Font Renderer Component¶
ESPHome’s graphical rendering engine also has a powerful font drawer which integrates seamlessly into the system. You have the option to use any OpenType/TrueType (.ttf
, .otf
, .woff
) font file at any size, as well as fixed-size PCF and BDF bitmap fonts.
These fonts can be used in ESPHome’s own rendering engine or in the LVGL Graphics component.
- To use fonts you can either
Just grab a
.ttf
,.otf
,.woff
,.pcf
, or.bdf
file from somewhere on the internet and place it, for example, inside afonts
folder next to your configuration file.Use the
gfonts://
short form to use Google Fonts directly.Load a font from a URL directly on build.
Next, create a font:
section in your configuration:
# Various ways to configure fonts
font:
- file: "fonts/Comic Sans MS.ttf"
id: my_font
size: 20
bpp: 2
- file: "fonts/tom-thumb.bdf"
id: tomthumb
# gfonts://family[@weight]
- file: "gfonts://Roboto"
id: roboto_20
size: 20
- file:
type: gfonts
family: Roboto
weight: 900
id: roboto_16
size: 16
- file: "gfonts://Material+Symbols+Outlined"
id: icons_50
size: 50
glyphs: ["\U0000e425"] # mdi-timer
- file: "fonts/RobotoCondensed-Regular.ttf"
id: roboto_special_28
size: 28
bpp: 4
glyphs: [
a,A,á,Á,e,E,é,É,
(,),+,-,_,.,°,•,µ,
"\u0020", #space
"\u0021", #!
"\u0022", #"
"\u0027", #'
]
- file: "fonts/RobotoCondensed-Regular.ttf"
id: my_font_with_icons
size: 20
bpp: 4
extras:
- file: "fonts/materialdesignicons-webfont.ttf"
glyphs: [
"\U000F02D1", # mdi-heart
"\U000F05D4", # mdi-airplane-landing
]
- file: "https://github.com/IdreesInc/Monocraft/releases/download/v3.0/Monocraft.ttf"
id: web_font
size: 20
- file:
url: "https://github.com/IdreesInc/Monocraft/releases/download/v3.0/Monocraft.ttf"
type: web
id: web_font2
size: 24
display:
# ...
Configuration variables:¶
file (Required, string): The path (relative to where the .yaml file is) of the font file. You can also use the
gfonts://
short form to use Google Fonts, or use the below structure:type (Required, string): Can be
local
,gfonts
orweb
.
Local Fonts:
path (Required, string): The path (relative to where the .yaml file is) of the OpenType/TrueType or bitmap font file.
Google Fonts:
Each Google Font will be downloaded once and cached for future use. This can also be used to download Material Symbols or Icons as in the example above.
family (Required, string): The name of the Google Font family.
italic (Optional, boolean): Whether the font should be italic.
- weight (Optional, enum): The weight of the font. Can be either the text name or the integer value:
thin: 100
extra-light: 200
light: 300
regular: 400 (default)
medium: 500
semi-bold: 600
bold: 700
extra-bold: 800
black: 900
Web Fonts:
url (Required, string): The URL of the TrueType or bitmap font file.
id (Required, ID): The ID with which you will be able to reference the font later in your display code.
size (Optional, int): The size of the font in pt (not pixel!). If you want to use the same font in different sizes, create two font objects. Note: size is ignored by bitmap fonts. Defaults to
20
.bpp (Optional, int): The bit depth of the rendered font from OpenType/TrueType, for anti-aliasing. Can be
1
,2
,4
,8
. Defaults to1
.glyphs (Optional, list): A list of characters you plan to use. Only the characters you specify here will be compiled into the binary. Adjust this if you need some special characters or want to reduce the size of the binary if you don’t plan to use some glyphs. You can also specify glyphs by their codepoint (see below). Defaults to
!"%()+=,-_.:°/?0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz
.extras (Optional, enum): A list of font glyph configurations you’d like to include within this font, from other OpenType/TrueType files (eg. icons from other font, but at the same size as the main font):
file (Required, string): The path of the font file with the extra glyphs.
glyphs (Required, list): A list of glyphs you want to include. Can’t repeat the same glyph codepoint if it was declared in the level above.
Note
OpenType/TrueType font files offer icons at codepoints far from what’s reachable on a standard keyboard, for these it’s needed
to specify the unicode codepoint of the glyph as a hex address escaped with \u
or \U
.
Code points up to
0xFFFF
are encoded like\uE6E8
. Lowercase\u
and exactly 4 hexadecimal digits.Code points above
0xFFFF
are encoded like\U0001F5E9
. Capital\U
and exactly 8 hexadecimal digits.
The extras
section only supports OpenType/TrueType files, size
and bpp
will be the same as the above level. This will allow printing icons alongside the characters in the same string, like I \uF004 You \uF001
.
Many font sizes with multiple glyphs at high bit depths will increase the binary size considerably. Make your choices carefully.
Note
To use fonts you will need to have the python pillow
package installed, as ESPHome uses that package
to translate the OpenType/TrueType and bitmap font files into an internal format. If you’re running this as a Home Assistant add-on or with the official ESPHome docker image, it should already be installed. Otherwise you need
to install it using pip install "pillow==10.2.0"
.