IOverwolfOverlayApi
Electron APIs / overlay / IOverwolfOverlayApi
APIs for managing Overwolf overlay windows, hotkeys, input modes, and game integration.
Enables apps to:
- Register and track game activity.
- Inject overlays into supported games.
- Manage hotkeys.
- Control input interception behavior.
Extends the EventEmitter interface to allow for subscription to overlay-related events such as
game launch, focus changes, and input mode transitions.
Example
private _overlayApi: IOverwolfOverlayApi;
this._overlayApi.on('game-launched', (event, gameInfo) => {
if (gameInfo.supported === true) {
event.inject();
}
});
Extends
EventEmitter
Properties
| Property | Modifier | Type | Description |
|---|---|---|---|
hotkeys | public | IOverlayHotkeys | The hotkeys API used to register, update, and remove overlay hotkeys. See IOverlayHotkeys. |
version | readonly | string | The current version of the overlay package. Since 1.7.0 |
Methods
createWindow()
createWindow(options: OverlayWindowOptions): Promise<OverlayBrowserWindow>;
Create new Overlay window.
Parameters
| Parameter | Type | Description |
|---|---|---|
options | OverlayWindowOptions | Window configuration including name, z-order, passthrough, etc. |
Returns
Promise<OverlayBrowserWindow>
A promise that resolves to the created OverlayBrowserWindow.
See
enterExclusiveMode()
enterExclusiveMode(options?: ExclusiveInputOptions): void;
Enters Overlay "Exclusive Mode" to intercept user input in games where the mouse cursor is not visible.
The game-input-exclusive-mode-changed event fires if exclusive mode was entered.
NOTE: This is only supported when getActiveGameInfo().gameInputInfo.canInterceptInput is false.
Calling this function when unsupported will
be ignored and will not throw an exception.
Parameters
| Parameter | Type |
|---|---|
options? | ExclusiveInputOptions |
Returns
void
exitExclusiveMode()
exitExclusiveMode(): void;
Exits Overlay "Exclusive Mode", allowing user input to be sent to the game.
This is only effective if getActiveGameInfo().gameInputInfo.canInterceptInput is true.
Returns
void
fromBrowserWindow()
fromBrowserWindow(browserWindow: BrowserWindow): OverlayBrowserWindow | null;
Returns the overlay window associated with a given BrowserWindow.
Parameters
| Parameter | Type | Description |
|---|---|---|
browserWindow | BrowserWindow | The Electron BrowserWindow to query. |
Returns
OverlayBrowserWindow | null
The corresponding overlay window or null if not owned by the overlay system.
See
fromWebContents()
fromWebContents(webContents: WebContents): OverlayBrowserWindow | null;
Returns the overlay window associated with a given WebContents instance.
Parameters
| Parameter | Type | Description |
|---|---|---|
webContents | WebContents | The Electron WebContents to query. |
Returns
OverlayBrowserWindow | null
The corresponding overlay window or null if not found.
See
getActiveGameInfo()
getActiveGameInfo(): ActiveGameInfo | undefined;
Retrieves information about the currently active game, if available.
Returns
ActiveGameInfo | undefined
See
getAllWindows()
getAllWindows(): OverlayBrowserWindow[];
Get all open overlay windows.
Returns
An array of OverlayBrowserWindow instances.
See
getGpuPreference()
getGpuPreference(): Promise<GpuPreference>;
Returns the GPU preference currently recorded for this application's executable.
Resolves to 'default' when no entry exists — "no entry" and "let Windows decide"
are the same state, so this never resolves undefined.
Returns
Promise<GpuPreference>
A promise resolving to the recorded preference.
Throws
On a non-Windows platform.
See
Since
2.0.5
installHighElevationHelper()?
optional installHighElevationHelper(): Promise<void>;
Install ow-electron helpers to
%CommonProgramFiles%\<app-name> with UAC elevation.
Allows injection into high elevation games.
No-ops if files are already present.
Returns
Promise<void>
Resolves when installation completes.
Throws
HelperInstallError
exitCode 1223— user cancelled the UAC prompt (ERROR_CANCELLED)err.exitCode !== 1223— the installer process failed. Logerr.exitCodeand investigate.- any other non-zero exitCode — installation failed.
Remarks
The helper binaries are installed to:
%CommonProgramFiles%\<app-name>\owe-helper-ui.exe(x64)%CommonProgramFiles%\<app-name>\owe-helper-ui-x86.exe(x86)
Examples
// Check whether the helper is already installed
const installed: boolean = await api.isHighElevationHelperInstalled();
// Trigger UAC-elevated installation (shows a UAC prompt to the user)
try {
await api.installHighElevationHelper();
console.log("Helper installed successfully");
} catch (err: any) {
if (err.exitCode === 1223) {
// User cancelled the UAC prompt — not an error, just inform the user
console.warn("User cancelled UAC prompt");
} else {
console.error("Installation failed, exitCode:", err.exitCode);
}
}
async function ensureElevatedInjection(api: IOverwolfOverlayApi) {
const installed = await api.isHighElevationHelperInstalled();
if (!installed) {
await api.installHighElevationHelper(); // may throw — handle UAC cancel
}
// Injection into elevated games now happens automatically on game launch
}
isHighElevationHelperInstalled()?
optional isHighElevationHelperInstalled(): Promise<boolean>;
Returns true if ow-electron helpers is already installed in
%CommonProgramFiles%\<app-name>.
Returns
Promise<boolean>
true if the helper is installed and ready.
Example
const installed: boolean = await api.isHighElevationHelperInstalled();
if (!installed) {
// Prompt the user to run the one-time setup before injecting into elevated games
}
on("error")
on(eventName: "error", listener: (...args: any[]) => void): this;
Fires when an internal error occurs within the overlay system.
Parameters
| Parameter | Type |
|---|---|
eventName | "error" |
listener | (...args: any[]) => void |
Returns
this
on("game-launched")
on(eventName: "game-launched", listener: (event: GameLaunchEvent, gameInfo: GameInfo) => void): this;
Fires when a registered game is launched.
Call event.inject() to enable the overlay for the game.
Parameters
| Parameter | Type | Description |
|---|---|---|
eventName | "game-launched" | The event identifier for when a game is launched. |
listener | (event: GameLaunchEvent, gameInfo: GameInfo) => void | Callback with game launch event and game metadata. |
Returns
this
See
on("game-exit")
on(eventName: "game-exit", listener: (gameInfo: GameInfo, wasInjected: boolean) => void): this;
Fires when a registered game process terminates.
Useful for performing cleanup, UI updates, or closing overlay windows.
Parameters
| Parameter | Type | Description |
|---|---|---|
eventName | "game-exit" | The event identifier for when the game exits. |
listener | (gameInfo: GameInfo, wasInjected: boolean) => void | A callback function that receives the game info of the exited game. |
Returns
this
Example
overlay.on("game-exit", (gameInfo, wasInjected) => {
console.log(
`Game exited: ${gameInfo.title} and ${wasInjected ? "was injected" : "was not injected"}`,
);
closeOverlayWindows();
});
See
on("game-injected")
on(eventName: "game-injected", listener: (gameInfo: GameInfo) => void): this;
Fires when the overlay is ready and successfully injected into the game.
Parameters
| Parameter | Type | Description |
|---|---|---|
eventName | "game-injected" | game-injected |
listener | (gameInfo: GameInfo) => void | Callback with game info. |
Returns
this
See
on("game-injection-error")
on(eventName: "game-injection-error", listener: (gameInfo: GameInfo, error: string, ...args: any[]) => void): this;
Fires when overlay injection into the game fails.
Parameters
| Parameter | Type | Description |
|---|---|---|
eventName | "game-injection-error" | game-injection-error |
listener | (gameInfo: GameInfo, error: string, ...args: any[]) => void | Callback with game info, error message, and optional additional args. |
Returns
this
See
on("game-focus-changed")
on(eventName: "game-focus-changed", listener: (window: GameWindowInfo, gameInfo: GameInfo, focus: boolean) => void): this;
Fires when the game window focus state changes.
Parameters
| Parameter | Type | Description |
|---|---|---|
eventName | "game-focus-changed" | game-focus-changed |
listener | (window: GameWindowInfo, gameInfo: GameInfo, focus: boolean) => void | Callback with window info, game info, and focus state. |
Returns
this
See
on("game-window-changed")
on(eventName: "game-window-changed", listener: (window: GameWindowInfo, gameInfo: GameInfo, reason?: GameWindowUpdateReason) => void): this;
Fires when the game window is resized or changes position.
Parameters
| Parameter | Type | Description |
|---|---|---|
eventName | "game-window-changed" | game-window-changed |
listener | (window: GameWindowInfo, gameInfo: GameInfo, reason?: GameWindowUpdateReason) => void | Callback with window info, game info, and optional reason. |
Returns
this
See
on("game-input-interception-changed")
on(eventName: "game-input-interception-changed", listener: (info: GameInputInterception) => void): this;
Fires when the game input interception capability changes.
Parameters
| Parameter | Type | Description |
|---|---|---|
eventName | "game-input-interception-changed" | game-input-interception-changed |
listener | (info: GameInputInterception) => void | Callback with updated input state. |
Returns
this
See
on("game-input-exclusive-mode-changed")
on(eventName: "game-input-exclusive-mode-changed", listener: (info: GameInputInterception) => void): this;
Fires when exclusive input mode state changes.
Parameters
| Parameter | Type | Description |
|---|---|---|
eventName | "game-input-exclusive-mode-changed" | game-input-exclusive-mode-changed |
listener | (info: GameInputInterception) => void | Callback with input mode details. |
Returns
this
See
on("shared-texture-unavailable")
on(eventName: "shared-texture-unavailable", listener: (reason: SharedTextureUnavailableReason) => void): this;
Fires when the shared-texture rendering path cannot be used with the current game, with the reason:
unsupportedGraphicsApi—the game's graphics API cannot composite GPU textures (D3D9 / OpenGL / Vulkan). Nothing to fix.gpuAdapterMismatch—the game renders on a different GPU adapter than Chromium; a shared texture handle can only be opened on the adapter that created it. Fixable with IOverwolfOverlayApi.setGpuPreference and a restart; both adapters are named in the overlay log.copyFailure—the game repeatedly failed to open the shared texture handles it received in-game. The overlay retried, then abandoned the path for this game. IOverwolfOverlayApi.setGpuPreference may help when the root cause is adapter-related; details are in the overlay log.
Fires at most once per injected game. The first two reasons are detected when the
game's graphics are detected, before any frame is sent; copyFailure is reached only
after frames were sent and repeatedly failed to draw. Either way, the affected overlay
windows have already been switched to the CPU copy path by the time the event fires, so
they stay visible and interactive, and
GameWindowInfo.isSharedTextureAvailable reports false for the game.
Parameters
| Parameter | Type | Description |
|---|---|---|
eventName | "shared-texture-unavailable" | shared-texture-unavailable |
listener | (reason: SharedTextureUnavailableReason) => void | Callback invoked once for the current game with the reason. |
Returns
this
See
Example
overlay.on("shared-texture-unavailable", async (reason) => {
if (reason !== "gpuAdapterMismatch") return;
if ((await overlay.getGpuPreference()) === "highPerformance") return;
await overlay.setGpuPreference("highPerformance");
promptUserToRestart();
});
Since
2.0.5
registerGames()
registerGames(filter: GamesFilter): any;
Register games to track for overlay injection.
Parameters
| Parameter | Type | Description |
|---|---|---|
filter | GamesFilter | Configuration specifying which games to register and whether to include unsupported titles. |
Returns
any
See
requestGameInjection()
requestGameInjection(classId: number): Promise<void>;
Requests game injection for the specified class ID (late injection).
If the game is running, the 'game-launched' event will be emitted, and you can call event.inject() to inject the overlay.
If another game is already injected, the overlay will move to the newly injected game.
Throws an error if the game is not running.
Parameters
| Parameter | Type | Description |
|---|---|---|
classId | number | The class ID of the game to inject the overlay into. |
Returns
Promise<void>
setGpuPreference()
setGpuPreference(preference: GpuPreference): Promise<void>;
Records a Windows per-executable GPU preference for this application, so Chromium's GPU process runs on the same adapter as games do.
The shared-texture path requires that: a shared GPU texture handle can only be opened on
the adapter that created it, and Chromium takes the adapter driving the primary
display while games run on the discrete GPU. When those differ the overlay falls back
to the CPU copy path and emits shared-texture-unavailable.
An application restart is normally required. DXGI reads this preference when a process creates its D3D device, which Chromium's GPU process has already done by the time this API is reachable. Call IOverwolfOverlayApi.getGpuPreference to learn whether the application is already aligned and therefore needs no restart; this method is idempotent, so calling it unconditionally is safe.
Side effects — read before calling. It moves the entire application's
rendering to that GPU, draining laptop battery and keeping the discrete GPU awake; it is
persistent, user-visible Windows state under
Settings → System → Display → Graphics; and it is keyed on the executable
path, so moving or renaming the application leaves a stale entry behind. It is therefore
never applied implicitly. Pass 'default' to remove the entry, the recommended
revert on uninstall or when the user turns the overlay off.
Parameters
| Parameter | Type | Description |
|---|---|---|
preference | GpuPreference | 'highPerformance' to pin this application to the high-performance adapter, or 'default' to remove the entry and let Windows decide. |
Returns
Promise<void>
A promise that resolves once the preference has been recorded.
Throws
If the registry cannot be written, or on a non-Windows platform.
See
Example
overlay.on("shared-texture-unavailable", async (reason) => {
if (reason !== "gpuAdapterMismatch") return;
if ((await overlay.getGpuPreference()) === "highPerformance") return;
await overlay.setGpuPreference("highPerformance");
promptUserToRestart(); // takes effect on the next launch
});
Since
2.0.5
takeScreenshot()
takeScreenshot(filePath: string, format?: "jpg" | "bmp"): Promise<void>;
Captures the current game frame and saves it to disk.
Only one screenshot can be in progress at a time. Calling this method while a previous capture is still pending will reject immediately — wait for the returned promise to settle before issuing the next call.
The output format is resolved by precedence: an explicit format
argument wins; otherwise the extension already present in filePath
(.jpg/.jpeg or .bmp) is used; otherwise it defaults to 'bmp'.
The file extension is then normalized to match the resolved format, so
an existing extension is rewritten rather than doubled (e.g.
shot.jpg stays shot.jpg, and shot.png with format: 'jpg' becomes
shot.jpg).
Internally all backends (D3D9, D3D11, D3D12, Vulkan) capture as BMP first and transcode to JPEG on demand, ensuring correct colors across all graphics APIs and formats.
Parameters
| Parameter | Type | Description |
|---|---|---|
filePath | string | Absolute path (UTF-8) where the image will be saved. |
format? | "jpg" | "bmp" | Output image format: 'jpg' or 'bmp'. When omitted, the extension in filePath is used, falling back to 'bmp'. |
Returns
Promise<void>
A promise that resolves with the absolute path the file was
actually written to, including the normalized extension (which may
differ from filePath).
Throws
'no active game' — the overlay is not currently injected into
any game. Wait for the game-injected event before calling.
Throws
'screenshot already in progress' — a previous capture has not
yet completed. Await the previous promise before calling again.
Throws
'no active graphics device' — the game has no active GPU
device at this moment (e.g. the game window is minimized or in a
device-lost state). Try again once the game is in the foreground.
Throws
'capture failed: <backend>' — the GPU-side readback failed
(e.g. staging texture creation, memory map, or WIC encode error).
Example
overlay.on("game-injected", () => {
overlay.hotkeys.register(
{ name: "screenshot", keyCode: "F9", passthrough: false },
async (hotkey, state) => {
if (state !== "pressed") return;
const ts = new Date().toISOString().replace(/[:.]/g, "-").slice(0, 19);
const filePath = path.join(app.getPath("pictures"), `screenshot_${ts}`);
try {
const savedPath = await overlay.takeScreenshot(filePath, "jpg");
console.log("screenshot written to", savedPath); // ...filePath.jpg
} catch (err) {
console.error("Screenshot failed:", err.message);
}
},
);
});