/// <summary>
 /// Queries how wide the entry is, used for centering on the screen.
 /// </summary>
 public virtual int GetWidth(MenuScreen screen)
 {
     return((int)(screen.ScreenManager.Fonts.GetFont("MenuSprite").MeasureString(Text).X *this.scale));
 }
 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return((int)(screen.ScreenManager.Fonts.GetFont("MenuSprite").LineSpacing *this.scale));
 }
 /// <summary>
 /// Queries how wide the entry is, used for centering on the screen.
 /// </summary>
 public virtual int GetWidth(MenuScreen screen)
 {
     return (int)(screen.ScreenManager.Fonts.GetFont("MenuSprite").MeasureString(Text).X * this.scale);
 }
 /// <summary>
 /// Queries how much space this menu entry requires.
 /// </summary>
 public virtual int GetHeight(MenuScreen screen)
 {
     return (int)(screen.ScreenManager.Fonts.GetFont("MenuSprite").LineSpacing * this.scale);
 }
        /// <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

            Color color; 

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

            if (mouseHovering)
            {
                color = Color.Red;
            }


            // 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;
            scale *= this.scale;

            // 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.Fonts.GetFont("MenuSprite");

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

            spriteBatch.DrawString(font, text, position, color, 0,
                                   origin, scale, SpriteEffects.None, 0);
        }
        /// <summary>
        /// Updates the menu entry.
        /// </summary>
        public virtual void Update(MenuScreen screen, bool isSelected, GameTime gameTime)
        {

            // 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);
        }