/***************************************************************************

  vidhrdw.c

  Functions to emulate the video hardware of the machine.

***************************************************************************/

#include "driver.h"
#include "vidhrdw/generic.h"



unsigned char *amidar_attributesram;
static int flipscreen[2];


static struct rectangle spritevisiblearea =
{
	2*8+1, 32*8-1,
	2*8, 30*8-1
};
static struct rectangle spritevisibleareaflipx =
{
	0*8, 30*8-2,
	2*8, 30*8-1
};



/***************************************************************************

  Convert the color PROMs into a more useable format.

  Amidar has one 32 bytes palette PROM, connected to the RGB output this
  way:

  bit 7 -- 220 ohm resistor  -- BLUE
        -- 470 ohm resistor  -- BLUE
        -- 220 ohm resistor  -- GREEN
        -- 470 ohm resistor  -- GREEN
        -- 1  kohm resistor  -- GREEN
        -- 220 ohm resistor  -- RED
        -- 470 ohm resistor  -- RED
  bit 0 -- 1  kohm resistor  -- RED

***************************************************************************/
void amidar_vh_convert_color_prom(unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom)
{
	int i;
	#define TOTAL_COLORS(gfxn) (Machine->gfx[gfxn]->total_colors * Machine->gfx[gfxn]->color_granularity)
	#define COLOR(gfxn,offs) (colortable[Machine->drv->gfxdecodeinfo[gfxn].color_codes_start + offs])


	for (i = 0;i < Machine->drv->total_colors;i++)
	{
		int bit0,bit1,bit2;


		/* red component */
		bit0 = (*color_prom >> 0) & 0x01;
		bit1 = (*color_prom >> 1) & 0x01;
		bit2 = (*color_prom >> 2) & 0x01;
		*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
		/* green component */
		bit0 = (*color_prom >> 3) & 0x01;
		bit1 = (*color_prom >> 4) & 0x01;
		bit2 = (*color_prom >> 5) & 0x01;
		*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
		/* blue component */
		bit0 = 0;
		bit1 = (*color_prom >> 6) & 0x01;
		bit2 = (*color_prom >> 7) & 0x01;
		*(palette++) = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;

		color_prom++;
	}


	/* characters and sprites use the same palette */
	for (i = 0;i < TOTAL_COLORS(0);i++)
	{
		if (i & 3) COLOR(0,i) = i;
		else COLOR(0,i) = 0;	/* 00 is always black, regardless of the contents of the PROM */
	}
}



void amidar_flipx_w(int offset,int data)
{
	if (flipscreen[0] != (data & 1))
	{
		flipscreen[0] = data & 1;
		memset(dirtybuffer,1,videoram_size);
	}
}

void amidar_flipy_w(int offset,int data)
{
	if (flipscreen[1] != (data & 1))
	{
		flipscreen[1] = data & 1;
		memset(dirtybuffer,1,videoram_size);
	}
}



void amidar_attributes_w(int offset,int data)
{
	if ((offset & 1) && amidar_attributesram[offset] != data)
	{
		int i;


		for (i = offset / 2;i < videoram_size;i += 32)
			dirtybuffer[i] = 1;
	}

	amidar_attributesram[offset] = data;
}



/***************************************************************************

  Draw the game screen in the given osd_bitmap.
  Do NOT call osd_update_display() from this function, it will be called by
  the main emulation engine.

***************************************************************************/
void amidar_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
	int offs;


	/* for every character in the Video RAM, check if it has been modified */
	/* since last time and update it accordingly. */
	for (offs = videoram_size - 1;offs >= 0;offs--)
	{
		if (dirtybuffer[offs])
		{
			int sx,sy;


			dirtybuffer[offs] = 0;

			sx = offs % 32;
			sy = offs / 32;

			if (flipscreen[0]) sx = 31 - sx;
			if (flipscreen[1]) sy = 31 - sy;

			drawgfx(tmpbitmap,Machine->gfx[0],
					videoram[offs],
					amidar_attributesram[2 * (offs % 32) + 1] & 0x07,
					flipscreen[0],flipscreen[1],
					8*sx,8*sy,
					&Machine->drv->visible_area,TRANSPARENCY_NONE,0);
		}
	}


	/* copy the temporary bitmap to the screen */
	copybitmap(bitmap,tmpbitmap,0,0,0,0,&Machine->drv->visible_area,TRANSPARENCY_NONE,0);


	/* Draw the sprites. Note that it is important to draw them exactly in this */
	/* order, to have the correct priorities. */
	for (offs = spriteram_size - 4;offs >= 0;offs -= 4)
	{
		int flipx,flipy,sx,sy;


		sx = (spriteram[offs + 3] + 1) & 0xff;	/* ??? */
		sy = 240 - spriteram[offs];
		flipx = spriteram[offs + 1] & 0x40;
		flipy = spriteram[offs + 1] & 0x80;

		if (flipscreen[0])
		{
			sx = 241 - sx;	/* note: 241, not 240 */
			flipx = !flipx;
		}
		if (flipscreen[1])
		{
			sy = 240 - sy;
			flipy = !flipy;
		}

		/* Sprites #0, #1 and #2 need to be offset one pixel to be correctly */
		/* centered on the ladders in Turtles (we move them down, but since this */
		/* is a rotated game, we actually move them left). */
		/* Note that the adjustement must be done AFTER handling flipscreen, thus */
		/* proving that this is a hardware related "feature" */
		if (offs <= 2*4) sy++;

		drawgfx(bitmap,Machine->gfx[1],
				spriteram[offs + 1] & 0x3f,
				spriteram[offs + 2] & 0x07,
				flipx,flipy,
				sx,sy,
				flipscreen[0] ? &spritevisibleareaflipx : &spritevisiblearea,TRANSPARENCY_PEN,0);
	}
}
