The two board profiles (5,000 lines each, 87 % the same text) become packages/core.yaml and one file per board under packages/boards/: the hardware, a table of 84 sizes and font sizes, 18 hooks with the lines of C++ only that board adds inside a shared lambda, and the board's own sections. packages/cyd.yaml and packages/guition.yaml keep their names and places (a screen installed from ESP Screens builds as before); home-like-2432s028.yaml and guition-4848s040.yaml become the same entries for a checkout. The firmware stays 0.2.70: the C++ ESPHome generates for each board, through the checkout profile and through the GitHub package route, was compared line by line with the old profiles' (docs/TEST_RESULTS_0284.md). tools/check_packages.py replaces tools/generate_packages.py; tools/profiles.py gives the tests and tools the three files as one; docs/PROFILES.md says how the files fit together and how a board is added. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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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_bootsetstheme::paintsto the list oftheme::fill(id(style), Paint::...)calls and runs it. The list is code in flash, not a table in RAM, andtheme::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), thedetail_text(..., theme::SUBTLE)anddetail_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()andoutline()(a card's own colour and hairline),key_on()(keys inside a card of any colour) andfill_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
- A role: one line in
enum Roleand one row inROLES, 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. - In firmware code:
theme::color(theme::YOUR_ROLE). Neverlv_color_hex(0x...). - In the profiles: the widget takes a paint. For a new combination add it to
enum class PaintandPAINTS, a colourless- id: paint_<name>in thestyle_definitionsofpackages/core.yaml(or of one board file, for a paint only that board uses), andtheme::fill(id(paint_<name>), Paint::<name>);in the core'stheme::paintslist (a board-only paint goes into the board'sBOARD_PAINT_FILLhook). - 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.
- 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 outsidetheme.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.