All display operations based on [u8g2](https://github.com/olikraus/u8g2) library. API available as `ValueComposer`. Driver call render callback and pass API contains u8g2 functions, instance and fonts: ```C typedef struct { u8g2_t* display; void (*u8g2_SetFont)(u8g2_t *u8g2, const uint8_t *font); void (*u8g2_SetDrawColor)(u8g2_t *u8g2, uint8_t color); void (*u8g2_SetFontMode)(u8g2_t *u8g2, uint8_t is_transparent); u8g2_uint_t (*u8g2_DrawStr)(u8g2_t *u8g2, u8g2_uint_t x, u8g2_uint_t y, const char *str); Fonts fonts; } DisplayApi; typedef struct { const uint8_t* u8g2_font_6x10_mf; } Fonts; ``` First of all you can open display API instance by calling `open_display` ```C /// Get display instance and API inline Display* open_display(const char* name) { return (Display*)furi_open(name); } ``` Default display name is `/dev/display`. For draw something to display you need to register new layer in display composer: ```C typedef void (RenderCallback*)(void* ctx, DisplayApi* api); inline ValueComposerHandle* init_display_composer( Display* api, RenderCallback render, void* ctx, uint32_t layer) { return add_compose_layer(api->composer, (ValueComposerCallback)render, ctx, layer); } ``` And then call `request_compose` every time you need to redraw your image. ## Usage example ```C void example_render(void* ctx, DisplayApi* api) { api->u8g2_SetFont(api->display, display_api->fonts.u8g2_font_6x10_mf); api->u8g2_SetDrawColor(api->display, 1); api->u8g2_SetFontMode(api->display, 1); api->u8g2_DrawStr(api->display, 2, 12, (char*)ctx); // ctx contains some static text } void u8g2_example(void* p) { Display* display_api = open_display("/dev/display"); if(display_api == NULL) return; // display not available, critical error ValueComposerHandle display_handler = init_display_composer( display_api, example_render, (void*)"Hello world", UiLayerBelowNotify); request_compose(display_handler); } ```