/// <summary>
        ///     ''' Draws the current state of the game to the screen.
        ///     ''' </summary>
        ///     ''' <remarks>
        ///     ''' What is drawn depends upon the state of the game.
        ///     ''' </remarks>
        public static void DrawScreen()
        {
            UtilityFunctions.DrawBackground();

            switch (CurrentState)
            {
            case GameState.ViewingMainMenu: {
                MenuController.DrawMainMenu();
                break;
            }

            case GameState.ViewingGameMenu: {
                MenuController.DrawGameMenu();
                break;
            }

            case GameState.AlteringSettings: {
                MenuController.DrawSettings();
                break;
            }

            case GameState.Deploying: {
                DeploymentController.DrawDeployment();
                break;
            }

            case GameState.Discovering: {
                DiscoveryController.DrawDiscovery();
                break;
            }

            case GameState.EndingGame: {
                EndingGameController.DrawEndOfGame();
                break;
            }

            case GameState.ViewingHighScores: {
                HighScoreController.DrawHighScores();
                break;
            }
            }

            UtilityFunctions.DrawAnimations();
            UtilityFunctions.DrawMuteButton();

            SwinGame.RefreshScreen();
        }
        /// <summary>
        ///     ''' Handles the user SwinGame.
        ///     ''' </summary>
        ///     ''' <remarks>
        ///     ''' Reads key and mouse input and converts these into
        ///     ''' actions for the game to perform. The actions
        ///     ''' performed depend upon the state of the game.
        ///     ''' </remarks>
        public static void HandleUserInput()
        {
            // Read incoming input events
            SwinGame.ProcessEvents();

            switch (CurrentState)
            {
            case GameState.ViewingMainMenu: {
                MenuController.HandleMainMenuInput();
                break;
            }

            case GameState.ViewingGameMenu: {
                MenuController.HandleGameMenuInput();
                break;
            }

            case GameState.AlteringSettings: {
                MenuController.HandleSetupMenuInput();
                break;
            }

            case GameState.Deploying: {
                DeploymentController.HandleDeploymentInput();
                break;
            }

            case GameState.Discovering: {
                DiscoveryController.HandleDiscoveryInput();
                break;
            }

            case GameState.EndingGame: {
                EndingGameController.HandleEndOfGameInput();
                break;
            }

            case GameState.ViewingHighScores: {
                HighScoreController.HandleHighScoreInput();
                break;
            }
            }

            UtilityFunctions.HandleMuteButton();
            UtilityFunctions.UpdateAnimations();
        }