{"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\/pl\/blog\/news\/vypusk-multimedijnoj-biblioteki-sdl-2-0-18","title":{"rendered":"Wydanie biblioteki multimedialnej SDL 2.0.18","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Zosta\u0142a wydana biblioteka SDL 2.0.18 (Simple DirectMedia Layer), maj\u0105ca na celu uproszczenie pisania gier i aplikacji multimedialnych. Biblioteka SDL zapewnia takie narz\u0119dzia jak sprz\u0119towo przyspieszony wyj\u015bcie grafiki 2D i 3D, obs\u0142uga wej\u015bcia, odtwarzanie d\u017awi\u0119ku, wyprowadzanie 3D przez OpenGL\/OpenGL ES\/Vulkan oraz wiele innych operacji towarzysz\u0105cych. Biblioteka zosta\u0142a napisana w j\u0119zyku C i jest rozpowszechniana na licencji zlib. Aby wykorzysta\u0107 mo\u017cliwo\u015bci SDL w projektach na r\u00f3\u017cnych j\u0119zykach programowania, dost\u0119pne s\u0105 wi\u0105zania. Kod biblioteki jest rozpowszechniany na licencji Zlib.     <\/p>\n<p>W nowym wydaniu:   <\/p>\n<ul>\n<li class=\"l\"> Dla ka\u017cdej funkcji udost\u0119pniono informacje o wersji SDL, w kt\u00f3rej ta funkcja si\u0119 pojawi\u0142a. Zapewniono automatyczn\u0105 synchronizacj\u0119 dokumentacji w wiki z plikami nag\u0142\u00f3wkowymi.\n<li class=\"l\"> Dodano nowe funkcje:\n<ul>\n<li class=\"l\"> SDL_RenderGeometry() i SDL_RenderGeometryRaw() do rysowania dowolnych kszta\u0142t\u00f3w za pomoc\u0105 2D Render API.\n<li class=\"l\"> SDL_SetTextureUserData() i SDL_GetTextureUserData() do powi\u0105zania danych aplikacji z tekstur\u0105.\n<li class=\"l\">  SDL_RenderWindowToLogical() i SDL_RenderLogicalToWindow() do konwersji mi\u0119dzy wsp\u00f3\u0142rz\u0119dnymi okna a logicznymi wsp\u00f3\u0142rz\u0119dnymi rysowania.\n<li class=\"l\"> SDL_RenderSetVSync() do w\u0142\u0105czenia synchronizacji wyj\u015bcia z impulsem u\u015bpienia klatek (vblank).\n<li class=\"l\"> SDL_PremultiplyAlpha() do zastosowania przezroczysto\u015bci do blok\u00f3w pikseli w formacie SDL_PIXELFORMAT_ARGB8888.\n<li class=\"l\">  SDL_SetWindowMouseRect() i SDL_GetWindowMouseRect() do ograniczenia ruchu kursora myszy do okre\u015blonego obszaru okna.\n<li class=\"l\">  SDL_GameControllerHasRumble(), SDL_GameControllerHasRumbleTriggers(), SDL_JoystickHasRumble() i SDL_JoystickHasRumbleTriggers() do sprawdzania wsparcia dla efektu adaptacyjnego wibracji (rumble) w kontrolerze gier i d\u017cojstiku.\n<li class=\"l\"> SDL_GetWindowICCProfile() do uzyskania kolorowego profilu ICC okna (w celu sprawdzenia zmiany profilu zaproponowano zdarzenie SDL_WINDOWEVENT_ICCPROF_CHANGED).  <\/ul>\n<li class=\"l\"> Dodano nowe wskaz\u00f3wki: SDL_HINT_APP_NAME do przekazywania informacji o nazwie aplikacji oraz SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY do w\u0142\u0105czenia przezroczysto\u015bci dla okien EGL.\n<li class=\"l\"> Dodano nowe zdarzenie okna SDL_WINDOWEVENT_DISPLAY_CHANGED, kt\u00f3re jest generowane podczas zmiany ekranu, na kt\u00f3rym wy\u015bwietlane jest okno.\n<li class=\"l\"> Dzi\u0119ki polom \"preciseX\" i \"preciseY\" w parametrach zdarzenia mo\u017cliwe jest okre\u015blenie dok\u0142adnych parametr\u00f3w ruchu kursora myszy.\n<li class=\"l\"> Funkcja SDL_WaitEvent() zosta\u0142a przekszta\u0142cona w celu zmniejszenia obci\u0105\u017cenia CPU.\n<li class=\"l\"> API hidapi przeniesiono do kategorii publicznych i teraz jest dost\u0119pne przez plik nag\u0142\u00f3wkowy SDL_hidapi.h.\n<li class=\"l\"> Na platformie Windows poprawiono okre\u015blanie wzgl\u0119dnego ruchu myszki w Windows Remote Desktop. Dodano parametr SDL_HINT_IME_SHOW_UI do wy\u015bwietlania natywnych komponent\u00f3w interfejsu (domy\u015blnie s\u0105 one ukryte). Dla aplikacji UWP zamiast XInput wykorzystano WGI, aby poprawi\u0107 wsparcie dla kontroler\u00f3w wej\u015bcia.\n<li class=\"l\"> Dla platformy Linux wprowadzono parametry: SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME do powi\u0105zania dzia\u0142a\u0144 wy\u015bwietlanych przy wy\u0142\u0105czonym wygaszaczu ekranu; SDL_HINT_LINUX_JOYSTICK_CLASSIC do wyboru, kt\u00f3re z urz\u0105dze\u0144 (\/dev\/input\/js* lub \/dev\/input\/event*) u\u017cy\u0107 dla joysticka; SDL_HINT_JOYSTICK_DEVICE do ustawienia urz\u0105dzenia otwieranego dla joysticka. Dodano funkcj\u0119 SDL_LinuxSetThreadPriorityAndPolicy() do zarz\u0105dzania priorytetami w\u0105tk\u00f3w.\n<li class=\"l\"> Dla platformy Android wprowadzono wsparcie dla wyj\u015bcia i przechwytywania d\u017awi\u0119ku za pomoc\u0105 API AAudio. Domy\u015blnie wsparcie dla kontrolera Steam Controller jest wy\u0142\u0105czone (do w\u0142\u0105czenia proponowany jest parametr SDL_HINT_JOYSTICK_HIDAPI_STEAM).    <\/ul>\n<p>Uzupe\u0142nienie: Jeden z autor\u00f3w SDL, Ryan Gordon (icculus), poinformowa\u0142, \u017ce planuje doda\u0107 do SDL prosty API 3D, wspieraj\u0105cy mo\u017cliwo\u015bci nowoczesnych GPU (Vulkan, Direct3D 12, Metal). Rozw\u00f3j ten b\u0119dzie finansowany przez firm\u0119 Epic Games w ramach programu Epic Megagrant. Wniosek o grant Gordon z\u0142o\u017cy\u0142 w maju 2021 roku, a dwa tygodnie temu otrzyma\u0142 pozytywn\u0105 odpowied\u017a.<br \/>\n<br \/>\u0179r\u00f3d\u0142o: <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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