Ah, curious. I suppose that's to be expected from the one-size-fits-all approach of frameworks and the likes though. In contrast, Poyo is fairly low-level, and much of its API was inspired by Allegro 5. It's a tiny library that doesn't back you into a corner.
- Load and draw bitmaps (as-is, tinted, rotated, scaled, clipped).
- Load fonts and draw text (self-explanatory).
- Load and play samples (change gain, speed, and repeat; no audio panning though).
- Affine transformations (translate, rotate, scale, and shear; no perspective transforms).
- Interface with mouse and keyboard (button/key up/down/pressed/released, get X/Y, lock, focus, etc).
- A couple more advanced features (render-to-texture, instanced rendering/batching, bespoke shaders).
No built-in methods for physics, tile-maps, animation frames, or collision detection. Again, it's a library, not a framework. But of course, just like with Allegro, you could easily roll your own solutions to suit your unique needs.
I'm slowly working on the next version. I plan for it to include texture transformations, stereo audio panning, and primitives (yes, this one's a little embarrassing, as when I originally endeavored to write the library, I only cared about blitting images, so primitives weren't a priority in the first release; but it will be trivial to commit). I'd like to also eventually look into adding touch inputs for mobile (I'm not a mobile gamer, and the phone I have is old and slow, so mobile/touch is a low priority).