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<article data-uid="Anatomy-ListCommandPanel">
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<h1 id="list-command-panel">List Command Panel</h1>
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<p>A <a class="xref" href="../../../api/Hi.SessionCommands.ListCommand.html">ListCommand</a> is the container command: an optional title plus a list of
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enable-wrapped commands. Running one walks
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<a class="xref" href="../../../api/Hi.SessionCommands.ListCommand.html#Hi_SessionCommands_ListCommand_CommandEntryList">CommandEntryList</a> top-down and skips a disabled entry together
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with everything nested under it — the wrapper yields nothing while its flag is clear. The mission's
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own command is always a list, so the <a class="xref" href="mission-root-panel.html">Mission branch root</a> <em>is</em> a
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list, and every nested one is the same shape one level down.</p>
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<p><code>List</code> is an ordinary catalog kind — category Flow — so a list is added the way any command is, and
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adding one grows a sub-tree: the node's children are its own entries, edited on their own Control
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Tree rows, and the list's own panel holds only its optional title, beneath the Disabled Caption
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while the command is unticked.</p>
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<p>This page covers what a list is, how its title reads, and what moving commands in and out of one
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costs. The Control Tree row affordances every list shares — Add Command, the row buttons, the three
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drag landings — are documented once, on <a class="xref" href="mission-root-panel.html">Mission Root Panel</a>.</p>
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<h2 id="key-models">Key Models</h2>
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<ul>
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<li><strong>Primary</strong>: <a class="xref" href="../../../api/Hi.SessionCommands.ListCommand.html">ListCommand</a> — <a class="xref" href="../../../api/Hi.SessionCommands.ListCommand.html#Hi_SessionCommands_ListCommand_Title">Title</a>
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and <a class="xref" href="../../../api/Hi.SessionCommands.ListCommand.html#Hi_SessionCommands_ListCommand_CommandEntryList">CommandEntryList</a>.</li>
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<li><strong>Supporting</strong>:
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<ul>
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<li><a class="xref" href="../../../api/Hi.SessionCommands.EnablingWrapper.html">EnablingWrapper</a> — one entry:
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<a class="xref" href="../../../api/Hi.SessionCommands.EnablingWrapper.html#Hi_SessionCommands_EnablingWrapper_Command">Command</a> plus
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<a class="xref" href="../../../api/Hi.SessionCommands.EnablingWrapper.html#Hi_SessionCommands_EnablingWrapper_IsEnabled">IsEnabled</a>.</li>
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<li><a class="xref" href="../../../api/Hi.SessionCommands.ITitleCommand.html">ITitleCommand</a> — <code>ListCommand</code> implements it, and
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<a class="xref" href="../../../api/Hi.SessionCommands.ITitleCommand.html#Hi_SessionCommands_ITitleCommand_GetCommandTitle_">GetCommandTitle</a> composes the label a row shows.</li>
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<li><a class="xref" href="../../../api/Hi.MachiningProcs.MachiningProject.html#Hi_MachiningProcs_MachiningProject_PlayerCommand">PlayerCommand</a> — the mission's command, a list.</li>
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<li><a class="xref" href="../../../api/Hi.SessionCommands.CommandCatalogAttribute.html">CommandCatalogAttribute</a> and <a class="xref" href="../../../api/Hi.SessionCommands.CommandCategory.html">CommandCategory</a>
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— what makes <code>List</code> addable, and the group it is offered under.</li>
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</ul>
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</li>
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</ul>
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<h2 id="the-panel-of-a-list-entry">The Panel of a List Entry</h2>
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<p>Selecting a list command in the Control Tree opens, top to bottom:</p>
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<ul>
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<li>List Entry Panel
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<ul>
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<li>Disabled Caption
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<ul>
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<li>Present only while the command is disabled: skipped during play, still editable.</li>
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</ul>
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</li>
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<li>Title (optional) Input</li>
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</ul>
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</li>
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</ul>
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<p>Nothing else is on the panel. The list's entries are the node's children in the tree, and the
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operations that rewrite the <strong>parent</strong> list — Move up, Move down, Duplicate, Delete — are the
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buttons on the list's own tree row, revealed on hover and on the selected row, and always shown on
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a touch or pen device, where there is no hover; Delete asks for confirmation in a dialog naming the
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command. The <code>+</code> on that row adds a command into this list.</p>
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<p>The Title input holds the <strong>raw</strong> title — empty when unset — while the label the tree row shows is
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composed by the engine: <code>List</code> when the title is blank, <code>List [title]</code> when it is not. A
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titled list still says what it is. A whitespace-only title counts as unset and is never written into
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the project file: it reloads as the empty title, and the label reads <code>List</code> both before and after,
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so a save cannot come back as a different label on the next load.</p>
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<p>Keystrokes debounce into one title save. The same dirty gate flushes the pending save — and awaits a
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save already on the wire — on two occasions: before every Control Tree row op, whose rebuild
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remounts the panel and can shift the entry paths, and before a selection change, which switches
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the panel away; unmount cancels it, so a late write cannot land on whichever command slides into
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the old path. A flush whose save fails refuses the op or the switch, and a refused op says so in a
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notice; a save that was already on the wire when the gate ran is only waited for — its failure
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raises a notice of its own, and the op then proceeds regardless, leaving the title unsaved. Once
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it is saved the tree label refreshes in place rather than by rebuilding the branch, which would
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remount the open editor mid-edit.</p>
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<p>The root list is the one list without a title input: the branch root reads <code>Mission</code>.</p>
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<h2 id="enabling-and-what-a-disabled-list-skips">Enabling, and What a Disabled List Skips</h2>
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<p>The enable switch is the checkbox on the command's own Control Tree row, not a control on its panel
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and not one of the row's buttons. It decides only whether the command <strong>runs</strong>: while it is clear
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the tree row dims, and the editor stays open and fully editable. The checkboxes are read-only while
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a mission row op, or a tick's own writes, are in flight. Unticking a list dims its whole sub-tree —
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the dim rides ancestor propagation in the tree while each nested entry keeps its own flag, which is
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exactly what the run does: a disabled entry is skipped with everything under it.</p>
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<h2 id="paths">Paths</h2>
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<p>A command node's key is its Mission API path — <code>"0"</code>, <code>"1"</code>, nested <code>"0.2"</code> for entry 2 inside the
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list at index 0. Every structural change re-mints them: deleting entry 2 slides the next command
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into path <code>"2"</code>. Each branch build therefore stamps its nodes, so the editor panel remounts onto the
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new path instead of going on showing a command the path no longer names. The host carries its own
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index-based ids — the expansion set, the Add focus and the selection — through each row op, so they
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follow the rows rather than the slots: a selection riding on the acted-on row follows it — the
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stepped or dropped row at its new index, or the clone a Duplicate makes — except on Delete, where
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no row remains to follow: it lands on the nearest remaining entry of that list, the index clamped
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to the new count, or on the owning list node once the list is empty, where Add Command waits. Any
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other selection keeps its own re-indexed row.</p>
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<h2 id="moving-commands-in-and-out">Moving Commands In and Out</h2>
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<ul>
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<li><strong>Into a list</strong> — drag a command's tree row — the whole row drags; the handle icon at its left
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only marks it as draggable — onto the middle band of a list row; that row's outer quarters still
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reorder around it. The Mission root row is all middle band: a drop anywhere on it lands in the
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root list. Either way the entry lands at that list's tail.</li>
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<li><strong>Out of a list</strong> — drop the row on the edge of a command row in another list, before or after it;
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the lower quarter of the list command's own row lands the entry right after the list in the
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owning list.</li>
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</ul>
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<p>Which call a landing makes depends on whether the entry changes list, not on where the pointer
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sat. A landing that changes the list — the middle band of a list the entry is not in, or an edge in
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another list — is the reparent call; a landing that keeps the list — an edge in the entry's own
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list, or the middle band of the list row (the Mission root row included) that already holds it,
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which sends it to the tail — is the reorder call, sent as the list's whole new order. The server
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resolves the source list and the target list to object references before it mutates either, so the
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index shift the removal causes cannot misroute the insert, and it refuses to move a list into itself
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or into one of its own descendants. That guard compares identity rather than path-string prefixes,
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because <code>"02"</code>, <code>"+2"</code> and <code>" 2"</code> all parse to index 2.</p>
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<p>Two more properties of a list follow from the same API:</p>
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<ul>
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<li><strong>A new command lands right after the focused command</strong> when that command is a direct entry of
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the list the <code>+</code> belongs to, root or nested, and at that list's tail otherwise. The focus is one
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for the whole Mission tree — the last selected or last added command, whichever list it sits in
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— so each list row's <code>+</code>, scoped to its own list, ignores a focus that lies in another list.
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Nothing is pinned; the order is entirely the user's, changed with the row's Move up / Move down
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buttons or by dragging.</li>
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<li><strong>Duplicate is a deep copy.</strong> The entry is cloned through the same XML round-trip the project file
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uses, so a nested list copies with its whole sub-tree, and the clone lands right after the source.</li>
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</ul>
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<p>Dragging serves rearrangement only: a row accepts a drop only while a mission row is being dragged,
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so a drag carrying text or files keeps the browser's no-drop cursor. To bring several program files
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in at once, open a <a class="xref" href="NcFileCommand-panel.html">Program File</a> command's picker and pick them
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together — the first pick lands on that command and each further pick becomes another Program File
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command right after it, in pick order, inside the same list at any depth.</p>
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<h2 id="which-commands-a-list-can-hold">Which Commands a List Can Hold</h2>
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<p>The addable set is the server's command catalog: every engine command carrying <code>[CommandCatalog]</code>,
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reflected into the picker Add Command opens, which searches by display label, kind key and alias
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and takes one pick per opening.
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<code>List</code> is one of those commands, which is what makes nesting an ordinary act rather than a special
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case. The frontend contributes an icon per kind, and its own label where it has one; the server
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supplies the localized label otherwise, so a newly attributed engine command becomes addable with no
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frontend change.</p>
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<p>A command without that attribute stays loadable from a project file but is never offered for
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creation. General Config is the one such command with an editor of its own: it is the legacy
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settings bundle, so a project file storing one loads as the individual setting commands it stands
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for and saving never writes the bundle back — editable when a project still constructs one through
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the API, and absent from the catalog.</p>
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<p>Selecting a command's tree row opens that command's editor on its node — the kind's own panel when
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one exists, otherwise a generic editor built from the scalar fields the command declares. Selection
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is one row at a time: there is no multi-selection here, and every row button acts on the row that
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carries it, whether or not that row is the selected one. Because the server composes every entry
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label, a command carrying no title of its own still reads as its localized display name.</p>
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<p>A list's entries never appear in the editor pane: they are the node's children in the Control Tree,
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and the pane below the tree shows only the selected command's panel. The left-most of the Execution
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page's three draggable vertical dividers sits between the left dock — the Control Tree over the
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editor panel — and the central area; the divider inside that dock drags the height between the tree
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and the editor.</p>
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<h2 id="source-code-path">Source Code Path</h2>
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<p>See <a class="xref" href="../../index.html">HiNC App Anatomy</a> for git repository links.</p>
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<h3 id="web-application">Web Application</h3>
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<ul>
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<li><code>wwwroot-src/src/components/controlTree/MissionCommandSlavePanel.vue</code> — a list entry's panel: the
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disabled caption, the optional Title input with its debounce / flush / cancel discipline and the
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dirty gate it answers to the host, and the bespoke-or-generic editor choice for every other kind.</li>
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<li><code>wwwroot-src/src/components/controlTree/ControlTreePanel.vue</code> — the tree rows: the draggable row
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with its handle icon, the Move up / Move down / Duplicate / Delete buttons on every command row
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(revealed on hover and on the selected row, always shown on a touch or pen device), the <code>+</code>
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on every list row (the Mission root included) and the Add Command dialog it opens, and the
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drop-indicator styles.</li>
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<li><code>wwwroot-src/src/components/controlTree/useMissionTreeDrag.ts</code> — the drag bookkeeping between
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mission rows: which rows drag, which receive, and the before / after / into landing read from the
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pointer's position on the row.</li>
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<li><code>wwwroot-src/src/components/controlTree/MissionRootPanel.vue</code> — the branch root's panel, the one
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without a title input: the command count and the run-order hint.</li>
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<li><code>wwwroot-src/src/components/controlTree/AddCommandDialog.vue</code> — the search-first catalog picker;
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one pick per opening.</li>
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<li><code>wwwroot-src/src/components/controlTree/missionItemTypes.ts</code> — the child builders that recurse
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into a list's own entries, the per-kind editor override map, and the per-build stamp that forces
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the panel remount.</li>
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<li><code>wwwroot-src/src/components/controlTree/missionKindIcons.ts</code> — the kind and category icons the
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picker shows.</li>
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<li><code>wwwroot-src/src/components/controlTree/useControlTreeHost.ts</code> — the five row ops — add, drag
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move, step, duplicate, delete — through one <code>missionRowOp</code> helper (the busy gate, the open panel's
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dirty flush, the API call, the scoped rebuild, the post-op selection), the insert-after-focus rule
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scoped to the <code>+</code>'s own list, and the index translation that carries the expansion set, the Add
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focus and the selection through each op; which nodes show a checkbox, the dim that flows down a
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disabled command's sub-tree, the enable write, and the in-place label refresh after a title edit
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or a language switch.</li>
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<li><code>wwwroot-src/src/api/mission.ts</code> — the typed wrapper over the Mission API and the path convention
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(<code>root</code> or empty = the root list, <code>0.2</code> = a nested entry); <code>addEntry</code> takes the optional insert
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index and resolves to the new entry's path.</li>
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<li><code>wwwroot-src/src/components/mission/GenericCommandPanel.vue</code> — the editor a catalog kind gets when
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it ships no bespoke panel, built from the command's declared scalar fields.</li>
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<li><code>wwwroot-src/src/components/mission/NcFileCommandPanel.vue</code> — the multi-pick file dialog: the
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first pick lands on the command, each further pick becomes another Program File command right
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after it.</li>
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<li><code>wwwroot-src/src/pages/ExecutionPage.vue</code> — the page-level splitters; the left-most parts the left
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dock from the central area.</li>
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<li><code>wwwroot-src/src/components/controlTree/ControlTreeDock.vue</code> — the left dock's two rows and the
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height divider between the tree and the editor.</li>
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<li><code>wwwroot-src/src/i18n/en/tree.ts</code> — the <code>tree.mission.*</code> strings: the kind names, the run-order
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hint that names the row affordances, the disabled hint, the cancelled-op notice and the operation
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labels.</li>
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<li><code>wwwroot-src/src/i18n/en/common.ts</code> — the row buttons' titles and the Title (optional) label.</li>
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<li><code>wwwroot-src/src/i18n/en/dialog.ts</code> — the Delete Command confirmation.</li>
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<li><code>Missions/MissionController.cs</code> — the entry lifecycle: <code>GET list-command/entries</code> (recursive),
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<code>POST list-command/entries</code> and <code>POST list-command/entries/{path}</code> (into the root or a nested
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list, at an optional <code>insertIndex</code> clamped to the list and otherwise at its tail, answering the
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new entry's index and path), <code>DELETE list-command/entries/{path}</code>,
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<code>POST list-command/entries/{path}/move</code> (the row's Move up / Move down), <code>PUT list-command/reorder</code>
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(a drop that keeps the owning list), <code>POST list-command/entries/{path}/duplicate</code> (the
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XML-round-trip deep clone), <code>POST list-command/entries/{path}/reparent</code> (a drop that changes the
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owning list, with the self/descendant guard), <code>PUT commands/{path}/listcommand</code> for the title, and
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<code>PUT commands/{path}/enabled</code> for an entry's enable flag. <code>GetCommandTitle</code> composes every entry
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label the tree shows.</li>
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<li><code>Missions/MissionCommandCatalog.cs</code> — reflects the <code>[CommandCatalog]</code> commands into the addable
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set and constructs the picked kind.</li>
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</ul>
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<h3 id="hiapi-engine">HiAPI Engine</h3>
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<ul>
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<li><code>HiNc/SessionCommands/ListCommand.cs</code> — the container: the optional title, the entry list a run
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walks top-down, the whitespace-only-title-is-unset XML rule, the Flow catalog attribute, and the
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<code>List</code> / <code>List [title]</code> composition.</li>
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<li><code>HiNc/SessionCommands/EnablingWrapper.cs</code> — the enable flag plus the wrapped command that together
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make one entry.</li>
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<li><code>HiNc/SessionCommands/ITitleCommand.cs</code> — the interface a command implements to compose its own
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title from the caller's vocabulary.</li>
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<li><code>HiNc/SessionCommands/CommandCatalogAttribute.cs</code> — <code>CommandCategory</code> and the attribute (category,
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order, kind key, aliases) that makes the addable set backend-owned.</li>
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<li><code>HiNc/SessionCommands/PreSettingCommand.cs</code> — the General Config bundle: no catalog attribute, and
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a loaded project expands a stored one into the split setting commands.</li>
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<li><code>HiNc/MachiningProcs/MachiningProject.cs</code> — declares the mission's command and keeps it a list.</li>
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</ul>
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<h2 id="see-also">See Also</h2>
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<ul>
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<li><a class="xref" href="mission-root-panel.html">Mission Root Panel</a> — the branch root, and the Control Tree row affordances every list shares, documented once</li>
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<li><a href="../../../manual/run/building-a-mission.html">Building a Mission</a> — the task this command serves: grouping a mission and moving entries between groups</li>
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<li><a href="index.html">Mission</a> — the rest of the command panels</li>
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</ul>
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