/// <summary>
 /// Event handler from the input class that get's triggered when input is available
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="args"></param>
 private void OnKeyPressed(object sender, KeyEventArgs args)
 {
     if (args.Key == KeyEventArgs.Keys.RotateL)
     {
         CurrentBlock.SafeRotate(gameBoard);
     }
     if (args.Key == KeyEventArgs.Keys.Left)
     {
         CurrentBlock.SafeMoveLeft(gameBoard);
     }
     if (args.Key == KeyEventArgs.Keys.Right)
     {
         CurrentBlock.SafeMoveRight(gameBoard);
     }
     if (args.Key == KeyEventArgs.Keys.Down)
     {
         CurrentBlock.SafeFall(gameBoard);
     }
     if (args.Key == KeyEventArgs.Keys.Exit)
     {
         GameOver();
     }
     // Draw again after a key is pressed
     Draw();
 }