{"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\/fr\/blog\/news\/vypusk-multimedijnoj-biblioteki-sdl-2-0-18","title":{"rendered":"Sortie de la biblioth\u00e8que multim\u00e9dia SDL 2.0.18","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>La version de la biblioth\u00e8que SDL 2.0.18 (Simple DirectMedia Layer) a \u00e9t\u00e9 publi\u00e9e, visant \u00e0 simplifier l'\u00e9criture de jeux et d'applications multim\u00e9dias. La biblioth\u00e8que SDL fournit des outils tels que le rendu acc\u00e9l\u00e9r\u00e9 par le mat\u00e9riel de graphiques 2D et 3D, la gestion des entr\u00e9es, la lecture de son, le rendu 3D via OpenGL\/OpenGL ES\/Vulkan et de nombreuses autres op\u00e9rations connexes. La biblioth\u00e8que est \u00e9crite en C et est distribu\u00e9e sous la licence zlib. Des liaisons sont fournies pour utiliser les fonctionnalit\u00e9s de SDL dans des projets \u00e9crits dans divers langages de programmation. Le code de la biblioth\u00e8que est distribu\u00e9 sous la licence Zlib.     <\/p>\n<p>Dans cette nouvelle version :   <\/p>\n<ul>\n<li class=\"l\"> Pour chaque fonction, des informations sur la version de SDL dans laquelle cette fonction est apparue sont fournies. La synchronisation automatique de la documentation dans le wiki avec les fichiers d'en-t\u00eate est assur\u00e9e.\n<li class=\"l\"> De nouvelles fonctions ont \u00e9t\u00e9 ajout\u00e9es :\n<ul>\n<li class=\"l\"> SDL_RenderGeometry() et SDL_RenderGeometryRaw() pour le rendu de formes arbitraires via l'API de rendu 2D.\n<li class=\"l\"> SDL_SetTextureUserData() et SDL_GetTextureUserData() pour relier des donn\u00e9es de l'application \u00e0 une texture.\n<li class=\"l\">  SDL_RenderWindowToLogical() et SDL_RenderLogicalToWindow() pour la conversion entre les coordonn\u00e9es de la fen\u00eatre et les coordonn\u00e9es logiques de rendu.\n<li class=\"l\"> SDL_RenderSetVSync() pour activer la synchronisation de la sortie avec le signal de suppression d'image (vblank).\n<li class=\"l\"> SDL_PremultiplyAlpha() pour appliquer la transparence aux blocs de pixels au format SDL_PIXELFORMAT_ARGB8888.\n<li class=\"l\">  SDL_SetWindowMouseRect() et SDL_GetWindowMouseRect() pour limiter le mouvement du curseur de la souris \u00e0 une zone sp\u00e9cifi\u00e9e de la fen\u00eatre.\n<li class=\"l\">  SDL_GameControllerHasRumble(), SDL_GameControllerHasRumbleTriggers(), SDL_JoystickHasRumble() et SDL_JoystickHasRumbleTriggers() pour v\u00e9rifier le support par le contr\u00f4leur de jeu et le joystick de l'effet de vibration adaptative (rumble).\n<li class=\"l\"> SDL_GetWindowICCProfile() pour obtenir le profil ICC de couleur de la fen\u00eatre (un \u00e9v\u00e9nement SDL_WINDOWEVENT_ICCPROF_CHANGED est propos\u00e9 pour v\u00e9rifier le changement de profil).  <\/ul>\n<li class=\"l\"> De nouveaux indicateurs ont \u00e9t\u00e9 ajout\u00e9s : SDL_HINT_APP_NAME pour transmettre des informations sur le nom de l'application et SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY pour activer la transparence pour les fen\u00eatres EGL.\n<li class=\"l\"> Un nouvel \u00e9v\u00e9nement de fen\u00eatre SDL_WINDOWEVENT_DISPLAY_CHANGED a \u00e9t\u00e9 ajout\u00e9, qui est g\u00e9n\u00e9r\u00e9 lors du changement d'\u00e9cran sur lequel la fen\u00eatre est affich\u00e9e.\n<li class=\"l\"> Il est d\u00e9sormais possible de d\u00e9finir les param\u00e8tres pr\u00e9cis du mouvement de la souris \u00e0 l'aide des champs \u00ab preciseX \u00bb et \u00ab preciseY \u00bb dans les param\u00e8tres de l'\u00e9v\u00e9nement.\n<li class=\"l\"> La fonction SDL_WaitEvent() a \u00e9t\u00e9 retravaill\u00e9e pour r\u00e9duire la charge sur le CPU.\n<li class=\"l\"> L'API hidapi a \u00e9t\u00e9 d\u00e9plac\u00e9e dans la cat\u00e9gorie publique et est maintenant accessible via le fichier d'en-t\u00eate SDL_hidapi.h.\n<li class=\"l\"> Sur la plateforme Windows, la d\u00e9tection du mouvement relatif de la souris a \u00e9t\u00e9 am\u00e9lior\u00e9e dans Windows Remote Desktop. Un nouvel indicateur SDL_HINT_IME_SHOW_UI a \u00e9t\u00e9 ajout\u00e9 pour afficher les composants d'interface natifs (par d\u00e9faut cach\u00e9s). Pour les applications UWP, WGI a \u00e9t\u00e9 utilis\u00e9 au lieu de XInput pour am\u00e9liorer la prise en charge des contr\u00f4leurs d'entr\u00e9e.\n<li class=\"l\"> Pour la plateforme Linux, les indicateurs suivants ont \u00e9t\u00e9 mis en \u0153uvre : SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME pour lier les actions affich\u00e9es lors de la d\u00e9sactivation de l'\u00e9conomiseur d'\u00e9cran ; SDL_HINT_LINUX_JOYSTICK_CLASSIC pour choisir quel p\u00e9riph\u00e9rique utiliser (\\\/dev\\\/input\\\/js* ou \\\/dev\\\/input\\\/event*) pour le joystick ; SDL_HINT_JOYSTICK_DEVICE pour d\u00e9finir le p\u00e9riph\u00e9rique \u00e0 ouvrir pour le joystick. Une fonction SDL_LinuxSetThreadPriorityAndPolicy() a \u00e9t\u00e9 ajout\u00e9e pour g\u00e9rer l'attribution des priorit\u00e9s pour les threads.\n<li class=\"l\"> Pour la plateforme Android, un support pour la sortie et la capture audio a \u00e9t\u00e9 impl\u00e9ment\u00e9 \u00e0 l'aide de l'API AAudio. Par d\u00e9faut, le support du contr\u00f4leur Steam Controller est d\u00e9sactiv\u00e9 (un indicateur SDL_HINT_JOYSTICK_HIDAPI_STEAM est propos\u00e9 pour l'activer).    <\/ul>\n<p>Ajout : L'un des auteurs de SDL, Ryan Gordon (icculus), a annonc\u00e9 qu'il pr\u00e9voyait d'ajouter une API 3D simple \u00e0 SDL, prenant en charge les capacit\u00e9s des API modernes des GPU (Vulkan, Direct3D 12, Metal). Cette d\u00e9veloppement sera financ\u00e9 par la soci\u00e9t\u00e9 Epic Games, dans le cadre du programme Epic Megagrant. Gordon a soumis sa demande de subvention en mai 2021 et a re\u00e7u une r\u00e9ponse positive il y a deux semaines.<br \/>\n<br \/>Source : <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 5.0.2 - aioseo.com -->\n\t<meta name=\"description\" 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