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Co-authored-by: Keith Burzinski <kbx81x@gmail.com> Co-authored-by: clydebarrow <2366188+clydebarrow@users.noreply.github.com> Co-authored-by: Jesse Hills <3060199+jesserockz@users.noreply.github.com>
628 lines
22 KiB
ReStructuredText
628 lines
22 KiB
ReStructuredText
Display Component
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=================
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.. seo::
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:description: Instructions for setting up the display component.
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:image: folder-open.svg
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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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- Character displays like :doc:`7-Segment displays <max7219>` or
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:doc:`LCD displays <lcd_display>`.
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- Serial displays like :doc:`nextion` that have their own processors for graphics rendering.
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- Graphical binary displays which can toggle ON/OFF any pixel, like :doc:`E-Paper <waveshare_epaper>`,
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:doc:`OLED <ssd1306>` or :doc:`TFT <ili9xxx>` displays.
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For graphical displays, which offer the greatest flexibility, there are two options:
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- ESPHome's :ref:`own rendering engine <display-engine>`
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- :doc:`LVGL </components/lvgl/index>` - Light and Versatile Graphics Library
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.. _display-engine:
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Display Rendering Engine
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------------------------
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ESPHome's own powerful rendering engine can handle many common tasks such as drawing basic shapes,
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printing text with fonts of your choice, or even rendering 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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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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.. note::
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Display hardware is complex and sometimes doesn't behave as expected. If you're having trouble with your display,
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please see :ref:`troubleshooting` below.
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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 each cycle, the display is automatically cleared before the lambda is executed. You can disable
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this behavior by setting ``auto_clear_enabled: false``.
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In the lambda, 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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.. figure:: images/display_rendering_line.png
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:align: center
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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, circles or even polygons:
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.. figure:: images/display_rendering_shapes.png
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:align: center
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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 [5,20], a width of 30 and a height of 42
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it.rectangle(5, 20, 30, 42);
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// Draw the same rectangle a few pixels apart, but this time filled
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it.filled_rectangle(40, 40, 30, 42);
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// Circles! Let's draw one with the center at [20,40] and a radius of 10
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it.circle(20, 40, 10);
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// ... and the same thing filled again
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it.filled_circle(20, 75, 10);
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// Triangles... Let's draw the outline of a triangle from the [x,y] coordinates of its three points
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// [25,5], [100,5], [80,25]
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it.triangle(25, 5, 100, 5, 80, 25);
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// and a filled triangle !
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it.filled_triangle(115, 5, 95, 25, 125, 70);
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// Regular Polygons? Let's draw a filled, pointy-topped hexagon inscribed in a circle
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// centered on [170,45] with a radius of 20
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it.filled_regular_polygon(170, 45, 20, EDGES_HEXAGON);
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// and the outline of flat-topped octagon around it!
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it.regular_polygon(170, 45, 40, EDGES_OCTAGON, VARIATION_FLAT_TOP);
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// Need to rotate the polygon, or retrieve the coordinates of its vertices? Check the API!
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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. For monochrome displays, only ``COLOR_ON`` (the default if color is not given) and ``COLOR_OFF`` are supported.
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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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For color displays (e.g. TFT displays), you can use the Color class.
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.. figure:: images/display_rendering_colors.png
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:align: center
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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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auto black = Color(0, 0, 0);
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auto red = Color(255, 0, 0);
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auto green = Color(0, 255, 0);
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auto blue = Color(0, 0, 255);
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auto white = Color(255, 255, 255);
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it.filled_circle(20, 32, 15, black);
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it.filled_circle(40, 32, 15, red);
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it.filled_circle(60, 32, 15, green);
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it.filled_circle(80, 32, 15, blue);
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it.filled_circle(100, 32, 15, white);
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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, 20);
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// Turn off bottom half of the screen
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it.filled_rectangle(0, it.get_height()/2, it.get_width(), it.get_height()/2, COLOR_OFF);
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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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To be able to display text, you need to prepare some fonts. ESPHome's :ref:`font renderer <display-fonts>` allows you to use OpenType/TrueType/Bitmap fonts for your texts. This is very flexiblle because you can prepare various sets of fonts at different sizes with a different number of glyphs which is extremely convenient when we're talking about flash space.
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In your display code, you can render static text by referencing the font and just entering your string enclosed in double quotes:
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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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In case of fonts rendered at higher bit depths, the background color has to be specified after the text in order for antialiasing to work:
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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], <text>, [color=COLOR_OFF]);
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it.print(0, 0, id(my_font_with_icons), COLOR_ON, TextAlign::CENTER, "Just\U000f05d4here. Already\U000F02D1this.", COLOR_OFF);
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.. figure:: images/display_rendering_text.png
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:align: center
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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 formatted items 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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To display a text string from a ``text_sensor``, append ``.c_str()`` to the end of your variable.
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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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it.printf(0, 0, id(my_font), "Text to follow: %s", id(template_text).state.c_str());
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When using anti-aliased fonts you will probably need to specify the color to draw the characters, and the background
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color to mix in for anti-aliasing. This requires the full version of `printf`, e.g.:
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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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it.printf(10, 100, id(roboto), Color(0x123456), COLOR_OFF, display::TextAlign::BASELINE, "%f", id(heap_free).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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You can display current time using a time component. Please see the example :ref:`here <strftime>`.
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.. _clipping:
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Screen Clipping
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---------------
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Screen clipping can be useful when you just want to show a part of an image or make sure that what you draw on the screen does not go outside a specific region on the screen.
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With ``start_clipping(left, top, right, bottom);`` start you the clipping process and when you are done drawing in that region
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you can stop the clipping process with ``end_clipping();`` . You can nest as many ``start_clipping();`` as you want as long
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you end them as many times as well.
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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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color:
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- name: my_red
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red: 100%
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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.start_clipping(40,0,140,20);
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it.printf(0, 0, id(my_font), id(my_red), "State: %s", id(my_binary_sensor).state ? "ON" : "OFF");
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it.end_clipping();
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After you started clipping you can manipulate the region with ``extend_clipping(left, top, right, bottom);``
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and ``shrink_clipping(left, top, right, bottom);`` within previous set clipping region.
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With ``get_clipping();`` you get a ``Rect`` object back with the latest set clipping region.
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.. code-block:: cpp
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class Rect {
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int16_t x; ///< X/Left coordinate
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int16_t y; ///< Y/Top coordinate
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int16_t w; ///< Width
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int16_t h; ///< Height
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int16_t x2(); ///< Right coordinate
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int16_t y2(); ///< bottom coordinate
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};
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With ``is_clipping();`` tells you if clipping is activated.
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.. _config-color:
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Color
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-----
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When using RGB-capable displays in ESPHome you may wish to use custom colors.
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A ``color`` component exists for just this purpose:
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.. code-block:: yaml
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color:
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- id: my_light_red
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red: 100%
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green: 20%
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blue: 25%
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white: 0%
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Alternatively, you can use ``<color>_int`` to specify the color as an int value:
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.. code-block:: yaml
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color:
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- id: my_light_red
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red_int: 255
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green_int: 51
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blue_int: 64
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white_int: 0
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Or, if you are more comforatble with hex values, you can use ``hex``:
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.. code-block:: yaml
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color:
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- id: my_light_red
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hex: FF3340
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Configuration variables:
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- **red** (*Optional*, percentage): The percentage of the red component. Defaults to ``100%``.
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- **red_int** (*Optional*, integer): The brightness of the red component on a scale of ``0`` to ``255``. Defaults to ``255``.
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- **green** (*Optional*, percentage): The percentage of the green component. Defaults to ``100%``.
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- **green_int** (*Optional*, integer): The brightness of the green component on a scale of ``0`` to ``255``. Defaults to ``255``.
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- **blue** (*Optional*, percentage): The percentage of the blue component. Defaults to ``100%``.
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- **blue_int** (*Optional*, integer): The brightness of the blue component on a scale of ``0`` to ``255``. Defaults to ``255``.
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- **white** (*Optional*, percentage): The percentage of the white component. Defaults to ``100%``.
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- **white_int** (*Optional*, integer): The brightness of the white component on a scale of ``0`` to ``255``. Defaults to ``255``.
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- **hex** (*Optional*, string): The color in hexadecimal representation. Defaults to ``FFFFFF``.
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RGB displays use red, green, and blue, while grayscale displays may use white.
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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_previous**: Shows the next or previous page, wraps around at the end.
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.. code-block:: yaml
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|
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on_...:
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- display.page.show_next: my_display
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- display.page.show_previous: my_display
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|
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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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|
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|
**display.page.show**: Show a specific page
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|
|
|
.. code-block:: yaml
|
|
|
|
on_...:
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- display.page.show: page1
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|
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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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|
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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:
|
|
|
|
.. code-block:: yaml
|
|
|
|
# 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-is_displaying_page-condition:
|
|
|
|
**display.is_displaying_page**: This condition returns true while the specified page is being shown.
|
|
|
|
.. code-block:: yaml
|
|
|
|
# In some trigger:
|
|
on_...:
|
|
- if:
|
|
condition:
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|
display.is_displaying_page: page1
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|
then:
|
|
...
|
|
- if:
|
|
condition:
|
|
display.is_displaying_page:
|
|
id: my_display
|
|
page_id: page2
|
|
then:
|
|
...
|
|
|
|
.. _display-on_page_change-trigger:
|
|
|
|
**on_page_change**: This automation will be triggered when the page that is shown changes.
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
on_page_change:
|
|
- from: page1
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|
to: page2
|
|
then:
|
|
lambda: |-
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|
ESP_LOGD("display", "Page changed from 1 to 2");
|
|
|
|
- **from** (*Optional*, :ref:`config-id`): A page id. If set the automation is only triggered if changing from this page. Defaults to all pages.
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|
- **to** (*Optional*, :ref:`config-id`): A page id. If set the automation is only triggered if changing to this page. Defaults to all pages.
|
|
|
|
Additionally the old page will be given as the variable ``from`` and the new one as the variable ``to``.
|
|
|
|
.. _troubleshooting:
|
|
|
|
Troubleshooting
|
|
---------------
|
|
|
|
Using the Color Test Card
|
|
-------------------------
|
|
|
|
If you're experiencing issues with your color display, the ``show_test_card: true`` option can help you to identify what might be wrong.
|
|
|
|
- It will show bars for Red, Green and Blue, graduating to black and white.
|
|
- Together with that it will show the letters "**R**", "**G**" and "**B**" to validate the display geometry.
|
|
- There will be a rectangle around the corners of the display with a marker at the 0,0 corner which should be at the top left of the screen.
|
|
|
|
.. figure:: images/test_card.jpg
|
|
:align: center
|
|
:width: 50.0%
|
|
|
|
|
|
|
|
When all points above are shown correctly then the display is working as expected.
|
|
To help the graphics display team determine the best way to help you, **a picture of the result of this option is very helpful.**
|
|
|
|
Should you `create an issue <https://github.com/esphome/issues/issues>`__ in GitHub regarding your display, please
|
|
be sure to **include a link to where you purchased the display** so that we can validate the configuration you've used.
|
|
|
|
.. note::
|
|
|
|
For displays in 8 bit mode you will see distinct color blocks rather than a smooth gradient.
|
|
|
|
See Also
|
|
--------
|
|
|
|
- :apiref:`display/display_buffer.h`
|
|
- :doc:`LVGL </components/lvgl/index>`
|
|
- :ref:`Fonts <display-fonts>`
|
|
- :ref:`Graph Component <display-graphs>`
|
|
- :ref:`QR Code Component <display-qrcode>`
|
|
- :ref:`Image Component <display-image>`
|
|
- :ref:`Animation Component <display-animation>`
|
|
- :ref:`Online Image <online_image>`
|
|
- :ghedit:`Edit`
|
|
|
|
.. toctree::
|
|
:maxdepth: 1
|
|
:glob:
|
|
|
|
*
|