{"id":102435,"date":"2021-12-01T15:36:54","date_gmt":"2021-12-01T13:36:54","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-multimedijnoj-biblioteki-sdl-2-0-18"},"modified":"2021-12-01T15:36:54","modified_gmt":"2021-12-01T13:36:54","slug":"vypusk-multimedijnoj-biblioteki-sdl-2-0-18","status":"publish","type":"post","link":"https:\/\/prohoster.info\/da\/blog\/news\/vypusk-multimedijnoj-biblioteki-sdl-2-0-18","title":{"rendered":"Udgivelse af mediebiblioteket SDL 2.0.18","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Biblioteket SDL 2.0.18 (Simple DirectMedia Layer) er blevet udgivet med fokus p\u00e5 at forenkle udviklingen af spil og multimedieapplikationer. SDL-biblioteket tilbyder v\u00e6rkt\u00f8jer som hardwareaccelereret 2D- og 3D-grafik, inputbehandling, lydafspilning, 3D-output via OpenGL\/OpenGL ES\/Vulkan og mange andre tilknyttede operationer. Biblioteket er skrevet i C og distribueres under zlib-licensen. For at udnytte SDL's funktioner i projekter p\u00e5 forskellige programmeringssprog tilbydes bindings. Kildekoden til biblioteket distribueres under Zlib-licensen.     <\/p>\n<p>I den nye version:   <\/p>\n<ul>\n<li class=\"l\"> For hver funktion gives information om den version af SDL, hvor denne funktion blev introduceret. Der er sikret automatisk synkronisering af dokumentationen i wiki med headerfilerne.\n<li class=\"l\"> Nye funktioner er blevet tilf\u00f8jet:\n<ul>\n<li class=\"l\"> SDL_RenderGeometry() og SDL_RenderGeometryRaw() til at tegne vilk\u00e5rlige former ved hj\u00e6lp af 2D Render API.\n<li class=\"l\"> SDL_SetTextureUserData() og SDL_GetTextureUserData() til at knytte applikationsdata til en tekstur.\n<li class=\"l\">  SDL_RenderWindowToLogical() og SDL_RenderLogicalToWindow() til at konvertere mellem vindueskoordinater og logiske tegnekoordinater.\n<li class=\"l\"> SDL_RenderSetVSync() til at aktivere synkronisering af output med rammesynkroniseringsimpulsen (vblank).\n<li class=\"l\"> SDL_PremultiplyAlpha() til at anvende gennemsigtighed p\u00e5 pixelblokke i formatet SDL_PIXELFORMAT_ARGB8888.\n<li class=\"l\">  SDL_SetWindowMouseRect() og SDL_GetWindowMouseRect() til at begr\u00e6nse musens bev\u00e6gelse til et angivet omr\u00e5de af vinduet.\n<li class=\"l\">  SDL_GameControllerHasRumble(), SDL_GameControllerHasRumbleTriggers(), SDL_JoystickHasRumble() og SDL_JoystickHasRumbleTriggers() til at tjekke, om gamecontroller- og joystick underst\u00f8tter adaptiv vibration (rumble).\n<li class=\"l\"> SDL_GetWindowICCProfile() til at hente den farve ICC-profil for vinduet (for at kontrollere \u00e6ndring af profilen er der foresl\u00e5et en begivenhed SDL_WINDOWEVENT_ICCPROF_CHANGED).  <\/ul>\n<li class=\"l\"> Nye hints er blevet tilf\u00f8jet: SDL_HINT_APP_NAME til at overf\u00f8re oplysninger om applikationens navn og SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY til at tillade gennemsigtighed for EGL-vinduer.\n<li class=\"l\"> En ny vinduesbegivenhed SDL_WINDOWEVENT_DISPLAY_CHANGED er blevet tilf\u00f8jet, som genereres, n\u00e5r sk\u00e6rmen med vinduet \u00e6ndres.\n<li class=\"l\"> Muligheden for at bestemme de pr\u00e6cise parametre for musens bev\u00e6gelse ved hj\u00e6lp af felterne &#171;preciseX&#187; og &#171;preciseY&#187; i h\u00e6ndelsesparametrene er blevet tilf\u00f8jet.\n<li class=\"l\"> Funktionen SDL_WaitEvent() er blevet revideret for at reducere CPU-belastningen.\n<li class=\"l\"> API hidapi er blevet flyttet til kategorien offentlig og er nu tilg\u00e6ngelig gennem headerfilen SDL_hidapi.h.\n<li class=\"l\"> P\u00e5 Windows-platformen er der forbedret h\u00e5ndtering af relativ musebev\u00e6gelse i Windows Remote Desktop. Der er tilf\u00f8jet en indikator SDL_HINT_IME_SHOW_UI for at vise native UI-komponenter (som standard skjult). For UWP-applikationer er WGI blevet brugt i stedet for XInput for at forbedre underst\u00f8ttelsen af input controllere.\n<li class=\"l\"> For Linux-platformen er der implementeret indikatorer: SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME til at knytte handlinger, der vises, n\u00e5r sk\u00e6rmsk\u00e6rmen deaktiveres; SDL_HINT_LINUX_JOYSTICK_CLASSIC til at v\u00e6lge, hvilken enhed (\/dev\/input\/js* eller \/dev\/input\/event*) der skal bruges til joystick; SDL_HINT_JOYSTICK_DEVICE til at angive den enhed, der \u00e5bnes for joystick. Der er tilf\u00f8jet en funktion SDL_LinuxSetThreadPriorityAndPolicy() til at styre prioriteringen af tr\u00e5de.\n<li class=\"l\"> For Android-platformen er der implementeret underst\u00f8ttelse af lydudgang og -optagelse ved hj\u00e6lp af AAudio API. Som standard er underst\u00f8ttelsen af Steam Controller deaktiveret (for at aktivere det, er der foresl\u00e5et en indikator SDL_HINT_JOYSTICK_HIDAPI_STEAM).    <\/ul>\n<p>Opdatering: En af forfatterne til SDL, Ryan Gordon (icculus), har oplyst, at han planl\u00e6gger at tilf\u00f8je et simpelt 3D API til SDL, som underst\u00f8tter funktioner fra moderne GPU API'er (Vulkan, Direct3D 12, Metal). Denne udvikling vil blive finansieret af Epic Games gennem Epic Megagrant programmet. Gordon indsendte ans\u00f8gningen om granten i maj 2021 og modtog for to uger siden et positivt svar.<br \/>\n<br \/>Kilde: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=56257\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0421\u043e\u0441\u0442\u043e\u044f\u043b\u0441\u044f \u0440\u0435\u043b\u0438\u0437 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 SDL 2.0.18 (Simple DirectMedia Layer), \u043d\u0430\u0446\u0435\u043b\u0435\u043d\u043d\u043e\u0439 \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. \u0411\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0430 SDL \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u0435\u0442 \u0442\u0430\u043a\u0438\u0435 \u0441\u0440\u0435\u0434\u0441\u0442\u0432\u0430 \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, \u0432\u044b\u0432\u043e\u0434 3D \u0447\u0435\u0440\u0435\u0437 OpenGL\/OpenGL ES\/Vulkan \u0438 \u043c\u043d\u043e\u0436\u0435\u0441\u0442\u0432\u043e \u0438\u043d\u044b\u0445 \u0441\u043e\u043f\u0443\u0442\u0441\u0442\u0432\u0443\u044e\u0449\u0438\u0445 \u043e\u043f\u0435\u0440\u0430\u0446\u0438\u0439. \u0411\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0430 \u043d\u0430\u043f\u0438\u0441\u0430\u043d\u0430 \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. \u0414\u043b\u044f \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u043d\u0438\u044f \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u0435\u0439 SDL [&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-102435","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\" 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