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436 lines
19 KiB
Markdown
436 lines
19 KiB
Markdown
# Migration Guide
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Welcome to SFML 3!
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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.
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This document will walk you through how to upgrade your SFML 2 application to SFML 3.
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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++!
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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.
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## CMake Targets
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SFML 3 uses modern CMake convention for library targets which entails having a namespace in front of the target name.
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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`.
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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.
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The component names used when calling `find_package` were also changed to capitalize the first letter.
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| v2 Target | v3 Target |
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| --------------- | ---------------- |
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| `sfml-system` | `SFML::System` |
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| `sfml-window` | `SFML::Window` |
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| `sfml-graphics` | `SFML::Graphics` |
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| `sfml-network` | `SFML::Network` |
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| `sfml-audio` | `SFML::Audio` |
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| `sfml-main` | `SFML::Main` |
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| v2 Component | v3 Component |
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| ------------ | ------------ |
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| `system` | `System` |
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| `window` | `Window` |
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| `graphics` | `Graphics` |
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| `network` | `Network` |
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| `audio` | `Audio` |
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| `main` | `Main` |
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v2:
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```cmake
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find_package(SFML 2 REQUIRED COMPONENTS graphics audio network)
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...
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target_link_libraries(my_app PRIVATE sfml-graphics sfml-audio sfml-network)
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```
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v3:
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```cmake
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find_package(SFML 3 REQUIRED COMPONENTS Graphics Audio Network)
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...
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target_link_libraries(my_app PRIVATE SFML::Graphics SFML::Audio SFML::Network)
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```
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## `sf::Vector2<T>` Parameters
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A common pattern in SFML 2 was to use pairs of scalar parameters to represent concepts like sizes or positions.
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Take `sf::Transformable::setPosition(float, float)` for example.
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The two parameters combine to represent a position in world space.
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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.
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This transition is often as simple as wrapping the two adjacent parameters with braces to construct the vector.
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v2:
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```cpp
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sf::VideoMode videoMode(480, 640, 24);
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sf::CircleShape circle(10);
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circle.setPosition(10, 20);
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sf::IntRect rect(250, 400, 50, 100);
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```
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v3:
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```cpp
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sf::VideoMode videoMode({480, 640}, 24);
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sf::CircleShape circle(10);
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circle.setPosition({10, 20});
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sf::IntRect rect({250, 400}, {50, 100});
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```
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## `sf::Event`
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SFML 3 uses `std::variant` under the hood to implement a totally new, type-safe API for events.
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There are two main ways to use this new API.
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Check out the new EventHandling example program to see these methods in practice.
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### `sf::Event::getIf<T>`
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The first option is based around `sf::Event::getIf<T>` and `sf::Event::is<T>`.
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`getIf<T>` works by providing a template parameter which must be an event subtype.
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Event subtypes are types like `sf::Event::Resized` or `sf::Event::MouseMoved`.
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If the template argument matches the active event subtype then a pointer to the data is returned.
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If that template argument is not the active event subtype then `nullptr` is returned.
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`sf::Event::is<T>` more simply returns `true` if `T` matches the active event subtype.
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`is<T>` is often used for subtypes like `sf::Event::Closed` which contain no data.
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Here's what that looks like:
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```cpp
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while (window.isOpen())
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{
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while (const std::optional event = window.pollEvent())
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{
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if (event->is<sf::Event::Closed>())
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{
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window.close();
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}
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else if (const auto* keyPressed = event->getIf<sf::Event::KeyPressed>())
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{
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if (keyPressed->scancode == sf::Keyboard::Scancode::Escape)
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window.close();
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}
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}
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// Remainder of main loop
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}
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```
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Note how the API for getting events has changed slightly.
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`sf::WindowBase::pollEvent` and `sf::WindowBase::waitEvent` now return a `std::optional<sf::Event>`.
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These two functions _might_ return an event but they might not.
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C++ lets you deduce the template parameter which is why you can write `const std::optional event` instead of `const std::optional<sf::Event> event`.
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`const auto event` is another valid choice if you prefer a more terse expression.
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### `sf::WindowBase::handleEvents`
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The second option for processing events is via the new `sf::WindowBase::handleEvents` function.
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This functions performs event visitation.
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What this means is that you can provide callbacks which take different event subtypes as arguments.
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Alternatively you may provide an object (or objects) with `operator()` implementations which handle the event subtypes you want to process.
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Notably you do not have to provide callbacks for all possible event subtypes.
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Depending on the current active event subtype, the corresponding callback is called.
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Here's what that looks like:
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```cpp
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const auto onClose = [&window](const sf::Event::Closed&)
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{
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window.close();
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};
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const auto onKeyPressed = [&window](const sf::Event::KeyPresssed& keyPressed)
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{
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if (keyPressed.scancode == sf::Keyboard::Scancode::Escape)
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window.close();
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};
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while (window.isOpen())
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{
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window.handleEvents(onClose, onKeyPressed);
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// Remainder of main loop
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}
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```
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## Window Styles and States
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A new `sf::State` enumeration was added for specifying the state of the window which means whether the window is floating or fullscreen.
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Here's a before-and-after showing how this affects constructing a window.
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v2:
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```cpp
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sf::RenderWindow window(sf::VideoMode::getFullscreenModes().at(0), "Title", sf::Style::Fullscreen);
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```
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v3:
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```cpp
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sf::RenderWindow window(sf::VideoMode::getFullscreenModes().at(0), "Title", sf::State::Fullscreen);
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```
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## Scoped Enumerations
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SFML 3 converts all old style unscoped enumerations to scoped enumerations.
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This improves the type safety of the interface.
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This means that the name of the enumeration is now part of the namespace required to access values of that enumeration.
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For example, take the enumeration `sf::Keyboard::Key`.
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`sf::Keyboard::A` becomes `sf::Keyboard::Key::A`.
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The name of the enumeration now appears as a nested namespace when accessing one of the enumeration's values.
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Here is a complete list of all enumerations which have undergone this change:
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* `sf::BlendMode::Equation`
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* `sf::BlendMode::Factor`
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* `sf::Cursor::Type`
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* `sf::Ftp::Response::Status`
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* `sf::Ftp::TransferMode`
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* `sf::Http::Request::Method`
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* `sf::Http::Response::Status`
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* `sf::Joystick::Axis`
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* `sf::Keyboard::Key`
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* `sf::Keyboard::Scan`
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* `sf::Mouse::Button`
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* `sf::Mouse::Wheel`
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* `sf::PrimitiveType`
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* `sf::Sensor::Type`
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* `sf::Shader::Type`
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* `sf::Socket::Status`
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* `sf::Socket::Type`
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* `sf::SoundSource::Status`
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* `sf::VertexBuffer::Usage`
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## `sf::Rect<T>`
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`sf::Rect<T>` has been refactored from 4 scalar values into 2 `sf::Vector2<T>`s.
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Its two data members are `sf::Vector2<T>`s named `position` and `size`.
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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.
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The 4-parameter constructor was also removed in favor of the constructor which takes two `sf::Vector2<T>`s.
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v2:
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```cpp
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sf::FloatRect rect(10, 20, 30, 40);
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sf::Vector2f position = rect.getPosition();
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sf::Vector2f size = rect.getSize();
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```
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v3:
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```cpp
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sf::FloatRect rect({10, 20}, {30, 40});
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sf::Vector2f position = rect.position;
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sf::Vectro2f size = rect.size;
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```
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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>>`.
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This optional contains the overlapping area if the rectangles overlap.
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Otherwise the optional is empty.
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```cpp
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sf::IntRect rect1({0, 0}, {200, 200});
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sf::IntRect rect2({100, 100}, {200, 200});
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std::optional<sf::IntRect> intersection = rect1.findIntersection(rect2);
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// position={100, 100} size={100, 100}
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```
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## `sf::Angle`
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All angles are now represented with a strong type named `sf::Angle`.
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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.
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Operators (`+`, `-`, etc.) are provided to perform mathematical operations with angles.
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If you need access to the raw angle as a `float` then you can use either `sf::Angle::asDegrees()` or `sf::Angle::asRadians()`.
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v2:
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```cpp
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sf::RectangleShape shape(sf::Vector2f(50, 50));
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shape.setRotation(90);
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std::cout << "Rotation: " << shape.getRotation() << '\n';
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```
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v3:
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```cpp
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sf::RectangleShape shape({50, 50});
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shape.setRotation(sf::degrees(90));
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std::cout << "Rotation: " << shape.getRotation().asDegrees() << '\n';
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```
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## Renamed Functions
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A number of functions have new names but otherwise have not changed their semantics.
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| v2 | v3 |
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| --------------------------------- | --------------------------------- |
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| `sf::Font::loadFromFile` | `sf::Font::openFromFile` |
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| `sf::Socket::getHandle` | `sf::Socket::getNativeHandle` |
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| `sf::WindowBase::getSystemHandle` | `sf::WindowBase::getNativeHandle` |
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| `sf::Texture::create` | `sf::Texture::resize` |
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| `sf::RenderTexture::create` | `sf::RenderTexture::resize` |
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| `sf::Image::create` | `sf::Image::resize` |
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| `sf::Sound::getLoop` | `sf::Sound::isLooping` |
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| `sf::Sound::setLoop` | `sf::Sound::setLooping` |
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| `sf::SoundStream::getLoop` | `sf::SoundStream::isLooping` |
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| `sf::SoundStream::setLoop` | `sf::SoundStream::setLooping` |
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## Removal of Default Constructors
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The default constructors `sf::Sound::Sound()`, `sf::Text::Text()`, and `sf::Sprite::Sprite()` were removed.
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They can be replaced by the corresponding constructors which accept a resource type.
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| v2 | v3 |
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| ---------------------- | ------------------------------------------ |
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| `sf::Sound::Sound()` | `sf::Sound::Sound(const sf::SoundBuffer&)` |
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| `sf::Text::Text()` | `sf::Text::Text(const sf::Font&)` |
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| `sf::Sprite::Sprite()` | `sf::Sprite::Sprite(const sf::Texture&)` |
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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.
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These functions are `sf::Sound::getBuffer()`, `sf::Text::getFont()`, and `sf::Sprite::getTexture()`.
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## `std::optional` Usage
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SFML 3 makes liberal use of `std::optional` to express when a given function may not return a value.
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Some of these usages have already been mentioned like `sf::WindowBase::pollEvent`.
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Here are some more places where SFML 3 makes use of `std::optional`.
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* `sf::IpAddress` uses `std::optional` to express how resolving an address from a string may not yield a usable IP address.
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* `sf::Image::saveToMemory` returns a `std::optional` because the `sf::Image` may be empty or the underlying implementation may fail.
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* `sf::SoundFileReader::open` returns a `std::optional` because the stream being opened may not be valid.
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* `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.
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* `sf::InputStream` uses `std::optional` in various places.
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Instead of returning `-1` to signal an error, `std::nullopt` can be returned.
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LearnCpp.com is a great place to learn more about using `std::optional`.
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Read more about that [here](https://www.learncpp.com/cpp-tutorial/stdoptional/).
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## Fixed Width Integers
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SFML 2 contained various typedefs for fixed width integers.
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Those are now replaced with the fixed width integers provided in the `<cstdint>` header from the standard library.
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| v2 | v3 |
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| ------------ | --------------- |
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| `sf::Int8` | `std::int8_t` |
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| `sf::Uint8` | `std::uint8_t` |
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| `sf::Int16` | `std::int16_t` |
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| `sf::Uint16` | `std::uint16_t` |
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| `sf::Int32` | `std::int32_t` |
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| `sf::Uint32` | `std::uint32_t` |
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| `sf::Int64` | `std::int64_t` |
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| `sf::Uint64` | `std::uint64_t` |
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## New Constructors for Loading Resources
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The following classes gained constructors that allow for loading/opening resources in a single expression.
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Upon failure they throw an `sf::Exception`.
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* `sf::InputSoundFile`
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* `sf::OutputSoundFile`
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* `sf::Music`
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* `sf::SoundBuffer`
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* `sf::Font`
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* `sf::Image`
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* `sf::RenderTexture`
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* `sf::Shader`
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* `sf::Texture`
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* `sf::FileInputStream`
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* `sf::Cursor`
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SFML 3 still supports the SFML 2 style of error handling in addition to these new constructors.
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v2:
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```cpp
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sf::SoundBuffer soundBuffer;
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if (!soundBuffer.loadFromFile("sound.wav"))
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{
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// Handle error
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}
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```
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v3:
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```cpp
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sf::SoundBuffer soundBuffer;
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if (!soundBuffer.loadFromFile("sound.wav"))
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{
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// Handle error
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}
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// OR
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const sf::SoundBuffer soundBuffer("sound.wav");
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```
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## `sf::Vector2<T>` and `sf::Vector3<T>` Utility Functions
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`sf::Vector2<T>` and `sf::Vector3<T>` gained a number of new functions for performing common mathematic operations on vectors.
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| `sf::Vector2<T>` Function | Description |
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| ------------------------------- | ---------------------------------------- |
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| `Vector2(T, sf::Angle)` | Construct from polar coordinates |
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| `length()` | Get length |
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| `lengthSquared()` | Get length squared |
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| `normalized()` | Get vector normalized to unit circle |
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| `angleTo(sf::Vector2)` | Get angle to another vector |
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| `angle()` | Get angle from X axis |
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| `rotatedBy(sf::Angle)` | Get vector rotated by a given angle |
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| `projectedOnto(sf::Vector2)` | Get vector projected onto another vector |
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| `perpendicular()` | Get perpendicular vector |
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| `dot(sf::Vector2)` | Get dot product |
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| `cross(sf::Vector2)` | Get Z component of cross product |
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| `componentWiseMul(sf::Vector2)` | Get component-wise multiple |
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| `componentWiseDiv(sf::Vector2)` | Get component-wise divisor |
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| `sf::Vector3<T>` Function | Description |
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| ------------------------------- | ------------------------------------- |
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| `length()` | Get length |
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| `lengthSquared()` | Get length squared |
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| `normalized()` | Get vector normalized to unit circle |
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| `dot(sf::Vector3)` | Get dot product |
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| `cross(sf::Vector3)` | Get cross product |
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| `componentWiseMul(sf::Vector3)` | Get component-wise multiple |
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| `componentWiseDiv(sf::Vector3)` | Get component-wise divisor |
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## Threading Primitives
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`sf::Lock`, `sf::Mutex`, `sf::Thread`, `sf::ThreadLocal`, and `sf::ThreadLocalPtr` were removed and replaced with their equivalents from the standard library.
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The standard library provides multiple options for threads, locks, and mutexes among other threading primitives.
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| v2 | v3 |
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| -------------------- | ------------------------------------------------ |
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| `sf::Lock ` | `std::lock_guard` or `std::unique_lock` |
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| `sf::Mutex` | `std::mutex` or `std::recursive_mutex` |
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| `sf::Thread` | `std::thread` or `std::jthread` (requires C++20) |
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| `sf::ThreadLocal` | `thread_local` |
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| `sf::ThreadLocalPtr` | `thread_local` |
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## Deprecated APIs
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SFML 3 removes all of the deprecated APIs in SFML 2.
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| Deprecated API | Replacement |
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| ----------------------------------- | ---------------------------------- |
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| `sf::Event::MouseWheelEvent` | `sf::Event::MouseWheelScrolled` |
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| `sf::RenderWindow::capture` | See 1 |
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| `sf::RenderTexture::create` | `sf::RenderTexture::resize` |
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| `sf::Shader::setParameter` | `sf::Shader::setUniform` |
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| `sf::Text::setColor` | `sf::Text::setFillColor` |
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| `sf::Text::getColor` | `sf::Text::getFillColor` |
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| `sf::PrimitiveType::LinesStrip` | `sf::PrimitiveType::LineStrip` |
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| `sf::PrimitiveType::TrianglesStrip` | `sf::PrimitiveType::TriangleStrip` |
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| `sf::PrimitiveType::TrianglesFan` | `sf::PrimitiveType::TriangleFan` |
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| `sf::PrimitiveType::Quads` | See 2 |
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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.
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2. `sf::PrimitiveType::Quads` can be replaced by another primitive type.
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This is not a drop-in replacement but rather will require refactoring your code to work with a new geometry.
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One viable option is to use `sf::PrimitiveType::Triangles` where two adjacent triangles join to form what was previously one quad.
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## Anti-Aliasing Renamed
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SFML 3 capitalizes the `A` of `aliasing` for all the APIs.
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* `sf::RenderTexture::getMaximumAntialiasingLevel()` becomes `sf::RenderTexture::getMaximumAntiAliasingLevel()`
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* `sf::ContextSettings::antialiasingLevel` becomes `sf::ContextSettings::antiAliasingLevel`
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## Other Minor Changes
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SFML 3 includes various smaller changes that ought to be mentioned.
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* Changed the parameter order of the `sf::Text` constructor, so that the provided font is always the first parameter
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* Reverted to default value of CMake's `BUILD_SHARED_LIBS` which means SFML now builds static libraries by default
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* Changed `sf::String` interface to use `std::u16string` and `std::u32string`
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* Removed `sf::ContextSettings` constructor in favor of aggregate initialization
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* Removed `sf::View::reset` in favor of `sf::View::operator=`
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* Added new `sf::CoordinateType` enumeration to `sf::RenderStates::RenderStates`
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* Removed `sf::Vertex` constructors in favor of aggregate initialization
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* Renamed `sf::Mouse::Button::XButton1` and `sf::Mouse::Button::XButton2` enumerators to `sf::Mouse::Button::Extra1` and `sf::Mouse::Button::Extra2`
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