{"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\/hr\/blog\/news\/vypusk-multimedijnoj-biblioteki-sdl-2-0-18","title":{"rendered":"Izdanje multimedijske biblioteke SDL 2.0.18","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Objavljen je SDL 2.0.18 (Simple DirectMedia Layer) biblioteka, koja pojednostavljuje pisanje igara i multimedijskih aplikacija. SDL biblioteka nudi alate za hardversko ubrzanje 2D i 3D grafike, obradu unosa, reprodukciju zvuka, 3D iscrtavanje preko OpenGL\/OpenGL ES\/Vulkan i mno\u0161tvo drugih prate\u0107ih operacija. Biblioteka je napisana u C jeziku i distribuirana je pod zlib licencom. Za kori\u0161tenje SDL mogu\u0107nosti u projektima na razli\u010ditim programskim jezicima dostupne su veznice. Kod biblioteke je distribuiran pod Zlib licencom.     <\/p>\n<p>U novom izdanju:   <\/p>\n<ul>\n<li class=\"l\"> Za svaku funkciju pru\u017eene su informacije o verziji SDL-a u kojoj je funkcija prvi put pojavila. Osigurana je automatska sinkronizacija dokumentacije u wiki s header datotekama.\n<li class=\"l\"> Dodane nove funkcije:\n<ul>\n<li class=\"l\"> SDL_RenderGeometry() i SDL_RenderGeometryRaw() za iscrtavanje proizvoljnih oblika pomo\u0107u 2D Render API.\n<li class=\"l\"> SDL_SetTextureUserData() i SDL_GetTextureUserData() za vezivanje podataka aplikacije na teksturu.\n<li class=\"l\">  SDL_RenderWindowToLogical() i SDL_RenderLogicalToWindow() za pretvaranje izme\u0111u prozorskih koordinates i logi\u010dkih koordinates iscrtavanja.\n<li class=\"l\"> SDL_RenderSetVSync() za uklju\u010divanje sinkronizacije izlaza s okvirom (vblank).\n<li class=\"l\"> SDL_PremultiplyAlpha() za primjenu prozirnosti na blokove piksela u formatu SDL_PIXELFORMAT_ARGB8888.\n<li class=\"l\">  SDL_SetWindowMouseRect() i SDL_GetWindowMouseRect() za ograni\u010davanje kretanja kursora mi\u0161a na odre\u0111eno podru\u010dje prozora.\n<li class=\"l\">  SDL_GameControllerHasRumble(), SDL_GameControllerHasRumbleTriggers(), SDL_JoystickHasRumble() i SDL_JoystickHasRumbleTriggers() za provjeru podr\u0161ke igra\u010da i joysticka za efekt adaptivne vibracije (rumble).\n<li class=\"l\"> SDL_GetWindowICCProfile() za dobivanje ICC profila boje prozora (za provjeru promjene profila ponu\u0111eno je doga\u0111aj SDL_WINDOWEVENT_ICCPROF_CHANGED).  <\/ul>\n<li class=\"l\"> Dodani su novi indikatori: SDL_HINT_APP_NAME za prijenos informacija o imenu aplikacije i SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY za omogu\u0107avanje prozra\u010dnosti za EGL prozore.\n<li class=\"l\"> Dodan je novi doga\u0111aj prozora SDL_WINDOWEVENT_DISPLAY_CHANGED, koji se generira prilikom promjene ekrana na kojem se prikazuje prozor.\n<li class=\"l\"> Omogu\u0107eno je precizno odre\u0111ivanje parametara kretanja mi\u0161a putem polja &#171;preciseX&#187; i &#171;preciseY&#187; u parametrima doga\u0111aja.\n<li class=\"l\"> Funkcija SDL_WaitEvent() redizajnirana je za smanjenje optere\u0107enja CPU-a.\n<li class=\"l\"> hidapi API je preba\u010den u javnu kategoriju i sada je dostupan putem header datoteke SDL_hidapi.h.\n<li class=\"l\"> Na Windows platformi pobolj\u0161ano je prepoznavanje relativnog kretanja mi\u0161a u Windows Remote Desktop. Dodana je oznaka SDL_HINT_IME_SHOW_UI za prikaz izvornih komponenti su\u010delja (po defaultu su skrivene). Za UWP aplikacije umjesto XInput koristi se WGI za pobolj\u0161anu podr\u0161ku ulaznih kontrolera.\n<li class=\"l\"> Za Linux platformu implementirane su oznake: SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME za vezivanje radnji koje se prikazuju prilikom isklju\u010divanja za\u0161titnika ekrana; SDL_HINT_LINUX_JOYSTICK_CLASSIC za odabir koje ure\u0111aje (\\\/dev\\\/input\\\/js* ili \\\/dev\\\/input\\\/event*) koristiti za joystick; SDL_HINT_JOYSTICK_DEVICE za postavljanje ure\u0111aja koji se otvara za joystick. Dodana je funkcija SDL_LinuxSetThreadPriorityAndPolicy() za upravljanje raspodjelom prioriteta za niti.\n<li class=\"l\"> Za Android platformu implementirana je podr\u0161ka za izlaz i pri\u010dvr\u0161\u0107ivanje zvuka kori\u0161tenjem AAudio API-ja. Podr\u0161ka za Steam Controller je po defaultu isklju\u010dena (za uklju\u010divanje predlo\u017eena je oznaka SDL_HINT_JOYSTICK_HIDAPI_STEAM).    <\/ul>\n<p>Dodatak: Jedan od autora SDL-a, Ryan Gordon (icculus), izjavio je da planira dodati jednostavni 3D API podr\u017eavaju\u0107i mogu\u0107nosti modernih GPU API-ja (Vulkan, Direct3D 12, Metal). Ovu razvoj \u0107e financirati kompanija Epic Games u okviru programa Epic Megagrant. Gordon je podnio zahtjev za grant u svibnju 2021., a prije dvije sedmice je dobio pozitivan odgovor.<br \/>\n<br \/>Izvor: <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 5.0.4 - aioseo.com -->\n\t<meta name=\"description\" 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