Esempio n. 1
0
        private void rangeSettingsTabs_Selected(object sender, TabControlEventArgs e)
        {
            switch (e.TabPageIndex)
            {
            case 0:
            {
                debugRange = frontRange;

                break;
            }

            case 1:
            {
                debugRange = backRange;

                break;
            }

            case 2:
            {
                debugRange = ballRange;

                break;
            }
            }
        }
Esempio n. 2
0
        private void Form1_Load(object sender, EventArgs e)
        {
            frontRange = new HSLColorRange();
            backRange  = new HSLColorRange();
            ballRange  = new HSLColorRange();

            frontRange.minHue        = frontCircle_hueMin.Value;
            frontRange.maxHue        = frontCircle_hueMax.Value;
            frontRange.minSaturation = frontCircle_saturationMin.Value / 100.0f;
            frontRange.maxSaturation = frontCircle_saturationMax.Value / 100.0f;
            frontRange.minLuminance  = frontCircle_luminanceMin.Value / 100.0f;
            frontRange.maxLuminance  = frontCircle_luminanceMax.Value / 100.0f;

            backRange.minHue        = backCircle_hueMin.Value;
            backRange.maxHue        = backCircle_hueMax.Value;
            backRange.minSaturation = backCircle_saturationMin.Value / 100.0f;
            backRange.maxSaturation = backCircle_saturationMax.Value / 100.0f;
            backRange.minLuminance  = backCircle_luminanceMin.Value / 100.0f;
            backRange.maxLuminance  = backCircle_luminanceMax.Value / 100.0f;

            ballRange.minHue        = ball_hueMin.Value;
            ballRange.maxHue        = ball_hueMax.Value;
            ballRange.minSaturation = ball_saturationMin.Value / 100.0f;
            ballRange.maxSaturation = ball_saturationMax.Value / 100.0f;
            ballRange.minLuminance  = ball_luminanceMin.Value / 100.0f;
            ballRange.maxLuminance  = ball_luminanceMax.Value / 100.0f;

            debugRange = frontRange;

            noiseFilter_radius.Enabled = noiseFilter_threshold.Enabled = noiseFilterEnabled;
        }
Esempio n. 3
0
        private void rangeSettingsTabs_Selected(object sender, TabControlEventArgs e)
        {
            switch (e.TabPageIndex)
            {
                case 0:
                {
                    debugRange = frontRange;

                    break;
                }

                case 1:
                {
                    debugRange = backRange;

                    break;
                }

                case 2:
                {
                    debugRange = ballRange;

                    break;
                }
            }
        }
Esempio n. 4
0
        private void Form1_Load(object sender, EventArgs e)
        {
            frontRange = new HSLColorRange();
            backRange = new HSLColorRange();
            ballRange = new HSLColorRange();

            frontRange.minHue = frontCircle_hueMin.Value;
            frontRange.maxHue = frontCircle_hueMax.Value;
            frontRange.minSaturation = frontCircle_saturationMin.Value / 100.0f;
            frontRange.maxSaturation = frontCircle_saturationMax.Value / 100.0f;
            frontRange.minLuminance = frontCircle_luminanceMin.Value / 100.0f;
            frontRange.maxLuminance = frontCircle_luminanceMax.Value / 100.0f;

            backRange.minHue = backCircle_hueMin.Value;
            backRange.maxHue = backCircle_hueMax.Value;
            backRange.minSaturation = backCircle_saturationMin.Value / 100.0f;
            backRange.maxSaturation = backCircle_saturationMax.Value / 100.0f;
            backRange.minLuminance = backCircle_luminanceMin.Value / 100.0f;
            backRange.maxLuminance = backCircle_luminanceMax.Value / 100.0f;

            ballRange.minHue = ball_hueMin.Value;
            ballRange.maxHue = ball_hueMax.Value;
            ballRange.minSaturation = ball_saturationMin.Value / 100.0f;
            ballRange.maxSaturation = ball_saturationMax.Value / 100.0f;
            ballRange.minLuminance = ball_luminanceMin.Value / 100.0f;
            ballRange.maxLuminance = ball_luminanceMax.Value / 100.0f;

            debugRange = frontRange;

            noiseFilter_radius.Enabled = noiseFilter_threshold.Enabled = noiseFilterEnabled;
        }