UPDATE
This answer is really out of date, so you can stop up voting it!
I no longer use SDL for iPhone development because it doesn't fit the iPhone model. e.g. SDL insists on owning main(), the audio subsystem doesn't know about AudioSessions, it's hard to pick up on view orientation changes, etc. It was nice to see a familiar face but in the end SDL introduced more problems than it solved.
2009 answer
The svn version's working well for me.
I had one problem and that was a crash in atexit(SDL_Quit)
.
So I disabled cleanup.
Plus the library names are not sensible, but you can change that.
The hardest part for me was porting my SDL code to SDL-1.3, and porting my OpenGL code to OpenGLES.
OpenGLES works as you'd expect, the accelerometer shows up as a 3 axis joystick,
and sound is solid.
I give iPhone SDL 4.5 out of a possible 5 stars.
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