/// <summary>
        /// Update Input
        /// </summary>
        /// <param name="input"></param>
        /// <param name="testGameController"></param>
        /// <param name="gameView"></param>
        /// <param name="gamePlayMenu"></param>
        public void updateInput(MouseState input, Controller testGameController, View gameView, ViewGamePlayMenu gamePlayMenu)
        {
            // Right click to give a command
            if (input.RightButton == ButtonState.Pressed && prevInput.RightButton == ButtonState.Released)
            {
                giveCommand(input, gameView, testGameController);
            }

            if(gamePlayMenu.containsPoint(input.X, input.Y))
            {
                if (input.LeftButton == ButtonState.Pressed)
                {
                    /** Handle Menu Input **/
                    int button = gamePlayMenu.onButton(input.X, input.Y);
                    //button corespons with the button pressed 0 to 3 left to right

                    if (button == 0)
                    {
                        currentPlayerCommand = PlayerCommand.CANCEL;
                    }
                    if (button == 1)
                    {
                        currentPlayerCommand = PlayerCommand.BUILD;
                    }
                    if (button == 2)
                    {
                        currentPlayerCommand = PlayerCommand.MOVE;
                    }
                    if (button == 3)
                    {
                        currentPlayerCommand = PlayerCommand.ATTACK;
                    }

                }
            }
            else
            {
                handleSelecting(input, testGameController, gameView, gamePlayMenu);
            }

            prevInput = input;
        }
        /// <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);
            //21/35
            sample_image = new SpriteSheet(Content.Load<Texture2D>("sprites/commandos"), spriteBatch, 21, 35);
            sample_tile = new SpriteSheet(Content.Load<Texture2D>("sprites/green_tile20x20"), spriteBatch, 20, 20);
            sample_util = new SpriteSheet(Content.Load<Texture2D>("sprites/util_misc20x20"), spriteBatch, 20, 20);

            gameSelectView.loadSpriteSheet(sample_util);

            gameView = new View(40, 40, spriteBatch);
            gameView.LoadScenario(this.testGameController.scenario);
            gameView.LoadMap(this.testGameController.gameWorld);

            gameView.LoadSpriteSheet(sample_tile);
            gameView.LoadUnitsSpriteSheet(sample_image);
            gameView.LoadUtilitySpriteSheet(sample_util);
            testGameController.registerObserver(gameSelectView);
            // TODO: use this.Content to load your game content here
        }
        /// <summary>
        /// Handle selecting units and buildings by the user
        /// </summary>
        /// <param name="input"></param>
        /// <param name="testGameController"></param>
        /// <param name="gameView"></param>
        /// <param name="gamePlayMenu"></param>
        private void handleSelecting(MouseState input, Controller testGameController, View gameView, ViewGamePlayMenu gamePlayMenu)
        {
            /* Left click to select units */

            // Store the first corner of the "drag box"
            if (input.LeftButton == ButtonState.Pressed && prevInput.LeftButton == ButtonState.Released)
            {
                if (testGameController.isWithinGameBound(selectX, selectY))
                {
                    selectX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X;
                    selectY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y;

                    gameView.setFirstCornerOfDragBox(input.X, input.Y);
                    gameView.IsDragging = true;
                }

            }

            // While dragging, update the view to draw the box
            if (input.LeftButton == ButtonState.Pressed)
            {
                gameView.setDragBox(input.X, input.Y);
            }

            // "Drag box" is created, select all units within box
            if (input.LeftButton == ButtonState.Released && prevInput.LeftButton == ButtonState.Pressed)
            {
                float releaseX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X;     // coords of release location
                float releaseY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y;
                float pressX = selectX;  // coords of press location
                float pressY = selectY;

                if (testGameController.isWithinGameBound(releaseX, releaseY) && testGameController.isWithinGameBound(pressX, pressY))
                {
                    /*
                     * Retrieve all units within the drag box - Use Min and Max to find the topleft and
                     * bottomright corner
                     */
                    testGameController.scenario.selectUnits(
                        (int)Math.Min(pressX, releaseX),
                        (int)Math.Min(pressY, releaseY),
                        (int)(Math.Max(pressX, releaseX) - Math.Min(pressX, releaseX)),
                        (int)(Math.Max(pressY, releaseY) - Math.Min(pressY, releaseY))
                    );
                }

                gameView.IsDragging = false;
                //gameView.resetDragBox();

            }
        }
        /// <summary>
        /// Give a command when click at icons
        /// </summary>
        /// <param name="input"></param>
        /// <param name="gameView"></param>
        /// <param name="testGameController"></param>
        private void giveCommand(MouseState input, View gameView, Controller testGameController)
        {
            commandX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X;
            commandY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y;

            if (testGameController.isWithinGameBound(commandX, commandY))
            {
                foreach (ZRTSModel.Entities.Entity entity in testGameController.scenario.getPlayer().SelectedEntities)
                {
                    ZRTSModel.GameWorld.Cell cell = testGameController.gameWorld.map.getCell((int)commandX, (int)commandY);
                    if (currentPlayerCommand == PlayerCommand.BUILD)
                    {
                        ZRTSModel.Entities.Building building = new ZRTSModel.Entities.Building(testGameController.scenario.getPlayer(), new ZRTSModel.Entities.BuildingStats());

                        if (testGameController.makeUnitBuild(entity,building, cell))
                        {
                            System.Console.Out.WriteLine("Building at " + commandX + ":" + commandY);
                        }
                        else
                        {
                            System.Console.Out.WriteLine("Can't place a building at " + commandX + ":" + commandY);
                        }
                    }
                    else
                    {
                        if (cell.entity != null)
                        {
                            // TODO: Check that the Entity belongs to an enemy. If not, Move to the entity instead,
                            // TODO: Check if a Resource was clicked, should be harvested or ignored instead.
                            // TODO: Check if Entity is a frienfly building, if so and the unit can build buildings, have unit repair
                            // the building instead.
                            if (entity.entityType == ZRTSModel.Entities.Entity.EntityType.Unit)
                            {
                                    // Right-Clicked on an Entity, Attack the Entity.
                                    System.Console.Out.WriteLine("Selected Attack Entity at " + commandX + ":" + commandY);
                                    testGameController.giveActionCommand(entity,
                                             new ZRTSLogic.Action.SimpleAttackAction((ZRTSModel.Entities.Unit)entity, cell.entity));
                            }
                        }
                        else if (cell.getUnit() != null)
                        {
                            // Right-Clicked on a Unit, attack the Unit.
                            // TODO: Check that the enemy is an entity.
                            if (entity.entityType == ZRTSModel.Entities.Entity.EntityType.Unit)
                            {
                                    System.Console.Out.WriteLine("Selected Attack Unit at " + commandX + ":" + commandY);
                                    ZRTSLogic.Action.AttackAction attackAction = new ZRTSLogic.Action.AttackAction((ZRTSModel.Entities.Unit)entity, cell.getUnit(), testGameController.gameWorld);
                                    testGameController.giveActionCommand(entity, attackAction);
                                    //testGameController.giveActionCommand(entity,
                                             //new ZRTSLogic.Action.SimpleAttackAction((ZRTSModel.Entities.Unit)entity, cell.getUnit()));
                            }
                        }
                        else
                        {
                            // Clicked Cell is empty, have the Unit move to the location.
                            testGameController.giveActionCommand(entity, new ZRTSLogic.Action.MoveAction(commandX, commandY, testGameController.gameWorld, entity));
                        }
                    }
                }
            }
        }
        private void giveCommand(MouseState input, View gameView, Controller testGameController)
        {
            commandX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X;
            commandY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y;

            if (testGameController.isWithinGameBound(commandX, commandY))
            {
                foreach (ZRTSModel.Entities.Entity entity in testGameController.scenario.getPlayer().SelectedEntities)
                {
                    switch (currentPlayerCommand)
                    {
                        // Move command
                        case PlayerCommand.MOVE:
                            testGameController.giveActionCommand(entity,
                        new ZRTSLogic.Action.MoveAction(commandX, commandY, testGameController.gameWorld, entity));
                            break;

                        // Cancel command
                        case PlayerCommand.CANCEL:
                            // TODO: Cancel current action
                            break;

                        // Attack command
                        case PlayerCommand.ATTACK:
                            if (entity.entityType == ZRTSModel.Entities.Entity.EntityType.Unit)
                            {
                                ZRTSModel.Entities.Entity temp = testGameController.scenario.getUnit((int)commandX, (int)commandY);
                                if (temp != null)
                                {
                                    System.Console.Out.WriteLine("Selected Attack Unit at " + commandX + ":" + commandY);
                                    testGameController.giveActionCommand(entity,
                                             new ZRTSLogic.Action.SimpleAttackAction((ZRTSModel.Entities.Unit)entity, temp));
                                }
                            }
                            break;

                        // Build command
                        case PlayerCommand.BUILD:
                            if (testGameController.makeUnitBuild(entity,
                        new ZRTSModel.Entities.Building(testGameController.scenario.getPlayer(), new ZRTSModel.Entities.BuildingStats()),
                        testGameController.gameWorld.map.getCell((int)commandX, (int)commandY)))
                            {
                                System.Console.Out.WriteLine("Building at " + commandX + ":" + commandY);
                            }
                            else
                            {
                                System.Console.Out.WriteLine("Can't place a building at " + commandX + ":" + commandY);
                            }
                            break;
                    }

                }
            }
        }
        /// <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);
            //21/35
            sample_image = new SpriteSheet(Content.Load<Texture2D>("sprites/commandos"), spriteBatch, 21, 35);
            sample_tile = new SpriteSheet(Content.Load<Texture2D>("sprites/green_tile20x20"), spriteBatch, 20, 20);
            sample_util = new SpriteSheet(Content.Load<Texture2D>("sprites/util_misc20x20"), spriteBatch, 20, 20);
            menuUI = new SpriteSheet(Content.Load<Texture2D>("gamePlayUI/menuUI"), spriteBatch, 299, 211);
            iconUI = new SpriteSheet(Content.Load<Texture2D>("gamePlayUI/icons"), spriteBatch, 208, 51);
            gamePlayMenu = new ViewGamePlayMenu(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight,menuUI);
            gamePlayMenu.loadIconSprite(iconUI);

            gameSelectView.loadSpriteSheet(sample_util);

            gameView = new View(800,600, spriteBatch);
            gameView.LoadScenario(this.testGameController.scenario);
            gamePlayMenu.LoadScenario(this.testGameController.scenario);
            gameView.LoadMap(this.testGameController.gameWorld);

            gameView.LoadSpriteSheet(sample_tile);
            gameView.LoadUnitsSpriteSheet(sample_image);
            gameView.LoadUtilitySpriteSheet(sample_util);
            gameView.LoadBuildingSpriteSheet(new SpriteSheet(Content.Load<Texture2D>("gameBuildings/sample_build"), spriteBatch, 40, 40));
            testGameController.registerObserver(gameSelectView);
            // TODO: use this.Content to load your game content here
        }