So first, SDL 2 makes it possible to implement several long-wanted features that aren't related to Android / iOS. LÖVE will probably have official support for Android and iOS in the future, but not the
immediate future. SDL 2 isn't just a stepping stone towards mobile, it's a big thing on its own.
For a while it wasn't certain whether LÖVE 0.9.0 or SDL 2.0 would release first, so I have been keeping an experimental branch of LÖVE 0.9.0's code which has several changes now possible with SDL 2, but the main 0.9.0 code doesn't have any of those changes yet.
Unless something goes horribly wrong, those changes will make it into 0.9.0, but there are still a couple minor things to work out before I'm satisfied with them enough to merge the stuff into the main repository.
You can check out the commits I've made for the experimental SDL 2 branch here:
https://bitbucket.org/bartbes/love-expe ... ranch/SDL2 (you may need to go back several pages to see all of them.)
Not all of SDL 2's new features are a good fit for LÖVE right now, for example multiple windows is a niche feature for games and would probably add more complexity and issues than it's worth.
Haptic (force feedback) support is not in the SDL 2 branch of LÖVE right now, partly because the API is complex and difficult to integrate nicely into LÖVE's style, partly because many joystick drivers can't do force feedback very well at all, and partly because there were still important bugs in SDL 2's haptic code when I last looked at it (although many have been resolved by now.)
Some of the features that
are in the SDL 2 branch of LÖVE:
- Display-choosing and 'fullscreen-desktop' for love.window.setMode
- Setting and getting system clipboard text
- Proper unicode text input support
- Custom hardware cursors
- Completely reworked Joystick API, complete with true hot-plugging and integrated SDL_GameController support (so it's way easier to do gamepad input across platforms and gamepads.) Pretty much all of love.joystick has changed significantly.
There are a few other minor changes I've integrated as well, but those are the biggest ones.
Android and iOS support will come when we're ready to actually support the platforms. The biggest two blocks to having LÖVE on mobile is an OpenGL ES 2 backend (although I
did some work on that already) and the fact that providing a quality tool for two platforms which are very different from the currently supported ones goes way beyond just making most of it work.
EDIT: Here is a blog post by Ryan Gordon (an SDL developer and Mac/Linux game porter, AKA icculus) talking about SDL 2's development and its future:
https://plus.google.com/103391075724026 ... erid=gplp0
Great read.