public override void HandleInput(InputState input)
 {
     if (input.IsNewButtonPress(Buttons.Back)) Back();
     if (input.IsNewButtonTick(Buttons.DPadLeft)) LeftClick();
     if (input.IsNewButtonTick(Buttons.DPadRight)) RightClick();
     if (input.IsNewButtonTick(Buttons.DPadUp)) UpClick();
     if (input.IsNewButtonTick(Buttons.DPadDown)) DownClick();
     if (input.IsNewButtonRelease(Buttons.A)) ClickItem();
 }
 /// <summary>
 /// Input helper method provided by GameScreen.  Packages up the various input
 /// values for ease of use.
 /// </summary>
 /// <param name="input">The state of the gamepads</param>
 public override void HandleInput(InputState input)
 {
     if (input.IsNewButtonPress(Buttons.Back)) Back();
     if (Movable)
     {
         #region DPAD CONTROLS
         if (input.IsNewButtonTick(Buttons.DPadUp))
         {
             if (faceSelected)
             {
                 selected.row = Height - 1;
                 faceSelected = false;
             }
             else if (selected.row == 0) faceSelected = true;
             else selected.row--;
         }
         if (input.IsNewButtonTick(Buttons.DPadDown))
         {
             if (faceSelected)
             {
                 selected.row = 0;
                 faceSelected = false;
             }
             else if (selected.row < Height - 1) selected.row++;
             else faceSelected = true;
         }
         if (input.IsNewButtonTick(Buttons.DPadLeft) && !faceSelected)
         {
             if (selected.col == 0) selected.col = Width - 1;
             else selected.col--;
         }
         if (input.IsNewButtonTick(Buttons.DPadRight) && !faceSelected)
         {
             if (selected.col < Width - 1) selected.col++;
             else selected.col = 0;
         }
         #endregion
         if (!faceSelected)
             if ((Game.options.FlagWithPlay && input.IsButtonPressed(Buttons.A)) ||
                 (!Game.options.FlagWithPlay && input.IsButtonPressed(Buttons.B)))
                 faceValue = Face.Scared;
         if (faceValue == Face.Scared)
             if ((Game.options.FlagWithPlay && !input.IsButtonPressed(Buttons.A)) ||
                 (!Game.options.FlagWithPlay && !input.IsButtonPressed(Buttons.B)))
                 faceValue = Face.Happy;
         if (input.IsNewButtonRelease(Buttons.A))
         {
             if (faceSelected) SetGame(Height, Width, Mines);
             else if (Game.options.FlagWithPlay) Click();
             else TileFlag();
         }
         if (input.IsNewButtonRelease(Buttons.B) && !faceSelected)
         {
             if (Game.options.FlagWithPlay) TileFlag();
             else Click();
         }
     }
     else if (input.IsNewButtonRelease(Buttons.A)) SetGame(Height, Width, Mines);
 }