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mirror of https://github.com/rwengine/openrw.git synced 2024-10-06 09:07:19 +02:00

rwengine: iwyu: reduce warnings in render subdirectory

This commit is contained in:
Anonymous Maarten 2017-11-01 04:36:52 +01:00 committed by Daniel Evans
parent d07beff43e
commit c0a4d627af
31 changed files with 255 additions and 138 deletions

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@ -13,6 +13,7 @@
{ "include": [ "@<glm/gtx/norm\\.inl>", "private", "<glm/gtx/norm.hpp>", "public"] }, { "include": [ "@<glm/gtx/norm\\.inl>", "private", "<glm/gtx/norm.hpp>", "public"] },
{ "include": [ "@<glm/gtx/\\.\\./gtc/quaternion\\.hpp>", "public", "<glm/gtc/quaternion.hpp>", "public"] }, { "include": [ "@<glm/gtx/\\.\\./gtc/quaternion\\.hpp>", "public", "<glm/gtc/quaternion.hpp>", "public"] },
{ "include": [ "@<glm/gtx/\\.\\./gtx/quaternion\\.hpp>", "public", "<glm/gtx/quaternion.hpp>", "public"] }, { "include": [ "@<glm/gtx/\\.\\./gtx/quaternion\\.hpp>", "public", "<glm/gtx/quaternion.hpp>", "public"] },
{ "symbol": [ "glm::value_ptr", "private", "<glm/gtc/type_ptr.hpp>", "public"] },
# Boost filesystem: # Boost filesystem:
{ "include": [ "@<boost/filesystem/.*>", "private", "<boost/filesystem.hpp>", "public"] }, { "include": [ "@<boost/filesystem/.*>", "private", "<boost/filesystem.hpp>", "public"] },
# Boost iterator: # Boost iterator:

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@ -5,6 +5,7 @@
#include <cmath> #include <cmath>
#include <cstdlib> #include <cstdlib>
#include <fstream> #include <fstream>
#include <iostream>
#include <iterator> #include <iterator>
#include <stdexcept> #include <stdexcept>

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@ -5,9 +5,7 @@
#include <cstring> #include <cstring>
#include <cstdio> #include <cstdio>
#if RW_DEBUG
#include <iostream> #include <iostream>
#endif
#include <rw/filesystem.hpp> #include <rw/filesystem.hpp>

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@ -1,11 +1,18 @@
#include "render/DebugDraw.hpp" #include "render/DebugDraw.hpp"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream> #include <iostream>
#include <glm/glm.hpp>
#include <LinearMath/btVector3.h>
#include <data/Clump.hpp>
#include <gl/DrawBuffer.hpp>
#include <gl/GeometryBuffer.hpp>
#include <gl/gl_core_3_3.h>
#include <rw/defines.hpp>
#include "render/GameRenderer.hpp"
DebugDraw::DebugDraw() : shaderProgram(nullptr) { DebugDraw::DebugDraw() : shaderProgram(nullptr) {
lineBuff = new GeometryBuffer; lineBuff = new GeometryBuffer;
dbuff = new DrawBuffer; dbuff = new DrawBuffer;

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@ -1,8 +1,21 @@
#pragma once #ifndef _RWENGINE_DEBUGDRAW_HPP_
#define _RWENGINE_DEBUGDRAW_HPP_
#include <cstddef>
#include <vector>
#include <LinearMath/btIDebugDraw.h> #include <LinearMath/btIDebugDraw.h>
#include <LinearMath/btScalar.h>
#include <data/Clump.hpp> #include <data/Clump.hpp>
#include <render/GameRenderer.hpp> #include <gl/gl_core_3_3.h>
#include "render/OpenGLRenderer.hpp"
class btVector3;
class DrawBuffer;
class GameRenderer;
class GeometryBuffer;
class DebugDraw : public btIDebugDraw { class DebugDraw : public btIDebugDraw {
public: public:
@ -38,3 +51,5 @@ protected:
GLuint texture; GLuint texture;
}; };
#endif

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@ -1,31 +1,29 @@
#include <data/Clump.hpp> #include "render/GameRenderer.hpp"
#include <engine/Animator.hpp>
#include <engine/GameState.hpp>
#include <engine/GameWorld.hpp>
#include <render/GameRenderer.hpp>
#include <objects/CharacterObject.hpp> #include <algorithm>
#include <objects/InstanceObject.hpp> #include <cstdint>
#include <objects/PickupObject.hpp> #include <cmath>
#include <objects/ProjectileObject.hpp> #include <string>
#include <objects/VehicleObject.hpp> #include <vector>
#include <ai/CharacterController.hpp>
#include <data/ModelData.hpp>
#include <data/CutsceneData.hpp>
#include <objects/CutsceneObject.hpp>
#include <render/ObjectRenderer.hpp>
#include <core/Logger.hpp>
#include <render/GameShaders.hpp>
#include <deque>
#include <glm/gtc/constants.hpp> #include <glm/gtc/constants.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/string_cast.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <core/Profiler.hpp> #include <gl/TextureData.hpp>
#include <rw/types.hpp>
#include "core/Logger.hpp"
#include "core/Profiler.hpp"
#include "engine/GameData.hpp"
#include "engine/GameState.hpp"
#include "engine/GameWorld.hpp"
#include "loaders/WeatherLoader.hpp"
#include "objects/GameObject.hpp"
#include "render/ObjectRenderer.hpp"
#include "render/GameShaders.hpp"
#include "render/VisualFX.hpp"
const size_t skydomeSegments = 8, skydomeRows = 10; const size_t skydomeSegments = 8, skydomeRows = 10;
constexpr uint32_t kMissingTextureBytes[] = { constexpr uint32_t kMissingTextureBytes[] = {

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@ -1,39 +1,27 @@
#ifndef _GAMERENDERER_HPP_ #ifndef _RWENGINE_GAMERENDERER_HPP_
#define _GAMERENDERER_HPP_ #define _RWENGINE_GAMERENDERER_HPP_
#include <rw/defines.hpp>
class Logger; #include <cstddef>
#include <memory>
#include <glm/glm.hpp>
#include <gl/DrawBuffer.hpp>
#include <gl/GeometryBuffer.hpp>
#include <gl/gl_core_3_3.h> #include <gl/gl_core_3_3.h>
#include <memory> #include <rw/forward.hpp>
#include <vector>
#include <render/ViewCamera.hpp>
#include <render/OpenGLRenderer.hpp> #include <render/OpenGLRenderer.hpp>
#include "MapRenderer.hpp" #include <render/MapRenderer.hpp>
#include "TextRenderer.hpp" #include <render/TextRenderer.hpp>
#include "WaterRenderer.hpp" #include <render/ViewCamera.hpp>
#include <render/WaterRenderer.hpp>
class Clump; class Logger;
class ModelFrame; class GameData;
class GameWorld; class GameWorld;
class GameObject; class TextureData;
struct AreaIndicatorInfo;
/// @todo migrate to some other way of rendering each object type.
class CharacterObject;
class VehicleObject;
class InstanceObject;
class PickupObject;
class ProjectileObject;
class CutsceneObject;
class Animator;
class Renderer;
/** /**
* @brief Implements high level drawing logic and low level draw commands * @brief Implements high level drawing logic and low level draw commands

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@ -1,4 +1,4 @@
#include <render/GameShaders.hpp> #include "render/GameShaders.hpp"
namespace GameShaders { namespace GameShaders {

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@ -1,6 +1,5 @@
#pragma once #ifndef _RWENGINE_GAMESHADERS_HPP_
#ifndef _GAMESHADERS_HPP_ #define _RWENGINE_GAMESHADERS_HPP_
#define _GAMESHADERS_HPP_
#define SHADER_VF(Name) \ #define SHADER_VF(Name) \
struct Name { \ struct Name { \

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@ -1,10 +1,19 @@
#include <ai/PlayerController.hpp> #include "render/MapRenderer.hpp"
#include <engine/GameData.hpp>
#include <engine/GameState.hpp> #include <cstdint>
#include <engine/GameWorld.hpp> #include <cmath>
#include <objects/CharacterObject.hpp> #include <vector>
#include <render/GameShaders.hpp>
#include <render/MapRenderer.hpp> #include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <gl/gl_core_3_3.h>
#include <gl/TextureData.hpp>
#include "engine/GameData.hpp"
#include "engine/GameState.hpp"
#include "engine/GameWorld.hpp"
#include "objects/GameObject.hpp"
const char* MapVertexShader = R"( const char* MapVertexShader = R"(
#version 330 #version 330

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@ -1,6 +1,16 @@
#pragma once #ifndef _RWENGINE_MAPRENDERER_HPP_
#define _RWENGINE_MAPRENDERER_HPP_
#include <memory>
#include <string>
#include <glm/glm.hpp>
#include <gl/DrawBuffer.hpp>
#include <gl/GeometryBuffer.hpp>
#include "render/OpenGLRenderer.hpp"
#include <render/OpenGLRenderer.hpp>
class GameData; class GameData;
class GameWorld; class GameWorld;
@ -51,3 +61,5 @@ private:
void drawBlip(const glm::vec2& coord, const glm::mat4& view, void drawBlip(const glm::vec2& coord, const glm::mat4& view,
const MapInfo& mi, glm::vec4 colour, float size); const MapInfo& mi, glm::vec4 colour, float size);
}; };
#endif

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@ -1,19 +1,27 @@
#include "render/ObjectRenderer.hpp"
#include <cstdint>
#include <BulletDynamics/Vehicle/btRaycastVehicle.h> #include <BulletDynamics/Vehicle/btRaycastVehicle.h>
#include <glm/gtc/type_ptr.hpp>
#include <data/Clump.hpp> #include <data/Clump.hpp>
#include <data/CutsceneData.hpp>
#include <engine/GameData.hpp> #include "data/CutsceneData.hpp"
#include <engine/GameState.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <render/ObjectRenderer.hpp>
#include "data/WeaponData.hpp" #include "data/WeaponData.hpp"
#include "engine/GameData.hpp"
#include "engine/GameState.hpp"
#include "engine/GameWorld.hpp"
#include "render/ViewCamera.hpp"
// Objects that we know how to turn into renderlist entries // Objects that we know how to turn into renderlist entries
#include <objects/CharacterObject.hpp> #include "objects/CharacterObject.hpp"
#include <objects/CutsceneObject.hpp> #include "objects/CutsceneObject.hpp"
#include <objects/InstanceObject.hpp> #include "objects/InstanceObject.hpp"
#include <objects/PickupObject.hpp> #include "objects/PickupObject.hpp"
#include <objects/ProjectileObject.hpp> #include "objects/ProjectileObject.hpp"
#include <objects/VehicleObject.hpp> #include "objects/VehicleObject.hpp"
#ifdef RW_WINDOWS #ifdef RW_WINDOWS
#include <rw_mingw.hpp> #include <rw_mingw.hpp>
#endif #endif

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@ -1,16 +1,30 @@
#ifndef _RWENGINE_OBJECTRENDERER_HPP_ #ifndef _RWENGINE_OBJECTRENDERER_HPP_
#define _RWENGINE_OBJECTRENDERER_HPP_ #define _RWENGINE_OBJECTRENDERER_HPP_
#include <engine/GameWorld.hpp> #include <cstddef>
#include <gl/DrawBuffer.hpp>
#include <glm/glm.hpp>
#include <objects/GameObject.hpp>
#include <render/OpenGLRenderer.hpp>
#include <render/ViewCamera.hpp>
#include <rw/types.hpp>
class ProjectileObject; #include <gl/gl_core_3_3.h>
//#include <engine/GameWorld.hpp>
//#include <gl/DrawBuffer.hpp>
#include <glm/glm.hpp>
//#include <objects/GameObject.hpp>
#include <render/OpenGLRenderer.hpp>
//#include <render/ViewCamera.hpp>
//#include <rw/types.hpp>
class Atomic;
class CharacterObject;
class Clump;
class CutsceneObject;
class GameObject;
class GameWorld;
class InstanceObject;
class PickupObject; class PickupObject;
class ProjectileObject;
class VehicleObject;
class ViewCamera;
struct Geometry;
/** /**
* @brief The ObjectRenderer class handles object -> renderer transformation * @brief The ObjectRenderer class handles object -> renderer transformation

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@ -1,9 +1,13 @@
#include "render/OpenGLRenderer.hpp"
#include <cstring>
#include <sstream>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include <render/OpenGLRenderer.hpp>
#include <iostream> #include <gl/DrawBuffer.hpp>
#include <sstream> #include <rw/defines.hpp>
namespace { namespace {
constexpr GLuint kUBOIndexScene = 1; constexpr GLuint kUBOIndexScene = 1;
@ -19,7 +23,7 @@ GLuint compileShader(GLenum type, const char* source) {
glGetShaderiv(shader, GL_COMPILE_STATUS, &status); glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) { if (status != GL_TRUE) {
std::cerr << "[OGL] Shader Compilation Failed" << std::endl; RW_ERROR("[OGL] Shader Compilation Failed");
} }
GLint len; GLint len;
@ -33,9 +37,9 @@ GLuint compileShader(GLenum type, const char* source) {
GLchar* sourceBuff = new GLchar[sourceLen]; GLchar* sourceBuff = new GLchar[sourceLen];
glGetShaderSource(shader, sourceLen, nullptr, sourceBuff); glGetShaderSource(shader, sourceLen, nullptr, sourceBuff);
std::cerr << "[OGL] Shader InfoLog(" << shader << "):\n" RW_ERROR("[OGL] Shader InfoLog(" << shader << "):\n"
<< buffer << "\nSource:\n" << buffer << "\nSource:\n"
<< sourceBuff << std::endl; << sourceBuff);
delete[] buffer; delete[] buffer;
delete[] sourceBuff; delete[] sourceBuff;
@ -68,7 +72,7 @@ GLuint compileProgram(const char* vertex, const char* fragment) {
glGetProgramiv(prog, GL_LINK_STATUS, &status); glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status != GL_TRUE) { if (status != GL_TRUE) {
std::cerr << "[OGL] Program Link Failed" << std::endl; RW_ERROR("[OGL] Program Link Failed");
} }
GLint len; GLint len;
@ -77,8 +81,8 @@ GLuint compileProgram(const char* vertex, const char* fragment) {
GLchar* buffer = new GLchar[len]; GLchar* buffer = new GLchar[len];
glGetProgramInfoLog(prog, len, NULL, buffer); glGetProgramInfoLog(prog, len, NULL, buffer);
std::cerr << "[OGL] Program InfoLog(" << prog << "):\n" RW_ERROR("[OGL] Program InfoLog(" << prog << "):\n"
<< buffer << std::endl; << buffer);
delete[] buffer; delete[] buffer;
} }

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@ -1,11 +1,19 @@
#pragma once #ifndef _RWENGINE_OPENGLRENDERER_HPP_
#ifndef _OPENGLRENDERER_HPP_ #define _RWENGINE_OPENGLRENDERER_HPP_
#define _OPENGLRENDERER_HPP_
#include <gl/DrawBuffer.hpp> #include <cstddef>
#include <cstdint>
#include <map>
#include <memory>
#include <string>
#include <vector>
#include <glm/glm.hpp>
#include <gl/gl_core_3_3.h>
#include <gl/GeometryBuffer.hpp> #include <gl/GeometryBuffer.hpp>
#include <glm/vec2.hpp>
#include <rw/types.hpp> class DrawBuffer;
typedef uint64_t RenderKey; typedef uint64_t RenderKey;

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@ -1,9 +1,16 @@
#include "render/TextRenderer.hpp" #include "render/TextRenderer.hpp"
#include <engine/GameWorld.hpp>
#include <render/GameRenderer.hpp>
#include <algorithm> #include <algorithm>
#include <cctype> #include <cctype>
#include <cstddef>
#include <cstdint>
#include <iterator>
#include <vector>
#include <gl/gl_core_3_3.h>
#include "engine/GameData.hpp"
#include "render/GameRenderer.hpp"
int charToIndex(uint16_t g) { int charToIndex(uint16_t g) {
// Correct for the default font maps // Correct for the default font maps

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@ -1,7 +1,16 @@
#ifndef RWENGINE_TEXTRENDERER_HPP #ifndef _RWENGINE_TEXTRENDERER_HPP_
#define RWENGINE_TEXTRENDERER_HPP #define _RWENGINE_TEXTRENDERER_HPP_
#include <engine/GameData.hpp>
#include "OpenGLRenderer.hpp" #include <memory>
#include <string>
#include <glm/glm.hpp>
#include <gl/DrawBuffer.hpp>
#include <gl/GeometryBuffer.hpp>
#include <data/GameTexts.hpp>
#include <render/OpenGLRenderer.hpp>
#define GAME_FONTS 3 #define GAME_FONTS 3
#define GAME_GLYPHS 192 #define GAME_GLYPHS 192

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@ -1,7 +1,8 @@
#ifndef _VIEWCAMERA_HPP_ #ifndef _RWENGINE_VIEWCAMERA_HPP_
#define _VIEWCAMERA_HPP_ #define _RWENGINE_VIEWCAMERA_HPP_
#include <glm/gtc/quaternion.hpp> #include <glm/gtc/quaternion.hpp>
#include "ViewFrustum.hpp"
#include "render/ViewFrustum.hpp"
class ViewCamera { class ViewCamera {
public: public:

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@ -1,7 +1,9 @@
#ifndef _VIEWFRUSTUM_HPP_ #ifndef _RWENGINE_VIEWFRUSTUM_HPP_
#define _VIEWFRUSTUM_HPP_ #define _RWENGINE_VIEWFRUSTUM_HPP_
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#ifdef RW_WINDOWS #ifdef RW_WINDOWS
#include <rw_mingw.hpp> #include <rw_mingw.hpp>
#endif #endif

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@ -1,6 +1,6 @@
#include <render/VisualFX.hpp> #include "render/VisualFX.hpp"
#include <memory> #include <new>
VisualFX::LightData::~LightData() { VisualFX::LightData::~LightData() {
} }

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@ -1,7 +1,9 @@
#pragma once #ifndef _RWENGINE_VISUALFX_HPP_
#define _RWENGINE_VISUALFX_HPP_
#include <glm/glm.hpp>
#include <gl/TextureData.hpp> #include <gl/TextureData.hpp>
#include <glm/glm.hpp>
/** /**
* Represents a scene effect: lighting, particles etc. * Represents a scene effect: lighting, particles etc.
@ -80,3 +82,5 @@ public:
private: private:
EffectType type; EffectType type;
}; };
#endif

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@ -1,10 +1,18 @@
#include <engine/GameWorld.hpp> #include "render/WaterRenderer.hpp"
#include <render/GameRenderer.hpp>
#include <render/GameShaders.hpp> #include <cmath>
#include <render/WaterRenderer.hpp>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <rw/defines.hpp>
#include <rw/types.hpp>
#include "engine/GameData.hpp"
#include "engine/GameWorld.hpp"
#include "render/GameRenderer.hpp"
#include "render/GameShaders.hpp"
#include "render/OpenGLRenderer.hpp"
WaterRenderer::WaterRenderer(GameRenderer* renderer) : waterProg(nullptr) { WaterRenderer::WaterRenderer(GameRenderer* renderer) : waterProg(nullptr) {
maskDraw.setFaceType(GL_TRIANGLES); maskDraw.setFaceType(GL_TRIANGLES);
gridDraw.setFaceType(GL_TRIANGLES); gridDraw.setFaceType(GL_TRIANGLES);

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@ -1,7 +1,15 @@
#pragma once #ifndef _RWENGINE_WATERRENDERER_HPP_
#define _RWENGINE_WATERRENDERER_HPP_
#include <cstdint>
#include <memory>
#include <vector>
#include <gl/DrawBuffer.hpp>
#include <gl/GeometryBuffer.hpp>
#include <gl/gl_core_3_3.h>
#include <render/OpenGLRenderer.hpp> #include <render/OpenGLRenderer.hpp>
#include <rw/types.hpp>
class GameRenderer; class GameRenderer;
class GameWorld; class GameWorld;
@ -47,3 +55,5 @@ private:
GLuint fbOutput; GLuint fbOutput;
GLuint dataTexture; GLuint dataTexture;
}; };
#endif

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@ -3,6 +3,7 @@
#include <engine/GameState.hpp> #include <engine/GameState.hpp>
#include <objects/CharacterObject.hpp> #include <objects/CharacterObject.hpp>
#include <data/WeaponData.hpp> #include <data/WeaponData.hpp>
#include <engine/GameData.hpp>
#include <render/GameRenderer.hpp> #include <render/GameRenderer.hpp>
#include <glm/gtc/constants.hpp> #include <glm/gtc/constants.hpp>

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@ -1,12 +1,15 @@
#include "GameBase.hpp" #include "GameBase.hpp"
//#include <rw/filesystem.hpp>
#include <iostream>
#include <SDL.h>
#include <rw/defines.hpp> #include <rw/defines.hpp>
#include <rw/filesystem.hpp>
#include "GitSHA1.h" #include "GitSHA1.h"
#include "SDL.h"
#include <iostream> #include <iostream>
// Use first 8 chars of git hash as the build string // Use first 8 chars of git hash as the build string

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@ -2,11 +2,14 @@
#define _GAME_MENUSYSTEM_HPP_ #define _GAME_MENUSYSTEM_HPP_
#include <algorithm> #include <algorithm>
#include <functional> #include <functional>
#include <glm/glm.hpp>
#include <memory> #include <memory>
#include <render/GameRenderer.hpp>
#include <string> #include <string>
#include <glm/glm.hpp>
#include <render/GameRenderer.hpp>
#include <rw/defines.hpp>
/** /**
* Default values for menus that should match the look and feel of the original * Default values for menus that should match the look and feel of the original
*/ */

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@ -24,6 +24,7 @@
#include <boost/algorithm/string/predicate.hpp> #include <boost/algorithm/string/predicate.hpp>
#include <functional> #include <functional>
#include <iomanip> #include <iomanip>
#include <iostream>
std::map<GameRenderer::SpecialModel, std::string> kSpecialModels = { std::map<GameRenderer::SpecialModel, std::string> kSpecialModels = {
{GameRenderer::ZoneCylinderA, "zonecyla.dff"}, {GameRenderer::ZoneCylinderA, "zonecyla.dff"},

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@ -1,8 +1,10 @@
#include "BenchmarkState.hpp" #include "BenchmarkState.hpp"
#include <engine/GameState.hpp> #include <engine/GameState.hpp>
#include <fstream>
#include "RWGame.hpp" #include "RWGame.hpp"
#include <fstream>
#include <iostream>
BenchmarkState::BenchmarkState(RWGame* game, const std::string& benchfile) BenchmarkState::BenchmarkState(RWGame* game, const std::string& benchfile)
: State(game), benchfile(benchfile), benchmarkTime(0.f), duration(0.f), frameCounter(0) { : State(game), benchfile(benchfile), benchmarkTime(0.f), duration(0.f), frameCounter(0) {
} }

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@ -8,6 +8,7 @@
#include <objects/InstanceObject.hpp> #include <objects/InstanceObject.hpp>
#include <objects/VehicleObject.hpp> #include <objects/VehicleObject.hpp>
#include <sstream> #include <sstream>
#include <iostream>
#include "RWGame.hpp" #include "RWGame.hpp"
constexpr float kDebugEntryHeight = 14.f; constexpr float kDebugEntryHeight = 14.f;

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@ -3,6 +3,7 @@
#include "StateManager.hpp" #include "StateManager.hpp"
class GameObject;
class PlayerController; class PlayerController;
class IngameState : public State { class IngameState : public State {

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@ -1,6 +1,8 @@
#include "PauseState.hpp" #include "PauseState.hpp"
#include "RWGame.hpp" #include "RWGame.hpp"
#include <iostream>
PauseState::PauseState(RWGame* game) : State(game) { PauseState::PauseState(RWGame* game) : State(game) {
auto& t = game->getGameData().texts; auto& t = game->getGameData().texts;