remove demo game
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229
ui.verb_radial.go
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229
ui.verb_radial.go
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@@ -0,0 +1,229 @@
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package pncdsl
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import (
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"image/color"
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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// RadialVerbs is the verb-coin alternative to VerbBar: secondary-click on
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// the scene opens a radial menu of every registered verb, click on a
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// slice (or close to its center) picks that verb.
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//
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// To use it instead of a VerbBar, register RadialVerbs and skip VerbBar.
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// Both can coexist if you really want.
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type RadialVerbs struct {
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Name string
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Trigger MouseButton
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Radius float64
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// AlwaysVisible turns the widget into a permanent verb-wheel fixed at
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// Center. The trigger button is ignored in this mode; left-click picks
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// the verb slice under the cursor.
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AlwaysVisible bool
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Center Point
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// Labels overrides the rendered verb label per verb Name. Useful when
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// the regular Verb.Label is too long to fit inside the wheel — e.g.
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// {"use": "Tedd", "take": "Vedd"}. Falls back to Verb.Label.
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Labels map[string]string
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// runtime
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visible bool
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center Point
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}
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func (r *RadialVerbs) GetName() string { return r.Name }
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func (r *RadialVerbs) Tick(ctx *UICtx) {
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g := ctx.Game
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if r.Radius <= 0 {
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r.Radius = 40
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}
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if r.AlwaysVisible {
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r.visible = true
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r.center = r.Center
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if !g.Input.LeftClicked() {
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return
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}
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idx := r.hitTest(g, g.Input.Point())
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if idx < 0 {
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return
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}
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g.Input.ConsumeLeft()
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names := g.VerbManager.Names()
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g.SetSelectedVerb(names[idx])
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return
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}
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if !r.visible {
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if !r.triggerPressed(g) {
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return
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}
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mp := g.Input.Point()
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// Don't open over a widget that would also claim this click —
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// e.g. an InventoryBar. Each widget can declare its dead-zone
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// via the optional clickBlocker interface.
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if r.blockedAt(ctx, mp) {
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return
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}
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r.consumeTrigger(g)
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r.center = mp
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r.visible = true
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return
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}
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// modal: swallow secondary clicks (close without picking)
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if r.triggerPressed(g) {
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r.consumeTrigger(g)
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r.visible = false
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return
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}
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if !g.Input.LeftClicked() {
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return
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}
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g.Input.ConsumeLeft()
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idx := r.hitTest(g, g.Input.Point())
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if idx >= 0 {
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names := g.VerbManager.Names()
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g.SetSelectedVerb(names[idx])
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}
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r.visible = false
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}
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func (r *RadialVerbs) triggerPressed(g *Game) bool {
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if r.Trigger == MouseButtonLeft {
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return g.Input.LeftClicked()
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}
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return g.Input.RightClicked()
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}
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func (r *RadialVerbs) consumeTrigger(g *Game) {
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if r.Trigger == MouseButtonLeft {
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g.Input.ConsumeLeft()
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return
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}
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g.Input.ConsumeRight()
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}
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// blockedAt walks the registered widgets and asks any clickBlocker
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// whether its area covers the cursor — so the radial menu doesn't open
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// over an InventoryBar that would also want this click.
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func (r *RadialVerbs) blockedAt(ctx *UICtx, p Point) bool {
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for _, name := range ctx.Game.UIManager.Names() {
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if name == r.Name {
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continue
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}
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w := ctx.Game.UIManager.MustGet(name)
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if b, ok := w.(clickBlocker); ok && b.BlocksClickAt(p) {
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return true
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}
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}
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return false
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}
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// clickBlocker is the optional widget contract for "if the cursor is on
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// me, claim the click — don't let modal pop-ups open over me." Implemented
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// by VerbBar, InventoryBar, DialogBox by default.
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type clickBlocker interface {
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BlocksClickAt(p Point) bool
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}
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func (r *RadialVerbs) hitTest(g *Game, p Point) int {
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verbs := g.VerbManager.Names()
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n := len(verbs)
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if n == 0 {
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return -1
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}
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dx := p.X - r.center.X
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dy := p.Y - r.center.Y
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dist := math.Hypot(dx, dy)
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if dist < r.Radius*0.25 || dist > r.Radius*1.4 {
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return -1
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}
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// angle 0 = right, going counter-clockwise; map to slice index
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a := math.Atan2(dy, dx)
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if a < 0 {
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a += 2 * math.Pi
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}
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slice := 2 * math.Pi / float64(n)
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idx := int(a / slice)
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if idx >= n {
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idx = n - 1
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}
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return idx
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}
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// BlocksClickAt — when the wheel is open (or always visible), clicks on
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// it should not pass through to the scene underneath.
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func (r *RadialVerbs) BlocksClickAt(p Point) bool {
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if !r.visible && !r.AlwaysVisible {
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return false
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}
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c := r.center
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if r.AlwaysVisible {
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c = r.Center
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}
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dx := p.X - c.X
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dy := p.Y - c.Y
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d := dx*dx + dy*dy
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radius := r.Radius * 1.4
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return d <= radius*radius
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}
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func (r *RadialVerbs) Draw(dst *ebiten.Image, ctx *UICtx) {
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if !r.visible {
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return
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}
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g := ctx.Game
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th := g.Theme()
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verbs := g.VerbManager.Names()
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n := len(verbs)
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if n == 0 {
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return
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}
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radius := r.Radius
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cx, cy := float32(r.center.X), float32(r.center.Y)
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// translucent backdrop disk that defines the wheel area
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vector.DrawFilledCircle(dst, cx, cy, float32(radius), color.RGBA{0, 0, 0, 170}, true)
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hover := r.hitTest(g, g.Input.Point())
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slice := 2 * math.Pi / float64(n)
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// Labels live INSIDE the disk, at 0.62×radius from the center, so a
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// short (3–5 char) word stays comfortably within the rim.
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labelDist := radius * 0.62
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for i, name := range verbs {
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a := slice*float64(i) + slice/2
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lx := r.center.X + math.Cos(a)*labelDist
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ly := r.center.Y + math.Sin(a)*labelDist
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label := r.labelFor(g, name)
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tw := textWidth(label)
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col := th.VerbButtonText
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if i == hover {
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// hover halo behind the text
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vector.DrawFilledCircle(dst, float32(lx), float32(ly+4), float32(radius*0.28), th.VerbButtonSelectedBG, true)
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}
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g.DrawText(dst, label, int(lx)-tw/2, int(ly)-7, col)
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}
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// center dot
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vector.DrawFilledCircle(dst, cx, cy, 2.5, th.CursorColor, true)
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}
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func (r *RadialVerbs) labelFor(g *Game, verbName string) string {
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if r.Labels != nil {
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if alt, ok := r.Labels[verbName]; ok {
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return alt
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}
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}
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if v, ok := g.VerbManager.Get(verbName); ok {
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return v.Label
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}
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return verbName
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}
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