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search bar aaa #213
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search bar aaa #213
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Summary of Changes
Hello @SubAt0m1c, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!
This pull request refactors the existing SearchBar component from a singleton object to a reusable class. This change enables the introduction of a new "Search Bar" module, specifically designed for searching and highlighting items within inventories. The ClickGUI has also been updated to utilize an instance of this new SearchBar class, ensuring consistent functionality and improved modularity across the application.
Highlights
- SearchBar Refactoring: The SearchBar component has been refactored from a Kotlin object (singleton) to a standard class, allowing for multiple independent instances.
- New Inventory Search Module: A dedicated "Search Bar" module has been added under the Skyblock features, providing an in-game search bar for inventories that highlights matching items by display name or lore.
- ClickGUI Integration Update: The ClickGUI has been updated to use an instantiated SearchBar object, replacing the previous static calls and adapting to the new draw method signature.
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Code Review
This pull request refactors the SearchBar from an object to a class, which is a great architectural improvement. It also adds a new feature to search within inventories. The code is mostly well-written, but I have a few suggestions to improve maintainability and readability, particularly around magic numbers, rendering logic, and complex conditional checks. A more descriptive pull request title would also be beneficial for history tracking.
| fun onRenderInventory(event: GuiEvent.DrawGuiForeground) { | ||
| NVGRenderer.beginFrame(mc.displayWidth.toFloat(), mc.displayHeight.toFloat()) | ||
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| searchBar.draw(mc.displayWidth / 2f - 175f, mc.displayHeight - 110f, 350f, 40f, mouseX, mouseY) | ||
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| val scale = ScaledResolution(mc).scaleFactor.toFloat() | ||
| NVGRenderer.scale(scale, scale) | ||
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| if (searchBar.currentSearch.isNotEmpty()) { | ||
| for (inventorySlot in event.gui.inventorySlots.inventorySlots) { | ||
| if (inventorySlot?.stack?.displayName?.contains(searchBar.currentSearch, ignoreCase = true) == true || inventorySlot?.stack?.lore?.any { it.contains(searchBar.currentSearch, ignoreCase = true) } == true) { | ||
| val slotX = inventorySlot.xDisplayPosition.toFloat() + event.guiLeft | ||
| val slotY = inventorySlot.yDisplayPosition.toFloat() + event.guiTop | ||
| NVGRenderer.rect(slotX, slotY, 16f, 16f, highlightColor.rgba) | ||
| } | ||
| } | ||
| } | ||
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| NVGRenderer.scale(1f / scale, 1f / scale) | ||
| NVGRenderer.endFrame() | ||
| } |
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Calling NVGRenderer.beginFrame() and NVGRenderer.endFrame() within this event handler might lead to issues if other modules also render using NVG on the same event. This can cause nested frames or other rendering artifacts. While this follows a pattern seen elsewhere (ClickGUI), a more robust solution would be to have a single, centralized place that manages the frame for GUI overlays, with modules only responsible for their specific drawing calls. This would improve both performance and stability.
| if (inventorySlot?.stack?.displayName?.contains(searchBar.currentSearch, ignoreCase = true) == true || inventorySlot?.stack?.lore?.any { it.contains(searchBar.currentSearch, ignoreCase = true) } == true) { | ||
| val slotX = inventorySlot.xDisplayPosition.toFloat() + event.guiLeft | ||
| val slotY = inventorySlot.yDisplayPosition.toFloat() + event.guiTop | ||
| NVGRenderer.rect(slotX, slotY, 16f, 16f, highlightColor.rgba) | ||
| } |
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This conditional logic for checking the item name and lore can be made safer and more readable by using a let scope function to handle the nullable stack. This avoids the long chain of safe calls and the == true check.
inventorySlot?.stack?.let { stack ->
if (stack.displayName.contains(searchBar.currentSearch, ignoreCase = true) || stack.lore.any { it.contains(searchBar.currentSearch, ignoreCase = true) }) {
val slotX = inventorySlot.xDisplayPosition.toFloat() + event.guiLeft
val slotY = inventorySlot.yDisplayPosition.toFloat() + event.guiTop
NVGRenderer.rect(slotX, slotY, 16f, 16f, highlightColor.rgba)
}
}| textInputHandler.width = width - 100 // ?? not sure if these should be handled like this but whatever | ||
| textInputHandler.height = height - 18 // ?? |
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The magic numbers 100 and 18 make the code's intent unclear and harder to maintain. It would be better to define these as named constants (e.g., in a companion object) to describe what they represent, like padding or offsets. The comments indicating uncertainty should also be removed, as the code should be self-explanatory or have clear comments about its logic.
kinda bad rn but i dont know that i care to make it better