{"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\/hu\/blog\/news\/vypusk-multimedijnoj-biblioteki-sdl-2-0-18","title":{"rendered":"Megjelent az SDL 2.0.18 multim\u00e9di\u00e1s k\u00f6nyvt\u00e1r","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Megjelent az SDL 2.0.18 (Simple DirectMedia Layer) k\u00f6nyvt\u00e1r, amely a j\u00e1t\u00e9kok \u00e9s multim\u00e9di\u00e1s alkalmaz\u00e1sok \u00edr\u00e1s\u00e1nak megk\u00f6nny\u00edt\u00e9s\u00e9re \u00f6sszpontos\u00edt. Az SDL k\u00f6nyvt\u00e1r olyan eszk\u00f6z\u00f6ket biztos\u00edt, mint a hardveres gyors\u00edt\u00e1s\u00fa 2D \u00e9s 3D grafika, bemenetkezel\u00e9s, hanglej\u00e1tsz\u00e1s, 3D megjelen\u00edt\u00e9s OpenGL\/OpenGL ES\/Vulkan r\u00e9v\u00e9n, valamint sz\u00e1mos egy\u00e9b kieg\u00e9sz\u00edt\u0151 m\u0171velet. A k\u00f6nyvt\u00e1r C nyelven \u00edr\u00f3dott \u00e9s zlib licenc alatt terjesztik. Az SDL funkci\u00f3inak haszn\u00e1lat\u00e1hoz m\u00e1s programoz\u00e1si nyelvekben el\u00e9rhet\u0151k a binderek. A k\u00f6nyvt\u00e1r k\u00f3dj\u00e1ra a Zlib licenc vonatkozik.     <\/p>\n<p>Az \u00faj kiad\u00e1sban:   <\/p>\n<ul>\n<li class=\"l\"> Minden funkci\u00f3hoz meg van adva az SDL verzi\u00f3ja, amelyben az adott funkci\u00f3 megjelent. Biztos\u00edtva van a dokument\u00e1ci\u00f3 automatikus szinkroniz\u00e1l\u00e1sa a wiki \u00e9s a header f\u00e1jlok k\u00f6z\u00f6tt.\n<li class=\"l\"> \u00daj funkci\u00f3k ker\u00fcltek hozz\u00e1ad\u00e1sra:\n<ul>\n<li class=\"l\"> SDL_RenderGeometry() \u00e9s SDL_RenderGeometryRaw() az \u00f6n\u00e1ll\u00f3 form\u00e1k kirajzol\u00e1s\u00e1hoz a 2D Render API seg\u00edts\u00e9g\u00e9vel.\n<li class=\"l\"> SDL_SetTextureUserData() \u00e9s SDL_GetTextureUserData() az alkalmaz\u00e1s adatok text\u00far\u00e1hoz val\u00f3 hozz\u00e1rendel\u00e9s\u00e9re.\n<li class=\"l\">  SDL_RenderWindowToLogical() \u00e9s SDL_RenderLogicalToWindow() a koordin\u00e1t\u00e1k \u00e1tkonvert\u00e1l\u00e1s\u00e1ra az ablak \u00e9s a logikai rajzol\u00e1si koordin\u00e1t\u00e1k k\u00f6z\u00f6tt.\n<li class=\"l\"> SDL_RenderSetVSync() a frame sync (vblank) aktiv\u00e1l\u00e1s\u00e1hoz.\n<li class=\"l\"> SDL_PremultiplyAlpha() az \u00e1tl\u00e1tsz\u00f3s\u00e1g alkalmaz\u00e1s\u00e1ra SDL_PIXELFORMAT_ARGB8888 form\u00e1tumban l\u00e9v\u0151 pixelblokkokra.\n<li class=\"l\">  SDL_SetWindowMouseRect() \u00e9s SDL_GetWindowMouseRect() a kurzor mozg\u00e1s\u00e1nak korl\u00e1toz\u00e1s\u00e1ra egy megadott ablakter\u00fcleten.\n<li class=\"l\">  SDL_GameControllerHasRumble(), SDL_GameControllerHasRumbleTriggers(), SDL_JoystickHasRumble() \u00e9s SDL_JoystickHasRumbleTriggers() a j\u00e1t\u00e9kvez\u00e9rl\u0151 \u00e9s joystick adapt\u00edv rezg\u00e9s (rumble) t\u00e1mogat\u00e1s\u00e1nak ellen\u0151rz\u00e9s\u00e9re.\n<li class=\"l\"> SDL_GetWindowICCProfile() az ablak sz\u00ednes ICC profilos megkap\u00e1s\u00e1ra (a profil v\u00e1ltoz\u00e1s\u00e1nak ellen\u0151rz\u00e9s\u00e9re SDL_WINDOWEVENT_ICCPROF_CHANGED esem\u00e9ny javasolt).  <\/ul>\n<li class=\"l\"> \u00daj jelz\u0151k ker\u00fcltek hozz\u00e1ad\u00e1sra: SDL_HINT_APP_NAME az alkalmaz\u00e1s nev\u00e9nek \u00e1tad\u00e1s\u00e1ra, \u00e9s SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY az EGL ablakok \u00e1tl\u00e1tsz\u00f3s\u00e1g\u00e1nak enged\u00e9lyez\u00e9s\u00e9re.\n<li class=\"l\"> \u00daj ablak esem\u00e9ny SDL_WINDOWEVENT_DISPLAY_CHANGED lett hozz\u00e1adva, amely akkor gener\u00e1l\u00f3dik, amikor a k\u00e9perny\u0151 megv\u00e1ltozik, ahol az ablak l\u00e1that\u00f3.\n<li class=\"l\"> Lehet\u0151s\u00e9get biztos\u00edt a pontos eg\u00e9rmozg\u00e1s-param\u00e9terek meghat\u00e1roz\u00e1s\u00e1ra a \"preciseX\" \u00e9s \"preciseY\" mez\u0151k seg\u00edts\u00e9g\u00e9vel az esem\u00e9ny param\u00e9tereiben.\n<li class=\"l\"> Az SDL_WaitEvent() funkci\u00f3t \u00e1tdolgozt\u00e1k a CPU terhel\u00e9s\u00e9nek cs\u00f6kkent\u00e9s\u00e9re.\n<li class=\"l\"> Az hidapi API nyilv\u00e1nos kateg\u00f3ri\u00e1ba ker\u00fclt \u00e9s mostant\u00f3l el\u00e9rhet\u0151 az SDL_hidapi.h header f\u00e1jlon kereszt\u00fcl.\n<li class=\"l\"> A Windows platform improved the detection of relative mouse movement in Windows Remote Desktop. A new feature, SDL_HINT_IME_SHOW_UI, has been added to display native interface components (which are hidden by default). For UWP applications, WGI is now used instead of XInput to enhance input controller support.\n<li class=\"l\"> For the Linux platform, the following features have been implemented: SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME to bind actions displayed when disabling the screensaver; SDL_HINT_LINUX_JOYSTICK_CLASSIC to choose which device (\/dev\/input\/js* or \/dev\/input\/event*) to use for the joystick; SDL_HINT_JOYSTICK_DEVICE to set the device opened for the joystick. The function SDL_LinuxSetThreadPriorityAndPolicy() has been added to manage the priority arrangement for threads.\n<li class=\"l\"> For the Android platform, support for audio output and capture has been implemented using the AAudio API. By default, support for the Steam Controller is disabled (to enable it, the flag SDL_HINT_JOYSTICK_HIDAPI_STEAM is suggested).    <\/ul>\n<p>Additional Note: One of the SDL authors, Ryan Gordon (icculus), mentioned plans to add a simple 3D API to SDL, supporting the capabilities of modern GPU APIs (Vulkan, Direct3D 12, Metal). The development will be funded by Epic Games as part of the Epic Megagrant program. Gordon submitted the grant application in May 2021, and two weeks ago received a positive response.<br \/>\n<br \/>Forr\u00e1s: <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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