public GameMenuLauncher()
        {

            SettingsManager.LoadSettings();

            Window.Title = "Game Menu for MonoGame";
            
            IsFixedTimeStep = true;

            Content.RootDirectory = "Content";

            //new-up components and add to Game.Components
            ScreenManager = new ScreenManager(this, SettingsManager.GetResolutionScale(SettingsManager.Settings.Resolution));
            Components.Add(ScreenManager);

            ScreenManager.graphicsInitialize();

            FrameRateCounter frameRateCounter = new FrameRateCounter(ScreenManager);
            frameRateCounter.DrawOrder = 101;
            Components.Add(frameRateCounter);


            LogoScreen1Done = false;
            LogoScreen2Done = false;

        }
        /// <summary>
        /// The constructor is private: loading screens should
        /// be activated via the static Load method instead.
        /// </summary>
        private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow,
                              GameScreen[] screensToLoad)
        {
            this.loadingIsSlow = loadingIsSlow;
            this.screensToLoad = screensToLoad;

            TransitionOnTime = TimeSpan.FromSeconds(0.5);
        }
        public FrameRateCounter(ScreenManager screenManager)
            : base(screenManager.Game)
        {
            _screenManager = screenManager;
            _format = new NumberFormatInfo();
            _format.NumberDecimalSeparator = ".";
            _position = new Vector2(30, 25);

        }
        /// <summary>
        /// Activates the loading screen.
        /// </summary>
        public static void Load(ScreenManager screenManager, bool loadingIsSlow,
                                PlayerIndex? controllingPlayer,
                                params GameScreen[] screensToLoad)
        {
            // Tell all the current screens to transition off.
            foreach (GameScreen screen in screenManager.GetScreens())
                screen.ExitScreen();

            // Create and activate the loading screen.
            LoadingScreen loadingScreen = new LoadingScreen(screenManager,
                                                            loadingIsSlow,
                                                            screensToLoad);

            screenManager.AddScreen(loadingScreen, controllingPlayer);
        }
        /// <summary>
        /// Constructs a new input state.
        /// </summary>
        public InputState(ScreenManager vManager)
        {
            CurrentKeyboardStates = new KeyboardState[MaxInputs];
            CurrentGamePadStates = new GamePadState[MaxInputs];
            CurrentMouseStates = new MouseState[MaxInputs];

            LastKeyboardStates = new KeyboardState[MaxInputs];
            LastGamePadStates = new GamePadState[MaxInputs];
            LastMouseStates = new MouseState[MaxInputs];

            GamePadWasConnected = new bool[MaxInputs];

            _manager = vManager;

            _handleVirtualStick = false;

        }