text: #ifndef GS_PAUSE_H
  #define GS_PAUSE_H
  
  #include "game_state.h"
  
  #include <Urho3D/Graphics/Light.h>
  #include <Urho3D/Graphics/Model.h>
  #include <Urho3D/Graphics/StaticModel.h>
  #include <Urho3D/Graphics/Material.h>
  #include <Urho3D/Graphics/Skybox.h>
  #include <Urho3D/UI/Button.h>
  #include <Urho3D/UI/BorderImage.h>
  #include <Urho3D/UI/CheckBox.h>
  #include <Urho3D/UI/UI.h>
  #include <Urho3D/UI/UIEvents.h>
  #include <Urho3D/UI/Window.h>
  #include <Urho3D/UI/LineEdit.h>
  #include <Urho3D/UI/Text.h>
  #include <Urho3D/Engine/Application.h>
  #include <Urho3D/Core/CoreEvents.h>
  #include <Urho3D/Input/Input.h>
  #include <Urho3D/Input/InputEvents.h>
  
  /// Pauses Urho and is stacked on top of the playing game state and called by that when pressing the escape key.
  class gs_pause : public game_state
  {
  public:
      Urho3D::Node* boxNode_;
      Urho3D::Window* window_;
  
      gs_pause();
      ~gs_pause();
      void HandleKeyDown(Urho3D::StringHash eventType,Urho3D::VariantMap& eventData);
      void HandleResumePressed(Urho3D::StringHash eventType,Urho3D::VariantMap& eventData);
      void HandleRestartPressed(Urho3D::StringHash eventType,Urho3D::VariantMap& eventData);
      void HandleMainMenuPressed(Urho3D::StringHash eventType,Urho3D::VariantMap& eventData);
      void HandleQuitPressed(Urho3D::StringHash eventType,Urho3D::VariantMap& eventData){globals::instance()->engine->Exit();}
  
      URHO3D_OBJECT(gs_pause,game_state)
  };
  
  #endif // GS_PAUSE_H
  