@grafana/scenes 6.47.0--canary.1236.19328051792.0 → 6.47.0--canary.1236.19332021791.0
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/dist/esm/variables/types.js.map +1 -1
- package/dist/esm/variables/variants/LocalValueVariable.js +16 -3
- package/dist/esm/variables/variants/LocalValueVariable.js.map +1 -1
- package/dist/esm/variables/variants/MultiValueVariable.js.map +1 -1
- package/dist/index.d.ts +5 -3
- package/dist/index.js +15 -3
- package/dist/index.js.map +1 -1
- package/package.json +2 -2
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{"version":3,"file":"types.js","sources":["../../../src/variables/types.ts"],"sourcesContent":["import { Observable } from 'rxjs';\n\nimport { BusEventWithPayload } from '@grafana/data';\nimport { VariableType, VariableHide } from '@grafana/schema';\n\nimport { SceneObject, SceneObjectState } from '../core/types';\n\nexport interface SceneVariableState extends SceneObjectState {\n type: VariableType;\n name: string;\n label?: string;\n hide?: VariableHide;\n skipUrlSync?: boolean;\n loading?: boolean;\n error?: any | null;\n description?: string | null;\n}\n\nexport interface SceneVariable<TState extends SceneVariableState = SceneVariableState> extends SceneObject<TState> {\n /**\n * This function is called on activation or when a dependency changes.\n */\n validateAndUpdate?(): Observable<ValidateAndUpdateResult>;\n\n /**\n * Should return the value for the given field path\n */\n getValue(fieldPath?: string): VariableValue | undefined | null;\n\n /**\n * Should return the value display text, used by the \"text\" formatter\n * Example: ${podId:text}\n * Useful for variables that have non user friendly values but friendly display text names.\n */\n getValueText?(fieldPath?: string): string;\n\n /**\n * For special edge case senarios. For example local function that locally scoped variables can implement.\n **/\n isAncestorLoading?(): boolean;\n\n /**\n * Allows cancelling variable execution.\n */\n onCancel?(): void;\n\n /**\n * Edge case for variables that are hidden but wants to be render to access react contexts (ScopesVariable)\n */\n UNSAFE_renderAsHidden?: boolean;\n\n /**\n * @experimental\n * Indicates that a variable loads values lazily when user interacts with the variable dropdown.\n */\n isLazy?: boolean;\n}\n\nexport type VariableValue = VariableValueSingle | VariableValueSingle[];\n\nexport type VariableValueSingle = string | boolean | number | CustomVariableValue;\n\n/**\n * This is for edge case values like the custom \"allValue\" that should not be escaped/formatted like other values\n * The custom all value usually contain wildcards that should not be escaped.\n */\nexport interface CustomVariableValue {\n /**\n * The format name or function used in the expression\n */\n formatter(formatNameOrFn?: string | VariableCustomFormatterFn): string;\n}\n\nexport interface ValidateAndUpdateResult {}\nexport
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{"version":3,"file":"types.js","sources":["../../../src/variables/types.ts"],"sourcesContent":["import { Observable } from 'rxjs';\n\nimport { BusEventWithPayload } from '@grafana/data';\nimport { VariableType, VariableHide } from '@grafana/schema';\n\nimport { SceneObject, SceneObjectState } from '../core/types';\n\nexport interface SceneVariableState extends SceneObjectState {\n type: VariableType;\n name: string;\n label?: string;\n hide?: VariableHide;\n skipUrlSync?: boolean;\n loading?: boolean;\n error?: any | null;\n description?: string | null;\n}\n\nexport interface SceneVariable<TState extends SceneVariableState = SceneVariableState> extends SceneObject<TState> {\n /**\n * This function is called on activation or when a dependency changes.\n */\n validateAndUpdate?(): Observable<ValidateAndUpdateResult>;\n\n /**\n * Should return the value for the given field path\n */\n getValue(fieldPath?: string): VariableValue | undefined | null;\n\n /**\n * Should return the value display text, used by the \"text\" formatter\n * Example: ${podId:text}\n * Useful for variables that have non user friendly values but friendly display text names.\n */\n getValueText?(fieldPath?: string): string;\n\n /**\n * For special edge case senarios. For example local function that locally scoped variables can implement.\n **/\n isAncestorLoading?(): boolean;\n\n /**\n * Allows cancelling variable execution.\n */\n onCancel?(): void;\n\n /**\n * Edge case for variables that are hidden but wants to be render to access react contexts (ScopesVariable)\n */\n UNSAFE_renderAsHidden?: boolean;\n\n /**\n * @experimental\n * Indicates that a variable loads values lazily when user interacts with the variable dropdown.\n */\n isLazy?: boolean;\n}\n\nexport type VariableValue = VariableValueSingle | VariableValueSingle[];\n\nexport type VariableValueSingle = string | boolean | number | CustomVariableValue;\n\n/**\n * This is for edge case values like the custom \"allValue\" that should not be escaped/formatted like other values\n * The custom all value usually contain wildcards that should not be escaped.\n */\nexport interface CustomVariableValue {\n /**\n * The format name or function used in the expression\n */\n formatter(formatNameOrFn?: string | VariableCustomFormatterFn): string;\n}\n\nexport interface ValidateAndUpdateResult {}\nexport type VariableValueOptionProperties = Record<string, any>;\nexport interface VariableValueOption {\n label: string;\n value: VariableValueSingle;\n group?: string;\n properties?: VariableValueOptionProperties;\n}\n\nexport interface SceneVariableSetState extends SceneObjectState {\n variables: SceneVariable[];\n}\n\nexport interface SceneVariables extends SceneObject<SceneVariableSetState> {\n /**\n * Will look for and return variable matching name\n */\n getByName(name: string): SceneVariable | undefined;\n /**\n * Will return true if the variable is loading or waiting for an update to complete.\n */\n isVariableLoadingOrWaitingToUpdate(variable: SceneVariable): boolean;\n}\n\nexport class SceneVariableValueChangedEvent extends BusEventWithPayload<SceneVariable> {\n public static type = 'scene-variable-changed-value';\n}\n\nexport interface SceneVariableDependencyConfigLike {\n /** Return all variable names this object depend on */\n getNames(): Set<string>;\n\n /** Used to check for dependency on a specific variable */\n hasDependencyOn(name: string): boolean;\n\n /**\n * Will be called when the VariableSet have completed an update process or when a variable has changed value.\n **/\n variableUpdateCompleted(variable: SceneVariable, hasChanged: boolean): void;\n}\n\n/**\n * Used in CustomFormatterFn\n */\nexport interface CustomFormatterVariable {\n name: string;\n type: VariableType;\n multi?: boolean;\n includeAll?: boolean;\n}\n\nexport type VariableCustomFormatterFn = (\n value: unknown,\n legacyVariableModel: Partial<CustomFormatterVariable>,\n legacyDefaultFormatter?: VariableCustomFormatterFn\n) => string;\n\nexport type InterpolationFormatParameter = string | VariableCustomFormatterFn | undefined;\n\nexport function isCustomVariableValue(value: VariableValue): value is CustomVariableValue {\n return typeof value === 'object' && 'formatter' in value;\n}\n"],"names":[],"mappings":";;AAiGO,MAAM,uCAAuC,mBAAmC,CAAA;AAEvF;AAFa,8BAAA,CACG,IAAO,GAAA,8BAAA;AAkChB,SAAS,sBAAsB,KAAoD,EAAA;AACxF,EAAO,OAAA,OAAO,KAAU,KAAA,QAAA,IAAY,WAAe,IAAA,KAAA;AACrD;;;;"}
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import { property } from 'lodash';
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import { SceneObjectBase } from '../../core/SceneObjectBase.js';
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import { sceneGraph } from '../../core/sceneGraph/index.js';
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class
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const _LocalValueVariable = class _LocalValueVariable extends SceneObjectBase {
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constructor(initialState) {
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super({
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type: "system",
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skipUrlSync: true
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});
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}
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getValue() {
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getValue(fieldPath) {
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if (fieldPath != null && this.state.properties) {
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return this.getFieldAccessor(fieldPath)(this.state.properties);
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}
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return this.state.value;
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}
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getFieldAccessor(fieldPath) {
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const accessor = _LocalValueVariable.fieldAccessorCache[fieldPath];
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if (accessor) {
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return accessor;
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}
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return _LocalValueVariable.fieldAccessorCache[fieldPath] = property(fieldPath);
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}
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getValueText() {
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return this.state.text.toString();
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}
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}
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return false;
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}
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}
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};
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_LocalValueVariable.fieldAccessorCache = {};
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let LocalValueVariable = _LocalValueVariable;
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export { LocalValueVariable };
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//# sourceMappingURL=LocalValueVariable.js.map
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{"version":3,"file":"LocalValueVariable.js","sources":["../../../../src/variables/variants/LocalValueVariable.ts"],"sourcesContent":["import { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { sceneGraph } from '../../core/sceneGraph';\nimport { SceneVariable, SceneVariableState, VariableValue } from '../types';\n\nexport interface LocalValueVariableState extends SceneVariableState {\n value: VariableValue;\n text: VariableValue;\n\n // Indicate whether or not this variable is sourced from a multi-value variable.\n // Introduces for a backwards compatibility with the old variable system, to properly support interpolation in SQL data sources.\n isMulti?: boolean;\n includeAll?: boolean;\n}\n\n/**\n * This is a special type of variable that is used for repeating panels and layouts to create a local scoped value for a variable\n * that exists in a ancestor SceneVariableSet.\n */\nexport class LocalValueVariable\n extends SceneObjectBase<LocalValueVariableState>\n implements SceneVariable<LocalValueVariableState>\n{\n public constructor(initialState: Partial<LocalValueVariableState>) {\n super({\n type: 'system',\n value: '',\n text: '',\n name: '',\n ...initialState,\n skipUrlSync: true,\n });\n }\n\n public getValue(): VariableValue {\n return this.state.value;\n }\n\n public getValueText(): string {\n return this.state.text.toString();\n }\n\n /**\n * Checks the ancestor of our parent SceneVariableSet for loading state of a variable with the same name\n * This function is unit tested from SceneVariableSet tests.\n */\n public isAncestorLoading(): boolean {\n // Parent (SceneVariableSet) -> Parent (The object that has our parent set) -> Parent (scope we need to access our sets ancestor)\n const ancestorScope = this.parent?.parent?.parent;\n if (!ancestorScope) {\n throw new Error('LocalValueVariable requires a parent SceneVariableSet that has an ancestor SceneVariableSet');\n }\n\n const set = sceneGraph.getVariables(ancestorScope);\n const parentVar = sceneGraph.lookupVariable(this.state.name, ancestorScope);\n if (set && parentVar) {\n return set.isVariableLoadingOrWaitingToUpdate(parentVar);\n }\n\n return false;\n }\n}\n"],"names":[],"mappings":"
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{"version":3,"file":"LocalValueVariable.js","sources":["../../../../src/variables/variants/LocalValueVariable.ts"],"sourcesContent":["import { property } from 'lodash';\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { sceneGraph } from '../../core/sceneGraph';\nimport { SceneVariable, SceneVariableState, VariableValue, VariableValueOptionProperties } from '../types';\nimport { FieldAccessorCache } from './MultiValueVariable';\n\nexport interface LocalValueVariableState extends SceneVariableState {\n value: VariableValue;\n text: VariableValue;\n properties?: VariableValueOptionProperties;\n\n // Indicate whether or not this variable is sourced from a multi-value variable.\n // Introduces for a backwards compatibility with the old variable system, to properly support interpolation in SQL data sources.\n isMulti?: boolean;\n includeAll?: boolean;\n}\n\n/**\n * This is a special type of variable that is used for repeating panels and layouts to create a local scoped value for a variable\n * that exists in a ancestor SceneVariableSet.\n */\nexport class LocalValueVariable\n extends SceneObjectBase<LocalValueVariableState>\n implements SceneVariable<LocalValueVariableState>\n{\n private static fieldAccessorCache: FieldAccessorCache = {};\n\n public constructor(initialState: Partial<LocalValueVariableState>) {\n super({\n type: 'system',\n value: '',\n text: '',\n name: '',\n ...initialState,\n skipUrlSync: true,\n });\n }\n\n public getValue(fieldPath?: string): VariableValue {\n if (fieldPath != null && this.state.properties) {\n return this.getFieldAccessor(fieldPath)(this.state.properties);\n }\n return this.state.value;\n }\n\n private getFieldAccessor(fieldPath: string) {\n const accessor = LocalValueVariable.fieldAccessorCache[fieldPath];\n if (accessor) {\n return accessor;\n }\n return (LocalValueVariable.fieldAccessorCache[fieldPath] = property(fieldPath));\n }\n\n public getValueText(): string {\n return this.state.text.toString();\n }\n\n /**\n * Checks the ancestor of our parent SceneVariableSet for loading state of a variable with the same name\n * This function is unit tested from SceneVariableSet tests.\n */\n public isAncestorLoading(): boolean {\n // Parent (SceneVariableSet) -> Parent (The object that has our parent set) -> Parent (scope we need to access our sets ancestor)\n const ancestorScope = this.parent?.parent?.parent;\n if (!ancestorScope) {\n throw new Error('LocalValueVariable requires a parent SceneVariableSet that has an ancestor SceneVariableSet');\n }\n\n const set = sceneGraph.getVariables(ancestorScope);\n const parentVar = sceneGraph.lookupVariable(this.state.name, ancestorScope);\n if (set && parentVar) {\n return set.isVariableLoadingOrWaitingToUpdate(parentVar);\n }\n\n return false;\n }\n}\n"],"names":[],"mappings":";;;;AAqBO,MAAM,mBAAA,GAAN,MAAM,mBAAA,SACH,eAEV,CAAA;AAAA,EAGS,YAAY,YAAgD,EAAA;AACjE,IAAM,KAAA,CAAA;AAAA,MACJ,IAAM,EAAA,QAAA;AAAA,MACN,KAAO,EAAA,EAAA;AAAA,MACP,IAAM,EAAA,EAAA;AAAA,MACN,IAAM,EAAA,EAAA;AAAA,MACN,GAAG,YAAA;AAAA,MACH,WAAa,EAAA;AAAA,KACd,CAAA;AAAA;AACH,EAEO,SAAS,SAAmC,EAAA;AACjD,IAAA,IAAI,SAAa,IAAA,IAAA,IAAQ,IAAK,CAAA,KAAA,CAAM,UAAY,EAAA;AAC9C,MAAA,OAAO,KAAK,gBAAiB,CAAA,SAAS,CAAE,CAAA,IAAA,CAAK,MAAM,UAAU,CAAA;AAAA;AAE/D,IAAA,OAAO,KAAK,KAAM,CAAA,KAAA;AAAA;AACpB,EAEQ,iBAAiB,SAAmB,EAAA;AAC1C,IAAM,MAAA,QAAA,GAAW,mBAAmB,CAAA,kBAAA,CAAmB,SAAS,CAAA;AAChE,IAAA,IAAI,QAAU,EAAA;AACZ,MAAO,OAAA,QAAA;AAAA;AAET,IAAA,OAAQ,mBAAmB,CAAA,kBAAA,CAAmB,SAAS,CAAA,GAAI,SAAS,SAAS,CAAA;AAAA;AAC/E,EAEO,YAAuB,GAAA;AAC5B,IAAO,OAAA,IAAA,CAAK,KAAM,CAAA,IAAA,CAAK,QAAS,EAAA;AAAA;AAClC;AAAA;AAAA;AAAA;AAAA,EAMO,iBAA6B,GAAA;AA7DtC,IAAA,IAAA,EAAA,EAAA,EAAA;AA+DI,IAAA,MAAM,aAAgB,GAAA,CAAA,EAAA,GAAA,CAAA,EAAA,GAAA,IAAA,CAAK,MAAL,KAAA,IAAA,GAAA,MAAA,GAAA,EAAA,CAAa,WAAb,IAAqB,GAAA,MAAA,GAAA,EAAA,CAAA,MAAA;AAC3C,IAAA,IAAI,CAAC,aAAe,EAAA;AAClB,MAAM,MAAA,IAAI,MAAM,6FAA6F,CAAA;AAAA;AAG/G,IAAM,MAAA,GAAA,GAAM,UAAW,CAAA,YAAA,CAAa,aAAa,CAAA;AACjD,IAAA,MAAM,YAAY,UAAW,CAAA,cAAA,CAAe,IAAK,CAAA,KAAA,CAAM,MAAM,aAAa,CAAA;AAC1E,IAAA,IAAI,OAAO,SAAW,EAAA;AACpB,MAAO,OAAA,GAAA,CAAI,mCAAmC,SAAS,CAAA;AAAA;AAGzD,IAAO,OAAA,KAAA;AAAA;AAEX,CAAA;AAvDa,mBAAA,CAII,qBAAyC,EAAC;AAJpD,IAAM,kBAAN,GAAA;;;;"}
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{"version":3,"file":"MultiValueVariable.js","sources":["../../../../src/variables/variants/MultiValueVariable.ts"],"sourcesContent":["import { isArray, isEqual, property } from 'lodash';\nimport { map, Observable } from 'rxjs';\n\nimport { ALL_VARIABLE_TEXT, ALL_VARIABLE_VALUE } from '../constants';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObjectUrlSyncHandler, SceneObjectUrlValues } from '../../core/types';\nimport {\n SceneVariable,\n SceneVariableValueChangedEvent,\n SceneVariableState,\n ValidateAndUpdateResult,\n VariableValue,\n VariableValueOption,\n VariableValueSingle,\n CustomVariableValue,\n VariableCustomFormatterFn,\n} from '../types';\nimport { formatRegistry } from '../interpolation/formatRegistry';\nimport { VariableFormatID } from '@grafana/schema';\nimport { SceneVariableSet } from '../sets/SceneVariableSet';\nimport { setBaseClassState } from '../../utils/utils';\nimport { VARIABLE_VALUE_CHANGED_INTERACTION } from '../../performance/interactionConstants';\nimport { getQueryController } from '../../core/sceneGraph/getQueryController';\n\nexport interface MultiValueVariableState extends SceneVariableState {\n value: VariableValue; // old current.text\n text: VariableValue; // old current.value\n options: VariableValueOption[];\n allowCustomValue?: boolean;\n isMulti?: boolean;\n includeAll?: boolean;\n defaultToAll?: boolean;\n allValue?: string;\n placeholder?: string;\n /**\n * For multi value variables, this option controls how many values to show before they are collapsed into +N.\n * Defaults to 5\n */\n maxVisibleValues?: number;\n noValueOnClear?: boolean;\n isReadOnly?: boolean;\n}\n\nexport interface VariableGetOptionsArgs {\n searchFilter?: string;\n}\n\nexport abstract class MultiValueVariable<TState extends MultiValueVariableState = MultiValueVariableState>\n extends SceneObjectBase<TState>\n implements SceneVariable<TState>\n{\n private static fieldAccessorCache: FieldAccessorCache = {};\n\n protected _urlSync: SceneObjectUrlSyncHandler = new MultiValueUrlSyncHandler(this);\n\n /**\n * Set to true to skip next value validation to maintain the current value even it it's not among the options (ie valid values)\n */\n public skipNextValidation?: boolean;\n\n /**\n * The source of value options.\n */\n public abstract getValueOptions(args: VariableGetOptionsArgs): Observable<VariableValueOption[]>;\n\n /**\n * This function is called on when SceneVariableSet is activated or when a dependency changes.\n */\n public validateAndUpdate(): Observable<ValidateAndUpdateResult> {\n return this.getValueOptions({}).pipe(\n map((options) => {\n this.updateValueGivenNewOptions(options);\n return {};\n })\n );\n }\n\n public onCancel(): void {\n this.setStateHelper({ loading: false });\n const sceneVarSet = this.parent as SceneVariableSet;\n sceneVarSet?.cancel(this);\n }\n\n /**\n * Check if current value is valid given new options. If not update the value.\n */\n private updateValueGivenNewOptions(options: VariableValueOption[]) {\n // Remember current value and text\n const { value: currentValue, text: currentText, options: oldOptions } = this.state;\n\n const stateUpdate = this.getStateUpdateGivenNewOptions(options, currentValue, currentText);\n\n this.interceptStateUpdateAfterValidation(stateUpdate);\n\n // Perform state change\n this.setStateHelper(stateUpdate);\n\n // Publish value changed event only if value changed\n if (\n stateUpdate.value !== currentValue ||\n stateUpdate.text !== currentText ||\n (this.hasAllValue() && !isEqual(options, oldOptions))\n ) {\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n }\n\n private getStateUpdateGivenNewOptions(\n options: VariableValueOption[],\n currentValue: VariableValue,\n currentText: VariableValue\n ): Partial<MultiValueVariableState> {\n const stateUpdate: Partial<MultiValueVariableState> = {\n options,\n loading: false,\n value: currentValue,\n text: currentText,\n };\n\n if (options.length === 0) {\n if (this.state.defaultToAll || this.state.includeAll) {\n stateUpdate.value = ALL_VARIABLE_VALUE;\n stateUpdate.text = ALL_VARIABLE_TEXT;\n } else if (this.state.isMulti) {\n stateUpdate.value = [];\n stateUpdate.text = [];\n } else {\n stateUpdate.value = '';\n stateUpdate.text = '';\n }\n\n return stateUpdate;\n }\n\n if (this.hasAllValue()) {\n if (this.state.includeAll) {\n // Sometimes the text representation is also set the ALL_VARIABLE_VALUE, this fixes that\n stateUpdate.text = ALL_VARIABLE_TEXT;\n } else {\n stateUpdate.value = options[0].value;\n stateUpdate.text = options[0].label;\n // If multi switch to arrays\n if (this.state.isMulti) {\n stateUpdate.value = [stateUpdate.value];\n stateUpdate.text = [stateUpdate.text];\n }\n }\n return stateUpdate;\n }\n\n if (this.state.isMulti) {\n // If we are a multi valued variable validate the current values are among the options\n const currentValues = Array.isArray(currentValue) ? currentValue : [currentValue];\n const validValues = currentValues.filter((v) => options.find((o) => o.value === v));\n const validTexts = validValues.map((v) => options.find((o) => o.value === v)!.label);\n\n // If no valid values pick the first option\n if (validValues.length === 0) {\n const defaultState = this.getDefaultMultiState(options);\n stateUpdate.value = defaultState.value;\n stateUpdate.text = defaultState.text;\n } else {\n // We have valid values, if it's different from current valid values update current values\n if (!isEqual(validValues, currentValue)) {\n stateUpdate.value = validValues;\n }\n if (!isEqual(validTexts, currentText)) {\n stateUpdate.text = validTexts;\n }\n }\n\n return stateUpdate;\n }\n\n // Single value variable validation\n\n // Try find by value then text\n let matchingOption = findOptionMatchingCurrent(currentValue, currentText, options);\n if (matchingOption) {\n // When updating the initial state from URL the text property is set the same as value\n // Here we can correct the text value state\n stateUpdate.text = matchingOption.label;\n stateUpdate.value = matchingOption.value;\n } else {\n // Current value is found in options\n const defaultState = this.getDefaultSingleState(options);\n stateUpdate.value = defaultState.value;\n stateUpdate.text = defaultState.label;\n }\n\n return stateUpdate;\n }\n\n /**\n * Values set by initial URL sync needs to survive the next validation and update.\n * This function can intercept and make sure those values are preserved.\n */\n protected interceptStateUpdateAfterValidation(stateUpdate: Partial<MultiValueVariableState>): void {\n // If the validation wants to fix the all value (All ==> $__all) then we should let that pass\n const isAllValueFix = stateUpdate.value === ALL_VARIABLE_VALUE && this.state.text === ALL_VARIABLE_TEXT;\n\n if (\n this.skipNextValidation &&\n stateUpdate.value !== this.state.value &&\n stateUpdate.text !== this.state.text &&\n !isAllValueFix\n ) {\n stateUpdate.value = this.state.value;\n stateUpdate.text = this.state.text;\n }\n\n this.skipNextValidation = false;\n }\n\n public getValue(fieldPath?: string): VariableValue {\n let value = this.state.value;\n\n if (this.hasAllValue()) {\n if (this.state.allValue) {\n return new CustomAllValue(this.state.allValue, this);\n }\n value = this.state.options.map((o) => o.value);\n }\n\n if (fieldPath != null) {\n if (Array.isArray(value)) {\n const index = parseInt(fieldPath, 10);\n if (!isNaN(index) && index >= 0 && index < value.length) {\n return value[index];\n }\n\n const accesor = this.getFieldAccessor(fieldPath);\n return value.map((v) => {\n const o = this.state.options.find((o) => o.value === v);\n return o ? accesor(o.properties) : v;\n });\n }\n\n const accesor = this.getFieldAccessor(fieldPath);\n const o = this.state.options.find((o) => o.value === value);\n if (o) {\n return accesor(o.properties);\n }\n }\n\n return value;\n }\n\n private getFieldAccessor(fieldPath: string) {\n const accessor = MultiValueVariable.fieldAccessorCache[fieldPath];\n if (accessor) {\n return accessor;\n }\n\n return (MultiValueVariable.fieldAccessorCache[fieldPath] = property(fieldPath));\n }\n\n public getValueText(): string {\n if (this.hasAllValue()) {\n return ALL_VARIABLE_TEXT;\n }\n\n if (Array.isArray(this.state.text)) {\n return this.state.text.join(' + ');\n }\n\n return String(this.state.text);\n }\n\n public hasAllValue() {\n const value = this.state.value;\n return value === ALL_VARIABLE_VALUE || (Array.isArray(value) && value[0] === ALL_VARIABLE_VALUE);\n }\n\n public getDefaultMultiState(options: VariableValueOption[]) {\n if (this.state.defaultToAll) {\n return { value: [ALL_VARIABLE_VALUE], text: [ALL_VARIABLE_TEXT] };\n } else if (options.length > 0) {\n return { value: [options[0].value], text: [options[0].label], properties: [options[0].properties] };\n } else {\n return { value: [], text: [] };\n }\n }\n\n protected 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this.getDefaultMultiState(this.state.options);\n value = state.value;\n text = state.text;\n }\n\n // If last value is the All value then replace all with it\n if (value[value.length - 1] === ALL_VARIABLE_VALUE) {\n value = [ALL_VARIABLE_VALUE];\n text = [ALL_VARIABLE_TEXT];\n }\n // If the first value is the ALL value and we have other values, then remove the All value\n else if (value[0] === ALL_VARIABLE_VALUE && value.length > 1) {\n value.shift();\n if (Array.isArray(text)) {\n text.shift();\n }\n }\n }\n\n // Do nothing if value and text are the same\n if (isEqual(value, this.state.value) && isEqual(text, this.state.text)) {\n return;\n }\n\n const stateChangeAction = () => this.setStateHelper({ value, text, loading: false });\n /**\n * Because variable state changes can cause a whole chain of downstream state changes in other variables (that also cause URL update)\n * Only some variable changes should add new history items to make sure the browser history contains valid URL states to go back to.\n */\n if (isUserAction) {\n const queryController = getQueryController(this);\n queryController?.startProfile(VARIABLE_VALUE_CHANGED_INTERACTION);\n this._urlSync.performBrowserHistoryAction?.(stateChangeAction);\n } else {\n stateChangeAction();\n }\n\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n\n private findLabelTextForValue(value: VariableValueSingle): VariableValueSingle {\n if (value === ALL_VARIABLE_VALUE) {\n return ALL_VARIABLE_TEXT;\n }\n\n const option = this.state.options.find((x) => x.value === value);\n if (option) {\n return option.label;\n }\n\n const optionByLabel = this.state.options.find((x) => x.label === value);\n if (optionByLabel) {\n return optionByLabel.label;\n }\n\n return value;\n }\n\n /**\n * This helper function is to counter the contravariance of setState\n */\n private setStateHelper(state: Partial<MultiValueVariableState>) {\n setBaseClassState<MultiValueVariableState>(this, state);\n }\n\n public getOptionsForSelect(includeCurrentValue = true): VariableValueOption[] {\n let options = this.state.options;\n\n if (this.state.includeAll) {\n options = [{ value: ALL_VARIABLE_VALUE, label: ALL_VARIABLE_TEXT }, ...options];\n }\n\n if (includeCurrentValue && !Array.isArray(this.state.value)) {\n const current = options.find((x) => x.value === this.state.value);\n if (!current) {\n options = [{ value: this.state.value, label: String(this.state.text) }, ...options];\n }\n }\n\n return options;\n }\n\n public refreshOptions() {\n this.getValueOptions({}).subscribe((options) => {\n this.updateValueGivenNewOptions(options);\n });\n }\n\n /**\n * Can be used by subclasses to do custom handling of option search based on search input\n */\n public onSearchChange?(searchFilter: string): void;\n}\n\n/**\n * Looks for matching option, first by value but as a fallback by text (label).\n */\nfunction findOptionMatchingCurrent(\n currentValue: VariableValue,\n currentText: VariableValue,\n options: VariableValueOption[]\n) {\n let textMatch: VariableValueOption | undefined;\n\n for (const o of options) {\n if (o.value === currentValue) {\n return o;\n }\n\n // No early return here as want to continue to look a value match\n if (o.label === currentText) {\n textMatch = o;\n }\n }\n\n return textMatch;\n}\n\nexport class MultiValueUrlSyncHandler<TState extends MultiValueVariableState = MultiValueVariableState>\n implements SceneObjectUrlSyncHandler\n{\n protected _nextChangeShouldAddHistoryStep = false;\n\n public constructor(protected _sceneObject: MultiValueVariable<TState>) {}\n\n protected getKey(): string {\n return `var-${this._sceneObject.state.name}`;\n }\n\n public getKeys(): string[] {\n if (this._sceneObject.state.skipUrlSync) {\n return [];\n }\n\n return [this.getKey()];\n }\n\n public getUrlState(): SceneObjectUrlValues {\n if (this._sceneObject.state.skipUrlSync) {\n return {};\n }\n\n let urlValue: string | string[] | null = null;\n let value = 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{"version":3,"file":"MultiValueVariable.js","sources":["../../../../src/variables/variants/MultiValueVariable.ts"],"sourcesContent":["import { isArray, isEqual, property } from 'lodash';\nimport { map, Observable } from 'rxjs';\n\nimport { ALL_VARIABLE_TEXT, ALL_VARIABLE_VALUE } from '../constants';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObjectUrlSyncHandler, SceneObjectUrlValues } from '../../core/types';\nimport {\n SceneVariable,\n SceneVariableValueChangedEvent,\n SceneVariableState,\n ValidateAndUpdateResult,\n VariableValue,\n VariableValueOption,\n VariableValueSingle,\n CustomVariableValue,\n VariableCustomFormatterFn,\n} from '../types';\nimport { formatRegistry } from '../interpolation/formatRegistry';\nimport { VariableFormatID } from '@grafana/schema';\nimport { SceneVariableSet } from '../sets/SceneVariableSet';\nimport { setBaseClassState } from '../../utils/utils';\nimport { VARIABLE_VALUE_CHANGED_INTERACTION } from '../../performance/interactionConstants';\nimport { getQueryController } from '../../core/sceneGraph/getQueryController';\n\nexport interface MultiValueVariableState extends SceneVariableState {\n value: VariableValue; // old current.text\n text: VariableValue; // old current.value\n options: VariableValueOption[];\n allowCustomValue?: boolean;\n isMulti?: boolean;\n includeAll?: boolean;\n defaultToAll?: boolean;\n allValue?: string;\n placeholder?: string;\n /**\n * For multi value variables, this option controls how many values to show before they are collapsed into +N.\n * Defaults to 5\n */\n maxVisibleValues?: number;\n noValueOnClear?: boolean;\n isReadOnly?: boolean;\n}\n\nexport interface VariableGetOptionsArgs {\n searchFilter?: string;\n}\n\nexport abstract class MultiValueVariable<TState extends MultiValueVariableState = MultiValueVariableState>\n extends SceneObjectBase<TState>\n implements SceneVariable<TState>\n{\n private static fieldAccessorCache: FieldAccessorCache = {};\n\n protected _urlSync: SceneObjectUrlSyncHandler = new MultiValueUrlSyncHandler(this);\n\n /**\n * Set to true to skip next value validation to maintain the current value even it it's not among the options (ie valid values)\n */\n public skipNextValidation?: boolean;\n\n /**\n * The source of value options.\n */\n public abstract getValueOptions(args: VariableGetOptionsArgs): Observable<VariableValueOption[]>;\n\n /**\n * This function is called on when SceneVariableSet is activated or when a dependency changes.\n */\n public validateAndUpdate(): Observable<ValidateAndUpdateResult> {\n return this.getValueOptions({}).pipe(\n map((options) => {\n this.updateValueGivenNewOptions(options);\n return {};\n })\n );\n }\n\n public onCancel(): void {\n this.setStateHelper({ loading: false });\n const sceneVarSet = this.parent as SceneVariableSet;\n sceneVarSet?.cancel(this);\n }\n\n /**\n * Check if current value is valid given new options. If not update the value.\n */\n private updateValueGivenNewOptions(options: VariableValueOption[]) {\n // Remember current value and text\n const { value: currentValue, text: currentText, options: oldOptions } = this.state;\n\n const stateUpdate = this.getStateUpdateGivenNewOptions(options, currentValue, currentText);\n\n this.interceptStateUpdateAfterValidation(stateUpdate);\n\n // Perform state change\n this.setStateHelper(stateUpdate);\n\n // Publish value changed event only if value changed\n if (\n stateUpdate.value !== currentValue ||\n stateUpdate.text !== currentText ||\n (this.hasAllValue() && !isEqual(options, oldOptions))\n ) {\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n }\n\n private getStateUpdateGivenNewOptions(\n options: VariableValueOption[],\n currentValue: VariableValue,\n currentText: VariableValue\n ): Partial<MultiValueVariableState> {\n const stateUpdate: Partial<MultiValueVariableState> = {\n options,\n loading: false,\n value: currentValue,\n text: currentText,\n };\n\n if (options.length === 0) {\n if (this.state.defaultToAll || this.state.includeAll) {\n stateUpdate.value = ALL_VARIABLE_VALUE;\n stateUpdate.text = ALL_VARIABLE_TEXT;\n } else if (this.state.isMulti) {\n stateUpdate.value = [];\n stateUpdate.text = [];\n } else {\n stateUpdate.value = '';\n stateUpdate.text = '';\n }\n\n return stateUpdate;\n }\n\n if (this.hasAllValue()) {\n if (this.state.includeAll) {\n // Sometimes the text representation is also set the ALL_VARIABLE_VALUE, this fixes that\n stateUpdate.text = ALL_VARIABLE_TEXT;\n } else {\n stateUpdate.value = options[0].value;\n stateUpdate.text = options[0].label;\n // If multi switch to arrays\n if (this.state.isMulti) {\n stateUpdate.value = [stateUpdate.value];\n stateUpdate.text = [stateUpdate.text];\n }\n }\n return stateUpdate;\n }\n\n if (this.state.isMulti) {\n // If we are a multi valued variable validate the current values are among the options\n const currentValues = Array.isArray(currentValue) ? currentValue : [currentValue];\n const validValues = currentValues.filter((v) => options.find((o) => o.value === v));\n const validTexts = validValues.map((v) => options.find((o) => o.value === v)!.label);\n\n // If no valid values pick the first option\n if (validValues.length === 0) {\n const defaultState = this.getDefaultMultiState(options);\n stateUpdate.value = defaultState.value;\n stateUpdate.text = defaultState.text;\n } else {\n // We have valid values, if it's different from current valid values update current values\n if (!isEqual(validValues, currentValue)) {\n stateUpdate.value = validValues;\n }\n if (!isEqual(validTexts, currentText)) {\n stateUpdate.text = validTexts;\n }\n }\n\n return stateUpdate;\n }\n\n // Single value variable validation\n\n // Try find by value then text\n let matchingOption = findOptionMatchingCurrent(currentValue, currentText, options);\n if (matchingOption) {\n // When updating the initial state from URL the text property is set the same as value\n // Here we can correct the text value state\n stateUpdate.text = matchingOption.label;\n stateUpdate.value = matchingOption.value;\n } else {\n // Current value is found in options\n const defaultState = this.getDefaultSingleState(options);\n stateUpdate.value = defaultState.value;\n stateUpdate.text = defaultState.label;\n }\n\n return stateUpdate;\n }\n\n /**\n * Values set by initial URL sync needs to survive the next validation and update.\n * This function can intercept and make sure those values are preserved.\n */\n protected interceptStateUpdateAfterValidation(stateUpdate: Partial<MultiValueVariableState>): void {\n // If the validation wants to fix the all value (All ==> $__all) then we should let that pass\n const isAllValueFix = stateUpdate.value === ALL_VARIABLE_VALUE && this.state.text === ALL_VARIABLE_TEXT;\n\n if (\n this.skipNextValidation &&\n stateUpdate.value !== this.state.value &&\n stateUpdate.text !== this.state.text &&\n !isAllValueFix\n ) {\n stateUpdate.value = this.state.value;\n stateUpdate.text = this.state.text;\n }\n\n this.skipNextValidation = false;\n }\n\n public getValue(fieldPath?: string): VariableValue {\n let value = this.state.value;\n\n if (this.hasAllValue()) {\n if (this.state.allValue) {\n return new CustomAllValue(this.state.allValue, this);\n }\n value = this.state.options.map((o) => o.value);\n }\n\n if (fieldPath != null) {\n if (Array.isArray(value)) {\n const index = parseInt(fieldPath, 10);\n if (!isNaN(index) && index >= 0 && index < value.length) {\n return value[index];\n }\n\n const accesor = this.getFieldAccessor(fieldPath);\n return value.map((v) => {\n const o = this.state.options.find((o) => o.value === v);\n return o ? accesor(o.properties) : v;\n });\n }\n\n const accesor = this.getFieldAccessor(fieldPath);\n const o = this.state.options.find((o) => o.value === value);\n if (o) {\n return accesor(o.properties);\n }\n }\n\n return value;\n }\n\n private getFieldAccessor(fieldPath: string) {\n const accessor = MultiValueVariable.fieldAccessorCache[fieldPath];\n if (accessor) {\n return accessor;\n }\n\n return (MultiValueVariable.fieldAccessorCache[fieldPath] = property(fieldPath));\n }\n\n public getValueText(): string {\n if (this.hasAllValue()) {\n return ALL_VARIABLE_TEXT;\n }\n\n if (Array.isArray(this.state.text)) {\n return this.state.text.join(' + ');\n }\n\n return String(this.state.text);\n }\n\n public hasAllValue() {\n const value = this.state.value;\n return value === ALL_VARIABLE_VALUE || (Array.isArray(value) && value[0] === ALL_VARIABLE_VALUE);\n }\n\n public getDefaultMultiState(options: VariableValueOption[]) {\n if (this.state.defaultToAll) {\n return { value: [ALL_VARIABLE_VALUE], text: [ALL_VARIABLE_TEXT] };\n } else if (options.length > 0) {\n return { value: [options[0].value], text: [options[0].label], properties: [options[0].properties] };\n } else {\n return { value: [], text: [] };\n }\n }\n\n protected getDefaultSingleState(options: VariableValueOption[]): VariableValueOption {\n if (this.state.defaultToAll) {\n return { value: ALL_VARIABLE_VALUE, label: ALL_VARIABLE_TEXT };\n } else if (options.length > 0) {\n return { value: options[0].value, label: options[0].label, properties: options[0].properties };\n } else {\n return { value: '', label: '' };\n }\n }\n\n /**\n * Change the value and publish SceneVariableValueChangedEvent event.\n */\n public changeValueTo(value: VariableValue, text?: VariableValue, isUserAction = false) {\n // Ignore if there is no change\n if (value === this.state.value && text === this.state.text) {\n return;\n }\n\n if (!text) {\n if (Array.isArray(value)) {\n text = value.map((v) => this.findLabelTextForValue(v));\n } else {\n text = this.findLabelTextForValue(value);\n }\n }\n\n if (Array.isArray(value)) {\n // If we are a multi valued variable is cleared (empty array) we need to set the default empty state\n if (value.length === 0) {\n const state = this.getDefaultMultiState(this.state.options);\n value = state.value;\n text = state.text;\n }\n\n // If last value is the All value then replace all with it\n if (value[value.length - 1] === ALL_VARIABLE_VALUE) {\n value = [ALL_VARIABLE_VALUE];\n text = [ALL_VARIABLE_TEXT];\n }\n // If the first value is the ALL value and we have other values, then remove the All value\n else if (value[0] === ALL_VARIABLE_VALUE && value.length > 1) {\n value.shift();\n if (Array.isArray(text)) {\n text.shift();\n }\n }\n }\n\n // Do nothing if value and text are the same\n if (isEqual(value, this.state.value) && isEqual(text, this.state.text)) {\n return;\n }\n\n const stateChangeAction = () => this.setStateHelper({ value, text, loading: false });\n /**\n * Because variable state changes can cause a whole chain of downstream state changes in other variables (that also cause URL update)\n * Only some variable changes should add new history items to make sure the browser history contains valid URL states to go back to.\n */\n if (isUserAction) {\n const queryController = getQueryController(this);\n queryController?.startProfile(VARIABLE_VALUE_CHANGED_INTERACTION);\n this._urlSync.performBrowserHistoryAction?.(stateChangeAction);\n } else {\n stateChangeAction();\n }\n\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n\n private findLabelTextForValue(value: VariableValueSingle): VariableValueSingle {\n if (value === ALL_VARIABLE_VALUE) {\n return ALL_VARIABLE_TEXT;\n }\n\n const option = this.state.options.find((x) => x.value === value);\n if (option) {\n return option.label;\n }\n\n const optionByLabel = this.state.options.find((x) => x.label === value);\n if (optionByLabel) {\n return optionByLabel.label;\n }\n\n return value;\n }\n\n /**\n * This helper function is to counter the contravariance of setState\n */\n private setStateHelper(state: Partial<MultiValueVariableState>) {\n setBaseClassState<MultiValueVariableState>(this, state);\n }\n\n public getOptionsForSelect(includeCurrentValue = true): VariableValueOption[] {\n let options = this.state.options;\n\n if (this.state.includeAll) {\n options = [{ value: ALL_VARIABLE_VALUE, label: ALL_VARIABLE_TEXT }, ...options];\n }\n\n if (includeCurrentValue && !Array.isArray(this.state.value)) {\n const current = options.find((x) => x.value === this.state.value);\n if (!current) {\n options = [{ value: this.state.value, label: String(this.state.text) }, ...options];\n }\n }\n\n return options;\n }\n\n public refreshOptions() {\n this.getValueOptions({}).subscribe((options) => {\n this.updateValueGivenNewOptions(options);\n });\n }\n\n /**\n * Can be used by subclasses to do custom handling of option search based on search input\n */\n public onSearchChange?(searchFilter: string): void;\n}\n\n/**\n * Looks for matching option, first by value but as a fallback by text (label).\n */\nfunction findOptionMatchingCurrent(\n currentValue: VariableValue,\n currentText: VariableValue,\n options: VariableValueOption[]\n) {\n let textMatch: VariableValueOption | undefined;\n\n for (const o of options) {\n if (o.value === currentValue) {\n return o;\n }\n\n // No early return here as want to continue to look a value match\n if (o.label === currentText) {\n textMatch = o;\n }\n }\n\n return textMatch;\n}\n\nexport class MultiValueUrlSyncHandler<TState extends MultiValueVariableState = MultiValueVariableState>\n implements SceneObjectUrlSyncHandler\n{\n protected _nextChangeShouldAddHistoryStep = false;\n\n public constructor(protected _sceneObject: MultiValueVariable<TState>) {}\n\n protected getKey(): string {\n return `var-${this._sceneObject.state.name}`;\n }\n\n public getKeys(): string[] {\n if (this._sceneObject.state.skipUrlSync) {\n return [];\n }\n\n return [this.getKey()];\n }\n\n public getUrlState(): SceneObjectUrlValues {\n if (this._sceneObject.state.skipUrlSync) {\n return {};\n }\n\n let urlValue: string | string[] | null = null;\n let value = this._sceneObject.state.value;\n\n if (Array.isArray(value)) {\n urlValue = value.map(String);\n } else if ((this, this._sceneObject.state.isMulti)) {\n // If we are inMulti mode we must return an array here as otherwise UrlSyncManager will not pass all values (in an array) in updateFromUrl\n urlValue = [String(value)];\n } else {\n urlValue = String(value);\n }\n\n return { [this.getKey()]: urlValue };\n }\n\n public updateFromUrl(values: SceneObjectUrlValues): void {\n let urlValue = values[this.getKey()];\n\n if (urlValue != null) {\n // This is to be backwards compatible with old url all value\n if (this._sceneObject.state.includeAll) {\n urlValue = handleLegacyUrlAllValue(urlValue);\n }\n\n // For edge cases where data links include variables with custom all value.\n // We want the variable to maintain the \"All\" meta value not the actual custom vall value. (Fixes https://github.com/grafana/grafana/issues/28635)\n if (this._sceneObject.state.allValue && this._sceneObject.state.allValue === urlValue) {\n urlValue = ALL_VARIABLE_VALUE;\n }\n\n /**\n * Initial URL Sync happens before scene objects are activated.\n * We need to skip validation in this case to make sure values set via URL are maintained.\n */\n if (!this._sceneObject.isActive) {\n this._sceneObject.skipNextValidation = true;\n }\n\n this._sceneObject.changeValueTo(urlValue);\n }\n }\n\n public performBrowserHistoryAction(callback: () => void) {\n this._nextChangeShouldAddHistoryStep = true;\n callback();\n this._nextChangeShouldAddHistoryStep = false;\n }\n\n public shouldCreateHistoryStep(values: SceneObjectUrlValues): boolean {\n return this._nextChangeShouldAddHistoryStep;\n }\n}\n\nfunction handleLegacyUrlAllValue(value: string | string[]) {\n if (isArray(value) && value[0] === ALL_VARIABLE_TEXT) {\n return [ALL_VARIABLE_VALUE];\n } else if (value === ALL_VARIABLE_TEXT) 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package/dist/index.d.ts
CHANGED
|
@@ -88,8 +88,7 @@ interface CustomVariableValue {
|
|
|
88
88
|
}
|
|
89
89
|
interface ValidateAndUpdateResult {
|
|
90
90
|
}
|
|
91
|
-
|
|
92
|
-
}
|
|
91
|
+
type VariableValueOptionProperties = Record<string, any>;
|
|
93
92
|
interface VariableValueOption {
|
|
94
93
|
label: string;
|
|
95
94
|
value: VariableValueSingle;
|
|
@@ -2445,6 +2444,7 @@ declare function ScopesVariableRenderer({ model }: SceneComponentProps<ScopesVar
|
|
|
2445
2444
|
interface LocalValueVariableState extends SceneVariableState {
|
|
2446
2445
|
value: VariableValue;
|
|
2447
2446
|
text: VariableValue;
|
|
2447
|
+
properties?: VariableValueOptionProperties;
|
|
2448
2448
|
isMulti?: boolean;
|
|
2449
2449
|
includeAll?: boolean;
|
|
2450
2450
|
}
|
|
@@ -2453,8 +2453,10 @@ interface LocalValueVariableState extends SceneVariableState {
|
|
|
2453
2453
|
* that exists in a ancestor SceneVariableSet.
|
|
2454
2454
|
*/
|
|
2455
2455
|
declare class LocalValueVariable extends SceneObjectBase<LocalValueVariableState> implements SceneVariable<LocalValueVariableState> {
|
|
2456
|
+
private static fieldAccessorCache;
|
|
2456
2457
|
constructor(initialState: Partial<LocalValueVariableState>);
|
|
2457
|
-
getValue(): VariableValue;
|
|
2458
|
+
getValue(fieldPath?: string): VariableValue;
|
|
2459
|
+
private getFieldAccessor;
|
|
2458
2460
|
getValueText(): string;
|
|
2459
2461
|
/**
|
|
2460
2462
|
* Checks the ancestor of our parent SceneVariableSet for loading state of a variable with the same name
|
package/dist/index.js
CHANGED
|
@@ -10020,7 +10020,7 @@ const sceneGraph = {
|
|
|
10020
10020
|
getScopes
|
|
10021
10021
|
};
|
|
10022
10022
|
|
|
10023
|
-
class
|
|
10023
|
+
const _LocalValueVariable = class _LocalValueVariable extends SceneObjectBase {
|
|
10024
10024
|
constructor(initialState) {
|
|
10025
10025
|
super({
|
|
10026
10026
|
type: "system",
|
|
@@ -10031,9 +10031,19 @@ class LocalValueVariable extends SceneObjectBase {
|
|
|
10031
10031
|
skipUrlSync: true
|
|
10032
10032
|
});
|
|
10033
10033
|
}
|
|
10034
|
-
getValue() {
|
|
10034
|
+
getValue(fieldPath) {
|
|
10035
|
+
if (fieldPath != null && this.state.properties) {
|
|
10036
|
+
return this.getFieldAccessor(fieldPath)(this.state.properties);
|
|
10037
|
+
}
|
|
10035
10038
|
return this.state.value;
|
|
10036
10039
|
}
|
|
10040
|
+
getFieldAccessor(fieldPath) {
|
|
10041
|
+
const accessor = _LocalValueVariable.fieldAccessorCache[fieldPath];
|
|
10042
|
+
if (accessor) {
|
|
10043
|
+
return accessor;
|
|
10044
|
+
}
|
|
10045
|
+
return _LocalValueVariable.fieldAccessorCache[fieldPath] = lodash.property(fieldPath);
|
|
10046
|
+
}
|
|
10037
10047
|
getValueText() {
|
|
10038
10048
|
return this.state.text.toString();
|
|
10039
10049
|
}
|
|
@@ -10054,7 +10064,9 @@ class LocalValueVariable extends SceneObjectBase {
|
|
|
10054
10064
|
}
|
|
10055
10065
|
return false;
|
|
10056
10066
|
}
|
|
10057
|
-
}
|
|
10067
|
+
};
|
|
10068
|
+
_LocalValueVariable.fieldAccessorCache = {};
|
|
10069
|
+
let LocalValueVariable = _LocalValueVariable;
|
|
10058
10070
|
|
|
10059
10071
|
const PATH_ID_SEPARATOR = "$";
|
|
10060
10072
|
function buildPathIdFor(panel) {
|