div>;\n }\n\n if (!plugin.panel) {\n return <div>Panel plugin has no panel component</div>;\n }\n\n const PanelComponent = plugin.panel;\n\n // If we have a query runner on our level inform it of the container width (used to set auto max data points)\n if (dataObject && dataObject.setContainerWidth) {\n dataObject.setContainerWidth(Math.round(width));\n }\n\n let titleItemsElement: React.ReactNode[] = [];\n\n if (titleItems) {\n if (Array.isArray(titleItems)) {\n titleItemsElement = titleItemsElement.concat(\n titleItems.map((titleItem) => {\n return <titleItem.Component model={titleItem} key={`${titleItem.state.key}`} />;\n })\n );\n } else if (isSceneObject(titleItems)) {\n titleItemsElement.push(<titleItems.Component model={titleItems} />);\n } else {\n titleItemsElement.push(titleItems);\n }\n }\n\n if (seriesLimit) {\n titleItemsElement.push(\n <VizPanelSeriesLimit\n key=\"series-limit\"\n data={rawData.data}\n seriesLimit={seriesLimit}\n showAll={seriesLimitShowAll}\n onShowAllSeries={() => model.setState({ seriesLimitShowAll: !seriesLimitShowAll })}\n />\n );\n }\n\n // If we have local time range show that in panel header\n if (model.state.$timeRange) {\n titleItemsElement.push(<model.state.$timeRange.Component model={model.state.$timeRange} key={model.state.key} />);\n }\n\n if (dataWithFieldConfig.alertState) {\n titleItemsElement.push(\n <Tooltip content={dataWithFieldConfig.alertState.state ?? 'unknown'} key={`alert-states-icon-${model.state.key}`}>\n <PanelChrome.TitleItem\n className={cx({\n [alertStateStyles.ok]: dataWithFieldConfig.alertState.state === AlertState.OK,\n [alertStateStyles.pending]: dataWithFieldConfig.alertState.state === AlertState.Pending,\n [alertStateStyles.alerting]: dataWithFieldConfig.alertState.state === AlertState.Alerting,\n })}\n >\n <Icon\n name={dataWithFieldConfig.alertState.state === 'alerting' ? 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{"version":3,"file":"types.js","sources":["../../../src/core/types.ts"],"sourcesContent":["import React from 'react';\nimport { MonoTypeOperatorFunction, Observable, Unsubscribable } from 'rxjs';\n\nimport {\n BusEvent,\n BusEventHandler,\n BusEventType,\n DataFrame,\n DataQueryRequest,\n DataSourceGetTagKeysOptions,\n DataSourceGetTagValuesOptions,\n DataTransformContext,\n PanelData,\n TimeRange,\n} from '@grafana/data';\nimport { DataQuery, DataTopic, TimeZone } from '@grafana/schema';\n\nimport { SceneVariableDependencyConfigLike, SceneVariables } from '../variables/types';\nimport { SceneObjectRef } from './SceneObjectRef';\n\nexport interface SceneObjectState {\n key?: string;\n $timeRange?: SceneTimeRangeLike;\n $data?: SceneDataProvider;\n $variables?: SceneVariables;\n /**\n * @experimental\n * Can be used to add extra behaviors to a scene object.\n * These are activated when the their parent scene object is activated.\n */\n $behaviors?: Array<SceneObject | SceneStatelessBehavior>;\n}\n\nexport interface SceneLayoutChildOptions {\n width?: number | string;\n height?: number | string;\n xSizing?: 'fill' | 'content';\n ySizing?: 'fill' | 'content';\n x?: number;\n y?: number;\n minWidth?: number | string;\n minHeight?: number | string;\n isDraggable?: boolean;\n isResizable?: boolean;\n}\n\nexport interface SceneComponentProps<T> {\n model: T;\n}\n\nexport type SceneComponent<TModel> = (props: SceneComponentProps<TModel>) => React.ReactElement | null;\n\nexport interface SceneDataState extends SceneObjectState {\n data?: PanelData;\n}\n\nexport interface SceneObject<TState extends SceneObjectState = SceneObjectState> {\n /** The current state */\n readonly state: TState;\n\n /** True when there is a React component mounted for this Object */\n readonly isActive: boolean;\n\n /** Controls if activation blocks rendering */\n readonly renderBeforeActivation: boolean;\n\n /** SceneObject parent */\n readonly parent?: SceneObject;\n\n /** This abtractions declares what variables the scene object depends on and how to handle when they change value. **/\n readonly variableDependency?: SceneVariableDependencyConfigLike;\n\n /** This abstraction declares URL sync dependencies of a scene object. **/\n readonly urlSync?: SceneObjectUrlSyncHandler;\n\n /** Subscribe to state changes */\n subscribeToState(handler: SceneStateChangedHandler<TState>): Unsubscribable;\n\n /** Subscribe to a scene event */\n subscribeToEvent<T extends BusEvent>(typeFilter: BusEventType<T>, handler: BusEventHandler<T>): Unsubscribable;\n\n /** Publish an event and optionally bubble it up the scene */\n publishEvent(event: BusEvent, bubble?: boolean): void;\n\n /** Utility hook that wraps useObservable. Used by React components to subscribes to state changes */\n useState(): TState;\n\n /** How to modify state */\n setState(state: Partial<TState>): void;\n\n /**\n * Called when the Component is mounted. This will also activate any $data, $variables or $timeRange scene object on this level.\n * Don't override this in your custom SceneObjects, instead use addActivationHandler from the constructor.\n **/\n activate(): CancelActivationHandler;\n\n /** Get the scene root */\n getRoot(): SceneObject;\n\n /** Returns a deep clone this object and all its children */\n clone(state?: Partial<TState>): this;\n\n /** A React component to use for rendering the object */\n Component(props: SceneComponentProps<SceneObject<TState>>): React.ReactElement | null;\n\n /** Force a re-render, should only be needed when variable values change */\n forceRender(): void;\n\n /** Returns a SceneObjectRef that will resolve to this object */\n getRef(): SceneObjectRef<this>;\n\n /**\n * Allows external code to register code that is executed on activate and deactivate. This allow you\n * to wire up scene objects that need to respond to state changes in other objects from the outside.\n **/\n addActivationHandler(handler: SceneActivationHandler): void;\n\n /**\n * Loop through state and call callback for each direct child scene object.\n * Checks 1 level deep properties and arrays. So a scene object hidden in a nested plain object will not be detected.\n */\n forEachChild(callback: (child: SceneObject) => void): void;\n\n /**\n * Useful for edge cases when you want to move a scene object to another parent.\n */\n clearParent(): void;\n}\n\nexport type SceneActivationHandler = () => SceneDeactivationHandler | void;\nexport type SceneDeactivationHandler = () => void;\n\n/**\n * Function returned by activate() that when called will deactivate the object if it's the last activator\n **/\nexport type CancelActivationHandler = () => void;\n\nexport interface SceneLayoutState extends SceneObjectState {\n children: SceneObject[];\n}\n\nexport interface SceneLayout<T extends SceneLayoutState = SceneLayoutState> extends SceneObject<T> {\n isDraggable(): boolean;\n getDragClass?(): string;\n getDragClassCancel?(): string;\n}\n\nexport interface SceneTimeRangeState extends SceneObjectState {\n from: string;\n to: string;\n fiscalYearStartMonth?: number;\n value: TimeRange;\n timeZone?: TimeZone;\n /** weekStart will change the global date locale so having multiple different weekStart values is not supported */\n weekStart?: string;\n /**\n * @internal\n * To enable feature parity with the old time range picker, not sure if it will be kept.\n * Override the now time by entering a time delay. Use this option to accommodate known delays in data aggregation to avoid null values.\n * */\n UNSAFE_nowDelay?: string;\n\n refreshOnActivate?: {\n /**\n * When set, the time range will invalidate relative ranges after the specified interval has elapsed\n */\n afterMs?: number;\n /**\n * When set, the time range will invalidate relative ranges after the specified percentage of the current interval has elapsed.\n * If both invalidate values are set, the smaller value will be used for the given interval.\n */\n percent?: number;\n };\n}\n\nexport interface SceneTimeRangeLike extends SceneObject<SceneTimeRangeState> {\n onTimeZoneChange(timeZone: TimeZone): void;\n onTimeRangeChange(timeRange: TimeRange): void;\n onRefresh(): void;\n getTimeZone(): TimeZone;\n}\n\nexport function isSceneObject(obj: any): obj is SceneObject {\n return obj.useState !== undefined;\n}\n\nexport interface SceneObjectWithUrlSync extends SceneObject {\n getUrlState(): SceneObjectUrlValues;\n updateFromUrl(values: SceneObjectUrlValues): void;\n shouldCreateHistoryStep?(values: SceneObjectUrlValues): boolean;\n}\n\nexport interface SceneObjectUrlSyncHandler {\n getKeys(): string[];\n getUrlState(): SceneObjectUrlValues;\n updateFromUrl(values: SceneObjectUrlValues): void;\n shouldCreateHistoryStep?(values: SceneObjectUrlValues): boolean;\n}\n\nexport interface DataRequestEnricher {\n // Return partial data query request that will be merged with the original request provided by SceneQueryRunner\n enrichDataRequest(source: SceneObject): Partial<DataQueryRequest> | null;\n}\n\nexport interface FiltersRequestEnricher {\n // Return partial getTagKeys or getTagValues query request that will be merged with the original request provided by ad hoc or group by variable\n enrichFiltersRequest(\n source: SceneObject\n ): Partial<DataSourceGetTagKeysOptions | DataSourceGetTagValuesOptions> | null;\n}\n\nexport function isDataRequestEnricher(obj: any): obj is DataRequestEnricher {\n return 'enrichDataRequest' in obj;\n}\n\nexport function isFiltersRequestEnricher(obj: any): obj is FiltersRequestEnricher {\n return 'enrichFiltersRequest' in obj;\n}\n\nexport type SceneObjectUrlValue = string | string[] | undefined | null;\nexport type SceneObjectUrlValues = Record<string, SceneObjectUrlValue>;\n\nexport type CustomTransformOperator = (context: DataTransformContext) => MonoTypeOperatorFunction<DataFrame[]>;\nexport type CustomTransformerDefinition =\n | { operator: CustomTransformOperator; topic: DataTopic }\n | CustomTransformOperator;\nexport type SceneStateChangedHandler<TState> = (newState: TState, prevState: TState) => void;\n\nexport type DeepPartial<T> = {\n [K in keyof T]?: T[K] extends object ? DeepPartial<T[K]> : T[K];\n};\n\nexport interface SceneDataProviderResult {\n data: PanelData;\n origin: SceneDataProvider;\n}\n\nexport interface SceneDataProvider<T extends SceneObjectState = SceneDataState> extends SceneObject<T> {\n setContainerWidth?: (width: number) => void;\n isDataReadyToDisplay?: () => boolean;\n cancelQuery?: () => void;\n getResultsStream(): Observable<SceneDataProviderResult>;\n}\n\nexport interface SceneDataLayerProviderState extends SceneDataState {\n name: string;\n description?: string;\n isEnabled?: boolean;\n isHidden?: boolean;\n}\n\nexport interface SceneDataLayerProvider extends SceneDataProvider<SceneDataLayerProviderState> {\n isDataLayer: true;\n}\n\nexport function isDataLayer(obj: SceneObject): obj is SceneDataLayerProvider {\n return 'isDataLayer' in obj;\n}\n\nexport interface DataLayerFilter {\n panelId: number;\n}\n\nexport interface SceneStatelessBehavior<T extends SceneObject = any> {\n (sceneObject: T): CancelActivationHandler | void;\n}\n\nexport type ControlsLayout = 'horizontal' | 'vertical';\n\nexport interface UseStateHookOptions {\n /**\n * For some edge cases other scene objects want to subscribe to scene object state for objects\n * that are not active, or whose main React Component can be un-mounted. Set this to true\n * to keep the scene object active even if the React component is unmounted.\n *\n * Normally you would not need this but this can be useful in some edge cases.\n *\n * @experimental\n */\n shouldActivateOrKeepAlive?: boolean;\n}\n\nexport interface SceneDataQuery extends DataQuery {\n [key: string]: any;\n\n // Opt this query out of time window comparison\n timeRangeCompare?: boolean;\n}\n\nexport interface SceneUrlSyncOptions {\n /**\n * This will update the url to contain all scene url state\n * when the scene is initialized. Important for browser history \"back\" actions.\n */\n updateUrlOnInit?: boolean;\n /**\n * This is only supported by some objects if they implement\n * shouldCreateHistoryStep where they can control what changes\n * url changes should add a new browser history entry.\n */\n createBrowserHistorySteps?: boolean;\n}\n"],"names":[],"mappings":"AAsLO,SAAS,cAAc,GAA8B,EAAA;AAC1D,EAAA,OAAO,IAAI,QAAa,KAAA,KAAA,CAAA,CAAA;AAC1B,CAAA;AA2BO,SAAS,sBAAsB,GAAsC,EAAA;AAC1E,EAAA,OAAO,mBAAuB,IAAA,GAAA,CAAA;AAChC,CAAA;AAEO,SAAS,yBAAyB,GAAyC,EAAA;AAChF,EAAA,OAAO,sBAA0B,IAAA,GAAA,CAAA;AACnC,CAAA;AAsCO,SAAS,YAAY,GAAiD,EAAA;AAC3E,EAAA,OAAO,aAAiB,IAAA,GAAA,CAAA;AAC1B;;;;"}
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{"version":3,"file":"types.js","sources":["../../../src/core/types.ts"],"sourcesContent":["import React from 'react';\nimport { MonoTypeOperatorFunction, Observable, Unsubscribable } from 'rxjs';\n\nimport {\n BusEvent,\n BusEventHandler,\n BusEventType,\n DataFrame,\n DataQueryRequest,\n DataSourceGetTagKeysOptions,\n DataSourceGetTagValuesOptions,\n DataTransformContext,\n PanelData,\n TimeRange,\n} from '@grafana/data';\nimport { DataQuery, DataTopic, TimeZone } from '@grafana/schema';\n\nimport { SceneVariableDependencyConfigLike, SceneVariables } from '../variables/types';\nimport { SceneObjectRef } from './SceneObjectRef';\nimport { VizPanel } from '../components/VizPanel/VizPanel';\n\nexport interface SceneObjectState {\n key?: string;\n $timeRange?: SceneTimeRangeLike;\n $data?: SceneDataProvider;\n $variables?: SceneVariables;\n /**\n * @experimental\n * Can be used to add extra behaviors to a scene object.\n * These are activated when the their parent scene object is activated.\n */\n $behaviors?: Array<SceneObject | SceneStatelessBehavior>;\n}\n\nexport interface SceneLayoutChildOptions {\n width?: number | string;\n height?: number | string;\n xSizing?: 'fill' | 'content';\n ySizing?: 'fill' | 'content';\n x?: number;\n y?: number;\n minWidth?: number | string;\n minHeight?: number | string;\n isDraggable?: boolean;\n isResizable?: boolean;\n}\n\nexport interface SceneComponentProps<T> {\n model: T;\n}\n\nexport type SceneComponent<TModel> = (props: SceneComponentProps<TModel>) => React.ReactElement | null;\n\nexport interface SceneDataState extends SceneObjectState {\n data?: PanelData;\n}\n\nexport interface SceneObject<TState extends SceneObjectState = SceneObjectState> {\n /** The current state */\n readonly state: TState;\n\n /** True when there is a React component mounted for this Object */\n readonly isActive: boolean;\n\n /** Controls if activation blocks rendering */\n readonly renderBeforeActivation: boolean;\n\n /** SceneObject parent */\n readonly parent?: SceneObject;\n\n /** This abtractions declares what variables the scene object depends on and how to handle when they change value. **/\n readonly variableDependency?: SceneVariableDependencyConfigLike;\n\n /** This abstraction declares URL sync dependencies of a scene object. **/\n readonly urlSync?: SceneObjectUrlSyncHandler;\n\n /** Subscribe to state changes */\n subscribeToState(handler: SceneStateChangedHandler<TState>): Unsubscribable;\n\n /** Subscribe to a scene event */\n subscribeToEvent<T extends BusEvent>(typeFilter: BusEventType<T>, handler: BusEventHandler<T>): Unsubscribable;\n\n /** Publish an event and optionally bubble it up the scene */\n publishEvent(event: BusEvent, bubble?: boolean): void;\n\n /** Utility hook that wraps useObservable. Used by React components to subscribes to state changes */\n useState(): TState;\n\n /** How to modify state */\n setState(state: Partial<TState>): void;\n\n /**\n * Called when the Component is mounted. This will also activate any $data, $variables or $timeRange scene object on this level.\n * Don't override this in your custom SceneObjects, instead use addActivationHandler from the constructor.\n **/\n activate(): CancelActivationHandler;\n\n /** Get the scene root */\n getRoot(): SceneObject;\n\n /** Returns a deep clone this object and all its children */\n clone(state?: Partial<TState>): this;\n\n /** A React component to use for rendering the object */\n Component(props: SceneComponentProps<SceneObject<TState>>): React.ReactElement | null;\n\n /** Force a re-render, should only be needed when variable values change */\n forceRender(): void;\n\n /** Returns a SceneObjectRef that will resolve to this object */\n getRef(): SceneObjectRef<this>;\n\n /**\n * Allows external code to register code that is executed on activate and deactivate. This allow you\n * to wire up scene objects that need to respond to state changes in other objects from the outside.\n **/\n addActivationHandler(handler: SceneActivationHandler): void;\n\n /**\n * Loop through state and call callback for each direct child scene object.\n * Checks 1 level deep properties and arrays. So a scene object hidden in a nested plain object will not be detected.\n */\n forEachChild(callback: (child: SceneObject) => void): void;\n\n /**\n * Useful for edge cases when you want to move a scene object to another parent.\n */\n clearParent(): void;\n}\n\nexport type SceneActivationHandler = () => SceneDeactivationHandler | void;\nexport type SceneDeactivationHandler = () => void;\n\n/**\n * Function returned by activate() that when called will deactivate the object if it's the last activator\n **/\nexport type CancelActivationHandler = () => void;\n\nexport interface SceneLayoutState extends SceneObjectState {\n children: SceneObject[];\n}\n\nexport interface SceneLayout<T extends SceneLayoutState = SceneLayoutState> extends SceneObject<T> {\n isDraggable(): boolean;\n getDragClass?(): string;\n getDragClassCancel?(): string;\n getDragHooks?(): { onDragStart?: (e: React.PointerEvent, panel: VizPanel) => void };\n}\n\nexport interface SceneTimeRangeState extends SceneObjectState {\n from: string;\n to: string;\n fiscalYearStartMonth?: number;\n value: TimeRange;\n timeZone?: TimeZone;\n /** weekStart will change the global date locale so having multiple different weekStart values is not supported */\n weekStart?: string;\n /**\n * @internal\n * To enable feature parity with the old time range picker, not sure if it will be kept.\n * Override the now time by entering a time delay. Use this option to accommodate known delays in data aggregation to avoid null values.\n * */\n UNSAFE_nowDelay?: string;\n\n refreshOnActivate?: {\n /**\n * When set, the time range will invalidate relative ranges after the specified interval has elapsed\n */\n afterMs?: number;\n /**\n * When set, the time range will invalidate relative ranges after the specified percentage of the current interval has elapsed.\n * If both invalidate values are set, the smaller value will be used for the given interval.\n */\n percent?: number;\n };\n}\n\nexport interface SceneTimeRangeLike extends SceneObject<SceneTimeRangeState> {\n onTimeZoneChange(timeZone: TimeZone): void;\n onTimeRangeChange(timeRange: TimeRange): void;\n onRefresh(): void;\n getTimeZone(): TimeZone;\n}\n\nexport function isSceneObject(obj: any): obj is SceneObject {\n return obj.useState !== undefined;\n}\n\nexport interface SceneObjectWithUrlSync extends SceneObject {\n getUrlState(): SceneObjectUrlValues;\n updateFromUrl(values: SceneObjectUrlValues): void;\n shouldCreateHistoryStep?(values: SceneObjectUrlValues): boolean;\n}\n\nexport interface SceneObjectUrlSyncHandler {\n getKeys(): string[];\n getUrlState(): SceneObjectUrlValues;\n updateFromUrl(values: SceneObjectUrlValues): void;\n shouldCreateHistoryStep?(values: SceneObjectUrlValues): boolean;\n}\n\nexport interface DataRequestEnricher {\n // Return partial data query request that will be merged with the original request provided by SceneQueryRunner\n enrichDataRequest(source: SceneObject): Partial<DataQueryRequest> | null;\n}\n\nexport interface FiltersRequestEnricher {\n // Return partial getTagKeys or getTagValues query request that will be merged with the original request provided by ad hoc or group by variable\n enrichFiltersRequest(\n source: SceneObject\n ): Partial<DataSourceGetTagKeysOptions | DataSourceGetTagValuesOptions> | null;\n}\n\nexport function isDataRequestEnricher(obj: any): obj is DataRequestEnricher {\n return 'enrichDataRequest' in obj;\n}\n\nexport function isFiltersRequestEnricher(obj: any): obj is FiltersRequestEnricher {\n return 'enrichFiltersRequest' in obj;\n}\n\nexport type SceneObjectUrlValue = string | string[] | undefined | null;\nexport type SceneObjectUrlValues = Record<string, SceneObjectUrlValue>;\n\nexport type CustomTransformOperator = (context: DataTransformContext) => MonoTypeOperatorFunction<DataFrame[]>;\nexport type CustomTransformerDefinition =\n | { operator: CustomTransformOperator; topic: DataTopic }\n | CustomTransformOperator;\nexport type SceneStateChangedHandler<TState> = (newState: TState, prevState: TState) => void;\n\nexport type DeepPartial<T> = {\n [K in keyof T]?: T[K] extends object ? DeepPartial<T[K]> : T[K];\n};\n\nexport interface SceneDataProviderResult {\n data: PanelData;\n origin: SceneDataProvider;\n}\n\nexport interface SceneDataProvider<T extends SceneObjectState = SceneDataState> extends SceneObject<T> {\n setContainerWidth?: (width: number) => void;\n isDataReadyToDisplay?: () => boolean;\n cancelQuery?: () => void;\n getResultsStream(): Observable<SceneDataProviderResult>;\n}\n\nexport interface SceneDataLayerProviderState extends SceneDataState {\n name: string;\n description?: string;\n isEnabled?: boolean;\n isHidden?: boolean;\n}\n\nexport interface SceneDataLayerProvider extends SceneDataProvider<SceneDataLayerProviderState> {\n isDataLayer: true;\n}\n\nexport function isDataLayer(obj: SceneObject): obj is SceneDataLayerProvider {\n return 'isDataLayer' in obj;\n}\n\nexport interface DataLayerFilter {\n panelId: number;\n}\n\nexport interface SceneStatelessBehavior<T extends SceneObject = any> {\n (sceneObject: T): CancelActivationHandler | void;\n}\n\nexport type ControlsLayout = 'horizontal' | 'vertical';\n\nexport interface UseStateHookOptions {\n /**\n * For some edge cases other scene objects want to subscribe to scene object state for objects\n * that are not active, or whose main React Component can be un-mounted. Set this to true\n * to keep the scene object active even if the React component is unmounted.\n *\n * Normally you would not need this but this can be useful in some edge cases.\n *\n * @experimental\n */\n shouldActivateOrKeepAlive?: boolean;\n}\n\nexport interface SceneDataQuery extends DataQuery {\n [key: string]: any;\n\n // Opt this query out of time window comparison\n timeRangeCompare?: boolean;\n}\n\nexport interface SceneUrlSyncOptions {\n /**\n * This will update the url to contain all scene url state\n * when the scene is initialized. Important for browser history \"back\" actions.\n */\n updateUrlOnInit?: boolean;\n /**\n * This is only supported by some objects if they implement\n * shouldCreateHistoryStep where they can control what changes\n * url changes should add a new browser history entry.\n */\n createBrowserHistorySteps?: boolean;\n}\n"],"names":[],"mappings":"AAwLO,SAAS,cAAc,GAA8B,EAAA;AAC1D,EAAA,OAAO,IAAI,QAAa,KAAA,KAAA,CAAA,CAAA;AAC1B,CAAA;AA2BO,SAAS,sBAAsB,GAAsC,EAAA;AAC1E,EAAA,OAAO,mBAAuB,IAAA,GAAA,CAAA;AAChC,CAAA;AAEO,SAAS,yBAAyB,GAAyC,EAAA;AAChF,EAAA,OAAO,sBAA0B,IAAA,GAAA,CAAA;AACnC,CAAA;AAsCO,SAAS,YAAY,GAAiD,EAAA;AAC3E,EAAA,OAAO,aAAiB,IAAA,GAAA,CAAA;AAC1B;;;;"}
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{"version":3,"file":"SceneVariableSet.js","sources":["../../../../src/variables/sets/SceneVariableSet.ts"],"sourcesContent":["import { VariableRefresh } from '@grafana/data';\nimport { Unsubscribable } from 'rxjs';\nimport { sceneGraph } from '../../core/sceneGraph';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObject } from '../../core/types';\nimport { writeSceneLog } from '../../utils/writeSceneLog';\nimport {\n SceneVariable,\n SceneVariableDependencyConfigLike,\n SceneVariables,\n SceneVariableSetState,\n SceneVariableValueChangedEvent,\n} from '../types';\nimport { VariableValueRecorder } from '../VariableValueRecorder';\n\nexport class SceneVariableSet extends SceneObjectBase<SceneVariableSetState> implements SceneVariables {\n /** Variables that have changed in since the activation or since the first manual value change */\n private _variablesThatHaveChanged = new Set<SceneVariable>();\n\n /** Variables that are scheduled to be validated and updated */\n private _variablesToUpdate = new Set<SceneVariable>();\n\n /** Variables currently updating */\n private _updating = new Map<SceneVariable, VariableUpdateInProgress>();\n\n private _variableValueRecorder = new VariableValueRecorder();\n\n /**\n * This makes sure SceneVariableSet's higher up in the chain notify us when parent level variables complete update batches.\n **/\n protected _variableDependency = new SceneVariableSetVariableDependencyHandler(\n this._handleParentVariableUpdatesCompleted.bind(this)\n );\n\n public getByName(name: string): SceneVariable | undefined {\n // TODO: Replace with index\n return this.state.variables.find((x) => x.state.name === name);\n }\n\n public constructor(state: SceneVariableSetState) {\n super(state);\n\n this.addActivationHandler(this._onActivate);\n }\n\n /**\n * Subscribes to child variable value changes, and starts the variable value validation process\n */\n private _onActivate = () => {\n const timeRange = sceneGraph.getTimeRange(this);\n // Subscribe to changes to child variables\n this._subs.add(\n this.subscribeToEvent(SceneVariableValueChangedEvent, (event) => this._handleVariableValueChanged(event.payload))\n );\n\n this._subs.add(\n timeRange.subscribeToState(() => {\n this._refreshTimeRangeBasedVariables();\n })\n );\n\n // Subscribe to state changes\n this._subs.add(this.subscribeToState(this._onStateChanged));\n\n this._checkForVariablesThatChangedWhileInactive();\n\n // Add all variables that need updating to queue\n for (const variable of this.state.variables) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n\n // Return deactivation handler;\n return this._onDeactivate;\n };\n\n /**\n * Add all variables that depend on the changed variable to the update queue\n */\n private _refreshTimeRangeBasedVariables() {\n for (const variable of this.state.variables) {\n if ('refresh' in variable.state && variable.state.refresh === VariableRefresh.onTimeRangeChanged) {\n this._variablesToUpdate.add(variable);\n }\n }\n this._updateNextBatch();\n }\n\n /**\n * Cancel all currently running updates\n */\n private _onDeactivate = () => {\n for (const update of this._updating.values()) {\n update.subscription?.unsubscribe();\n }\n\n // Remember current variable values\n for (const variable of this.state.variables) {\n // if the current variable is not in queue to update and validate and not being actively updated then the value is ok\n if (!this._variablesToUpdate.has(variable) && !this._updating.has(variable)) {\n this._variableValueRecorder.recordCurrentValue(variable);\n }\n }\n\n this._variablesToUpdate.clear();\n this._updating.clear();\n };\n\n /**\n * Look for new variables that need to be initialized\n */\n private _onStateChanged = (newState: SceneVariableSetState, oldState: SceneVariableSetState) => {\n const variablesToUpdateCountStart = this._variablesToUpdate.size;\n\n // Check for removed variables\n for (const variable of oldState.variables) {\n if (!newState.variables.includes(variable)) {\n const updating = this._updating.get(variable);\n if (updating?.subscription) {\n updating.subscription.unsubscribe();\n }\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n }\n }\n\n // Check for new variables\n for (const variable of newState.variables) {\n if (!oldState.variables.includes(variable)) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n }\n\n // Only start a new batch if there was no batch already running\n if (variablesToUpdateCountStart === 0 && this._variablesToUpdate.size > 0) {\n this._updateNextBatch();\n }\n };\n\n /**\n * If variables changed while in in-active state we don't get any change events, so we need to check for that here.\n */\n private _checkForVariablesThatChangedWhileInactive() {\n if (!this._variableValueRecorder.hasValues()) {\n return;\n }\n\n for (const variable of this.state.variables) {\n if (this._variableValueRecorder.hasValueChanged(variable)) {\n writeVariableTraceLog(variable, 'Changed while in-active');\n this._addDependentVariablesToUpdateQueue(variable);\n }\n }\n }\n\n private _variableNeedsUpdate(variable: SceneVariable): boolean {\n if (variable.isLazy) {\n return false;\n }\n\n if (!variable.validateAndUpdate) {\n return false;\n }\n\n // If we have recorded valid value (even if it has changed since we do not need to re-validate this variable)\n if (this._variableValueRecorder.hasRecordedValue(variable)) {\n writeVariableTraceLog(variable, 'Skipping updateAndValidate current value valid');\n return false;\n }\n\n return true;\n }\n\n /**\n * This loops through variablesToUpdate and update all that can.\n * If one has a dependency that is currently in variablesToUpdate it will be skipped for now.\n */\n private _updateNextBatch() {\n for (const variable of this._variablesToUpdate) {\n if (!variable.validateAndUpdate) {\n throw new Error('Variable added to variablesToUpdate but does not have validateAndUpdate');\n }\n\n // Ignore it if it's already started\n if (this._updating.has(variable)) {\n continue;\n }\n\n // Wait for variables that has dependencies that also needs updates\n if (sceneGraph.hasVariableDependencyInLoadingState(variable)) {\n continue;\n }\n\n const variableToUpdate: VariableUpdateInProgress = {\n variable,\n };\n\n this._updating.set(variable, variableToUpdate);\n writeVariableTraceLog(variable, 'updateAndValidate started');\n\n variableToUpdate.subscription = variable.validateAndUpdate().subscribe({\n next: () => this._validateAndUpdateCompleted(variable),\n complete: () => this._validateAndUpdateCompleted(variable),\n error: (err) => this._handleVariableError(variable, err),\n });\n }\n }\n\n /**\n * A variable has completed its update process. 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loading: false, error: err.message });\n\n console.error('SceneVariableSet updateAndValidate error', err);\n\n writeVariableTraceLog(variable, 'updateAndValidate error', err);\n\n this._notifyDependentSceneObjects(variable);\n this._updateNextBatch();\n }\n\n private _handleVariableValueChanged(variableThatChanged: SceneVariable) {\n this._variablesThatHaveChanged.add(variableThatChanged);\n this._addDependentVariablesToUpdateQueue(variableThatChanged);\n\n // Ignore this change if it is currently updating\n if (!this._updating.has(variableThatChanged)) {\n this._updateNextBatch();\n this._notifyDependentSceneObjects(variableThatChanged);\n }\n }\n\n /**\n * This is called by any parent level variable set to notify scene that an update batch is completed.\n * This is the main mechanism lower level variable set's react to changes on higher levels.\n */\n private _handleParentVariableUpdatesCompleted(variable: SceneVariable, hasChanged: boolean) {\n // First loop through changed 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variables that have changed\n */\n private _notifyDependentSceneObjects(variable: SceneVariable) {\n if (!this.parent) {\n return;\n }\n\n this._traverseSceneAndNotify(this.parent, variable, this._variablesThatHaveChanged.has(variable));\n this._variablesThatHaveChanged.delete(variable);\n }\n\n /**\n * Recursivly walk the full scene object graph and notify all objects with dependencies that include any of changed variables\n */\n private _traverseSceneAndNotify(sceneObject: SceneObject, variable: SceneVariable, hasChanged: boolean) {\n // No need to notify variables under this SceneVariableSet\n if (this === sceneObject) {\n return;\n }\n\n // Skip non active scene objects\n if (!sceneObject.isActive) {\n return;\n }\n\n // If we find a nested SceneVariableSet that has a variable with the same name we stop the traversal\n if (sceneObject.state.$variables && sceneObject.state.$variables !== this) {\n // const localVar = sceneObject.state.$variables.getByName(variable.state.name);\n // if (localVar) {\n // return;\n // }\n }\n\n if (sceneObject.variableDependency) {\n sceneObject.variableDependency.variableUpdateCompleted(variable, hasChanged);\n }\n\n sceneObject.forEachChild((child) => this._traverseSceneAndNotify(child, variable, hasChanged));\n }\n\n /**\n * Return true if variable is waiting to update or currently updating.\n * It also returns true if a dependency of the variable is loading.\n *\n * For example if C depends on variable B which depends on variable A and A is loading this returns true for variable C and B.\n */\n public isVariableLoadingOrWaitingToUpdate(variable: SceneVariable) {\n if (variable.isAncestorLoading && variable.isAncestorLoading()) {\n return true;\n }\n\n if (this._variablesToUpdate.has(variable) || this._updating.has(variable)) {\n return true;\n }\n\n // Last scenario is to check the variable's own dependencies as well\n return sceneGraph.hasVariableDependencyInLoadingState(variable);\n }\n}\n\nexport interface VariableUpdateInProgress {\n variable: SceneVariable;\n subscription?: Unsubscribable;\n}\n\nfunction writeVariableTraceLog(variable: SceneVariable, message: string, err?: Error) {\n if (err) {\n writeSceneLog('SceneVariableSet', `Variable[${variable.state.name}]: ${message}`, err);\n } else {\n writeSceneLog('SceneVariableSet', `Variable[${variable.state.name}]: ${message}`);\n }\n}\n\nclass SceneVariableSetVariableDependencyHandler implements SceneVariableDependencyConfigLike {\n public constructor(private _variableUpdatesCompleted: (variable: SceneVariable, hasChanged: boolean) => void) {}\n\n private _emptySet = new Set<string>();\n\n public getNames(): Set<string> {\n return this._emptySet;\n }\n\n public hasDependencyOn(name: string): boolean {\n return false;\n }\n\n public variableUpdateCompleted(variable: SceneVariable, hasChanged: boolean): void {\n this._variableUpdatesCompleted(variable, hasChanged);\n 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{"version":3,"file":"SceneVariableSet.js","sources":["../../../../src/variables/sets/SceneVariableSet.ts"],"sourcesContent":["import { VariableRefresh } from '@grafana/data';\nimport { Unsubscribable } from 'rxjs';\nimport { sceneGraph } from '../../core/sceneGraph';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObject } from '../../core/types';\nimport { writeSceneLog } from '../../utils/writeSceneLog';\nimport {\n SceneVariable,\n SceneVariableDependencyConfigLike,\n SceneVariables,\n SceneVariableSetState,\n SceneVariableValueChangedEvent,\n} from '../types';\nimport { VariableValueRecorder } from '../VariableValueRecorder';\n\nexport class SceneVariableSet extends SceneObjectBase<SceneVariableSetState> implements SceneVariables {\n /** Variables that have changed in since the activation or since the first manual value change */\n private _variablesThatHaveChanged = new Set<SceneVariable>();\n\n /** Variables that are scheduled to be validated and updated */\n private _variablesToUpdate = new Set<SceneVariable>();\n\n /** Variables currently updating */\n private _updating = new Map<SceneVariable, VariableUpdateInProgress>();\n\n private _variableValueRecorder = new VariableValueRecorder();\n\n /**\n * This makes sure SceneVariableSet's higher up in the chain notify us when parent level variables complete update batches.\n **/\n protected _variableDependency = new SceneVariableSetVariableDependencyHandler(\n this._handleParentVariableUpdatesCompleted.bind(this)\n );\n\n public getByName(name: string): SceneVariable | undefined {\n // TODO: Replace with index\n return this.state.variables.find((x) => x.state.name === name);\n }\n\n public constructor(state: SceneVariableSetState) {\n super(state);\n\n this.addActivationHandler(this._onActivate);\n }\n\n /**\n * Subscribes to child variable value changes, and starts the variable value validation process\n */\n private _onActivate = () => {\n const timeRange = sceneGraph.getTimeRange(this);\n // Subscribe to changes to child variables\n this._subs.add(\n this.subscribeToEvent(SceneVariableValueChangedEvent, (event) => this._handleVariableValueChanged(event.payload))\n );\n\n this._subs.add(\n timeRange.subscribeToState(() => {\n this._refreshTimeRangeBasedVariables();\n })\n );\n\n // Subscribe to state changes\n this._subs.add(this.subscribeToState(this._onStateChanged));\n\n this._checkForVariablesThatChangedWhileInactive();\n\n // Add all variables that need updating to queue\n for (const variable of this.state.variables) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n\n // Return deactivation handler;\n return this._onDeactivate;\n };\n\n /**\n * Add all variables that depend on the changed variable to the update queue\n */\n private _refreshTimeRangeBasedVariables() {\n for (const variable of this.state.variables) {\n if ('refresh' in variable.state && variable.state.refresh === VariableRefresh.onTimeRangeChanged) {\n this._variablesToUpdate.add(variable);\n }\n }\n this._updateNextBatch();\n }\n\n /**\n * Cancel all currently running updates\n */\n private _onDeactivate = () => {\n for (const update of this._updating.values()) {\n update.subscription?.unsubscribe();\n }\n\n // Remember current variable values\n for (const variable of this.state.variables) {\n // if the current variable is not in queue to update and validate and not being actively updated then the value is ok\n if (!this._variablesToUpdate.has(variable) && !this._updating.has(variable)) {\n this._variableValueRecorder.recordCurrentValue(variable);\n }\n }\n\n this._variablesToUpdate.clear();\n this._updating.clear();\n };\n\n /**\n * Look for new variables that need to be initialized\n */\n private _onStateChanged = (newState: SceneVariableSetState, oldState: SceneVariableSetState) => {\n const variablesToUpdateCountStart = this._variablesToUpdate.size;\n\n // Check for removed variables\n for (const variable of oldState.variables) {\n if (!newState.variables.includes(variable)) {\n const updating = this._updating.get(variable);\n if (updating?.subscription) {\n updating.subscription.unsubscribe();\n }\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n }\n }\n\n // Check for new variables\n for (const variable of newState.variables) {\n if (!oldState.variables.includes(variable)) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n }\n\n // Only start a new batch if there was no batch already running\n if (variablesToUpdateCountStart === 0 && this._variablesToUpdate.size > 0) {\n this._updateNextBatch();\n }\n };\n\n /**\n * If variables changed while in in-active state we don't get any change events, so we need to check for that here.\n */\n private _checkForVariablesThatChangedWhileInactive() {\n if (!this._variableValueRecorder.hasValues()) {\n return;\n }\n\n for (const variable of this.state.variables) {\n if (this._variableValueRecorder.hasValueChanged(variable)) {\n writeVariableTraceLog(variable, 'Changed while in-active');\n this._addDependentVariablesToUpdateQueue(variable);\n }\n }\n }\n\n private _variableNeedsUpdate(variable: SceneVariable): boolean {\n if (variable.isLazy) {\n return false;\n }\n\n if (!variable.validateAndUpdate) {\n return false;\n }\n\n // If we have recorded valid value (even if it has changed since we do not need to re-validate this variable)\n if (this._variableValueRecorder.hasRecordedValue(variable)) {\n writeVariableTraceLog(variable, 'Skipping updateAndValidate current value valid');\n return false;\n }\n\n return true;\n }\n\n /**\n * This loops through variablesToUpdate and update all that can.\n * If one has a dependency that is currently in variablesToUpdate it will be skipped for now.\n */\n private _updateNextBatch() {\n for (const variable of this._variablesToUpdate) {\n if (!variable.validateAndUpdate) {\n throw new Error('Variable added to variablesToUpdate but does not have validateAndUpdate');\n }\n\n // Ignore it if it's already started\n if (this._updating.has(variable)) {\n continue;\n }\n\n // Wait for variables that has dependencies that also needs updates\n if (sceneGraph.hasVariableDependencyInLoadingState(variable)) {\n continue;\n }\n\n const variableToUpdate: VariableUpdateInProgress = {\n variable,\n };\n\n this._updating.set(variable, variableToUpdate);\n writeVariableTraceLog(variable, 'updateAndValidate started');\n\n variableToUpdate.subscription = variable.validateAndUpdate().subscribe({\n next: () => this._validateAndUpdateCompleted(variable),\n complete: () => this._validateAndUpdateCompleted(variable),\n error: (err) => this._handleVariableError(variable, err),\n });\n }\n }\n\n /**\n * A variable has completed its update process. 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loading: false, error: err.message });\n\n console.error('SceneVariableSet updateAndValidate error', err);\n\n writeVariableTraceLog(variable, 'updateAndValidate error', err);\n\n this._notifyDependentSceneObjects(variable);\n this._updateNextBatch();\n }\n\n private _handleVariableValueChanged(variableThatChanged: SceneVariable) {\n this._variablesThatHaveChanged.add(variableThatChanged);\n this._addDependentVariablesToUpdateQueue(variableThatChanged);\n\n // Ignore this change if it is currently updating\n if (!this._updating.has(variableThatChanged)) {\n this._updateNextBatch();\n this._notifyDependentSceneObjects(variableThatChanged);\n }\n }\n\n /**\n * This is called by any parent level variable set to notify scene that an update batch is completed.\n * This is the main mechanism lower level variable set's react to changes on higher levels.\n */\n private _handleParentVariableUpdatesCompleted(variable: SceneVariable, hasChanged: boolean) {\n // First loop through changed 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variables that have changed\n */\n private _notifyDependentSceneObjects(variable: SceneVariable) {\n if (!this.parent) {\n return;\n }\n\n this._traverseSceneAndNotify(this.parent, variable, this._variablesThatHaveChanged.has(variable));\n this._variablesThatHaveChanged.delete(variable);\n }\n\n /**\n * Recursivly walk the full scene object graph and notify all objects with dependencies that include any of changed variables\n */\n private _traverseSceneAndNotify(sceneObject: SceneObject, variable: SceneVariable, hasChanged: boolean) {\n // No need to notify variables under this SceneVariableSet\n if (this === sceneObject) {\n return;\n }\n\n // Skip non active scene objects\n if (!sceneObject.isActive) {\n return;\n }\n\n // If we find a nested SceneVariableSet that has a variable with the same name we stop the traversal\n if (sceneObject.state.$variables && sceneObject.state.$variables !== this) {\n const localVar = sceneObject.state.$variables.getByName(variable.state.name);\n if (localVar) {\n return;\n }\n }\n\n if (sceneObject.variableDependency) {\n sceneObject.variableDependency.variableUpdateCompleted(variable, hasChanged);\n }\n\n sceneObject.forEachChild((child) => this._traverseSceneAndNotify(child, variable, hasChanged));\n }\n\n /**\n * Return true if variable is waiting to update or currently updating.\n * It also returns true if a dependency of the variable is loading.\n *\n * For example if C depends on variable B which depends on variable A and A is loading this returns true for variable C and B.\n */\n public isVariableLoadingOrWaitingToUpdate(variable: SceneVariable) {\n if (variable.isAncestorLoading && variable.isAncestorLoading()) {\n return true;\n }\n\n if (this._variablesToUpdate.has(variable) || this._updating.has(variable)) {\n return true;\n }\n\n // Last scenario is to check the variable's own dependencies as well\n return sceneGraph.hasVariableDependencyInLoadingState(variable);\n }\n}\n\nexport interface VariableUpdateInProgress {\n variable: SceneVariable;\n subscription?: Unsubscribable;\n}\n\nfunction writeVariableTraceLog(variable: SceneVariable, message: string, err?: Error) {\n if (err) {\n writeSceneLog('SceneVariableSet', `Variable[${variable.state.name}]: ${message}`, err);\n } else {\n writeSceneLog('SceneVariableSet', `Variable[${variable.state.name}]: ${message}`);\n }\n}\n\nclass SceneVariableSetVariableDependencyHandler implements SceneVariableDependencyConfigLike {\n public constructor(private _variableUpdatesCompleted: (variable: SceneVariable, hasChanged: boolean) => void) {}\n\n private _emptySet = new Set<string>();\n\n public getNames(): Set<string> {\n return this._emptySet;\n }\n\n public hasDependencyOn(name: string): boolean {\n return false;\n }\n\n public variableUpdateCompleted(variable: SceneVariable, hasChanged: boolean): void {\n this._variableUpdatesCompleted(variable, hasChanged);\n 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