{"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\/it\/blog\/news\/vypusk-multimedijnoj-biblioteki-sdl-2-0-18","title":{"rendered":"Pubblicazione della libreria multimediale SDL 2.0.18","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>\u00c8 stata rilasciata la libreria SDL 2.0.18 (Simple DirectMedia Layer), mirata a semplificare la scrittura di giochi e applicazioni multimediali. La libreria SDL fornisce strumenti come l'output grafico 2D e 3D accelerato dall'hardware, gestione degli input, riproduzione audio, output 3D tramite OpenGL\/OpenGL ES\/Vulkan e molte altre operazioni correlate. La libreria \u00e8 scritta in C ed \u00e8 distribuita sotto licenza zlib. Per sfruttare le funzionalit\u00e0 di SDL in progetti in diversi linguaggi di programmazione sono disponibili binding. Il codice della libreria \u00e8 distribuito sotto licenza Zlib.     <\/p>\n<p>Nel nuovo rilascio:   <\/p>\n<ul>\n<li class=\"l\"> Per ogni funzione \u00e8 fornita l'informazione sulla versione di SDL in cui \u00e8 apparsa la funzione. \u00c8 fornita una sincronizzazione automatica della documentazione nel wiki con i file di intestazione.\n<li class=\"l\"> Sono state aggiunte nuove funzioni:\n<ul>\n<li class=\"l\"> SDL_RenderGeometry() e SDL_RenderGeometryRaw() per il disegno di forme arbitrarie utilizzando il 2D Render API.\n<li class=\"l\"> SDL_SetTextureUserData() e SDL_GetTextureUserData() per associare i dati dell'applicazione a una texture.\n<li class=\"l\">  SDL_RenderWindowToLogical() e SDL_RenderLogicalToWindow() per la conversione tra le coordinate della finestra e le coordinate logiche di rendering.\n<li class=\"l\"> SDL_RenderSetVSync() per abilitare la sincronizzazione dell'output con il segnale di aggiornamento del fotogramma (vblank).\n<li class=\"l\"> SDL_PremultiplyAlpha() per applicare la trasparenza ai blocchi di pixel nel formato SDL_PIXELFORMAT_ARGB8888.\n<li class=\"l\">  SDL_SetWindowMouseRect() e SDL_GetWindowMouseRect() per limitare il movimento del cursore del mouse a una determinata area della finestra.\n<li class=\"l\">  SDL_GameControllerHasRumble(), SDL_GameControllerHasRumbleTriggers(), SDL_JoystickHasRumble() e SDL_JoystickHasRumbleTriggers() per verificare il supporto della vibrazione adattativa (rumble) da parte del controller di gioco e del joystick.\n<li class=\"l\"> SDL_GetWindowICCProfile() per ottenere il profilo ICC dei colori della finestra (per controllare la modifica del profilo \u00e8 stato proposto l'evento SDL_WINDOWEVENT_ICCPROF_CHANGED).  <\/ul>\n<li class=\"l\"> Sono stati aggiunti nuovi indizi: SDL_HINT_APP_NAME per fornire informazioni sul nome dell'applicazione e SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY per abilitare la trasparenza per le finestre EGL.\n<li class=\"l\"> Aggiunto un nuovo evento della finestra SDL_WINDOWEVENT_DISPLAY_CHANGED, che viene generato quando cambia il monitor su cui \u00e8 visualizzata la finestra.\n<li class=\"l\"> \u00c8 stata fornita la possibilit\u00e0 di determinare i parametri esatti del movimento del mouse utilizzando i campi &#171;preciseX&#187; e &#171;preciseY&#187; nei parametri dell'evento.\n<li class=\"l\"> La funzione SDL_WaitEvent() \u00e8 stata riprogettata per ridurre il carico sulla CPU.\n<li class=\"l\"> L'API hidapi \u00e8 stata spostata nella categoria pubblica ed \u00e8 ora accessibile tramite il file di intestazione SDL_hidapi.h.\n<li class=\"l\"> Nella piattaforma Windows \u00e8 stato migliorato il rilevamento del movimento relativo del mouse in Windows Remote Desktop. \u00c8 stata aggiunta l'impostazione SDL_HINT_IME_SHOW_UI per mostrare i componenti dell'interfaccia nativa (di default sono nascosti). Per le applicazioni UWP, \u00e8 stato utilizzato WGI invece di XInput per migliorare il supporto dei controller.\n<li class=\"l\"> Per la piattaforma Linux sono state implementate le impostazioni: SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME per associare le azioni visualizzate quando il salvaschermo \u00e8 disattivato; SDL_HINT_LINUX_JOYSTICK_CLASSIC per scegliere quale dei dispositivi (\/dev\/input\/js* o \/dev\/input\/event*) utilizzare per il joystick; SDL_HINT_JOYSTICK_DEVICE per impostare il dispositivo da aprire per il joystick. \u00c8 stata aggiunta la funzione SDL_LinuxSetThreadPriorityAndPolicy() per gestire la priorit\u00e0 dei thread.\n<li class=\"l\"> Per la piattaforma Android \u00e8 stato implementato il supporto all'uscita e cattura audio tramite l'API AAudio. Di default, il supporto per il controller Steam Controller \u00e8 disattivato (per attivarlo \u00e8 fornita l'impostazione SDL_HINT_JOYSTICK_HIDAPI_STEAM).    <\/ul>\n<p>Aggiornamento: Uno degli autori di SDL, Ryan Gordon (icculus), ha annunciato che prevede di aggiungere a SDL una semplice API 3D, che supporti le funzionalit\u00e0 delle API delle moderne GPU (Vulkan, Direct3D 12, Metal). La compagnia Epic Games finanzier\u00e0 questo sviluppo nell'ambito del programma Epic Megagrant. Gordon ha presentato la domanda di grant nel maggio 2021 e ha ricevuto una risposta positiva due settimane fa.<br \/>\n<br \/>Fonte: <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 5.0.1.1 - aioseo.com -->\n\t<meta name=\"description\" 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