class Internal
_resolvePointerOverlappingElements(self: Inky.Scene.Internal, pointer: Inky.Pointer): Inky.Scene.Internal | nil
addPointer(self: Inky.Scene.Internal, pointer: Inky.Pointer): Inky.Scene.Internal
onPointerPositionChanged(self: Inky.Scene.Internal, pointer: Inky.Pointer)
onPointerTargetChanged(self: Inky.Scene.Internal, pointer: Inky.Pointer)
onPointerActiveChanged(self: Inky.Scene.Internal, pointer: Inky.Pointer)
beginFrame(self: Inky.Scene.Internal): Inky.Scene.Internal
finishFrame(self: Inky.Scene.Internal): Inky.Scene.Internal
render(
    self: Inky.Scene.Internal,
    element: Inky.Element,
    x: number,
    y: number,
    w: number,
    h: number,
    depth?: number
)
raise(
    self: Inky.Scene.Internal,
    eventName: string,
    ...: unknown
)

Raise an event

didBeginFrame(self: Inky.Scene.Internal): boolean

Get if frame did begin

getElementParent(self: Inky.Scene.Internal, element: Inky.Element): Inky.Element?