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DrawOutput

Struct DrawOutput 

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pub struct DrawOutput {
    pub biscuit_rect: Rect,
    pub golden_rect: Rect,
    pub play_area: Rect,
    pub upgrade_rows: Vec<(usize, Rect)>,
    pub fingerer_rows: Vec<(usize, Rect)>,
    pub help_hits: Vec<(HelpAction, Rect)>,
    pub prestige_reset_rect: Rect,
}

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§biscuit_rect: Rect§golden_rect: Rect§play_area: Rect

The whole left column where the biscuit + hands + particles live — i.e. “the box that displays the ass.” Used by the input router so the scroll-wheel zoom fires anywhere in this region (including the vast empty space around a small biscuit at low zoom), and only the right-hand sidebar opts out of zoom.

§upgrade_rows: Vec<(usize, Rect)>

(upgrade_idx, screen_row_rect) pairs for the Upgrades panel — populated only when the active mode renders that panel; empty otherwise. The click router hit-tests these for BuyUpgrade. First element of each tuple is also the digit-shortcut target, kept aligned with visible_upgrades.

§fingerer_rows: Vec<(usize, Rect)>

(fingerer_idx, screen_row_rect) for the Game-mode sidebar.

§help_hits: Vec<(HelpAction, Rect)>

(action, rect) for every clickable help-bar hint at the bottom of the play column. Mouse-first players use these to switch panels, catch goldens, prestige-reset, and quit — all of which used to be keyboard-only. Empty rects when the hint is non-actionable (e.g. [Space/Click] finger is informational, not a click target).

§prestige_reset_rect: Rect

Click rect for the Press [r] to reset and claim confirm line in the Prestige panel. Default rect when not in Prestige mode or no prestige is available.

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