{"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\/sv\/blog\/news\/reliz-multimedijnoj-biblioteki-sdl-3-4-0","title":{"rendered":"Utgivningen av multimedia-biblioteket SDL 3.4.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Utgivningen av biblioteket SDL 3.4.0 (Simple DirectMedia Layer) har presenterats. Biblioteket syftar till att f\u00f6renkla skapandet av spel och multimediaapplikationer och erbjuder funktioner som h\u00e5rdvaruaccelererad rendering av 2D- och 3D-grafik, hantering av indata, ljuduppspelning och 3D-utmatning via OpenGL, OpenGL ES, Metal, Direct3D eller Vulkan. Koden \u00e4r skriven i C och distribueras under Zlib-licensen. Det finns wrapper-funktioner f\u00f6r att anv\u00e4nda SDL i projekt p\u00e5 olika programmeringsspr\u00e5k.     <\/p>\n<p>SDL 3.4.0 \u00e4r den andra betydande stabila grenen i serien SDL 3.x \u2014 den f\u00f6rsta stabila grenen var serien 3.2.x, medan grenen 3.3.x positionerades som experimentell. De viktigaste f\u00f6r\u00e4ndringarna i SDL 3.4.0 \u00e4r kopplade till f\u00f6rb\u00e4ttrad portabilitet mellan API:er f\u00f6r 3D GPU och API:er f\u00f6r tv\u00e5dimensionell rendering, ut\u00f6kad support f\u00f6r byggnation i WebAssembly med hj\u00e4lp av kompilatorn Emscripten, f\u00f6rb\u00e4ttrad funktionalitet med grafiska tabletter och digitala pennor, samt inbyggt st\u00f6d f\u00f6r bildformatet PNG.        <\/p>\n<p>Bland de nya funktionerna i SDL 3.4.0:  <\/p>\n<ul>\n<li class=\"l\"> Inbyggt st\u00f6d f\u00f6r bilder i PNG-format har lagts till, med funktioner som SDL_LoadPNG(), SDL_LoadPNG_IO(), SDL_SavePNG() och SDL_SavePNG_IO. F\u00f6r att best\u00e4mma formatet (PNG eller BMP) och ladda bilder som ytor har funktionerna SDL_LoadSurface() och SDL_LoadSurface_IO lagts till.\n<li class=\"l\"> Funktionen SDL_RotateSurface() har lagts till f\u00f6r att skapa en roterad kopia av en yta.\n<li class=\"l\"> Funktionen SDL_CreateAnimatedCursor() har lagts till f\u00f6r att skapa f\u00e4rgade animerade mark\u00f6rer, samt flaggan SDL_HINT_MOUSE_DPI_SCALE_CURSORS f\u00f6r automatisk skalning av mark\u00f6rer i f\u00f6rh\u00e5llande till sk\u00e4rmuppl\u00f6sningen.\n<li class=\"l\"> Funktionerna SDL_SetWindowProgressState(), SDL_SetWindowProgressValue(), SDL_GetWindowProgressState() och SDL_GetWindowProgressValue() har lagts till f\u00f6r att visa operationens framsteg i applikationsikonen p\u00e5 aktivitetsf\u00e4ltet.\n<li class=\"l\"> Egenskaper f\u00f6r anv\u00e4ndning av GPU API med \u00e4ldre h\u00e5rdvara har lagts till.\n<li class=\"l\"> Egenskapen SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER och SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOL har lagts till f\u00f6r att konfigurera och aktivera Vulkan API:s funktioner vid skapande av GPU-enheter.\n<li class=\"l\"> Funktionen SDL_GetGPUDeviceProperties() har lagts till f\u00f6r att beg\u00e4ra information om GPU.\n<li class=\"l\"> Funktionerna SDL_CreateGPURenderer() och SDL_GetGPURendererDevice() har lagts till f\u00f6r att anv\u00e4nda GPU f\u00f6r 2D-rendering, samt SDL_SetGPURenderStateFragmentUniforms(), SDL_SetGPURenderState() och SDL_DestroyGPURenderState() f\u00f6r att aktivera fragmentshaders vid 2D-rendering.\n<li class=\"l\">  Vid 2D-rendering med hj\u00e4lp av GPU har st\u00f6d f\u00f6r YUV-texturer och HDR implementerats. St\u00f6d f\u00f6r palett-texturer har lagts till, med funktioner SDL_GetTexturePalette() och SDL_SetTexturePalette() f\u00f6r att arbeta med dem. Funktionerna SDL_GetPixelFormatFromGPUTextureFormat() och SDL_GetGPUTextureFormatFromPixelFormat() har lagts till f\u00f6r att konvertera texturformat, liksom parametrarna SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER och SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER f\u00f6r att skapa 2D-texturer fr\u00e5n GPU-texturer. Funktioner f\u00f6r att konfigurera texturer har lagts till: SDL_RenderTexture9GridTiled(), SDL_GetDefaultTextureScaleMode(), SDL_SetDefaultTextureScaleMode(), SDL_GetRenderTextureAddressMode(), SDL_SetRenderTextureAddressMode().\n<li class=\"l\"> Parametern SDL_SCALEMODE_PIXELART har lagts till f\u00f6r att anv\u00e4nda en optimerad skalningsalgoritm f\u00f6r pixlad grafik.\n<li class=\"l\"> H\u00e4ndelserna 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 och SDL_EVENT_AUDIO_DEVICE_ADDED har implementerats, som triggas vid f\u00f6r\u00e4ndringar av gr\u00e4nser, visning\/d\u00f6ljning av sk\u00e4rmtangentbord, sk\u00e4rmgester och till\u00e4gg av ljudenheter.\n<li class=\"l\"> Funktionerna SDL_PutAudioStreamDataNoCopy() och SDL_PutAudioStreamPlanarData() har lagts till f\u00f6r mer effektiv hantering av ljudstr\u00f6mmande data.\n<li class=\"l\"> St\u00f6d f\u00f6r Nintendo Switch 2-spelkontroller, anslutna via USB, har lagts till. St\u00f6det f\u00f6r kontroller fr\u00e5n 8BitDo, FlyDigi och Hand Held Legend SInput har ut\u00f6kats.\n<li class=\"l\"> F\u00f6r att f\u00f6rb\u00e4ttra prestanda f\u00f6r WebAssembly-appar som kompileras med Emscripten har funktionen SDL_SetWindowFillDocument() lagts till och parametrarna SDL_WINDOW_FILL_DOCUMENT, SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_CANVAS_ID_STRING och SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING har implementerats.\n<li class=\"l\"> P\u00e5 Linux-plattformen har st\u00f6d f\u00f6r atom\u00e4ra operationer vid anv\u00e4ndning av KMSDRM implementerats, aktiverade genom egenskapen SDL_HINT_KMSDRM_ATOMIC. Parametern SDL_PROP_DISPLAY_WAYLAND_WL_OUTPUT_POINTER har lagts till f\u00f6r att beg\u00e4ra wl_output-utg\u00e5ngsenhet kopplad till sk\u00e4rmen i Wayland-baserade milj\u00f6er.      <\/ul>\n<p>K\u00e4lla: <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 5.0.4 - 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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