esphome-docs/components/light/partition.rst

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Light Partition
===============
.. seo::
:description: Instructions for setting up light partitions.
:image: color_lens.png
The ``partition`` light platform allows you to combine multiple addressable light segments
(like :doc:`fastled` or :doc:`neopixelbus`) into a single addressable light.
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This platform also allows splitting up an addressable lights into multiple segments, so that
segments can be individually controlled.
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Similarly, a single light strip can be partitioned into multiple partitions with this integration.
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If you want to do this, 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``.
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.. code-block:: yaml
# Example configuration entry
light:
- platform: partition
name: "Partition Light"
segments:
# Use first LED from the light with ID light1
- id: light1
from: 0
to: 0
# Use 10 leds from light with ID light2 starting 2nd LED
- id: light2
from: 1
to: 10
# 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
Configuration variables:
------------------------
- **name** (**Required**, string): The name of the light.
- **segments** (**Required**, list): The segments this light partition controls
- **id** (**Required**, :ref:`config-id`): The ID of the light this segment belongs to.
- **from** (**Required**, int): The first LED to address in the segment. Counting starts with 0,
so first LED is 0.
- **to** (**Required**, int): The index of the last LED to address in this segment.
- **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`