/// <summary>
        /// Draws the menu entry. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime, Texture2D icon)
        {
            // selected entry draw red
            var color = isSelected ? new Color(204, 42, 42) : Color.White;

            // Modify the alpha to fade text out during transitions.
            color *= screen.TransitionAlpha;

            // Draw text, centered on the middle of each line.
            var screenManager = screen.ScreenManager;
            var spriteBatch = screenManager.SpriteBatch;
            var font = screenManager.Font;

            if (isSelected)
            {
                spriteBatch.Draw(icon, new Rectangle(320, (int)_position.Y - 15, 30, 30), Color.White);
            }
            var origin = new Vector2(0, font.LineSpacing / 2.0f);

            spriteBatch.DrawString(font, _text, _position, color, 0,
                                   origin, 1f, SpriteEffects.None, 0);
        }
 /// <summary>
 /// Queries how wide the entry is, used for centering on the screen.
 /// </summary>
 public virtual int GetWidth(MenuScreen screen)
 {
     return (int)screen.ScreenManager.Font.MeasureString(Text).X;
 }
 /// <summary>
 /// Updates the menu entry.
 /// </summary>
 public virtual void Update(MenuScreen screen, bool isSelected, GameTime gameTime)
 {
     var fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;
     _selectionFade = isSelected ? Math.Min(_selectionFade + fadeSpeed, 1) : Math.Max(_selectionFade - fadeSpeed, 0);
 }
 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return screen.ScreenManager.Font.LineSpacing;
 }