esphome-docs/components/light/partition.rst

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Light Partition
===============
.. seo::
:description: Instructions for setting up light partitions.
:image: color_lens.svg
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The ``partition`` light platform allows you to combine multiple addressable light segments
(like :doc:`fastled` or :doc:`neopixelbus`) and/or individual lights (like :doc:`rgb`) into a single addressable light.
This platform also allows splitting up an addressable light into multiple segments, so that
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segments can be individually controlled.
Splitting a single LED strip
----------------------------
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If you want to split a strip, you may run into strange behavior like that the original light entity (e.g., ``fastled_clockless``)
may be conflicting with the partition. For better control over which segments of the strip will overlap each other,
mark the original ``light`` as ``internal: true``.
.. code-block:: yaml
# Example configuration entry
light:
- platform: partition
name: "Partition Light 1"
segments:
# Use first 10 LEDs from the light with ID light1
- id: light1
from: 0
to: 9
- platform: partition
name: "Partition Light 2"
segments:
# Use LEDs 11-20 from the light with ID light1
- id: light1
from: 10
to: 19
# Example for light segment source
- platform: fastled_clockless
id: light1
# You may want (but don't need) this
internal: true
# Other settings
Joining multiple LED lights into one
------------------------------------
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.. code-block:: yaml
# Example configuration entry
light:
- platform: partition
name: "Partition Light"
segments:
# Use first 10 LEDs from the light with ID light1
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- id: light1
from: 0
to: 9
# Use first 10 LEDs from light with ID light2
# they become LEDs 11-20 in the joined partition
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- id: light2
from: 0
to: 9
# Use light3 as the 21st light in the partition
- single_light_id: light3
# Example for light segment source
- platform: fastled_clockless
id: light1
# You may want (but don't need) this
internal: true
# Other settings
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# Example for light segment source
- platform: fastled_clockless
id: light2
# You may want (but don't need) this
internal: true
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# Other settings
# Example for non-addressable light source
- platform: rgb
id: light3
# You may want (but don't need) this
internal: true
# Other settings
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Configuration variables:
------------------------
- **name** (**Required**, string): The name of the light.
- **segments** (**Required**, list): A list of segments included in this partition.
*For addressable segments:*
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- **id** (**Required**, :ref:`config-id`): The ID of the addressable light to be controlled by this segment.
- **from** (**Required**, int): The index of the first LED to address in the segment. Counting starts with 0,
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so first LED is 0.
- **to** (**Required**, int): The index of the last LED to address in this segment.
- **reversed** (*Optional*, boolean): Whether to reverse the order of LEDs in this segment. Defaults to ``false``.
*For single light segments:*
- **single_light_id** (**Required**, :ref:`config-id`): The ID of a single addressable or non-addressable light.
If an addressable light is specified, it will be treated as a single light in the partition.
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- **id** (*Optional*, :ref:`config-id`): Manually specify the ID used for code generation.
- **effects** (*Optional*, list): A list of :ref:`light effects <light-effects>` to use for this light.
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- All other options from :ref:`Light <config-light>`.
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.. note::
Do *not* use this platform to control each LED on your addressable light - the light
objects have a moderate overhead and if you try to create many lights you will run out
of memory quickly.
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See :ref:`light-addressable_set_action` for that.
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See Also
--------
- :doc:`/components/light/index`
- :doc:`/components/light/fastled`
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- :doc:`/components/light/neopixelbus`
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- :apiref:`partition/light_partition.h`
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- :ghedit:`Edit`