# ProgressReport This is what's responsible for the in game screen report, often called as "paint" or HUDProgressReport in WaspLib. You can easily toggle the usage this on or off by switching the variables: - `WLSettings.RemoteInput.HUDReport` - `WLSettings.RemoteInput.Enabled` ```{note} Keep in mind that ProgressReport requires remote input. ``` - - - (TRSProgressReport)= ## type ProgressReport Type responsible for handling the HUDProgressReport, also commonly called as "Paint" or InGame/OnScreen Progress Report. - - - ## ProgressReport.Terminate ```pascal procedure ProgressReport.Terminate(); ``` Internal method called automatically on termination. This will do things such as free used assetsa and clear the progress report from the game screen. - - - ## ProgressReport.Setup() ```pascal procedure Self.Setup(); ``` Internal method called when we need to setup TRSProgressReport. - - - ## ProgressReport.DrawBackground() ```pascal procedure TRSProgressReport.DrawBackground(fontColor: Int32); ``` Method that handles drawing the background of our Self. Usually called internally by Self.Update(). - - - ## ProgressReport.DrawProgress() ```pascal procedure TRSProgressReport.DrawProgress(fontColor: Int32); ``` Method that handles drawing the text of our Self. Usually called internally by TRSProgressReport.Update(). - - - ## ProgressReport.HideProgress() ```pascal procedure TRSProgressReport.HideProgress(); ``` Used to hide Self. Usually called internally by TRSProgressReport.Update(). - - - ## ProgressReport.Update ```pascal procedure TRSProgressReport.Update(); ``` Main method that should be called to used to start and update ProgressReport. To see Self.GetNextCycleColor() in action, which was just a fun experiment, uncomment: ```pascal //Self.TextColor := Self.GetNextCycleColor(Self.TextColor, 10); ``` - - - ## var ProgressReport Global ProgressReport variable.