/// <summary>
        /// Draw the current state ofthe game.
        /// </summary>
        /// <param name="screen">Reference to the screen that contains the bar.</param>
        /// <param name="position">Position where the <c>OptionBar</c> is drawed.</param>
        /// <param name="currentValue">Current value of the <c>OptionBar</c>.</param>
        /// <param name="isSelected">true if the <c>OptionBar</c> is selected, false otherwise.</param>
        /// <param name="gametime">Global time of the game.</param>
        public virtual void Draw(NumericOptionEntry screen, Vector2 position, float currentValue,
                                 bool isSelected, GameTime gameTime)
        {
            Texture2D borderTexture = TextureManager.GetTexture("BarTexture").BaseTexture;

            double percentToDraw    = currentValue / _maximumValue;
            double eachPercentWidth = borderTexture.Width / _maximumValue;

            int xPosition = GameSettings.DefaultInstance.ResolutionWidth / 3;

            ScreenManager.SpriteBatch.Draw(
                TextureManager.GetTexture("DummyTexture").BaseTexture,
                new Rectangle(xPosition, (int)position.Y + 8,
                              (int)((percentToDraw * 100) * eachPercentWidth), borderTexture.Height),
                Color.Red);

            ScreenManager.SpriteBatch.Draw(
                borderTexture,
                new Rectangle(xPosition, (int)position.Y + 8, borderTexture.Width, borderTexture.Height),
                Color.White);
        }
 /// <summary>
 /// Update the current state of the bar.
 /// </summary>
 /// <param name="screen">Reference to the screen that contains the bar.</param>
 /// <param name="isSelected">true if the <c>OptionBar</c> is selected, false otherwise.</param>
 /// <param name="gametime">Global time of the game.</param>
 public virtual void Update(NumericOptionEntry screen, bool isSelected,
                            GameTime gametime)
 {
 }