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


static int layer_colorbase[3],bg_colorbase,sprite_colorbase;

#define TILEROM_MEM_REGION 1
#define SPRITEROM_MEM_REGION 2


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

  Callbacks for the K052109

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

static void tile_callback(int layer,int bank,int *code,int *color)
{
	*code |= ((*color & 0x03) << 8) | ((*color & 0x30) << 6) |
			((*color & 0x0c) << 10) | (bank << 14);
	*color = layer_colorbase[layer] + ((*color & 0xc0) >> 6);
}



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

  Callbacks for the K053247

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

static void sprite_callback(int *code,int *color,int *priority)
{
	*priority = (*color & 0x03e0) >> 4;	/* ??????? */
	*color = sprite_colorbase + (*color & 0x001f);
}



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

	Start the video hardware emulation.

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

int vendetta_vh_start(void)
{
	if (K052109_vh_start(TILEROM_MEM_REGION,NORMAL_PLANE_ORDER,tile_callback))
		return 1;
	if (K053247_vh_start(SPRITEROM_MEM_REGION,NORMAL_PLANE_ORDER,sprite_callback))
		{
		K052109_vh_stop();
		return 1;
		}
	return 0;
}

void vendetta_vh_stop(void)
{
	K052109_vh_stop();
	K053247_vh_stop();
}



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

  Display refresh

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

/* useful function to sort the three tile layers by priority order */
static void sortlayers(int *layer,int *pri)
{
#define SWAP(a,b) \
	if (pri[a] < pri[b]) \
	{ \
		int t; \
		t = pri[a]; pri[a] = pri[b]; pri[b] = t; \
		t = layer[a]; layer[a] = layer[b]; layer[b] = t; \
	}

	SWAP(0,1)
	SWAP(0,2)
	SWAP(1,2)
}

void vendetta_vh_screenrefresh(struct osd_bitmap *bitmap,int full_refresh)
{
	int pri[3],layer[3];


	bg_colorbase       = K053251_get_palette_index(K053251_CI0);
	sprite_colorbase   = K053251_get_palette_index(K053251_CI1);
	layer_colorbase[0] = K053251_get_palette_index(K053251_CI2);
	layer_colorbase[1] = K053251_get_palette_index(K053251_CI3);
	layer_colorbase[2] = K053251_get_palette_index(K053251_CI4);

	K052109_tilemap_update();

	palette_init_used_colors();
	K053247_mark_sprites_colors();
	if (palette_recalc())
		tilemap_mark_all_pixels_dirty(ALL_TILEMAPS);

	tilemap_render(ALL_TILEMAPS);

	layer[0] = 0;
	pri[0] = K053251_get_priority(K053251_CI2);
	layer[1] = 1;
	pri[1] = K053251_get_priority(K053251_CI3);
	layer[2] = 2;
	pri[2] = K053251_get_priority(K053251_CI4);

	sortlayers(layer,pri);

	K052109_tilemap_draw(bitmap,layer[0],TILEMAP_IGNORE_TRANSPARENCY);
	K053247_sprites_draw(bitmap,pri[1]+1,pri[0]);
	K052109_tilemap_draw(bitmap,layer[1],0);
	K053247_sprites_draw(bitmap,pri[2]+1,pri[1]);
	K052109_tilemap_draw(bitmap,layer[2],0);
	K053247_sprites_draw(bitmap,0,pri[2]);
}
