Set here the frequency at which the HMI thread will be called. This frequency will be the refresh rate of the HMI window. The lower the frequency, the jumpier the visual. For some panel that does not request high refresh rate, a low frequency will save CPU for the simulation engine (or the 3D stealth view).
On the HMI panel, a rectangular dashed area represents the runtime (RT) window area. Sprites must be positioned inside to be visible.
If some Sprites are put outside the area, they will exist but not be visible. This can be used to replace some Sprites with some others just by exchanging their coordinates during runtime from the code.
Nevertheless, this area can be modified using the mouse or using the text fields.
To resize it using the mouse, just select the dashed line then drag any of the two magenta corners.
Left is the position of the left side of the RT window on the HMI panel, in pixels.
Bottom is the position of the bottom side of the RT window on the HMI panel, in pixels.
Width and Height express the size in pixels of the RT window.
If checked, the runtime window will automatically adjust its size to gather all defined Sprites. Otherwise, the manually defined runtime (dashed) window will be used.
Select this option if you want to use the general built-in contextual menu using the right mouse button.
Unselect it for no binding.
The actual menu contains only the Quit option. It is Glut based so, it does freeze the display. A new OpenGL version will come in later versions for not freezing the simulation and allowing the user to control the content and the binding.