This is basically what I'm doing:
auto mouse = sf::Mouse::getPosition(window);
if (sprite.getGlobalBounds().contains(mouse.x, mouse.y))
...
That doesn't work as expected. A few issues arose:
1. The sprite's global bounds rect left/top is ALWAYS 0:0, although its position is not. Is this the expected behaviour?
2. sf::Mouse::getPosition(sf::Window&) doesn't respect position of the View, it seems to be the same as sf::Mouse::getPosition(). I'm running in Fullscreen.
No I guess I could get the game world mouse position by adding the View position manually. And maybe if I set left/top to the position of the Sprite I could ask if it contains the mouse then.
But before trying this, I want to ask: What is the canonical way to get the Sprite under the mouse given my scenario with a game world much bigger than the desktop?