The goal of a framework
is to make your life as a programmer easy. The SFML Game Development book is primary about how to use SFML, especially for games. SFML itself is written to keep things as simple as possible and as such many "math" related things are happening automatically or are accessible via a nice interface. Like for example you won't have to calculate the view matrix for your "camera", or you don't have to manually manage your transformation matrices to rotate a sprite, etc. SFML will do things for you, or provide a nice function for it (e.g.
sprite.rotate(35);).
So what's left to you is math concerning the movement of your objects, which is just basic vector math. And this is about it what you'd need for the SFML Game Development book - and I wrote "need", because it won't be taught to you in detail, you have to acquire that knowledge differently.
IMHO if you want to learn the "math", you should start directly with OpenGL, but this will be directly in 3D, since there's no OpenGL 2D.
Generally speaking, you get away with a lot of games, you just know how to work with matrices, which includes vector math, etc. Calculus and other things are only needed if you start to do complex things, for instance some water or fog simulation. But till you get there, you'll have to learn a lot about non-math related topics. Math in games is not really that big of deal, first you need to know how to actually render something; how to manage your resources, entities, etc.; how to work with different states; how to load and save game info; how to do networking; etc. etc.
Just start with a simple Tetris clone or a like and you'll notice that math is not important at all in that type of game, but that there are a lot of other things to learn.