public override void HandleInput()
        {
            if (KeyInput.JustPressedRebindableKey(KeyFunctions.Up))
            {
                if (_state == SaveState.QuickSaveLabel)
                {
                    return;
                }

                _state--;
            }
            else if (KeyInput.JustPressedRebindableKey(KeyFunctions.Down))
            {
                if (_state >= SaveState.QuitLabel)
                {
                    return;
                }

                _state++;
            }
            else if (KeyInput.JustPressedRebindableKey(KeyFunctions.Accept))
            {
                bool save      = true;
                bool playSound = true;

                switch (_state)
                {
                case SaveState.QuickSaveLabel:
                    GlobalState.DoQuickSave();

                    save      = false;
                    playSound = false;

                    _quickSaveLabel.SetText(DialogueManager.GetDialogue("misc", "any", "save", 1));
                    break;

                case SaveState.QuickLoadLabel:
                    save      = false;
                    playSound = false;

                    GlobalState.DoQuickLoad();
                    break;

                case SaveState.SaveLabel:
                    _saveLabel.SetText(DialogueManager.GetDialogue("misc", "any", "save", 1));
                    break;

                case SaveState.SaveTitleLable:
                    ReturnToTitle = true;
                    ExitSubState();
                    break;

                case SaveState.SaveQuitLabel:
                    GlobalState.ClosingGame = true;
                    break;

                case SaveState.QuitLabel:
                    save = false;
                    GlobalState.ClosingGame = true;
                    break;

                default:
                    break;
                }

                if (playSound)
                {
                    SoundManager.PlaySoundEffect("menu_select");
                }

                if (save)
                {
                    GlobalState.SaveGame();
                }
            }
            else
            {
                base.HandleInput();
            }
        }