implementation notes for the ddhel andyco. 5/30/95. -------------------------------------- introduction This document describes some of the nitty gritty implementation details of the ddhel. what the hel does ddhel sits between ddraw and blitlib, extracting ddraw commands and parameters, and passing them to the blitlib. ddhel also does dirty rectangle management for overlay (sprite) emulation. building the ddhel to build, you will need to enlist in -s \\guilo\slm -p dev project. Or, you can modify the SDK32* environment variables to point into your msvc20 directories. See \manhatan\build.mk for the details. 1st, build ddraw ddraw can be built for ntdebug/ntretail or debug/retail to use ddraw solely with emulation, (i.e. to run on nt, or for testing on win95) build an nt version "\manhatan\ddraw\nmake ntdebug" note that ddraw.h and ddrawi.h get copied to \manhatan\inc\ntdebug. ddraw.lib gets copied to \manhatan\lib\ntdebug, for building ddhel, these files must be copied to the debug subdirectories \manhatan\inc\debug and manhatan\lib\debug. next, build bltlib from \manhatan\blitlib, "nmake retail" or "nmake debug". Copy the built blitlib to \manhatan\ddhel\lib. blitlib.lib is kept checked in to the ddhel project so that it is not part of the regular build (this may change in the future) finally, build ddhel ddhel is built for either debug or retail (there are no Win95 or NT specific components). you will need both the ddraw.dll and ddhel.dll to use the ddhel (this may change in the future) entry and exit points for the ddhel HELInit() is called by ddraw when ddhel is loaded. ddhel passes back pointers to its callback functions (the my... functions in ddhel.c). ddraw then communicates with ddhel via these callbacks. before the ddhel is unloaded, myDestroyDriver is invoked.