{"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\/ro\/blog\/news\/reliz-multimedijnoj-biblioteki-sdl-3-4-0","title":{"rendered":"Lansare bibliotecii multimedia SDL 3.4.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>A fost lansat\u0103 biblioteca SDL 3.4.0 (Simple DirectMedia Layer). Biblioteca este destinat\u0103 simplific\u0103rii scrierii de jocuri \u0219i aplica\u021bii multimedia, oferind func\u021bionalit\u0103\u021bi precum redarea graficii 2D \u0219i 3D accelerat\u0103 hardware, gestionarea intr\u0103rilor, redarea sunetului \u0219i output 3D prin OpenGL, OpenGL ES, Metal, Direct3D sau Vulkan. Codul este scris \u00een C \u0219i este distribuit sub licen\u021ba Zlib. Sunt furnizate wrapper-uri pentru utilizarea SDL \u00een proiecte \u00een diverse limbaje de programare.     <\/p>\n<p>SDL 3.4.0 este a doua ramur\u0103 stabil\u0103 semnificativ\u0103 din seria SDL 3.x \u2014 prima ramur\u0103 stabil\u0103 a fost anun\u021bat\u0103 \u00een seria 3.2.x, iar ramura 3.3.x a fost pozi\u021bionat\u0103 ca experimental\u0103. Principalele modific\u0103ri \u00een SDL 3.4.0 sunt legate de \u00eembun\u0103t\u0103\u021birea portabilit\u0103\u021bii \u00eentre API-urile GPU 3D \u0219i API-urile pentru randarea 2D, extinderea suportului pentru compilarea \u00een WebAssembly cu ajutorul compilatorului Emscripten, \u00eembun\u0103t\u0103\u021birea func\u021bionalit\u0103\u021bii cu tabletele grafice \u0219i stilourile digitale, \u0219i introducerea suportului integrat pentru formatul de imagini PNG.        <\/p>\n<p>Printre noile func\u021bionalit\u0103\u021bi din SDL 3.4.0:  <\/p>\n<ul>\n<li class=\"l\"> A fost ad\u0103ugat suport \u00eencorporat pentru imagini \u00een format PNG, pentru care au fost propuse func\u021biile SDL_LoadPNG(), SDL_LoadPNG_IO(), SDL_SavePNG() \u0219i SDL_SavePNG_IO(). Func\u021biile SDL_LoadSurface() \u0219i SDL_LoadSurface_IO() au fost ad\u0103ugate pentru a defini formatul (PNG sau BMP) \u0219i a \u00eenc\u0103rca imaginile ca suprafe\u021be.\n<li class=\"l\"> A fost ad\u0103ugat\u0103 func\u021bia SDL_RotateSurface() pentru a crea o copie rotit\u0103 a suprafe\u021bei.\n<li class=\"l\"> A fost ad\u0103ugat\u0103 func\u021bia SDL_CreateAnimatedCursor() pentru a crea cursorii anima\u021bi colorati, precum \u0219i indiciul SDL_HINT_MOUSE_DPI_SCALE_CURSORS pentru scalarea automat\u0103 a cursorilor \u00een func\u021bie de nivelul de scalare al ecranului.\n<li class=\"l\"> Au fost ad\u0103ugate func\u021biile SDL_SetWindowProgressState(), SDL_SetWindowProgressValue(), SDL_GetWindowProgressState() \u0219i SDL_GetWindowProgressValue() pentru a ar\u0103ta progresul opera\u021biunii \u00een pictograma aplica\u021biei din bara de sarcini.\n<li class=\"l\"> Au fost ad\u0103ugate propriet\u0103\u021bi pentru utilizarea API GPU pe hardware mai vechi.\n<li class=\"l\"> A fost ad\u0103ugat\u0103 proprietatea SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER \u0219i SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEA pentru configurarea \u0219i activarea capacit\u0103\u021bilor API Vulkan la crearea dispozitivelor GPU.\n<li class=\"l\"> A fost ad\u0103ugat\u0103 func\u021bia SDL_GetGPUDeviceProperties() pentru solicitarea informa\u021biilor despre GPU.\n<li class=\"l\"> Au fost ad\u0103ugate func\u021biile SDL_CreateGPURenderer() \u0219i SDL_GetGPURendererDevice() pentru utilizarea GPU-ului \u00een randarea 2D, precum \u0219i SDL_SetGPURenderStateFragmentUniforms(), SDL_SetGPURenderState() \u0219i SDL_DestroyGPURenderState() pentru utilizarea shaderelor fragment pentru randarea 2D.\n<li class=\"l\">  La randarea 2D cu ajutorul GPU-ului, a fost implementat suportul pentru texturi YUV \u0219i HDR. A fost ad\u0103ugat suport pentru texturi cu palete, pentru care au fost introduse func\u021biile SDL_GetTexturePalette() \u0219i SDL_SetTexturePalette(). Au fost ad\u0103ugate func\u021biile SDL_GetPixelFormatFromGPUTextureFormat() \u0219i SDL_GetGPUTextureFormatFromPixelFormat() pentru conversia formatelor de texturi, precum \u0219i parametrii SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER \u0219i SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER pentru crearea texturilor 2D din texturi GPU. Au fost introduse func\u021biile SDL_RenderTexture9GridTiled(), SDL_GetDefaultTextureScaleMode(), SDL_SetDefaultTextureScaleMode(), SDL_GetRenderTextureAddressMode(), SDL_SetRenderTextureAddressMode() pentru configurarea texturilor.\n<li class=\"l\"> A fost ad\u0103ugat parametrul SDL_SCALEMODE_PIXELART pentru utilizarea unui algoritm de scalare optimizat pentru grafica pixel.\n<li class=\"l\"> Au fost implementate evenimentele 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 \u0219i SDL_EVENT_AUDIO_DEVICE_ADDED, care sunt declan\u0219ate la modificarea limitelor, apari\u021bia\/extinctarea tastaturii pe ecran, gesturile pe ecran \u0219i ad\u0103ugarea unui dispozitiv audio.\n<li class=\"l\"> Au fost ad\u0103ugate func\u021biile SDL_PutAudioStreamDataNoCopy() \u0219i SDL_PutAudioStreamPlanarData() pentru o procesare mai eficient\u0103 a fluxurilor audio.\n<li class=\"l\"> A fost ad\u0103ugat suport pentru controlerele de joc Nintendo Switch 2, conectate prin USB. Suportul pentru controlerele 8BitDo, FlyDigi \u0219i Hand Held Legend SInput a fost extins.\n<li class=\"l\"> Pentru a \u00eembun\u0103t\u0103\u021bi func\u021bionarea aplica\u021biilor WebAssembly compilate cu ajutorul compilatorului Emscripten, a fost ad\u0103ugat\u0103 func\u021bia SDL_SetWindowFillDocument() \u0219i au fost implementate parametrii SDL_WINDOW_FILL_DOCUMENT, SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_CANVAS_ID_STRING \u0219i SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING.\n<li class=\"l\"> Pe platforma Linux, a fost implementat suportul pentru opera\u021biuni atomice \u00een utilizarea KMSDRM, activat prin intermediul propriet\u0103\u021bii SDL_HINT_KMSDRM_ATOMIC. A fost ad\u0103ugat parametrul SDL_PROP_DISPLAY_WAYLAND_WL_OUTPUT_POINTER pentru a solicita dispozitivul de ie\u0219ire wl_output asociat cu ecranul \u00een medii bazate pe Wayland.      <\/ul>\n<p>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=64537\">opennet.ro<\/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 \u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439, \u0438 \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u0435\u0442 \u0442\u0430\u043a\u0438\u0435 \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u0438, \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 \u0438 \u0432\u044b\u0432\u043e\u0434 3D \u0447\u0435\u0440\u0435\u0437 OpenGL, OpenGL ES, Metal, Direct3D \u0438\u043b\u0438 Vulkan. \u041a\u043e\u0434 \u043d\u0430\u043f\u0438\u0441\u0430\u043d \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. \u041f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u044e\u0442\u0441\u044f \u043e\u0431\u0432\u044f\u0437\u043a\u0438 \u0434\u043b\u044f [&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-153256","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\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 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