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; } } }
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; }