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Why do my button class items share the same lambda functions?



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2















I am trying to make my own reusable button class in SFML. This would allow me to create a button and add a callback function to it in order to make the creation of buttons much easier.



Here is my hpp file:



#ifndef Button_hpp
#define Button_hpp

#include <stdio.h>
#include <SFML/Graphics.hpp>
#include "View.hpp"
#include "State.hpp"
#include "Window.hpp"
namespace kge
class Button: public View
private:
sf::RectangleShape* _buttonOutline;
sf::RenderWindow* _window;
sf::Clock _clock;
std::string _textString;
sf::Text* _text;
public:
Button(Window*, std::string);
~Button();
virtual void update(float td);
std::function<void(void)> callback;
void setPosition(float x, float y);
;

#endif /* Button_hpp */


And here is where I generate the buttons:



_restartButton = new kge::Button(_window, "Restart");
_restartButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 300);
_restartButton->callback = ([this]()
State::instance().currentView = new GameView(this->_window);
this->_window->setView(State::instance().currentView);
);
_exitButton = new kge::Button(_window, "Quit");
_exitButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 500);
_exitButton->callback = ([this]()
this->_window->close();
);


Finally, I tell the button to update and do it's checks in my window update, button->update(td)



All my buttons seem to all do the action of the last set callback. In this case, my restart button executes my exit code.



Why is this happening and how would I fix it?



Edit



Here is my generation code:



#ifndef GameOver_hpp
#define GameOver_hpp

#include <stdio.h>
#include "View.hpp"
#include "Button.hpp"
#include "GameView.hpp"
#include "State.hpp"

namespace kge
class View;
;

class GameOver: public kge::View
private:
sf::Text* _text;
kge::Button* _restartButton;
kge::Button* _exitButton;

void restartFunction(void)


public:
GameOver(kge::Window* screen) : View(screen)
int fontSize = 50;
_text = new sf::Text();
_text->setFont(kge::AssetManager::mainBundle().getFontNamed("mainfont"));
_text->setString("Game Over");
_text->setCharacterSize(fontSize);
_text->setPosition(getCenterOfScreen().x-((9*fontSize)/2), 100);
_text->setFillColor(sf::Color(255,0,0));

_restartButton = new kge::Button(_window, "Restart");
_restartButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 300);

_exitButton = new kge::Button(_window, "Quit");
_exitButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 500);

_restartButton->callback = ([this]()
// State::instance().currentView = new GameView(this->_window);
// this->_window->setView(State::instance().currentView);
puts("Restart");
);

_exitButton->callback = ([this]()
// this->_window->close();
puts("Restart");
);


this->addItemToView(_text);
this->addItemToView(_restartButton);
this->addItemToView(_exitButton);


void update(float td)
_restartButton->update(td);
_exitButton->update(td);



~GameOver()
delete _text;
delete _restartButton;

;

#endif /* GameOver_hpp */


Note, kge::View is just a custom sf::Drawable class (how I create my own "views")



Edit 2
Button update function:



 void Button::update(float td)
if(_clock.getElapsedTime().asMilliseconds() < 400) return;
if(!sf::Mouse::isButtonPressed(sf::Mouse::Left)) return;
if(mouseIsIn(*_buttonOutline, _window))
callback();
_clock.restart();




Please note: _clock is an sf::Clock that is stored privately in the button class.










share|improve this question
























  • Can you confirm this is happening by attaching a debugger and putting a breakpoint in both lamdbas? That may tell you why this would happen.

    – Botje
    Mar 22 at 8:28











  • @Botje I can confirm that by using break points, the IDE is showing it's on the correct callback, however it is always doing the exit event. If I remove my exit button, my restart button works just fine.

    – iProgram
    Mar 22 at 8:36











  • @Botje What is interesting is when I puts a message, that message shows correctly and if I remove the this->_window->close(); line, it works.

    – iProgram
    Mar 22 at 8:37







  • 1





    Could it be that all callbacks are executing? Show the code that should trigger the callbacks.

    – Botje
    Mar 22 at 8:40






  • 1





    It is not MCVE. How are you storing buttons? How are you iterating over them and call callbacks? Where is update definition? Where are buttons generated, you are capturing this so it happens from some member functions.. and so on.

    – rafix07
    Mar 22 at 8:40

















2















I am trying to make my own reusable button class in SFML. This would allow me to create a button and add a callback function to it in order to make the creation of buttons much easier.



Here is my hpp file:



#ifndef Button_hpp
#define Button_hpp

#include <stdio.h>
#include <SFML/Graphics.hpp>
#include "View.hpp"
#include "State.hpp"
#include "Window.hpp"
namespace kge
class Button: public View
private:
sf::RectangleShape* _buttonOutline;
sf::RenderWindow* _window;
sf::Clock _clock;
std::string _textString;
sf::Text* _text;
public:
Button(Window*, std::string);
~Button();
virtual void update(float td);
std::function<void(void)> callback;
void setPosition(float x, float y);
;

#endif /* Button_hpp */


And here is where I generate the buttons:



_restartButton = new kge::Button(_window, "Restart");
_restartButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 300);
_restartButton->callback = ([this]()
State::instance().currentView = new GameView(this->_window);
this->_window->setView(State::instance().currentView);
);
_exitButton = new kge::Button(_window, "Quit");
_exitButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 500);
_exitButton->callback = ([this]()
this->_window->close();
);


Finally, I tell the button to update and do it's checks in my window update, button->update(td)



All my buttons seem to all do the action of the last set callback. In this case, my restart button executes my exit code.



Why is this happening and how would I fix it?



Edit



Here is my generation code:



#ifndef GameOver_hpp
#define GameOver_hpp

#include <stdio.h>
#include "View.hpp"
#include "Button.hpp"
#include "GameView.hpp"
#include "State.hpp"

namespace kge
class View;
;

class GameOver: public kge::View
private:
sf::Text* _text;
kge::Button* _restartButton;
kge::Button* _exitButton;

void restartFunction(void)


public:
GameOver(kge::Window* screen) : View(screen)
int fontSize = 50;
_text = new sf::Text();
_text->setFont(kge::AssetManager::mainBundle().getFontNamed("mainfont"));
_text->setString("Game Over");
_text->setCharacterSize(fontSize);
_text->setPosition(getCenterOfScreen().x-((9*fontSize)/2), 100);
_text->setFillColor(sf::Color(255,0,0));

_restartButton = new kge::Button(_window, "Restart");
_restartButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 300);

_exitButton = new kge::Button(_window, "Quit");
_exitButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 500);

_restartButton->callback = ([this]()
// State::instance().currentView = new GameView(this->_window);
// this->_window->setView(State::instance().currentView);
puts("Restart");
);

_exitButton->callback = ([this]()
// this->_window->close();
puts("Restart");
);


this->addItemToView(_text);
this->addItemToView(_restartButton);
this->addItemToView(_exitButton);


void update(float td)
_restartButton->update(td);
_exitButton->update(td);



~GameOver()
delete _text;
delete _restartButton;

;

#endif /* GameOver_hpp */


Note, kge::View is just a custom sf::Drawable class (how I create my own "views")



Edit 2
Button update function:



 void Button::update(float td)
if(_clock.getElapsedTime().asMilliseconds() < 400) return;
if(!sf::Mouse::isButtonPressed(sf::Mouse::Left)) return;
if(mouseIsIn(*_buttonOutline, _window))
callback();
_clock.restart();




Please note: _clock is an sf::Clock that is stored privately in the button class.










share|improve this question
























  • Can you confirm this is happening by attaching a debugger and putting a breakpoint in both lamdbas? That may tell you why this would happen.

    – Botje
    Mar 22 at 8:28











  • @Botje I can confirm that by using break points, the IDE is showing it's on the correct callback, however it is always doing the exit event. If I remove my exit button, my restart button works just fine.

    – iProgram
    Mar 22 at 8:36











  • @Botje What is interesting is when I puts a message, that message shows correctly and if I remove the this->_window->close(); line, it works.

    – iProgram
    Mar 22 at 8:37







  • 1





    Could it be that all callbacks are executing? Show the code that should trigger the callbacks.

    – Botje
    Mar 22 at 8:40






  • 1





    It is not MCVE. How are you storing buttons? How are you iterating over them and call callbacks? Where is update definition? Where are buttons generated, you are capturing this so it happens from some member functions.. and so on.

    – rafix07
    Mar 22 at 8:40













2












2








2








I am trying to make my own reusable button class in SFML. This would allow me to create a button and add a callback function to it in order to make the creation of buttons much easier.



Here is my hpp file:



#ifndef Button_hpp
#define Button_hpp

#include <stdio.h>
#include <SFML/Graphics.hpp>
#include "View.hpp"
#include "State.hpp"
#include "Window.hpp"
namespace kge
class Button: public View
private:
sf::RectangleShape* _buttonOutline;
sf::RenderWindow* _window;
sf::Clock _clock;
std::string _textString;
sf::Text* _text;
public:
Button(Window*, std::string);
~Button();
virtual void update(float td);
std::function<void(void)> callback;
void setPosition(float x, float y);
;

#endif /* Button_hpp */


And here is where I generate the buttons:



_restartButton = new kge::Button(_window, "Restart");
_restartButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 300);
_restartButton->callback = ([this]()
State::instance().currentView = new GameView(this->_window);
this->_window->setView(State::instance().currentView);
);
_exitButton = new kge::Button(_window, "Quit");
_exitButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 500);
_exitButton->callback = ([this]()
this->_window->close();
);


Finally, I tell the button to update and do it's checks in my window update, button->update(td)



All my buttons seem to all do the action of the last set callback. In this case, my restart button executes my exit code.



Why is this happening and how would I fix it?



Edit



Here is my generation code:



#ifndef GameOver_hpp
#define GameOver_hpp

#include <stdio.h>
#include "View.hpp"
#include "Button.hpp"
#include "GameView.hpp"
#include "State.hpp"

namespace kge
class View;
;

class GameOver: public kge::View
private:
sf::Text* _text;
kge::Button* _restartButton;
kge::Button* _exitButton;

void restartFunction(void)


public:
GameOver(kge::Window* screen) : View(screen)
int fontSize = 50;
_text = new sf::Text();
_text->setFont(kge::AssetManager::mainBundle().getFontNamed("mainfont"));
_text->setString("Game Over");
_text->setCharacterSize(fontSize);
_text->setPosition(getCenterOfScreen().x-((9*fontSize)/2), 100);
_text->setFillColor(sf::Color(255,0,0));

_restartButton = new kge::Button(_window, "Restart");
_restartButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 300);

_exitButton = new kge::Button(_window, "Quit");
_exitButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 500);

_restartButton->callback = ([this]()
// State::instance().currentView = new GameView(this->_window);
// this->_window->setView(State::instance().currentView);
puts("Restart");
);

_exitButton->callback = ([this]()
// this->_window->close();
puts("Restart");
);


this->addItemToView(_text);
this->addItemToView(_restartButton);
this->addItemToView(_exitButton);


void update(float td)
_restartButton->update(td);
_exitButton->update(td);



~GameOver()
delete _text;
delete _restartButton;

;

#endif /* GameOver_hpp */


Note, kge::View is just a custom sf::Drawable class (how I create my own "views")



Edit 2
Button update function:



 void Button::update(float td)
if(_clock.getElapsedTime().asMilliseconds() < 400) return;
if(!sf::Mouse::isButtonPressed(sf::Mouse::Left)) return;
if(mouseIsIn(*_buttonOutline, _window))
callback();
_clock.restart();




Please note: _clock is an sf::Clock that is stored privately in the button class.










share|improve this question
















I am trying to make my own reusable button class in SFML. This would allow me to create a button and add a callback function to it in order to make the creation of buttons much easier.



Here is my hpp file:



#ifndef Button_hpp
#define Button_hpp

#include <stdio.h>
#include <SFML/Graphics.hpp>
#include "View.hpp"
#include "State.hpp"
#include "Window.hpp"
namespace kge
class Button: public View
private:
sf::RectangleShape* _buttonOutline;
sf::RenderWindow* _window;
sf::Clock _clock;
std::string _textString;
sf::Text* _text;
public:
Button(Window*, std::string);
~Button();
virtual void update(float td);
std::function<void(void)> callback;
void setPosition(float x, float y);
;

#endif /* Button_hpp */


And here is where I generate the buttons:



_restartButton = new kge::Button(_window, "Restart");
_restartButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 300);
_restartButton->callback = ([this]()
State::instance().currentView = new GameView(this->_window);
this->_window->setView(State::instance().currentView);
);
_exitButton = new kge::Button(_window, "Quit");
_exitButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 500);
_exitButton->callback = ([this]()
this->_window->close();
);


Finally, I tell the button to update and do it's checks in my window update, button->update(td)



All my buttons seem to all do the action of the last set callback. In this case, my restart button executes my exit code.



Why is this happening and how would I fix it?



Edit



Here is my generation code:



#ifndef GameOver_hpp
#define GameOver_hpp

#include <stdio.h>
#include "View.hpp"
#include "Button.hpp"
#include "GameView.hpp"
#include "State.hpp"

namespace kge
class View;
;

class GameOver: public kge::View
private:
sf::Text* _text;
kge::Button* _restartButton;
kge::Button* _exitButton;

void restartFunction(void)


public:
GameOver(kge::Window* screen) : View(screen)
int fontSize = 50;
_text = new sf::Text();
_text->setFont(kge::AssetManager::mainBundle().getFontNamed("mainfont"));
_text->setString("Game Over");
_text->setCharacterSize(fontSize);
_text->setPosition(getCenterOfScreen().x-((9*fontSize)/2), 100);
_text->setFillColor(sf::Color(255,0,0));

_restartButton = new kge::Button(_window, "Restart");
_restartButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 300);

_exitButton = new kge::Button(_window, "Quit");
_exitButton->setPosition(getCenterOfScreen().x-((11*fontSize)/2), 500);

_restartButton->callback = ([this]()
// State::instance().currentView = new GameView(this->_window);
// this->_window->setView(State::instance().currentView);
puts("Restart");
);

_exitButton->callback = ([this]()
// this->_window->close();
puts("Restart");
);


this->addItemToView(_text);
this->addItemToView(_restartButton);
this->addItemToView(_exitButton);


void update(float td)
_restartButton->update(td);
_exitButton->update(td);



~GameOver()
delete _text;
delete _restartButton;

;

#endif /* GameOver_hpp */


Note, kge::View is just a custom sf::Drawable class (how I create my own "views")



Edit 2
Button update function:



 void Button::update(float td)
if(_clock.getElapsedTime().asMilliseconds() < 400) return;
if(!sf::Mouse::isButtonPressed(sf::Mouse::Left)) return;
if(mouseIsIn(*_buttonOutline, _window))
callback();
_clock.restart();




Please note: _clock is an sf::Clock that is stored privately in the button class.







c++ class sfml






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 22 at 8:49







iProgram

















asked Mar 22 at 8:22









iProgramiProgram

1,85031439




1,85031439












  • Can you confirm this is happening by attaching a debugger and putting a breakpoint in both lamdbas? That may tell you why this would happen.

    – Botje
    Mar 22 at 8:28











  • @Botje I can confirm that by using break points, the IDE is showing it's on the correct callback, however it is always doing the exit event. If I remove my exit button, my restart button works just fine.

    – iProgram
    Mar 22 at 8:36











  • @Botje What is interesting is when I puts a message, that message shows correctly and if I remove the this->_window->close(); line, it works.

    – iProgram
    Mar 22 at 8:37







  • 1





    Could it be that all callbacks are executing? Show the code that should trigger the callbacks.

    – Botje
    Mar 22 at 8:40






  • 1





    It is not MCVE. How are you storing buttons? How are you iterating over them and call callbacks? Where is update definition? Where are buttons generated, you are capturing this so it happens from some member functions.. and so on.

    – rafix07
    Mar 22 at 8:40

















  • Can you confirm this is happening by attaching a debugger and putting a breakpoint in both lamdbas? That may tell you why this would happen.

    – Botje
    Mar 22 at 8:28











  • @Botje I can confirm that by using break points, the IDE is showing it's on the correct callback, however it is always doing the exit event. If I remove my exit button, my restart button works just fine.

    – iProgram
    Mar 22 at 8:36











  • @Botje What is interesting is when I puts a message, that message shows correctly and if I remove the this->_window->close(); line, it works.

    – iProgram
    Mar 22 at 8:37







  • 1





    Could it be that all callbacks are executing? Show the code that should trigger the callbacks.

    – Botje
    Mar 22 at 8:40






  • 1





    It is not MCVE. How are you storing buttons? How are you iterating over them and call callbacks? Where is update definition? Where are buttons generated, you are capturing this so it happens from some member functions.. and so on.

    – rafix07
    Mar 22 at 8:40
















Can you confirm this is happening by attaching a debugger and putting a breakpoint in both lamdbas? That may tell you why this would happen.

– Botje
Mar 22 at 8:28





Can you confirm this is happening by attaching a debugger and putting a breakpoint in both lamdbas? That may tell you why this would happen.

– Botje
Mar 22 at 8:28













@Botje I can confirm that by using break points, the IDE is showing it's on the correct callback, however it is always doing the exit event. If I remove my exit button, my restart button works just fine.

– iProgram
Mar 22 at 8:36





@Botje I can confirm that by using break points, the IDE is showing it's on the correct callback, however it is always doing the exit event. If I remove my exit button, my restart button works just fine.

– iProgram
Mar 22 at 8:36













@Botje What is interesting is when I puts a message, that message shows correctly and if I remove the this->_window->close(); line, it works.

– iProgram
Mar 22 at 8:37






@Botje What is interesting is when I puts a message, that message shows correctly and if I remove the this->_window->close(); line, it works.

– iProgram
Mar 22 at 8:37





1




1





Could it be that all callbacks are executing? Show the code that should trigger the callbacks.

– Botje
Mar 22 at 8:40





Could it be that all callbacks are executing? Show the code that should trigger the callbacks.

– Botje
Mar 22 at 8:40




1




1





It is not MCVE. How are you storing buttons? How are you iterating over them and call callbacks? Where is update definition? Where are buttons generated, you are capturing this so it happens from some member functions.. and so on.

– rafix07
Mar 22 at 8:40





It is not MCVE. How are you storing buttons? How are you iterating over them and call callbacks? Where is update definition? Where are buttons generated, you are capturing this so it happens from some member functions.. and so on.

– rafix07
Mar 22 at 8:40












1 Answer
1






active

oldest

votes


















1














The issue was resolved in chat. To summarize, the mouseIsIn function that @iProgram posted did not check collision correctly, leading to multiple buttons triggering at the same time.



The original function:



bool mouseIsIn(sf::RectangleShape shape, sf::RenderWindow* window)
sf::FloatRect shapeBounds = shape.getGlobalBounds();
sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
sf::FloatRect mouseRect = sf::FloatRect(mousePos.x, mousePos.y, mousePos.x+shapeBounds.width, mousePos.y+shapeBounds.height);
return mouseRect.intersects(shapeBounds);



The fixed function:



bool mouseIsIn(sf::RectangleShape shape, sf::RenderWindow* window)
sf::FloatRect shapeBounds = shape.getGlobalBounds();
sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
return shapeBounds.contains(mousePos.x, mousePos.y);






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    The issue was resolved in chat. To summarize, the mouseIsIn function that @iProgram posted did not check collision correctly, leading to multiple buttons triggering at the same time.



    The original function:



    bool mouseIsIn(sf::RectangleShape shape, sf::RenderWindow* window)
    sf::FloatRect shapeBounds = shape.getGlobalBounds();
    sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
    sf::FloatRect mouseRect = sf::FloatRect(mousePos.x, mousePos.y, mousePos.x+shapeBounds.width, mousePos.y+shapeBounds.height);
    return mouseRect.intersects(shapeBounds);



    The fixed function:



    bool mouseIsIn(sf::RectangleShape shape, sf::RenderWindow* window)
    sf::FloatRect shapeBounds = shape.getGlobalBounds();
    sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
    return shapeBounds.contains(mousePos.x, mousePos.y);






    share|improve this answer



























      1














      The issue was resolved in chat. To summarize, the mouseIsIn function that @iProgram posted did not check collision correctly, leading to multiple buttons triggering at the same time.



      The original function:



      bool mouseIsIn(sf::RectangleShape shape, sf::RenderWindow* window)
      sf::FloatRect shapeBounds = shape.getGlobalBounds();
      sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
      sf::FloatRect mouseRect = sf::FloatRect(mousePos.x, mousePos.y, mousePos.x+shapeBounds.width, mousePos.y+shapeBounds.height);
      return mouseRect.intersects(shapeBounds);



      The fixed function:



      bool mouseIsIn(sf::RectangleShape shape, sf::RenderWindow* window)
      sf::FloatRect shapeBounds = shape.getGlobalBounds();
      sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
      return shapeBounds.contains(mousePos.x, mousePos.y);






      share|improve this answer

























        1












        1








        1







        The issue was resolved in chat. To summarize, the mouseIsIn function that @iProgram posted did not check collision correctly, leading to multiple buttons triggering at the same time.



        The original function:



        bool mouseIsIn(sf::RectangleShape shape, sf::RenderWindow* window)
        sf::FloatRect shapeBounds = shape.getGlobalBounds();
        sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
        sf::FloatRect mouseRect = sf::FloatRect(mousePos.x, mousePos.y, mousePos.x+shapeBounds.width, mousePos.y+shapeBounds.height);
        return mouseRect.intersects(shapeBounds);



        The fixed function:



        bool mouseIsIn(sf::RectangleShape shape, sf::RenderWindow* window)
        sf::FloatRect shapeBounds = shape.getGlobalBounds();
        sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
        return shapeBounds.contains(mousePos.x, mousePos.y);






        share|improve this answer













        The issue was resolved in chat. To summarize, the mouseIsIn function that @iProgram posted did not check collision correctly, leading to multiple buttons triggering at the same time.



        The original function:



        bool mouseIsIn(sf::RectangleShape shape, sf::RenderWindow* window)
        sf::FloatRect shapeBounds = shape.getGlobalBounds();
        sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
        sf::FloatRect mouseRect = sf::FloatRect(mousePos.x, mousePos.y, mousePos.x+shapeBounds.width, mousePos.y+shapeBounds.height);
        return mouseRect.intersects(shapeBounds);



        The fixed function:



        bool mouseIsIn(sf::RectangleShape shape, sf::RenderWindow* window)
        sf::FloatRect shapeBounds = shape.getGlobalBounds();
        sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
        return shapeBounds.contains(mousePos.x, mousePos.y);







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Mar 22 at 9:20









        BotjeBotje

        2,559915




        2,559915





























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