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1. Activation through Process data Prop A config message
This is described in 9.5.1. The corresponding message identifier is 0x10. The data byte
that accesses this information is Byte number 2.
Example data field for setting the global brightness of the symbol LEDs to 20%:
CAN-ID
DLC
Data
Byte 0
Data
Byte 1
Data
Byte 2
Data
Byte 3
Data
Byte 4
Data
Byte 5
Data
Byte 6
Data
Byte 7
0x18EFFF00
8
0x10
0x00
0x32
0x00
0x00
0x00
0x00
0x00
2. Activation through writing in the corresponding object with a write request
There is an object described in the K-Matrix that stores the information for the global
brightness setting for the symbol LEDs. The object in question is number 103 (0x67).
Writing an object is described in 9.4.3.
Example data field for setting the global brightness for the symbol LEDs to 20%:
CAN-ID
DLC
Data
Byte 0
Data
Byte 1
Data
Byte 2
Data
Byte 3
Data
Byte 4
Data
Byte 5
Data
Byte 6
Data
Byte 7
0x18EFFF00
8
0x04
0x67
0x00
0x32
0x00
0x00
0x00
0x00
9.9.3
Halo-Ring Illumination
The Halo-Rings of the keypad are illuminated with 4 RGB LEDs for each button. In the following
the corresponding objects will be described to turn them on and how to use all the functions
the keypad has to offer. Writing of values will not be described as it is already stated in chapter
9.4.3.
All changes done in the object will be reset after voltage reset if not stored in non-volatile
memory according to chapter 9.7.
9.9.3.1 Activating Halo lighting
As there are 4 LEDs per button it is important to know that there are always 2 steps needed to
activate the halo LEDs. In the first step it is set which of the 4 LEDs are supposed to be turned
on. And in the second step the halo for the button in question is activated.
1. First step: setting the LEDs that need to be turned on per button
This is done through writing in the corresponding area in Process data Prop A. How this
is done is described in 9.5.1. The corresponding message identifier is 0x16. The data
bytes 1 through 6 correspond with the buttons 1 to 6. The values of each data byte are bit
coded for the 4 LEDs. The value written will either turn the LED on or off. 1 means on and
0 means off. By adding the Bit-Values of the LEDs together it is possible to activate any
desired pattern of the LEDs.
They are coded as follows:
Buttons 1 - 6
Bit 3
Bit 0
Bit 2
Bit 1