{"id":73813,"date":"2020-03-12T08:43:19","date_gmt":"2020-03-12T05:43:19","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-multimedijnoj-biblioteki-sdl-2-0-12"},"modified":"2020-03-12T08:43:19","modified_gmt":"2020-03-12T05:43:19","slug":"vypusk-multimedijnoj-biblioteki-sdl-2-0-12","status":"publish","type":"post","link":"https:\/\/prohoster.info\/de\/blog\/novosti-interneta\/vypusk-multimedijnoj-biblioteki-sdl-2-0-12","title":{"rendered":"Ver\u00f6ffentlichung der Multimedia-Bibliothek SDL 2.0.12","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex><a rel=\"nofollow\" href=\"https:\/\/discourse.libsdl.org\/t\/sdl-2-0-12-released\/27318\">Es fand<\/a><\/noindex> Release der Bibliothek <noindex><a rel=\"nofollow\" href=\"https:\/\/libsdl.org\">SDL 2.0.12<\/a><\/noindex> (Simple DirectMedia Layer), konzipiert zur Vereinfachung der Entwicklung von Spielen und Multimedia-Anwendungen. Die SDL-Bibliothek bietet Funktionen wie hardwarebeschleunigte Ausgabe von 2D- und 3D-Grafiken, Eingabeverarbeitung, Audio-Wiedergabe, 3D-Darstellung \u00fcber OpenGL\/OpenGL ES und viele weitere unterst\u00fctzende Operationen. Die Bibliothek ist in C geschrieben und wird unter der zlib-Lizenz verteilt. Um die Funktionen von SDL in Projekten mit verschiedenen Programmiersprachen zu nutzen, stehen Bindings zur Verf\u00fcgung.<\/p>\n<p>In der neuen Version:<\/p>\n<ul>\n<li class=\"l\"> Der HIDAPI-Treiber hat die Unterst\u00fctzung f\u00fcr Nintendo GameCube-Spielcontroller hinzugef\u00fcgt sowie die SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE-Option zur Erkennung ihrer Verwendung. Au\u00dferdem wurde die Unterst\u00fctzung f\u00fcr Xbox 360- und Xbox One-Controller im HIDAPI verbessert.\n<li class=\"l\"> Unterst\u00fctzung f\u00fcr die folgenden Spielcontroller hinzugef\u00fcgt:\n<ul>\n<li>   8BitDo FC30 Pro\n<li>        8BitDo M30 GamePad\n<li>        BDA PS4 Fightpad\n<li>        HORI Fighting Commander\n<li>        Hyperkin Duke\n<li>        Hyperkin X91\n<li>        MOGA XP5-A Plus\n<li>        NACON GC-400ES\n<li>        NVIDIA Controller v01.04\n<li>        PDP Versus Fighting Pad\n<li>        Razer Raion Fightpad f\u00fcr PS4\n<li>        Razer Serval\n<li>        Stadia Controller\n<li>        SteelSeries Stratus Duo\n<li>       Victrix Pro Fight Stick f\u00fcr PS4\n<li>        Xbox One Elite Series 2\n<\/ul>\n<li class=\"l\"> Funktionen SDL_GetTextureScaleMode() und SDL_SetTextureScaleMode() hinzugef\u00fcgt, um den Skalierungsmodus f\u00fcr Texturen abzurufen und zu setzen;\n<li class=\"l\"> Die Funktion SDL_LockTextureToSurface() wurde hinzugef\u00fcgt, die \u00e4hnlich wie SDL_LockTexture() ist, jedoch das gesperrte Gebiet als SDL Surface betrachtet;\n<li class=\"l\"> Ein neuer Mischmodus SDL_BLENDMODE_MUL wurde hinzugef\u00fcgt;\n<li class=\"l\"> In der Funktion SDL_GameControllerTypeForIndex() wird der Typ des Game Controllers (Xbox 360, Xbox One, PS3, PS4, Nintendo Switch Pro) ausgegeben;\n<li class=\"l\"> Die Funktionen SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerSetPlayerIndex() und SDL_GameControllerFromPlayerIndex() wurden hinzugef\u00fcgt, um das Ger\u00e4t zu bestimmen und das mit dem Spielerindex verbundene Ger\u00e4t festzulegen;\n<li class=\"l\"> Das Makro SDL_zeroa() wurde zum Zur\u00fccksetzen von Elementarrays hinzugef\u00fcgt;\n<li class=\"l\"> Die Funktion SDL_HasARMSIMD() zur Bestimmung der Unterst\u00fctzung von ARM SIMD-Anweisungen in ARMv6+-CPUs wurde hinzugef\u00fcgt;\n<li class=\"l\"> F\u00fcr Linux-Systeme wurden die Hinweise SDL_HINT_VIDEO_X11_WINDOW_VISUALID (Bestimmung der Ausgabe-ID f\u00fcr neue X11-Fenster) und SDL_HINT_VIDEO_X11_FORCE_EGL (Auswahl, ob GLX oder EGL f\u00fcr X11 verwendet werden soll) implementiert;\n<li class=\"l\"> F\u00fcr Android wurde die M\u00f6glichkeit hinzugef\u00fcgt, Ton \u00fcber OpenSL-ES aufzunehmen, und die Unterst\u00fctzung f\u00fcr die Verwendung von Bluetooth Steam Controller als Game Controller wurde implementiert.\n<\/ul>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Quelle: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52522\">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 2.0.12 (Simple DirectMedia Layer), 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[&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-73813","post","type-post","status-publish","format-standard","hentry","category-novosti-interneta"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 4.9.10 - aioseo.com -->\n\t<meta name=\"description\" content=\"\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 2.0.12 (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 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Multimedia-Anwendungen zu vereinfachen. Die SDL-Bibliothek bietet Funktionen wie hardwarebeschleunigte Ausgabe von 2D- und 3D-Grafiken, Eingabeverarbeitung, Audio-Wiedergabe und 3D-Ausgabe \u00fcber OpenGL\/OpenGL ES, sowie viele weitere verwandte Operationen. Die Bibliothek ist in C geschrieben und wird unter der zlib-Lizenz vertrieben. 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