In this scenario I'd suggest having Scene call Overlay (rather than the reverse).
Options include (in order of how sensible I think they are):
1) use EOverlayButton.SUB_TYPE to communicate with the existing methods - e.g: showButton( SUB_TYPE( "logo" ) );
2) extend Overlay with new explicit public methods and cast - e.g: showLogo( true );
3) Don't use Overlay for this at all, and have a "Logo" Entity at the top of each Scene's view stack
4) Add "Logo" View (or "Logo" Entity via casting) directly to Overlay from anywhere at any time
5) Have different Agendas in Overlay showing different "Logo" configurations in each state, then change with setAgenda()
Those options that require casting are italicised - your call on whether that's a problem to your code's lifespan or not!