/// <summary>
        /// Updates the menu entry.
        /// </summary>
        public virtual void Update(MenuScreen screen, bool isSelected, GameTime gameTime)
        {
            // there is no such thing as a selected item on Windows Phone, so we always
            // force isSelected to be false
            #if WINDOWS_PHONE
            isSelected = false;
            #endif

            // When the menu selection changes, entries gradually fade between
            // their selected and deselected appearance, rather than instantly
            // popping to the new state.
            float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;

            if (isSelected)
                selectionFade = Math.Min(selectionFade + fadeSpeed, 1);
            else
                selectionFade = 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;
 }
 /// <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>
        /// Draws the menu entry. This can be overridden to customize the appearance.
        /// </summary>
        public virtual void Draw(MenuScreen screen, bool isSelected, GameTime gameTime)
        {
            // there is no such thing as a selected item on Windows Phone, so we always
            // force isSelected to be false
            #if WINDOWS_PHONE
            isSelected = false;
            #endif

            // Draw the selected entry in yellow, otherwise white.
            Color color = isSelected ? Color.Yellow : Color.White;

            // Pulsate the size of the selected menu entry.
            double time = gameTime.TotalGameTime.TotalSeconds;

            float pulsate = (float)Math.Sin(time * 6) + 1;

            float scale = 1 + pulsate * 0.05f * selectionFade;

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

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

            Vector2 origin = new Vector2(0, font.LineSpacing / 2);

            spriteBatch.DrawString(font, text, position, color, 0,
                                   origin, scale, SpriteEffects.None, 0);
        }