The SFML Team has put a lot of effort into delivering a library that is both familiar to existing users while also making significant improvements.
This document will walk you through how to upgrade your SFML 2 application to SFML 3.
One of the headline changes in SFML 3 is raising the C++ standard to C++17 thus bringing SFML into the world of modern C++!
This change has enabled a vast number of internal improvements as well as new opportunities for improving the API that will be discussed in this document.
## CMake Targets
SFML 3 uses modern CMake convention for library targets which entails having a namespace in front of the target name.
These namespaces tell CMake "this is a target" whereas something like `sfml-graphics` might be a target or might be a precompiled library on disk like `libsfml-graphics.so`.
Fixing this ambiguity leads to more useful error messages when a given target can't be found due to, for example, forgetting a `find_package` call.
The component names used when calling `find_package` were also changed to capitalize the first letter.
A common pattern in SFML 2 was to use pairs of scalar parameters to represent concepts like sizes or positions.
Take `sf::Transformable::setPosition(float, float)` for example.
The two parameters combine to represent a position in world space.
SFML 3 takes all of the APIs with pairs of parameters like `(float, float)` or `(unsigned int, unsigned int)` and converts them to their corresponding `sf::Vector2<T>` type like `sf::Vector2f` or `sf::Vector2u` to make the interface more expressive and composable.
SFML 3 converts all old style unscoped enumerations to scoped enumerations.
This improves the type safety of the interface.
This means that the name of the enumeration is now part of the namespace required to access values of that enumeration.
For example, take the enumeration `sf::Keyboard::Key`.
`sf::Keyboard::A` becomes `sf::Keyboard::Key::A`.
The name of the enumeration now appears as a nested namespace when accessing one of the enumeration's values.
Here is a complete list of all enumerations which have undergone this change:
*`sf::BlendMode::Equation`
*`sf::BlendMode::Factor`
*`sf::Cursor::Type`
*`sf::Ftp::Response::Status`
*`sf::Ftp::TransferMode`
*`sf::Http::Request::Method`
*`sf::Http::Response::Status`
*`sf::Joystick::Axis`
*`sf::Keyboard::Key`
*`sf::Keyboard::Scan`
*`sf::Mouse::Button`
*`sf::Mouse::Wheel`
*`sf::PrimitiveType`
*`sf::Sensor::Type`
*`sf::Shader::Type`
*`sf::Socket::Status`
*`sf::Socket::Type`
*`sf::SoundSource::Status`
*`sf::VertexBuffer::Usage`
## `sf::Rect<T>`
`sf::Rect<T>` has been refactored from 4 scalar values into 2 `sf::Vector2<T>`s.
Its two data members are `sf::Vector2<T>`s named `position` and `size`.
This means that `sf::Rect<T>::getPosition()` and `sf::Rect<T>::getSize()` have been removed in favor of directly accessing the `position` and `size` data members.
The 4-parameter constructor was also removed in favor of the constructor which takes two `sf::Vector2<T>`s.
v2:
```cpp
sf::FloatRect rect(10, 20, 30, 40);
sf::Vector2f position = rect.getPosition();
sf::Vector2f size = rect.getSize();
```
v3:
```cpp
sf::FloatRect rect({10, 20}, {30, 40});
sf::Vector2f position = rect.position;
sf::Vectro2f size = rect.size;
```
The two overloads of `sf::Rect<T>::intersects` have been replaced with one unified function called `sf::Rect<T>::findIntersection` which returns a `std::optional<Rect<T>>`.
This optional contains the overlapping area if the rectangles overlap.
All angles are now represented with a strong type named `sf::Angle`.
This type provides two functions for creating angles called `sf::degrees(float)` and `sf::radians(float)` which construct an angle from either some value of degrees or radians.
Operators (`+`, `-`, etc.) are provided to perform mathematical operations with angles.
If you need access to the raw angle as a `float` then you can use either `sf::Angle::asDegrees()` or `sf::Angle::asRadians()`.
Now that these classes are guaranteed to be holding a reference to their corresponding resource type, the functions used to access to those resources can return a reference instead of a pointer.
These functions are `sf::Sound::getBuffer()`, `sf::Text::getFont()`, and `sf::Sprite::getTexture()`.
## `std::optional` Usage
SFML 3 makes liberal use of `std::optional` to express when a given function may not return a value.
Some of these usages have already been mentioned like `sf::WindowBase::pollEvent`.
Here are some more places where SFML 3 makes use of `std::optional`.
*`sf::IpAddress` uses `std::optional` to express how resolving an address from a string may not yield a usable IP address.
*`sf::Image::saveToMemory` returns a `std::optional` because the `sf::Image` may be empty or the underlying implementation may fail.
*`sf::SoundFileReader::open` returns a `std::optional` because the stream being opened may not be valid.
*`sf::Music::onLoop` and `sf::SoundStream::onLoop` returns a `std::optional` because if the objects are not in a looping state then there is nothing to return.
*`sf::InputStream` uses `std::optional` in various places.
Instead of returning `-1` to signal an error, `std::nullopt` can be returned.
LearnCpp.com is a great place to learn more about using `std::optional`.
Read more about that [here](https://www.learncpp.com/cpp-tutorial/stdoptional/).
## Fixed Width Integers
SFML 2 contained various typedefs for fixed width integers.
Those are now replaced with the fixed width integers provided in the `<cstdint>` header from the standard library.
| v2 | v3 |
| ------------ | --------------- |
| `sf::Int8` | `std::int8_t` |
| `sf::Uint8` | `std::uint8_t` |
| `sf::Int16` | `std::int16_t` |
| `sf::Uint16` | `std::uint16_t` |
| `sf::Int32` | `std::int32_t` |
| `sf::Uint32` | `std::uint32_t` |
| `sf::Int64` | `std::int64_t` |
| `sf::Uint64` | `std::uint64_t` |
## New Constructors for Loading Resources
The following classes gained constructors that allow for loading/opening resources in a single expression.
Upon failure they throw an `sf::Exception`.
*`sf::InputSoundFile`
*`sf::OutputSoundFile`
*`sf::Music`
*`sf::SoundBuffer`
*`sf::Font`
*`sf::Image`
*`sf::RenderTexture`
*`sf::Shader`
*`sf::Texture`
*`sf::FileInputStream`
*`sf::Cursor`
SFML 3 still supports the SFML 2 style of error handling in addition to these new constructors.
v2:
```cpp
sf::SoundBuffer soundBuffer;
if (!soundBuffer.loadFromFile("sound.wav"))
{
// Handle error
}
```
v3:
```cpp
sf::SoundBuffer soundBuffer;
if (!soundBuffer.loadFromFile("sound.wav"))
{
// Handle error
}
// OR
const sf::SoundBuffer soundBuffer("sound.wav");
```
## `sf::Vector2<T>` and `sf::Vector3<T>` Utility Functions
`sf::Vector2<T>` and `sf::Vector3<T>` gained a number of new functions for performing common mathematic operations on vectors.
`sf::Lock`, `sf::Mutex`, `sf::Thread`, `sf::ThreadLocal`, and `sf::ThreadLocalPtr` were removed and replaced with their equivalents from the standard library.
The standard library provides multiple options for threads, locks, and mutexes among other threading primitives.
1.`sf::RenderWindow::capture` can be recreated by using an `sf::Texture` and its `sf::Texture::update(const Window&)` function to copy its contents into an `sf::Image` instead.
2.`sf::PrimitiveType::Quads` can be replaced by another primitive type.
This is not a drop-in replacement but rather will require refactoring your code to work with a new geometry.
One viable option is to use `sf::PrimitiveType::Triangles` where two adjacent triangles join to form what was previously one quad.