I can't quite figure out if you're asking about a repeating texture or about drawing a single sprite on a wraparound map, since the two are completely different so one doesn't really count as a simple version of the other.
If you mean a repeating texture:
Nope. It's on you to find/make a sprite that looks good when repeated. That might mean drawing parts of a star on multiple sides of the tile, and it might mean simply not putting any stars on the edge in the first place.
Even if there was a programmatic way to accurately guess how you wanted to fill it in (and there isn't; computers cannot read your mind), it would still be far simpler and more efficient to do that filling in when you make the image in the first place, and not every time you draw the tile.
If you mean drawing sprites on a "wraparound" game world:
Nope. The exact way the wraparound is going to work is something you as the application developer need to decide.
But with decent code design it's not a very hard thing to do anyway. You shouldn't need any help from SFML for this.
One idea: if all your drawables have a common base class like Entity, you should be able to give their common draw() method some logic that checks the entity's size and position, plus the map size (which I guess could be a static member of this base class), and if necessary draws it in two places instead of one.
Another idea: design your code so you draw everything at a position relative to the player. Everything has an absolute position, then you ask it for its relative position when drawing, and pass it the player's current position. Thus it can take into account the need for wrap around and return that it's 10 pixels to the left instead of 990 to the right.