title: What is the reasoning behind sf::Sprites owning their position and rotation? It's muddling up my Component/Entity/System
body: <p>I am making a basic implementation of Asteroids using SFML in C++, to practice using a component-entity-system framework.</p>
  
  <p>Conceptually, it makes sense for objects like the player ship, floating asteroids etc. to share common 'components', such as a graphics component, a velocity component, and an orientation/positional component. This keeps concerns separate and has a whole range of benefits.</p>
  
  <p>However, in SFML, Sprites are rendered to a fixed position that only they know about! This immediately means that my graphics component and orientation/positional component must be combined or must know about each other, which goes against the whole idea of the component-entity-system approach. In SDL, on the other hand, you can easily render the texture to a separate rectangle constructed from anywhere.</p>
  
  <p>My question is this: There must be some concrete reasoning behind why Sprites in SFML hang onto their own positional information - what is this reasoning? Perhaps if I understood this better, I could form a good solution.</p>