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

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

            ScreenManager.Push(loadingScreen);
        }
        /// <summary>
        /// Draws the loading screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            // If we are the only active screen, that means all the previous screens
            // must have finished transitioning off. We check for this in the Draw
            // method, rather than in Update, because it isn't enough just for the
            // screens to be gone: in order for the transition to look good we must
            // have actually drawn a frame without them before we perform the load.
            if ((State == ScreenState.Active) &&
                (ScreenManager.GetScreens().Length == 1))
            {
                otherScreensAreGone = true;
            }

            // The gameplay screen takes a while to load, so we display a loading
            // message while that is going on, but the menus load very quickly, and
            // it would look silly if we flashed this up for just a fraction of a
            // second while returning from the game to the menus. This parameter
            // tells us how long the loading is going to take, so we know whether
            // to bother drawing the message.
            if (loadingIsSlow)
            {
                SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
                SpriteFont  font        = ScreenManager.Font;

                const string message = "Loading...";

                // Center the text in the viewport.
                Viewport viewport     = ScreenManager.GraphicsDevice.Viewport;
                Vector2  viewportSize = new Vector2(viewport.Width, viewport.Height);
                Vector2  textSize     = font.MeasureString(message);
                Vector2  textPosition = (viewportSize - textSize);// / 2;

                Color color = Color.White * TransitionAlpha;

                // Draw the text.
                spriteBatch.Begin();
                spriteBatch.DrawString(font, message, textPosition, color);
                spriteBatch.End();
            }
        }