User Manual
    XL7 User Manual 
NOTE: Each numeric entry object has a configured minimum and maximum value. If the operator 
enters a value outside of the configured range, the new value is ignored when Enter is pressed and the 
current object value is NOT changed. 
Since the alpha-numeric keypad services several different graphical objects, certain keys on the alpha-
numeric keypad may be disabled (grayed) when the keypad is invoked for certain objects. The following 
describes the alpha-numeric keypad variation based on object. 
Numeric Object 
When editing a numeric value, the [+/-] or the [.] key are disabled (grayed) if the object 
is NOT configured for floating-point value or a signed value. 
Password Object 
When editing a password value, the arrow keys, [+/-], and the [.] keys are disabled. 
Additionally, overwrite mode is disabled. When entering digits, the pop-
up keypad 
hides the value by displaying ‘*’ alternately for each digit. 
ASCII Object 
When editing an ASCII value, an ASCII keypad is displayed as shown figure 13.2. The 
ASCII keypad has 3 modes, numeric, symbols and alpha. In Alpha mode the Caps Lock 
button may be pressed to access capital letters. When you first enter this editor typing 
a character will overwite the entire old string and start a new entry. You may press the 
back space arrow to delete the previous character. Pressing Enter will save the entry, 
pressing ESC will cancel the edit and return the string to the previous value. 
Text Table Object 
When editing a Text Table Object, all the keys except the Up and Down arrow keys are 
grayed and disabled. The next text selection is made by pressing either the Up or Down 
arrow. 
Time/Date Object 
When editing a Time/Date Table Object, all the keys except the Up, Down, Left and 
Right arrow keys are grayed and disabled. The specific field (i.e. hour or minutes) is 
selected using the Left and Right arrows. The value in the selected field is changed by 
pressing either the Up or Down arrow. 
13.4  Screen Navigation 
To allow the operator to change screens, a screen jump object  is generally used. This object may be 
visually represented as a 3-D button (responding to touch) or remain invisible and logically tied to an 
OCS register. An optional system ICON may be configured for display along with the legend, which aids 
in identifying the object as one that causes a screen change (shown below in figure 13.3) 
 Figure 13.3 – Typical Screen Jump Object 
Screen jumps can also be triggered on other keys 
or based on control logic for more advanced 
applications. To allow the operator to change 
screens, a screen jump object is generally used. 
This object may be visually represented as a 
button (responding to touch) or remain invisible 
and logically tied to an OCS register. An optional 
system ICON may be configured for display along 
with the legend, which aids in identifying the 
object as one that causes a screen change. 
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