//private void HandleInput()
        //{
        //    KeyboardState keyboardState = Keyboard.GetState();
        //    GamePadState gamepadState = GamePad.GetState(PlayerIndex.One);
        //    bool buttonTouched = false;
        //    bool continuePressed =
        //            keyboardState.IsKeyDown(Keys.Space) ||
        //            gamepadState.IsButtonDown(ContinueButton) || buttonTouched;
        //    // Perform the appropriate action to advance the game and
        //    // to get the player back to playing.
        //    if (!wasContinuePressed && continuePressed)
        //    {
        //        if (!game.Player.IsAlive)
        //        {
        //            LoadNewGame();
        //        }
        //        //ReloadCurrentLevel();
        //    }
        //    wasContinuePressed = continuePressed;
        //}
        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            // Look up inputs for the active player profile.
            int playerIndex = 0;

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            KeyboardState prevKeyboardState = input.LastKeyboardStates[playerIndex];

            GamePadState gamePadState = input.CurrentGamePadStates[playerIndex];

            // The game pauses either if the user presses the pause button, or if
            // they unplug the active gamepad. This requires us to keep track of
            // whether a gamepad was ever plugged in, because we don't want to pause
            // on PC if they are playing with a keyboard and have no gamepad at all!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else if (keyboardState.IsKeyDown(Keys.P) && !prevKeyboardState.IsKeyDown(Keys.P)){

                ScreenManager.AddScreen(new BuildPopupScreen(game), ControllingPlayer);
            }
            else
            {
                // Otherwise move the player position, etc etc...

                Vector2 movement = Vector2.Zero;

                if (keyboardState.IsKeyDown(Keys.Left))
                    movement.X--;

                if (keyboardState.IsKeyDown(Keys.Right))
                    movement.X++;

                if (keyboardState.IsKeyDown(Keys.Up))
                    movement.Y--;

                if (keyboardState.IsKeyDown(Keys.Down))
                    movement.Y++;

                Vector2 thumbstick = gamePadState.ThumbSticks.Left;

                movement.X += thumbstick.X;
                movement.Y -= thumbstick.Y;

                if (movement.Length() > 1)
                    movement.Normalize();

                playerPosition += movement * 2;
            }
        }
        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            // Look up inputs for the active player profile.
            int playerIndex = 0;

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            KeyboardState prevKeyboardState = input.LastKeyboardStates[playerIndex];

            GamePadState gamePadState = input.CurrentGamePadStates[playerIndex];

            // The game pauses either if the user presses the pause button, or if
            // they unplug the active gamepad. This requires us to keep track of
            // whether a gamepad was ever plugged in, because we don't want to pause
            // on PC if they are playing with a keyboard and have no gamepad at all!
            bool gamePadDisconnected = !gamePadState.IsConnected &&
                                       input.GamePadWasConnected[playerIndex];

            if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
            {
                ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else if (keyboardState.IsKeyDown(Keys.P) && !prevKeyboardState.IsKeyDown(Keys.P))
            {
                this.ExitScreen();
            }
            else
            {
                //if (keyboardState.IsKeyDown(Keys.Escape))
                //    this.ExitScreen();

            }

            controls.UpdateInput(input);
        }