{"id":36509,"date":"2019-10-31T22:12:03","date_gmt":"2019-10-31T19:12:03","guid":{"rendered":"https:\/\/prohoster.info\/blog\/vypusk-multimedijnoj-biblioteki-sdl-2-0-10\/"},"modified":"2019-10-31T22:12:03","modified_gmt":"2019-10-31T19:12:03","slug":"vypusk-multimedijnoj-biblioteki-sdl-2-0-10","status":"publish","type":"post","link":"https:\/\/prohoster.info\/pt\/blog\/news\/vypusk-multimedijnoj-biblioteki-sdl-2-0-10","title":{"rendered":"Lan\u00e7amento da biblioteca multim\u00eddia SDL 2.0.10","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex><a rel=\"nofollow\" href=\"https:\/\/discourse.libsdl.org\/t\/sdl-2-0-10-released\/26429\">Aconteceu<\/a><\/noindex> lan\u00e7amento da biblioteca <noindex><a rel=\"nofollow\" href=\"https:\/\/libsdl.org\">SDL 2.0.10<\/a><\/noindex> (Simple Direct Layer), voltada para facilitar a cria\u00e7\u00e3o de jogos e aplica\u00e7\u00f5es multim\u00eddia. A biblioteca oferece recursos como sa\u00edda de gr\u00e1ficos 2D e 3D acelerada por hardware, manipula\u00e7\u00e3o de entrada, reprodu\u00e7\u00e3o de som, sa\u00edda 3D atrav\u00e9s do OpenGL\/OpenGL ES e muitas outras opera\u00e7\u00f5es relacionadas. A biblioteca \u00e9 escrita em C e \u00e9 distribu\u00edda sob a licen\u00e7a zlib. Para utilizar os recursos do SDL em projetos em v\u00e1rias linguagens de programa\u00e7\u00e3o, bindings s\u00e3o fornecidos.<\/p>\n<p>No novo lan\u00e7amento:<\/p>\n<ul>\n<li class=\"l\"> O driver para uso com o servidor de exibi\u00e7\u00e3o Mir foi removido em favor do driver para funcionamento via Wayland;\n<li class=\"l\"> Os macros SDL_RW* foram transformados em um conjunto separado de fun\u00e7\u00f5es;\n<li class=\"l\"> Adicionadas as fun\u00e7\u00f5es SDL_SIMDGetAlignment(), SDL_SIMDAlloc() e SDL_SIMDFree() para aloca\u00e7\u00e3o de mem\u00f3ria para opera\u00e7\u00f5es SIMD;\n<li class=\"l\"> Adicionadas as fun\u00e7\u00f5es SDL_RenderDrawPointF(), SDL_RenderDrawPointsF(), SDL_RenderDrawLineF(), SDL_RenderDrawLinesF(), SDL_RenderDrawRectF(), SDL_RenderDrawRectsF(), SDL_RenderFillRectF(), SDL_RenderFillRectsF(), SDL_RenderCopyF() e SDL_RenderCopyExF() para utilizar c\u00e1lculos de ponto flutuante na API de renderiza\u00e7\u00e3o do SDL;\n<li class=\"l\"> Adicionada a fun\u00e7\u00e3o SDL_GetTouchDeviceType() para determinar o tipo de dispositivo de toque (touchpad ou tela sens\u00edvel ao toque com coordenadas relativas ou absolutas);\n<li class=\"l\"> A API de renderiza\u00e7\u00e3o do SDL foi alterada por padr\u00e3o para usar o modo de renderiza\u00e7\u00e3o em lote, permitindo alcan\u00e7ar maior desempenho. Para controlar a utiliza\u00e7\u00e3o do modo em lote, foi adicionada a op\u00e7\u00e3o SDL_HINT_RENDER_BATCHING;\n<li class=\"l\"> Para for\u00e7ar a execu\u00e7\u00e3o de comandos em lote que est\u00e3o na fila, foi adicionada a chamada SDL_RenderFlush(), que pode ser \u00fatil ao combinar renderiza\u00e7\u00e3o via SDL e renderiza\u00e7\u00e3o direta;\n<li class=\"l\">  Adicionada a op\u00e7\u00e3o SDL_HINT_EVENT_LOGGING para ativar o registro de eventos SDL para fins de depura\u00e7\u00e3o;\n<li class=\"l\">  Adicionada a op\u00e7\u00e3o SDL_HINT_GAMECONTROLLERCONFIG_FILE para especificar o nome de um arquivo de layout para controladores de jogos;\n<li class=\"l\">  Adicionada a op\u00e7\u00e3o SDL_HINT_MOUSE_TOUCH_EVENTS para gerenciar a s\u00edntese de eventos de toque com base em eventos do mouse;\n<li class=\"l\"> Melhorada a manipula\u00e7\u00e3o de arquivos WAVE e BMP mal formados para bloquear potenciais <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=51017\">vulnerabilidades<\/a><\/noindex>;\n<li class=\"l\"> Para iOS 13 e tvOS 13, adicionada suporte para controladores Xbox e PS4 sem fio, bem como suporte para entrada de texto utilizando teclados Bluetooth;\n<li class=\"l\"> Para Android, foi implementado um modo de processamento de som com baixa lat\u00eancia, realizado com o uso do OpenSL ES. Adicionada a op\u00e7\u00e3o SDL_HINT_ANDROID_BLOCK_ON_PAUSE para gerenciar o bloqueio do ciclo de processamento de eventos ao pausar o aplicativo.\n<\/ul>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Fonte: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=51176\">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 2.0.10 (Simple Direct 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 \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 \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-36509","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- 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