void DisplayFltkMenu::make_window() { size(235, 445); { { Fl_Counter* o = nearclip = new Fl_Counter(105, 25, 110, 25, "Near Clip"); o->align(FL_ALIGN_LEFT); o->range(0.01, 1000.0); o->step(0.05); o->lstep(0.5); o->precision(2); o->callback(nearclip_cb, app); VMDFLTKTOOLTIP(o, "Set near clipping plane (OpenGL display only)") } { Fl_Counter* o = farclip = new Fl_Counter(105, 50, 110, 25, "Far Clip"); o->align(FL_ALIGN_LEFT); o->range(0.01, 1000.0); o->step(0.05); o->lstep(0.5); o->precision(2); o->callback(farclip_cb, app); VMDFLTKTOOLTIP(o, "Set far clipping plane (OpenGL display only)") } { Fl_Counter* o = eyesep = new Fl_Counter(105, 75, 110, 25, "Eye Sep"); o->align(FL_ALIGN_LEFT); o->range(0.0, 100.0); o->step(0.01); o->lstep(0.1); o->precision(2); o->callback(eyesep_cb, app); VMDFLTKTOOLTIP(o, "Set stereo eye separation") } { Fl_Counter* o = focal = new Fl_Counter(105, 100, 110, 25, "Focal Length"); o->align(FL_ALIGN_LEFT); o->range(0.01, 1000.0); o->step(0.05); o->lstep(0.5); o->precision(2); o->callback(focal_cb, app); VMDFLTKTOOLTIP(o, "Set stereo focal point") } { Fl_Counter* o = screenh = new Fl_Counter(105, 135, 110, 25, "Screen Hgt"); o->align(FL_ALIGN_LEFT); o->range(0.0, 100000.0); o->step(0.1); o->lstep(1.0); o->precision(1); o->callback(screenh_cb, app); VMDFLTKTOOLTIP(o, "Set viewing frustum height") } { Fl_Counter* o = screend = new Fl_Counter(105, 160, 110, 25, "Screen Dist"); o->align(FL_ALIGN_LEFT); o->range(-100000.0, 100000.0); o->step(0.1); o->lstep(1.0); o->precision(1); o->callback(screend_cb, app); VMDFLTKTOOLTIP(o, "Set viewing frustum distance") } { Fl_Choice* o = cuemode = new Fl_Choice(105, 195, 110, 25, "Cue Mode"); o->color(VMDMENU_CHOOSER_BG); o->selection_color(VMDMENU_CHOOSER_SEL); o->box(FL_THIN_UP_BOX); o->align(FL_ALIGN_LEFT); o->callback(cuemode_cb, app); VMDFLTKTOOLTIP(o, "Set depth cueing mode") for (int m=0; m<app->display->num_cue_modes(); m++) cuemode->add(app->display->cue_mode_name(m)); } { Fl_Counter* o = cuestart = new Fl_Counter(105, 220, 110, 25, "Cue Start"); o->align(FL_ALIGN_LEFT); o->range(0.001, 1000.0); o->step(0.05); o->lstep(0.25); o->precision(2); o->callback(cuestart_cb, app); VMDFLTKTOOLTIP(o, "Set linear depth cueing starting distance") } { Fl_Counter* o = cueend = new Fl_Counter(105, 245, 110, 25, "Cue End"); o->align(FL_ALIGN_LEFT); o->range(0.001, 1000.0); o->step(0.05); o->lstep(0.25); o->precision(2); o->callback(cueend_cb, app); VMDFLTKTOOLTIP(o, "Set linear depth cueing end distance") } { Fl_Counter* o = cuedensity = new Fl_Counter(105, 270, 110, 25, "Cue Density"); o->align(FL_ALIGN_LEFT); o->range(0.001, 1000.0); o->step(0.05); o->lstep(0.1); o->precision(2); o->callback(cuedensity_cb, app); VMDFLTKTOOLTIP(o, "Set exponential depth cueing density") } new Fl_Box(35, 305, 170, 25, "External Renderer Options"); { Fl_Choice* o = shadowmode = new Fl_Choice(105, 330, 110, 25, "Shadows"); o->color(VMDMENU_CHOOSER_BG); o->selection_color(VMDMENU_CHOOSER_SEL); o->box(FL_THIN_UP_BOX); o->align(FL_ALIGN_LEFT); o->callback(shadowmode_cb, app); VMDFLTKTOOLTIP(o, "Enable shadows in external renderers") shadowmode->add("Off"); shadowmode->add("On"); } { Fl_Choice* o = aomode = new Fl_Choice(105, 355, 110, 25, "Amb. Occl."); o->color(VMDMENU_CHOOSER_BG); o->selection_color(VMDMENU_CHOOSER_SEL); o->box(FL_THIN_UP_BOX); o->align(FL_ALIGN_LEFT); o->callback(aomode_cb, app); VMDFLTKTOOLTIP(o, "Enable ambient occlusion lighting in external renderers") aomode->add("Off"); aomode->add("On"); } { Fl_Counter* o = aoambient = new Fl_Counter(105, 380, 110, 25, "AO Ambient"); o->align(FL_ALIGN_LEFT); o->range(0.0, 1.0); o->step(0.01); o->lstep(0.10); o->precision(2); o->callback(aoambient_cb, app); VMDFLTKTOOLTIP(o, "Ambient occlusion lighting coefficient") } { Fl_Counter* o = aodirect = new Fl_Counter(105, 405, 110, 25, "AO Direct"); o->align(FL_ALIGN_LEFT); o->range(0.0, 1.0); o->step(0.01); o->lstep(0.10); o->precision(2); o->callback(aodirect_cb, app); VMDFLTKTOOLTIP(o, "Direct lighting rescaling coefficient") } Fl_Box *box1 = new Fl_Box(10, 10, 215, 120); box1->box(FL_ENGRAVED_FRAME); Fl_Box *box2 = new Fl_Box(10, 130, 215, 65); box2->box(FL_ENGRAVED_FRAME); Fl_Box *box3 = new Fl_Box(10, 190, 215, 110); box3->box(FL_ENGRAVED_FRAME); Fl_Box *box4 = new Fl_Box(10, 300, 215, 135); box4->box(FL_ENGRAVED_FRAME); end(); end(); } }