/// <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)
            {
                throw new ArgumentNullException("input");
            }

            // Look up inputs for the active player profile.
            int playerIndex = (int)ControllingPlayer.Value;

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState  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!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
        }
 public override void HandleInput(InputState input)
 {
     if (input.IsPauseGame(ControllingPlayer))
     {
         alphaValueBackground = 1;
         alphaValueText       = 1;
     }
 }
 public override void HandleInput(InputState input)
 {
     if(input.IsPauseGame(ControllingPlayer))
     {
         alphaValueBackground = 1;
         alphaValueText = 1;
     }
 }
        /// <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)
                throw new ArgumentNullException("input");

            // Look up inputs for the active player profile.
            int playerIndex = (int)ControllingPlayer.Value;

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState 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!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
        }