public override void Initialize()
        {
            background = spriteSheet.GetSubSprite(new Rectangle(0, 0, 1024, 768));
            ship       = spriteSheet.GetSubSprite(new Rectangle(0, 771, 212, 185));

            upperLeftRectangle = new Rectangle(0, 0,
                                               (int)Game1.ScreenSize.X / 2, (int)Game1.ScreenSize.Y / 2);

            lowerLeftRectangle = new Rectangle(0, upperLeftRectangle.Height,
                                               upperLeftRectangle.Width, upperLeftRectangle.Height);

            rightRectangle = new Rectangle(lowerLeftRectangle.Width, 0,
                                           lowerLeftRectangle.Width, (int)(Game1.ScreenSize.Y));

            //Managers for cursor and text.
            cursorManager = new ShipManagerCursor(Game, spriteSheet);
            cursorManager.Initialize();
            fontManager = new ShipManagerText(Game);
            fontManager.Initialize();
            informationManager = new InventoryInformation(Game);
            informationManager.Initialize();

            //Data about current active user position.
            cursorLevel = 1;
            //cursorLevel1Position = 0;
            cursorCoordLv1       = new CursorCoordinate(0, 0, 5, 2, true);
            cursorLevel2Position = 0;
            //column = 1;

            elapsedSinceKey = 0;
            elapseDelay     = 50;

            itemComp = new ItemComparison(this.Game, this.spriteSheet, new Rectangle(504, 772, 9, 5),
                                          new Rectangle(504, 787, 9, 8), new Rectangle(504, 778, 9, 8));
        }
        public void Draw(SpriteBatch spriteBatch)
        {
            foreach (ShipInventoryDisplayObject dispObj in displayList)
            {
                dispObj.Draw(spriteBatch);
            }

            if (back.isActive)
            {
                ShipManagerText.DisplayBackInfo(spriteBatch);
            }

            else if (primaryDisplay.isActive)
            {
                ShipManagerText.DisplayPrimaryWeaponInfo1(spriteBatch);

                if (layer >= 2 && cursorLv2Pos < ShipInventoryManager.GetAvailablePrimaryWeapons(1).Count)
                {
                    InventoryInformation.DisplayPrimaryWeaponInfo(spriteBatch);
                }
            }

            else if (primaryDisplay2.isActive)
            {
                ShipManagerText.DisplayPrimaryWeaponInfo2(spriteBatch);

                if (layer >= 2 && cursorLv2Pos < ShipInventoryManager.GetAvailablePrimaryWeapons(2).Count)
                {
                    InventoryInformation.DisplayPrimaryWeaponInfo(spriteBatch);
                }
            }

            else if (secondaryDisplay.isActive)
            {
                ShipManagerText.DisplaySecondaryInfo(spriteBatch);

                if (layer >= 2 && cursorLv2Pos < ShipInventoryManager.OwnedSecondary.Count)
                {
                    InventoryInformation.DisplaySecondaryWeaponInfo(spriteBatch);
                }
            }

            else if (platingDisplay.isActive)
            {
                ShipManagerText.DisplayPlatingInfo(spriteBatch);

                if (layer >= 2 && cursorLv2Pos < ShipInventoryManager.ownedPlatings.Count)
                {
                    InventoryInformation.DisplayPlatingInfo(spriteBatch);
                }
            }

            else if (cellDisplay.isActive)
            {
                ShipManagerText.DisplayEnergyCellInfo(spriteBatch);

                if (layer >= 2 && cursorLv2Pos < ShipInventoryManager.ownedEnergyCells.Count)
                {
                    InventoryInformation.DisplayEnergyCellInfo(spriteBatch);
                }
            }

            else if (shieldDisplay.isActive)
            {
                ShipManagerText.DisplayShieldInfo(spriteBatch);

                if (layer >= 2 && cursorLv2Pos < ShipInventoryManager.ownedShields.Count)
                {
                    InventoryInformation.DisplayShieldInfo(spriteBatch);
                }
            }

            //if (inventoryDisplay.isActive && cursorLv3Pos != -1) // Why was this here to begin with? /Jakob 140615
            //if (inventoryDisplay.isActive)
            //{
            //    ShipManagerText.DisplayInventory(spriteBatch, Game.Resolution);
            //
            //    if (layer >= 2)
            //        InventoryInformation.DisplayInventoryInfo(spriteBatch);
            //}
        }