/// <summary>
        /// Draws the player's grid and ships.
        /// </summary>
        /// <param name="grid">the grid to show</param>
        /// <param name="thePlayer">the player to show the ships of</param>
        /// <param name="small">true if the small grid is shown</param>
        /// <param name="showShips">true if ships are to be shown</param>
        /// <param name="left">the left side of the grid</param>
        /// <param name="top">the top of the grid</param>
        /// <param name="width">the width of the grid</param>
        /// <param name="height">the height of the grid</param>
        /// <param name="cellWidth">the width of each cell</param>
        /// <param name="cellHeight">the height of each cell</param>
        /// <param name="cellGap">the gap between the cells</param>
        private static void DrawCustomField(ISeaGrid grid, Player thePlayer, bool small, bool showShips, int left, int top, int width, int height, int cellWidth, int cellHeight,
                                            int cellGap)
        {
            //SwinGame.FillRectangle(Color.Blue, left, top, width, height)

            int rowTop  = 0;
            int colLeft = 0;

            //Draw the grid
            for (int row = 0; row <= 9; row++)
            {
                rowTop = top + (cellGap + cellHeight) * row;

                for (int col = 0; col <= 9; col++)
                {
                    colLeft = left + (cellGap + cellWidth) * col;

                    Color fillColor = default(Color);
                    bool  draw      = false;

                    draw = true;

                    switch (grid[row, col])
                    {
                    //case TileView.Ship:
                    //	draw = false;
                    //	break;
                    //If small Then fillColor = _SMALL_SHIP Else fillColor = _LARGE_SHIP
                    case TileView.Miss:
                        if (small)
                        {
                            fillColor = SMALL_MISS;
                        }
                        else
                        {
                            fillColor = LARGE_MISS;
                        }
                        break;

                    case TileView.Hit:
                        if (small)
                        {
                            fillColor = SMALL_HIT;
                        }
                        else
                        {
                            fillColor = LARGE_HIT;
                        }
                        break;

                    case TileView.Sea:
                    case TileView.Ship:
                        if (small)
                        {
                            fillColor = SMALL_SEA;
                        }
                        else
                        {
                            draw = false;
                        }
                        break;
                    }

                    if (draw)
                    {
                        SwinGame.FillRectangle(fillColor, colLeft, rowTop, cellWidth, cellHeight);
                        if (!small)
                        {
                            SwinGame.DrawRectangle(OUTLINE_COLOR, colLeft, rowTop, cellWidth, cellHeight);
                        }
                    }
                }
            }

            if (!showShips)
            {
                return;
            }

            int    shipHeight = 0;
            int    shipWidth  = 0;
            string shipName   = null;

            //Draw the ships
            foreach (Ship s in thePlayer)
            {
                if (s == null || !s.IsDeployed)
                {
                    continue;
                }
                rowTop  = top + (cellGap + cellHeight) * s.Row + SHIP_GAP;
                colLeft = left + (cellGap + cellWidth) * s.Column + SHIP_GAP;

                if (s.Direction == Direction.LeftRight)
                {
                    shipName   = "ShipLR" + s.Size;
                    shipHeight = cellHeight - (SHIP_GAP * 2);
                    shipWidth  = (cellWidth + cellGap) * s.Size - (SHIP_GAP * 2) - cellGap;
                }
                else
                {
                    //Up down
                    shipName   = "ShipUD" + s.Size;
                    shipHeight = (cellHeight + cellGap) * s.Size - (SHIP_GAP * 2) - cellGap;
                    shipWidth  = cellWidth - (SHIP_GAP * 2);
                }

                if (!small)
                {
                    SwinGame.DrawBitmap(GameResources.GameImage(shipName), colLeft, rowTop);
                }
                else
                {
                    SwinGame.FillRectangle(SHIP_FILL_COLOR, colLeft, rowTop, shipWidth, shipHeight);
                    SwinGame.DrawRectangle(SHIP_OUTLINE_COLOR, colLeft, rowTop, shipWidth, shipHeight);
                }
            }
        }
        /*<summary>
         * Draws the player's grid and ships.
         *</summary>
         *<param name="grid">the grid to show</param>
         *<param name="thePlayer">the player to show the ships of</param>
         *<param name="small">true if the small grid is shown</param>
         *<param name="showShips">true if ships are to be shown</param>
         *<param name="left">the left side of the grid</param>
         *<param name="top">the top of the grid</param>
         *<param name="width">the width of the grid</param>
         *<param name="height">the height of the grid</param>
         *<param name="cellWidth">the width of each cell</param>
         *<param name="cellHeight">the height of each cell</param>
         *<param name="cellGap">the gap between the cells</param>
         */
        private static void DrawCustomField(ISeaGrid grid, Player thePlayer, bool small, bool showShips, int left, int top, int width, int height, int cellWidth, int cellHeight, int cellGap)
        {
            //SwinGame.FillRectangle (Color.Blue, left, top, width, height);
            int rowTop;
            int colLeft;

            // Draw the grid
            for (int row = 0; (row <= 9); row++)
            {
                rowTop = (top + ((cellGap + cellHeight) * row));
                for (int col = 0; (col <= 9); col++)
                {
                    colLeft = (left + ((cellGap + cellWidth) * col));
                    Color fillColor = default(Color);
                    bool  draw;
                    draw = true;
                    switch (grid[row, col])
                    {
                    //case TileView.Ship:
                    //draw = false;
                    //if (small) {
                    //	fillColor = SMALL_SHIP;
                    //} else {
                    //fillColor = LARGE_SHIP;
                    //}

                    //break;
                    case TileView.Miss:
                        if (small)
                        {
                            fillColor = SMALL_MISS;
                        }
                        else
                        {
                            SwinGame.DrawBitmap(GameResources.GameImage("MissMarker"), colLeft, rowTop);
                            fillColor = LARGE_MISS;
                        }
                        break;

                    case TileView.Hit:
                        if (small)
                        {
                            fillColor = SMALL_HIT;
                        }
                        else
                        {
                            SwinGame.DrawBitmap(GameResources.GameImage("HitMarker"), colLeft, rowTop);
                            fillColor = LARGE_HIT;
                        }
                        break;

                    case TileView.Sea:
                    case TileView.Ship:
                        if (small)
                        {
                            fillColor = SMALL_SEA;
                        }
                        else
                        {
                            draw = false;
                        }
                        break;
                    }
                    if (draw)
                    {
                        if (small)
                        {
                            SwinGame.FillRectangle(fillColor, colLeft, rowTop, cellWidth, cellHeight);
                        }

                        if (!small)
                        {
                            SwinGame.DrawRectangle(OUTLINE_COLOR, colLeft, rowTop, cellWidth, cellHeight);
                        }
                    }
                }
            }

            if (!showShips)
            {
                return;
            }

            int    shipHeight = 0;
            int    shipWidth  = 0;
            string shipName   = null;

            // Draw the ships
            foreach (Ship s in thePlayer)
            {
                if (s == null || !s.IsDeployed)
                {
                    continue;
                }

                rowTop  = top + (cellGap + cellHeight) * s.Row + SHIP_GAP;
                colLeft = left + (cellGap + cellWidth) * s.Column + SHIP_GAP;
                //fixed here
                if ((s.Direction == Direction.LeftRight))
                {
                    //left right
                    shipName   = ("ShipLR" + s.Size);
                    shipHeight = (cellHeight - (SHIP_GAP * 2));                                                 //changed this - to a +
                    shipWidth  = (((cellWidth + cellGap) * s.Size) - ((SHIP_GAP * 2) + cellGap));
                }
                else
                {
                    // Up down
                    shipName   = ("ShipUD" + s.Size);                                                           //changed this - to a +
                    shipHeight = (((cellHeight + cellGap) * s.Size) - ((SHIP_GAP * 2) + cellGap));
                    shipWidth  = (cellWidth - (SHIP_GAP * 2));
                }
                if (!small)
                {
                    SwinGame.DrawBitmap(GameResources.GameImage(shipName), colLeft, rowTop);
                }
                else
                {
                    SwinGame.FillRectangle(SHIP_FILL_COLOR, colLeft, rowTop, shipWidth, shipHeight);
                    SwinGame.DrawRectangle(SHIP_OUTLINE_COLOR, colLeft, rowTop, shipWidth, shipHeight);
                }
            }
        }