//------------------------------------------------------------------------------
 // Method: SetPositionMode
 // Author: Neil Holmes
 // Summary: allows user to set a different position mode after the initial setup
 //------------------------------------------------------------------------------
 public void SetPositionMode(ICMessagePosition positionMode)
 {
     this.positionMode = positionMode;
 }
        //------------------------------------------------------------------------------
        // Constructor: ICMessagePopUp
        // Author: Neil Holmes
        // Summary: Constructor - prepares the message pop up system
        //------------------------------------------------------------------------------
        public ICMessagePopUp(Game game, GraphicsDeviceManager graphicsDeviceManager, ICMessagePosition positionMode, ICMessageScale scale)
        {
            // create a content manager to handle loading the textures we need
            ContentManager content = new ContentManager(game.Services);

            // store the graphics device for future reference
            this.graphicsDevice = game.GraphicsDevice;

            // store the position mode that we are using
            this.positionMode = positionMode;

            // store the scale we are using
            if (scale == ICMessageScale.normal)
                displayScale = 1.0f;
            else
                displayScale = 0.5f;

            // create a sprite batch for rendering
            spriteBatch = new SpriteBatch(graphicsDevice);

            // load the achievement display textures
            badgeTexture = content.Load<Texture2D>(@"Content\ICMessages\Badge");
            bannerTexture = content.Load<Texture2D>(@"Content\ICMessages\Shadow");

            // store the size of the badge graphic
            badgeSize = badgeTexture.Height;

            // load the message fonts
            if (scale == ICMessageScale.normal)
            {
                titleFont = content.Load<SpriteFont>(@"Content\ICMessages\titleFont");
                messageFont = content.Load<SpriteFont>(@"Content\ICMessages\MessageFont");
            }
            else
            {
                titleFont = content.Load<SpriteFont>(@"Content\ICMessages\titleFontSmall");
                messageFont = content.Load<SpriteFont>(@"Content\ICMessages\MessageFontSmall");
            }

            // nothing to display yet!
            display = false;

            // set the message display stage to 'idle' so nothing is displayed
            this.stage = MessageStage.idle;
        }