User interface control management method and device, electronic equipment and storage medium
By identifying mergeable controls in mobile game applications and adding them to a container, the problem of interface congestion and misoperation caused by too many controls is solved, achieving simple and efficient user interface management, and improving operational efficiency and personalized experience.
Patent Information
- Application Number
- CN202511044847.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-28
- Publication Date
- 2025-11-14
AI Technical Summary
In mobile game applications, too many user interface controls lead to cluttered interfaces, frequent misoperations, high resource consumption, and an inability to adapt to the operating habits of different players, lacking an intelligent control combination management mechanism.
By identifying mergeable control types, providing merge prompts, adding controls to the control container and hiding the original controls, dynamically managing the control container, and supporting user-defined configurations.
It simplifies the user interface, reduces the possibility of accidental operation, optimizes resource usage, improves operational efficiency and personalized experience, and is suitable for control-intensive game applications.
Smart Images

Figure CN120939563A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present invention relate to the field of games, and more specifically, the embodiments of the present invention relate to a user interface control management method, apparatus, electronic device, and storage medium. Background Technology
[0002] This section is intended to provide background or context for embodiments of the invention as set forth in the claims. The description herein is not an admission that it is prior art simply because it is included in this section.
[0003] In mobile game applications, the user interface typically needs to integrate a large number of control controls to meet the game's functional requirements. In related technologies, these controls are usually presented in a fixed layout, resulting in a cluttered interface and inconvenient operation. This is especially true in first-person shooter games, where multiple operations such as movement, shooting, reloading, and using items need to be controlled simultaneously, often leading to an excessive number of controls. This design presents the following problems: First, too many controls occupy a large amount of screen space, affecting the game's visual presentation; second, densely packed controls easily lead to misoperations, especially during intense gameplay; third, fixed-layout controls cannot adapt to different players' operating habits, reducing the user experience; and finally, the complexity of the interface increases the processing burden on the terminal device, resulting in excessive resource consumption and response latency. Although related technologies provide basic control customization functions, they lack intelligent control combination management mechanisms, failing to effectively solve the above problems. Summary of the Invention
[0004] In this context, embodiments of the present invention aim to provide a user interface control management method, apparatus, electronic device, and storage medium to at least partially solve the aforementioned problems existing in the related art.
[0005] In a first aspect of the present invention, a user interface control management method is provided, which provides a graphical user interface through a terminal device. The graphical user interface displays multiple operable controls. The method includes: responding to a selection operation on a first control, determining whether the first control belongs to a mergeable control type; when the first control belongs to a mergeable control type, displaying a merge prompt message; responding to a confirmation add operation, adding the first control to a control container to be configured, the control container being used to store a preset number of operable controls; hiding the first control in the graphical user interface; and responding to an instruction to end the configuration of the control container, displaying the control container in the graphical user interface.
[0006] In a second aspect of the present invention, a user interface control management device is provided, which provides a graphical user interface through a terminal device. The graphical user interface displays multiple operable controls. The device includes: a control type determination module, used to determine whether the first control belongs to a mergeable control type in response to a selection operation on a first control; a prompt information display module, used to display a merge prompt information when the first control belongs to a mergeable control type; a control adding module, used to add the first control to a control container to be configured in response to a confirmation adding operation; a control hiding module, used to hide the first control in the graphical user interface; and a container display module, used to display the control container in the graphical user interface in response to an instruction to end the configuration of the control container.
[0007] In a third aspect of the present invention, an electronic device is provided, comprising: a memory storing computer-executable instructions executable by a processor; and a processor for executing the computer-executable instructions to implement the steps of the user interface control management method described in any of the preceding claims.
[0008] In a fourth aspect of the present invention, a computer-readable storage medium is provided storing a computer program that, when executed by a processor, is implemented to perform the steps of the user interface control management method described in any of the preceding claims.
[0009] The technical solution provided in this disclosure allows users to manage multiple operable controls by merging them into a single control container, effectively solving the operational complexity problem caused by an excessive number of controls in the user interface. The system intelligently identifies whether controls are mergingable and provides merging prompts to the user at appropriate times, making the control merging process simple and intuitive. Once the user confirms adding a control to the container, the system automatically hides the original control, reducing redundant display of interface elements and making the interface more concise and clear. The merged control container can hold multiple functional controls, saving interface space and improving operational efficiency. This intelligent control merging method not only reduces the possibility of accidental touches and the user's operational burden but also optimizes the resource utilization of mobile terminals, improves data processing efficiency, and provides users with a more personalized interface customization experience, making it particularly suitable for control-intensive game application scenarios. Attached Figure Description
[0010] The above and other objects, features, and advantages of exemplary embodiments of the present invention will become readily apparent from the following detailed description taken in conjunction with the accompanying drawings. Several embodiments of the invention are illustrated in the drawings by way of example and not limitation, wherein: Figure 1 This is a schematic diagram illustrating the implementation environment of a user interface control management method provided in this embodiment of the disclosure. Figure 2 A flowchart illustrating a user interface control management method provided in this disclosure embodiment; Figure 3 This is a schematic diagram illustrating a display control merging prompt provided in an embodiment of the present disclosure; Figure 4 This is a schematic diagram of a control container configuration page provided in an embodiment of the present disclosure; Figure 5 This is a schematic diagram of a batch selection of controls in a control management interface provided in this embodiment of the present disclosure; Figure 6 This is a schematic diagram of the structure of a user interface control management device provided in an embodiment of the present disclosure; Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.
[0011] In the accompanying drawings, the same or corresponding reference numerals indicate the same or corresponding parts. Detailed Implementation
[0012] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.
[0013] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0014] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0015] Figure 1 A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, etc., and has a display function capable of displaying a graphical user interface, which may include the operating system interface or the application interface. An application, such as a game program, is installed on the terminal device 110. The server 120 generally refers to the backend system providing application services in this exemplary embodiment; it may be a single server or a cluster of multiple servers. For example, a game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one exemplary embodiment of this disclosure can be executed by any one or more of the terminal device 110 and the server 120.
[0016] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming can be a game mode based on cloud computing. In the cloud gaming operation mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0017] In one implementation, the method described above can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the application in a standalone environment to implement the game function and execute the method described above.
[0018] According to one embodiment of this disclosure, a method for managing user interface controls is provided, wherein a graphical user interface is provided through a terminal device, and the graphical user interface displays multiple operable controls, such as... Figure 2 As shown, the method may include the following steps: Step S110: In response to the selection operation for the first control, determine whether the first control belongs to the mergeable control type.
[0019] Step S120: When the first control is a mergeable control type, a merge prompt message is displayed.
[0020] Step S130: In response to the confirmation of the add operation, the first control is added to the control container to be configured. The control container is used to store a preset number of operable controls.
[0021] Step S140: Hide the first control in the graphical user interface.
[0022] Step S150: In response to the instruction to end the configuration of the control container, the control container is displayed in the graphical user interface.
[0023] The method provided in this embodiment reduces the number of controls in the custom interface by using intelligent prompts and assembling similar operation controls, thereby improving the interactive experience. By using a custom control container, players can merge controls according to their own operating habits, increasing the richness of the game. Through the dynamic management and hiding mechanism of the control container, the problem of increased operation response time caused by too many interface controls in the computer field is solved.
[0024] The steps described above are explained in detail below.
[0025] In step S110, in response to the selection operation for the first control, it is determined whether the first control belongs to the mergeable control type.
[0026] Optionally, the first control is one of the operable controls displayed in the graphical user interface.
[0027] Optionally, the selection action includes at least one of the following: tap, long press, or swipe.
[0028] Optionally, the mergeable control type is a system-preset control category with similar operational attributes. Its function is to filter out controls that can be included in the control container, so as to avoid interference with the user interface design by non-similar operations.
[0029] In step S120, when the first control is a mergeable control type, a merge prompt message is displayed.
[0030] Optionally, the merge prompt message can include any means of conveying information, such as icons, text prompts, or voice prompts. Its purpose is to intuitively guide users to perform the control merge operation and reduce the learning cost of interface operation.
[0031] In step S130, in response to the confirmation of the add operation, the first control is added to the control container to be configured. The control container is used to store a preset number of operable controls.
[0032] Optionally, a control container is a virtual structure used to store multiple operable controls. Its function is to centrally manage controls with similar functions, reduce the number of controls on the main interface, and optimize the user experience.
[0033] Optionally, the physical form of the control container can be designed as a wheel, drawer, or folding panel, depending on the interaction scenario. For example, a wheel container uses a circular layout, with each slot corresponding to a control; users select the control in the slot by rotating or clicking. A drawer container stores controls in the form of a sidebar, covering part of the interface area when unfolded. The system supports user-defined container forms, such as providing "wheel," "grid," and "bar" mode switching options in the control configuration interface. When the user selects the wheel form, the system automatically calculates the number of slots (e.g., 6 equidistant fan-shaped areas) and dynamically adjusts the container size according to the screen resolution.
[0034] Optionally, the capacity management of the control container adopts a dynamic threshold mechanism. For example, the default maximum number of slots is 8, but users can temporarily increase it to 12 through an expansion operation.
[0035] Optionally, confirming the addition operation includes double-clicking the control or clicking the merge prompt message.
[0036] In step S140, the first control is hidden in the graphical user interface.
[0037] Optionally, hiding includes removing the visual representation of the first control from the graphical user interface.
[0038] Optionally, even when hidden, the functionality of the first control can still be accessed through the control container.
[0039] In step S150, in response to the instruction to end the configuration of the control container, the control container is displayed in the graphical user interface.
[0040] Optionally, the configuration can be completed by clicking the "Finish" button or exiting the configuration interface.
[0041] Optionally, displaying the control container includes displaying the control container icon at a fixed location in the graphical user interface.
[0042] See Figure 3 In one specific application of this embodiment, when a player long-presses a skill control in the game interface, the system determines that the control is of the mergeable type and displays a "Can be placed" prompt icon. After the player clicks the prompt, the control is added to an empty slot in the roulette container and hidden from the original interface. When the player completes the configuration of all controls and ends the configuration mode, the roulette controls are displayed as a unified entry point in the interface, and the player can select skills by clicking on the skill controls stored in the roulette.
[0043] In an optional implementation, an alarm message is displayed when the first control is not a mergeable control type. This timely feedback on non-mergeable control types helps prevent user errors, improving the accuracy of interface operations and user experience.
[0044] For example, in a graphical user interface, when a user attempts to add a scene interaction control (such as a door open button) to a control container, the system detects that the control does not belong to the preset mergeable control type, and then displays a flashing red alarm message at the edge of the interface to prompt the user that the operation cannot be performed.
[0045] Optionally, alarm notifications can be presented in various forms, including but not limited to visual cues, auditory cues, or tactile feedback. Visual cues can manifest as flashing icons, text prompts, or highlighted borders, such as displaying a red border around a control accompanied by the text "This control cannot be merged." Auditory cues can be specific warning sounds, while tactile feedback can be achieved through device vibration. Combining these notification methods can enhance the warning effect and ensure that users are promptly aware of operational limitations.
[0046] Optionally, the display duration and disappearance conditions of alarm notifications can be flexibly configured. In the basic implementation, the notification may be displayed for 2-3 seconds before automatically disappearing. Advanced solutions allow the notification to be displayed continuously until the user performs a specific action, such as clicking the notification area or attempting other actions. In some scenarios, the system can also provide a "Don't show again" option, allowing experienced users to turn off recurring notifications.
[0047] Optionally, the implementation of the alarm notification system needs to consider the balance between performance optimization and user experience. Frequent notifications may affect the smoothness of operation, so an appropriate trigger frequency limit can be set, such as a notification interval of no less than 5 seconds between the same operation. At the same time, the appearance of the notification information should not obscure key interface elements. It is generally recommended to display it in non-core areas near the edge of the screen or near controls to ensure that it does not affect the user's ability to continue other operations.
[0048] In an optional implementation, before responding to a selection operation on the first control, the method further includes: responding to a control configuration instruction by displaying a control container configuration page in the graphical user interface, the control container configuration page being used to adjust the display style of the control container to be configured; and responding to an instruction to end the configuration of the control container by hiding the control container configuration page and displaying the control container in the graphical user interface. In this way, flexible customization of the container style is achieved through a separate configuration page, ensuring both the simplicity of the main interface and providing ample space for personalized settings.
[0049] For example, refer to Figure 4 Users can long-press on a blank area of the main interface or click a specific "Custom" button on the interface to trigger a configuration command. A configuration page will pop up in the current graphical user interface. This page includes style adjustment options such as the shape, size, and transparency of the control container. After the adjustment is completed, click the "Confirm" button to close the configuration page and display the adjusted control container in a preset position on the main interface (such as the lower right corner). The size and transparency of the control container are determined according to the adjustment parameters to meet the user's personalized usage needs.
[0050] Optionally, control configuration instructions can be designed with multiple triggering methods, including gesture operations, voice commands, and physical button combinations. Gesture operations include long presses or specific swipe paths; voice commands support natural language instructions; and physical button combinations provide hardware-level triggering. The instruction receiving area can cover the entire interface or be limited to a specific hotspot.
[0051] Optionally, the layout of the control container configuration page can be designed with various structures such as tabbed, wizard-driven, and free-form. Tabbed layouts categorize and organize configuration options; wizard-driven layouts guide users through the configuration process step by step; and free-form layouts support drag-and-drop adjustments. Page elements can include parameter adjustment controls and operation buttons. For complex configurations, multi-level menus or search functionality can be provided. The page style can be consistent with the main interface while maintaining sufficient visual differentiation.
[0052] Optionally, display style adjustments can cover multiple dimensions, including container appearance, layout rules, and interactive behavior. Appearance includes visual attributes such as shape, size, color, and transparency; layout rules control the arrangement of controls; and interactive behavior defines the triggering logic. Adjustment methods can support a combination of precise numerical input and intuitive drag-and-drop operations. For related attributes, options for linked adjustments or independent settings can be provided. The adjustment process supports undo and redo. Frequently used styles can be saved as templates for quick application.
[0053] Optionally, the transition between the configuration page and the main interface can be optimized into two modes: smooth transition and instant switching. Smooth transition maintains operational continuity through animation; instant switching prioritizes efficiency. For unsaved changes, prompts or automatic saving can be provided.
[0054] In an optional implementation, determining whether the first control belongs to a mergeable control type includes: obtaining the attribute information of the first control; and determining whether the first control belongs to a preset mergeable control category based on the attribute information of the first control. In this way, through a precise classification mechanism based on control attributes, controls that meet the merging conditions can be dynamically identified and filtered, avoiding misjudgments or omissions, thereby improving the accuracy and flexibility of control management.
[0055] For example, when a player selects a skill-type control in the game's custom interface, the system first reads the control's metadata, including the type tag "skill," the function description "Fireball," and usage frequency, and then compares it with a pre-defined rule base of mergeable control categories (such as skill-type, action-type, and tactical equipment-type). If the attribute information matches the pre-defined category, a merge prompt is triggered; otherwise, the merge process is terminated directly.
[0056] Optionally, attribute information can be stored in the control's metadata, including but not limited to control type, function description, usage frequency, and associated resources. This information can be structured and stored in JSON or XML format for easy system retrieval and parsing. Attribute information can be obtained through API calls or direct access to in-memory data structures; the specific implementation depends on the system architecture and performance requirements. Complete attribute information provides ample data support for control categorization.
[0057] Optionally, the timing of attribute information retrieval can be optimized to on-demand loading, meaning that relevant attributes are retrieved only when the user selects a control, rather than preloading all attributes of all controls. This approach saves memory resources, especially in scenarios with a large number of controls. The system can employ a caching mechanism to temporarily store recently used control attributes, reducing the overhead of repeated reads. Proper resource management ensures the efficiency of the attribute retrieval process.
[0058] Optionally, the preset mergeable control categories can be dynamically adjusted via configuration files, allowing developers to add new categories or modify the definitions of existing categories according to actual needs. Configuration files can be in easily editable formats such as YAML or INI, supporting hot updates without recompiling the code. This flexibility enables the control categorization system to adapt to the specific needs of different games or application scenarios.
[0059] Optionally, the attribute matching algorithm can employ a multi-level filtering strategy, first performing fast type matching, and then conducting detailed attribute comparison. For example, it can first check whether the basic type label of the control belongs to a preset major category, and then further analyze its functional description and usage scenarios, among other detailed attributes. Hierarchical matching ensures both speed and accuracy, making it particularly suitable for performance optimization when dealing with a large number of controls.
[0060] Optionally, for controls with incomplete attribute information, the system can adopt a conservative strategy, classifying them as unmergeable by default, and logging the exception for later analysis. This fault-tolerance mechanism avoids erroneous merging due to missing data, maintaining system stability. Developers can use log monitoring to promptly identify and fix controls with incomplete attribute definitions, continuously improving the system's judgment accuracy.
[0061] In an optional implementation, the preset categories of mergeable controls include at least one of the following: skill-related controls, virtual equipment operation controls, virtual character action control controls, and tactical weapon controls. By clearly defining the categories of mergeable controls, intelligent identification and categorized management of similar controls can be achieved, improving user operation efficiency and interface cleanliness.
[0062] For example, when a user selects a jump action control, the system recognizes that the control belongs to the virtual character action control category and allows it to be merged into the action control category container; while when a user selects a healing skill control, it is recognized as a skill category control and can be merged into the skill category container.
[0063] Optionally, skill-type controls typically refer to the triggering mechanisms of a character's special abilities, including active skills, passive skills, and buff effects. These controls often have attributes such as cooldown time, resource consumption, and specific effects, and are frequently used in games. By centrally managing skill-type controls, users can quickly switch and release different skills, improving combat efficiency. Skill-type controls can be identified through attributes such as the control's function label, icon style, or associated resources.
[0064] Optionally, virtual equipment operation controls involve the use and management of in-game equipment, including weapon switching, armor activation, and item usage. These controls are typically associated with the inventory system and have features such as equipment attributes and usage conditions. Merging equipment operation controls can simplify the equipment switching process, especially in combat scenarios where frequent equipment changes are required. The system can identify equipment operation controls by detecting the item type and operation method they are bound to.
[0065] Optionally, virtual character motion control controls are primarily responsible for triggering basic character actions, such as moving, jumping, crouching, and climbing. These controls form the foundational layer of game controls and are used most frequently. Merging motion control controls can reduce the obstruction of the game's view by interface elements while maintaining ease of operation. Recognizing motion controls is relatively simple, typically featuring clear action identifiers and standardized operation methods.
[0066] Optionally, tactical weapon controls specifically refer to the operation of special weapons with strategic significance, such as projectiles, traps, and heavy weapons. The use of these controls often requires precise timing and target positioning. Merging tactical weapon controls can help players quickly call upon the required weapons at crucial moments without having to switch between multiple interfaces. Tactical weapons can be identified through features such as weapon type, damage attributes, and usage restrictions.
[0067] Optionally, the category management system can support dynamic configuration to adapt to the specific needs of different game scenarios. Developers can add or adjust category definitions based on existing categories according to game type and gameplay requirements. For example, a team skill category can be added to a team-based competitive game, and a building operation category can be added to a building-based game.
[0068] In an optional implementation, the control container includes a preset number of slots, each slot for storing one control. This slot-based container design enables structured storage and orderly management of controls, improving control access efficiency and interface cleanliness.
[0069] For example, when players configure controls in a shooting game, the control container can have 5 preset slots. If a player chooses to place the "Throw Grenade" and "Switch Grenade" skill controls into this container, the system will assign these two controls to empty slots respectively and hide the original control buttons. When the player needs to call them, expanding the control container will quickly trigger the corresponding functions according to the slot order, reducing the delay of switching interface levels.
[0070] Optionally, the physical implementation of the slots can use data structures such as arrays or linked lists. Each slot corresponds to a storage unit that records the currently stored control information. Slot indices can be sequentially numbered starting from 0, or identified using specific naming rules. The choice of data structure should consider the frequency of operations and performance requirements; for example, arrays are suitable for random access, while linked lists facilitate dynamic adjustment. The storage of slot data should include necessary information such as control identifiers, status flags, and display attributes.
[0071] Optionally, the visual representation of the slots can be diverse, including but not limited to grid layouts, circular arrangements, or linear arrangements. Grid layouts are suitable for square containers, maximizing space utilization; circular arrangements conform to the operating habits of wheel-type containers, facilitating gesture operations; linear arrangements are suitable for toolbar-type containers. The visual representation should match the interaction method; for example, circular slots are suitable for rotational selection, while linear slots are suitable for swiping browsing. Visual feedback for the slots can include highlights, borders, and animation effects to enhance the intuitiveness of operation.
[0072] Optionally, the preset number of slots can be dynamically adjusted based on the device screen size, control type, and usage scenario. On mobile devices, considering the accuracy of touch operations, the number of slots is typically controlled between 4 and 12; on desktop devices, the number can be increased appropriately. The system can provide a default configuration while allowing users to customize the number of slots within a certain range. The dynamic adjustment mechanism needs to consider the balance between the adaptability of the interface layout and the ease of operation.
[0073] Optionally, slot status management includes three basic states: idle, occupied, and disabled. An idle state indicates the slot is available; an occupied state indicates a control is already stored there; and a disabled state indicates the slot is temporarily unavailable. State transitions should follow preset rules, such as only idle slots can have new controls added, while occupied slots can be replaced or cleared. State management logic can be integrated with the user permission system to ensure that operations on critical slots are appropriately restricted. A corresponding UI update and event notification should be triggered when the state changes.
[0074] Optionally, the matching relationship between slots and controls can be ensured through dual validation of slot attributes and control attributes. Slots can define attributes such as accepted control types, size limits, and interaction methods; controls declare their own attributes such as type, size, and functionality. The matching process includes steps such as type compatibility checks, size adaptability assessments, and functional conflict detection. A strict matching mechanism can prevent unreasonable control combinations, maintain system stability, and ensure a consistent user experience. In an optional implementation, in response to a confirmation request, adding the first control to the control container to be configured includes: in response to a confirmation request, adding the first control to an available slot in the control container. This dynamic allocation of available slots effectively reduces the display of redundant controls on the interface, improving operational efficiency and interface cleanliness.
[0075] For example, when a player selects a skill control in the game's customization interface, the system detects that the control is of a mergeable type. At this time, the interface will highlight the available slots in the roulette control container. After the player clicks to confirm the addition, the skill control is placed in the nearest available slot. After successful placement, the skill control flashes twice and a prompt "Function xx has been successfully added to the roulette" appears. The original control disappears from the customization interface, and the slot status of the roulette control is updated in real time to ensure that the player can intuitively perceive the result of the control being added.
[0076] Optionally, available slots can be identified by iterating through slot status data. The system maintains a data structure, such as a bitmap or status array, to record the occupancy status of each slot. When a control needs to be added, the system scans this data structure and returns the index of the first or optimal free slot. The optimal selection can consider factors such as slot location, proximity, and user habits; for example, prioritizing slots closer to the current user position. Slot status data can be synchronized with the interface display to ensure real-time visual feedback.
[0077] Optionally, the matching of controls and slots can be based on various strategies, including but not limited to automatic allocation, manual selection, and intelligent recommendation. Automatic allocation involves the system selecting the first available slot in sequence; manual selection allows users to specify the target slot; intelligent recommendation suggests suitable slots based on control type, usage frequency, and user habits. The strategy selection can be configured or automatically switched based on context; for example, automatic allocation can be used when adding controls in batches, while manual selection can be allowed when adding controls individually. Flexible matching strategies can adapt to the operational preferences of different users.
[0078] Optionally, confirmation of the control addition operation can be achieved through various interaction methods, including release, clicking or double-clicking the confirmation button, or voice command. After addition is complete, a success message can be provided, such as text, sound effects, vibration, or visual highlighting.
[0079] In an optional implementation, when the first control is a mergeable control type, the current storage state of the control container is detected; when the control container is full, a message indicating that the control container is full is displayed. In this way, by monitoring the container status in real time and providing clear feedback, invalid operations can be effectively prevented, improving the user experience and system reliability.
[0080] For example, when a user attempts to add a skill control to a wheel-shaped container that already contains 8 controls, the system detects that all slots are occupied and displays a red warning box next to the control saying "Container is full, please remove the existing control first," while playing a prompt sound effect.
[0081] Optionally, storage status monitoring can be implemented by maintaining a counter that records the number of slots currently used in the container. The counter is updated each time a control is added or removed and compared to a preset maximum number of slots. This counter mechanism is simple, efficient, and suitable for real-time status monitoring.
[0082] Optionally, the timing of storage status checks can be optimized to a pre-check mode, where the status check is performed when the user begins dragging the control, rather than waiting until confirmation. This early detection reduces frustration from invalid operations. Pre-checks can be triggered via interactions such as hovering or long-pressing, providing immediate feedback to the user. Simultaneously, the system can cache the check results to avoid redundant calculations for a certain period, improving response speed. A well-designed trigger timing can significantly improve the user experience.
[0083] Optionally, the criteria for determining a full state can be expanded to include multi-dimensional conditions, considering not only the number of slots but also factors such as control type combinations, resource consumption, or functional conflicts. For example, certain special controls may require exclusive use of the container, or certain combinations may cause conflicts. Multi-dimensional criteria require the establishment of a corresponding rule engine that supports flexible strategy configuration. The rule engine can be implemented using patterns such as decision trees or state machines to ensure the clarity and maintainability of the judgment logic.
[0084] Optionally, the presentation of the "full" notification can be diversified, including visual cues, auditory cues, and haptic feedback. Visual cues can take the form of floating text, changing icons, or highlighted borders; auditory cues can use different tones or voice announcements; haptic feedback is suitable for devices that support vibration. The intensity of the notification can be adjusted according to the context, for example, enhancing the notification effect in emergency situations. Multi-channel notification methods can adapt to different user habits and environmental conditions.
[0085] Optional strategies for handling full slots can include automatic cleanup suggestions, intelligent replacement recommendations, or expansion options. Automatic cleanup can remove infrequently used or low-priority controls; intelligent replacement can recommend more suitable control combinations; and expansion options allow for the temporary increase of slot count. These strategies can be optimized by analyzing user behavior and control attributes, such as prioritizing the retention of frequently used controls. Flexible handling strategies can provide users with more operational options without affecting core functionality.
[0086] In an optional implementation, a control management entry point is provided in the graphical user interface; in response to a trigger operation on the control management entry point, a control adjustment interface is displayed; the control adjustment interface is used to perform at least one of the following operations on the control container: replace controls already added in the control container; delete controls already added in the control container; add controls to the control container; adjust the placement slots of added controls in the control container. In this way, a dedicated adjustment interface enables fine-grained management of controls within the container, providing users with a flexible and convenient way to configure controls, improving operational efficiency and personalized experience.
[0087] For example, see Figure 4 , Figure 5 At the bottom of the roulette control configuration page, there is an icon that says "Expand Controls in Roulette". Clicking "Expand Controls in Roulette" will take you to the roulette control adjustment interface. This interface displays all the slots in the current container and the controls they contain in the form of a roulette. Users can drag and drop to adjust the position of the controls, click the delete button in the lower right corner of the control to remove the control, or select a new control from the main interface to add or replace it.
[0088] Optionally, the entry point for managing storage controls can be designed in various forms, such as a floating button, a menu option, or a gesture-triggered area. For example, a floating button can be fixed in a corner of the interface, and menu options can be integrated into system settings. The location and triggering method of the entry point can be adaptively adjusted according to user habits, such as recording frequently used user entry points and optimizing their accessibility.
[0089] Optionally, the layout of the control arrangement interface can adopt a master-slave structure, with the master area displaying the current container status and the slave areas providing the operation panel and candidate control list. The master area can arrange controls in slot order, supplemented by numbering or visual separation; the slave areas can group candidate controls by category, supporting search and filtering.
[0090] Optionally, the control replacement operation refers to the interactive behavior of replacing an existing control in a control container with another mergeable control type specified by the user. Its core function is to allow users to dynamically adjust the content composition of the control container to adapt to changing needs in different game scenarios or user habits. The replacement process can support various interaction methods, including drag and drop, double-click, or right-click menus. The system can provide a replacement preview, allowing users to view the changes before confirmation. For special controls, a replacement protection mechanism can be set to prevent important functions from being accidentally replaced.
[0091] Optionally, deleting a control refers to the interactive behavior of removing an added control from a control container, freeing up slot space, and restoring the control to its original position in the graphical user interface. Deletion confirmation can employ two-level verification, such as clicking the delete button first and then displaying a confirmation pop-up. For associated controls, the system can prompt that deletion may affect related functions; for special controls, the system can disable the deletion operation.
[0092] Optionally, the add operation can support multiple sources, including selection from the control library, copying from other containers, or selection from controls displayed on the main interface. The add process can be simplified to a one-click operation or a step-by-step wizard, adaptively adjusting according to the complexity of the controls. The system can intelligently recommend relevant controls based on the current container content, such as adding similar controls or commonly used combinations. For batch additions, templates or preset configurations can be provided to quickly implement commonly used combinations.
[0093] Optionally, adjusting placement slots refers to the user's interactive behavior of changing the arrangement order of added controls within the control container in the slots. Its core function is to optimize the intuitiveness and smoothness of the control layout, placing frequently used controls in more easily accessible slots. Adjusting placement slots can be done through direct dragging or shortcut gestures. After adjustment, the system records the new order and displays a "Slot order saved" status message, and the control icons are arranged in the new order when the control container is expanded. In an optional implementation, replacing an added control in the control container includes: identifying a second control to be replaced in the control container; identifying a third control in the graphical user interface to be replaced, wherein the third control is a mergeable control type; placing the third control into the slot where the second control is located; and removing the second control from the slot. This dynamic replacement mechanism enables dynamic updating of controls within the container, providing users with a flexible configuration adjustment method.
[0094] For example, if a user wants to replace the "Grenade Switch" control with the "Tactical Big Gold" control, they can first select the slot corresponding to "Grenade Switch" in the wheel. At this time, the system will highlight the "Tactical Big Gold" control that has not been collected. After the player clicks on "Tactical Big Gold", the original "Grenade Switch" control is removed from the slot, the original "Tactical Big Gold" control is hidden in the interface, and a prompt message indicating that the replacement is complete is displayed.
[0095] Optionally, the determination of controls to be replaced can adopt two modes: active selection and passive matching. Active selection allows users to directly specify the target control, triggered by interactive methods such as clicking, long-pressing, or selecting by box; passive matching, on the other hand, is automatically recommended by the system according to preset rules, such as controls with low usage frequency or redundant functions. The determination process can be combined with visual feedback, such as highlighting, border changes, or animation effects, to clearly indicate the currently selected object to be replaced. For critical functional controls, the system can set a replacement protection mechanism to prevent important functions from being accidentally replaced.
[0096] Optionally, the third control used for replacement refers to a new control selected by the user from the graphical user interface that can replace the control to be replaced. The filtering logic for the third control used for replacement includes: (1) type matching: the third control must belong to a preset category of mergeable controls (such as skill category, action control category); (2) status detection: the system scans all uncollected controls in the graphical user interface in real time and filters out non-replaceable types (such as "cancel" and "open door"); (3) visibility control: only controls that meet the replacement conditions are highlighted, and the remaining controls remain hidden or grayed out. For example, if the user selects to replace the "crouch jump" control in the wheel, the system only displays the uncollected "chip skill" or "tactical action" type controls, while blocking interactive controls such as "pick up".
[0097] Optionally, the selection of replacement third-party controls can be based on multiple dimensions, including type compatibility, functional complementarity, and usage frequency. Type compatibility ensures that the replaced control can adapt to the interaction methods of the original slot; functional complementarity avoids introducing duplicate or conflicting functions; and usage frequency prioritizes frequently used controls. The selection process can be combined with search and sorting functions to help users quickly locate the target control.
[0098] Optionally, the replaced control should be moved back to the control library or the original interface and redisplayed. The system can provide a preview of the replaced effect, allowing users to assess the impact of the change before confirmation.
[0099] In an optional implementation, adding a control to the control container includes: determining the available slots in the control container; determining a fourth control in the graphical user interface to be added, wherein the fourth control is a mergeable control type; and adding the fourth control to the available slot. This approach, by accurately identifying the available space in the control container and dynamically matching the control to be added, avoids redundant interface operations and improves control management efficiency.
[0100] For example, after a user enters the control management interface, the system automatically highlights three empty slots in the container. The user selects a throwing action control from the side control list and drags it to one of the highlighted slots. After releasing the control, it is successfully added, and the highlighting status of the slot disappears.
[0101] Optionally, "Available Slots" refers to the storage locations of unoccupied controls within the control container. Its function is to dynamically indicate the remaining capacity of the control container, providing a clear storage path for newly added controls and avoiding control duplication or overflow issues. The system can establish a slot priority scoring model, scoring each available slot and prioritizing slots with higher scores. Scoring factors can include ease of use (e.g., proximity to the thumb's hot zone), visual balance (e.g., symmetrical distribution), and functional relevance (e.g., proximity to similar functional controls). The determination process can incorporate visual guidance, such as gradient highlighting or dynamic sorting, to help users quickly identify the optimal slot.
[0102] Optionally, the "fourth control" refers to a control selected from the graphical user interface that matches the mergeable control type and has not yet been added to the control container. The determination of the fourth control can support multiple interaction modes, including direct selection, voice commands, and gesture operations. Direct selection is completed by tapping or dragging; voice commands parse natural language descriptions to locate the target control; gesture operations quickly select controls using specific trajectories. The system can provide control filtering and search functions, organizing candidate controls by type, frequency, or tags. Newly added controls can be marked as "recently used" or "recommended" to improve subsequent search efficiency.
[0103] Optionally, the filtering logic for the fourth control includes dual verification: type matching and status validation. Type matching is achieved through control attribute tags: for example, skill-type controls must carry the "skill_type" tag, and virtual equipment-type controls must carry the "gear_type" tag. When a user selects a control, the system calls the attribute parsing module to compare the tag with a preset mapping table of mergeable control categories. If a match is found, it is marked as an addable control. Status validation checks whether the control is already occupied by another control container or is in a disabled state (e.g., due to an ongoing cooldown). For example, when a user attempts to add a "Flashbang" control that is already in the skill wheel, the system will intercept the operation and display a message stating "This control already exists in another container."
[0104] In an optional implementation, determining the fourth control to be added in the graphical user interface includes: responding to a batch selection operation on multiple controls in the graphical user interface; and determining the multiple controls selected by the batch selection operation as the fourth control. This batch selection mechanism significantly improves the efficiency of adding controls, allowing users to select and configure multiple controls at once, optimizing the operation process and reducing repetitive operations.
[0105] For example, see Figure 5 When players customize the control interface in shooting games, they can select multiple skill controls to the wheel control slots by sliding their fingers. The system detects the finger dragging trajectory and touch area, identifies the selected controls, and highlights the circled controls. After releasing the finger, these selected controls are identified as the fourth set of controls to be added and are automatically filled into the available slots.
[0106] Optionally, the triggering of batch selection operations can be designed with multiple interaction modes, including but not limited to region selection, continuous tapping, tap-and-hold-and-swipe, and gesture selection. Region selection is achieved by dragging a rectangular selection box; continuous tapping is completed by clicking the target controls sequentially; tap-and-hold-and-swipe determines the target controls by defining the position of the finger's swipe trajectory; and gesture selection defines the selection range by using a specific trajectory. Each mode can provide real-time visual feedback, such as dynamic changes in the selection box, highlighted status of controls, and counter display.
[0107] Optionally, the scope of batch selection can be intelligently expanded by combining spatial relationships and logical connections. Spatial relationships can automatically include other controls that are adjacent to or overlap with the selected controls; logical connections can automatically add relevant controls based on type, function, or usage scenario.
[0108] Optionally, the validation process for selected controls includes type checking, state detection, and conflict analysis. Type checking ensures that all selected controls meet the criteria for being mergeable; state detection excludes controls that are disabled or locked; and conflict analysis prevents mutually exclusive controls from being selected simultaneously. The validation process can provide real-time feedback, guiding users to adjust their selections through visual markers, prompts, or interactive restrictions.
[0109] Optionally, confirmation of batch selection results can be done explicitly or implicitly. Explicit confirmation requires the user to click the "OK" button or perform a specific gesture; implicit confirmation takes effect automatically after the operation is completed. The confirmation process can retain a brief undo window, allowing users to correct incorrect selections.
[0110] In an optional implementation, adding the fourth control to an available slot includes: adding the fourth control sequentially to the available slots of the control container according to the selection order of the batch selection operation; and displaying a message indicating that the control container is full when there are no available slots in the control container. This ensures that the batch-added controls are added in the order selected by the player, while also promptly indicating insufficient storage space to avoid operational errors.
[0111] For example, a user selects five skill controls in succession by swiping. The system fills them into the remaining three slots of the container in the order of selection. After the first three controls are successfully added, a prompt appears saying "The container is full, and the remaining two controls have not been added". At the same time, the controls that have not been added are automatically returned to their original positions.
[0112] Optionally, adding controls sequentially according to selection order means placing the selected controls one by one into the available slots of the control container according to the order in which players perform batch selection operations, ensuring consistency between the operation intention and the arrangement result. The selection order can be recorded using either a timestamp queue or operation trajectory analysis. A timestamp queue precisely records the time point when each control is selected; operation trajectory analysis identifies the sequence relationship through movement paths. The system can provide order visualization functions, such as displaying numbers on the controls or using lines to represent the addition path.
[0113] Optionally, the implementation of adding controls sequentially based on selection order can be combined with visual feedback mechanisms to enhance the user experience. For example, when a batch selection operation is detected, the system adds a dynamic highlighted border to each selected control and displays a transparent guide line along the control's movement path. When a control is placed into a slot, the slot will briefly flash and display a "√" symbol to confirm success. If the slot is full, the blocked control will bounce back to its original position and display a red warning box. This multimodal feedback mechanism not only helps players confirm the operation results but also reduces cognitive load at the visual level. For example, when a player selects five controls simultaneously, and the control container has only three empty slots, the first three controls will be filled sequentially, while the fourth and fifth will trigger a full message and remain in their original positions.
[0114] Optionally, sequential addition can be executed using either immediate processing or queued processing strategies. Immediate processing attempts to add the item immediately after each selection confirmation; queued processing accumulates all selections and processes them all at once. The strategy selection can be dynamically adjusted based on device performance and operational complexity; for example, queued processing can be used on low-spec devices to reduce interface lag.
[0115] Optionally, the slot allocation algorithm can combine order priority and position optimization principles. Order priority strictly follows the selection sequence; position optimization considers ergonomic factors to allocate the best slots. The algorithm can set a weight balance principle, such as emphasizing order in the early stage and optimization in the later stage. The allocation process can incorporate intelligent prediction to recommend the optimal slot combination based on the control type and usage scenario. For containers with specific layouts, such as rings or matrices, appropriate space allocation algorithms can be applied.
[0116] Optionally, the handling of a full state can be extended to intelligent replacement suggestions, recommending replaceable controls. In an optional implementation, the method further includes: displaying all slots of the control container in the control adjustment interface; and, in response to a selection operation on any slot in the control container, displaying a fifth control of the mergeable control type that has not yet been added to the control container in the graphical user interface in a preset manner. This allows players to more intuitively understand the structure and remaining capacity of the control container and quickly find mergeable controls to add or replace, thereby improving operational efficiency and customization experience.
[0117] For example, see Figure 5 When a player enters the control management interface, the system first displays the complete layout of the roulette control container, including all filled and empty slots. Then, when the player clicks on a slot, the system automatically filters out controls that have not been added to that control container in the current graphical user interface and meet the merging criteria, and displays them in a highlighted manner.
[0118] Optionally, slots can be displayed in various ways, such as a grid layout, a circular arrangement, or a linear list. A grid layout is suitable for displaying a large number of slots, maintaining a neat visual structure; a circular arrangement conforms to the operating habits of wheel-like containers; and a linear list facilitates quick browsing. Displayed content can include slot status indicators, control thumbnails, and operation instructions. Slot visual styles can distinguish different states; for example, available slots can use a highlighted border, while occupied slots can display control previews.
[0119] Optionally, slot selection can support multiple interaction methods such as clicking, long-pressing, and hovering. Clicking enables quick selection; long-pressing triggers detailed viewing; and hovering displays a floating tooltip. Selection feedback can be clear and consistent, such as changing the slot color, adding a selection marker, or playing micro-interactive animations. For critical slots, selection protection can be set to prevent accidental operations.
[0120] Optionally, candidate control selection can be based on various strategies, including type matching, complementary functionality, and usage context. Type matching ensures that candidate controls are compatible with the target slot; complementary functionality recommendations improve the currently configured controls; and usage context considers the specific needs of the current scenario. The selection process can incorporate machine learning models to optimize recommendation results based on users' historical behavior.
[0121] Optionally, the preset display method highlights the appearance of unadded controls through visual enhancements. Its purpose is to help users quickly identify available controls and shorten the operation path. Specific implementations of the preset display method include dynamic highlighting, blinking animations, or floating labels. Dynamic highlighting changes the border color and transparency of controls, making unadded mergeable controls a visual focus in the original interface. For example, when a player selects a slot in the wheel adjustment interface, all uncollected skill controls will immediately display a blinking orange border effect, fading after 2 seconds. This visual cue does not interfere with the main interface operation and effectively guides the user's attention. Blinking animations use periodic transparency changes, controlled at a frequency of 2-3 times per second, avoiding visual fatigue while maintaining a continuous cueing effect. Floating labels overlay text descriptions above controls, such as displaying "Can be added to slot 3," helping users establish the correspondence between slots and controls. These three methods can be used individually or in combination, dynamically adjusted according to the control type and operation scenario. The system can automatically optimize the display based on user operation habit data: if it detects that the user has ignored the highlighted prompts multiple times, it will automatically switch to a more eye-catching flashing animation.
[0122] In an optional implementation, the method further includes: responding to a selection operation on the fifth control; if the selected slot is an available slot, adding the fifth control to the slot; otherwise, replacing the control already added to the slot with the fifth control. This simplifies the user's decision-making process by intelligently determining the slot status and automatically executing the add or replace operation, achieving seamless control management while maintaining the smoothness and consistency of the interface operation.
[0123] For example, when a player selects an empty slot in the roulette wheel storage interface, the system will highlight similar controls that are not currently in the roulette wheel (such as "Grenade Switch" or "Tactical Big Gold"). If the player selects the fifth control (such as "Chip Skill") and the target slot is empty, the control will be added directly to that slot. If the target slot is already occupied by "Crouch Jump", the system will display a replacement confirmation prompt (such as "Are you sure you want to replace Crouch Jump with Chip Skill?"), and after confirmation, the replacement will be executed and the original control will be released to the custom interface.
[0124] Optionally, slot status determination can combine three methods: visual identifiers, interactive feedback, and backend data. Visual identifiers display slot availability through colors, icons, or animations; interactive feedback provides real-time prompts for possible outcomes during user actions; and backend data maintains accurate records of slot status. For special slots, such as locked or shared slots, the status determination logic needs to be extended.
[0125] Optionally, the fifth control refers to a control in the graphical user interface that has not yet been added to the control container and belongs to the mergeable control type, used to replace or supplement the functions in the roulette. The filtering mechanism for the fifth control is based on matching its attribute information with the current slot status. When a player selects a slot in the control arrangement interface, the system automatically extracts a list of fifth controls that meet the type criteria from the remaining controls and displays them to the user through highlighting or other visual methods. This method avoids the inefficiency of manual searching and improves configuration efficiency. The scope of the fifth control is limited by the system, only including mergeable control types such as skill, action, and equipment, excluding non-mergeable interactive controls. In addition, the display order of the fifth controls can be sorted according to factors such as the player's historical usage frequency and priority settings, further optimizing the player's selection experience.
[0126] Optionally, the fifth control can be displayed using an icon + text label format to ensure players can accurately identify its function during quick browsing. In some cases, the system will also add a brief description or shortcut key hint for the fifth control to help players understand its function. When a player has not used a certain fifth control for a long time, the system can mark it as "unpopular" and reduce its default priority in subsequent configurations to avoid unnecessary interference.
[0127] In an optional implementation, deleting a control already added to the control container includes: displaying a delete option in response to a selection operation on the control to be deleted in the control container; removing the control to be deleted from its slot in response to a selection operation on the delete option; and redisplaying the control to be deleted in the graphical user interface in response to the removal of the control from its slot. This double-confirmation mechanism ensures the accuracy of the deletion operation while maintaining the integrity of interface elements, preventing accidental operations and achieving reversible control management.
[0128] For example, a user selects a skill-related control in the game wheel by swiping, triggering the deletion process. At this point, the system displays a "Confirm Delete" prompt. After the user clicks the "Delete" button, the control is removed from the wheel slot and reappears on the main interface for the user to configure or adjust again.
[0129] Optionally, a control to be deleted refers to an operable control currently located in a control container slot and marked by the user as needing to be removed. For example, if the user triggers the selection state by long-pressing or clicking on a control or the slot containing the control for a preset time (such as 0.5 seconds), a red border will appear around the control as a highlight.
[0130] Optionally, the delete option refers to an interactive element in the user interface used to perform the delete operation. Its function is to allow users to remove controls that have been added to the control container, thereby achieving the purpose of dynamically adjusting the control layout. The delete option can be presented in various ways, such as icons, text buttons, long-press menu items, etc., to ensure that users can quickly identify and accurately operate it.
[0131] Optionally, the deletion option can also be combined with batch operation capabilities. For example, users can select multiple controls and delete them all at once, or quickly remove a group of controls by dragging and dropping. Furthermore, to prevent accidental deletion, the system can add a secondary confirmation mechanism before batch deletion, such as displaying a dialog box showing the list of controls to be deleted and requiring the user to manually check the confirmation box. The system can also disable deletion for special controls, meaning that when a control that cannot be deleted is selected, the deletion option will not appear, and / or a message indicating that deletion is not possible will pop up.
[0132] Optionally, redisplay refers to the process of restoring a control to its original position in the graphical user interface after it has been removed from the control container. Its purpose is to make the removed control visible again, facilitating subsequent configuration or use by the user. The timing of redisplay can be synchronized with the completion of the deletion operation, triggered immediately after successful removal to ensure continuity of user operation. Secondly, the redisplay location can be reasonably arranged according to system preset rules or user preferences, such as restoring controls to their original positions or displaying all removed controls in a designated area. Furthermore, the style of the redisplay can remain consistent with the original controls, including icons, colors, sizes, and other attributes, to avoid user confusion. Finally, appropriate animation effects or prompts, such as flashing prompts or notifications, can be provided during the redisplay process to enhance the user's understanding of the operation result.
[0133] In an optional implementation, displaying the control container in the graphical user interface in response to an instruction to end the configuration of the control container includes: displaying the controls added to the control container in the graphical user interface in response to the instruction to end the configuration of the control container; and executing the function corresponding to the target control in response to a selection operation on the target control in the control container. In this way, users can directly and quickly access the included controls and trigger their functions through the control container, improving the efficiency and convenience of operation.
[0134] For example, when a player combines controls such as "throwing items," "switching weapons," and "tactical actions" into a wheel container in the game, all the controls stored in that container will be displayed on the screen in the form of a wheel, with one slot corresponding to one operation control. Players can immediately execute the corresponding function by clicking on the slot containing the "throwing item" control, without having to return to the main interface to perform each operation one by one, reducing the risk of accidental touches and shortening the operation path.
[0135] Optionally, after the user selects controls to store in the container, in response to the instruction to end the configuration of the control container, all controls in the container can be displayed directly on the screen, such as displaying the controls in the slots in the form of a wheel; or, in response to the instruction to end the configuration of the control container, the control container icon can be displayed on the interface, and in response to the trigger operation of the control container icon, all controls stored in the container can be expanded to display. In this way, the collapse / expansion mechanism optimizes the utilization of interface space while maintaining the ability to quickly access controls, which simplifies the complexity of the main interface without affecting the instant access of core functions.
[0136] Optionally, the controls added to the display container can be arranged in a hierarchical or tiled layout. Hierarchical expansion expands the internal controls level by level by clicking the container icon, keeping the interface clean and simple. A tiled layout displays all controls directly, for example, arranged in a grid or circular pattern. Visual presentation can incorporate dynamic effects, such as controls gradually appearing in the order they were added, or adjusting their positions based on usage frequency. The system needs to synchronize the state of the controls within the container in real time, for example, disabling skills on cooldown or highlighting available controls.
[0137] Optionally, the selection of the target control can be triggered in various ways, including single-click, double-click, long-press, or swipe gestures, depending on user configuration or application scenario. Operation recognition must be combined with coordinate determination to ensure the touch point falls within the interactive area of the target control. For operations requiring confirmation (such as consumable skills), the system can introduce a secondary confirmation mechanism, such as swipe-to-release or long-press-to-activate, to reduce the risk of accidental operation. Optionally, executing the function corresponding to the target control involves multi-module collaboration. The system must first verify the function execution conditions, such as checking skill cooldown time, resource consumption, or character status. After successful verification, it triggers associated animations, sound effects, and interface updates, such as playing skill casting animations and updating cooldown timer icons. For network applications, it is also necessary to synchronize server status and send operation instruction data packets. After the function is executed, the system must provide timely feedback on the results, such as displaying damage values or status changes, and updating the visual state of the control container (e.g., graying out controls in cooldown).
[0138] Optionally, the function execution flow can be extended with an exception handling mechanism. When a target control cannot execute due to insufficient conditions (such as insufficient energy), the system can return a specific error message instead of silently failing. For operations requiring continuous guidance (such as charging skills), the operation progress can be fed back in real time (such as progress bar filling). If an interruption occurs during execution (such as being interrupted by an enemy control skill), the current action must be terminated immediately and the control state reset. The system can also record frequently used control combinations, and subsequently recommend similar configuration schemes to optimize operational efficiency.
[0139] The technical solution provided in this disclosure enables the system to intelligently identify the type of controls and provide a merge management function based on the control type. When a user selects a control, the system automatically determines whether the control can be merged into a control container. If it can be merged, a merge prompt message is displayed to guide the user's operation. After the user confirms the addition, the system adds the control to the container and hides it from the original interface, reducing the number of controls on the interface and making the interface more concise and clear. Once the control container is configured, users can quickly access and operate the merged controls through the control container, greatly simplifying the operation process. This intelligent control merging management method effectively solves the problem of operational complexity caused by too many controls in mobile game interfaces, reduces the accidental touch rate, reduces terminal resource consumption, and improves user operation efficiency and gaming experience. Especially for game scenarios that require fast and accurate operation, this control organization method can help users complete operations more quickly and improve game performance. In addition, this solution also provides users with highly personalized configuration capabilities, allowing them to optimize the control layout according to their own operating habits, thereby obtaining a better gaming experience.
[0140] Corresponding to the above method embodiments, this invention provides a user interface control management device, which provides a graphical user interface through a terminal device, the graphical user interface displaying multiple operable controls; see also Figure 6 The device includes: a control type determination module, used to respond to a selection operation on a first control and determine whether the first control belongs to a mergeable control type; a prompt information display module, used to display a merge prompt information when the first control belongs to a mergeable control type; a control addition module, used to respond to a confirmation addition operation and add the first control to a control container to be configured, the control container being used to store a preset number of operable controls; a control hiding module, used to hide the first control in the graphical user interface; and a container display module, used to respond to an instruction to end the configuration of the control container and display the control container in the graphical user interface.
[0141] In an optional implementation, the device further includes an alarm notification module, used to display alarm notification information when the first control does not belong to the mergeable control type.
[0142] In an optional embodiment, the apparatus further includes: a configuration page display module, configured to respond to a control configuration instruction and display a control container configuration page in a graphical user interface, the control container configuration page being used to adjust the display style of the control container to be configured; the container display module is specifically configured to: respond to an instruction to end the configuration of the control container, hide the control container configuration page, and display the control container in the graphical user interface.
[0143] In an optional implementation, the control type determination module includes: an attribute acquisition unit for acquiring attribute information of the first control; and a type determination unit for determining whether the first control belongs to a preset mergeable control category based on the attribute information of the first control.
[0144] In optional implementations, the preset mergeable control categories include at least one of the following: skill-related controls, virtual equipment operation controls, virtual character action control controls, and tactical weapon controls.
[0145] In an optional implementation, the control container includes a preset number of slots, each slot being used to hold one control.
[0146] In an optional implementation, the control adding module is specifically used to: respond to a confirmation of the add operation and add the first control to an available slot in the control container.
[0147] In an optional implementation, the device further includes: a storage state detection module, used to detect the current storage state of the control container when the first control is a mergeable control type; and a container full prompt module, used to display a control container full prompt message when the control container is full.
[0148] In an optional embodiment, the device further includes: a management entry module for providing a storage control management entry in a graphical user interface; and an adjustment interface display module for responding to a trigger operation on the storage control management entry and displaying a storage control adjustment interface; the storage control adjustment interface is used to perform at least one of the following operations on the control container: replacing controls already added in the control container; deleting controls already added in the control container; adding controls to the control container; and adjusting the placement slots of added controls in the control container.
[0149] In an optional implementation, the apparatus further includes: a replacement module for replacing controls already added in the control container; the replacement module includes: a replacement control determining unit for determining a second control to be replaced in the control container; a new control determining unit for determining a third control in the graphical user interface to be replaced, the third control being of a mergeable control type; and a control replacement unit for placing the third control into the slot where the second control is located and removing the second control from the slot.
[0150] In an optional implementation, the apparatus further includes: an adding module for adding controls to a control container; the adding module includes: a slot determining unit for determining available slots in the control container; an adding control determining unit for determining a fourth control to be added in the graphical user interface, the fourth control being of a mergeable control type; and a control adding unit for adding the fourth control to an available slot.
[0151] In an optional implementation, the added control determination unit is specifically used to: respond to a batch selection operation for multiple controls in a graphical user interface; and determine the multiple controls selected by the batch selection operation as a fourth control.
[0152] In an optional implementation, the control adding unit is specifically used to: add the fourth control to the available slots of the control container in sequence according to the selection order of the batch selection operation; and display a message that the control container is full when there are no available slots in the control container.
[0153] In an optional implementation, the device further includes: a slot display module for displaying all slots of the control container in the control storage adjustment interface; and a candidate control display module for responding to a selection operation for any slot in the control container and displaying a fifth control belonging to the mergeable control type in the graphical user interface that has not yet been added to the control container in a preset manner.
[0154] In an optional implementation, the apparatus further includes a control processing module, configured to respond to a selection operation for a fifth control, and if the selected slot is an available slot, add the fifth control to the slot; otherwise, replace the control already added to the slot with the fifth control.
[0155] In an optional implementation, the device further includes: a deletion module for deleting controls already added to the control container; the deletion module includes: a deletion option display unit for displaying deletion options in response to a selection operation on the control to be deleted in the control container; a control removal unit for removing the control to be deleted from its slot in response to a selection operation on the deletion option; and a control restoration display unit for redisplaying the control to be deleted in the graphical user interface in response to the removal of the control from its slot.
[0156] In an optional implementation, the container display module includes: a control display unit, used to respond to an instruction to end the configuration of the control container and display the controls added in the control container in the graphical user interface; and a function execution unit, used to respond to a selection operation on a target control in the control container and execute the function corresponding to the target control.
[0157] The user interface control management device provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0158] It should be noted that although several units / modules or sub-units / modules of the device have been mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to embodiments of the present invention, the features and functions of two or more units / modules described above can be embodied in one unit / module. Conversely, the features and functions of one unit / module described above can be further divided and embodied by multiple units / modules.
[0159] This invention also provides an electronic device, such as... Figure 7 As shown, the electronic device includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement any of the user interface control management methods of this disclosure. For specific implementation methods and the resulting technical effects, please refer to the method embodiments, which will not be repeated here.
[0160] Figure 7 This is a schematic diagram of the structure of an electronic device. The electronic device 1100 includes a processor 1101 with one or more processing cores, a memory 1102 with one or more computer-readable storage media, and a computer program stored in the memory 1102 and executable on the processor. The processor 1101 and the memory 1102 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0161] The processor 1101 is the control center of the electronic device 1100. It connects various parts of the electronic device 1100 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 1102, and calling data stored in the memory 1102, it executes various functions of the electronic device 1100 and processes data, thereby performing overall monitoring of the electronic device 1100.
[0162] Optionally, the electronic device 1100 further includes: a touch display screen 1103, a radio frequency circuit 1104, an audio circuit 1105, an input unit 1106, and a power supply 1107. The processor 1101 is electrically connected to the touch display screen 1103, the radio frequency circuit 1104, the audio circuit 1105, the input unit 1106, and the power supply 1107. Those skilled in the art will understand that... Figure 7The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0163] This invention also provides a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute any of the user interface control management methods of this disclosure when run by a processor. For specific implementation methods and the resulting technical effects, please refer to the method embodiments, which will not be repeated here.
[0164] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0165] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0166] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for managing user interface controls, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays multiple operable controls, and the method comprises: In response to a selection operation on the first control, determine whether the first control is a mergeable control type; When the first control is a mergeable control type, a merge prompt message is displayed; In response to the confirmation of the add operation, the first control is added to the control container to be configured, the control container being used to store a preset number of operable controls; The first control is hidden in the graphical user interface; In response to the instruction to end the configuration of the control container, the control container is displayed in the graphical user interface.
2. The method according to claim 1, characterized in that, The method further includes: When the first control is not a mergeable control type, an alarm message is displayed.
3. The method according to claim 1, characterized in that, Before the response is made in response to the selection operation of the first control, the method further includes: In response to a control configuration instruction, a control container configuration page is displayed in the graphical user interface. The control container configuration page is used to adjust the display style of the control container to be configured. The response to the instruction to end the configuration of the control container and display the control container in the graphical user interface includes: In response to the instruction to end the configuration of the control container, the control container configuration page is hidden, and the control container is displayed in the graphical user interface.
4. The method according to claim 1, characterized in that, Determining whether the first control belongs to the mergeable control type includes: Obtain the attribute information of the first control; Based on the attribute information of the first control, determine whether the first control belongs to a preset category of mergeable controls.
5. The method according to claim 4, characterized in that, The preset mergeable control categories include at least one of the following: Skill-related controls, virtual equipment operation controls, virtual character action control controls, and tactical weapon controls.
6. The method according to claim 1, characterized in that, The control container includes a preset number of slots, each slot being used to store one control.
7. The method according to claim 6, characterized in that, The response confirmation and addition operation adds the first control to the control container to be configured, including: In response to the confirmation of the add operation, the first control is added to an available slot in the control container.
8. The method according to claim 1, characterized in that, The method further includes: When the first control is a mergeable control type, the current storage state of the control container is detected; When the control container is full, a message indicating that the control container is full is displayed.
9. The method according to claim 6, characterized in that, The method further includes: The graphical user interface provides an entry point for managing storage controls; In response to a trigger operation targeting the storage control management entry, the storage control adjustment interface is displayed; The storage control adjustment interface is used to perform at least one of the following operations on the control container: Replace the controls already added in the control container; Delete the controls that have been added to the control container; Add controls to the control container; Adjust the placement slots of added controls within the control container.
10. The method according to claim 9, characterized in that, The replacement of controls already added in the control container includes: Identify the second control to be replaced within the control container; Identify a third control in the graphical user interface to be replaced, wherein the third control is of the mergeable control type; Place the third control into the slot where the second control is located, and remove the second control from the slot.
11. The method according to claim 9, characterized in that, Adding controls to the control container includes: Determine the available slots in the control container; Identify a fourth control to be added in the graphical user interface, wherein the fourth control is of the mergeable control type; Add the fourth control to the available slot.
12. The method according to claim 11, characterized in that, The determination of the fourth control to be added in the graphical user interface includes: Respond to a batch selection operation for multiple controls in the graphical user interface; The multiple controls selected in the batch selection operation are defined as the fourth control.
13. The method according to claim 12, characterized in that, Adding the fourth control to the available slot includes: According to the selection order of the batch selection operation, the fourth control is added to the available slots of the control container in sequence; When there are no available slots in the control container, a message indicating that the control container is full is displayed.
14. The method according to claim 9, characterized in that, The method further includes: The storage control adjustment interface displays all the slots of the control container; In response to a selection operation on any slot in the control container, the fifth control belonging to the mergeable control type in the graphical user interface that has not yet been added to the control container is displayed in a preset manner.
15. The method according to claim 14, characterized in that, The method further includes: In response to a selection operation on the fifth control, if the selected slot is an available slot, the fifth control is added to the slot. Otherwise, replace the control already added to the slot with the fifth control.
16. The method according to claim 9, characterized in that, The step of deleting the controls already added to the control container includes: In response to a selection operation on the control to be deleted in the control container, the delete option is displayed; In response to the selection operation for the deletion option, the control to be deleted is removed from its slot; In response to the removal of the control to be deleted from its slot, the control to be deleted is redisplayed in the graphical user interface.
17. The method according to claim 1, characterized in that, The response to the instruction to end the configuration of the control container and display the control container in the graphical user interface includes: In response to the instruction to end the configuration of the control container, the controls added in the control container are displayed in the graphical user interface; In response to a selection operation on a target control within the control container, execute the function corresponding to the target control.
18. A user interface control management device, providing a graphical user interface via a terminal device, the graphical user interface displaying a plurality of operable controls, characterized in that, The device includes: The control type determination module is used to respond to the selection operation for the first control and determine whether the first control belongs to the mergeable control type. The prompt message display module is used to display a merge prompt message when the first control is a mergeable control type; The control adding module is used to respond to the confirmation of the adding operation and add the first control to the control container to be configured. The control container is used to store a preset number of operable controls. A control hiding module is used to hide the first control in the graphical user interface; A container display module is used to display the control container in the graphical user interface in response to an instruction to end the configuration of the control container.
19. An electronic device, characterized in that, include: Memory stores computer-executable instructions that can be executed by a processor; A processor for executing the computer-executable instructions to implement the method as claimed in any one of claims 1-17.
20. A computer-readable storage medium, characterized in that, The device contains a computer program that, when executed by a processor, implements the method as described in any one of claims 1-17.