I see. But does that mean you have to draw the entire text somewhere in an out-of-reach area beside your actual game scene?
And what if you want some transparency for your textbox? Is it possible with a viewport?
I haven't used sf::Text yet, so I thought I'd have to use a sf::TextureRenderer to make my textbox into a texture/sprite and then display it above my game scene.
I think you may have misunderstood how views work with SFML. It sounds like you're confused with views in Game Maker. In SFML views aren't displays of different camera locations, they are like separate screens altogether.
Let's say you had a view which is your main screen (the one with all the main stuff going on in it) and you wanted a HUD overlay.
In something like SDL where views don't exist you would draw the main screen relative to a camera object (something like
draw(mySprite, x-camX, y-camY)) and the HUD would be drawn in constant locations (
draw(myHUD, x, y)).
With Game Maker views you would draw the HUD in a position relative to the current view's location (
draw(myHUD, view_x+x, view_y+y)) so that it's always following the camera.
With SFML it's better to think of views as layers of your window, you'd say, ok here's one view for my screen, now I'll make another view for the HUD. We'll call them vMain and vHUD for convenience. When your player moves vMain would follow them, but vHUD would stay in the same place, so you could draw something at location {0, 0} on vHUD and it would never move, but if you drew it on vMain then it would appear to move left as the player moves right (taking vMain with them).
Views are super fun because you can do all sorts of cool stuff with them (check out
this thread here to see a cool little game that takes advantage of some of their features). They are also transparent, so my text box is actually invisible and if I don't draw anything else then there would just be text overlaying my scene.