@grafana/scenes 6.23.0 → 6.24.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +12 -0
- package/dist/esm/core/SceneObjectBase.js +14 -2
- package/dist/esm/core/SceneObjectBase.js.map +1 -1
- package/dist/esm/core/sceneGraph/sceneGraph.js +2 -0
- package/dist/esm/core/sceneGraph/sceneGraph.js.map +1 -1
- package/dist/esm/core/types.js.map +1 -1
- package/dist/index.d.ts +3 -1
- package/dist/index.js +16 -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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# v6.24.0 (Wed Jun 25 2025)
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#### 🚀 Enhancement
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- sceneGraph: findObject should return first match [#1165](https://github.com/grafana/scenes/pull/1165) ([@torkelo](https://github.com/torkelo))
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#### Authors: 1
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- Torkel Ödegaard ([@torkelo](https://github.com/torkelo))
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---
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# v6.23.0 (Wed Jun 25 2025)
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#### 🚀 Enhancement
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@@ -268,6 +268,7 @@ class SceneObjectBase {
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/**
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* Loop through state and call callback for each direct child scene object.
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* Checks 1 level deep properties and arrays. So a scene object hidden in a nested plain object will not be detected.
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* Return false to exit loop early.
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*/
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forEachChild(callback) {
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forEachChild(this.state, callback);
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@@ -315,14 +316,25 @@ function useSceneObjectState(model, options) {
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function forEachChild(state, callback) {
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for (const propValue of Object.values(state)) {
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if (propValue instanceof SceneObjectBase) {
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callback(propValue);
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const result = callback(propValue);
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if (result === false) {
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break;
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}
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}
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if (Array.isArray(propValue)) {
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let exitEarly = false;
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for (const child of propValue) {
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if (child instanceof SceneObjectBase) {
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callback(child);
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const result = callback(child);
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if (result === false) {
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exitEarly = true;
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break;
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}
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}
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}
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if (exitEarly) {
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break;
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}
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}
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}
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}
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{"version":3,"file":"SceneObjectBase.js","sources":["../../../src/core/SceneObjectBase.tsx"],"sourcesContent":["import { useEffect, useState } from 'react';\nimport { Subscription, Unsubscribable } from 'rxjs';\nimport { v4 as uuidv4 } from 'uuid';\n\nimport { BusEvent, BusEventHandler, BusEventType, EventBus, EventBusSrv } from '@grafana/data';\nimport {\n SceneObject,\n SceneComponent,\n SceneObjectUrlSyncHandler,\n SceneStateChangedHandler,\n SceneActivationHandler,\n SceneDeactivationHandler,\n CancelActivationHandler,\n SceneObjectState,\n UseStateHookOptions,\n SceneStatelessBehavior,\n} from './types';\n\nimport { SceneComponentWrapper } from './SceneComponentWrapper';\nimport { SceneObjectStateChangedEvent } from './events';\nimport { cloneSceneObject } from './sceneGraph/cloneSceneObject';\nimport { SceneVariableDependencyConfigLike } from '../variables/types';\nimport { SceneObjectRef } from './SceneObjectRef';\n\nexport abstract class SceneObjectBase<TState extends SceneObjectState = SceneObjectState>\n implements SceneObject<TState>\n{\n private _isActive = false;\n private _state: TState;\n private _activationHandlers: SceneActivationHandler[] = [];\n private _deactivationHandlers = new Map<object, SceneDeactivationHandler>();\n private _ref?: SceneObjectRef<this>;\n\n protected _events?: EventBus;\n protected _parent?: SceneObject;\n protected _subs = new Subscription();\n protected _refCount = 0;\n protected _renderBeforeActivation = false;\n\n protected _variableDependency: SceneVariableDependencyConfigLike | undefined;\n protected _urlSync: SceneObjectUrlSyncHandler | undefined;\n\n public constructor(state: TState) {\n if (!state.key) {\n state.key = uuidv4();\n }\n\n this._events = new EventBusSrv();\n\n this._state = Object.freeze(state);\n this._setParent(this._state);\n }\n\n /** Current state */\n public get state(): TState {\n return this._state;\n }\n\n /** True if currently being active (ie displayed for visual objects) */\n public get isActive(): boolean {\n return this._isActive;\n }\n\n public get renderBeforeActivation(): boolean {\n return this._renderBeforeActivation;\n }\n\n /** Returns the parent, undefined for root object */\n public get parent(): SceneObject | undefined {\n return this._parent;\n }\n\n /** Returns variable dependency config */\n public get variableDependency(): SceneVariableDependencyConfigLike | undefined {\n return this._variableDependency;\n }\n\n /** Returns url sync config */\n public get urlSync(): SceneObjectUrlSyncHandler | undefined {\n return this._urlSync;\n }\n\n /**\n * Used in render functions when rendering a SceneObject.\n * Wraps the component in an EditWrapper that handles edit mode\n */\n public get Component(): SceneComponent<this> {\n return SceneComponentWrapper as SceneComponent<this>;\n }\n\n private _setParent(state: Partial<TState>) {\n forEachChild(state, (child) => {\n // If we already have a parent and it's not this, then we likely have a bug\n if (child._parent && child._parent !== this) {\n console.warn(\n 'SceneObject already has a parent set that is different from the new parent. You cannot share the same SceneObject instance in multiple scenes or in multiple different places of the same scene graph. Use SceneObject.clone() to duplicate a SceneObject or store a state key reference and use sceneGraph.findObject to locate it.',\n child,\n this\n );\n }\n child._parent = this;\n });\n }\n\n /**\n * Sometimes you want to move one instance to another parent.\n * This is a way to do that without getting the console warning.\n */\n public clearParent() {\n this._parent = undefined;\n }\n\n /**\n * Subscribe to the scene state subject\n **/\n public subscribeToState(handler: SceneStateChangedHandler<TState>): Unsubscribable {\n return this._events!.subscribe(SceneObjectStateChangedEvent, (event) => {\n if (event.payload.changedObject === this) {\n handler(event.payload.newState as TState, event.payload.prevState as TState);\n }\n });\n }\n\n /**\n * Subscribe to the scene event\n **/\n public subscribeToEvent<T extends BusEvent>(eventType: BusEventType<T>, handler: BusEventHandler<T>): Unsubscribable {\n return this._events!.subscribe(eventType, handler);\n }\n\n public setState(update: Partial<TState>) {\n const prevState = this._state;\n const newState: TState = {\n ...this._state,\n ...update,\n };\n\n this._state = Object.freeze(newState);\n this._setParent(update);\n\n // Handles cases when $data, $timeRange, or $variables are changed\n this._handleActivationOfChangedStateProps(prevState, newState);\n\n // Bubble state change event. This is event is subscribed to by UrlSyncManager and UndoManager\n this.publishEvent(\n new SceneObjectStateChangedEvent({\n prevState,\n newState,\n partialUpdate: update,\n changedObject: this,\n }),\n true\n );\n }\n\n /**\n * This handles activation and deactivation of $data, $timeRange and $variables when they change\n * during the active phase of the scene object.\n */\n private _handleActivationOfChangedStateProps(prevState: TState, newState: TState) {\n if (!this.isActive) {\n return;\n }\n\n if (prevState.$behaviors !== newState.$behaviors) {\n this._handleChangedBehaviors(prevState.$behaviors, newState.$behaviors);\n }\n\n if (prevState.$data !== newState.$data) {\n this._handleChangedStateActivation(prevState.$data, newState.$data);\n }\n\n if (prevState.$variables !== newState.$variables) {\n this._handleChangedStateActivation(prevState.$variables, newState.$variables);\n }\n\n if (prevState.$timeRange !== newState.$timeRange) {\n this._handleChangedStateActivation(prevState.$timeRange, newState.$timeRange);\n }\n }\n\n private _handleChangedStateActivation(oldValue: SceneObject | undefined, newValue: SceneObject | undefined) {\n if (oldValue) {\n const deactivationHandler = this._deactivationHandlers.get(oldValue);\n if (deactivationHandler) {\n deactivationHandler();\n this._deactivationHandlers.delete(oldValue);\n }\n }\n\n if (newValue) {\n this._deactivationHandlers.set(newValue, newValue.activate());\n }\n }\n\n private _handleChangedBehaviors(\n oldValue: Array<SceneObject | SceneStatelessBehavior> | undefined,\n newValue: Array<SceneObject | SceneStatelessBehavior> | undefined\n ) {\n // Handle removed behaviors\n if (oldValue) {\n for (const oldBehavior of oldValue) {\n if (!newValue || !newValue.includes(oldBehavior)) {\n const deactivationHandler = this._deactivationHandlers.get(oldBehavior);\n if (deactivationHandler) {\n deactivationHandler();\n this._deactivationHandlers.delete(oldBehavior);\n }\n }\n }\n }\n\n // Handle new behaviors\n if (newValue) {\n for (const newBehavior of newValue) {\n if (!oldValue || !oldValue.includes(newBehavior)) {\n this._activateBehavior(newBehavior);\n }\n }\n }\n }\n\n /*\n * Publish an event and optionally bubble it up the scene\n **/\n public publishEvent(event: BusEvent, bubble?: boolean) {\n this._events!.publish(event);\n\n if (bubble && this.parent) {\n this.parent.publishEvent(event, bubble);\n }\n }\n\n public getRoot(): SceneObject {\n return !this._parent ? this : this._parent.getRoot();\n }\n\n private _internalActivate() {\n this._isActive = true;\n\n const { $data, $variables, $timeRange, $behaviors } = this.state;\n\n this._activationHandlers.forEach((handler) => {\n const result = handler();\n if (result) {\n this._deactivationHandlers.set(result, result);\n }\n });\n\n if ($timeRange && !$timeRange.isActive) {\n this._deactivationHandlers.set($timeRange, $timeRange.activate());\n }\n\n if ($variables && !$variables.isActive) {\n this._deactivationHandlers.set($variables, $variables.activate());\n }\n\n if ($data && !$data.isActive) {\n this._deactivationHandlers.set($data, $data.activate());\n }\n\n if ($behaviors) {\n for (const behavior of $behaviors) {\n this._activateBehavior(behavior);\n }\n }\n }\n\n private _activateBehavior(behavior: SceneObject | SceneStatelessBehavior): SceneDeactivationHandler | void {\n if (behavior instanceof SceneObjectBase) {\n this._deactivationHandlers.set(behavior, behavior.activate());\n } else if (typeof behavior === 'function') {\n const deactivate = behavior(this);\n if (deactivate) {\n this._deactivationHandlers.set(behavior, deactivate);\n }\n }\n }\n\n /**\n * This is primarily called from SceneComponentWrapper when the SceneObject's Component is mounted.\n * But in some scenarios this can also be called directly from another scene object. When called manually from another scene object\n * make sure to call the returned function when the source scene object is deactivated.\n */\n public activate(): CancelActivationHandler {\n if (!this.isActive) {\n this._internalActivate();\n }\n\n this._refCount++;\n\n let called = false;\n\n return () => {\n this._refCount--;\n\n if (called) {\n const msg = `SceneObject cancelation handler returned by activate() called a second time`;\n throw new Error(msg);\n }\n\n called = true;\n\n if (this._refCount === 0) {\n this._internalDeactivate();\n }\n };\n }\n\n /**\n * Called by the SceneComponentWrapper when the react component is unmounted.\n * Don't override this, instead use addActivationHandler. The activation handler can return a deactivation handler.\n */\n private _internalDeactivate(): void {\n this._isActive = false;\n\n for (let handler of this._deactivationHandlers.values()) {\n handler();\n }\n\n this._deactivationHandlers.clear();\n\n // Clear subscriptions and listeners\n this._events!.removeAllListeners();\n this._subs.unsubscribe();\n this._subs = new Subscription();\n }\n\n /**\n * Utility hook to get and subscribe to state\n */\n public useState(): TState {\n // eslint-disable-next-line react-hooks/rules-of-hooks\n return useSceneObjectState(this);\n }\n\n /** Force a re-render, should only be needed when variable values change */\n public forceRender(): void {\n this.setState({});\n }\n\n /**\n * Will create new SceneObject with shallow-cloned state, but all state items of type SceneObject are deep cloned\n */\n public clone(withState?: Partial<TState>): this {\n return cloneSceneObject(this, withState);\n }\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 public addActivationHandler(handler: SceneActivationHandler) {\n this._activationHandlers.push(handler);\n }\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 public forEachChild(callback: (child: SceneObjectBase) => void) {\n forEachChild(this.state, callback);\n }\n\n /** Returns a SceneObjectRef that will resolve to this object */\n public getRef(): SceneObjectRef<this> {\n if (!this._ref) {\n this._ref = new SceneObjectRef(this);\n }\n\n return this._ref;\n }\n\n public toJSON() {\n return {\n type: Object.getPrototypeOf(this).constructor.name,\n isActive: this.isActive,\n state: this.state,\n };\n }\n}\n\n/**\n * This hook is always returning model.state instead of a useState that remembers the last state emitted on the subject\n * The reason for this is so that if the model instance change this function will always return the latest state.\n */\nexport function useSceneObjectState<TState extends SceneObjectState>(\n model: SceneObject<TState>,\n options?: UseStateHookOptions\n): TState {\n const [_, setState] = useState<TState>(model.state);\n const stateAtFirstRender = model.state;\n const shouldActivateOrKeepAlive = options?.shouldActivateOrKeepAlive ?? false;\n\n useEffect(() => {\n let unactivate: CancelActivationHandler | undefined;\n\n if (shouldActivateOrKeepAlive) {\n unactivate = model.activate();\n }\n\n const s = model.subscribeToState((state) => {\n setState(state);\n });\n\n // Re-render component if the state changed between first render and useEffect (mount)\n if (model.state !== stateAtFirstRender) {\n setState(model.state);\n }\n\n return () => {\n s.unsubscribe();\n\n if (unactivate) {\n unactivate();\n }\n };\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [model, shouldActivateOrKeepAlive]);\n\n return model.state;\n}\n\nfunction forEachChild<T extends object>(state: T, callback: (child: SceneObjectBase) => void) {\n for (const propValue of Object.values(state)) {\n if (propValue instanceof SceneObjectBase) {\n callback(propValue);\n }\n\n if (Array.isArray(propValue)) {\n for (const child of propValue) {\n if (child instanceof SceneObjectBase) {\n callback(child);\n }\n }\n }\n 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{"version":3,"file":"SceneObjectBase.js","sources":["../../../src/core/SceneObjectBase.tsx"],"sourcesContent":["import { useEffect, useState } from 'react';\nimport { Subscription, Unsubscribable } from 'rxjs';\nimport { v4 as uuidv4 } from 'uuid';\n\nimport { BusEvent, BusEventHandler, BusEventType, EventBus, EventBusSrv } from '@grafana/data';\nimport {\n SceneObject,\n SceneComponent,\n SceneObjectUrlSyncHandler,\n SceneStateChangedHandler,\n SceneActivationHandler,\n SceneDeactivationHandler,\n CancelActivationHandler,\n SceneObjectState,\n UseStateHookOptions,\n SceneStatelessBehavior,\n} from './types';\n\nimport { SceneComponentWrapper } from './SceneComponentWrapper';\nimport { SceneObjectStateChangedEvent } from './events';\nimport { cloneSceneObject } from './sceneGraph/cloneSceneObject';\nimport { SceneVariableDependencyConfigLike } from '../variables/types';\nimport { SceneObjectRef } from './SceneObjectRef';\n\nexport abstract class SceneObjectBase<TState extends SceneObjectState = SceneObjectState>\n implements SceneObject<TState>\n{\n private _isActive = false;\n private _state: TState;\n private _activationHandlers: SceneActivationHandler[] = [];\n private _deactivationHandlers = new Map<object, SceneDeactivationHandler>();\n private _ref?: SceneObjectRef<this>;\n\n protected _events?: EventBus;\n protected _parent?: SceneObject;\n protected _subs = new Subscription();\n protected _refCount = 0;\n protected _renderBeforeActivation = false;\n\n protected _variableDependency: SceneVariableDependencyConfigLike | undefined;\n protected _urlSync: SceneObjectUrlSyncHandler | undefined;\n\n public constructor(state: TState) {\n if (!state.key) {\n state.key = uuidv4();\n }\n\n this._events = new EventBusSrv();\n\n this._state = Object.freeze(state);\n this._setParent(this._state);\n }\n\n /** Current state */\n public get state(): TState {\n return this._state;\n }\n\n /** True if currently being active (ie displayed for visual objects) */\n public get isActive(): boolean {\n return this._isActive;\n }\n\n public get renderBeforeActivation(): boolean {\n return this._renderBeforeActivation;\n }\n\n /** Returns the parent, undefined for root object */\n public get parent(): SceneObject | undefined {\n return this._parent;\n }\n\n /** Returns variable dependency config */\n public get variableDependency(): SceneVariableDependencyConfigLike | undefined {\n return this._variableDependency;\n }\n\n /** Returns url sync config */\n public get urlSync(): SceneObjectUrlSyncHandler | undefined {\n return this._urlSync;\n }\n\n /**\n * Used in render functions when rendering a SceneObject.\n * Wraps the component in an EditWrapper that handles edit mode\n */\n public get Component(): SceneComponent<this> {\n return SceneComponentWrapper as SceneComponent<this>;\n }\n\n private _setParent(state: Partial<TState>) {\n forEachChild(state, (child) => {\n // If we already have a parent and it's not this, then we likely have a bug\n if (child._parent && child._parent !== this) {\n console.warn(\n 'SceneObject already has a parent set that is different from the new parent. You cannot share the same SceneObject instance in multiple scenes or in multiple different places of the same scene graph. Use SceneObject.clone() to duplicate a SceneObject or store a state key reference and use sceneGraph.findObject to locate it.',\n child,\n this\n );\n }\n child._parent = this;\n });\n }\n\n /**\n * Sometimes you want to move one instance to another parent.\n * This is a way to do that without getting the console warning.\n */\n public clearParent() {\n this._parent = undefined;\n }\n\n /**\n * Subscribe to the scene state subject\n **/\n public subscribeToState(handler: SceneStateChangedHandler<TState>): Unsubscribable {\n return this._events!.subscribe(SceneObjectStateChangedEvent, (event) => {\n if (event.payload.changedObject === this) {\n handler(event.payload.newState as TState, event.payload.prevState as TState);\n }\n });\n }\n\n /**\n * Subscribe to the scene event\n **/\n public subscribeToEvent<T extends BusEvent>(eventType: BusEventType<T>, handler: BusEventHandler<T>): Unsubscribable {\n return this._events!.subscribe(eventType, handler);\n }\n\n public setState(update: Partial<TState>) {\n const prevState = this._state;\n const newState: TState = {\n ...this._state,\n ...update,\n };\n\n this._state = Object.freeze(newState);\n this._setParent(update);\n\n // Handles cases when $data, $timeRange, or $variables are changed\n this._handleActivationOfChangedStateProps(prevState, newState);\n\n // Bubble state change event. This is event is subscribed to by UrlSyncManager and UndoManager\n this.publishEvent(\n new SceneObjectStateChangedEvent({\n prevState,\n newState,\n partialUpdate: update,\n changedObject: this,\n }),\n true\n );\n }\n\n /**\n * This handles activation and deactivation of $data, $timeRange and $variables when they change\n * during the active phase of the scene object.\n */\n private _handleActivationOfChangedStateProps(prevState: TState, newState: TState) {\n if (!this.isActive) {\n return;\n }\n\n if (prevState.$behaviors !== newState.$behaviors) {\n this._handleChangedBehaviors(prevState.$behaviors, newState.$behaviors);\n }\n\n if (prevState.$data !== newState.$data) {\n this._handleChangedStateActivation(prevState.$data, newState.$data);\n }\n\n if (prevState.$variables !== newState.$variables) {\n this._handleChangedStateActivation(prevState.$variables, newState.$variables);\n }\n\n if (prevState.$timeRange !== newState.$timeRange) {\n this._handleChangedStateActivation(prevState.$timeRange, newState.$timeRange);\n }\n }\n\n private _handleChangedStateActivation(oldValue: SceneObject | undefined, newValue: SceneObject | undefined) {\n if (oldValue) {\n const deactivationHandler = this._deactivationHandlers.get(oldValue);\n if (deactivationHandler) {\n deactivationHandler();\n this._deactivationHandlers.delete(oldValue);\n }\n }\n\n if (newValue) {\n this._deactivationHandlers.set(newValue, newValue.activate());\n }\n }\n\n private _handleChangedBehaviors(\n oldValue: Array<SceneObject | SceneStatelessBehavior> | undefined,\n newValue: Array<SceneObject | SceneStatelessBehavior> | undefined\n ) {\n // Handle removed behaviors\n if (oldValue) {\n for (const oldBehavior of oldValue) {\n if (!newValue || !newValue.includes(oldBehavior)) {\n const deactivationHandler = this._deactivationHandlers.get(oldBehavior);\n if (deactivationHandler) {\n deactivationHandler();\n this._deactivationHandlers.delete(oldBehavior);\n }\n }\n }\n }\n\n // Handle new behaviors\n if (newValue) {\n for (const newBehavior of newValue) {\n if (!oldValue || !oldValue.includes(newBehavior)) {\n this._activateBehavior(newBehavior);\n }\n }\n }\n }\n\n /*\n * Publish an event and optionally bubble it up the scene\n **/\n public publishEvent(event: BusEvent, bubble?: boolean) {\n this._events!.publish(event);\n\n if (bubble && this.parent) {\n this.parent.publishEvent(event, bubble);\n }\n }\n\n public getRoot(): SceneObject {\n return !this._parent ? this : this._parent.getRoot();\n }\n\n private _internalActivate() {\n this._isActive = true;\n\n const { $data, $variables, $timeRange, $behaviors } = this.state;\n\n this._activationHandlers.forEach((handler) => {\n const result = handler();\n if (result) {\n this._deactivationHandlers.set(result, result);\n }\n });\n\n if ($timeRange && !$timeRange.isActive) {\n this._deactivationHandlers.set($timeRange, $timeRange.activate());\n }\n\n if ($variables && !$variables.isActive) {\n this._deactivationHandlers.set($variables, $variables.activate());\n }\n\n if ($data && !$data.isActive) {\n this._deactivationHandlers.set($data, $data.activate());\n }\n\n if ($behaviors) {\n for (const behavior of $behaviors) {\n this._activateBehavior(behavior);\n }\n }\n }\n\n private _activateBehavior(behavior: SceneObject | SceneStatelessBehavior): SceneDeactivationHandler | void {\n if (behavior instanceof SceneObjectBase) {\n this._deactivationHandlers.set(behavior, behavior.activate());\n } else if (typeof behavior === 'function') {\n const deactivate = behavior(this);\n if (deactivate) {\n this._deactivationHandlers.set(behavior, deactivate);\n }\n }\n }\n\n /**\n * This is primarily called from SceneComponentWrapper when the SceneObject's Component is mounted.\n * But in some scenarios this can also be called directly from another scene object. When called manually from another scene object\n * make sure to call the returned function when the source scene object is deactivated.\n */\n public activate(): CancelActivationHandler {\n if (!this.isActive) {\n this._internalActivate();\n }\n\n this._refCount++;\n\n let called = false;\n\n return () => {\n this._refCount--;\n\n if (called) {\n const msg = `SceneObject cancelation handler returned by activate() called a second time`;\n throw new Error(msg);\n }\n\n called = true;\n\n if (this._refCount === 0) {\n this._internalDeactivate();\n }\n };\n }\n\n /**\n * Called by the SceneComponentWrapper when the react component is unmounted.\n * Don't override this, instead use addActivationHandler. The activation handler can return a deactivation handler.\n */\n private _internalDeactivate(): void {\n this._isActive = false;\n\n for (let handler of this._deactivationHandlers.values()) {\n handler();\n }\n\n this._deactivationHandlers.clear();\n\n // Clear subscriptions and listeners\n this._events!.removeAllListeners();\n this._subs.unsubscribe();\n this._subs = new Subscription();\n }\n\n /**\n * Utility hook to get and subscribe to state\n */\n public useState(): TState {\n // eslint-disable-next-line react-hooks/rules-of-hooks\n return useSceneObjectState(this);\n }\n\n /** Force a re-render, should only be needed when variable values change */\n public forceRender(): void {\n this.setState({});\n }\n\n /**\n * Will create new SceneObject with shallow-cloned state, but all state items of type SceneObject are deep cloned\n */\n public clone(withState?: Partial<TState>): this {\n return cloneSceneObject(this, withState);\n }\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 public addActivationHandler(handler: SceneActivationHandler) {\n this._activationHandlers.push(handler);\n }\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 * Return false to exit loop early.\n */\n public forEachChild(callback: (child: SceneObjectBase) => void) {\n forEachChild(this.state, callback);\n }\n\n /** Returns a SceneObjectRef that will resolve to this object */\n public getRef(): SceneObjectRef<this> {\n if (!this._ref) {\n this._ref = new SceneObjectRef(this);\n }\n\n return this._ref;\n }\n\n public toJSON() {\n return {\n type: Object.getPrototypeOf(this).constructor.name,\n isActive: this.isActive,\n state: this.state,\n };\n }\n}\n\n/**\n * This hook is always returning model.state instead of a useState that remembers the last state emitted on the subject\n * The reason for this is so that if the model instance change this function will always return the latest state.\n */\nexport function useSceneObjectState<TState extends SceneObjectState>(\n model: SceneObject<TState>,\n options?: UseStateHookOptions\n): TState {\n const [_, setState] = useState<TState>(model.state);\n const stateAtFirstRender = model.state;\n const shouldActivateOrKeepAlive = options?.shouldActivateOrKeepAlive ?? false;\n\n useEffect(() => {\n let unactivate: CancelActivationHandler | undefined;\n\n if (shouldActivateOrKeepAlive) {\n unactivate = model.activate();\n }\n\n const s = model.subscribeToState((state) => {\n setState(state);\n });\n\n // Re-render component if the state changed between first render and useEffect (mount)\n if (model.state !== stateAtFirstRender) {\n setState(model.state);\n }\n\n return () => {\n s.unsubscribe();\n\n if (unactivate) {\n unactivate();\n }\n };\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [model, shouldActivateOrKeepAlive]);\n\n return model.state;\n}\n\nfunction forEachChild<T extends object>(state: T, callback: (child: SceneObjectBase) => void | false) {\n for (const propValue of Object.values(state)) {\n if (propValue instanceof SceneObjectBase) {\n const result = callback(propValue);\n 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{"version":3,"file":"sceneGraph.js","sources":["../../../../src/core/sceneGraph/sceneGraph.ts"],"sourcesContent":["import { Scope, 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 { VariableInterpolation } from '@grafana/runtime';\nimport { QueryVariable } from '../../variables/variants/query/QueryVariable';\nimport { UrlSyncManagerLike } from '../../services/UrlSyncManager';\nimport { ScopesVariable } from '../../variables/variants/ScopesVariable';\nimport { SCOPES_VARIABLE_NAME } from '../../variables/constants';\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 // This is for backwards compability. In the old architecture query variables could reference itself in a query without breaking.\n if (sceneObject instanceof QueryVariable && sceneObject.state.name === name) {\n console.warn('Query variable is referencing itself');\n continue;\n }\n\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.$data);\n }\n }\n\n if (localOnly && collected.length > 0) {\n break;\n }\n\n currentLevel = currentLevel.parent;\n }\n\n return collected;\n}\n\ninterface SceneType<T> extends Function {\n new (...args: never[]): T;\n}\n\n/**\n * A utility function to find the closest ancestor of a given type. 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{"version":3,"file":"sceneGraph.js","sources":["../../../../src/core/sceneGraph/sceneGraph.ts"],"sourcesContent":["import { Scope, ScopedVars } from '@grafana/data';\nimport { EmptyDataNode, EmptyVariableSet } from '../../variables/interpolation/defaults';\n\nimport { sceneInterpolator } from '../../variables/interpolation/sceneInterpolator';\nimport { VariableCustomFormatterFn, SceneVariables } from '../../variables/types';\n\nimport { isDataLayer, SceneDataLayerProvider, SceneDataProvider, SceneLayout, SceneObject } from '../types';\nimport { lookupVariable } from '../../variables/lookupVariable';\nimport { getClosest } from './utils';\nimport { VariableInterpolation } from '@grafana/runtime';\nimport { QueryVariable } from '../../variables/variants/query/QueryVariable';\nimport { UrlSyncManagerLike } from '../../services/UrlSyncManager';\nimport { ScopesVariable } from '../../variables/variants/ScopesVariable';\nimport { SCOPES_VARIABLE_NAME } from '../../variables/constants';\n\n/**\n * Get the closest node with variables\n */\nexport function getVariables(sceneObject: SceneObject): SceneVariables {\n return getClosest(sceneObject, (s) => s.state.$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 // This is for backwards compability. In the old architecture query variables could reference itself in a query without breaking.\n if (sceneObject instanceof QueryVariable && sceneObject.state.name === name) {\n console.warn('Query variable is referencing itself');\n continue;\n }\n\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 // break (exit early) the foreach loop\n return false;\n }\n\n return;\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\ninterface SceneType<T> extends Function {\n new (...args: never[]): T;\n}\n\n/**\n * A utility function to find the closest ancestor of a given type. 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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';\nimport { WeekStart } from '@grafana/ui';\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. 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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}\n\nexport interface SceneObjectUrlSyncHandler {\n getKeys(): string[];\n getUrlState(): SceneObjectUrlValues;\n updateFromUrl(values: SceneObjectUrlValues): void;\n shouldCreateHistoryStep?(values: SceneObjectUrlValues): boolean;\n performBrowserHistoryAction?(callback: () => void): void;\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 ? 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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';\nimport { WeekStart } from '@grafana/ui';\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. 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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 * Return false to exit loop early.\n */\n forEachChild(callback: (child: SceneObject) => void): void | false;\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?: WeekStart;\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}\n\nexport interface SceneObjectUrlSyncHandler {\n getKeys(): string[];\n getUrlState(): SceneObjectUrlValues;\n updateFromUrl(values: SceneObjectUrlValues): void;\n shouldCreateHistoryStep?(values: SceneObjectUrlValues): boolean;\n performBrowserHistoryAction?(callback: () => void): void;\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 * This will automatically prefix url search parameters when syncing.\n * Can be used to prevent collisions when multiple Scene apps are embedded in the page.\n */\n namespace?: string;\n /**\n * When `namespace` is provided, this prevents some url search parameters to be automatically prefixed.\n * Defaults to the timerange parameters ([\"from\", \"to\", \"timezone\"])\n */\n excludeFromNamespace?: string[];\n}\n"],"names":[],"mappings":"AA0LO,SAAS,cAAc,GAA8B,EAAA;AAC1D,EAAA,OAAO,IAAI,QAAa,KAAA,MAAA;AAC1B;AA2BO,SAAS,sBAAsB,GAAsC,EAAA;AAC1E,EAAA,OAAO,mBAAuB,IAAA,GAAA;AAChC;AAEO,SAAS,yBAAyB,GAAyC,EAAA;AAChF,EAAA,OAAO,sBAA0B,IAAA,GAAA;AACnC;AAsCO,SAAS,YAAY,GAAiD,EAAA;AAC3E,EAAA,OAAO,aAAiB,IAAA,GAAA;AAC1B;;;;"}
|
package/dist/index.d.ts
CHANGED
@@ -223,6 +223,7 @@ declare abstract class SceneObjectBase<TState extends SceneObjectState = SceneOb
|
|
223
223
|
/**
|
224
224
|
* Loop through state and call callback for each direct child scene object.
|
225
225
|
* Checks 1 level deep properties and arrays. So a scene object hidden in a nested plain object will not be detected.
|
226
|
+
* Return false to exit loop early.
|
226
227
|
*/
|
227
228
|
forEachChild(callback: (child: SceneObjectBase) => void): void;
|
228
229
|
/** Returns a SceneObjectRef that will resolve to this object */
|
@@ -496,8 +497,9 @@ interface SceneObject<TState extends SceneObjectState = SceneObjectState> {
|
|
496
497
|
/**
|
497
498
|
* Loop through state and call callback for each direct child scene object.
|
498
499
|
* Checks 1 level deep properties and arrays. So a scene object hidden in a nested plain object will not be detected.
|
500
|
+
* Return false to exit loop early.
|
499
501
|
*/
|
500
|
-
forEachChild(callback: (child: SceneObject) => void): void;
|
502
|
+
forEachChild(callback: (child: SceneObject) => void): void | false;
|
501
503
|
/**
|
502
504
|
* Useful for edge cases when you want to move a scene object to another parent.
|
503
505
|
*/
|
package/dist/index.js
CHANGED
@@ -417,6 +417,7 @@ class SceneObjectBase {
|
|
417
417
|
/**
|
418
418
|
* Loop through state and call callback for each direct child scene object.
|
419
419
|
* Checks 1 level deep properties and arrays. So a scene object hidden in a nested plain object will not be detected.
|
420
|
+
* Return false to exit loop early.
|
420
421
|
*/
|
421
422
|
forEachChild(callback) {
|
422
423
|
forEachChild(this.state, callback);
|
@@ -464,14 +465,25 @@ function useSceneObjectState(model, options) {
|
|
464
465
|
function forEachChild(state, callback) {
|
465
466
|
for (const propValue of Object.values(state)) {
|
466
467
|
if (propValue instanceof SceneObjectBase) {
|
467
|
-
callback(propValue);
|
468
|
+
const result = callback(propValue);
|
469
|
+
if (result === false) {
|
470
|
+
break;
|
471
|
+
}
|
468
472
|
}
|
469
473
|
if (Array.isArray(propValue)) {
|
474
|
+
let exitEarly = false;
|
470
475
|
for (const child of propValue) {
|
471
476
|
if (child instanceof SceneObjectBase) {
|
472
|
-
callback(child);
|
477
|
+
const result = callback(child);
|
478
|
+
if (result === false) {
|
479
|
+
exitEarly = true;
|
480
|
+
break;
|
481
|
+
}
|
473
482
|
}
|
474
483
|
}
|
484
|
+
if (exitEarly) {
|
485
|
+
break;
|
486
|
+
}
|
475
487
|
}
|
476
488
|
}
|
477
489
|
}
|
@@ -7464,7 +7476,9 @@ function findObjectInternal(scene, check, alreadySearchedChild, shouldSearchUp)
|
|
7464
7476
|
let maybe = findObjectInternal(child, check);
|
7465
7477
|
if (maybe) {
|
7466
7478
|
found = maybe;
|
7479
|
+
return false;
|
7467
7480
|
}
|
7481
|
+
return;
|
7468
7482
|
});
|
7469
7483
|
if (found) {
|
7470
7484
|
return found;
|