ScreenOverlayData
Defined in: ui/core/screen-overlay.ts:30
core-ui.ts
The stable UI surface promoted into the top-level esengine
namespace (text, UINode box visuals, interaction, layout, theme).
This is the curated public UI API. The complete UI module surface — which
also includes low-level text/atlas internals and engine-internal composition
glue (e.g. EntityStateMap, ensureComponent) — lives in
./ui and is imported module-directly by the SDK code that needs it. Those
internals are intentionally NOT re-exported here, so the public esengine
namespace stays a stable, intentional surface.
Re-exported wholesale by core.ts.
Properties
Section titled “Properties”active
Section titled “active”active:
boolean
Defined in: ui/core/screen-overlay.ts:32
False when nothing has a screen yet — no surface, no layout.
layerMask
Section titled “layerMask”layerMask:
number
Defined in: ui/core/screen-overlay.ts:57
Sorting layers this frame shows, as a bitmask — frame-level VISIBILITY POLICY, assembled from the rendering cameras’ masks and nothing else about them. It does not make the overlay theirs: the projection, the viewport and the order stay the screen’s. With no camera it is every layer.
pointerX
Section titled “pointerX”pointerX:
number
Defined in: ui/core/screen-overlay.ts:49
The pointer, in LAYOUT pixels — the domain a screen element’s transform is in, so a drag can subtract the two. Inverted through projection and nothing else: a UI system reading the camera’s world mouse instead draws in the right place and answers a click somewhere else.
pointerY
Section titled “pointerY”pointerY:
number
Defined in: ui/core/screen-overlay.ts:50
projection
Section titled “projection”projection:
Float32Array
Defined in: ui/core/screen-overlay.ts:34
Layout-domain → clip. 16 floats, column-major, as a camera’s is.
surfaceH
Section titled “surfaceH”surfaceH:
number
Defined in: ui/core/screen-overlay.ts:42
surfaceW
Section titled “surfaceW”surfaceW:
number
Defined in: ui/core/screen-overlay.ts:41
The whole surface, which is what a pointer’s coordinates are flipped by.
vpH:
number
Defined in: ui/core/screen-overlay.ts:39
vpW:
number
Defined in: ui/core/screen-overlay.ts:38
vpX:
number
Defined in: ui/core/screen-overlay.ts:36
The pixel rect of the surface this projection covers.
vpY:
number
Defined in: ui/core/screen-overlay.ts:37