/// <summary>
        /// Evaluates the action against a given InputState.
        /// </summary>
        /// <param name="state">The InputState to test for the action.</param>
        /// <param name="controllingPlayer">The player to test, or null to allow any player.</param>
        /// <param name="player">If controllingPlayer is null, this is the player that performed the action.</param>
        /// <returns>True if the action occurred, false otherwise.</returns>
        public bool Evaluate(InputState state, PlayerIndex? controllingPlayer, out PlayerIndex player)
        {
            // Figure out which delegate methods to map from the state which takes care of our "newPressOnly" logic
            ButtonPress buttonTest;
            KeyPress keyTest;
            if (newPressOnly)
            {
                buttonTest = state.IsNewButtonPress;
                keyTest = state.IsNewKeyPress;
            }
            else
            {
                buttonTest = state.IsButtonPressed;
                keyTest = state.IsKeyPressed;
            }

            // Now we simply need to invoke the appropriate methods for each button and key in our collections
            foreach (Buttons button in buttons)
            {
                if (buttonTest(button, controllingPlayer, out player))
                    return true;
            }
            foreach (Keys key in keys)
            {
                if (keyTest(key, controllingPlayer, out player))
                    return true;
            }

            // If we got here, the action is not matched
            player = PlayerIndex.One;
            return false;
        }
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            // For input tests we pass in our ControllingPlayer, which may
            // either be null (to accept input from any player) or a specific index.
            // If we pass a null controlling player, the InputState helper returns to
            // us which player actually provided the input. We pass that through to
            // OnSelectEntry and OnCancel, so they can tell which player triggered them.
            PlayerIndex playerIndex;

            // Move to the previous menu entry?
            if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }

            // Move to the next menu entry?
            if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
            }

            if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                OnCancel(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(GameTime gameTime, InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

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

            _keyboardState = input.CurrentKeyboardStates[playerIndex];
            _gamePadState = input.CurrentGamePadStates[playerIndex];
            _mouseState = input.CurrentMouseStates[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];

            PlayerIndex playerInd;
            if (pauseAction.Evaluate(input, ControllingPlayer, out playerInd) || gamePadDisconnected) {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            } else {
                //this.player.HandleInput(input);

                //// Otherwise move the player position.
                //Vector2 movement = Vector2.Zero;

                //if (keyboardState.IsKeyDown(Keys.Left))
                //    movement.X--;

                //if (keyboardState.IsKeyDown(Keys.Right))
                //    movement.X++;

                //if (keyboardState.IsKeyDown(Keys.Up))
                //    movement.Y--;

                //if (keyboardState.IsKeyDown(Keys.Down))
                //    movement.Y++;

                //Vector2 thumbstick = gamePadState.ThumbSticks.Left;

                //movement.X += thumbstick.X;
                //movement.Y -= thumbstick.Y;

                //if (movement.Length() > 1)
                //    movement.Normalize();

                //playerPosition += movement * 8f;
            }
        }
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(GameTime gameTime, InputState input)
        {
            PlayerIndex playerIndex;

            // We pass in our ControllingPlayer, which may either be null (to
            // accept input from any player) or a specific index. If we pass a null
            // controlling player, the InputState helper returns to us which player
            // actually provided the input. We pass that through to our Accepted and
            // Cancelled events, so they can tell which player triggered them.
            if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                // Raise the accepted event, then exit the message box.
                if (Accepted != null)
                    Accepted(this, new PlayerIndexEventArgs(playerIndex));

                ExitScreen();
            }
            else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex))
            {
                // Raise the cancelled event, then exit the message box.
                if (Cancelled != null)
                    Cancelled(this, new PlayerIndexEventArgs(playerIndex));

                ExitScreen();
            }
        }
 /// <summary>
 /// Allows the screen to handle user input. Unlike Update, this method
 /// is only called when the screen is active, and not when some other
 /// screen has taken the focus.
 /// </summary>
 public virtual void HandleInput(GameTime gameTime, InputState input)
 {
 }