{"id":153256,"date":"2026-01-01T11:12:28","date_gmt":"2026-01-01T09:12:28","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/reliz-multimedijnoj-biblioteki-sdl-3-4-0"},"modified":"2026-01-01T11:12:28","modified_gmt":"2026-01-01T09:12:28","slug":"reliz-multimedijnoj-biblioteki-sdl-3-4-0","status":"publish","type":"post","link":"https:\/\/prohoster.info\/it\/blog\/novosti-interneta\/reliz-multimedijnoj-biblioteki-sdl-3-4-0","title":{"rendered":"Rilascio della libreria multimediale SDL 3.4.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>\u00c8 stato rilasciato SDL 3.4.0 (Simple DirectMedia Layer). Questa libreria \u00e8 progettata per semplificare lo sviluppo di giochi e applicazioni multimediali, offrendo funzionalit\u00e0 come l'output grafico 2D e 3D accelerato hardware, la gestione degli input, la riproduzione audio e l'output 3D tramite OpenGL, OpenGL ES, Metal, Direct3D o Vulkan. Il codice \u00e8 scritto in C e distribuito sotto la licenza Zlib. Sono disponibili anche dei wrapper per utilizzare SDL in progetti in vari linguaggi di programmazione.     <\/p>\n<p>SDL 3.4.0 \u00e8 la seconda versione significativa stabile della serie SDL 3.x \u2014 la prima versione stabile era la serie 3.2.x, mentre la serie 3.3.x era considerata sperimentale. Le principali modifiche in SDL 3.4.0 riguardano il miglioramento della compatibilit\u00e0 tra le API GPU 3D e le API per il rendering 2D, l'ampliamento del supporto per la compilazione in WebAssembly tramite il compilatore Emscripten, il miglioramento delle prestazioni con tavoletta grafiche e pennini digitali, e l'introduzione del supporto integrato per il formato immagine PNG.        <\/p>\n<p>Tra le nuove funzionalit\u00e0 in SDL 3.4.0:  <\/p>\n<ul>\n<li class=\"l\"> \u00c8 stata aggiunta la supporto integrato per le immagini in formato PNG, con le funzioni SDL_LoadPNG(), SDL_LoadPNG_IO(), SDL_SavePNG() e SDL_SavePNG_IO() per gestirle. Sono state aggiunte anche le funzioni SDL_LoadSurface() e SDL_LoadSurface_IO() per determinare il formato (PNG o BMP) e caricare le immagini come superfici.\n<li class=\"l\"> \u00c8 stata aggiunta la funzione SDL_RotateSurface() per creare una copia ruotata della superficie.\n<li class=\"l\"> \u00c8 stata aggiunta la funzione SDL_CreateAnimatedCursor() per creare cursori animati colorati, insieme all'opzione SDL_HINT_MOUSE_DPI_SCALE_CURSORS per la scala automatica dei cursori in base al livello di scaling dello schermo.\n<li class=\"l\"> Sono state aggiunte le funzioni SDL_SetWindowProgressState(), SDL_SetWindowProgressValue(), SDL_GetWindowProgressState() e SDL_GetWindowProgressValue() per mostrare il progresso delle operazioni nell'icona dell'applicazione nella barra delle applicazioni.\n<li class=\"l\"> Sono state aggiunte propriet\u00e0 per l'utilizzo delle API GPU con hardware pi\u00f9 vecchio.\n<li class=\"l\"> \u00c8 stata aggiunta la propriet\u00e0 SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER e SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEA per configurare e abilitare le funzionalit\u00e0 delle API Vulkan durante la creazione dei dispositivi GPU.\n<li class=\"l\"> \u00c8 stata aggiunta la funzione SDL_GetGPUDeviceProperties() per richiedere informazioni sul GPU.\n<li class=\"l\"> Sono state aggiunte le funzioni SDL_CreateGPURenderer() e SDL_GetGPURendererDevice() per l'utilizzo della GPU nella rasterizzazione 2D, cos\u00ec come SDL_SetGPURenderStateFragmentUniforms(), SDL_SetGPURenderState() e SDL_DestroyGPURenderState() per l'attivazione degli shader a frammento nella rasterizzazione 2D.\n<li class=\"l\">  Nella rasterizzazione 2D utilizzando la GPU \u00e8 stata implementata la supporto per texture YUV e HDR. \u00c8 stata aggiunta la supporto per texture con palette, per le quali sono state introdotte le funzioni SDL_GetTexturePalette() e SDL_SetTexturePalette(). Sono state aggiunte le funzioni SDL_GetPixelFormatFromGPUTextureFormat() e SDL_GetGPUTextureFormatFromPixelFormat() per la conversione dei formati delle texture, cos\u00ec come le propriet\u00e0 SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER e SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER per la creazione di texture 2D da texture GPU. Per la configurazione delle texture sono state aggiunte le funzioni SDL_RenderTexture9GridTiled(), SDL_GetDefaultTextureScaleMode(), SDL_SetDefaultTextureScaleMode(), SDL_GetRenderTextureAddressMode(), SDL_SetRenderTextureAddressMode().\n<li class=\"l\"> \u00c8 stato aggiunto il parametro SDL_SCALEMODE_PIXELART per utilizzare un algoritmo di scalatura ottimizzato per la grafica a pixel.\n<li class=\"l\"> Sono stati implementati gli eventi SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED, SDL_EVENT_SCREEN_KEYBOARD_SHOWN, SDL_EVENT_SCREEN_KEYBOARD_HIDDEN, SDL_EVENT_PINCH_BEGIN, SDL_EVENT_PINCH_UPDATE, SDL_EVENT_PINCH_END e SDL_EVENT_AUDIO_DEVICE_ADDED, che si attivano in caso di modifica dei confini, apertura\/chiusura della tastiera su schermo, gesti su schermo e aggiunta di un dispositivo audio.\n<li class=\"l\"> Sono state aggiunte le funzioni SDL_PutAudioStreamDataNoCopy() e SDL_PutAudioStreamPlanarData() per una gestione pi\u00f9 efficiente dei flussi audio.\n<li class=\"l\"> Aggiunta la compatibilit\u00e0 con i controller di gioco Nintendo Switch 2, collegati tramite USB. Espansa anche la compatibilit\u00e0 con i controller 8BitDo, FlyDigi e Hand Held Legend SInput.\n<li class=\"l\"> Per migliorare le prestazioni delle applicazioni WebAssembly compilate con il compilatore Emscripten, \u00e8 stata aggiunta la funzione SDL_SetWindowFillDocument() e implementati i parametri SDL_WINDOW_FILL_DOCUMENT, SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_CANVAS_ID_STRING e SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING.\n<li class=\"l\"> Sulla piattaforma Linux \u00e8 stata implementata la supporto per operazioni atomiche utilizzando KMSDRM, attivabili tramite la propriet\u00e0 SDL_HINT_KMSDRM_ATOMIC. Aggiunto il parametro SDL_PROP_DISPLAY_WAYLAND_WL_OUTPUT_POINTER per richiedere il dispositivo di output wl_output associato allo schermo in ambienti basati su Wayland.      <\/ul>\n<p>Fonte: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=64537\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\u043d \u0440\u0435\u043b\u0438\u0437 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 SDL 3.4.0 (Simple DirectMedia Layer). \u0411\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0430 \u043d\u0430\u0446\u0435\u043b\u0435\u043d\u0430 \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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Questa libreria \u00e8 progettata per semplificare la scrittura di giochi e applicazioni multimediali, offrendo funzionalit\u00e0 come rendering 2D e 3D accelerato dall'hardware, gestione degli input, riproduzione audio e output 3D tramite OpenGL, OpenGL ES, Metal, Direct3D o Vulkan. Il codice \u00e8 scritto in C ed \u00e8 distribuito con licenza Zlib. 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