{"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\/sq\/blog\/news\/vypusk-multimedijnoj-biblioteki-sdl-2-0-10","title":{"rendered":"L\u00ebshimi i bibliotek\u00ebs multimedia 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\">U zhvillua<\/a><\/noindex> rilizimi i bibliotek\u00ebs <noindex><a rel=\"nofollow\" href=\"https:\/\/libsdl.org\">SDL 2.0.10<\/a><\/noindex> (Simple Direct Layer), e cila synon t\u00eb thjeshtoj\u00eb shkrimin e loj\u00ebrave dhe aplikacioneve multimedia. Biblioteka ofron mjete t\u00eb tilla si dalja e p\u00ebrshpejtuar harduerike p\u00ebr grafik\u00eb 2D dhe 3D, p\u00ebrpunimin e hyrjeve, riprodhimin e tingullit, daljen 3D p\u00ebrmes OpenGL\/OpenGL ES dhe shum\u00eb operacione t\u00eb tjera mb\u00ebshtet\u00ebse. Biblioteka \u00ebsht\u00eb shkruar n\u00eb gjuh\u00ebn C dhe shp\u00ebrndahet n\u00ebn licenc\u00ebn zlib. P\u00ebr t\u00eb shfryt\u00ebzuar mund\u00ebsit\u00eb e SDL n\u00eb projektet n\u00eb gjuh\u00eb t\u00eb ndryshme programuese ofrohen binding-e.<\/p>\n<p>N\u00eb versionin e ri:<\/p>\n<ul>\n<li class=\"l\"> \u00cbsht\u00eb hequr driver-i p\u00ebr p\u00ebrdorimin me serverin e ekranit Mir n\u00eb favor t\u00eb driver-it p\u00ebr p\u00ebrdorimin p\u00ebrmes Wayland;\n<li class=\"l\"> Makron SDL_RW* jan\u00eb shnd\u00ebrruar n\u00eb nj\u00eb grup t\u00eb ve\u00e7ant\u00eb funksionesh;\n<li class=\"l\"> Jan\u00eb shtuar funksionet SDL_SIMDGetAlignment(), SDL_SIMDAlloc() dhe SDL_SIMDFree() p\u00ebr allo\u00e7imin e memories p\u00ebr operacione SIMD;\n<li class=\"l\"> Jan\u00eb shtuar funksionet SDL_RenderDrawPointF(), SDL_RenderDrawPointsF(), SDL_RenderDrawLineF(), SDL_RenderDrawLinesF(), SDL_RenderDrawRectF(), SDL_RenderDrawRectsF(), SDL_RenderFillRectF(), SDL_RenderFillRectsF(), SDL_RenderCopyF() dhe SDL_RenderCopyExF() p\u00ebr t\u00eb p\u00ebrdorur llogaritjet me pik\u00eb t\u00eb l\u00ebvizshme n\u00eb API-n\u00eb e vizatimit t\u00eb SDL;\n<li class=\"l\"> Funksioni SDL_GetTouchDeviceType() \u00ebsht\u00eb shtuar p\u00ebr t\u00eb p\u00ebrcaktuar llojin e pajisjes sensorike (touchpad ose ekran i ndjesh\u00ebm me koordinata relative ose absolute);\n<li class=\"l\"> API-ja e vizatimit t\u00eb SDL tani \u00ebsht\u00eb e konfiguruar n\u00eb p\u00ebrdorimin e vizatimit n\u00eb modin e paketave, duke lejuar arritjen e performancave m\u00eb t\u00eb larta. P\u00ebr t\u00eb menaxhuar p\u00ebrdorimin e modit t\u00eb paketave \u00ebsht\u00eb shtuar opsioni SDL_HINT_RENDER_BATCHING;\n<li class=\"l\"> P\u00ebr t\u00eb forcimi n\u00eb ekzekutimin e komandave t\u00eb paketave n\u00eb radh\u00eb \u00ebsht\u00eb shtuar thirrja SDL_RenderFlush(), e cila mund t\u00eb jet\u00eb e dobishme n\u00eb rast t\u00eb kombinimit t\u00eb vizatimit p\u00ebrmes SDL dhe vizatimit t\u00eb drejtp\u00ebrdrejt\u00eb;\n<li class=\"l\">  Opsioni SDL_HINT_EVENT_LOGGING \u00ebsht\u00eb shtuar p\u00ebr t\u00eb aktivizuar regjistrimin e ngjarjeve SDL p\u00ebr q\u00ebllime debugimi;\n<li class=\"l\">  Opsioni SDL_HINT_GAMECONTROLLERCONFIG_FILE \u00ebsht\u00eb shtuar p\u00ebr t\u00eb caktuar emrin e skedarit me konfigurimin p\u00ebr kontrollor\u00ebt e loj\u00ebrave;\n<li class=\"l\">  Opsioni SDL_HINT_MOUSE_TOUCH_EVENTS \u00ebsht\u00eb shtuar p\u00ebr menaxhimin e sintez\u00ebs s\u00eb ngjarjeve sensore t\u00eb bazuara n\u00eb ngjarjet nga mouse-i;\n<li class=\"l\"> \u00cbsht\u00eb p\u00ebrmir\u00ebsuar p\u00ebrpunimi i skedar\u00ebve WAVE dhe BMP t\u00eb formuar si\u00e7 duhet p\u00ebr t\u00eb bllokuar potencialet <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=51017\">dob\u00ebsive<\/a><\/noindex>;\n<li class=\"l\"> P\u00ebr iOS 13 dhe tvOS 13 \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr kontrollor\u00ebt pa tela Xbox dhe PS4, si dhe \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr hyrje teksti duke p\u00ebrdorur tastiera Bluetooth;\n<li class=\"l\"> P\u00ebr Android \u00ebsht\u00eb implementuar nj\u00eb mod t\u00eb p\u00ebrpunimit t\u00eb z\u00ebrit me vonesa t\u00eb ul\u00ebta, duke p\u00ebrdorur OpenSL ES. Shtuar opsioni SDL_HINT_ANDROID_BLOCK_ON_PAUSE p\u00ebr menaxhimin e bllokimit t\u00eb ciklit t\u00eb p\u00ebrpunimit t\u00eb ngjarjeve gjat\u00eb pezullimit t\u00eb aplikacionit.\n<\/ul>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Burimi: <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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