Fix activity bleeding
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@@ -62,6 +62,12 @@ class ActivityManager {
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// This variable must only be set by the main loop, to avoid race conditions
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bool requestedUpdate = false;
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// When true, input events are consumed (discarded) until all buttons are released
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// and no press/release events remain. Armed automatically on activity transitions
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// (push / pop / replace) so that the button used to leave one activity cannot bleed
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// into the next one.
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bool drainInput = false;
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public:
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explicit ActivityManager(GfxRenderer& renderer, MappedInputManager& mappedInput)
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: renderer(renderer), mappedInput(mappedInput), renderingMutex(xSemaphoreCreateMutex()) {
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