{"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\/sq\/blog\/news\/reliz-multimedijnoj-biblioteki-sdl-3-4-0","title":{"rendered":"L\u00ebshimi i bibliotek\u00ebs multimedia SDL 3.4.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>\u00cbsht\u00eb paraqitur l\u00ebshimi i bibliotek\u00ebs SDL 3.4.0 (Simple DirectMedia Layer). Biblioteka \u00ebsht\u00eb e p\u00ebrqendruar n\u00eb thjeshtimin e shkrimit t\u00eb loj\u00ebrave dhe aplikacioneve multimediale dhe ofron mund\u00ebsi si dalja e p\u00ebrshpejtuar nga pajisja p\u00ebr grafik\u00eb 2D dhe 3D, p\u00ebrpunimi i hyrjeve, riprodhimi i z\u00ebrit dhe dalja e grafik\u00ebs 3D n\u00ebp\u00ebrmjet OpenGL, OpenGL ES, Metal, Direct3D ose Vulkan. Kodi \u00ebsht\u00eb shkruar n\u00eb gjuh\u00ebn C dhe shp\u00ebrndahet n\u00ebn licenc\u00ebn Zlib. Ofrohen lidhje p\u00ebr p\u00ebrdorimin e SDL n\u00eb projekte n\u00eb gjuh\u00eb t\u00eb ndryshme programimi.     <\/p>\n<p>SDL 3.4.0 \u00ebsht\u00eb dega e dyt\u00eb stabile e r\u00ebnd\u00ebsishme n\u00eb serin\u00eb SDL 3.x \u2014 dega e par\u00eb stabile u shpall seria 3.2.x, nd\u00ebrsa dega 3.3.x u pozicionua si eksperimentale. Ndryshimet kryesore n\u00eb SDL 3.4.0 lidhen me p\u00ebrmir\u00ebsimin e portabilitetit midis API 3D GPU dhe API p\u00ebr vizatimin dy-dimensional, zgjerimin e mb\u00ebshtetjes p\u00ebr nd\u00ebrtimin n\u00eb WebAssembly me ndihm\u00ebn e kompilerit Emscripten, p\u00ebrmir\u00ebsimin e funksionimit me tabletat grafike dhe stilolapsat digjital\u00eb, si dhe shfaqjen e mb\u00ebshtetjes s\u00eb integruar p\u00ebr formatin e imazheve PNG.        <\/p>\n<p>Midis mund\u00ebsive t\u00eb reja n\u00eb SDL 3.4.0:  <\/p>\n<ul>\n<li class=\"l\"> \u00cbsht\u00eb shtuar mb\u00ebshtetje e integruar p\u00ebr imazhet n\u00eb formatin PNG, p\u00ebr t\u00eb cilat jan\u00eb ofruar funksionet SDL_LoadPNG(), SDL_LoadPNG_IO(), SDL_SavePNG() dhe SDL_SavePNG_IO(). P\u00ebr t\u00eb p\u00ebrcaktuar formatin (PNG ose BMP) dhe p\u00ebr t\u00eb ngarkuar imazhet si sip\u00ebrfaqe jan\u00eb shtuar funksionet SDL_LoadSurface() dhe SDL_LoadSurface_IO().\n<li class=\"l\"> \u00cbsht\u00eb shtuar funksioni SDL_RotateSurface() p\u00ebr krijimin e nj\u00eb kopjeje t\u00eb kthyer t\u00eb sip\u00ebrfaqes.\n<li class=\"l\"> \u00cbsht\u00eb shtuar funksioni SDL_CreateAnimatedCursor() p\u00ebr krijimin e kursoreve t\u00eb animuar me ngjyra, si dhe treguesi SDL_HINT_MOUSE_DPI_SCALE_CURSORS p\u00ebr shkall\u00ebzimin automatik t\u00eb kursoreve n\u00eb p\u00ebrputhje me nivelin e shkall\u00ebzimit t\u00eb ekranit.\n<li class=\"l\"> \u00cbsht\u00eb shtuar funksioni SDL_SetWindowProgressState(), SDL_SetWindowProgressValue(), SDL_GetWindowProgressState() dhe SDL_GetWindowProgressValue() p\u00ebr t\u00eb treguar p\u00ebrparimin e operacionit n\u00eb ikon\u00ebn e aplikacionit n\u00eb panelin e detyrave.\n<li class=\"l\"> \u00cbsht\u00eb shtuar pron\u00ebsi p\u00ebr p\u00ebrdorimin e API GPU me pajisje t\u00eb vjetra.\n<li class=\"l\"> \u00cbsht\u00eb shtuar pron\u00ebsia SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER dhe SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN p\u00ebr t\u00eb konfiguruar dhe aktivizuar mund\u00ebsit\u00eb e API Vulkan kur krijoni pajisje GPU.\n<li class=\"l\"> \u00cbsht\u00eb shtuar funksioni SDL_GetGPUDeviceProperties() p\u00ebr t\u00eb k\u00ebrkuar informacion mbi GPU.\n<li class=\"l\"> \u00cbsht\u00eb shtuar funksionet SDL_CreateGPURenderer() dhe SDL_GetGPURendererDevice() p\u00ebr t\u00eb angazhuar GPU-n\u00eb gjat\u00eb renderimit 2D, si dhe SDL_SetGPURenderStateFragmentUniforms(), SDL_SetGPURenderState() dhe SDL_DestroyGPURenderState() p\u00ebr t\u00eb angazhuar shenjuesit fragmentar\u00eb gjat\u00eb renderimit 2D.\n<li class=\"l\">  N\u00eb renderimin 2D me GPU, \u00ebsht\u00eb implementuar mb\u00ebshtetje p\u00ebr teksturat YUV dhe HDR. \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr teksturat me paleta, p\u00ebr t\u00eb cilat jan\u00eb shtuar funksionet SDL_GetTexturePalette() dhe SDL_SetTexturePalette(). Jan\u00eb shtuar funksionet SDL_GetPixelFormatFromGPUTextureFormat() dhe SDL_GetGPUTextureFormatFromPixelFormat() p\u00ebr t\u00eb konvertuar formatet e teksturave, si dhe parametrat SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER dhe SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER p\u00ebr t\u00eb krijuar tekstura 2D nga teksturat GPU. Jan\u00eb shtuar funksionet SDL_RenderTexture9GridTiled(), SDL_GetDefaultTextureScaleMode(), SDL_SetDefaultTextureScaleMode(), SDL_GetRenderTextureAddressMode(), SDL_SetRenderTextureAddressMode() p\u00ebr sa i p\u00ebrket konfigurimit t\u00eb teksturave.\n<li class=\"l\"> \u00cbsht\u00eb shtuar parametri SDL_SCALEMODE_PIXELART p\u00ebr t\u00eb p\u00ebrdorur algoritmin e skalimit t\u00eb optimizuar p\u00ebr grafik\u00ebn piksel.\n<li class=\"l\"> Jan\u00eb implementuar ngjarjet 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 dhe SDL_EVENT_AUDIO_DEVICE_ADDED, t\u00eb cilat aktivizohen n\u00eb ndryshimin e kufijve, shfaqjen\/fshehjen e tastier\u00ebs n\u00ebn ekrane, me gestures t\u00eb ekranit dhe shtimin e pajisjeve audio.\n<li class=\"l\"> Jan\u00eb shtuar funksionet SDL_PutAudioStreamDataNoCopy() dhe SDL_PutAudioStreamPlanarData() p\u00ebr p\u00ebrpunimin m\u00eb efikas t\u00eb rrjedhjeve audio.\n<li class=\"l\"> \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr kontrollor\u00ebt e loj\u00ebrave Nintendo Switch 2, t\u00eb lidhur p\u00ebrmes USB. \u00cbsht\u00eb zgjeruar mb\u00ebshtetja p\u00ebr kontrollor\u00ebt 8BitDo, FlyDigi dhe Hand Held Legend SInput.\n<li class=\"l\"> P\u00ebr t\u00eb p\u00ebrmir\u00ebsuar funksionimin e aplikacioneve WebAssembly, t\u00eb nd\u00ebrtuara me ndihm\u00ebn e kompajlerit Emscripten, \u00ebsht\u00eb shtuar funksioni SDL_SetWindowFillDocument() dhe jan\u00eb implementuar parametrat SDL_WINDOW_FILL_DOCUMENT, SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_CANVAS_ID_STRING dhe SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING.\n<li class=\"l\"> N\u00eb platform\u00ebn Linux \u00ebsht\u00eb implementuar mb\u00ebshtetje p\u00ebr operacionet atomike duke p\u00ebrdorur KMSDRM, t\u00eb aktivizuara me an\u00eb t\u00eb pron\u00ebs SDL_HINT_KMSDRM_ATOMIC. \u00cbsht\u00eb shtuar parametri SDL_PROP_DISPLAY_WAYLAND_WL_OUTPUT_POINTER p\u00ebr t\u00eb k\u00ebrkuar pajisjen e daljes wl_output, e cila \u00ebsht\u00eb e asociuar me ekranin, n\u00eb ambientet q\u00eb mb\u00ebshtesin Wayland.      <\/ul>\n<p>Burimi: <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 \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 - 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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