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432 lines
15 KiB
ReStructuredText
Display Component
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=================
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.. seo::
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:description: Instructions for setting up the display integration.
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:image: folder-open.png
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The ``display`` component houses ESPHome's powerful rendering and display
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engine. Fundamentally, there are these types of displays:
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- Text based displays like :doc:`7-Segment displays <max7219>` or
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:doc:`some LCD displays <lcd_display>`.
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- Displays like the :doc:`nextion` that have their own processors for rendering.
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- Binary displays which can toggle ON/OFF any pixel, like :doc:`E-Paper displays <waveshare_epaper>` or
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:doc:`OLED displays <ssd1306>`.
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For the last type, ESPHome has a powerful rendering engine that can do
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many things like draw some basic shapes, print text with any font you want, or even show images.
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To achieve all this flexibility displays tie in directly into ESPHome's :ref:`lambda system <config-lambda>`.
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So when you want to write some text or sensor values to the screen you will be writing in C++ code
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using an API that is designed to
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- be simple and to be used without programming experience
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- but also be flexible enough to work with more complex tasks like displaying an analog clock.
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.. _display-engine:
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Display Rendering Engine
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------------------------
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In this section we will be discussing how to use ESPHome's display rendering engine from ESPHome
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and some basic commands. Please note that this only applies to displays that can control each pixel
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individually.
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So, first a few basics: When setting up a display platform in ESPHome there will be a configuration
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option called ``lambda:`` which will be called every time ESPHome wants to re-render the display.
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In there, you can write code like in any :ref:`lambda <config-lambda>` in ESPHome. Display
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lambdas are additionally passed a variable called ``it`` which represents the rendering engine object.
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.. code-block:: yaml
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display:
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- platform: ...
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# ...
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lambda: |-
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// Write your display rendering code here
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// For example, draw a line from [x=0,y=0] to [x=50,y=50]
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it.line(0, 0, 50, 50);
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.. note::
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Lambdas are essentially just a lightly modified version of C++. So don't forget to end each line
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with a semicolon (``;``). Otherwise you will be greeted by a long error message at the compilation stage.
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If you compile and upload the configuration above, you should see a black (or white, depending on the display)
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line which starts at the top left and goes a few pixels down at a 45° angle. (If it's in another corner, use the
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``rotation:`` option to rotate the display to your liking)
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This already highlights one of the things you must learn before diving into writing your own custom display code:
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The **top left** is always the origin of the pixel coordinate system. Also, all points in this coordinate system
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are a pair of integers like ``50, 50`` which represent the shift to the right and shift downwards. So, in other words,
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x always represents the horizontal axis (width) and y the vertical axis (height). And the convention in
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the rendering engine is always first specify the ``x`` coordinate and then the ``y`` coordinate.
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Basic Shapes
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************
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Now that you know a bit more about ESPHome's coordinate system, let's draw some basic shapes like lines, rectangles
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and circles:
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.. code-block:: yaml
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display:
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- platform: ...
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# ...
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lambda: |-
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// Draw a line from [0,0] to [100,50]
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it.line(0, 0, 100, 50);
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// Draw the outline of a rectangle with the top left at [50,60], a width of 30 and a height of 42
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it.rectangle(50, 60, 30, 42);
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// Draw the same rectangle, but this time filled.
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it.filled_rectangle(50, 60, 30, 42);
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// Circles! Let's draw one with the center at [25,25] and a radius of 10
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it.circle(25, 25, 10);
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// ... and the same thing filled again
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it.filled_circle(25, 25, 10);
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All the above methods can optionally also be called with an argument at the end which specifies in which
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color to draw. Currently, only ``COLOR_ON`` (the default if color is not given) and ``COLOR_OFF`` are supported because
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ESPHome only has implemented binary displays.
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.. code-block:: yaml
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display:
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- platform: ...
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# ...
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lambda: |-
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// Turn the whole display on.
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it.fill(COLOR_ON);
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// Turn the whole display off.
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it.fill(COLOR_OFF);
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// Turn a single pixel off at [50,60]
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it.draw_pixel_at(50, 60, COLOR_OFF);
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// Turn off a whole display portion.
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it.rectangle(50, 50, 30, 42, COLOR_OFF);
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Additionally, you have access to two helper methods which will fetch the width and height of the display:
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.. code-block:: yaml
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display:
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- platform: ...
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# ...
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lambda: |-
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// Draw a circle in the middle of the display
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it.filled_circle(it.get_width() / 2, it.get_height() / 2);
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You can view the full API documentation for the rendering engine in the "API Reference" in the See Also section.
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.. _display-static_text:
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Drawing Static Text
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*******************
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The rendering engine also has a powerful font drawer which integrates seamlessly into ESPHome.
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Whereas in most arduino display projects you have to use one of a few pre-defined fonts in very
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specific sizes, with ESPHome you have the option to use **any** truetype (``.ttf``) font file
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at **any** size! Granted the reason for it is actually not having to worry about the licensing of font files :)
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To use fonts you first have to define a font object in your ESPHome configuration file. Just grab
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a ``.ttf`` file from somewhere on the Internet and create a ``font:`` section in your configuration:
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.. code-block:: yaml
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font:
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- file: "Comic Sans MS.ttf"
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id: my_font
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size: 20
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display:
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# ...
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Configuration variables:
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- **file** (**Required**, string): The path (relative to where the .yaml file is) of the truetype font
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file.
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- **id** (**Required**, :ref:`config-id`): The ID with which you will be able to reference the font later
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in your display code.
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- **size** (*Optional*, int): The size of the font in pt (not pixel!).
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If you want to use the same font in different sizes, create two font objects. Defaults to ``20``.
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- **glyphs** (*Optional*, list): A list of characters you plan to use. Only the characters you specify
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here will be compiled into the binary. Adjust this if you need some special characters or want to
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reduce the size of the binary if you don't plan to use some glyphs. The items in the list can also
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be more than one character long if you for example want to use font ligatures. Defaults to
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``!"%()+,-_.:°0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz``.
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.. note::
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To use fonts you will need to have the python ``pillow`` package installed, as ESPHome uses that package
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to translate the truetype files into an internal format. If you're running this as a Hass.io add-on or with
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the official ESPHome docker image, it should already be installed. Otherwise you need to install it using
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``pip2 install pillow``.
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Then, in your display code just reference the font like so:
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.. code-block:: yaml
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display:
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- platform: ...
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# ...
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lambda: |-
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// Print the string "Hello World!" at [0,10]
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it.print(0, 10, id(my_font), "Hello World!");
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By default, ESPHome will *align* the text at the top left. That means if you enter the coordinates
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``[0,10]`` for your text, the top left of the text will be at ``[0,10]``. If you want to draw some
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text at the right side of the display, it is however sometimes useful to choose a different **text alignment**.
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When you enter ``[0,10]`` you're really telling ESPHome that it should position the **anchor point** of the text
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at ``[0,10]``. When using a different alignment, like ``TOP_RIGHT``, the text will be positioned left of the anchor
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pointed, so that, as the name implies, the anchor point is a the *top right* corner of the text.
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.. code-block:: yaml
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display:
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- platform: ...
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# ...
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lambda: |-
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// Aligned on left by default
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it.print(0, 0, id(my_font), "Left aligned");
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// Aligned on right edge
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it.print(it.get_width(), 0, id(my_font), TextAlign::TOP_RIGHT, "Right aligned");
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As with basic shapes, you can also specify a color for the text:
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.. code-block:: yaml
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display:
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- platform: ...
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# ...
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lambda: |-
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// Syntax is always: it.print(<x>, <y>, <font>, [color=COLOR_ON], [align=TextAlign::TOP_LEFT], <text>);
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it.print(0, 0, id(my_font), COLOR_ON, "Left aligned");
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.. _display-printf:
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Formatted Text
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**************
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Static text by itself is not too impressive. What we really want is to display *dynamic* content like sensor values
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on the display!. That's where ``printf`` comes in. ``printf`` is a formatting engine from the C era and ESPHome
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chose to use because ... well, I'm too lazy to create a fully-fledged format engine where the existing stuff
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is way better documented :)
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``printf`` can do way more stuff than you will probably ever need, but it's also quite simple for the basic stuff.
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For example, a printf call can look like this:
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.. code-block:: yaml
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sensor:
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- platform: ...
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# ...
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id: my_sensor
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display:
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- platform: ...
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# ...
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lambda: |-
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it.printf(0, 0, id(my_font), "The sensor value is: %.1f", id(my_sensor).state);
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// If the sensor has the value 30.02, the result will be: "The sensor value is: 30.0"
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As you can see, when you call ``printf`` most of the string is printed as-is, but when this weird percent sign with some
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stuff after it is encountered, it is magically replaced by the argument after the format (here ``id(my_sensor).state``).
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Every time you type a percent sign ``%`` in a printf format string, it will treat the following letters as a format tag
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until a so-called "specifier" is encountered (in this case ``f``). You can read more about it
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`here <https://www.tutorialspoint.com/c_standard_library/c_function_printf.htm>`__,
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but for ESPHome there are really just a few things you need to know.
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Let's break ``%.1f`` down:
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- ``%`` - initiate the format string
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- ``.1`` - round the decimal number to ``1`` digits after the decimal point.
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- ``f`` - the specifier which tells printf the data type of the argument. Here it is a f(loat).
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For example, if you would like to print a sensor value with two digits of accuracy, you would write ``%.2f`` and with
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zero digits of accuracy (without a decimal) ``%.0f``.
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Another interesting format string is ``%7.2f``, which would become the right-justified string
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``" 20.51"`` for a value of 20.506.
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- ``%`` - initiate the format
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- ``7`` - means that the number will be right-justified and be padded on the left by spaces if
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the result would be shorter than 7 characters long.
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- ``.2`` - round the decimal number to ``2`` digits after the decimal point.
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- ``f`` - specifier: f(loat).
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You can even have as many format strings as you want in a single printf call. Just make sure the put the
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arguments after the format string in the right order.
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.. code-block:: yaml
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display:
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- platform: ...
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# ...
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lambda: |-
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// %% - literal % sign
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it.printf(0, 0, id(my_font), "Temperature: %.1f°C, Humidity: %.1f%%", id(temperature).state, id(humidity).state);
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The last printf tip for use in displays I will discuss here is how to display binary sensor values. You
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*could* of course just check the state with an ``if`` statement as the first few lines in the example below, but if
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you want to be efficient you can use an *inline if* too. With the ``%s`` print specifier you can tell it to
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use any string you pass it, like ``"ON"`` or ``"OFF"``.
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.. code-block:: yaml
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binary_sensor:
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- platform: ...
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# ...
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id: my_binary_sensor
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display:
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- platform: ...
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# ...
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lambda: |-
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if (id(my_binary_sensor).state) {
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it.print(0, 0, id(my_font), "state: ON");
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} else {
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it.print(0, 0, id(my_font), "state: OFF");
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}
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// Shorthand:
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it.printf(0, 0, id(my_font), "State: %s", id(my_binary_sensor).state ? "ON" : "OFF");
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.. note::
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For displaying external data on the display, for example data from your Home Assistant instance,
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you can use the :doc:`/components/text_sensor/mqtt_subscribe` (see the example there for more information).
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.. _display-strftime:
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Displaying Time
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***************
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With ESPHome you can also display the current time using the NTP protocol. Please see the example :ref:`here <strftime>`.
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Images
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^^^^^^
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.. code-block:: yaml
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image:
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- file: "image.png"
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id: my_image
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resize: 100x100
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Configuration variables:
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- **file** (**Required**, string): The path (relative to where the .yaml file is) of the image file.
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- **id** (**Required**, :ref:`config-id`): The ID with which you will be able to reference the image later
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in your display code.
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- **resize** (*Optional*, int): If set, this will resize the image to fit inside the given dimensions ``WIDTHxHEIGHT``
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and preserve the aspect ratio.
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.. note::
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To use images you will need to have the python ``pillow`` package installed.
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If you're running this as a Hass.io add-on or with the official ESPHome docker image, it should already be
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installed. Otherwise you need to install it using ``pip2 install pillow``.
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And then later in code:
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.. code-block:: yaml
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display:
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- platform: ...
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# ...
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lambda: |-
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// Draw the image my_image at position [x=0,y=0]
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it.image(0, 0, id(my_image));
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.. _display-pages:
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Display Pages
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-------------
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Certain display types also allow you to show "pages". With pages you can create drawing lambdas
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that you can switch between. For example with pages you can set up 3 screens, each with
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different content, and switch between them on a timer.
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.. code-block:: yaml
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display:
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- platform: ...
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# ...
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id: my_display
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pages:
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- id: page1
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lambda: |-
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it.print(0, 10, id(my_font), "This is page 1!");
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- id: page2
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lambda: |-
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it.print(0, 10, id(my_font), "This is page 2!");
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You can then switch between these with three different actions:
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**show_next** / **show_prev**: Shows the next or previous page, wraps around at the end.
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.. code-block:: yaml
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on_...:
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- display.page.show_next: my_display
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- display.page.show_prev: my_display
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# For example cycle through pages on a timer
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interval:
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- interval: 5s
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then:
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- display.page.show_next: my_display
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- component.update: my_display
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**display.page.show**: Show a specific page
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.. code-block:: yaml
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on_...:
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- display.page.show: page1
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# Templated
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- display.page.show: !lambda |-
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if (id(my_binary_sensor).state) {
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return id(page1);
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} else {
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return id(page2);
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}
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.. note::
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To trigger a redraw right after the page show use a :ref:`component.update <component-update_action>`
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action:
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.. code-block:: yaml
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# For example cycle through pages on a timer
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interval:
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- interval: 5s
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then:
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- display.page.show_next: my_display
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- component.update: my_display
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See Also
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--------
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- :apiref:`display/display.h`
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- :ghedit:`Edit`
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.. toctree::
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:maxdepth: 1
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:glob:
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*
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