@grafana/scenes 5.6.1 → 5.6.2--canary.843.10055590290.0
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@@ -4,6 +4,7 @@ import { isDataLayer } from '../types.js';
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import { lookupVariable } from '../../variables/lookupVariable.js';
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import { getClosest } from './utils.js';
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import { isQueryController } from '../../behaviors/SceneQueryController.js';
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import { SafeSerializableSceneObject } from '../../utils/SafeSerializableSceneObject.js';
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function getVariables(sceneObject) {
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var _a;
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@@ -27,7 +28,11 @@ function interpolate(sceneObject, value, scopedVars, format, interpolations) {
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if (value === "" || value == null) {
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return "";
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let targetObject = sceneObject;
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if (sceneObject instanceof SafeSerializableSceneObject) {
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targetObject = sceneObject.valueOf();
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}
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return sceneInterpolator(targetObject, value, scopedVars, format, interpolations);
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}
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function hasVariableDependencyInLoadingState(sceneObject) {
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if (!sceneObject.variableDependency) {
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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>(\n sceneObject: SceneObject,\n key: string,\n targetType: { new (...args: never[]): TargetType }\n) {\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 ${targetType.name}`);\n }\n return found;\n}\n\n/**\n * This will search the full scene graph, starting with the scene node passed in, then walking up the parent chain. *\n */\nexport function findObject(scene: SceneObject, check: (obj: SceneObject) => boolean): SceneObject | null {\n return findObjectInternal(scene, check, undefined, true);\n}\n\n/**\n * This will search down the full scene graph, looking for objects that match the provided predicate.\n */\nexport function findAllObjects(scene: SceneObject, check: (obj: SceneObject) => boolean): SceneObject[] {\n const found: SceneObject[] = [];\n\n scene.forEachChild((child) => {\n if (check(child)) {\n found.push(child);\n }\n\n found.push(...findAllObjects(child, check));\n });\n\n return found;\n}\n\n/**\n * Will walk up the scene object graph up until the root and collect all SceneDataLayerProvider objects.\n * When localOnly set to true, it will only collect the closest layers.\n */\nexport function getDataLayers(sceneObject: SceneObject, localOnly = false): SceneDataLayerProvider[] {\n let currentLevel: SceneObject | undefined = sceneObject;\n let collected: SceneDataLayerProvider[] = [];\n\n while (currentLevel) {\n const dataProvider = currentLevel.state.$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.$behaviors) {\n if (isQueryController(behavior)) {\n return behavior;\n }\n }\n }\n parent = parent.parent;\n }\n\n return 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{"version":3,"file":"sceneGraph.js","sources":["../../../../src/core/sceneGraph/sceneGraph.ts"],"sourcesContent":["import { ScopedVars } from '@grafana/data';\nimport { EmptyDataNode, EmptyVariableSet } from '../../variables/interpolation/defaults';\n\nimport { sceneInterpolator } from '../../variables/interpolation/sceneInterpolator';\nimport { VariableCustomFormatterFn, SceneVariables } from '../../variables/types';\n\nimport { isDataLayer, SceneDataLayerProvider, SceneDataProvider, SceneLayout, SceneObject } from '../types';\nimport { lookupVariable } from '../../variables/lookupVariable';\nimport { getClosest } from './utils';\nimport { SceneQueryControllerLike, isQueryController } from '../../behaviors/SceneQueryController';\nimport { VariableInterpolation } from '@grafana/runtime';\nimport { SafeSerializableSceneObject } from '../../utils/SafeSerializableSceneObject';\n\n/**\n * Get the closest node with variables\n */\nexport function getVariables(sceneObject: SceneObject): SceneVariables {\n return getClosest(sceneObject, (s) => s.state.$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 let targetObject = sceneObject;\n\n if (sceneObject instanceof SafeSerializableSceneObject) {\n targetObject = sceneObject.valueOf();\n }\n\n return sceneInterpolator(targetObject, 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>(\n sceneObject: SceneObject,\n key: string,\n targetType: { new (...args: never[]): TargetType }\n) {\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 ${targetType.name}`);\n }\n return found;\n}\n\n/**\n * This will search the full scene graph, starting with the scene node passed in, then walking up the parent chain. *\n */\nexport function findObject(scene: SceneObject, check: (obj: SceneObject) => boolean): SceneObject | null {\n return findObjectInternal(scene, check, undefined, true);\n}\n\n/**\n * This will search down the full scene graph, looking for objects that match the provided predicate.\n */\nexport function findAllObjects(scene: SceneObject, check: (obj: SceneObject) => boolean): SceneObject[] {\n const found: SceneObject[] = [];\n\n scene.forEachChild((child) => {\n if (check(child)) {\n found.push(child);\n }\n\n found.push(...findAllObjects(child, check));\n });\n\n return found;\n}\n\n/**\n * Will walk up the scene object graph up until the root and collect all SceneDataLayerProvider objects.\n * When localOnly set to true, it will only collect the closest layers.\n */\nexport function getDataLayers(sceneObject: SceneObject, localOnly = false): SceneDataLayerProvider[] {\n let currentLevel: SceneObject | undefined = sceneObject;\n let collected: SceneDataLayerProvider[] = [];\n\n while (currentLevel) {\n const dataProvider = currentLevel.state.$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 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|
package/dist/index.js
CHANGED
@@ -1838,6 +1838,43 @@ class SceneQueryController extends SceneObjectBase {
|
|
1838
1838
|
}
|
1839
1839
|
_running = new WeakMap();
|
1840
1840
|
|
1841
|
+
var __accessCheck$1 = (obj, member, msg) => {
|
1842
|
+
if (!member.has(obj))
|
1843
|
+
throw TypeError("Cannot " + msg);
|
1844
|
+
};
|
1845
|
+
var __privateGet$1 = (obj, member, getter) => {
|
1846
|
+
__accessCheck$1(obj, member, "read from private field");
|
1847
|
+
return getter ? getter.call(obj) : member.get(obj);
|
1848
|
+
};
|
1849
|
+
var __privateAdd$1 = (obj, member, value) => {
|
1850
|
+
if (member.has(obj))
|
1851
|
+
throw TypeError("Cannot add the same private member more than once");
|
1852
|
+
member instanceof WeakSet ? member.add(obj) : member.set(obj, value);
|
1853
|
+
};
|
1854
|
+
var __privateSet$1 = (obj, member, value, setter) => {
|
1855
|
+
__accessCheck$1(obj, member, "write to private field");
|
1856
|
+
setter ? setter.call(obj, value) : member.set(obj, value);
|
1857
|
+
return value;
|
1858
|
+
};
|
1859
|
+
var _value;
|
1860
|
+
class SafeSerializableSceneObject {
|
1861
|
+
constructor(value) {
|
1862
|
+
__privateAdd$1(this, _value, void 0);
|
1863
|
+
this.text = "__sceneObject";
|
1864
|
+
__privateSet$1(this, _value, value);
|
1865
|
+
}
|
1866
|
+
toString() {
|
1867
|
+
return void 0;
|
1868
|
+
}
|
1869
|
+
valueOf() {
|
1870
|
+
return __privateGet$1(this, _value);
|
1871
|
+
}
|
1872
|
+
get value() {
|
1873
|
+
return this;
|
1874
|
+
}
|
1875
|
+
}
|
1876
|
+
_value = new WeakMap();
|
1877
|
+
|
1841
1878
|
function getVariables(sceneObject) {
|
1842
1879
|
var _a;
|
1843
1880
|
return (_a = getClosest(sceneObject, (s) => s.state.$variables)) != null ? _a : EmptyVariableSet;
|
@@ -1860,7 +1897,11 @@ function interpolate(sceneObject, value, scopedVars, format, interpolations) {
|
|
1860
1897
|
if (value === "" || value == null) {
|
1861
1898
|
return "";
|
1862
1899
|
}
|
1863
|
-
|
1900
|
+
let targetObject = sceneObject;
|
1901
|
+
if (sceneObject instanceof SafeSerializableSceneObject) {
|
1902
|
+
targetObject = sceneObject.valueOf();
|
1903
|
+
}
|
1904
|
+
return sceneInterpolator(targetObject, value, scopedVars, format, interpolations);
|
1864
1905
|
}
|
1865
1906
|
function hasVariableDependencyInLoadingState(sceneObject) {
|
1866
1907
|
if (!sceneObject.variableDependency) {
|
@@ -3120,43 +3161,6 @@ function getEnrichedFiltersRequest(sourceRunner) {
|
|
3120
3161
|
return null;
|
3121
3162
|
}
|
3122
3163
|
|
3123
|
-
var __accessCheck$1 = (obj, member, msg) => {
|
3124
|
-
if (!member.has(obj))
|
3125
|
-
throw TypeError("Cannot " + msg);
|
3126
|
-
};
|
3127
|
-
var __privateGet$1 = (obj, member, getter) => {
|
3128
|
-
__accessCheck$1(obj, member, "read from private field");
|
3129
|
-
return getter ? getter.call(obj) : member.get(obj);
|
3130
|
-
};
|
3131
|
-
var __privateAdd$1 = (obj, member, value) => {
|
3132
|
-
if (member.has(obj))
|
3133
|
-
throw TypeError("Cannot add the same private member more than once");
|
3134
|
-
member instanceof WeakSet ? member.add(obj) : member.set(obj, value);
|
3135
|
-
};
|
3136
|
-
var __privateSet$1 = (obj, member, value, setter) => {
|
3137
|
-
__accessCheck$1(obj, member, "write to private field");
|
3138
|
-
setter ? setter.call(obj, value) : member.set(obj, value);
|
3139
|
-
return value;
|
3140
|
-
};
|
3141
|
-
var _value;
|
3142
|
-
class SafeSerializableSceneObject {
|
3143
|
-
constructor(value) {
|
3144
|
-
__privateAdd$1(this, _value, void 0);
|
3145
|
-
this.text = "__sceneObject";
|
3146
|
-
__privateSet$1(this, _value, value);
|
3147
|
-
}
|
3148
|
-
toString() {
|
3149
|
-
return void 0;
|
3150
|
-
}
|
3151
|
-
valueOf() {
|
3152
|
-
return __privateGet$1(this, _value);
|
3153
|
-
}
|
3154
|
-
get value() {
|
3155
|
-
return this;
|
3156
|
-
}
|
3157
|
-
}
|
3158
|
-
_value = new WeakMap();
|
3159
|
-
|
3160
3164
|
var __defProp$z = Object.defineProperty;
|
3161
3165
|
var __defProps$n = Object.defineProperties;
|
3162
3166
|
var __getOwnPropDescs$n = Object.getOwnPropertyDescriptors;
|