using System; using Microsoft.Xna; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Samples; using Microsoft.Xna.Samples.BatteryStatus; namespace Microsoft.Xna.Samples.BatteryStatus { /// /// This is the main type for your game /// public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; SpriteFont font; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.IsFullScreen = true; } /// /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// /// LoadContent will be called once per game and is the place to load /// all of your content. /// protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load("SpriteFont1"); } /// /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. protected override void Update(GameTime gameTime) { // TODO: Add your update logic here base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.DrawString(font,"[Battery Status]\n" + PowerStatus.BatteryChargeStatus,new Vector2(10,100),Color.Black); spriteBatch.DrawString(font,"[PowerLine Status]\n" + PowerStatus.PowerLineStatus,new Vector2(10,200),Color.Black); spriteBatch.DrawString(font,"Charge: " + PowerStatus.BatteryLifePercent+"%",new Vector2(10,300),Color.Black); spriteBatch.End(); base.Draw(gameTime); } } }