654 lines
24 KiB
ReStructuredText
654 lines
24 KiB
ReStructuredText
Display Component
|
|
=================
|
|
|
|
.. seo::
|
|
:description: Instructions for setting up the display component.
|
|
:image: folder-open.svg
|
|
|
|
The ``display`` component houses ESPHome's powerful rendering and display
|
|
engine. Fundamentally, there are these types of displays:
|
|
|
|
- Character displays like :doc:`7-Segment displays <max7219>` or
|
|
:doc:`LCD displays <lcd_display>`.
|
|
- Serial displays like :doc:`nextion` that have their own processors for graphics rendering.
|
|
- Graphical displays with fully addressable pixels, like :doc:`E-Paper <waveshare_epaper>`,
|
|
:doc:`OLED <ssd1306>` or :doc:`TFT <ili9xxx>` displays.
|
|
|
|
For graphical displays, which offer the greatest flexibility, there are two options for displaying content:
|
|
|
|
- ESPHome's :ref:`own rendering engine <display-engine>`
|
|
- :doc:`LVGL </components/lvgl/index>` - Light and Versatile Graphics Library
|
|
|
|
.. _display-configuration:
|
|
|
|
Configuration variables:
|
|
************************
|
|
|
|
All display components inherit these configuration variables.
|
|
|
|
- **id** (*Optional*, :ref:`config-id`): Manually specify the ID used for code generation. Required if there are multiple displays.
|
|
- **update_interval** (*Optional*, :ref:`config-time`): The interval to re-draw the screen. Defaults to ``1s``.
|
|
- **lambda** (*Optional*, :ref:`lambda <config-lambda>`): The lambda to use for rendering the content on the display.
|
|
See :ref:`display-engine` for more information.
|
|
|
|
All *graphical* displays also inherit these configuration variables.
|
|
|
|
- **auto_clear_enabled** (*Optional*, boolean): If the display should be cleared before each update. Defaults to ``true``.
|
|
- **show_test_card** (*Optional*, boolean): If the display should show a test card. Defaults to ``false``. If set, any code in the ``lambda`` config option will be ignored.
|
|
- **rotation** (*Optional*, integer): The rotation of the display in degrees, one of 0, 90, 180 or 270. Defaults to ``0``.
|
|
- **pages** (*Optional*, list): Pages configuration - see below.
|
|
|
|
|
|
.. _display-engine:
|
|
|
|
Display Rendering Engine
|
|
------------------------
|
|
|
|
ESPHome's own powerful rendering engine can handle many common tasks such as drawing basic shapes,
|
|
printing text with fonts of your choice, or even rendering images.
|
|
|
|
To achieve all this flexibility displays tie in directly into ESPHome's :ref:`lambda system <config-lambda>`.
|
|
So when you want to write some text or sensor values to the screen you will be writing in C++ code
|
|
using an API that is designed to
|
|
|
|
- be simple and to be used without programming experience
|
|
- but also be flexible enough to work with more complex tasks like displaying an analog clock.
|
|
|
|
In this section we will be discussing how to use ESPHome's display rendering engine from ESPHome
|
|
and some basic commands. Please note that this only applies to displays that can control each pixel
|
|
individually.
|
|
|
|
.. note::
|
|
|
|
Display hardware is complex and sometimes doesn't behave as expected. If you're having trouble with your display,
|
|
please see :ref:`troubleshooting` below.
|
|
|
|
So, first a few basics: When setting up a display platform in ESPHome there will be a configuration
|
|
option called ``lambda:`` which will be called every time ESPHome wants to re-render the display.
|
|
In each cycle, the display is automatically cleared before the lambda is executed. You can disable
|
|
this behavior by setting ``auto_clear_enabled: false``.
|
|
In the lambda, you can write code like in any :ref:`lambda <config-lambda>` in ESPHome. Display
|
|
lambdas are additionally passed a variable called ``it`` which represents the rendering engine object.
|
|
|
|
.. figure:: images/display_rendering_line.png
|
|
:align: center
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
// Write your display rendering code here
|
|
|
|
// For example, draw a line from [x=0,y=0] to [x=50,y=50]
|
|
it.line(0, 0, 50, 50);
|
|
|
|
.. note::
|
|
|
|
Lambdas are essentially just a lightly modified version of C++. So don't forget to end each line
|
|
with a semicolon (``;``). Otherwise you will be greeted by a long error message at the compilation stage.
|
|
|
|
If you compile and upload the configuration above, you should see a black (or white, depending on the display)
|
|
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
|
|
``rotation:`` option to rotate the display to your liking)
|
|
|
|
This already highlights one of the things you must learn before diving into writing your own custom display code:
|
|
The **top left** is always the origin of the pixel coordinate system. Also, all points in this coordinate system
|
|
are a pair of integers like ``50, 50`` which represent the shift to the right and shift downwards. So, in other words,
|
|
x always represents the horizontal axis (width) and y the vertical axis (height). And the convention in
|
|
the rendering engine is always first specify the ``x`` coordinate and then the ``y`` coordinate.
|
|
|
|
Basic Shapes
|
|
------------
|
|
|
|
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:
|
|
|
|
.. figure:: images/display_rendering_shapes.png
|
|
:align: center
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
// Draw a line from [0,0] to [100,50]
|
|
it.line(0, 0, 100, 50);
|
|
// Draw the outline of a rectangle with the top left at [5,20], a width of 30 and a height of 42
|
|
it.rectangle(5, 20, 30, 42);
|
|
// Draw the same rectangle a few pixels apart, but this time filled
|
|
it.filled_rectangle(40, 40, 30, 42);
|
|
|
|
// Circles! Let's draw one with the center at [20,40] and a radius of 10
|
|
it.circle(20, 40, 10);
|
|
// ... and the same thing filled again
|
|
it.filled_circle(20, 75, 10);
|
|
|
|
// Ring and half-ring. First draw the circle with a hole in it
|
|
// at [75,75] with inner raduis of 20 and outer of 30
|
|
id.filled_ring(75, 75, 30, 20);
|
|
// and a "gauge": half-ring that is partially filled.
|
|
// Same position and size but 80% filled left to right
|
|
id.filled_gauge(75, 75, 30, 20, 80)
|
|
|
|
// Triangles... Let's draw the outline of a triangle from the [x,y] coordinates of its three points
|
|
// [25,5], [100,5], [80,25]
|
|
it.triangle(25, 5, 100, 5, 80, 25);
|
|
// and a filled triangle !
|
|
it.filled_triangle(115, 5, 95, 25, 125, 70);
|
|
|
|
// Regular Polygons? Let's draw a filled, pointy-topped hexagon inscribed in a circle
|
|
// centered on [170,45] with a radius of 20
|
|
it.filled_regular_polygon(170, 45, 20, EDGES_HEXAGON);
|
|
// and the outline of flat-topped octagon around it!
|
|
it.regular_polygon(170, 45, 40, EDGES_OCTAGON, VARIATION_FLAT_TOP);
|
|
// Need to rotate the polygon, or retrieve the coordinates of its vertices? Check the API!
|
|
|
|
All the above methods can optionally also be called with an argument at the end which specifies in which
|
|
color to draw. For monochrome displays, only ``COLOR_ON`` (the default if color is not given) and ``COLOR_OFF`` are supported.
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
// Turn the whole display on
|
|
it.fill(COLOR_ON);
|
|
// Turn the whole display off
|
|
it.fill(COLOR_OFF);
|
|
|
|
// Turn a single pixel off at [50,60]
|
|
it.draw_pixel_at(50, 60, COLOR_OFF);
|
|
|
|
For color displays (e.g. TFT displays), you can use the Color class.
|
|
|
|
.. figure:: images/display_rendering_colors.png
|
|
:align: center
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
auto black = Color(0, 0, 0);
|
|
auto red = Color(255, 0, 0);
|
|
auto green = Color(0, 255, 0);
|
|
auto blue = Color(0, 0, 255);
|
|
auto white = Color(255, 255, 255);
|
|
it.filled_circle(20, 32, 15, black);
|
|
it.filled_circle(40, 32, 15, red);
|
|
it.filled_circle(60, 32, 15, green);
|
|
it.filled_circle(80, 32, 15, blue);
|
|
it.filled_circle(100, 32, 15, white);
|
|
|
|
Additionally, you have access to two helper methods which will fetch the width and height of the display:
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
// Draw a circle in the middle of the display
|
|
it.filled_circle(it.get_width() / 2, it.get_height() / 2, 20);
|
|
|
|
// Turn off bottom half of the screen
|
|
it.filled_rectangle(0, it.get_height()/2, it.get_width(), it.get_height()/2, COLOR_OFF);
|
|
|
|
You can view the full API documentation for the rendering engine in the "API Reference" in the See Also section.
|
|
|
|
.. _display-static_text:
|
|
|
|
Drawing Static Text
|
|
-------------------
|
|
|
|
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.
|
|
|
|
In your display code, you can render static text by referencing the font and just entering your string enclosed in double quotes:
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
// Print the string "Hello World!" at [0,10]
|
|
it.print(0, 10, id(my_font), "Hello World!");
|
|
|
|
By default, ESPHome will *align* the text at the top left. That means if you enter the coordinates
|
|
``[0,10]`` for your text, the top left of the text will be at ``[0,10]``. If you want to draw some
|
|
text at the right side of the display, it is however sometimes useful to choose a different **text alignment**.
|
|
When you enter ``[0,10]`` you're really telling ESPHome that it should position the **anchor point** of the text
|
|
at ``[0,10]``. When using a different alignment, like ``TOP_RIGHT``, the text will be positioned left of the anchor
|
|
pointed, so that, as the name implies, the anchor point is a the *top right* corner of the text.
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
// Aligned on left by default
|
|
it.print(0, 0, id(my_font), "Left aligned");
|
|
|
|
// Aligned on right edge
|
|
it.print(it.get_width(), 0, id(my_font), TextAlign::TOP_RIGHT, "Right aligned");
|
|
|
|
As with basic shapes, you can also specify a color for the text:
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
// Syntax is always: it.print(<x>, <y>, <font>, [color=COLOR_ON], [align=TextAlign::TOP_LEFT], <text>);
|
|
it.print(0, 0, id(my_font), COLOR_ON, "Left aligned");
|
|
|
|
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:
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
// Syntax is always: it.print(<x>, <y>, <font>, [color=COLOR_ON], [align], <text>, [color=COLOR_OFF]);
|
|
it.print(0, 0, id(my_font_with_icons), COLOR_ON, TextAlign::CENTER, "Just\U000f05d4here. Already\U000F02D1this.", COLOR_OFF);
|
|
|
|
|
|
.. figure:: images/display_rendering_text.png
|
|
:align: center
|
|
|
|
.. _display-printf:
|
|
|
|
Formatted Text
|
|
--------------
|
|
|
|
Static text by itself is not too impressive. What we really want is to display *dynamic* content like sensor values
|
|
on the display!. That's where ``printf`` comes in. ``printf`` is a formatting engine from the C era and ESPHome
|
|
chose to use because ... well, I'm too lazy to create a fully-fledged format engine where the existing stuff
|
|
is way better documented :)
|
|
|
|
``printf`` can do way more stuff than you will probably ever need, but it's also quite simple for the basic stuff.
|
|
For example, a printf call can look like this:
|
|
|
|
.. code-block:: yaml
|
|
|
|
sensor:
|
|
- platform: ...
|
|
# ...
|
|
id: my_sensor
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
it.printf(0, 0, id(my_font), "The sensor value is: %.1f", id(my_sensor).state);
|
|
// If the sensor has the value 30.02, the result will be: "The sensor value is: 30.0"
|
|
|
|
As you can see, when you call ``printf`` most of the string is printed as-is, but when this weird percent sign with some
|
|
stuff after it is encountered, it is magically replaced by the argument after the format (here ``id(my_sensor).state``).
|
|
|
|
Every time you type a percent sign ``%`` in a printf format string, it will treat the following letters as a format tag
|
|
until a so-called "specifier" is encountered (in this case ``f``). You can read more about it
|
|
`here <https://www.tutorialspoint.com/c_standard_library/c_function_printf.htm>`__,
|
|
but for ESPHome there are really just a few things you need to know.
|
|
|
|
Let's break ``%.1f`` down:
|
|
|
|
- ``%`` - initiate the format string
|
|
- ``.1`` - round the decimal number to ``1`` digits after the decimal point.
|
|
- ``f`` - the specifier which tells printf the data type of the argument. Here it is a f(loat).
|
|
|
|
For example, if you would like to print a sensor value with two digits of accuracy, you would write ``%.2f`` and with
|
|
zero digits of accuracy (without a decimal) ``%.0f``.
|
|
|
|
Another interesting format string is ``%7.2f``, which would become the right-justified string
|
|
``" 20.51"`` for a value of 20.506.
|
|
|
|
- ``%`` - initiate the format
|
|
- ``7`` - means that the number will be right-justified and be padded on the left by spaces if
|
|
the result would be shorter than 7 characters long.
|
|
- ``.2`` - round the decimal number to ``2`` digits after the decimal point.
|
|
- ``f`` - specifier: f(loat).
|
|
|
|
You can even have as many formatted items as you want in a single printf call. Just make sure the put the
|
|
arguments after the format string in the right order.
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
// %% - literal % sign
|
|
it.printf(0, 0, id(my_font), "Temperature: %.1f°C, Humidity: %.1f%%", id(temperature).state, id(humidity).state);
|
|
|
|
To display a text string from a ``text_sensor``, append ``.c_str()`` to the end of your variable.
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
it.printf(0, 0, id(my_font), "Text to follow: %s", id(template_text).state.c_str());
|
|
|
|
|
|
When using anti-aliased fonts you will probably need to specify the color to draw the characters, and the background
|
|
color to mix in for anti-aliasing. This requires the full version of `printf`, e.g.:
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
it.printf(10, 100, id(roboto), Color(0x123456), COLOR_OFF, display::TextAlign::BASELINE, "%f", id(heap_free).state);
|
|
|
|
|
|
The last printf tip for use in displays I will discuss here is how to display binary sensor values. You
|
|
*could* of course just check the state with an ``if`` statement as the first few lines in the example below, but if
|
|
you want to be efficient you can use an *inline if* too. With the ``%s`` print specifier you can tell it to
|
|
use any string you pass it, like ``"ON"`` or ``"OFF"``.
|
|
|
|
.. code-block:: yaml
|
|
|
|
binary_sensor:
|
|
- platform: ...
|
|
# ...
|
|
id: my_binary_sensor
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
if (id(my_binary_sensor).state) {
|
|
it.print(0, 0, id(my_font), "state: ON");
|
|
} else {
|
|
it.print(0, 0, id(my_font), "state: OFF");
|
|
}
|
|
// Shorthand:
|
|
it.printf(0, 0, id(my_font), "State: %s", id(my_binary_sensor).state ? "ON" : "OFF");
|
|
|
|
.. note::
|
|
|
|
For displaying external data on the display, for example data from your Home Assistant instance,
|
|
you can use the :doc:`/components/text_sensor/mqtt_subscribe` (see the example there for more information).
|
|
|
|
.. _display-strftime:
|
|
|
|
Displaying Time
|
|
---------------
|
|
|
|
You can display current time using a time component. Please see the example :ref:`here <strftime>`.
|
|
|
|
.. _clipping:
|
|
|
|
Screen Clipping
|
|
---------------
|
|
|
|
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.
|
|
|
|
With ``start_clipping(left, top, right, bottom);`` start you the clipping process and when you are done drawing in that region
|
|
you can stop the clipping process with ``end_clipping();`` . You can nest as many ``start_clipping();`` as you want as long
|
|
you end them as many times as well.
|
|
|
|
.. code-block:: yaml
|
|
|
|
binary_sensor:
|
|
- platform: ...
|
|
# ...
|
|
id: my_binary_sensor
|
|
|
|
color:
|
|
- name: my_red
|
|
red: 100%
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
lambda: |-
|
|
if (id(my_binary_sensor).state) {
|
|
it.print(0, 0, id(my_font), "state: ON");
|
|
} else {
|
|
it.print(0, 0, id(my_font), "state: OFF");
|
|
}
|
|
// Shorthand:
|
|
it.start_clipping(40,0,140,20);
|
|
it.printf(0, 0, id(my_font), id(my_red), "State: %s", id(my_binary_sensor).state ? "ON" : "OFF");
|
|
it.end_clipping();
|
|
|
|
After you started clipping you can manipulate the region with ``extend_clipping(left, top, right, bottom);``
|
|
and ``shrink_clipping(left, top, right, bottom);`` within previous set clipping region.
|
|
|
|
With ``get_clipping();`` you get a ``Rect`` object back with the latest set clipping region.
|
|
|
|
.. code-block:: cpp
|
|
|
|
class Rect {
|
|
int16_t x; ///< X/Left coordinate
|
|
int16_t y; ///< Y/Top coordinate
|
|
int16_t w; ///< Width
|
|
int16_t h; ///< Height
|
|
int16_t x2(); ///< Right coordinate
|
|
int16_t y2(); ///< bottom coordinate
|
|
};
|
|
|
|
With ``is_clipping();`` tells you if clipping is activated.
|
|
|
|
.. _config-color:
|
|
|
|
Color
|
|
-----
|
|
|
|
When using RGB-capable displays in ESPHome you may wish to use custom colors.
|
|
A ``color`` component exists for just this purpose:
|
|
|
|
.. code-block:: yaml
|
|
|
|
color:
|
|
- id: my_light_red
|
|
red: 100%
|
|
green: 20%
|
|
blue: 25%
|
|
white: 0%
|
|
|
|
Alternatively, you can use ``<color>_int`` to specify the color as an int value:
|
|
|
|
.. code-block:: yaml
|
|
|
|
color:
|
|
- id: my_light_red
|
|
red_int: 255
|
|
green_int: 51
|
|
blue_int: 64
|
|
white_int: 0
|
|
|
|
Or, if you are more comforatble with hex values, you can use ``hex``:
|
|
|
|
.. code-block:: yaml
|
|
|
|
color:
|
|
- id: my_light_red
|
|
hex: FF3340
|
|
|
|
Configuration variables:
|
|
|
|
- **red** (*Optional*, percentage): The percentage of the red component. Defaults to ``100%``.
|
|
- **red_int** (*Optional*, integer): The brightness of the red component on a scale of ``0`` to ``255``. Defaults to ``255``.
|
|
- **green** (*Optional*, percentage): The percentage of the green component. Defaults to ``100%``.
|
|
- **green_int** (*Optional*, integer): The brightness of the green component on a scale of ``0`` to ``255``. Defaults to ``255``.
|
|
- **blue** (*Optional*, percentage): The percentage of the blue component. Defaults to ``100%``.
|
|
- **blue_int** (*Optional*, integer): The brightness of the blue component on a scale of ``0`` to ``255``. Defaults to ``255``.
|
|
- **white** (*Optional*, percentage): The percentage of the white component. Defaults to ``100%``.
|
|
- **white_int** (*Optional*, integer): The brightness of the white component on a scale of ``0`` to ``255``. Defaults to ``255``.
|
|
- **hex** (*Optional*, string): The color in hexadecimal representation. Defaults to ``FFFFFF``.
|
|
|
|
RGB displays use red, green, and blue, while grayscale displays may use white.
|
|
|
|
|
|
.. _display-pages:
|
|
|
|
Display Pages
|
|
-------------
|
|
|
|
Certain display types also allow you to show "pages". With pages you can create drawing lambdas
|
|
that you can switch between. For example with pages you can set up 3 screens, each with
|
|
different content, and switch between them on a timer.
|
|
|
|
.. code-block:: yaml
|
|
|
|
display:
|
|
- platform: ...
|
|
# ...
|
|
id: my_display
|
|
pages:
|
|
- id: page1
|
|
lambda: |-
|
|
it.print(0, 10, id(my_font), "This is page 1!");
|
|
- id: page2
|
|
lambda: |-
|
|
it.print(0, 10, id(my_font), "This is page 2!");
|
|
|
|
You can then switch between these with three different actions:
|
|
|
|
**show_next** / **show_previous**: Shows the next or previous page, wraps around at the end.
|
|
|
|
.. code-block:: yaml
|
|
|
|
on_...:
|
|
- display.page.show_next: my_display
|
|
- display.page.show_previous: my_display
|
|
|
|
# For example cycle through pages on a timer
|
|
interval:
|
|
- interval: 5s
|
|
then:
|
|
- display.page.show_next: my_display
|
|
- component.update: my_display
|
|
|
|
**display.page.show**: Show a specific page
|
|
|
|
.. code-block:: yaml
|
|
|
|
on_...:
|
|
- display.page.show: page1
|
|
|
|
# Templated
|
|
- display.page.show: !lambda |-
|
|
if (id(my_binary_sensor).state) {
|
|
return id(page1);
|
|
} else {
|
|
return id(page2);
|
|
}
|
|
|
|
.. note::
|
|
|
|
To trigger a redraw right after the page show use a :ref:`component.update <component-update_action>`
|
|
action:
|
|
|
|
.. code-block:: yaml
|
|
|
|
# For example cycle through pages on a timer
|
|
interval:
|
|
- interval: 5s
|
|
then:
|
|
- display.page.show_next: my_display
|
|
- component.update: my_display
|
|
|
|
.. _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:
|
|
display.is_displaying_page: page1
|
|
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
|
|
to: page2
|
|
then:
|
|
lambda: |-
|
|
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.
|
|
- **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:
|
|
|
|
*
|