void OnDelete(object sender, PlayerIndexEventArgs e)
 {
     const string message = "Do you really want to delete this profile?";
     var confirmDelete = new DecisionScreen(message);
     confirmDelete.Accepted += ConfirmDeleteAccepted;
     ScreenManager.AddScreen(confirmDelete, e.PlayerIndex);
 }
        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input == null)
            {
                return;
            }

            // Look up inputs for the active player profile.
            if (ControllingPlayer == null)
            {
                Debug.WriteLine("ControllingPlayer is null...");
                return;
            }
            var playerIndex = (int)ControllingPlayer.Value;

            var keyboardState = input.CurrentKeyboardStates[playerIndex];
            var gamePadState = input.CurrentGamePadStates[playerIndex];

            // The game pauses either if the user presses the pause button, or if
            // they unplug the active gamepad. This requires us to keep track of
            // whether a gamepad was ever plugged in, because we don't want to pause
            // on PC if they are playing with a keyboard and have no gamepad at all!
            var gamePadDisconnected = !gamePadState.IsConnected &&
                                      input.GamePadWasConnected[playerIndex];

            if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
            {
                const string message = "Pause. Do you really want to exit game?";
                var confirmExit = new DecisionScreen(message);
                confirmExit.Accepted += ConfirmExitGameAccepted;
                ScreenManager.AddScreen(confirmExit, ControllingPlayer);
            }
        }
 /// <summary>
 /// When the user cancels the main menu, ask if they want to exit the sample.
 /// </summary>
 void OnExit(object sender, PlayerIndexEventArgs e)
 {
     const string message = "Do you really want to exit Bomberman Adventure?";
     var confirmExit = new DecisionScreen(message);
     confirmExit.Accepted += ConfirmExitAccepted;
     ScreenManager.AddScreen(confirmExit, e.PlayerIndex);
 }