Documentation Index
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Commands implement the Command pattern to provide undo/redo functionality in OpenCut. Each command encapsulates a single operation with the ability to execute, undo, and redo.
Overview
Commands handle undo/redo by saving state before making changes. They live in @/lib/commands/ organized by domain:
timeline/ - Timeline operations (split, delete, move elements)
media/ - Media operations (add/remove assets)
scene/ - Scene operations (create, delete, bookmarks)
project/ - Project operations (update settings)
Actions and commands work together: actions are “what triggered this”, commands are “how to do it (and undo it)”.
Command base class
All commands extend the Command base class from @/lib/commands/base-command.
export abstract class Command {
abstract execute(): void;
undo(): void {
throw new Error("Undo not implemented for this command");
}
redo(): void {
this.execute();
}
}
execute()
Performs the operation. Should save the current state before making changes to enable undo.
execute(): void {
const editor = EditorCore.getInstance();
// Save current state
this.savedState = editor.timeline.getTracks();
// Perform the operation
// ...
}
undo()
Reverts the operation by restoring saved state.
undo(): void {
if (this.savedState) {
const editor = EditorCore.getInstance();
editor.timeline.updateTracks(this.savedState);
}
}
redo()
Re-applies the operation. Default implementation calls execute() again. Override if you need custom redo behavior.
redo(): void {
this.execute(); // Default: re-run execute
}
Creating a command
Here’s a complete example of a command that deletes elements:
import { Command } from "@/lib/commands/base-command";
import type { TimelineTrack } from "@/types/timeline";
import { EditorCore } from "@/core";
import { isMainTrack } from "@/lib/timeline";
export class DeleteElementsCommand extends Command {
private savedState: TimelineTrack[] | null = null;
constructor(private elements: { trackId: string; elementId: string }[]) {
super();
}
execute(): void {
const editor = EditorCore.getInstance();
// Save current state before making changes
this.savedState = editor.timeline.getTracks();
// Perform the deletion
const updatedTracks = this.savedState
.map((track) => {
const hasElementsToDelete = this.elements.some(
(el) => el.trackId === track.id,
);
if (!hasElementsToDelete) {
return track;
}
return {
...track,
elements: track.elements.filter(
(element) =>
!this.elements.some(
(el) => el.trackId === track.id && el.elementId === element.id,
),
),
};
})
.filter((track) => track.elements.length > 0 || isMainTrack(track));
editor.timeline.updateTracks(updatedTracks);
}
undo(): void {
if (this.savedState) {
const editor = EditorCore.getInstance();
editor.timeline.updateTracks(this.savedState);
}
}
}
Usage
import { DeleteElementsCommand } from '@/lib/commands/timeline/element';
import { EditorCore } from '@/core';
const editor = EditorCore.getInstance();
// Create and execute command
const command = new DeleteElementsCommand([
{ trackId: "track-1", elementId: "element-1" },
{ trackId: "track-2", elementId: "element-2" },
]);
editor.commands.execute({ command });
The command is automatically added to the history stack. Users can then undo/redo using Ctrl+Z / Ctrl+Shift+Z.
BatchCommand
The BatchCommand class allows executing multiple commands as a single undoable operation.
import { BatchCommand } from '@/lib/commands';
const batch = new BatchCommand([
new DeleteElementsCommand([...]),
new AddTrackCommand('media'),
new InsertElementCommand(...),
]);
editor.commands.execute({ command: batch });
How it works
- execute(): Executes all commands in order
- undo(): Undoes all commands in reverse order
- redo(): Re-executes all commands in order
export class BatchCommand extends Command {
constructor(private commands: Command[]) {
super();
}
execute(): void {
for (const command of this.commands) {
command.execute();
}
}
undo(): void {
for (const command of [...this.commands].reverse()) {
command.undo();
}
}
redo(): void {
for (const command of this.commands) {
command.execute();
}
}
}
Command examples
SplitElementsCommand
Splits timeline elements at a specific time:
import { SplitElementsCommand } from '@/lib/commands/timeline/element';
const command = new SplitElementsCommand(
[
{ trackId: "track-1", elementId: "element-1" },
],
5.0, // splitTime in seconds
"both", // retainSide: "both" | "left" | "right"
);
editor.commands.execute({ command });
// Get IDs of newly created right-side elements
const rightElements = command.getRightSideElements();
AddTrackCommand
Adds a new track to the timeline:
import { AddTrackCommand } from '@/lib/commands/timeline/track';
const command = new AddTrackCommand(
'media', // type: 'media' | 'audio' | 'subtitle'
0, // optional index (defaults to appropriate position)
);
editor.commands.execute({ command });
// Get the ID of the newly created track
const trackId = command.getTrackId();
Best practices
Always save state in execute()
// Good
execute(): void {
this.savedState = editor.timeline.getTracks();
// ... perform changes
}
// Bad - can't undo without saved state
execute(): void {
// ... perform changes (no saved state)
}
Use immutable updates
// Good - creates new objects
const updatedTracks = this.savedState.map((track) => ({
...track,
elements: [...track.elements],
}));
// Bad - mutates existing state
this.savedState.forEach((track) => {
track.elements.push(newElement);
});
Store constructor parameters
Commands need their parameters for potential re-execution:
// Good
class MyCommand extends Command {
constructor(private elementId: string) {
super();
}
execute(): void {
// Can access this.elementId
}
}
// Bad - parameters not accessible in execute
class MyCommand extends Command {
execute(): void {
// No access to constructor parameters
}
}
Check state before undo
// Good
undo(): void {
if (this.savedState) {
editor.timeline.updateTracks(this.savedState);
}
}
// Bad - may crash if execute() wasn't called
undo(): void {
editor.timeline.updateTracks(this.savedState); // savedState might be null
}
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