Just wondering why so many changes to the interfaces? sf::Image->sf::Texture?Most changes are cosmetic (CamelCase to camelCase, SetSubRect to setTextureRect, etc.) and won't be hard to apply.
what happened to renderwindow?The online doc (and soon tutorials) + remembering the CamelCase to camelCase change should solve all your problems.
Events? how do I change Event.Key.Code == sf::Mouse::Button::Right to work with 2.0 ?
sf::Shape::Rectangle? where are you?Look at the online doc + corresponding thread in the General forum.
like removing sf::Vector2f position parameter from sf::Sprite is beyond my imagination for why did u do soWhat do you mean? sf::Sprite still has a sf::Vector2f position.
I just can't understand why you dropped position from arguments in constructor of sf::Sprite. It's not a reasonable update, only creates more harm for upgrading the code.sf::Sprite has a lot of properties, it was insane to have them all in the constructor. And as far as I know, only a minority of developers used this constructor. And what harm does it do, except adding one extra line to your code?
Is creating sf::Sprite object each frame to draw something very heavy performence-wise?Not at all. It just contains a pointer to a texture, a sf::IntRect and 4 sf::Vertex (statically allocated). Filling the 4 vertices' attributes is very cheap.
sf::Sprite has a lot of properties, it was insane to have them all in the constructor. And as far as I know, only a minority of developers used this constructor. And what harm does it do, except adding one extra line to your code?