Damn, I was trying to avoid having to do that, but I guess there is no other choice.
Maybe I can get it to work with sf::RenderWindow::convertCoords()...from my understanding, it converts mouse coordinates to world coordinates by passing in your world view...so if I pass in a view with a view made from the inverse of the world view, it should convert world coordinates to screen coordinates...
maybe.
e: that convertCoords() idea I had definitely didn't work.