Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
311 {
313
314 layoutRoot.FindAnyWidget(
"Tabber").GetScript(
m_TabScript);
315
317
318 m_Back = ButtonWidget.Cast(layoutRoot.FindAnyWidget(
"back"));
319
320 #ifdef PLATFORM_CONSOLE
325 #endif
326
327 #ifdef PLATFORM_XBOX
328 layoutRoot.FindAnyWidget("XboxControlsImage").Show(true);
329 #else
330 #ifdef PLATFORM_PS4
331 layoutRoot.FindAnyWidget("PSControlsImage").Show(true);
332 #endif
333 #endif
334
335 m_tab_images[0] = ImageWidget.Cast(layoutRoot.FindAnyWidget(
"MovementTabBackdropImageWidget"));
336 m_tab_images[1] = ImageWidget.Cast(layoutRoot.FindAnyWidget(
"WeaponsAndActionsBackdropImageWidget"));
337 m_tab_images[2] = ImageWidget.Cast(layoutRoot.FindAnyWidget(
"InventoryTabBackdropImageWidget"));
338 m_tab_images[3] = ImageWidget.Cast(layoutRoot.FindAnyWidget(
"MenusTabBackdropImageWidget"));
339
340 PPERequester_MenuEffects requester;
341 Class.
CastTo(requester,PPERequesterBank.GetRequester(PPERequesterBank.REQ_MENUEFFECTS));
342 requester.SetVignetteIntensity(0.6);
343
345
346 return layoutRoot;
347 }
void DrawConnectingLines(int index)
ImageWidget m_tab_images[TABS_COUNT]
proto native WorkspaceWidget GetWorkspace()
Super root of all classes in Enforce script.
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.