if you compare them you will see that they are a bit different but not the same (some functions from Texture are missing in BigTexture, and some setter does not have corresponding getter methods), and i wanted to use something that automatically uses BigTexture if the Texture you want to use is to big ...
I'm not sure if it's possible to have exactly the same API for normal and big textures, because of technical limitations.
E.g.
setRepeated() is simple for
sf::Texture: You pass the flag
GL_REPEAT at texture creation, and OpenGL handles everything.
thor::BigTexture would require to modulo the texture rect every time a
thor::BigSprite is rendered, and choose the (up to infinite) correct sprites to display the desired rectangle. It would not only lead to a mess of an implementation, but be quite inefficient...
I do need to understand more concepts of oop, but I'd be asking 50 stupid questions on here before I finally get it...lol
Then be prepared to hear "Learn C++ first" again and again
On a serious note, there are tons of people like you: They know other languages, learn the bare bones of C++ and think that's enough. It is not, C++ is one of the most complex programming languages; it has many specific language features, rules and exceptions, and even more pitfalls. It is crucial to not only learn the basics, but also the paradigms, idioms and best practices. Of course it's possible to write simple games with easy-to-use libraries like SFML and without greater knowledge, but as soon as you want to develop something bigger with greater requirements regarding robustness, efficiency, maintenance, you'll be very glad about deeper C++ knowledge. The mistake people make is thinking they can save time by skipping advanced topics; eventually it will cost them triple the time to develop, maintain and debug ancient code -- additionally, it's a very frustrating experience.
I don't want to discourage you, but you should be aware of the complexity and not underestimate C++. If you just want to develop some simple games, one option would also be a simpler language. SFML has bindings for many programming languages.