I think the SFML 1.6 seem to work for the most part (at least it looks that way to me), but you have to look up the SFML 2.0 documentation for changes. SFML is actually rather simple to use, got this minimal thingy to work within like 5 minutes:
#include <SFML/Window.hpp>
#include <SFML/OpenGL.hpp>
#include <iostream>
int main()
{
sf::ContextSettings cs;
cs.MajorVersion = 3;
cs.MinorVersion = 3;
sf::VideoMode mode(800, 600, 32);
sf::Window window(mode, "Test", sf::Style::Default, cs);
window.SetActive(true);
std::cout << "Version: " << glGetString(GL_VERSION) << std::endl
<< "Shader Version: " << glGetString(GL_SHADING_LANGUAGE_VERSION)
<< std::endl;
while (window.IsOpen())
{
sf::Event event;
while (window.PollEvent(event))
{
switch (event.Type)
{
case sf::Event::Closed:
window.Close();
break;
case sf::Event::KeyPressed:
if (event.Key.Code == sf::Keyboard::Escape)
{
window.Close();
}
break;
default:
break;
}
}
glClearColor(1.0, 0.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
window.Display();
}
return 0;
}
This should give you a purple-ish window (800x600) that closes on pressing escape, Oh, and you should get
Version: 3.3.<something> Compatibility Profile Context
Shader Version: 3.3<something>
on your stdout. That is, IF have a graphics card that supports OpenGL 3.3+