Files
homeassistant_espscreen/docs/THEME.md
T
Max Gramser bc2a754706 Add Dark mode for a screen beside the bed, with every colour in one table (0.2.63)
Dark mode is a new switch under Brightness on the screen's settings page, in
the Screen settings of ESP Screens and as switch.<screen>_dark_mode in Home
Assistant, so an automation can turn it on at bedtime. The screen changes
look at once, open cards and an alert included, and keeps it after a
restart. The design stays the same: a black page, graphite cards with a
hairline, soft white text, Home Assistant's state colours where they tell
something, and pastel card colours as deeper versions of themselves.

Every colour the firmware chooses now lives in components/smart_display/
theme.h: roles with a light and a dark value, the named card colours and
Home Assistant's state colours. The board profiles give widgets colourless
shared styles that theme.h fills, so a change of look refills those styles
and draws again what code painted by state. The light look is unchanged
apart from merges below one panel step. Dark mode costs 440 bytes of static
RAM on the CYD, and the LVGL tree of the host build is 416 bytes smaller; tests
keep colours out of every other file.

Comparing a screen that switched looks with one that booted in it also
found two older bugs, now fixed: a settings switch that was on showed its
knob at the left whenever its page was drawn, and the sun card's sunlit
area turned orange after a palette change. Firmware 0.2.54.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 12:07:10 +02:00

5.6 KiB

Colours and Dark mode

Every colour the screens choose themselves lives in one file, components/smart_display/theme.h (firmware 0.2.54+). Dark mode is a second value for each of them, not a second design: the layout, the fonts and the sizes stay exactly as they are. This page says how the colours reach the glass and what a new colour takes.

The model

Part What it is Where
Role What a colour is for (PAGE, CARD, INK, MUTED, KEY_PRESSED, ...), with a light and a dark value theme::ROLES, the table at the top of theme.h
Swatch A named card colour a tile or an alert can pick (red ... gray), light and dark theme::SWATCHES
State colour Home Assistant's colour for a state (the amber of a light that is on), the same in both looks theme::ha
Paint A shared LVGL style filled from roles: card is a card's background, hairline and text theme::Paint, theme::PAINTS
Look theme::dark, set by theme::set_dark() from the Dark mode setting settings_screen::dark_mode

The light values are the design as it has always been; tests/test_theme.cpp pins the main ones. The dark values follow a few rules: a black page, graphite cards (#1A1A1A) with a hairline, soft white text (#DADADA) and greys for secondary words, Home Assistant's state colours unchanged, their tints a little stronger over graphite, and a grey whose red, green and blue land on the same step of the RGB565 panel, so it stays grey on both boards.

How a colour reaches the glass

  • Board profiles write no colour. A widget names a paint, styles: paint_card, or a style that carries one (style_page, style_tile, style_room, ...). The style definitions have no colour; on_boot sets theme::paints to the list of theme::fill(id(style), Paint::...) calls and runs it. The list is code in flash, not a table in RAM, and theme::set_dark() runs it again. Scripts that colour a widget by state ask for a role: theme::color(selected ? theme::ACCENT_BRIGHT : theme::CARD).
  • Firmware asks for roles: theme::color(theme::INK), theme::hex(theme::MUTED), the detail_text(..., theme::SUBTLE) and detail_shape(..., theme::TRACK, ...) overloads. A widget that lives as long as the screen and never changes colour by state takes a paint too: lv_obj_add_style(obj, theme::style(theme::Paint::knob), LV_PART_KNOB).
  • State colours pass through a helper on their way to the glass: state() (Home Assistant's greys become the dark greys), foreground() (a glyph, a line or words: deep colours are lifted in dark), tint() (the pale circle, a halo, a slider track), icon() (a tile's icon), surface() and outline() (a card's own colour and hairline), key_on() (keys inside a card of any colour) and fill_opacity() (the area under a graph).

A change of look

settings_screen::set("dark_mode", ...) stores the setting in its own preference (DRK1), runs apply_screen_settings, and that calls theme::set_dark(). A look the screen already has costs nothing. A real change runs theme::paints, refills the firmware's own paints, tells LVGL once, and calls theme::redraw, set in on_boot, which draws again what code painted by state:

  • runtime_tiles::restyle(): every tile's palette, the top bar's icons, and an open card, in place;
  • light_controls::restyle(), settings_screen::restyle();
  • an alert that is up (theme::surface(id(alert_card_color))), and the climate card and its mode picker when they are open.

Everything happens in the same pass, so no frame shows half of each look. At boot set_dark() runs before the first frame.

A redraw has to give exactly what a first draw gives, whatever came before it. Two things that did not were found by comparing a screen that switched with one that booted in that look: a position worked out from coordinates LVGL had not laid out yet (they read 0 until its next pass: use the size you set), and a palette pass that overwrote a colour the sun path had chosen itself.

Adding a colour

  1. A role: one line in enum Role and one row in ROLES, in the same order (the tests read both). The light value is the design; choose the dark value on a render, not in the table.
  2. In firmware code: theme::color(theme::YOUR_ROLE). Never lv_color_hex(0x...).
  3. In a board profile: the widget takes a paint. For a new combination add it to enum class Paint and PAINTS, a colourless - id: paint_<name> in the style_definitions of both profiles, and theme::fill(id(paint_<name>), Paint::<name>); in their theme::paints list. Then python3 tools/generate_packages.py.
  4. Something drawn once and kept that changes colour by state: set it where the state is drawn, and make sure the redraw above reaches that code.
  5. A local colour always wins over a paint: an object that takes a paint must not also get a local colour for the same property and part.

Checks

  • tests/test_theme.cpp: the light design, contrast of the text roles on every surface and swatch in both looks, neutral dark greys, and the helpers.
  • tests/test_theme.py: no colour outside theme.h (the light's colour picker and the value card's colour wheel keep their hues), every paint defined, filled once and used, and the look applied at boot, after a change and in the redraw.
  • Renders of the host build in both looks (see docs/RELEASING.md, Compatibility 0.2.63): the light look pixel for pixel against the previous firmware, a screen that boots dark against one that switched, and every card opened in light and switched while open against the same card opened in dark.