/// <summary>
        /// Private constructor; loading screens should be activated via the static Load
        /// method instead
        /// </summary>
        /// <param name="aScreenManager"></param>
        /// <param name="mLoadingIsSlow"></param>
        /// <param name="aScreensToLoad"></param>
        private LoadingScreen(ScreenManager aScreenManager, bool aLoadingIsSlow, GameScreen[] aScreensToLoad)
        {
            mLoadingIsSlow = aLoadingIsSlow;
            mScreensToLoad = aScreensToLoad;

            TransitionOnTime = TimeSpan.FromSeconds(0.5);
        }
        /// <summary>
        /// Adds a new screen to the screen manager.
        /// </summary>
        public void AddScreen(GameScreen screen)
        {
            screen.ScreenManager = this;
            screen.IsExiting = false;

            // If we have a graphics device, tell the screen to load content.
            if (mIsInitialized)
            {
                screen.LoadContent();
            }

            mScreens.Add(screen);
        }
        /// <summary>
        /// Removes a screen from the screen manager. You should normally
        /// use GameScreen.ExitScreen instead of calling this directly, so
        /// the screen can gradually transition off rather than just being
        /// instantly removed.
        /// </summary>
        public void RemoveScreen(GameScreen screen)
        {
            // If we have a graphics device, tell the screen to unload content.
            if (mIsInitialized)
            {
                screen.UnloadContent();
            }

            mScreens.Remove(screen);
            mScreensToUpdate.Remove(screen);
        }