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<article data-uid="Anatomy-MissionRootPanel">
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<h1 id="mission-root-panel">Mission Root Panel</h1>
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<p>The Mission branch root of the <a class="xref" href="../index.html">Execution page</a>'s Control Tree: route
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<code>/execution</code>, Control-Tree path <code>execution/mission</code>, panel <code>MissionRootPanel.vue</code>. <code>/mission</code>
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resolves to the same place — it redirects onto <code>/execution?tree=execution/mission</code>.</p>
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<p>The node roots one list of commands: the mission's own command, which is always a
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<a class="xref" href="../../../api/Hi.SessionCommands.ListCommand.html">ListCommand</a>. Its entries are the node's tree children, in run order, and
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the row operations that rewrite the list — Add Command, drag, move up, move down, duplicate, delete —
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live on the Control Tree rows and run in the tree host; no panel carries a second copy of them. The
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one panel-side insert is the Program File editor's multi-pick: picking several files at once keeps
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the first on that command and adds one Program File command per further file right after it, in its
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own list, then hands the host the inserted range so the same busy gate and id translation cover the
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rebuild. The root's own panel is informational: the command count and the run-order hint. Editing a
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command is not this node's job either: selecting a command row opens that command's own editor on
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its node's panel.</p>
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<p>Command nodes are addressed by index-derived tree ids and by dotted API paths (<code>"0"</code>, <code>"1"</code>, nested
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<code>"0.2"</code>). A command node id extends its parent's, so a root entry is <code>execution/mission/{index}</code> and
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an entry inside a nested list is <code>execution/mission/{index}/{index}</code>; a command's section children
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extend it once more, as <code>execution/mission/{index}/{id}</code> keyed on the section. Both forms shift on
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every structural change — deleting entry 2 slides the next command into path <code>"2"</code> — so each branch
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build stamps its nodes afresh and the editor panels remount onto the new paths, and the host carries
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its own index-based ids — the expansion set, the Add focus and the selection — through every row op
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so they follow the rows rather than the slots.</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.MachiningProcs.MachiningProject.html#Hi_MachiningProcs_MachiningProject_PlayerCommand">PlayerCommand</a> — the mission's command,
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always a <code>ListCommand</code>.</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.MachiningProcs.MachiningProject.html">MachiningProject</a></li>
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<li><a class="xref" href="../../../api/Hi.SessionCommands.ListCommand.html">ListCommand</a> — the root command and every nested one.
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<a class="xref" href="../../../api/Hi.SessionCommands.ListCommand.html#Hi_SessionCommands_ListCommand_CommandEntryList">CommandEntryList</a> is the row list, and a run walks it
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top-down.</li>
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<li><a class="xref" href="../../../api/Hi.SessionCommands.EnablingWrapper.html">EnablingWrapper</a> — one entry: the command 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.CommandCatalogAttribute.html">CommandCatalogAttribute</a> and <a class="xref" href="../../../api/Hi.SessionCommands.CommandCategory.html">CommandCategory</a>
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— what Add Command offers, 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="layout">Layout</h2>
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<ul>
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<li>Mission Root Panel
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<ul>
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<li>No-Project Caption
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<ul>
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<li>“No project loaded. Open or create a project first.” while nothing is open; the head line,
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separator and empty state are withheld with it.</li>
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</ul>
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</li>
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<li>Head Line
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<ul>
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<li>Commands Caption</li>
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<li>Command Count Badge
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<ul>
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<li>The root list's own entries — the node's command children. Outlined, and grey rather than
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primary while the list is empty.</li>
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</ul>
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</li>
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</ul>
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</li>
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<li>Separator</li>
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<li>Empty State
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<ul>
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<li>“No commands yet. Click Add Command to create one.” while the list is empty.</li>
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</ul>
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</li>
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<li>Run-Order Hint
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<ul>
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<li>Always present. It names the row affordances: commands run top-down in the Control Tree; add
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one with + on the Mission or a List row; drag a row to reorder it; a row's own buttons move,
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duplicate or delete it; its checkbox enables or disables it.</li>
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</ul>
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</li>
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</ul>
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</li>
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<li>Mission Root Row (Control Tree)
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<ul>
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<li>Add Command Button
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<ul>
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<li>The <code>+</code>, always visible and pinned to the row's right edge. Opens the Add Command dialog
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scoped to the root list. Disabled while no project is open, and while the busy gate is held —
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a mission op, or a checkbox toggle's save, in flight.</li>
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<li>The row carries no drag handle and no command ops. It is a drop target: anywhere on its height
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lands the dragged command in the root list.</li>
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</ul>
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</li>
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</ul>
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</li>
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<li>(Each) Command Row
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<ul>
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<li>Enable Checkbox
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<ul>
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<li>The tree's tick, and the command's enable switch; a disabled command's label is dimmed.</li>
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</ul>
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</li>
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<li>Drag Handle Icon
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<ul>
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<li>The whole row is draggable; the handle is the affordance for it. Plain and List command rows
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carry one; the root row does not.</li>
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</ul>
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</li>
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<li>Command Label
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<ul>
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<li>A real link to the node's <code>?tree=</code> URL, so the browser's context menu can open it in a new
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tab, while a plain click keeps the in-app selection. The text is the command's title as the
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engine composes it: the kind's localized display name, with the command's key value appended
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in brackets where the kind has one — a List's or Script's typed title, a Program File's file,
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a resolution's millimetres, a switch's On / Off.</li>
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</ul>
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</li>
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<li>Move Up Button / Move Down Button / Duplicate Button / Delete Button
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<ul>
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<li>Hidden at rest, revealed on hover and on the selected row, and always shown where there is no
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hover to reveal them with (touch). Move Up is disabled on the first entry and Move Down on the
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last; all four while the busy gate is held — a mission op, or a checkbox toggle's save, in
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flight.</li>
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</ul>
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</li>
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<li>Add Command Button
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<ul>
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<li>On a List row only: the same <code>+</code>, scoped to that list, to the right of the row buttons.</li>
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</ul>
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</li>
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<li>Drop Indicator
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<ul>
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<li>A primary edge line for a before / after landing, a tinted row for a landing into a list; the
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dragged row itself dims.</li>
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</ul>
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</li>
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</ul>
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</li>
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</ul>
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<p>Enable/disable is not a control on any panel. It is the tree item's checkbox on the command node; a
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disabled command is skipped when the mission plays and stays fully editable. A toggle PUTs straight
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to the Mission API and flips the node's own state, with no rebuild; on failure the checkbox snaps
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back. The toggle holds the same busy gate as the structural ops while its save is on the wire — a
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row op sent meanwhile could be applied first server-side and land the flag on whichever command
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slid into the ticked path — so until the save lands every row button and <code>+</code> is disabled, no drag
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starts, the tree selection is refused, an op that still reaches the host returns silently, and a
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further checkbox click snaps back. The gate holds in the other direction too: the checkboxes and
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the tree selection are read-only while a mission op is in flight, since a tick would address the
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node's pre-op path.</p>
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<h2 id="add-command">Add Command</h2>
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<p>The <code>+</code> on the Mission root row, or on any List row, opens a search-first picker. The search box
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matches a command's display label, its kind key, or one of its declared aliases — each alias
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searchable both by its English key and by its word in the request language. Arrow keys walk the
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results and Enter takes the highlighted one. Results are grouped by category, in the catalog's own
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display order. One pick per opening: a second click or Enter before the dialog has closed adds
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nothing.</p>
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<p>The picked command is inserted right after the focused command when that command is a direct
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entry of the list the <code>+</code> is scoped to, and at that list's tail otherwise. The focus is one for the
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whole mission, not one per list: the most recently selected command anywhere in the tree (a section
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row counts for its owning command), or the last command an Add landed on. So the Mission row's <code>+</code>
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never chases a focus inside a nested list — and once a nested command has been selected, the root
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row's <code>+</code> appends at the root's tail rather than after whichever root command was selected before
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it. The branch rebuilds in place, the new row is revealed and becomes the focus, so a run of adds
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lands in order below it, and the selection stays where it was rather than jumping into the new
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command's panel.</p>
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<p>The addable set is served by the backend rather than mirrored in a frontend menu. Every engine
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command carrying <code>[CommandCatalog]</code> is reflected into the catalog, so attributing a new engine
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command is all it takes for it to appear in the dialog. Thirteen kinds ship:</p>
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<ul>
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<li><strong>Setup</strong> — Machining Resolution, Machining Motion Resolution, Collision Detection, Pause on
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Failure, Physics</li>
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<li><strong>Program</strong> — Program File, NC Code, Script</li>
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<li><strong>Optimization</strong> — NC Optimization Config</li>
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<li><strong>Output</strong> — Post-Execution, Record Meshed Geometry, Export Meshed Geometry (STL)</li>
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<li><strong>Flow</strong> — List</li>
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</ul>
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<div class="NOTE">
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<h5>Note</h5>
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<p>Program File plays NC, CL or CSV. The runner is picked from the file extension, and the command
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can override that choice.</p>
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</div>
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<h2 id="ordering-duplicating-and-deleting">Ordering, Duplicating and Deleting</h2>
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<p>Every structural op runs through one path in the tree host: a busy gate that holds every row
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affordance, the tree selection and the checkboxes read-only while the op is in flight — the one
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gate a checkbox toggle also holds while its save is on the wire, so an op and a tick never
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interleave on the server; the open editor's dirty flush — an editor with staged edits (Script, NC
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Code, a List's title) saves or resolves them first, waiting for a save already on the wire, and a
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refused flush drops the op with a notice rather than silently; the API call; a rebuild scoped to
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the list the op rewrote; then the post-op selection. The selection follows the acted-on row only
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when it already rode on it — that row, or a node under it — and otherwise stays on its own
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re-indexed row, so the editor the user is in is left alone.</p>
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<p>Move Up and Move Down move an entry within its own list; they never change which list owns it.
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Duplicate deep-clones the entry through the same XML round-trip the project file uses — so a nested
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list copies with its whole subtree — and the clone lands right after the source; a selection riding
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on the source moves onto the clone. Delete asks for confirmation in a dialog naming the command,
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before the dirty gate runs, so a cancelled delete forces no save prompt on the open editor; a
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selection riding on the deleted row lands on the nearest remaining entry of that list, or on the
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list node itself once the list is empty, where Add Command waits.</p>
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<p>Dragging a row has three landings:</p>
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<ul>
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<li>On a command row's edge — before or after it. A plain command row splits at its midline; a List
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row's outer quarters are its edges. When both rows share a list this is a reorder, and the whole
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new order is sent as one ordered path list; when they do not, the entry relocates into the
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target's list at that slot — which is also the way out of a nested list.</li>
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<li>On the middle band of a List row — move the entry inside that list, at its tail.</li>
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<li>On the Mission root row — anywhere on its height moves the entry into the root list, at its tail.</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 keeps the list — an edge in the entry's own list, or an into-landing on the
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list that already holds it (a List row's middle band, or the Mission root row for a root entry),
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which sends it to the tail — is the reorder call, the whole new order as one ordered path list; a
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landing that changes the list — into a list the entry is not in, or an edge in another list — is
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the reparent call. The client refuses to drop a row onto itself or into its own subtree, starts no
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drag while the busy gate is held — an op, or a checkbox toggle's save, in flight — and abandons a
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drop whose row was re-stamped by a rebuild mid-drag. The server resolves both lists to object
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references before it mutates either, so the index shift the removal causes cannot misroute the
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insert, and it refuses to move a list into itself or into one of its own descendants. A move across
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lists rebuilds from the nearest list above both, and the selection follows the dragged command when
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it rode on it.</p>
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<h2 id="nesting">Nesting</h2>
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<p>A <code>list</code> entry grows the same structure one level down: its children are its own entries, so nested
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lists read as sub-trees at any depth, and the very same row affordances act on them. The difference
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is the scope — the root list, versus the node's own dotted path: each List row's <code>+</code> inserts into
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its own list, and a drop into either lands there. A nested list's panel is the optional title alone,
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and that title is appended to the List name in the tree label.</p>
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<p>Because the mission's own command is always a list, the root and a nested list are one row shape at
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two scopes. A project file whose stored command is something else loads with that command wrapped
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into the root list, so the branch always has a list to root.</p>
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<h2 id="where-a-command-is-edited">Where a Command Is Edited</h2>
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<p>A command's editor renders on its own tree node; the row operations that rewrite the parent list stay
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on the tree row:</p>
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<ul>
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<li>Nine kinds have a bespoke editor: General Config, Machining Motion Resolution,
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<a class="xref" href="NcFileCommand-panel.html">Program File</a>, <a class="xref" href="NcCodeCommand-panel.html">NC Code</a>,
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<a class="xref" href="script-command-panel.html">Script</a>, <a class="xref" href="NcOptOption-panel.html">NC Optimization Config</a>,
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<a class="xref" href="PostExecutionCommand-panel.html">Post-Execution</a>, Record Meshed Geometry and Export Meshed
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Geometry.</li>
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<li><code>list</code> shows only its optional title on its node; its entries are its tree children, and
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<a class="xref" href="ListCommand-panel.html">List Command Panel</a> covers what a list is and what moving in and
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out of one costs.</li>
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<li>The four remaining Setup kinds — Machining Resolution, Collision Detection, Pause on Failure and
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Physics — are served by the generic field editor, which renders the command's reflected
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<code>[CommandField]</code> scalars with server-localized labels. That is what the app does instead of
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shipping one panel per kind: a catalog kind needs frontend code only when it wants a richer
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editor.</li>
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</ul>
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<p><a class="xref" href="PreSettingCommand-panel.html">General Config</a> is the one asymmetry. Its editor ships and
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reads a command, but the catalog does not offer it: a project file that stores the bundle loads as
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the individual commands it stands for, and the panel serves projects that construct one through the
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API.</p>
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<p>The multi-card kinds — General Config, NC Optimization Config and Post-Execution — put their extra
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cards on section child nodes of the command, one node per card. Where a card has its own enable
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flag — General Config's Meshed Geometry section and each of Post-Execution's five — that flag is the
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section node's tree checkbox; NC Optimization Config's five sections (Distances, Feedrate, Motion
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Dynamics, Force & Safety, Compensation) carry no checkbox — its enable switches sit on the command
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node's own panel instead. Post-Execution's Shot Files Output and Optimization Output sections appear
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only while the physics preference is on.</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/MissionRootPanel.vue</code> — this panel, informational only:
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whether a project is open, the command count, the empty state and the run-order hint. It changes
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nothing and emits nothing.</li>
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<li><code>wwwroot-src/src/components/controlTree/ControlTreePanel.vue</code> — the tree pane that renders the
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Mission rows' affordances: the drag handle, the hover-revealed move / duplicate / delete buttons on
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every command row, the <code>+</code> on every list row (the Mission root included) and the Add Command
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dialog it opens, plus the drop-indicator styles.</li>
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<li><code>wwwroot-src/src/components/controlTree/useMissionTreeDrag.ts</code> — the HTML5 drag-and-drop
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bookkeeping between Mission rows: which rows drag, which receive, the before / after / into mode
|
|
from the pointer position, and the stamp check that abandons a drop after a mid-drag rebuild.</li>
|
|
<li><code>wwwroot-src/src/components/controlTree/useControlTreeHost.ts</code> — builds the page's two roots,
|
|
Mission above Program; owns the five mission row ops — add, drag move, step, duplicate, delete —
|
|
through one <code>missionRowOp</code> helper (the busy gate, the open panel's dirty flush, the API call, the
|
|
scoped rebuild, the post-op selection) and the index translation that carries the expansion set,
|
|
the Add focus and the selection through each op; drives the command and section checkboxes,
|
|
holding the same busy gate while a tick's PUTs are on the wire.</li>
|
|
<li><code>wwwroot-src/src/components/controlTree/AddCommandDialog.vue</code> — the search-first catalog picker;
|
|
one pick per opening.</li>
|
|
<li><code>wwwroot-src/src/components/controlTree/MissionCommandSlavePanel.vue</code> — one entry's panel: the
|
|
kind's editor, or the optional title input alone for a <code>list</code> entry. It forwards the editor's
|
|
dirty-switch gate — and flushes a pending title save — to the host, and relays the Program File
|
|
editor's multi-pick as a structure change on the parent list carrying the inserted range.</li>
|
|
<li><code>wwwroot-src/src/components/controlTree/MissionSectionPanel.vue</code> — the panel of a command's
|
|
section child, rendering that one card.</li>
|
|
<li><code>wwwroot-src/src/components/controlTree/missionItemTypes.ts</code> — the Mission wave of the Control
|
|
Tree: the item types, the child builders that carry the recursion, the per-kind editor map, and
|
|
the section definitions and their enable flags.</li>
|
|
<li><code>wwwroot-src/src/components/controlTree/missionKindIcons.ts</code> — the kind and category icons the
|
|
Add Command dialog shows.</li>
|
|
<li><code>wwwroot-src/src/api/mission.ts</code> — typed wrapper over <code>/api/Mission/*</code>: <code>listCommandEntries</code>,
|
|
<code>addEntry</code> (with an optional insert index, resolving to the new entry's path), <code>removeEntry</code>,
|
|
<code>moveEntry</code>, <code>duplicateEntry</code>, <code>reparentEntry</code>, <code>reorderEntries</code>, <code>setListTitle</code>,
|
|
<code>getCommandCatalog</code>, <code>loadCommandFields</code> / <code>setCommandField</code>, and the per-kind readers and
|
|
writers.</li>
|
|
<li><code>wwwroot-src/src/components/mission/GenericCommandPanel.vue</code> — the fallback editor for a catalog
|
|
kind with no bespoke panel: the command's reflected <code>[CommandField]</code> scalars.</li>
|
|
<li>The bespoke editors:
|
|
<ul>
|
|
<li><code>wwwroot-src/src/components/mission/PreSettingCommandPanel.vue</code></li>
|
|
<li><code>wwwroot-src/src/components/mission/MachiningMotionResolutionCommandPanel.vue</code></li>
|
|
<li><code>wwwroot-src/src/components/mission/NcFileCommandPanel.vue</code> — also the one panel-side
|
|
insert: its multi-pick adds the extra files as new Program File commands right after its own,
|
|
through <code>addEntry</code> at an insert index.</li>
|
|
<li><code>wwwroot-src/src/components/mission/NcCodeCommandPanel.vue</code></li>
|
|
<li><code>wwwroot-src/src/components/mission/ScriptCommandPanel.vue</code></li>
|
|
<li><code>wwwroot-src/src/components/mission/NcOptOptionCommandPanel.vue</code></li>
|
|
<li><code>wwwroot-src/src/components/mission/PostExecutionCommandPanel.vue</code></li>
|
|
<li><code>wwwroot-src/src/components/mission/RecordMeshedGeomCommandPanel.vue</code></li>
|
|
<li><code>wwwroot-src/src/components/mission/ExportMeshedGeomCommandPanel.vue</code></li>
|
|
</ul>
|
|
</li>
|
|
<li><code>wwwroot-src/src/i18n/en/tree.ts</code> — the <code>tree.mission.*</code> strings: Add Command, the Commands
|
|
caption, the no-commands-yet state, the run-order hint that names the row affordances, the
|
|
disabled-command hint, the cancelled-op notice, the kind display names, the section names and the
|
|
op-context phrases.</li>
|
|
<li><code>wwwroot-src/src/i18n/en/common.ts</code> — the row buttons' titles (Move up, Move down, Duplicate,
|
|
Delete), the List title's label and the no-project caption.</li>
|
|
<li><code>wwwroot-src/src/i18n/en/dialog.ts</code> — the Delete Command confirmation.</li>
|
|
<li><code>wwwroot-src/src/router/routes.ts</code> — resolves <code>/mission</code> onto <code>/execution?tree=execution/mission</code>.</li>
|
|
<li><code>Missions/MissionController.cs</code> — the entry lifecycle (<code>GET list-command/entries</code>,
|
|
<code>POST list-command/entries</code> and <code>POST list-command/entries/{path}</code> to add at the root or inside a
|
|
nested list — at an optional <code>insertIndex</code>, answering the new entry's index and path —
|
|
<code>DELETE list-command/entries/{path}</code>, <code>POST list-command/entries/{path}/move</code>,
|
|
<code>PUT list-command/reorder</code>, <code>POST list-command/entries/{path}/duplicate</code> and
|
|
<code>POST list-command/entries/{path}/reparent</code>), the <code>GET command-catalog</code> the Add Command dialog
|
|
reads, and the per-command endpoints including the generic <code>commands/{path}/fields[/{key}]</code> pair.
|
|
<code>reparent</code> is what backs a drop that changes the entry's list — into another list, or an edge in
|
|
another list — and it is the endpoint that rejects moving a list into itself or its own
|
|
descendants; a drop that keeps the list, the tail landing included, goes through <code>reorder</code>.</li>
|
|
<li><code>Missions/MissionCommandCatalog.cs</code> — reflects every <code>[CommandCatalog]</code> command into the addable
|
|
set served to Add Command, and creates the picked kind.</li>
|
|
<li><code>Missions/MissionCommandFields.cs</code> — the reflection layer behind the generic field endpoints: it
|
|
describes and updates a command's <code>[CommandField]</code> scalars.</li>
|
|
<li><code>Missions/NcOptOptionEndpoints.cs</code> — the NC Optimization Config per-property PUT endpoints.</li>
|
|
</ul>
|
|
<h3 id="hiapi-engine">HiAPI Engine</h3>
|
|
<ul>
|
|
<li><code>HiNc/SessionCommands/CommandCatalogAttribute.cs</code> — <code>CommandCategory</code> and the <code>[CommandCatalog]</code>
|
|
attribute (category, order, kind key, aliases), plus the class-name-minus-<code>Command</code> derivation of
|
|
the kind key. This is what makes the addable set backend-owned.</li>
|
|
<li><code>HiNc/SessionCommands/ListCommand.cs</code> — the container command: the entry list a run walks
|
|
top-down, skipping disabled entries.</li>
|
|
<li><code>HiNc/MachiningProcs/MachiningProject.cs</code> — declares the mission's command as a list and keeps it
|
|
one when a project is read.</li>
|
|
</ul>
|
|
<h2 id="see-also">See Also</h2>
|
|
<ul>
|
|
<li><a class="xref" href="../program.html">Program Branch</a> — the read-only inspection twin of this list: what a
|
|
run actually read, one node per NC source file</li>
|
|
<li><a class="xref" href="ListCommand-panel.html">List Command Panel</a> — the same rows one level down, and what moving an entry in or out of a nested list costs</li>
|
|
<li><a href="../../../manual/run/building-a-mission.html">Building a Mission</a> — the task this branch serves, as a procedure</li>
|
|
</ul>
|
|
|
|
</article>
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