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- 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
- {
- /// <summary>
- /// This is the main type for your game
- /// </summary>
- 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;
- }
- /// <summary>
- /// 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.
- /// </summary>
- protected override void Initialize()
- {
- // TODO: Add your initialization logic here
- base.Initialize();
- }
- /// <summary>
- /// LoadContent will be called once per game and is the place to load
- /// all of your content.
- /// </summary>
- protected override void LoadContent()
- {
- // Create a new SpriteBatch, which can be used to draw textures.
- spriteBatch = new SpriteBatch(GraphicsDevice);
- font = Content.Load<SpriteFont>("SpriteFont1");
- }
- /// <summary>
- /// Allows the game to run logic such as updating the world,
- /// checking for collisions, gathering input, and playing audio.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- protected override void Update(GameTime gameTime)
- {
- // TODO: Add your update logic here
- base.Update(gameTime);
- }
- /// <summary>
- /// This is called when the game should draw itself.
- /// </summary>
- /// <param name="gameTime">Provides a snapshot of timing values.</param>
- 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);
- }
- }
- }
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