void CCursorIcons::Draw()
{
	if (icons.empty() || !cmdColors.UseQueueIcons()) {
		return;
	}

	glDepthMask(GL_FALSE);

	glEnable(GL_TEXTURE_2D);
	
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	gluOrtho2D(0.0f, 1.0f, 0.0f, 1.0f);
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();

	glEnable(GL_TEXTURE_2D);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glAlphaFunc(GL_GREATER, 0.01f);
	glColor4f(1.0f, 1.0f, 1.0f, cmdColors.QueueIconAlpha());
	
	int currentCmd = (icons.begin()->command + 1); // force the first binding
	CMouseCursor* currentCursor = NULL;
	
	std::set<Icon>::iterator it;
	for (it = icons.begin(); it != icons.end(); ++it) {
		if (it->command != currentCmd) {
			currentCmd = it->command;
			currentCursor = GetCursor(currentCmd);
			if (currentCursor != NULL) {
				currentCursor->BindTexture();
			}
		}
		if (currentCursor != NULL) {
			float3 winPos = camera->CalcWindowCoordinates(it->pos);
			if (winPos.z <= 1.0f) {
				currentCursor->DrawQuad((int)winPos.x, (int)winPos.y);
			}
		}
	}

	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

	glBindTexture(GL_TEXTURE_2D, 0);
	glDisable(GL_TEXTURE_2D);

	glDepthMask(GL_TRUE);

	glViewport(gu->screenxPos,0,gu->screenx,gu->screeny);

	// clear the list	
	icons.clear();
}
void CCursorIcons::DrawCursors()
{
	if (icons.empty() || !cmdColors.UseQueueIcons()) {
		return;
	}
	
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	gluOrtho2D(0.0f, 1.0f, 0.0f, 1.0f);
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();
 
	glColor4f(1.0f, 1.0f, 1.0f, cmdColors.QueueIconAlpha());
	
	int currentCmd = (icons.begin()->cmd + 1); // force the first binding
	CMouseCursor* currentCursor = NULL;
	
	std::set<Icon>::iterator it;
	for (it = icons.begin(); it != icons.end(); ++it) {
		const int command = it->cmd;
		if (command != currentCmd) {
			currentCmd = command;
			currentCursor = GetCursor(currentCmd);
			if (currentCursor != NULL) {
				currentCursor->BindTexture();
			}
		}
		if (currentCursor != NULL) {
			const float3 winPos = camera->CalcWindowCoordinates(it->pos);
			if (winPos.z <= 1.0f) {
				currentCursor->DrawQuad((int)winPos.x, (int)winPos.y);
			}
		}
	}
	
	DrawTexts(); // use the same transformation

	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();
}