Interface interaction method and device, electronic equipment and storage medium

By displaying the game screen and virtual keyboard in separate areas within the mobile game, the problem of the system keyboard's exclusive operation affecting game interaction is solved, achieving seamless interaction between chat and game, and improving the gaming experience.

CN122342928APending Publication Date: 2026-07-07NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-03-30
Publication Date
2026-07-07

AI Technical Summary

Technical Problem

In mobile games, the exclusive operation of the system keyboard makes it impossible to maintain game interaction when inputting chat information, which affects the game experience.

Method used

By displaying the game screen and virtual keyboard in separate areas, the display hierarchy of the game screen and virtual interface is ensured to be consistent, and triggering operations in any area can be responded to, enabling independent interaction between chat and game.

Benefits of technology

Chatting does not interfere with game operations, improving the gaming experience and ensuring the independence and instant response of information input and game functions.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses an interface interaction method and device, electronic equipment and a storage medium, and applies to the technical field of interface interaction of games. The method comprises the following steps: displaying a game picture corresponding to a game, a chat channel and an information input control in a graphical user interface; in response to a first trigger operation acting on the information input control, controlling to render and display the game picture corresponding to the game in a first display area of the graphical user interface, and to render and display a virtual keyboard for information input in a second display area of the graphical user interface; wherein the display levels of the first display area and the second display area are consistent; in response to a second trigger operation acting in the first display area, executing a corresponding game function according to the second trigger operation, and in response to a third trigger operation acting in the second display area, controlling to execute a corresponding information input function. The game interaction is not affected when chatting, and the game experience can be improved.
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Description

Technical Field

[0001] This application belongs to the field of game interface interaction technology, and particularly relates to an interface interaction method, interface interaction device, electronic device and computer-readable storage medium. Background Technology

[0002] When playing games on mobile devices, entering chat information usually requires using the system keyboard. This not only covers most of the game screen, but also because system keyboard input is a dedicated operation, it cannot maintain game interaction. Game interaction can only continue after the chat information is entered, which greatly affects the gaming experience. Summary of the Invention

[0003] This application aims to address at least one of the technical problems existing in the prior art. To this end, this application proposes an interface interaction method, interface interaction device, electronic device, and computer-readable storage medium. By displaying the game screen and virtual keyboard in separate areas, with the display hierarchy of the game screen and virtual interface being consistent, it can respond to trigger operations in either area, allowing chat and gaming to proceed without interference. Chatting does not affect game interaction, thus improving the gaming experience.

[0004] In a first aspect, this application provides a graphical user interface method that provides a graphical user interface through a terminal device, the method comprising: The graphical user interface displays the game screen, chat channel, and information input control corresponding to the game, wherein the information input control is at least used to trigger information input in the chat channel; In response to a first trigger operation applied to the information input control, the system controls the rendering and display of the game screen corresponding to the game in the first display area of ​​the graphical user interface, and the rendering and display of a virtual keyboard for information input in the second display area of ​​the graphical user interface; wherein the display layers of the first display area and the second display area are consistent; In response to a second trigger operation applied to the first display area, the corresponding game function is executed according to the second trigger operation; and in response to a third trigger operation applied to the second display area, the corresponding information input function is controlled to be executed.

[0005] Secondly, this application provides an interface interaction device that provides a graphical user interface through a terminal device, the method comprising: The first display module is used to display the game screen, chat channel and information input control corresponding to the game in the graphical user interface, wherein the information input control is at least used to trigger information input in the chat channel; The second display module is used to respond to a first trigger operation applied to the information input control, and to control the rendering and display of the game screen corresponding to the game in the first display area of ​​the graphical user interface, and to render and display a virtual keyboard for information input in the second display area of ​​the graphical user interface; wherein the display layers of the first display area and the second display area are consistent; The interactive control module is used to respond to a second trigger operation applied to the first display area, execute the corresponding game function according to the second trigger operation, and respond to a third trigger operation applied to the second display area to control the execution of the corresponding information input function.

[0006] Thirdly, this application provides an electronic device, comprising: Memory, processor, and display screen; The memory is used to store one or more computer instructions; The processor is used to execute one or more computer instructions to implement the interface interaction method described above. The display screen is used to display the graphical user interface.

[0007] Fourthly, this application provides a computer-readable storage medium storing one or more computer instructions that, when executed by a processor, implement the aforementioned interface interaction method.

[0008] The interface interaction method, interface interaction device, electronic device, and computer-readable storage medium provided in this application embodiment initially display the game screen in full screen, and display chat channels and information input controls in a portion of the game screen; when the player executes the first trigger operation of the information input control, it is determined that the player wants to chat, and at this time the game screen and virtual keyboard can be displayed in each display area of ​​the graphical user interface respectively, specifically the first display area displays the game screen and the second display area displays the virtual keyboard.

[0009] Since the first and second display areas are at the same display level, players' actions on either display area will be responded to immediately. The information input function and the game function are independent of each other, so that chatting can be achieved without affecting game operation, which can improve the game experience.

[0010] Additional aspects and advantages of embodiments of this application will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of embodiments of this application. Attached Figure Description

[0011] The above and / or additional aspects and advantages of this application will become apparent and readily understood from the description of the embodiments taken in conjunction with the following drawings, in which: Figure 1 This is a schematic diagram illustrating an application scenario of the interface interaction method provided in the embodiments of this application; Figure 2 This is a first flowchart illustrating the interface interaction method provided in this application embodiment; Figure 3 This is a schematic diagram of a scenario for the interface interaction method provided in an embodiment of this application; Figure 4 This is a second flowchart illustrating the interface interaction method provided in the embodiments of this application; Figure 5 This is a third flowchart illustrating the interface interaction method provided in the embodiments of this application; Figure 6 This is a schematic diagram of the interface interaction device provided in the embodiments of this application; Figure 7 This is a schematic diagram of the structure of the terminal device provided in the embodiments of this application; and Figure 8 This is a schematic diagram of the hardware structure of the terminal device provided in the embodiments of this application. Detailed Implementation

[0012] Numerous specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application. Therefore, this application is not limited to the specific embodiments disclosed below.

[0013] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes 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 these processes, methods, products, or apparatuses.

[0014] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.

[0015] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.

[0016] This application provides a method, apparatus, electronic device, and computer-readable storage medium for interface interaction in games.

[0017] The interface interaction method in the game provided in this application embodiment can be executed by an electronic device, which can be a terminal device or a server, etc. The terminal device can be a smartphone, tablet computer, laptop computer, etc.

[0018] A server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.

[0019] In one optional embodiment, when the interface interaction method in the game runs on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present a graphical user interface (GUI), which at least partially displays the game screen. The display screen is also used to receive commands generated by the player interacting with the game screen. The game screen may include a portion of a virtual game scene, which is a virtual world where virtual characters move. The processor is used to store the game application, run the game, generate game screens, respond to commands, and control the display of the game screen on the display screen. When the player interacts with the game screen through the display screen, the game screen can control the local content of the terminal device by responding to the received operation commands.

[0020] There are several ways in which a terminal device can provide a graphical user interface to a player, such as rendering it on the terminal device's display screen or presenting the graphical user interface through holographic projection.

[0021] The game scene described above can be understood as a simulation of the real world within the game, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of the following: a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.

[0022] A virtual scene typically includes multiple scene elements, which are the various elements required to construct the virtual scene. These elements may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, and virtual vegetation elements. Virtual terrain elements may include, but are not limited to, natural landforms such as land, ocean, lakes, and rivers. A virtual scene is a context in which players control virtual characters to complete game logic.

[0023] As can be understood, a virtual character is a game character controlled by the player in a game. The player manipulates this virtual character to perform various game activities within the game environment, such as picking up items, engaging in combat, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a 3D or 2D virtual model; this embodiment does not specifically limit this. Virtual characters include, but are not limited to, at least one of the following: virtual human, virtual animal, and virtual machine.

[0024] In an alternative embodiment, when the interface interaction method in the game runs on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing.

[0025] A cloud gaming system comprises servers and client devices. The core of the game application and the core of the game presentation are separate. The storage and execution of the game's interface interactions are handled on the server. Game presentation, however, is done on the client. The client is primarily used for receiving and sending game data and displaying the game visuals. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, or head-mounted display. However, the terminal device that processes the game data is the server in the cloud.

[0026] It should be noted that, in this embodiment, the execution entity of the interface interaction method in the game can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of execution entity.

[0027] For example, in conjunction with the above description, Figure 1This application illustrates a game system 1000 with an interface interaction method provided in an embodiment of the present application. The game system 1000 may include at least one terminal device 100, at least one server 200, at least one database 300, and a network.

[0028] The user's terminal device 100 can connect to different servers via a network. The terminal device is any device with computing hardware capable of supporting and executing the software applications corresponding to the game.

[0029] In the aforementioned game system 1000, the terminal device 100 is used to install and run game applications. In some cases, the terminal device 100 may not need to install the game application in advance, and players can directly access and enter the game through a browser or other client.

[0030] Players can log in to the game application using their registered game account to control the virtual character associated with that account and participate in the game. When a player logs in, the terminal device 100 sends a login request to the server 200. The server 200 verifies the game account used by the player and determines the game mechanism corresponding to the game account based on the login request. If the verification is successful, the server 200 returns a login success notification to the terminal device 100.

[0031] During the process of players participating in the game through the game application, terminal device 100 and server 200 interact with each other. Terminal device 100 sends various information to server 200. Server 200 determines the display data of terminal device 100 based on the stored game mechanism and the received information, and sends the display data to terminal device 100 so that the display data sent by server 200 can be displayed to the player through terminal device 100.

[0032] In possible application scenarios, different terminal devices 100 may be served by different servers 200. Therefore, in order to distinguish the servers 200 corresponding to different terminal devices 100, the embodiments of this application will use the terms "first" and "second" to describe them. In fact, the servers 200 corresponding to different terminal devices 100 can also be the same server 200. Therefore, without distinguishing between "first" and "second", it can be understood that the terminal devices 100 corresponding to virtual characters in the same game scene are served by the same server 200.

[0033] Furthermore, when the game system 1000 includes multiple terminal devices, multiple servers, and multiple networks, different terminal devices can connect to each other through different networks and different servers. The network can be a wireless network or a wired network; for example, wireless networks include Wi-Fi, LAN, cellular networks, 2G networks, 3G networks, 4G networks, 5G networks, etc.

[0034] In addition, different terminal devices can also use their own Bluetooth network or hotspot network to connect to other terminal devices or to servers.

[0035] In addition, the system 100 can include multiple databases coupled to different servers, and can continuously store game-related information (such as the performance parameters of all accessories and real-time accessory prices) in the databases while different users are playing multiplayer games online.

[0036] It should be noted that in this embodiment, multiple terminal devices are running the same virtual game. Therefore, data interaction between the multiple terminal devices can be achieved through the virtual game's server. Thus, sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the virtual game's server, and the server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the virtual game's server, which is the data sent by terminal device 2 to the server. Alternatively, there may be no game server, and terminal device 1 directly sends game data to terminal device 2.

[0037] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 1000 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.

[0038] It should be noted that the triggering operations mentioned in the subsequent detailed description of the interface interaction methods in the game provided in the embodiments of this application can all be regarded as operations performed by the player through fingers or by controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet, or game console, the player can perform touch operations (such as long press, double click, or specific gesture operations) on the touch screen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop, the player can operate through external devices such as a mouse or keyboard.

[0039] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.

[0040] Please see Figure 2 , Figure 2 This is a flowchart illustrating the interface interaction method provided in an embodiment of this application. It should be noted that the steps shown may be executed in a logical order different from that shown in the flowchart. The method may include steps 011 to 012, which are described in detail below.

[0041] Step 011: Display the game screen, chat channel, and message input control in the graphical user interface. The message input control is used to trigger message input in the chat channel.

[0042] The game screen refers to the screen displayed on the graphical user interface of the terminal device when the game program is running. Depending on the display settings of the game program, it can be displayed in full screen or simultaneously display the top status bar and the game screen.

[0043] The chat channel is used to display system information and chat messages between players. It is typically displayed as a control in a specific area of ​​the game screen, allowing players to interact with it to view current and historical chat messages.

[0044] In the initial state, players focus on game operations and do not engage in chat interaction. At this time, the game screen can be displayed in full screen, and chat channels and information input controls can be displayed in a part of the game screen. The information input controls are used to trigger players to input information.

[0045] In one alternative embodiment, the information input control may be a button, a chat box, etc., and there is no limitation thereto.

[0046] Step 012: In response to the first trigger operation applied to the information input control, control the rendering and display of the game screen corresponding to the game in the first display area of ​​the graphical user interface, and the rendering and display of the virtual keyboard for information input in the second display area of ​​the graphical user interface; wherein, the display layers of the first display area and the second display area are consistent.

[0047] The game screen usually displays a message input control. By detecting the player's first trigger action on the message input control, it can be determined that the player wants to chat.

[0048] When players want to chat, a virtual keyboard needs to be displayed to input information. Therefore, the graphical user interface can be divided into a first display area and a second display area with consistent display hierarchy. The game screen is displayed in the first display area, and the virtual keyboard is displayed in the second display area.

[0049] It is understandable that in a screen partition display scenario, if the display layer of each display partition is consistent, each partition can be configured to simultaneously receive and respond to touch or interaction commands, thereby achieving parallel interaction in multiple areas and improving operational efficiency.

[0050] If the display levels of different partitions are inconsistent, the system will usually only prioritize distributing interactive events to the top-level display partition. Users need to switch the target partition to the top-level display level by clicking before they can perform subsequent interactive operations on that partition. This process will generate additional operation steps and interaction delays.

[0051] Because the first and second display areas are at the same display level, the virtual keyboard is not displayed at the highest level, thus blocking triggering operations on the game screen. This allows both the game screen and the virtual keyboard to respond to player actions without delay. Compared to current games where the system keyboard is at the highest level when chatting, blocking triggering operations on the game screen and requiring the virtual keyboard to be hidden before responding to game screen actions, this application allows chat and game operations to be triggered independently. Chat input can be achieved without delaying the player's game operations, and the virtual keyboard will not be hidden when the player performs game operations. The two do not affect each other, thus improving the player's gaming experience.

[0052] Please see Figure 3 In one optional embodiment, the first display area includes a first sub-display area and a second sub-display area, wherein the game screen is rendered and displayed in the first sub-display area, and the chat channel interface is rendered and displayed in the second sub-display area.

[0053] It's understandable that displaying chat channel controls within the game screen would obscure part of the game screen, affecting the player's gaming experience. Therefore, the primary display area can be further divided into a primary sub-display area and a secondary sub-display area, each with the same display hierarchy.

[0054] Then, the game screen is rendered and displayed in the first sub-display area, and the chat channel interface is rendered and displayed in the second sub-display area, with the chat channel controls displayed in the chat channel interface.

[0055] In one optional embodiment, the aspect ratio of the first sub-display area is the same as the preset aspect ratio of the game. This ensures that the game screen has a reasonable aspect ratio and fills the entire first sub-display area, improving the display effect of the game screen.

[0056] In one optional embodiment, at least some game controls are displayed on the game screen. These game controls are used to complete the interaction of the game screen. For example, game controls include operation controls for performing game functions (such as movement, releasing skills, etc.), chat channel controls, information input controls, etc.

[0057] It's understandable that game interaction is necessary to ensure a good gaming experience. Therefore, when displaying the game screen, it's essential to retain the target game controls within the screen to enable control of virtual characters and interaction with the virtual environment, thus guaranteeing a smooth gaming experience for players.

[0058] For example, the target game controls should include at least movement controls and skill controls to ensure the player's most basic game control experience.

[0059] In some embodiments, before rendering and displaying a virtual keyboard for information input within a second display area of ​​the graphical user interface, the method further includes: In response to the first trigger operation applied to the information input control, the system keyboard is disabled, and a virtual keyboard already created in the game engine is invoked; Create an input view and set the input layout parameters of the virtual keyboard based on the size of the second display area. The input view is used to display the virtual keyboard.

[0060] When displaying a virtual keyboard, a virtual keyboard can be created in the game engine (such as Unity engine) in advance, and the system keyboard can be blocked when responding to the first trigger operation on the information input control, so as to avoid the problem of exclusive input and inability to continue game interaction due to the system keyboard being called when inputting.

[0061] Next, calculate the size of the virtual keyboard according to the second display area to ensure that the size of the virtual keyboard matches the size of the corresponding second display area. If the size of the virtual keyboard is the same as the size of the second display area, the second display area can display the complete virtual keyboard.

[0062] To display the virtual keyboard, an input view needs to be created in the system. This input view is then used to display the virtual keyboard within the graphical user interface. After creating the input view, the input layout parameters (such as key layout) of the virtual keyboard can be set based on its size. For example, different virtual keyboard sizes will result in different key layouts, such as different aspect ratios, and different screen occupancy areas will also lead to different key layouts and sizes. In this way, by adaptively adjusting the input layout parameters of the virtual keyboard based on its size, the system ensures that the keys are displayed completely and the key layout is reasonable, which helps improve the player's input efficiency.

[0063] After creating the input view and setting the input layout parameters of the virtual keyboard, the input view can be displayed in the second display area, thus enabling players to input chat content using the virtual keyboard.

[0064] In one alternative embodiment, a chat channel control is rendered and scaled based on the size of a second sub-display area to generate a chat channel interface; a chat view is created to display the chat channel interface; and the display of the chat view is controlled within the second sub-display area.

[0065] When displaying the chat channel interface, the chat channel control can be rendered first and scaled based on the size of the second sub-display area to ensure that the size of the scaled chat channel control fits (e.g., fills) the second sub-display area. The rendered and scaled chat channel control then serves as the chat channel interface.

[0066] Then create a chat view, which is used to display the chat channel interface, thereby displaying the chat channel interface in the second sub-display area.

[0067] In one optional embodiment, the chat channel interface includes channel controls corresponding to different channels, which can respond to a fourth trigger operation applied to any channel control and display the chat information corresponding to the triggered channel on the chat channel interface.

[0068] The chat messages include messages from different channels, allowing players to chat in different channels and enhancing the chat experience.

[0069] In this way, players can quickly view the chat information of the channel they want to view (i.e., the channel triggered by the fourth trigger operation), improving the efficiency of browsing chat information and thus helping to improve communication efficiency.

[0070] In one optional embodiment, the content displayed on the chat channel interface is updated synchronously after the chat information is updated.

[0071] This is understandable, as it's necessary to ensure the real-time nature of chat messages and improve communication efficiency. Chat messages can be updated and displayed in real time. By continuously capturing chat information and promptly updating the chat channel interface after each update, players can view the latest chat messages immediately.

[0072] Please see Figure 3 In one optional embodiment, the game screen (corresponding to) Figure 3 Area A in the diagram is located in the upper left corner of the graphical user interface, corresponding to the virtual keyboard. Figure 3 Area C) is located below the graphical user interface, in the chat channel interface (corresponding to...). Figure 3 Area B in the diagram is located at the top right of the graphical user interface.

[0073] It's understandable that the area-based display mode is primarily used for chat input. Therefore, the virtual keyboard is located below the graphical user interface, close to the player's fingers, to improve input efficiency. The game screen and chat channel interface are located in the upper left and upper right respectively, or in the upper right and upper left respectively. This allows players to easily view or operate the game screen and chat information while avoiding accidental touches on either the game screen or chat channel interface during chat input. In this way, the distribution of the game screen, virtual keyboard, and chat channel interface is relatively reasonable, improving input efficiency while ensuring a good gaming experience.

[0074] In one optional embodiment, taking a landscape game as an example, the width of the game screen is 3 / 5 of the width of the graphical user interface (GUI), and the height is also 3 / 5 of the GUI's width, ensuring that the game screen occupies the majority of the GUI's area and maximizing the player's gaming experience. The width of the virtual keyboard is equal to the GUI's width, meaning that input can be performed across the entire bottom of the GUI, improving input efficiency. The height of the virtual keyboard is 2 / 5 of the GUI's height. The width of the chat channel interface is 2 / 5 of the GUI's width, and the height is 3 / 5 of the GUI's height, occupying the remaining space to display chat messages. Thus, the game screen, virtual keyboard, and chat interface work together to fully utilize the GUI's space.

[0075] In one alternative embodiment, the size of two display areas (such as a first display area and a second display area, a first sub-display area and a second sub-display area) can be adjusted by dragging the adjacent boundaries of the two display areas.

[0076] In this way, when the display ratio or size of the functional interface does not meet the player's personalized needs, the player can manually adjust it to further improve the user experience.

[0077] Step 013: Respond to the second trigger operation acting on the first display area, execute the corresponding game function according to the second trigger operation, and respond to the third trigger operation acting on the second display area to control the execution of the corresponding information input function.

[0078] Since the first and second display areas have the same display layer, the player's trigger operation on either display area will be responded to immediately. For example, for the second trigger operation on the first display area, the touch position is converted into the game logic position. The game program determines the interactive object based on the game logic position, and then realizes the interaction of the game screen, which can execute the corresponding game function. The third trigger operation for the second display area activates the input processing flow, which receives input operations to obtain input content. For example, text input can be performed by touching different keys on the virtual keyboard, thus executing the information input function.

[0079] In this way, the information input function and the game function are independent of each other, allowing for chat input without affecting game operation, thus improving the gaming experience.

[0080] In one alternative embodiment, in response to a seventh trigger operation applied to the chat channel interface, the corresponding chat information viewing function is controlled to be executed according to the seventh trigger operation.

[0081] The chat channel interface is used to display chat information. Players can interact with the chat channel interface by using the seventh trigger action to display different chat messages. For example, players can click on different channel controls to display chat information for different channels, or swipe up and down to view current or historical chat information.

[0082] In this way, the chat channel interface is displayed separately without obstructing the game screen, and chat input, chat viewing and game operation do not affect each other, which can further improve the player's gaming experience.

[0083] In the interface interaction method of this application, in the initial state, the game screen is displayed in full screen, and a chat channel and information input control are displayed in a part of the game screen; when the player performs the first trigger operation of the information input control, it is determined that the player wants to chat, and at this time the game screen and virtual keyboard can be displayed in each display area of ​​the graphical user interface respectively, specifically the first display area displays the game screen and the second display area displays the virtual keyboard.

[0084] Since the first and second display areas are at the same display level, players' actions on either display area will be responded to immediately. The information input function and the game function are independent of each other, so that chatting can be achieved without affecting game operation, which can improve the game experience.

[0085] Please see Figure 4 In some embodiments, the method further includes: Step 014: Determine the target field of view of the virtual camera based on the position and size of the first display area in the graphical user interface; Step 012, controlling the rendering and display of the game screen corresponding to the game within the first display area of ​​the graphical user interface, including: Step 0121: Control the rendering and display of the game scene within the target field of view and the target game controls related to game control within the first display area of ​​the graphical user interface. The target game controls do not include chat channel controls that display chat information.

[0086] When displaying the game screen and virtual keyboard in separate areas, the virtual keyboard already occupies a portion of the screen space, inevitably compressing the display space for the game screen. In this situation, two display methods exist: (1) The display of the virtual keyboard will "push" the game screen to move. The proportion of scene objects (such as virtual characters, environment objects, etc.) in the game scene will not change. For example, when the virtual keyboard is pushed upward from the bottom of the screen, the game screen moves upward, which looks like the virtual keyboard pushes part of the game screen out of the screen.

[0087] (2) The game scene is scaled to fit the first display area. At this time, the content of the game scene displayed is no different from that in full-screen display, but all scene objects in the game scene are shrunk.

[0088] Regarding method (1), the position and size of the first display area in the graphical user interface after being pushed can be determined first. The position determines the direction from which the game screen is pushed off the screen after being pushed, and the size determines the scene range of the part pushed off the screen. Based on the position and size of the first display area, the target field of view of the virtual camera can be determined. The target field of view corresponds to the scene range of the part of the game screen that is not pushed off the screen. The virtual camera can generate the game scene image for display in the first display area by rendering and displaying the game scene within the target field of view.

[0089] Then, the game scene within the target field of view is rendered and displayed in the first display area of ​​the graphical user interface.

[0090] It is understandable that in order to implement game functions, the target game controls related to game control (such as movement controls and skill controls for releasing skills) must be retained in the game screen. Since the chat channel interface is displayed separately in the second sub-display area, the target game controls do not include the chat channel controls that display chat information, in order to avoid displaying too many controls in the small first display area, which would cause the game scene screen to be obscured too much.

[0091] For method (2), the game scene screen of the initial field of view can be obtained; the game screen of the initial field of view is scaled based on the size of the first display area, and the scaled game scene screen and the target game control related to the game control are rendered and displayed in the first display area of ​​the graphical user interface. The target game control does not include the chat channel control that displays chat information.

[0092] The initial field of view is the field of view when the game screen is displayed in full screen.

[0093] By scaling (e.g., shrinking) the game scene within the initial field of view, the scaled game scene can be adapted to the first display area (e.g., fill the entire area). At this point, the content of the scaled game scene will not be lost, but the various scene objects within the game scene will be shrunk.

[0094] Then, the system renders and displays the scaled game scene and target game controls related to game control within the first display area of ​​the graphical user interface. The target game controls do not include chat channel controls that display chat information.

[0095] Please see Figure 5 In some embodiments, the method further includes: Step 015: Respond to the fifth trigger operation on the chat channel interface and display the exit chat channel control; Step 016: Respond to the sixth trigger operation acting on the exit chat channel control, and control the full-screen display of the game screen in the graphical user interface.

[0096] It's understandable that players might only chat briefly while playing the game. If the screen is continuously divided into sections, players will only be able to play within a smaller screen area when not chatting, which would degrade the gaming experience. Therefore, in response to the fifth trigger operation acting on the chat channel control in the game screen, the exit chat channel control can be simultaneously displayed in the graphical user interface (e.g., displayed in the upper right or upper left corner of the game screen). The exit chat channel control is used to exit the section display mode and switch to game mode, where the game screen can be displayed in full screen.

[0097] Players can quickly switch game modes, hide the exit chat channel control and various function interfaces, and display the game screen in full screen by triggering the sixth action of the exit chat channel control.

[0098] In this way, the chat is displayed in separate areas, balancing game interaction and chat. When chat is not needed, the game mode can be quickly switched, thus balancing the chat experience and the game experience.

[0099] Please refer to this page. Figure 5 In some embodiments, the method further includes: Step 017: Respond to the sixth trigger operation on the exit chat channel control and save the input state received by the chat channel interface; Step 018: If the first trigger operation on the information input control is responded to again, the chat channel interface is displayed in the second sub-display area based on the saved input state.

[0100] It's understandable that during gameplay, chat might be interrupted suddenly due to changes in the game state (for example, in MPBA games, when entering a team battle, players need to focus entirely on the action, which may cause a switch in game mode and interrupt chat). However, some chat content may have already been entered at this point, and if the player re-enters the regional chat mode, they will need to re-enter it, which greatly affects communication efficiency.

[0101] Therefore, in response to the sixth trigger operation acting on the exit chat channel control, the input state received by the virtual keyboard is saved. The input state may include the input content, cursor position, text selection state, etc.; the next time the area chat mode is entered (i.e., in response to the first trigger operation acting on the information input control in the game screen), the input state is restored in the virtual keyboard, thereby maintaining a smooth chat experience and improving communication efficiency.

[0102] Based on the methods described in the above embodiments, this application also provides a user interface interaction device 300 for performing the steps in the above-described user interface interaction method. Please refer to... Figure 6 , Figure 6 This is a schematic diagram of the interface interaction device 300 provided in an embodiment of this application. The interface interaction device 300 includes: The first display module 301 is used to display the game screen, chat channel and information input control corresponding to the game in the graphical user interface, wherein the information input control is used at least to trigger information input in the chat channel; The second display module 302 is used to respond to a first trigger operation applied to the information input control, and to control the rendering and display of the game screen corresponding to the game in the first display area of ​​the graphical user interface, and to render and display the virtual keyboard for information input in the second display area of ​​the graphical user interface; wherein the display layers of the first display area and the second display area are consistent; The interactive control module 303 is used to respond to a second trigger operation applied to the first display area, execute the corresponding game function according to the second trigger operation, and respond to a third trigger operation applied to the second display area to control the execution of the corresponding information input function.

[0103] In the embodiments of this application, the terms "module" or "unit" refer to computer instructions or a portion of computer instructions that have a predetermined function and work together with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0104] In some embodiments, the interface interaction device in this application can be implemented in hardware, such as a terminal device or a component in the terminal device, such as an integrated circuit or a chip; the interface interaction device can also be implemented in software, such as as an application installed in the terminal device.

[0105] In some embodiments, please refer to Figure 7 , Figure 7 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application. The terminal device 500 includes a processor 501, a memory 502, and a display screen 503. The memory 502 stores computer instructions 504 that can be executed by the processor 501. When the processor 501 executes the instructions 504, it implements the various processes of the above-described interface interaction method embodiment and achieves the same technical effect. To avoid repetition, it will not be described again here.

[0106] Please see Figure 8 , Figure 8This is a schematic diagram of the hardware structure of a terminal device provided in an embodiment of this application. The terminal device can be a terminal or a server. Exemplarily, the terminal device 700 includes a central processing unit (CPU) 701, a system memory 704 including random access memory (RAM) 702 and read-only memory (ROM) 703, and a system bus 705 connecting the system memory 704 and the central processing unit 701.

[0107] In some embodiments, the terminal device 700 may further include a basic input / output system 706 that helps transmit information between various devices within the computer, and a large-capacity storage device 707 for storing the operating system 713, the client 714, and other program modules 715.

[0108] In some embodiments, the basic input / output system 706 includes a display 708 for displaying a graphical user interface and input devices 709 for user input, such as touch panels and other input devices. A touch panel is also called a touchscreen. A touch panel may include both a touch device and a touch controller. Other input devices may include, but are not limited to, physical keyboards, function keys (such as volume control buttons, power buttons, etc.), trackballs, mice, and joysticks, which will not be described further here.

[0109] Both the display 708 and the input device 709 are connected to the central processing unit 701 via an input / output controller 710 connected to the system bus 705. The basic input / output system 706 may also include the input / output controller 710 for receiving and processing input from touch panels, other input devices, etc. Similarly, the input / output system 706 also includes output devices such as displays, printers, or other types of output devices.

[0110] Mass storage device 707 is connected to central processing unit 701 via a mass storage controller (not shown) connected to system bus 705. Mass storage device 707 and its associated computer-readable media provide non-volatile storage for terminal device 700. That is, mass storage device 707 may include computer-readable media (not shown) such as hard disk or compact disc read-only memory (CD-ROM) drive.

[0111] According to various embodiments of this application, the terminal device 700 can also be connected to a remote computer on a network, such as the Internet. That is, the terminal device 700 can be connected to the network 717 via the network interface unit 716 connected to the system bus 705, or the network interface unit 716 can be used to connect to other types of networks or remote computer systems (not shown).

[0112] This application also provides a non-transitory computer-readable storage medium storing computer instructions. When these computer instructions are executed by a processor, they implement the various processes of the above-described interface interaction method embodiments and achieve the same technical effects. To avoid repetition, they will not be described again here.

[0113] The processor can be the processor in the terminal device described in the above embodiments. The computer-readable storage medium can be a computer read-only memory (ROM), random access memory (RAM), magnetic disk, or optical disk, etc.

[0114] Computer-readable media can include computer storage media and communication media. Computer storage media includes volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media include RAM, ROM, erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other solid-state storage technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that computer storage media are not limited to the above-mentioned types.

[0115] This application also provides a computer instruction product, including computer instructions that, when executed by a processor, implement the aforementioned interface interaction method. The processor may be the processor in the terminal device described in the above embodiments. When executed by the processor, the computer instructions implement various processes of the embodiments of the aforementioned interface interaction method and achieve the same technical effects; therefore, to avoid repetition, they will not be described again here.

[0116] It is understood that in the specific implementation of this application, data related to user identity or characteristics is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

Claims

1. A method for interface interaction in a game, characterized in that, The method of providing a graphical user interface via a terminal device includes: The graphical user interface displays the game screen, chat channel, and information input control corresponding to the game, wherein the information input control is at least used to trigger information input in the chat channel; In response to a first trigger operation applied to the information input control, the system controls the rendering and display of the game screen corresponding to the game in the first display area of ​​the graphical user interface, and the rendering and display of a virtual keyboard for information input in the second display area of ​​the graphical user interface; wherein the display layers of the first display area and the second display area are consistent; In response to a second trigger operation applied to the first display area, the corresponding game function is executed according to the second trigger operation; and in response to a third trigger operation applied to the second display area, the corresponding information input function is controlled to be executed.

2. The interface interaction method according to claim 1, characterized in that, The first display area includes a first sub-display area and a second sub-display area with the same display hierarchy. The game screen is rendered and displayed in the first sub-display area, and the chat channel interface is rendered and displayed in the second sub-display area.

3. The interface interaction method according to claim 2, characterized in that, The game screen includes a game scene and game controls, and the method further includes: Based on the position and size of the first display area in the graphical user interface, the target field of view of the virtual camera is determined; The control of rendering and displaying the game screen corresponding to the game within the first display area of ​​the graphical user interface includes: The system controls the rendering and display of the game scene within the target field of view and the target game controls related to game control within the first display area of ​​the graphical user interface. The target game controls do not include chat channel controls that display chat information.

4. The interface interaction method according to claim 3, characterized in that, Also includes: The chat channel control is rendered and scaled based on the size of the second sub-display area to generate the chat channel interface; Create a chat view to display the chat channel interface; Control the display of the chat view within the second sub-display area.

5. The interface interaction method according to claim 2, characterized in that, The game screen includes a game scene and game controls. The controls render and display the game screen corresponding to the game within the first display area of ​​the graphical user interface, including: Obtain the game scene view within the initial field of view; The game screen of the initial field of view is scaled based on the size of the first display area, and the scaled game scene screen and target game controls related to game control are rendered and displayed in the first display area of ​​the graphical user interface. The target game controls do not include chat channel controls that display chat information.

6. The interface interaction method according to claim 1, characterized in that, Before rendering and displaying a virtual keyboard for information input within the second display area of ​​the graphical user interface, the method further includes: In response to the first trigger operation applied to the information input control, the system keyboard is disabled, and a virtual keyboard created in the game engine is invoked; An input view is created, and the input layout parameters of the virtual keyboard are set based on the size of the second display area. The input view is used to display the virtual keyboard.

7. The interface interaction method according to claim 2, characterized in that, Also includes: After the chat information is updated, the display content of the chat channel interface is updated synchronously.

8. The interface interaction method according to claim 7, characterized in that, The chat channel interface includes multiple channel controls, and the method further includes: In response to a fourth trigger operation applied to any of the aforementioned channel controls, the chat information corresponding to the triggered channel is displayed on the chat channel interface.

9. The interface interaction method according to claim 2, characterized in that, The graphical user interface also includes an exit chat channel control, and the method further includes: In response to the fifth trigger operation applied to the chat channel interface, the exit chat channel control is displayed; In response to the sixth trigger operation acting on the exit chat channel control, the game screen is controlled to be displayed in full screen on the graphical user interface.

10. The interface interaction method according to claim 9, characterized in that, Also includes: In response to the sixth trigger operation on the exit chat channel control, the input state received by the chat channel interface is saved; If the first trigger operation applied to the information input control is responded to again, the chat channel interface is displayed in the second sub-display area based on the saved input state.

11. The interface interaction method according to claim 2, characterized in that, Also includes: In response to the seventh trigger operation applied to the chat channel interface, the corresponding chat information viewing function is controlled to be executed according to the seventh trigger operation.

12. The interface interaction method according to claim 1 or 10, characterized in that, The first display area is located in the upper left of the graphical user interface, the virtual keyboard is located below the graphical user interface, and the chat channel interface is located in the upper right of the graphical user interface.

13. A user interface interaction device, characterized in that, The apparatus provides a graphical user interface via a terminal device, comprising: The first display module is used to display the game screen, chat channel and information input control corresponding to the game in the graphical user interface, wherein the information input control is at least used to trigger information input in the chat channel; The second display module is used to respond to a first trigger operation applied to the information input control, and to control the rendering and display of the game screen corresponding to the game in the first display area of ​​the graphical user interface, and to render and display a virtual keyboard for information input in the second display area of ​​the graphical user interface; wherein the display layers of the first display area and the second display area are consistent; The interactive control module is used to respond to a second trigger operation applied to the first display area, execute the corresponding game function according to the second trigger operation, and respond to a third trigger operation applied to the second display area to control the execution of the corresponding information input function.

14. An electronic device, characterized in that, include: Memory, processor, and display screen; The memory is used to store one or more computer instructions; The processor is configured to execute the one or more computer instructions to implement the method as described in any one of claims 1-12; The display screen is used to display the graphical user interface.

15. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, The instruction is executed by the processor to implement the method as described in any one of claims 1-12.