<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:media="http://search.yahoo.com/mrss/"><channel><title>Sven – IMG.LY Blog</title><description>Posts by Sven on the IMG.LY blog.</description><link>https://img.ly/blog/author/sven/</link><language>en-us</language><image><url>https://img.ly/apple-touch-icon.png</url><title>Sven – IMG.LY Blog</title><link>https://img.ly/blog/author/sven/</link></image><atom:link href="https://img.ly/blog/author/sven/rss.xml" rel="self" type="application/rss+xml"/><generator>Astro</generator><lastBuildDate>Fri, 19 Jun 2026 11:25:53 GMT</lastBuildDate><ttl>60</ttl><item><title>From Prompt to Editor: Running CE.SDK Inside ChatGPT with the Apps SDK</title><link>https://img.ly/blog/from-prompt-to-editor-running-ce-sdk-inside-chatgpt-with-the-apps-sdk/</link><guid isPermaLink="true">https://img.ly/blog/from-prompt-to-editor-running-ce-sdk-inside-chatgpt-with-the-apps-sdk/</guid><description>We built a technical demo running CE.SDK directly inside ChatGPT using MCP, showing how AI chats can open real, interactive editors. It highlights strict MCP contracts, visual-first UX, and how chat becomes a coordination layer for doing creative work.</description><pubDate>Fri, 19 Dec 2025 15:43:16 GMT</pubDate><content:encoded>&lt;p&gt;With the new ChatGPT Apps SDK and Model Context Protocol (MCP), chat interfaces are starting to look less like Q&amp;#x26;A tools and more like places where work actually happens. To explore what that means for creative workflows, we built a small technical demo: &lt;a href=&quot;https://github.com/imgly/cesdk-web-examples/tree/main/cookbooks-chatgpt-app&quot;&gt;&lt;strong&gt;CE.SDK running directly inside ChatGPT&lt;/strong&gt;.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;From a user’s perspective, the flow is almost trivial. You ask ChatGPT for something like an ecommerce template. ChatGPT searches our template catalog, selects a matching design, and opens it instantly in a fully interactive CE.SDK editor — right inside the chat interface. What looks like a preview is, in fact, a real editor loaded with a real template scene.&lt;/p&gt;
&lt;p&gt;This isn’t meant as a product announcement. It’s a technical proof of concept showing how creative SDKs can plug directly into AI-native interfaces.&lt;/p&gt;
&lt;h2 id=&quot;cesdk-as-a-chatgpt-app&quot;&gt;CE.SDK as a ChatGPT App&lt;/h2&gt;
&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/embed/AoDqUNVLLJ4?feature=oembed&quot;&gt;https://www.youtube.com/embed/AoDqUNVLLJ4?feature=oembed&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;The integration is built around a custom MCP server that exposes CE.SDK to ChatGPT as a tool. The server speaks OpenAI’s JSON-RPC–style MCP and implements the standard lifecycle methods (&lt;code&gt;initialize&lt;/code&gt;, &lt;code&gt;tools.list&lt;/code&gt;, &lt;code&gt;tools.call&lt;/code&gt;, &lt;code&gt;resources.read&lt;/code&gt;). It knows about our premium template catalog and emits structured payloads that the frontend understands.&lt;/p&gt;
&lt;p&gt;On the client side, a Next.js app listens to tool output events streamed from ChatGPT, renders CE.SDK widgets, and hydrates them with the payloads returned by the tool — such as a scene URL, placeholder values, or export permissions. Templates are loaded via CE.SDK’s Template API, either from a URL or from a serialized scene string.&lt;/p&gt;
&lt;p&gt;Under the hood, the stack is fairly conventional:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Next.js 15 (App Router)&lt;/li&gt;
&lt;li&gt;CE.SDK Web / CreativeEngine&lt;/li&gt;
&lt;li&gt;A custom MCP handler to normalize JSON-RPC&lt;/li&gt;
&lt;li&gt;Vercel for hosting&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;What’s new is not the technology itself, but the context in which it runs.&lt;/p&gt;
&lt;h2 id=&quot;working-with-mcp-in-practice&quot;&gt;Working with MCP in Practice&lt;/h2&gt;
&lt;p&gt;The hardest part of the demo wasn’t CE.SDK — it was MCP.&lt;/p&gt;
&lt;p&gt;OpenAI’s MCP implementation is extremely strict. Even the smallest schema mismatch can trigger the infamous “TaskGroup 424” error, usually without any hint as to what went wrong. In many cases, the HTTP response is technically successful, but the JSON structure doesn’t match the expected schema closely enough.&lt;/p&gt;
&lt;p&gt;The key lesson here is to treat MCP responses as hard contracts:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Validate every response against a schema (for example with zod).&lt;/li&gt;
&lt;li&gt;Mirror OpenAI’s field names exactly, even for empty or optional capabilities.&lt;/li&gt;
&lt;li&gt;Assume that a 424 almost always means “your JSON shape is wrong”.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Another important insight was how critical visual context is in chat-based tools. If your MCP responses don’t include thumbnails or preview images, ChatGPT will often fall back to rendering links. For creative tools, that immediately breaks the experience. In a chat UI, visuals aren’t an enhancement — they &lt;em&gt;are&lt;/em&gt; the interface.&lt;/p&gt;
&lt;p&gt;State handling also requires a shift in mindset. ChatGPT can replay tool calls, and each prompt effectively creates a new widget instance. You can’t rely on mutating an existing editor. The frontend needs to be idempotent: load scenes from serialized state first, then apply changes. Every tool call should be treated as a fresh render.&lt;/p&gt;
&lt;h2 id=&quot;why-this-pattern-matters&quot;&gt;Why This Pattern Matters&lt;/h2&gt;
&lt;p&gt;This demo points to a broader change in how creative software may be accessed. Chat becomes a coordination layer, not just a conversational one. Instead of explaining how something could be designed, the AI opens the actual editor and lets the user continue from there.&lt;/p&gt;
&lt;p&gt;For CE.SDK, this fits naturally. Editors become embeddable capabilities rather than standalone applications, and AI systems become the entry point into creative workflows. Prompting turns into doing.&lt;/p&gt;
&lt;h2 id=&quot;beyond-openai-the-mcp-ui-standard&quot;&gt;Beyond OpenAI: The MCP UI Standard&lt;/h2&gt;
&lt;p&gt;Although this demo uses OpenAI’s MCP, the architecture maps cleanly to the new MCP UI standard recently introduced by Anthropic. That standard aims to make tool definitions and UI rendering more consistent across models and platforms.&lt;/p&gt;
&lt;p&gt;Because this integration already separates tool logic from UI rendering and relies on structured, explicit payloads, transferring it to Anthropic’s MCP UI model is conceptually straightforward. CE.SDK can act as a reusable creative surface across ChatGPT, Claude, and future AI app ecosystems.&lt;/p&gt;
&lt;p&gt;You can read more about Anthropic’s MCP UI direction here:&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://blog.modelcontextprotocol.io/posts/2025-11-21-mcp-apps/&quot;&gt;https://blog.modelcontextprotocol.io/posts/2025-11-21-mcp-apps/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;This demo is intentionally small and technical, but it highlights a meaningful shift: AI systems that don’t just describe creative outcomes, but open the tools to actually create them.&lt;/p&gt;</content:encoded><dc:creator>Jan</dc:creator><dc:creator>Sven</dc:creator><media:content url="https://blog.img.ly/2025/12/chatgpt-open-design-editor-tempalte.jpg" medium="image"/><category>AI</category><category>MCP</category><category>CE.SDK</category></item><item><title>Elegant Event Handling in Kotlin - A Refactoring Walkthrough</title><link>https://img.ly/blog/kotlin-code-refactoring-for-peak-performance/</link><guid isPermaLink="true">https://img.ly/blog/kotlin-code-refactoring-for-peak-performance/</guid><description>Unlock peak performance in Kotlin code with these expert refactoring tips.</description><pubDate>Fri, 29 Sep 2023 07:00:53 GMT</pubDate><content:encoded>&lt;p&gt;In the world of software development, code refactoring is the hero that rescues us from tangled and inefficient code. In this article, we’ll embark on an adventure to revamp Kotlin code handling diverse events. Our mission? To enhance performance and style, making the code sleeker, more maintainable, and a joy to work with.&lt;/p&gt;
&lt;h2 id=&quot;what-we-aim-to-achieve&quot;&gt;What We Aim to Achieve&lt;/h2&gt;
&lt;p&gt;On this journey to transform Kotlin event handling, our goal is to refine our code to be more efficient, readable, and maintainable. We’re introducing a variety of improvements, including:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Replacing a convoluted &lt;code&gt;when&lt;/code&gt; statement with a &lt;code&gt;HashMap&lt;/code&gt; for lightning-fast (O(1)) performance.&lt;/li&gt;
&lt;li&gt;Infusing syntactic sweetness with inline functions and &lt;a href=&quot;https://kotlinlang.org/docs/inline-functions.html#reified-type-parameters&quot;&gt;reified&lt;/a&gt; type parameters.&lt;/li&gt;
&lt;li&gt;Employing delegated properties for cleaner dependency injection.&lt;/li&gt;
&lt;li&gt;Adhering to the Single Responsibility Principle by enabling multiple specialized event handler functions.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;step-1-the-starting-line&quot;&gt;Step 1: The Starting Line&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;sven2244_a_playful_abstract_artwork_that_represents_the_complex_6e9491ff-8203-4ae2-9a5e-52025e4010be.png&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 1856px) 1856px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;1856&quot; height=&quot;656&quot; src=&quot;https://img.ly/_astro/2_1H0FvJ.webp&quot; srcset=&quot;/_astro/2_Z2e3gQ7.webp 640w, /_astro/2_2dHdPv.webp 750w, /_astro/2_ZB5tWb.webp 828w, /_astro/2_Z1Ro7yX.webp 1080w, /_astro/2_Qgvw5.webp 1280w, /_astro/2_NDMYj.webp 1668w, /_astro/2_1H0FvJ.webp 1856w&quot;&gt;&lt;/p&gt;
&lt;p&gt;Our adventure begins with a glance at the original code. This codebase manages a variety of block events through a function named &lt;code&gt;handleBlockEvent&lt;/code&gt; and an event handler function called &lt;code&gt;onEvent&lt;/code&gt;. Let’s unveil the original code:&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;open&lt;/span&gt;&lt;span&gt; fun&lt;/span&gt;&lt;span&gt; onEvent&lt;/span&gt;&lt;span&gt;(event: &lt;/span&gt;&lt;span&gt;Event&lt;/span&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    // ...&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    handleBlockEvent&lt;/span&gt;&lt;span&gt;(engine, &lt;/span&gt;&lt;span&gt;getBlockForEvents&lt;/span&gt;&lt;span&gt;(), &lt;/span&gt;&lt;span&gt;checkNotNull&lt;/span&gt;&lt;span&gt;(assetsRepo.fontFamilies.&lt;/span&gt;&lt;span&gt;value&lt;/span&gt;&lt;span&gt;).&lt;/span&gt;&lt;span&gt;getOrThrow&lt;/span&gt;&lt;span&gt;())&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;fun&lt;/span&gt;&lt;span&gt; handleBlockEvent&lt;/span&gt;&lt;span&gt;(engine: &lt;/span&gt;&lt;span&gt;Engine&lt;/span&gt;&lt;span&gt;, block: &lt;/span&gt;&lt;span&gt;DesignBlock&lt;/span&gt;&lt;span&gt;, fontFamilyMap: &lt;/span&gt;&lt;span&gt;Map&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;String&lt;/span&gt;&lt;span&gt;, &lt;/span&gt;&lt;span&gt;FontFamilyData&lt;/span&gt;&lt;span&gt;&gt;, event: &lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    when&lt;/span&gt;&lt;span&gt; (event) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.OnDelete &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; engine.&lt;/span&gt;&lt;span&gt;delete&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.OnBackward &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; engine.&lt;/span&gt;&lt;span&gt;sendBackward&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.OnDuplicate &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; engine.&lt;/span&gt;&lt;span&gt;duplicate&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.OnForward &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; engine.&lt;/span&gt;&lt;span&gt;bringForward&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.ToBack &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; engine.&lt;/span&gt;&lt;span&gt;sendToBack&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.ToFront &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; engine.&lt;/span&gt;&lt;span&gt;bringToFront&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.OnChangeFinish &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; engine.editor.&lt;/span&gt;&lt;span&gt;addUndoStep&lt;/span&gt;&lt;span&gt;()&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        is&lt;/span&gt;&lt;span&gt; BlockEvent.OnChangeBlendMode &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; onChangeBlendMode&lt;/span&gt;&lt;span&gt;(engine, block, event.blendMode)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        is&lt;/span&gt;&lt;span&gt; BlockEvent.OnChangeOpacity &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; engine.block.&lt;/span&gt;&lt;span&gt;setOpacity&lt;/span&gt;&lt;span&gt;(block, event.opacity)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        is&lt;/span&gt;&lt;span&gt; BlockEvent.OnChangeFillColor &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; onChangeFillColor&lt;/span&gt;&lt;span&gt;(engine, block, event.color)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        // and so on...&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;sealed&lt;/span&gt;&lt;span&gt; class&lt;/span&gt;&lt;span&gt; BlockEvent&lt;/span&gt;&lt;span&gt; : &lt;/span&gt;&lt;span&gt;Event&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    object&lt;/span&gt;&lt;span&gt; OnChangeFinish&lt;/span&gt;&lt;span&gt; : &lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    object&lt;/span&gt;&lt;span&gt; OnForward&lt;/span&gt;&lt;span&gt; : &lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    object&lt;/span&gt;&lt;span&gt; OnBackward&lt;/span&gt;&lt;span&gt; : &lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    object&lt;/span&gt;&lt;span&gt; OnDuplicate&lt;/span&gt;&lt;span&gt; : &lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    object&lt;/span&gt;&lt;span&gt; OnDelete&lt;/span&gt;&lt;span&gt; : &lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    object&lt;/span&gt;&lt;span&gt; ToFront&lt;/span&gt;&lt;span&gt; : &lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    object&lt;/span&gt;&lt;span&gt; ToBack&lt;/span&gt;&lt;span&gt; : &lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    data&lt;/span&gt;&lt;span&gt; class&lt;/span&gt;&lt;span&gt; OnChangeBlendMode&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;span&gt;val&lt;/span&gt;&lt;span&gt; blendMode: &lt;/span&gt;&lt;span&gt;BlendMode&lt;/span&gt;&lt;span&gt;) : &lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    data&lt;/span&gt;&lt;span&gt; class&lt;/span&gt;&lt;span&gt; OnChangeOpacity&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;span&gt;val&lt;/span&gt;&lt;span&gt; opacity: &lt;/span&gt;&lt;span&gt;Float&lt;/span&gt;&lt;span&gt;) : &lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    data&lt;/span&gt;&lt;span&gt; class&lt;/span&gt;&lt;span&gt; OnChangeFillColor&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;span&gt;val&lt;/span&gt;&lt;span&gt; color: &lt;/span&gt;&lt;span&gt;Color&lt;/span&gt;&lt;span&gt;) : &lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    // and so on...&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;To use the original code, you’d typically call the &lt;code&gt;onEvent&lt;/code&gt; function with a specific event:&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;onEvent&lt;/span&gt;&lt;span&gt;(BlockEvent.&lt;/span&gt;&lt;span&gt;OnChangeFillColor&lt;/span&gt;&lt;span&gt;(Color.RED))&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;This would then trigger the &lt;code&gt;handleBlockEvent&lt;/code&gt; function to deal with the event at hand. Now, let’s embark on our first refactoring adventure.&lt;/p&gt;
&lt;h2 id=&quot;step-2-unveiling-hashmaps-and-payloads-for-peak-performance&quot;&gt;Step 2: Unveiling HashMaps and Payloads for Peak Performance&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;sven2244_an_abstract_image_ofa_futuristic_cityscape_with_neon-l_fbda2c5b-b80f-430b-9f00-609ceecc1292.png&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 1856px) 1856px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;1856&quot; height=&quot;656&quot; src=&quot;https://img.ly/_astro/3_ZK0M1r.webp&quot; srcset=&quot;/_astro/3_Z2iStzt.webp 640w, /_astro/3_28R179.webp 750w, /_astro/3_ZFUGFx.webp 828w, /_astro/3_JLxGM.webp 1080w, /_astro/3_Z1AJW16.webp 1280w, /_astro/3_Z1DmExR.webp 1668w, /_astro/3_ZK0M1r.webp 1856w&quot;&gt;&lt;/p&gt;
&lt;p&gt;In our first act of refactoring, we introduce a trusty &lt;code&gt;HashMap&lt;/code&gt; to map each event type to its corresponding action. This heroic move eliminates the need for the convoluted &lt;code&gt;when&lt;/code&gt; statement, making our code more efficient. We also unveil a payload mechanism to convey essential data to the event handlers.&lt;/p&gt;
&lt;p&gt;Behold the refactored code:&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;abstract&lt;/span&gt;&lt;span&gt; class&lt;/span&gt;&lt;span&gt; EventsHandler&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;Payloads&lt;/span&gt;&lt;span&gt;&gt;(&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    val&lt;/span&gt;&lt;span&gt; fillPayload: (&lt;/span&gt;&lt;span&gt;cache&lt;/span&gt;&lt;span&gt;: &lt;/span&gt;&lt;span&gt;Payloads&lt;/span&gt;&lt;span&gt;) -&gt; &lt;/span&gt;&lt;span&gt;Unit&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    abstract&lt;/span&gt;&lt;span&gt; val&lt;/span&gt;&lt;span&gt; payloadCache: &lt;/span&gt;&lt;span&gt;Payloads&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    private&lt;/span&gt;&lt;span&gt; val&lt;/span&gt;&lt;span&gt; eventMap &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; mutableMapOf&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;KClass&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;out Event&lt;/span&gt;&lt;span&gt;&gt;&lt;/span&gt;&lt;span&gt;, Payloads.(event: &lt;/span&gt;&lt;span&gt;Event&lt;/span&gt;&lt;span&gt;) &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Unit&lt;/span&gt;&lt;span&gt;&gt;&lt;/span&gt;&lt;span&gt;()&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    fun&lt;/span&gt;&lt;span&gt; handleEvent&lt;/span&gt;&lt;span&gt;(event: &lt;/span&gt;&lt;span&gt;Event&lt;/span&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        eventMap[event::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt;]?.&lt;/span&gt;&lt;span&gt;let&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;            it.&lt;/span&gt;&lt;span&gt;invoke&lt;/span&gt;&lt;span&gt;(payloadCache.&lt;/span&gt;&lt;span&gt;also&lt;/span&gt;&lt;span&gt; { &lt;/span&gt;&lt;span&gt;fillPayload&lt;/span&gt;&lt;span&gt;(it) }, event)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    operator&lt;/span&gt;&lt;span&gt; fun&lt;/span&gt;&lt;span&gt; &amp;#x3C;&lt;/span&gt;&lt;span&gt;EventType&lt;/span&gt;&lt;span&gt; : &lt;/span&gt;&lt;span&gt;Event&lt;/span&gt;&lt;span&gt;&gt; &lt;/span&gt;&lt;span&gt;set&lt;/span&gt;&lt;span&gt;(event: &lt;/span&gt;&lt;span&gt;KClass&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;out&lt;/span&gt;&lt;span&gt; EventType&lt;/span&gt;&lt;span&gt;&gt;, lambda: &lt;/span&gt;&lt;span&gt;Payloads&lt;/span&gt;&lt;span&gt;.(event: &lt;/span&gt;&lt;span&gt;EventType&lt;/span&gt;&lt;span&gt;) &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Unit) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        eventMap[event] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; lambda &lt;/span&gt;&lt;span&gt;as&lt;/span&gt;&lt;span&gt; Payloads.(event: &lt;/span&gt;&lt;span&gt;Event&lt;/span&gt;&lt;span&gt;) &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Unit&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; BlockEventsHandler&lt;/span&gt;&lt;span&gt;(fillPayload: (&lt;/span&gt;&lt;span&gt;cache&lt;/span&gt;&lt;span&gt;: &lt;/span&gt;&lt;span&gt;BlockEventsHandler&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;Payloads&lt;/span&gt;&lt;span&gt;) -&gt; &lt;/span&gt;&lt;span&gt;Unit&lt;/span&gt;&lt;span&gt;) : &lt;/span&gt;&lt;span&gt;EventsHandler&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;BlockEventsHandler&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;Payloads&lt;/span&gt;&lt;span&gt;&gt;(&lt;/span&gt;&lt;span&gt;fillPayload&lt;/span&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    class&lt;/span&gt;&lt;span&gt; Payloads&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        lateinit&lt;/span&gt;&lt;span&gt; var&lt;/span&gt;&lt;span&gt; engine: &lt;/span&gt;&lt;span&gt;Engine&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        lateinit&lt;/span&gt;&lt;span&gt; var&lt;/span&gt;&lt;span&gt; block: &lt;/span&gt;&lt;span&gt;DesignBlock&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        lateinit&lt;/span&gt;&lt;span&gt; var&lt;/span&gt;&lt;span&gt; fontFamilyMap: &lt;/span&gt;&lt;span&gt;Map&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;String&lt;/span&gt;&lt;span&gt;, &lt;/span&gt;&lt;span&gt;FontFamilyData&lt;/span&gt;&lt;span&gt;&gt;&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    override&lt;/span&gt;&lt;span&gt; val&lt;/span&gt;&lt;span&gt; payloadCache: &lt;/span&gt;&lt;span&gt;Payloads&lt;/span&gt;&lt;span&gt; =&lt;/span&gt;&lt;span&gt; Payloads&lt;/span&gt;&lt;span&gt;()&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    init&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        it[BlockEvent.OnDelete::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt;] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; { engine.&lt;/span&gt;&lt;span&gt;delete&lt;/span&gt;&lt;span&gt;(block) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        it[BlockEvent.OnBackward::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt;] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; { engine.&lt;/span&gt;&lt;span&gt;sendBackward&lt;/span&gt;&lt;span&gt;(block) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        it[BlockEvent.OnDuplicate::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt;] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; { engine.&lt;/span&gt;&lt;span&gt;duplicate&lt;/span&gt;&lt;span&gt;(block) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        it[BlockEvent.OnForward::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt;] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; { engine.&lt;/span&gt;&lt;span&gt;bringForward&lt;/span&gt;&lt;span&gt;(block) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        it[BlockEvent.ToBack::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt;] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; { engine.&lt;/span&gt;&lt;span&gt;sendToBack&lt;/span&gt;&lt;span&gt;(block) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        it[BlockEvent.ToFront::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt;] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; { engine.&lt;/span&gt;&lt;span&gt;bringToFront&lt;/span&gt;&lt;span&gt;(block) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        it[BlockEvent.OnChangeFinish::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt;] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; { engine.editor.&lt;/span&gt;&lt;span&gt;addUndoStep&lt;/span&gt;&lt;span&gt;() }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        it[BlockEvent.OnChangeBlendMode::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt;] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; { &lt;/span&gt;&lt;span&gt;onChangeBlendMode&lt;/span&gt;&lt;span&gt;(engine, block, it.blendMode) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        it[BlockEvent.OnChangeOpacity::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt;] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; { engine.block.&lt;/span&gt;&lt;span&gt;setOpacity&lt;/span&gt;&lt;span&gt;(block, it.opacity) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        it[BlockEvent.OnChangeFillColor::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt;] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; { &lt;/span&gt;&lt;span&gt;onChangeFillColor&lt;/span&gt;&lt;span&gt;(engine, block, it.color) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        // and so on...&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;private&lt;/span&gt;&lt;span&gt; val&lt;/span&gt;&lt;span&gt; blockEventHandler &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; BlockEventsHandler&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    it.engine &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; engine&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    it.block &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; getBlockForEvents&lt;/span&gt;&lt;span&gt;()&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    it.fontFamilyMap &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; checkNotNull&lt;/span&gt;&lt;span&gt;(assetsRepo.fontFamilies.&lt;/span&gt;&lt;span&gt;value&lt;/span&gt;&lt;span&gt;).&lt;/span&gt;&lt;span&gt;getOrThrow&lt;/span&gt;&lt;span&gt;()&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;open&lt;/span&gt;&lt;span&gt; fun&lt;/span&gt;&lt;span&gt; onEvent&lt;/span&gt;&lt;span&gt;(event: &lt;/span&gt;&lt;span&gt;Event&lt;/span&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    // ...&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    blockEventHandler.&lt;/span&gt;&lt;span&gt;handleEvent&lt;/span&gt;&lt;span&gt;(event)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;h3 id=&quot;a-performance-boost&quot;&gt;A Performance Boost&lt;/h3&gt;
&lt;p&gt;By harnessing the power of a &lt;code&gt;HashMap&lt;/code&gt;, we’ve turbocharged our event handling. The time complexity for handling an event is now a lightning-fast (O(1)), a monumental improvement over the (O(n)) time complexity of the ponderous &lt;code&gt;when&lt;/code&gt; statement. While our payload mechanism adds a dollop of syntactic sugar. It enables us to bundle all the necessary data into a single object, making our code more legible and maintainable.&lt;/p&gt;
&lt;p&gt;? Note: Using a HashMap instead of a large when() statement provides a significant performance improvement. It can be up to 40 to 150 times faster. However, explaining the details would exceed the scope of this blog post. Therefore, I will cover it, along with other Kotlin performance puzzles, in a future blog post.&lt;/p&gt;
&lt;p&gt;While the refactored code remains as simple as before:&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;onEvent&lt;/span&gt;&lt;span&gt;(BlockEvent.&lt;/span&gt;&lt;span&gt;OnChangeFillColor&lt;/span&gt;&lt;span&gt;(Color.RED))&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;This still triggers the &lt;code&gt;handleEvent&lt;/code&gt; method in &lt;code&gt;BlockEventsHandler&lt;/code&gt;, which in turn performs the appropriate action based on the event type. The &lt;code&gt;BlockEvent&lt;/code&gt; itself is a data object containing all event details, and it serves as the lambda parameter.&lt;/p&gt;
&lt;h3 id=&quot;a-note-on-payloads&quot;&gt;A Note on Payloads&lt;/h3&gt;
&lt;p&gt;The payload creation is a dynamic lambda function that’s executed each time an event is handled. This ensures that all variables not part of the event are consistently up-to-date. Given that we’re dealing with a single thread per event handler, caching the payload is entirely secure.&lt;/p&gt;
&lt;h2 id=&quot;step-3-adding-syntactic-sweetness-with-infix-functions&quot;&gt;Step 3: Adding Syntactic Sweetness with Infix Functions&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;sven2244_an_abstract_composition_resembling_a_candy_store_fille_894e8c68-0a37-4ad0-adc8-c313db1c29da.png&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 1856px) 1856px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;1856&quot; height=&quot;656&quot; src=&quot;https://img.ly/_astro/4_1R9Sfj.webp&quot; srcset=&quot;/_astro/4_Z2nIGiP.webp 640w, /_astro/4_241NnM.webp 750w, /_astro/4_ZKKToT.webp 828w, /_astro/4_Z1HeTPo.webp 1080w, /_astro/4_11pIfE.webp 1280w, /_astro/4_XN0HS.webp 1668w, /_astro/4_1R9Sfj.webp 1856w&quot;&gt;&lt;/p&gt;
&lt;p&gt;In our next act, we elevate our syntax to a new level of expressiveness and readability. We introduce an infix function called &lt;code&gt;to&lt;/code&gt;, allowing us to map an event class to its corresponding action elegantly.&lt;/p&gt;
&lt;p&gt;Witness the updated code:&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;abstract&lt;/span&gt;&lt;span&gt; class&lt;/span&gt;&lt;span&gt; EventsHandler&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;Payloads&lt;/span&gt;&lt;span&gt;&gt;(&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    val&lt;/span&gt;&lt;span&gt; fillPayload: (&lt;/span&gt;&lt;span&gt;cache&lt;/span&gt;&lt;span&gt;: &lt;/span&gt;&lt;span&gt;Payloads&lt;/span&gt;&lt;span&gt;) -&gt; &lt;/span&gt;&lt;span&gt;Unit&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    infix&lt;/span&gt;&lt;span&gt; fun&lt;/span&gt;&lt;span&gt; &amp;#x3C;&lt;/span&gt;&lt;span&gt;Payloads&lt;/span&gt;&lt;span&gt;, &lt;/span&gt;&lt;span&gt;EventType&lt;/span&gt;&lt;span&gt; : &lt;/span&gt;&lt;span&gt;Event&lt;/span&gt;&lt;span&gt;&gt; &lt;/span&gt;&lt;span&gt;KClass&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;out EventType&lt;/span&gt;&lt;span&gt;&gt;&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;to&lt;/span&gt;&lt;span&gt;(lambda: &lt;/span&gt;&lt;span&gt;Payloads&lt;/span&gt;&lt;span&gt;.(event: &lt;/span&gt;&lt;span&gt;EventType&lt;/span&gt;&lt;span&gt;) &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Unit) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        eventMap[event] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; lambda &lt;/span&gt;&lt;span&gt;as&lt;/span&gt;&lt;span&gt; Payloads.(event: &lt;/span&gt;&lt;span&gt;Event&lt;/span&gt;&lt;span&gt;) &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Unit&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    // ... (rest of the code remains the same)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; BlockEventsHandler&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    manager: &lt;/span&gt;&lt;span&gt;EventsManager&lt;/span&gt;&lt;span&gt;,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    override&lt;/span&gt;&lt;span&gt; val&lt;/span&gt;&lt;span&gt; fillPayload: (&lt;/span&gt;&lt;span&gt;cache&lt;/span&gt;&lt;span&gt;: &lt;/span&gt;&lt;span&gt;TextBlockEventsHandler&lt;/span&gt;&lt;span&gt;) -&gt; &lt;/span&gt;&lt;span&gt;Unit&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;) : &lt;/span&gt;&lt;span&gt;EventsHandler&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;TextBlockEventsHandler&lt;/span&gt;&lt;span&gt;&gt;(&lt;/span&gt;&lt;span&gt;manager&lt;/span&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    lateinit&lt;/span&gt;&lt;span&gt; var&lt;/span&gt;&lt;span&gt; engine: &lt;/span&gt;&lt;span&gt;Engine&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    lateinit&lt;/span&gt;&lt;span&gt; var&lt;/span&gt;&lt;span&gt; block: &lt;/span&gt;&lt;span&gt;DesignBlock&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    lateinit&lt;/span&gt;&lt;span&gt; var&lt;/span&gt;&lt;span&gt; fontFamilyMap: &lt;/span&gt;&lt;span&gt;Map&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;String&lt;/span&gt;&lt;span&gt;, &lt;/span&gt;&lt;span&gt;FontFamilyData&lt;/span&gt;&lt;span&gt;&gt;&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    init&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.OnDelete::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; to&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;            engine.&lt;/span&gt;&lt;span&gt;delete&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.OnBackward::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; to&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;            engine.&lt;/span&gt;&lt;span&gt;sendBackward&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.OnDuplicate::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; to&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;            engine.&lt;/span&gt;&lt;span&gt;duplicate&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.OnForward::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; to&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;            engine.&lt;/span&gt;&lt;span&gt;bringForward&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.ToBack::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; to&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;            engine.&lt;/span&gt;&lt;span&gt;sendToBack&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.ToFront::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; to&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;            engine.&lt;/span&gt;&lt;span&gt;bringToFront&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.OnChangeFinish::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; to&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;            engine.editor.&lt;/span&gt;&lt;span&gt;addUndoStep&lt;/span&gt;&lt;span&gt;()&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.OnChangeBlendMode::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; to&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;            onChangeBlendMode&lt;/span&gt;&lt;span&gt;(engine, block, it.blendMode)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.OnChangeOpacity::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; to&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;            engine.block.&lt;/span&gt;&lt;span&gt;setOpacity&lt;/span&gt;&lt;span&gt;(block, it.opacity)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        BlockEvent.OnChangeFillColor::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; to&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;            onChangeFillColor&lt;/span&gt;&lt;span&gt;(engine, block, it.color)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        // ...&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;h3 id=&quot;syntactic-sweetness-and-performance&quot;&gt;Syntactic Sweetness and Performance&lt;/h3&gt;
&lt;p&gt;The introduction of the &lt;code&gt;to&lt;/code&gt; infix function adds a sprinkle of syntactic sweetness that enhances code expressiveness and enables a more natural usage. This makes it crystal clear what each event is all about. And fear not, the performance remains at a blazing-fast (O(1)), thanks to our trusty HashMap.&lt;/p&gt;
&lt;h3 id=&quot;flexibility-in-syntax&quot;&gt;Flexibility in Syntax&lt;/h3&gt;
&lt;p&gt;While the &lt;code&gt;to&lt;/code&gt; keyword is used here, feel free to substitute it with other terms like &lt;code&gt;handle&lt;/code&gt;, &lt;code&gt;trigger&lt;/code&gt;, or anything that best suits your context. Flexibility is the name of the game.&lt;/p&gt;
&lt;h2 id=&quot;step-4-embracing-inline-functions-for-elegance&quot;&gt;Step 4: Embracing Inline Functions for Elegance&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;sven2244_a_mesmerizing_image_of_a_kaleidoscope_with_vibrant_pat_b53a7e30-820a-4308-a7aa-11222be8a7a1.png&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 1856px) 1856px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;1856&quot; height=&quot;656&quot; src=&quot;https://img.ly/_astro/5_ZzQzhR.webp&quot; srcset=&quot;/_astro/5_Z2syT2c.webp 640w, /_astro/5_1YbAEq.webp 750w, /_astro/5_ZPB78g.webp 828w, /_astro/5_TUKqm.webp 1080w, /_astro/5_Z1qAJhw.webp 1280w, /_astro/5_Z1tdrOi.webp 1668w, /_astro/5_ZzQzhR.webp 1856w&quot;&gt;&lt;/p&gt;
&lt;p&gt;However, this is still not perfect because the &lt;code&gt;::class&lt;/code&gt; breaks smooth reading.&lt;/p&gt;
&lt;p&gt;So let’s do it differently. Let us try to introduce a more elegant way to register an event. Let us eliminate the need to specify &lt;code&gt;::class&lt;/code&gt; every time we register an event handler will make our code more concise and readable.&lt;/p&gt;
&lt;p&gt;This is made possible by an inline function with a verified type parameter that maintains the class reference at runtime.&lt;/p&gt;
&lt;p&gt;To do this, we extend the &lt;code&gt;EventsHandler&lt;/code&gt; class with this new &lt;code&gt;register&lt;/code&gt; function:&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; EventsHandler&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    register: &lt;/span&gt;&lt;span&gt;EventsHandler&lt;/span&gt;&lt;span&gt;.() &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Unit,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    inline&lt;/span&gt;&lt;span&gt; fun&lt;/span&gt;&lt;span&gt; &amp;#x3C;&lt;/span&gt;&lt;span&gt;reified&lt;/span&gt;&lt;span&gt; EventType&lt;/span&gt;&lt;span&gt; : &lt;/span&gt;&lt;span&gt;BaseEvent&lt;/span&gt;&lt;span&gt;&gt; &lt;/span&gt;&lt;span&gt;register&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;span&gt;noinline&lt;/span&gt;&lt;span&gt; lambda: (&lt;/span&gt;&lt;span&gt;event&lt;/span&gt;&lt;span&gt;: &lt;/span&gt;&lt;span&gt;EventType&lt;/span&gt;&lt;span&gt;) -&gt; &lt;/span&gt;&lt;span&gt;Unit&lt;/span&gt;&lt;span&gt;) : &lt;/span&gt;&lt;span&gt;Any&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        this&lt;/span&gt;&lt;span&gt;[EventType::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt;] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; lambda&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        return&lt;/span&gt;&lt;span&gt; lambda&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;   // ... (rest of the code remains the same)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;h3 id=&quot;the-new-syntax&quot;&gt;The New Syntax&lt;/h3&gt;
&lt;p&gt;This is what registering an event handler looks like with the new syntax:&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;register&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;OnChangeLineWidth&lt;/span&gt;&lt;span&gt;&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    engine.block.&lt;/span&gt;&lt;span&gt;setWidth&lt;/span&gt;&lt;span&gt;(block, engine.block.&lt;/span&gt;&lt;span&gt;getFrameWidth&lt;/span&gt;&lt;span&gt;(block))&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    engine.block.&lt;/span&gt;&lt;span&gt;setHeight&lt;/span&gt;&lt;span&gt;(block, it.width)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;Much better, right? The new syntax is more concise, eliminates redundancy, and is type-safe because the reified type parameters ensure that the event type is known at compile-time and runtime, eliminating the need for unsafe casting.&lt;/p&gt;
&lt;h2 id=&quot;step-5-elevating-register-to-an-extension-function-for-highlighting&quot;&gt;Step 5: Elevating &lt;code&gt;register&lt;/code&gt; to an Extension Function for Highlighting&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;highlighting.jpg&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 2000px) 2000px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;2000&quot; height=&quot;700&quot; src=&quot;https://img.ly/_astro/6-1_ZpUYI8.webp&quot; srcset=&quot;/_astro/6-1_1WCnM8.webp 640w, /_astro/6-1_Z2lJRV7.webp 750w, /_astro/6-1_1HMAQd.webp 828w, /_astro/6-1_ZlU4Yo.webp 1080w, /_astro/6-1_Z2ruRRK.webp 1280w, /_astro/6-1_Z29YNlp.webp 1668w, /_astro/6-1_ZpUYI8.webp 2000w&quot;&gt;&lt;/p&gt;
&lt;p&gt;To improve code readability, we’ll make a subtle but effective step by converting the &lt;code&gt;register&lt;/code&gt; function from a &lt;code&gt;EventsHandler&lt;/code&gt; class function, into an &lt;code&gt;EventsHandler&lt;/code&gt; extension function.&lt;/p&gt;
&lt;p&gt;Sounds stupid! So why?&lt;/p&gt;
&lt;p&gt;This small change improves code readability by highlighting the &lt;code&gt;register&lt;/code&gt; keyword through syntax highlighting from a Kotlin extension function. This will make it much more colorful, which improves readability.&lt;/p&gt;
&lt;h3 id=&quot;updated-eventshandler-class&quot;&gt;Updated &lt;code&gt;EventsHandler&lt;/code&gt; Class&lt;/h3&gt;
&lt;p&gt;The &lt;code&gt;EventsHandler&lt;/code&gt; class remains largely unchanged, but the &lt;code&gt;register&lt;/code&gt; function is now outside the class and transformed into an extension function for the &lt;code&gt;EventsHandler&lt;/code&gt; class:&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; EventsHandler&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    register: &lt;/span&gt;&lt;span&gt;EventsHandler&lt;/span&gt;&lt;span&gt;.() &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Unit,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    // ... (rest of the code remains the same)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;inline&lt;/span&gt;&lt;span&gt; fun&lt;/span&gt;&lt;span&gt; &amp;#x3C;&lt;/span&gt;&lt;span&gt;reified&lt;/span&gt;&lt;span&gt; EventType&lt;/span&gt;&lt;span&gt; : &lt;/span&gt;&lt;span&gt;BaseEvent&lt;/span&gt;&lt;span&gt;&gt; &lt;/span&gt;&lt;span&gt;EventsHandler&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;register&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;span&gt;noinline&lt;/span&gt;&lt;span&gt; lambda: (&lt;/span&gt;&lt;span&gt;event&lt;/span&gt;&lt;span&gt;: &lt;/span&gt;&lt;span&gt;EventType&lt;/span&gt;&lt;span&gt;) -&gt; &lt;/span&gt;&lt;span&gt;Unit&lt;/span&gt;&lt;span&gt;) : &lt;/span&gt;&lt;span&gt;Any&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    this&lt;/span&gt;&lt;span&gt;[EventType::&lt;/span&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt;] &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; lambda&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    return&lt;/span&gt;&lt;span&gt; lambda&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;By simply shifting &lt;code&gt;register&lt;/code&gt; out of the class, the &lt;code&gt;EventsHandler&lt;/code&gt; class definition now stands out with distinctive syntax highlighting. It’s a clever trick that doesn’t impact runtime or compile performance, since it’s an inline operation anyway.&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;**&lt;/span&gt;&lt;span&gt;register&lt;/span&gt;&lt;span&gt;**&amp;#x3C;&lt;/span&gt;&lt;span&gt;BlockEvent.OnChangeLineWidth&lt;/span&gt;&lt;span&gt;&gt;&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    engine.block.&lt;/span&gt;&lt;span&gt;setWidth&lt;/span&gt;&lt;span&gt;(block, engine.block.&lt;/span&gt;&lt;span&gt;getFrameWidth&lt;/span&gt;&lt;span&gt;(block))&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    engine.block.&lt;/span&gt;&lt;span&gt;setHeight&lt;/span&gt;&lt;span&gt;(block, it.width)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;h2 id=&quot;step-6-eliminating-lateinit-variables-with-delegated-properties&quot;&gt;Step 6: Eliminating &lt;code&gt;lateinit&lt;/code&gt; Variables with Delegated Properties&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;sven2244_an_abstract_image_of_interconnected_gears_and_cogs_for_3b651ffc-9367-470d-8be3-82c3c19b9ffe.png&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 1856px) 1856px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;1856&quot; height=&quot;656&quot; src=&quot;https://img.ly/_astro/7_ZpHmyi.webp&quot; srcset=&quot;/_astro/7_2rVOk1.webp 640w, /_astro/7_1OvbcH.webp 750w, /_astro/7_Z10hwzY.webp 828w, /_astro/7_154X9V.webp 1080w, /_astro/7_Z1grwxW.webp 1280w, /_astro/7_Z1j4f5I.webp 1668w, /_astro/7_ZpHmyi.webp 1856w&quot;&gt;&lt;/p&gt;
&lt;p&gt;Now, it’s time to address the enigmatic &lt;code&gt;lateinit&lt;/code&gt; variables and the somewhat convoluted &lt;code&gt;fillPayload&lt;/code&gt; mechanism. Let us introduce a cleaner approach, using delegated properties and lambda functions to inject dependencies.&lt;/p&gt;
&lt;p&gt;Let’s add an &lt;code&gt;Inject&lt;/code&gt; class to wrap a normal lambda as delegable:&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;class&lt;/span&gt;&lt;span&gt; Inject&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;Type&lt;/span&gt;&lt;span&gt;&gt;(&lt;/span&gt;&lt;span&gt;private&lt;/span&gt;&lt;span&gt; val&lt;/span&gt;&lt;span&gt; inject: () &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Type) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    operator&lt;/span&gt;&lt;span&gt; fun&lt;/span&gt;&lt;span&gt; getValue&lt;/span&gt;&lt;span&gt;(thisRef: &lt;/span&gt;&lt;span&gt;Any&lt;/span&gt;&lt;span&gt;?, property: &lt;/span&gt;&lt;span&gt;KProperty&lt;/span&gt;&lt;span&gt;&amp;#x3C;*&gt;): &lt;/span&gt;&lt;span&gt;Type&lt;/span&gt;&lt;span&gt; =&lt;/span&gt;&lt;span&gt; inject&lt;/span&gt;&lt;span&gt;()&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;With this newfound power, our event handler code becomes cleaner and more intuitive. It takes on the style of Jetpack Compose’s declarative syntax:&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;fun&lt;/span&gt;&lt;span&gt; EventsHandler&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;textBlockEvents&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    engine: () &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Engine,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    block: () &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; DesignBlock,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    fontFamilyMap: () &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Map&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;String, FontFamilyData&lt;/span&gt;&lt;span&gt;&gt;&lt;/span&gt;&lt;span&gt;,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    // Inject the dependencies&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    val&lt;/span&gt;&lt;span&gt; engine &lt;/span&gt;&lt;span&gt;by&lt;/span&gt;&lt;span&gt; Inject&lt;/span&gt;&lt;span&gt;(engine)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    val&lt;/span&gt;&lt;span&gt; block &lt;/span&gt;&lt;span&gt;by&lt;/span&gt;&lt;span&gt; Inject&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    val&lt;/span&gt;&lt;span&gt; fontFamilyMap &lt;/span&gt;&lt;span&gt;by&lt;/span&gt;&lt;span&gt; Inject&lt;/span&gt;&lt;span&gt;(fontFamilyMap)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    // Event handling logic here&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    // ...&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;Whenever one of the variables is accessed, the lambda is called, and you always get the current variable.&lt;/p&gt;
&lt;p&gt;Also, the creation of the “payload” becomes more straightforward, clean, and type-safe. It kinda looks like passing a variable:&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;private&lt;/span&gt;&lt;span&gt; val&lt;/span&gt;&lt;span&gt; eventHandler &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; EventsHandler&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    textBlockEvents&lt;/span&gt;&lt;span&gt; (&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        engine &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; ::&lt;/span&gt;&lt;span&gt;engine&lt;/span&gt;&lt;span&gt;,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        block &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; ::&lt;/span&gt;&lt;span&gt;getBlockForEvents&lt;/span&gt;&lt;span&gt;,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        fontFamilyMap &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; { &lt;/span&gt;&lt;span&gt;checkNotNull&lt;/span&gt;&lt;span&gt;(assetsRepo.fontFamilies.&lt;/span&gt;&lt;span&gt;value&lt;/span&gt;&lt;span&gt;).&lt;/span&gt;&lt;span&gt;getOrThrow&lt;/span&gt;&lt;span&gt;() },&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    )&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;Looks and feels like magic! Pretty cool, right?&lt;/p&gt;
&lt;h2 id=&quot;step-7-multiple-event-handlers-for-single-responsibility-principle&quot;&gt;Step 7: Multiple Event Handlers for Single Responsibility Principle&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;sven2244_code_as_a_magical_candy-filled_wonderland._Syntax_Suga_a50bcd92-bea2-4fea-aa92-e1cd557277b6.png&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; sizes=&quot;(min-width: 1856px) 1856px, 100vw&quot; data-astro-image=&quot;constrained&quot; data-astro-image-pos=&quot;center&quot; width=&quot;1856&quot; height=&quot;656&quot; src=&quot;https://img.ly/_astro/8_2csiHs.webp&quot; srcset=&quot;/_astro/8_2n6BAE.webp 640w, /_astro/8_1JEXtl.webp 750w, /_astro/8_Z157Jjl.webp 828w, /_astro/8_Z1mVunf.webp 1080w, /_astro/8_1lI8HN.webp 1280w, /_astro/8_1j6qb2.webp 1668w, /_astro/8_2csiHs.webp 1856w&quot;&gt;&lt;/p&gt;
&lt;p&gt;In our grand finale, we harness the newfound flexibility from our previous changes to register multiple event handler functions. Each event handler registration function now has a specific topic, aligning perfectly with the Single Responsibility Principle (SRP).&lt;/p&gt;
&lt;h3 id=&quot;enhanced-event-handler-registration&quot;&gt;Enhanced Event Handler Registration&lt;/h3&gt;
&lt;p&gt;We can now register multiple event handler functions within the same &lt;code&gt;EventsHandler&lt;/code&gt; instance. Each function can specialize in handling a particular type of event, making the code more modular and manageable. Behold the grand design:&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;private&lt;/span&gt;&lt;span&gt; val&lt;/span&gt;&lt;span&gt; eventHandler &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; EventsHandler&lt;/span&gt;&lt;span&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    cropEvents&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        engine &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; ::&lt;/span&gt;&lt;span&gt;engine&lt;/span&gt;&lt;span&gt;,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        block &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; ::&lt;/span&gt;&lt;span&gt;getBlockForEvents&lt;/span&gt;&lt;span&gt;,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    )&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    blockEvents&lt;/span&gt;&lt;span&gt; (&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        engine &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; ::&lt;/span&gt;&lt;span&gt;engine&lt;/span&gt;&lt;span&gt;,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        block &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; ::&lt;/span&gt;&lt;span&gt;getBlockForEvents&lt;/span&gt;&lt;span&gt;,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    )&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    textBlockEvents&lt;/span&gt;&lt;span&gt; (&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        engine &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; ::&lt;/span&gt;&lt;span&gt;engine&lt;/span&gt;&lt;span&gt;,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        block &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; ::&lt;/span&gt;&lt;span&gt;getBlockForEvents&lt;/span&gt;&lt;span&gt;,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        fontFamilyMap &lt;/span&gt;&lt;span&gt;=&lt;/span&gt;&lt;span&gt; { &lt;/span&gt;&lt;span&gt;checkNotNull&lt;/span&gt;&lt;span&gt;(assetsRepo.fontFamilies.&lt;/span&gt;&lt;span&gt;value&lt;/span&gt;&lt;span&gt;).&lt;/span&gt;&lt;span&gt;getOrThrow&lt;/span&gt;&lt;span&gt;() },&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    )&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    // ...&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;fun&lt;/span&gt;&lt;span&gt; EventsHandler&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;blockEvents&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    engine: () &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Engine,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    block: () &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; DesignBlock&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    val&lt;/span&gt;&lt;span&gt; engine: &lt;/span&gt;&lt;span&gt;Engine&lt;/span&gt;&lt;span&gt; by&lt;/span&gt;&lt;span&gt; Inject&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;span&gt;engine&lt;/span&gt;&lt;span&gt;)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    val&lt;/span&gt;&lt;span&gt; block: &lt;/span&gt;&lt;span&gt;DesignBlock&lt;/span&gt;&lt;span&gt; by&lt;/span&gt;&lt;span&gt; Inject&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;span&gt;block&lt;/span&gt;&lt;span&gt;)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    register&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;OnDelete&lt;/span&gt;&lt;span&gt;&gt; { engine.&lt;/span&gt;&lt;span&gt;delete&lt;/span&gt;&lt;span&gt;(block) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    register&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;OnBackward&lt;/span&gt;&lt;span&gt;&gt; { engine.&lt;/span&gt;&lt;span&gt;sendBackward&lt;/span&gt;&lt;span&gt;(block) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    register&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;OnDuplicate&lt;/span&gt;&lt;span&gt;&gt; { engine.&lt;/span&gt;&lt;span&gt;duplicate&lt;/span&gt;&lt;span&gt;(block) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    register&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;OnForward&lt;/span&gt;&lt;span&gt;&gt; { engine.&lt;/span&gt;&lt;span&gt;bringForward&lt;/span&gt;&lt;span&gt;(block) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    register&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;ToBack&lt;/span&gt;&lt;span&gt;&gt; { engine.&lt;/span&gt;&lt;span&gt;sendToBack&lt;/span&gt;&lt;span&gt;(block) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    register&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;ToFront&lt;/span&gt;&lt;span&gt;&gt; { engine.&lt;/span&gt;&lt;span&gt;bringToFront&lt;/span&gt;&lt;span&gt;(block) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    register&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;OnChangeFinish&lt;/span&gt;&lt;span&gt;&gt; { engine.editor.&lt;/span&gt;&lt;span&gt;addUndoStep&lt;/span&gt;&lt;span&gt;() }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    register&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;OnChangeBlendMode&lt;/span&gt;&lt;span&gt;&gt; {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        if&lt;/span&gt;&lt;span&gt; (engine.block.&lt;/span&gt;&lt;span&gt;getBlendMode&lt;/span&gt;&lt;span&gt;(block) &lt;/span&gt;&lt;span&gt;!=&lt;/span&gt;&lt;span&gt; it.blendMode) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;            engine.block.&lt;/span&gt;&lt;span&gt;setBlendMode&lt;/span&gt;&lt;span&gt;(block, it.blendMode)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;            engine.editor.&lt;/span&gt;&lt;span&gt;addUndoStep&lt;/span&gt;&lt;span&gt;()&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;        }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    register&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;BlockEvent&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;OnChangeOpacity&lt;/span&gt;&lt;span&gt;&gt; { engine.block.&lt;/span&gt;&lt;span&gt;setOpacity&lt;/span&gt;&lt;span&gt;(block, it.opacity) }&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;fun&lt;/span&gt;&lt;span&gt; EventsHandler&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;cropEvents&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    engine: () &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Engine,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    block: () &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; DesignBlock&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    val&lt;/span&gt;&lt;span&gt; engine: &lt;/span&gt;&lt;span&gt;Engine&lt;/span&gt;&lt;span&gt; by&lt;/span&gt;&lt;span&gt; Inject&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;span&gt;engine&lt;/span&gt;&lt;span&gt;)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    val&lt;/span&gt;&lt;span&gt; block: &lt;/span&gt;&lt;span&gt;DesignBlock&lt;/span&gt;&lt;span&gt; by&lt;/span&gt;&lt;span&gt; Inject&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;span&gt;block&lt;/span&gt;&lt;span&gt;)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    // ... (event handling logic for cropping events)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;fun&lt;/span&gt;&lt;span&gt; EventsHandler&lt;/span&gt;&lt;span&gt;.&lt;/span&gt;&lt;span&gt;textBlockEvents&lt;/span&gt;&lt;span&gt;(&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    engine: () &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Engine,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    block: () &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; DesignBlock,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    fontFamilyMap: () &lt;/span&gt;&lt;span&gt;-&gt;&lt;/span&gt;&lt;span&gt; Map&lt;/span&gt;&lt;span&gt;&amp;#x3C;&lt;/span&gt;&lt;span&gt;String, FontFamilyData&lt;/span&gt;&lt;span&gt;&gt;&lt;/span&gt;&lt;span&gt;,&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    val&lt;/span&gt;&lt;span&gt; engine &lt;/span&gt;&lt;span&gt;by&lt;/span&gt;&lt;span&gt; Inject&lt;/span&gt;&lt;span&gt;(engine)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    val&lt;/span&gt;&lt;span&gt; block &lt;/span&gt;&lt;span&gt;by&lt;/span&gt;&lt;span&gt; Inject&lt;/span&gt;&lt;span&gt;(block)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    val&lt;/span&gt;&lt;span&gt; fontFamilyMap &lt;/span&gt;&lt;span&gt;by&lt;/span&gt;&lt;span&gt; Inject&lt;/span&gt;&lt;span&gt;(fontFamilyMap)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    // ... (event handling logic for text block events)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;While the triggering and its API remain unchanged, and no extra parameters need to be passed:&lt;/p&gt;
&lt;pre class=&quot;astro-code github-dark&quot; tabindex=&quot;0&quot; data-language=&quot;kotlin&quot;&gt;&lt;code&gt;&lt;span class=&quot;line&quot;&gt;&lt;span&gt;open&lt;/span&gt;&lt;span&gt; fun&lt;/span&gt;&lt;span&gt; onEvent&lt;/span&gt;&lt;span&gt;(event: &lt;/span&gt;&lt;span&gt;Event&lt;/span&gt;&lt;span&gt;) {&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;    eventHandler.&lt;/span&gt;&lt;span&gt;handleEvent&lt;/span&gt;&lt;span&gt;(event)&lt;/span&gt;&lt;/span&gt;
&lt;span class=&quot;line&quot;&gt;&lt;span&gt;}&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;
&lt;h2 id=&quot;final-words&quot;&gt;Final Words&lt;/h2&gt;
&lt;p&gt;As we conclude our journey through Kotlin code refactoring, we’ve unlocked the secrets to enhanced performance and style. By embracing techniques such as HashMaps, infix functions, and inline functions with reified type parameters, we’ve elevated our code to new heights. The benefits are clear: improved efficiency, readability, and adherence to the Single Responsibility Principle. Armed with these tools, you’re now ready to embark on your own coding adventures, transforming messy code into elegant masterpieces.&lt;/p&gt;
&lt;p&gt;If you’d like to try it out, I’ve created a working &lt;a href=&quot;https://pl.kotl.in/tEDorvc04&quot;&gt;example code on the Kotlin Playground&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Thank you for accompanying, and happy coding!&lt;/strong&gt; &lt;strong&gt;Never miss out on updates and &lt;a href=&quot;https://share.hsforms.com/1IgAOV1wASXGPnFG4ZPLejg1hk3i&quot;&gt;subscribe&lt;/a&gt; to our newsletter.&lt;/strong&gt;&lt;/p&gt;</content:encoded><dc:creator>Sven</dc:creator><media:content url="https://blog.img.ly/2023/09/hero_01.jpg" medium="image"/><category>How-To</category><category>Android</category><category>Android App Development</category><category>Kotlin</category><category>Insights</category></item></channel></rss>