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

  video.c

  Functions to emulate the video hardware of the machine.

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

#include "emu.h"
#include "includes/pingpong.h"



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

  Convert the color PROMs into a more useable format.

  Ping Pong has a 32 bytes palette PROM and two 256 bytes color lookup table
  PROMs (one for sprites, one for characters).
  I don't know for sure how the palette PROM is connected to the RGB output,
  but it's probably the usual:

  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

***************************************************************************/
PALETTE_INIT( pingpong )
{
	int i;

	/* allocate the colortable */
	machine.colortable = colortable_alloc(machine, 0x20);

	/* create a lookup table for the palette */
	for (i = 0; i < 0x20; i++)
	{
		int bit0, bit1, bit2;
		int r, g, b;

		/* red component */
		bit0 = (color_prom[i] >> 0) & 0x01;
		bit1 = (color_prom[i] >> 1) & 0x01;
		bit2 = (color_prom[i] >> 2) & 0x01;
		r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;

		/* green component */
		bit0 = (color_prom[i] >> 3) & 0x01;
		bit1 = (color_prom[i] >> 4) & 0x01;
		bit2 = (color_prom[i] >> 5) & 0x01;
		g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;

		/* blue component */
		bit0 = 0;
		bit1 = (color_prom[i] >> 6) & 0x01;
		bit2 = (color_prom[i] >> 7) & 0x01;
		b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;

		colortable_palette_set_color(machine.colortable, i, MAKE_RGB(r, g, b));
	}

	/* color_prom now points to the beginning of the lookup table */
	color_prom += 0x20;

	/* characters */
	for (i = 0; i < 0x100; i++)
	{
		UINT8 ctabentry = (color_prom[i] & 0x0f) | 0x10;
		colortable_entry_set_value(machine.colortable, i, ctabentry);
	}

	/* sprites */
	for (i = 0x100; i < 0x200; i++)
	{
		UINT8 ctabentry = BITSWAP8(color_prom[i],7,6,5,4,0,1,2,3);
		colortable_entry_set_value(machine.colortable, i, ctabentry);
	}
}

WRITE8_HANDLER( pingpong_videoram_w )
{
	pingpong_state *state = space->machine().driver_data<pingpong_state>();
	state->m_videoram[offset] = data;
	state->m_bg_tilemap->mark_tile_dirty(offset);
}

WRITE8_HANDLER( pingpong_colorram_w )
{
	pingpong_state *state = space->machine().driver_data<pingpong_state>();
	state->m_colorram[offset] = data;
	state->m_bg_tilemap->mark_tile_dirty(offset);
}

static TILE_GET_INFO( get_bg_tile_info )
{
	pingpong_state *state = machine.driver_data<pingpong_state>();
	int attr = state->m_colorram[tile_index];
	int code = state->m_videoram[tile_index] + ((attr & 0x20) << 3);
	int color = attr & 0x1f;
	int flags = ((attr & 0x40) ? TILE_FLIPX : 0) | ((attr & 0x80) ? TILE_FLIPY : 0);

	SET_TILE_INFO(0, code, color, flags);
}

VIDEO_START( pingpong )
{
	pingpong_state *state = machine.driver_data<pingpong_state>();
	state->m_bg_tilemap = tilemap_create(machine, get_bg_tile_info, tilemap_scan_rows, 8, 8, 32, 32);
}

static void draw_sprites(running_machine &machine, bitmap_ind16 &bitmap, const rectangle &cliprect )
{
	/* This is strange; it's unlikely that the sprites actually have a hardware */
	/* clipping region, but I haven't found another way to have them masked by */
	/* the characters at the top and bottom of the screen. */
	const rectangle spritevisiblearea(0*8, 32*8-1, 4*8, 29*8-1);

	pingpong_state *state = machine.driver_data<pingpong_state>();
	UINT8 *spriteram = state->m_spriteram;
	int offs;

	for (offs = state->m_spriteram_size - 4;offs >= 0;offs -= 4)
	{
		int sx,sy,flipx,flipy,color,schar;


		sx = spriteram[offs + 3];
		sy = 241 - spriteram[offs + 1];

		flipx = spriteram[offs] & 0x40;
		flipy = spriteram[offs] & 0x80;
		color = spriteram[offs] & 0x1f;
		schar = spriteram[offs + 2] & 0x7f;

		drawgfx_transmask(bitmap,spritevisiblearea,machine.gfx[1],
				schar,
				color,
				flipx,flipy,
				sx,sy,
				colortable_get_transpen_mask(machine.colortable, machine.gfx[1], color, 0));
	}
}

SCREEN_UPDATE_IND16( pingpong )
{
	pingpong_state *state = screen.machine().driver_data<pingpong_state>();
	state->m_bg_tilemap->draw(bitmap, cliprect, 0, 0);
	draw_sprites(screen.machine(), bitmap, cliprect);
	return 0;
}
