Great to hear! I worked for a while to try and do this. I did so both with and without Marcus's wrapper. The biggest issue I found was support for drawing primitives.
I took a look at the library and it doesn't look like it is set up yet for Windows. I'll need to play around with it when I have more time. Paul Vincent Craven On Thu, Dec 4, 2014 at 9:30 PM, Tom Rothamel <t...@rothamel.us> wrote: > On Thu, Dec 4, 2014 at 11:28 AM, Paul Vincent Craven < > p...@cravenfamily.com> wrote: > >> What features would we look for in PyGame 2? >> >> Moving to SDL 2 would be a large change from what we have now. >> >> > It doesn't have to be. > > For the past month or so, Patrick Dawson and myself have been working on > on a rewrite of pygame on top of SDL2, trying to preserve support for most* > of the pygame python-level API, while adding support for SDL2 features. You > can see what we have at: > > https://github.com/renpy/pygame_sdl2 > > It's enough to run some non-trivial games without major changes, on > Windows, Mac, Linux, and Android, although it's probably closer to pygame > 1.8 then 1.9. I'm currently working on iOS support, after which nightly > builds will start coming out. At some point, we'll be exposing new features > based on SDL2, while still trying to hew relatively closely to the pygame > API, so people's existing code and experience can be preserved. > > > * I think it makes sense to drop support for surfaces with depths of less > than 32bpp - doing so is a big simplification. >