public new void Draw(SpriteBatch spriteBatch)
        {
            //draw base window
            base.Draw(spriteBatch);

            //Begin Drawing
            spriteBatch.Begin();

            //Drawing goes here:
            Rectangle sourceRectangle;

            //Draw current time marker line
            //Draw line
            sourceRectangle = displayIcons.getIconRectangle(0, 2);
            spriteBatch.Draw(displayIcons.iconTexture, vertTimeLine, sourceRectangle, Color.White);
            //Draw Top of Line
            sourceRectangle = displayIcons.getIconRectangle(0, 1);
            spriteBatch.Draw(displayIcons.iconTexture, vertTimeLineTop, sourceRectangle, Color.White);
            //Draw bottom of line
            sourceRectangle = displayIcons.getIconRectangle(0, 3);
            spriteBatch.Draw(displayIcons.iconTexture, vertTimeLineBottom, sourceRectangle, Color.White);


            //Draw time line
            //Draw line
            sourceRectangle = displayIcons.getIconRectangle(1, 0);
            spriteBatch.Draw(displayIcons.iconTexture, horzTimeLine, sourceRectangle, Color.White);
            /*Draw Left of Line
            sourceRectangle = displayIcons.getIconRectangle(0, 0);
            spriteBatch.Draw(displayIcons.iconTexture, horzTimeLineLeft, sourceRectangle, Color.White);
            //Draw Right of line
            sourceRectangle = displayIcons.getIconRectangle(2, 0);
            spriteBatch.Draw(displayIcons.iconTexture, horzTimeLineRight, sourceRectangle, Color.White);*/


            //Draw the time
            sourceRectangle = displayIcons.getIconRectangle(1, 3);
            spriteBatch.Draw(displayIcons.iconTexture, timeBox, sourceRectangle, Color.White);
            spriteBatch.DrawString(timeFont, currentInGameTime.ToShortTimeString(), new Vector2(textX, textY), Color.White);
            spriteBatch.DrawString(timeFont, currentInGameTime.ToShortDateString(), new Vector2(textX, textY + timeFont.LineSpacing), Color.White);

            //TODO: Draw event markers

            //Draw the buttons
            //Draw pause button
            if (buttonPressedNum == buttonPauseNum)
                sourceRectangle = buttonIcons.getIconRectangle(1, 2);
            else
                sourceRectangle = buttonIcons.getIconRectangle(0, 2);

            spriteBatch.Draw(buttonIcons.iconTexture, buttonPause, sourceRectangle, Color.White);

            //Draw forward button
            if (buttonPressedNum == buttonForwardNum)
                sourceRectangle = buttonIcons.getIconRectangle(1, 1);
            else
                sourceRectangle = buttonIcons.getIconRectangle(0, 1);

            spriteBatch.Draw(buttonIcons.iconTexture, buttonForward, sourceRectangle, Color.White);

            //Draw fast button
            if (buttonPressedNum == buttonFastNum)
                sourceRectangle = buttonIcons.getIconRectangle(1, 0);
            else
                sourceRectangle = buttonIcons.getIconRectangle(0, 0);

            spriteBatch.Draw(buttonIcons.iconTexture, buttonFast, sourceRectangle, Color.White);


            //End Drawing
            spriteBatch.End();

        }
        public override void MouseClick(MouseState mouseState)
        {
            Rectangle clickRect;

            switch (currentDisplay)
            {
            case GameOptions.DisplayMode.blankView:

                break;

            case GameOptions.DisplayMode.galaxyView:
                //Did they click a star system
                clickRect = galaxyIcons.getIconRectangle(0, 0);
                foreach (StarSystem s in currentGalaxy.systems)
                {
                    //Check to see if in current viewing window.
                    if (galaxyViewWindow.Contains(s.XCoord, s.YCoord))
                    {
                        //switch mousecoords to window coords
                        Vector2 mouseClickPos = new Vector2(galaxyViewWindow.X + mouseState.X, galaxyViewWindow.Y + mouseState.Y);
                        clickRect.Location = new Point(s.XCoord, s.YCoord);
                        if (clickRect.Contains(mouseClickPos))
                        {
                            if (selectedSystem != null)
                            {
                                selectedSystem.Selected = false;
                            }
                            s.Selected     = true;
                            selectedSystem = s;

                            //Display SelectedStar
                            selectedPlanet = null;
                            WindowCon.ChangeDetailListMode(GameOptions.DetailMode.starInfo);
                            WindowCon.ChangeDetailStar(selectedSystem);
                        }
                    }
                }
                break;

            case GameOptions.DisplayMode.systemView:
                //Did they click a planet?
                clickRect = galaxyIcons.getIconRectangle(0, 0);
                int  i             = 0;
                bool planetClicked = false;
                foreach (Vector2 v in planetCoords)
                {
                    clickRect.Location = v.ToPoint();
                    if (clickRect.Contains(mouseState.Position))
                    {
                        selectedPlanet = selectedSystem.planets[i];
                        WindowCon.ChangeDetailListMode(GameOptions.DetailMode.planetInfo);
                        WindowCon.ChangeDetailSystem(selectedPlanet);
                        planetClicked = true;
                    }

                    i++;
                }

                if (!planetClicked)
                {
                    selectedPlanet = null;
                    WindowCon.ChangeDetailListMode(GameOptions.DetailMode.starInfo);
                }
                break;

            case GameOptions.DisplayMode.baseView:

                break;

            case GameOptions.DisplayMode.scienceView:

                break;

            case GameOptions.DisplayMode.personnelView:

                break;
            }
        }