text: #include "EmptyGIBar.h"
  
  EmptyGIBar::EmptyGIBar(const SceneLights& lights,					   
  					   RenderScheme& scheme,
  					   double& frameTime,
  					   double& shadowTime,
  					   double& dPassTime,
  					   double& gPassTime,
  					   double& lightTime,
  					   double& mergeTime)
  	: AntBar(EmptyGIBarName)
  	, renderSelect(bar, lights, scheme)
  {
  	// Timings
  	TwAddVarRO(bar, "frameTime", TW_TYPE_DOUBLE, &frameTime,
  			   " label='Frame' precision=2 help='Total Frame Time.' ");
  	TwAddSeparator(bar, NULL, NULL);
  	TwAddVarRO(bar, "shadowTime", TW_TYPE_DOUBLE, &shadowTime,
  			   " label='Shadow Map' group='Timings (ms)' precision=2 help='Shadow Map generation timing per frame.' ");
  	TwAddVarRO(bar, "dPassTime", TW_TYPE_DOUBLE, &dPassTime,
  			   " label='Depth Pre-pass' group='Timings (ms)' precision=2 help='Depth Pre-pass timing per frame.' ");
  	TwAddVarRO(bar, "gPassTime", TW_TYPE_DOUBLE, &gPassTime,
  			   " label='G-pass' group='Timings (ms)' precision=2 help='G-pass timing per frame.' ");
  	TwAddVarRO(bar, "lightTime", TW_TYPE_DOUBLE, &lightTime,
  			   " label='Light pass' group='Timings (ms)' precision=2 help='Light Pass timing per frame.' ");
  	TwAddVarRO(bar, "mergeTime", TW_TYPE_DOUBLE, &mergeTime,
  			   " label='Merge' group='Timings (ms)' precision=2 help='Merge timing per frame.' ");
  
  	TwDefine((std::string(EmptyGIBarName) + " refresh=0.01 ").c_str());
  	Resize(220, 180);
  	TwDefine((std::string(EmptyGIBarName) + " valueswidth=fit ").c_str());
  	Move(5, 278);
  }
  
  bool EmptyGIBar::DoTiming() const
  {
  	int opened;
  	TwGetParam(bar, "Timings (ms)",
  			   "opened", TW_PARAM_INT32, 1, &opened);
  	return opened != 0;
  }
  
  int EmptyGIBar::Light() const
  {
  	return renderSelect.Light();
  }
  
  int EmptyGIBar::LightLevel() const
  {
  	return renderSelect.LightLevel();
  }
  
  void EmptyGIBar::Next()
  {
  	renderSelect.Next();
  }
  
  void EmptyGIBar::Previous()
  {
  	renderSelect.Previous();
  }
  
  void EmptyGIBar::Up()
  {
  	renderSelect.Up();
  }
  
  void EmptyGIBar::Down()
  {
  	renderSelect.Down();
  }