{"id":153256,"date":"2026-01-01T11:12:28","date_gmt":"2026-01-01T09:12:28","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/reliz-multimedijnoj-biblioteki-sdl-3-4-0"},"modified":"2026-01-01T11:12:28","modified_gmt":"2026-01-01T09:12:28","slug":"reliz-multimedijnoj-biblioteki-sdl-3-4-0","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/news\/reliz-multimedijnoj-biblioteki-sdl-3-4-0","title":{"rendered":"Vyd\u00e1n\u00ed multimedi\u00e1ln\u00ed knihovny SDL 3.4.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Byla p\u0159edstavena vyd\u00e1n\u00ed knihovny SDL 3.4.0 (Simple DirectMedia Layer). Knihovna je zam\u011b\u0159ena na zjednodu\u0161en\u00ed psan\u00ed her a multimedi\u00e1ln\u00edch aplikac\u00ed a poskytuje funkce jako hardwarov\u011b akcelerovan\u00fd v\u00fdstup 2D a 3D grafiky, zpracov\u00e1n\u00ed vstupu, p\u0159ehr\u00e1v\u00e1n\u00ed zvuku a v\u00fdstup 3D p\u0159es OpenGL, OpenGL ES, Metal, Direct3D nebo Vulkan. K\u00f3d je naps\u00e1n v jazyce C a je distribuov\u00e1n pod licenc\u00ed Zlib. Jsou poskytov\u00e1ny ob\u00e1lky pro pou\u017eit\u00ed SDL v projektech v r\u016fzn\u00fdch programovac\u00edch jazyc\u00edch.     <\/p>\n<p>SDL 3.4.0 je druhou v\u00fdznamnou stabiln\u00ed v\u011btv\u00ed v s\u00e9rii SDL 3.x \u2014 prvn\u00ed stabiln\u00ed v\u011btv\u00ed byla vyhl\u00e1\u0161ena s\u00e9rie 3.2.x, zat\u00edmco v\u011btev 3.3.x byla pova\u017eov\u00e1na za experiment\u00e1ln\u00ed. Hlavn\u00ed zm\u011bny v SDL 3.4.0 se t\u00fdkaj\u00ed zlep\u0161en\u00ed p\u0159enositelnosti mezi API 3D GPU a API pro dvourozm\u011brn\u00e9 vykreslov\u00e1n\u00ed, roz\u0161\u00ed\u0159en\u00ed podpory pro sestaven\u00ed v WebAssembly pomoc\u00ed kompil\u00e1toru Emscripten, zlep\u0161en\u00ed pr\u00e1ce s grafick\u00fdmi tablety a digit\u00e1ln\u00edmi pery a zaveden\u00ed vestav\u011bn\u00e9 podpory pro form\u00e1t obr\u00e1zk\u016f PNG.        <\/p>\n<p>Mezi nov\u00e9 mo\u017enosti v SDL 3.4.0:  <\/p>\n<ul>\n<li class=\"l\"> Byla p\u0159id\u00e1na vestav\u011bn\u00e1 podpora pro obr\u00e1zky ve form\u00e1tu PNG, pro kter\u00e9 byly navr\u017een\u00e9 funkce SDL_LoadPNG(), SDL_LoadPNG_IO(), SDL_SavePNG() a SDL_SavePNG_IO(). Pro ur\u010den\u00ed form\u00e1tu (PNG nebo BMP) a na\u010dten\u00ed obr\u00e1zk\u016f jako povrch\u016f byly p\u0159id\u00e1ny funkce SDL_LoadSurface() a SDL_LoadSurface_IO().\n<li class=\"l\"> Byla p\u0159id\u00e1na funkce SDL_RotateSurface() pro vytvo\u0159en\u00ed oto\u010den\u00e9 kopie povrchu.\n<li class=\"l\"> Byla p\u0159id\u00e1na funkce SDL_CreateAnimatedCursor() pro vytv\u00e1\u0159en\u00ed barevn\u00fdch animovan\u00fdch kurzor\u016f, stejn\u011b jako p\u0159\u00edznak SDL_HINT_MOUSE_DPI_SCALE_CURSORS pro automatick\u00e9 \u0161k\u00e1lov\u00e1n\u00ed kurzor\u016f v z\u00e1vislosti na \u00farovni m\u011b\u0159\u00edtka obrazovky.\n<li class=\"l\"> Byly p\u0159id\u00e1ny funkce SDL_SetWindowProgressState(), SDL_SetWindowProgressValue(), SDL_GetWindowProgressState() a SDL_GetWindowProgressValue() pro zobrazen\u00ed pr\u016fb\u011bhu operace v ikonce aplikace na panelu \u00faloh.\n<li class=\"l\"> Byly p\u0159id\u00e1ny vlastnosti pro pou\u017eit\u00ed GPU API se star\u0161\u00edm hardwarem.\n<li class=\"l\"> Byly p\u0159id\u00e1ny vlastnosti SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER a SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN pro nastaven\u00ed a vyu\u017eit\u00ed mo\u017enost\u00ed API Vulkan p\u0159i vytv\u00e1\u0159en\u00ed za\u0159\u00edzen\u00ed GPU.\n<li class=\"l\"> Byla p\u0159id\u00e1na funkce SDL_GetGPUDeviceProperties() pro dotazov\u00e1n\u00ed informac\u00ed o GPU.\n<li class=\"l\"> Byly p\u0159id\u00e1ny funkce SDL_CreateGPURenderer() a SDL_GetGPURendererDevice() pro aktivaci GPU p\u0159i 2D vykreslov\u00e1n\u00ed, stejn\u011b jako SDL_SetGPURenderStateFragmentUniforms(), SDL_SetGPURenderState() a SDL_DestroyGPURenderState() pro aktivaci fragmentov\u00fdch shader\u016f p\u0159i 2D vykreslov\u00e1n\u00ed.\n<li class=\"l\">  P\u0159i 2D vykreslov\u00e1n\u00ed pomoc\u00ed GPU byla implementov\u00e1na podpora YUV textur a HDR. Byla p\u0159id\u00e1na podpora textur s paletami, pro jejich\u017e pou\u017eit\u00ed byly p\u0159id\u00e1ny funkce SDL_GetTexturePalette() a SDL_SetTexturePalette(). P\u0159id\u00e1ny jsou funkce SDL_GetPixelFormatFromGPUTextureFormat() a SDL_GetGPUTextureFormatFromPixelFormat() pro p\u0159evod form\u00e1t\u016f textur, jako\u017e i parametry SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER a SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER pro vytv\u00e1\u0159en\u00ed 2D textur z GPU textur. Pro nastaven\u00ed textur byly p\u0159id\u00e1ny funkce SDL_RenderTexture9GridTiled(), SDL_GetDefaultTextureScaleMode(), SDL_SetDefaultTextureScaleMode(), SDL_GetRenderTextureAddressMode() a SDL_SetRenderTextureAddressMode().\n<li class=\"l\"> Byl p\u0159id\u00e1n parametr SDL_SCALEMODE_PIXELART pro pou\u017eit\u00ed algoritmu \u0161k\u00e1lov\u00e1n\u00ed optimalizovan\u00e9ho pro pixelovou grafiku.\n<li class=\"l\"> Byly implementov\u00e1ny ud\u00e1losti SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED, SDL_EVENT_SCREEN_KEYBOARD_SHOWN, SDL_EVENT_SCREEN_KEYBOARD_HIDDEN, SDL_EVENT_PINCH_BEGIN, SDL_EVENT_PINCH_UPDATE, SDL_EVENT_PINCH_END a SDL_EVENT_AUDIO_DEVICE_ADDED, kter\u00e9 se spou\u0161t\u011bj\u00ed p\u0159i zm\u011bn\u011b hranic, zobrazen\u00ed\/skryt\u00ed dotykov\u00e9 kl\u00e1vesnice, dotykov\u00fdch gestech a p\u0159id\u00e1n\u00ed zvukov\u00e9ho za\u0159\u00edzen\u00ed.\n<li class=\"l\"> Byly p\u0159id\u00e1ny funkce SDL_PutAudioStreamDataNoCopy() a SDL_PutAudioStreamPlanarData() pro efektivn\u011bj\u0161\u00ed zpracov\u00e1n\u00ed zvukov\u00fdch tok\u016f.\n<li class=\"l\"> Byla p\u0159id\u00e1na podpora hern\u00edch ovlada\u010d\u016f Nintendo Switch 2 p\u0159ipojen\u00fdch p\u0159es USB. Byla roz\u0161\u00ed\u0159ena podpora ovlada\u010d\u016f 8BitDo, FlyDigi a Hand Held Legend SInput.\n<li class=\"l\"> Pro zlep\u0161en\u00ed v\u00fdkonu WebAssembly aplikac\u00ed sestaven\u00fdch pomoc\u00ed kompil\u00e1toru Emscripten byla p\u0159id\u00e1na funkce SDL_SetWindowFillDocument() a byly implementov\u00e1ny parametry SDL_WINDOW_FILL_DOCUMENT, SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_CANVAS_ID_STRING a SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING.\n<li class=\"l\"> Na platform\u011b Linux byla implementov\u00e1na podpora atomick\u00fdch operac\u00ed p\u0159i pou\u017eit\u00ed KMSDRM, aktivovan\u00fdch pomoc\u00ed vlastnosti SDL_HINT_KMSDRM_ATOMIC. Byl p\u0159id\u00e1n parametr SDL_PROP_DISPLAY_WAYLAND_WL_OUTPUT_POINTER pro dotaz na v\u00fdstupn\u00ed za\u0159\u00edzen\u00ed wl_output spojen\u00e9 s obrazovkou v prost\u0159ed\u00edch zalo\u017een\u00fdch na Wayland.      <\/ul>\n<p>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=64537\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\u043d \u0440\u0435\u043b\u0438\u0437 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 SDL 3.4.0 (Simple DirectMedia Layer). \u0411\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0430 \u043d\u0430\u0446\u0435\u043b\u0435\u043d\u0430 \u043d\u0430 \u0443\u043f\u0440\u043e\u0449\u0435\u043d\u0438\u0435 \u043d\u0430\u043f\u0438\u0441\u0430\u043d\u0438\u044f \u0438\u0433\u0440 \u0438 \u043c\u0443\u043b\u044c\u0442\u0438\u043c\u0435\u0434\u0438\u0439\u043d\u044b\u0445 \u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439, \u0438 \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u0435\u0442 \u0442\u0430\u043a\u0438\u0435 \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u0438, \u043a\u0430\u043a \u0430\u043f\u043f\u0430\u0440\u0430\u0442\u043d\u043e-\u0443\u0441\u043a\u043e\u0440\u0435\u043d\u043d\u044b\u0439 \u0432\u044b\u0432\u043e\u0434 2D- \u0438 3D-\u0433\u0440\u0430\u0444\u0438\u043a\u0438, \u043e\u0431\u0440\u0430\u0431\u043e\u0442\u043a\u0430 \u0432\u0432\u043e\u0434\u0430, \u0432\u043e\u0441\u043f\u0440\u043e\u0438\u0437\u0432\u0435\u0434\u0435\u043d\u0438\u0435 \u0437\u0432\u0443\u043a\u0430 \u0438 \u0432\u044b\u0432\u043e\u0434 3D \u0447\u0435\u0440\u0435\u0437 OpenGL, OpenGL ES, Metal, Direct3D \u0438\u043b\u0438 Vulkan. \u041a\u043e\u0434 \u043d\u0430\u043f\u0438\u0441\u0430\u043d \u043d\u0430 \u044f\u0437\u044b\u043a\u0435 \u0421\u0438 \u0438 \u0440\u0430\u0441\u043f\u0440\u043e\u0441\u0442\u0440\u0430\u043d\u044f\u0435\u0442\u0441\u044f \u043f\u043e\u0434 \u043b\u0438\u0446\u0435\u043d\u0437\u0438\u0435\u0439 Zlib. \u041f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u044e\u0442\u0441\u044f \u043e\u0431\u0432\u044f\u0437\u043a\u0438 \u0434\u043b\u044f [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-153256","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\u043d \u0440\u0435\u043b\u0438\u0437 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