1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
use std::collections::HashMap;
use std::fmt::Debug;
use std::hash::Hash;

use aabb_quadtree::{ItemId, QuadTree};

use geom::{Bounds, Circle, Distance, Polygon, Pt2D};

use crate::mapspace::{ToggleZoomed, ToggleZoomedBuilder};
use crate::{Color, EventCtx, GeomBatch, GfxCtx, MultiKey, RewriteColor, Text};

// TODO Tests...
// - start drag in screenspace, release in map
// - start drag in mapspace, release in screen
// - reset hovering when we go out of screenspace
// - start dragging one object, and while dragging, hover on top of other objects

/// A `World` manages objects that exist in "map-space", the zoomable and pannable canvas. These
/// objects can be drawn, hovered on, clicked, dragged, etc.
pub struct World<ID: ObjectID> {
    // TODO Hashing may be too slow in some cases
    objects: HashMap<ID, Object<ID>>,
    quadtree: QuadTree<ID>,

    draw_master_batches: Vec<ToggleZoomed>,

    hovering: Option<ID>,
    // If we're currently dragging, where was the cursor during the last movement, and has the
    // cursor moved since starting the drag?
    dragging_from: Option<(Pt2D, bool)>,
}

/// The result of a `World` handling an event
#[derive(Clone)]
pub enum WorldOutcome<ID: ObjectID> {
    /// A left click occurred while not hovering on any object
    ClickedFreeSpace(Pt2D),
    /// An object is being dragged. The given offsets are relative to the previous dragging event.
    /// The current position of the cursor is included. If you're dragging a large object, applying
    /// the offset will likely feel more natural than centering on the cursor.
    Dragging {
        obj: ID,
        dx: f64,
        dy: f64,
        cursor: Pt2D,
    },
    /// While hovering on an object with a defined hotkey, that key was pressed.
    Keypress(&'static str, ID),
    /// A hoverable object was clicked
    ClickedObject(ID),
    /// The object being hovered on changed from (something before, to something after). Note this
    /// transition may also occur outside of `event` -- such as during `delete` or `initialize_hover`.
    ///
    /// TODO Bug in the map_editor: If you delete one object, then the caller does initialize_hover
    /// and we immediately wind up on another road beneath, we don't detect this and start showing
    /// road points.
    HoverChanged(Option<ID>, Option<ID>),
    /// Nothing interesting happened
    Nothing,
}

impl<I: ObjectID> WorldOutcome<I> {
    /// If the outcome references some ID, transform it to another type. This is useful when some
    /// component owns a World that contains a few different types of objects, some of which are
    /// managed by another component that only cares about its IDs.
    pub fn maybe_map_id<O: ObjectID, F: Fn(I) -> Option<O>>(self, f: F) -> Option<WorldOutcome<O>> {
        match self {
            WorldOutcome::ClickedFreeSpace(pt) => Some(WorldOutcome::ClickedFreeSpace(pt)),
            WorldOutcome::Dragging {
                obj,
                dx,
                dy,
                cursor,
            } => Some(WorldOutcome::Dragging {
                obj: f(obj)?,
                dx,
                dy,
                cursor,
            }),
            WorldOutcome::Keypress(action, id) => Some(WorldOutcome::Keypress(action, f(id)?)),
            WorldOutcome::ClickedObject(id) => Some(WorldOutcome::ClickedObject(f(id)?)),
            WorldOutcome::HoverChanged(before, after) => {
                // If f returns None, bail out. But preserve None if before or after originally was
                // that.
                let before = match before {
                    Some(x) => Some(f(x)?),
                    None => None,
                };
                let after = match after {
                    Some(x) => Some(f(x)?),
                    None => None,
                };
                Some(WorldOutcome::HoverChanged(before, after))
            }
            WorldOutcome::Nothing => Some(WorldOutcome::Nothing),
        }
    }
}

/// Objects in a `World` are uniquely identified by this caller-specified type
pub trait ObjectID: Clone + Copy + Debug + Eq + Hash {}

/// This provides a builder API for adding objects to a `World`.
pub struct ObjectBuilder<'a, ID: ObjectID> {
    world: &'a mut World<ID>,

    id: ID,
    hitbox: Option<Polygon>,
    zorder: usize,
    draw_normal: Option<ToggleZoomedBuilder>,
    draw_hover: Option<ToggleZoomedBuilder>,
    tooltip: Option<Text>,
    clickable: bool,
    draggable: bool,
    keybindings: Vec<(MultiKey, &'static str)>,
}

impl<'a, ID: ObjectID> ObjectBuilder<'a, ID> {
    /// Specifies the geometry of the object. Required.
    pub fn hitbox(mut self, polygon: Polygon) -> Self {
        assert!(self.hitbox.is_none(), "called hitbox twice");
        self.hitbox = Some(polygon);
        self
    }

    /// Provides ordering for overlapping objects. Higher values are "on top" of lower values.
    pub fn zorder(mut self, zorder: usize) -> Self {
        assert!(self.zorder == 0, "called zorder twice");
        self.zorder = zorder;
        self
    }

    /// Specifies how to draw this object normally (while not hovering on it)
    pub fn draw<I: Into<ToggleZoomedBuilder>>(mut self, normal: I) -> Self {
        assert!(
            self.draw_normal.is_none(),
            "already specified how to draw normally"
        );
        self.draw_normal = Some(normal.into());
        self
    }

    /// Draw the object by coloring its hitbox
    pub fn draw_color(self, color: Color) -> Self {
        let hitbox = self.hitbox.clone().expect("call hitbox first");
        self.draw(GeomBatch::from(vec![(color, hitbox)]))
    }

    /// Draw the object by coloring its hitbox, only when unzoomed. Show nothing when zoomed.
    pub fn draw_color_unzoomed(self, color: Color) -> Self {
        let hitbox = self.hitbox.clone().expect("call hitbox first");
        let mut draw = ToggleZoomed::builder();
        draw.unzoomed.push(color, hitbox);
        self.draw(draw)
    }

    /// Indicate that an object doesn't need to be drawn individually. A call to
    /// `draw_master_batch` covers it.
    pub fn drawn_in_master_batch(self) -> Self {
        assert!(
            self.draw_normal.is_none(),
            "object is already drawn normally"
        );
        self.draw(GeomBatch::new())
    }

    /// Specifies how to draw the object while the cursor is hovering on it. Note that an object
    /// isn't considered hoverable unless this is specified!
    pub fn draw_hovered<I: Into<ToggleZoomedBuilder>>(mut self, hovered: I) -> Self {
        assert!(
            self.draw_hover.is_none(),
            "already specified how to draw hovered"
        );
        self.draw_hover = Some(hovered.into());
        self
    }

    /// Draw the object in a hovered state by transforming the normal drawing.
    pub fn draw_hover_rewrite(self, rewrite: RewriteColor) -> Self {
        let hovered = self
            .draw_normal
            .clone()
            .expect("first specify how to draw normally")
            .color(rewrite);
        self.draw_hovered(hovered)
    }

    /// Draw the object in a hovered state by changing the alpha value of the normal drawing.
    pub fn hover_alpha(self, alpha: f32) -> Self {
        self.draw_hover_rewrite(RewriteColor::ChangeAlpha(alpha))
    }

    /// Draw the object in a hovered state by adding an outline to the normal drawing. The
    /// specified `color` and `thickness` will be used when unzoomed. For the zoomed view, the
    /// color's opacity and the thickness will be halved.
    pub fn hover_outline(self, color: Color, thickness: Distance) -> Self {
        let mut draw = self
            .draw_normal
            .clone()
            .expect("first specify how to draw normally")
            .draw_differently_zoomed();
        let hitbox = self.hitbox.as_ref().expect("call hitbox first");
        if let (Ok(unzoomed), Ok(zoomed)) = (
            hitbox.to_outline(thickness),
            hitbox.to_outline(thickness / 2.0),
        ) {
            draw.unzoomed.push(color, unzoomed);
            draw.zoomed.push(color.multiply_alpha(0.5), zoomed);
        } else {
            warn!(
                "Can't hover_outline for {:?}. Falling back to a colored polygon",
                self.id
            );
            draw = GeomBatch::from(vec![(
                color.multiply_alpha(0.5),
                self.hitbox.clone().unwrap(),
            )])
            .into();
        }
        self.draw_hovered(draw)
    }

    /// Mark that an object is hoverable, but don't actually draw anything while hovering on it
    pub fn invisibly_hoverable(self) -> Self {
        self.draw_hovered(GeomBatch::new())
    }

    /// Draw a tooltip while hovering over this object.
    pub fn tooltip(mut self, txt: Text) -> Self {
        assert!(self.tooltip.is_none(), "already specified tooltip");
        // TODO Or should this implicitly mark the object as hoverable? Is it weird to base this
        // off drawing?
        assert!(
            self.draw_hover.is_some(),
            "first specify how to draw hovered"
        );
        self.tooltip = Some(txt);
        self
    }

    /// Mark the object as clickable. `WorldOutcome::ClickedObject` will be fired.
    pub fn clickable(mut self) -> Self {
        assert!(!self.clickable, "called clickable twice");
        self.clickable = true;
        self
    }

    /// Mark the object as clickable or not. `WorldOutcome::ClickedObject` will be fired.
    pub fn set_clickable(mut self, clickable: bool) -> Self {
        self.clickable = clickable;
        self
    }

    /// Mark the object as draggable. The user can hover on this object, then click and drag it.
    /// `WorldOutcome::Dragging` events will be fired.
    ///
    /// Note that dragging an object doesn't transform it at all (for example, by translating its
    /// hitbox). The caller is responsible for doing that.
    pub fn draggable(mut self) -> Self {
        assert!(!self.draggable, "called draggable twice");
        self.draggable = true;
        self
    }

    /// While the user hovers over this object, they can press a key to perform the specified
    /// action. `WorldOutcome::Keypress` will be fired.
    pub fn hotkey<I: Into<MultiKey>>(mut self, key: I, action: &'static str) -> Self {
        // TODO Check for duplicate keybindings
        self.keybindings.push((key.into(), action));
        self
    }

    /// Finalize the object, adding it to the `World`.
    pub fn build(mut self, ctx: &EventCtx) {
        let hitbox = self.hitbox.take().expect("didn't specify hitbox");
        let bounds = hitbox.get_bounds();
        let quadtree_id = self
            .world
            .quadtree
            .insert_with_box(self.id, bounds.as_bbox());

        self.world.objects.insert(
            self.id,
            Object {
                _id: self.id,
                quadtree_id,
                hitbox,
                zorder: self.zorder,
                draw_normal: self
                    .draw_normal
                    .expect("didn't specify how to draw normally")
                    .build(ctx),
                draw_hover: self.draw_hover.take().map(|draw| draw.build(ctx)),
                tooltip: self.tooltip,
                clickable: self.clickable,
                draggable: self.draggable,
                keybindings: self.keybindings,
            },
        );
    }
}

struct Object<ID: ObjectID> {
    _id: ID,
    quadtree_id: ItemId,
    hitbox: Polygon,
    zorder: usize,
    draw_normal: ToggleZoomed,
    draw_hover: Option<ToggleZoomed>,
    tooltip: Option<Text>,
    clickable: bool,
    draggable: bool,
    // TODO How should we communicate these keypresses are possible? Something standard, like
    // button tooltips?
    keybindings: Vec<(MultiKey, &'static str)>,
}

impl<ID: ObjectID> World<ID> {
    /// Creates an empty `World`, whose objects can exist anywhere from (0, 0) to the max f64.
    pub fn unbounded() -> World<ID> {
        World {
            objects: HashMap::new(),
            quadtree: QuadTree::default(
                Bounds::from(&[Pt2D::new(0.0, 0.0), Pt2D::new(std::f64::MAX, std::f64::MAX)])
                    .as_bbox(),
            ),

            draw_master_batches: Vec::new(),

            hovering: None,
            dragging_from: None,
        }
    }

    /// Creates an empty `World`, whose objects can exist in the provided rectangular boundary.
    pub fn bounded(bounds: &Bounds) -> World<ID> {
        World {
            objects: HashMap::new(),
            quadtree: QuadTree::default(bounds.as_bbox()),

            draw_master_batches: Vec::new(),

            hovering: None,
            dragging_from: None,
        }
    }

    /// Start adding an object to the `World`. The caller should specify the object with methods on
    /// `ObjectBuilder`, then call `build`.
    pub fn add(&mut self, id: ID) -> ObjectBuilder<'_, ID> {
        assert!(!self.objects.contains_key(&id), "duplicate object added");
        ObjectBuilder {
            world: self,

            id,
            hitbox: None,
            zorder: 0,
            draw_normal: None,
            draw_hover: None,
            tooltip: None,
            clickable: false,
            draggable: false,
            keybindings: Vec::new(),
        }
    }

    /// Delete an object. Not idempotent -- this will panic if the object doesn't exist. Will panic
    /// if the object is deleted in the middle of being dragged.
    pub fn delete(&mut self, id: ID) {
        if self.hovering == Some(id) {
            self.hovering = None;
            if self.dragging_from.is_some() {
                panic!("Can't delete {:?} mid-drag", id);
            }
        }

        self.delete_before_replacement(id);
    }

    /// Delete an object, with the promise to recreate it with the same ID before the next call to
    /// `event`. This may be called while the object is being hovered on or dragged.
    pub fn delete_before_replacement(&mut self, id: ID) {
        if let Some(obj) = self.objects.remove(&id) {
            if self.quadtree.remove(obj.quadtree_id).is_none() {
                // This can happen for objects that're out-of-bounds. One example is intersections
                // in map_editor.
                warn!("{:?} wasn't in the quadtree", id);
            }
        } else {
            panic!("Can't delete {:?}; it's not in the World", id);
        }
    }

    /// After adding all objects to a `World`, call this to initially detect if the cursor is
    /// hovering on an object. This may also be called after adding or deleting objects to
    /// immediately recalculate hover before the mouse moves.
    // TODO Maybe we should automatically do this after mutations? Except we don't want to in the
    // middle of a bulk operation, like initial setup or a many-step mutation. So maybe the caller
    // really should handle it.
    pub fn initialize_hover(&mut self, ctx: &EventCtx) {
        self.hovering = ctx
            .canvas
            .get_cursor_in_map_space()
            .and_then(|cursor| self.calculate_hover(cursor));
    }

    /// If a drag event causes the world to be totally rebuilt, call this with the previous world
    /// to preserve the ongoing drag.
    ///
    /// This should be called after `initialize_hover`.
    ///
    /// Important: the rebuilt world must include the same object ID that's currently being dragged
    /// from the previous world.
    pub fn rebuilt_during_drag(&mut self, prev_world: &World<ID>) {
        if prev_world.dragging_from.is_some() {
            self.dragging_from = prev_world.dragging_from;
            self.hovering = prev_world.hovering;
            assert!(self.objects.contains_key(self.hovering.as_ref().unwrap()));
        }
    }

    /// Draw something underneath all objects. This is useful for performance, when a large number
    /// of objects never change appearance.
    pub fn draw_master_batch<I: Into<ToggleZoomedBuilder>>(&mut self, ctx: &EventCtx, draw: I) {
        self.draw_master_batches.push(draw.into().build(ctx));
    }

    /// Like `draw_master_batch`, but for already-built objects.
    pub fn draw_master_batch_built(&mut self, draw: ToggleZoomed) {
        self.draw_master_batches.push(draw);
    }

    /// Let objects in the world respond to something happening.
    pub fn event(&mut self, ctx: &mut EventCtx) -> WorldOutcome<ID> {
        if let Some((drag_from, moved)) = self.dragging_from {
            if ctx.input.left_mouse_button_released() {
                self.dragging_from = None;
                // For objects that're both clickable and draggable, we don't know what the user is
                // doing until they release the mouse!
                if !moved && self.objects[&self.hovering.unwrap()].clickable {
                    return WorldOutcome::ClickedObject(self.hovering.unwrap());
                }

                let before = self.hovering;
                self.hovering = ctx
                    .canvas
                    .get_cursor_in_map_space()
                    .and_then(|cursor| self.calculate_hover(cursor));
                return if before == self.hovering {
                    WorldOutcome::Nothing
                } else {
                    WorldOutcome::HoverChanged(before, self.hovering)
                };
            }
            // Allow zooming, but not panning, while dragging
            if let Some((_, dy)) = ctx.input.get_mouse_scroll() {
                ctx.canvas.zoom(dy, ctx.canvas.get_cursor());
            }

            if ctx.redo_mouseover() {
                if let Some(cursor) = ctx.canvas.get_cursor_in_map_space() {
                    let dx = cursor.x() - drag_from.x();
                    let dy = cursor.y() - drag_from.y();
                    self.dragging_from = Some((cursor, true));
                    return WorldOutcome::Dragging {
                        obj: self.hovering.unwrap(),
                        dx,
                        dy,
                        cursor,
                    };
                }
            }

            return WorldOutcome::Nothing;
        }

        let cursor = if let Some(pt) = ctx.canvas.get_cursor_in_map_space() {
            pt
        } else {
            let before = self.hovering.take();
            return if before.is_some() {
                WorldOutcome::HoverChanged(before, None)
            } else {
                WorldOutcome::Nothing
            };
        };

        // Possibly recalculate hovering
        let mut neutral_outcome = WorldOutcome::Nothing;
        if ctx.redo_mouseover() {
            let before = self.hovering;
            self.hovering = self.calculate_hover(cursor);
            if before != self.hovering {
                neutral_outcome = WorldOutcome::HoverChanged(before, self.hovering);
            }
        }

        // If we're hovering on a draggable thing, only allow zooming, not panning
        let mut allow_panning = true;
        if let Some(id) = self.hovering {
            let obj = &self.objects[&id];

            // For objects both clickable and draggable, the branch below will win, and we'll
            // detect a normal click elsewhere.
            if obj.clickable && ctx.normal_left_click() {
                return WorldOutcome::ClickedObject(id);
            }

            if obj.draggable {
                allow_panning = false;
                if ctx.input.left_mouse_button_pressed() {
                    self.dragging_from = Some((cursor, false));
                    return neutral_outcome;
                }
            }

            for (key, action) in &obj.keybindings {
                if ctx.input.pressed(key.clone()) {
                    return WorldOutcome::Keypress(action, id);
                }
            }
        }

        if allow_panning {
            ctx.canvas_movement();

            if self.hovering.is_none() && ctx.normal_left_click() {
                return WorldOutcome::ClickedFreeSpace(cursor);
            }
        } else if let Some((_, dy)) = ctx.input.get_mouse_scroll() {
            ctx.canvas.zoom(dy, ctx.canvas.get_cursor());
        }

        neutral_outcome
    }

    fn calculate_hover(&self, cursor: Pt2D) -> Option<ID> {
        let mut objects = Vec::new();
        for &(id, _, _) in &self.quadtree.query(
            // Maybe worth tuning. Since we do contains_pt below, it doesn't matter if this is too
            // big; just a performance impact possibly.
            Circle::new(cursor, Distance::meters(3.0))
                .get_bounds()
                .as_bbox(),
        ) {
            objects.push(*id);
        }
        objects.sort_by_key(|id| self.objects[id].zorder);
        objects.reverse();

        for id in objects {
            let obj = &self.objects[&id];
            if obj.draw_hover.is_some() && obj.hitbox.contains_pt(cursor) {
                return Some(id);
            }
        }
        None
    }

    /// Draw objects in the world that're currently visible.
    pub fn draw(&self, g: &mut GfxCtx) {
        // Always draw master batches first
        for draw in &self.draw_master_batches {
            draw.draw(g);
        }

        let mut objects = Vec::new();
        for &(id, _, _) in &self.quadtree.query(g.get_screen_bounds().as_bbox()) {
            objects.push(*id);
        }
        objects.sort_by_key(|id| self.objects[id].zorder);

        for id in objects {
            let mut drawn = false;
            let obj = &self.objects[&id];
            if Some(id) == self.hovering {
                if let Some(ref draw) = obj.draw_hover {
                    draw.draw(g);
                    drawn = true;
                }
                if let Some(ref txt) = obj.tooltip {
                    g.draw_mouse_tooltip(txt.clone());
                }
            }
            if !drawn {
                obj.draw_normal.draw(g);
            }
        }
    }

    /// Returns the object currently hovered on.
    pub fn get_hovering(&self) -> Option<ID> {
        self.hovering
    }

    /// Change an object's tooltip. Returns true for success, false if the object didn't exist.
    pub fn override_tooltip(&mut self, id: &ID, tooltip: Option<Text>) -> bool {
        if let Some(obj) = self.objects.get_mut(id) {
            obj.tooltip = tooltip;
            true
        } else {
            false
        }
    }

    /// Calculate the object currently underneath the cursor. This should only be used when the
    /// `World` is not being actively updated by calling `event`. If another state temporarily
    /// needs to disable most interactions with objects, it can poll this instead.
    pub fn calculate_hovering(&self, ctx: &EventCtx) -> Option<ID> {
        // TODO Seems expensive! Maybe instead set some kind of "locked" mode and disable
        // everything except hovering?
        ctx.canvas
            .get_cursor_in_map_space()
            .and_then(|cursor| self.calculate_hover(cursor))
    }

    /// If an object is currently being hovered on, return its keybindings. This should be used to
    /// describe interactions; to detect the keypresses, listen for `WorldOutcome::Keypress`.
    pub fn get_hovered_keybindings(&self) -> Option<&Vec<(MultiKey, &'static str)>> {
        Some(&self.objects[&self.hovering?].keybindings)
    }
}

/// If you don't ever need to refer to objects in a `World`, you can auto-assign dummy IDs.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub struct DummyID(usize);
impl ObjectID for DummyID {}

impl World<DummyID> {
    /// Begin adding an unnamed object to the `World`.
    ///
    /// Note: You must call `build` on this object before calling `add_unnamed` again. Otherwise,
    /// the object IDs will collide.
    ///
    /// TODO This will break when objects are deleted!
    pub fn add_unnamed(&mut self) -> ObjectBuilder<'_, DummyID> {
        self.add(DummyID(self.objects.len()))
    }
}