A method, device and computer-readable storage medium for projecting and displaying a game interface

By analyzing and adjusting the display identification parameters during the game screen projection process, the display effects of the game logo on the projection end match the display effect of the game screen projection end at both ends, solving the problem of inconsistent visual perception during game screen projection and realizing adaptive operation guidance.

CN114247137BActive Publication Date: 2025-08-12NUBIA TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202111615614.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-27
Publication Date
2025-08-12
Estimated Expiration
2041-12-27

AI Technical Summary

Technical Problem

In the prior art, when the game is projected, the display effects of the relevant logos of the projected end and the projected end do not match the display effect at both ends, resulting in inconsistent user visual perception and ineffective operation guidance.

Method used

During the game screen projection process, the first display identifier and its parameters of the cast end are obtained, the display relationship is analyzed, and the corresponding second display identifier parameters are set on the projection end, so that they block the mismatched layers on the layer at the projection end to achieve matching display of the identifications at both ends.

Benefits of technology

The display effect matching of the game logos related to the projected end and the screen-projected end at both ends is achieved, giving users a unified visual impression and ensuring adaptive adjustments in different environments.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a method, device and computer-readable storage medium for projecting and displaying a game interface, wherein the method comprises: during the process of projecting a game, setting a second layer of the second display identifier having the second display parameter below the first layer of the first display identifier having the first display parameter, and shielding the first layer in the projected data synthesized by the projected end for transmission to the projecting end, and shielding the second layer in the display data synthesized by the projected end itself. A humanized game interface projecting and display scheme is implemented, so that the display effects of the relevant game identifiers of the projected end and the projecting end are matched at both ends, thereby giving users a more unified visual experience and enabling the identifiers that guide users' operations to be adaptively adjusted in different projection environments.
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Description

Technical Field

[0001] The present invention relates to the field of mobile communications, and in particular to a method and device for projecting and displaying a game interface, and a computer-readable storage medium. Background Art

[0002] In the prior art, with the continuous development of smart terminal devices, users are using game screen projection more and more frequently. In particular, for existing game screen projection examples, since there are some side bars and other logos during the game, such logos are displayed on the upper layer of the display area. For example, according to the touch requirements of the game, one or more such side bars can be set on both sides or multiple sides of the game interface. It can be understood that the role of the side bar is to prompt the user that the area can perform corresponding game controls by sliding. When the screen of the mobile phone is curved, the curved side bar displayed on the mobile phone is consistent with the edge of the interface. However, when the mobile phone is projecting the screen to the computer, the window displayed on the computer is square. At this time, the arc-shaped side bar does not match the square window, which affects the user's visual perception to a certain extent, and is also not conducive to the user's operation guidance.

[0003] Therefore, during the game, the display effects of the relevant logos on the projected end and the projecting end do not match, thereby causing the user to have inconsistent visual perception and unable to guide the user's operations through appropriate logos. Summary of the Invention

[0004] In order to solve the above technical defects in the prior art, the present invention proposes a method for projecting and displaying a game interface, which includes:

[0005] During the game screen projection process, a first display identifier of the projected end and a first display parameter of the first display identifier at the projected end are obtained.

[0006] A first display feature of the projected terminal is acquired, and a display relationship between the first display parameter and the first display feature is obtained by analysis.

[0007] During the game screen projection process, a second display identifier corresponding to the first display identifier on the screen projection end is obtained, and a second display parameter of the second display identifier on the screen projection end is determined according to the display relationship.

[0008] The second layer of the second display identifier having the second display parameters is set below the first layer of the first display identifier having the first display parameters, and the first layer is shielded in the projection data synthesized by the projected end for transmission to the projection end, and the second layer is shielded in the display data synthesized by the projected end itself.

[0009] Optionally, during the game screen projection process, obtaining the first display identifier of the projected end and the first display parameter of the first display identifier on the projected end includes:

[0010] During the game screen projection process, the game operation status of the current game is obtained, wherein the game operation status includes the game touch area of the edge display area corresponding to the current game.

[0011] A first display identifier corresponding to the game touch area is identified, wherein the first display identifier is used to indicate a trigger response direction of the game touch area.

[0012] Optionally, during the game screen projection process, obtaining the first display identifier of the projected end and the first display parameter of the first display identifier on the projected end further includes:

[0013] During the game screen projection process, the first display screen of the projected terminal running the current game is obtained.

[0014] The first display screen is analyzed to obtain first frame features of the first game screen being recorded, wherein the first frame features include a first frame size and a first frame ratio.

[0015] Optionally, acquiring the first display feature of the projected terminal and analyzing to obtain a display relationship between the first display parameter and the first display feature includes:

[0016] A first display feature of the projected end is obtained, wherein the first display feature includes an edge arc display and a rounded rectangular display.

[0017] One or more of the bending orientation, the straight line orientation, and the curve orientation in the first display parameter is acquired, and matched with the first display feature to obtain the display relationship.

[0018] Optionally, during the game screen projection process, obtaining a second display identifier corresponding to the first display identifier on the projection end, and determining a second display parameter of the second display identifier on the projection end according to the display relationship includes:

[0019] During the game screen projection process, obtain the second display screen of the projection end.

[0020] The second display screen is analyzed to obtain second frame characteristics of the second game screen on the projection end, wherein the second frame characteristics include a second frame size and a second frame ratio.

[0021] Optionally, during the game screen projection process, obtaining a second display identifier corresponding to the first display identifier on the projection end, and determining a second display parameter of the second display identifier on the projection end according to the display relationship, further includes:

[0022] The first frame size and the second frame size are compared, and / or the first frame ratio and the second frame ratio are compared.

[0023] The second display identifier corresponding to the first display identifier of the projection end is obtained according to the comparison result.

[0024] Optionally, during the game screen projection process, obtaining a second display identifier corresponding to the first display identifier on the projection end, and determining a second display parameter of the second display identifier on the projection end according to the display relationship, further includes:

[0025] Obtain a second display feature of the projection end, wherein the second display feature includes an edge arc display and a rounded rectangular display.

[0026] The second display parameter of the second display identifier at the projection end is determined according to the display relationship, wherein the second display parameter includes one or more of a bending orientation, a straight line orientation, and a curve orientation.

[0027] Optionally, the step of setting the second layer having the second display identifier and the second display parameters below the first layer having the first display identifier and the first display parameters, and shielding the first layer in the projection data synthesized by the projected end for transmission to the projection end, and shielding the second layer in the display data synthesized by the projected end itself, includes:

[0028] The first layer including the first display identifier is obtained.

[0029] The second layer including the second display identifier is created in a lower layer of the first layer, wherein the first display range of the first layer covers the second display range of the second layer.

[0030] The present invention also proposes a game interface projection and display device, which includes a memory, a processor, and a computer program stored in the memory and runnable on the processor. When the computer program is executed by the processor, the steps of the game interface projection and display method as described in any one of the above items are implemented.

[0031] The present invention also proposes a computer-readable storage medium, which stores a game interface projection display program. When the game interface projection display program is executed by a processor, the steps of the game interface projection display method as described in any one of the above items are implemented.

[0032] The game interface projection display method, device and computer-readable storage medium of the present invention are implemented by obtaining the first display identifier of the projected end and the first display parameter of the first display identifier on the projected end during the game projection process; obtaining the first display feature of the projected end and analyzing the display relationship between the first display parameter and the first display feature; obtaining the second display identifier corresponding to the first display identifier on the projecting end during the game projection process, and determining the second display parameter of the second display identifier on the projecting end based on the display relationship; setting the second layer of the second display identifier with the second display parameter below the first layer of the first display identifier with the first display parameter, and shielding the first layer in the projection data synthesized on the projected end for transmission to the projecting end, and shielding the second layer in the display data synthesized on the projected end itself. A humanized game interface projection display solution is realized, so that the display effects of the relevant game identifiers on the projected end and the projecting end are matched at both ends, thereby giving users a more unified visual experience and enabling the identifiers that guide users' operations to be adaptively adjusted in different projection environments. BRIEF DESCRIPTION OF THE DRAWINGS

[0033] The present invention will be further described below with reference to the accompanying drawings and embodiments, in which:

[0034] Figure 1 This is a hardware structure diagram of a mobile terminal according to the present invention;

[0035] Figure 2 This is a diagram of a communication network system architecture provided by an embodiment of the present invention;

[0036] Figure 3 This is a flowchart of the first embodiment of the method for projecting and displaying a game interface according to the present invention;

[0037] Figure 4 This is a flowchart of a second embodiment of the method for projecting and displaying a game interface according to the present invention;

[0038] Figure 5 This is a flowchart of the third embodiment of the method for projecting and displaying a game interface according to the present invention;

[0039] Figure 6 This is a flowchart of a fourth embodiment of the method for projecting and displaying a game interface according to the present invention;

[0040] Figure 7This is a flowchart of a fifth embodiment of the method for projecting and displaying a game interface according to the present invention;

[0041] Figure 8 This is a flowchart of a sixth embodiment of the method for projecting and displaying a game interface according to the present invention;

[0042] Figure 9 This is a flowchart of the seventh embodiment of the method for projecting and displaying a game interface according to the present invention;

[0043] Figure 10 This is a flowchart of an eighth embodiment of the method for projecting and displaying a game interface according to the present invention;

[0044] Figure 11 This is a schematic diagram of the screen projection interface of the first embodiment of the game interface screen projection display method of the present invention. DETAILED DESCRIPTION

[0045] It should be understood that the specific embodiments described herein are only used to explain the present invention and are not intended to limit the present invention.

[0046] In the subsequent description, suffixes such as "module," "component," or "unit" used to represent elements are only used to facilitate the description of the present invention and have no specific meaning. Therefore, "module," "component," or "unit" can be used interchangeably.

[0047] The terminal can be implemented in various forms. For example, the terminal described in the present invention may include mobile terminals such as mobile phones, tablet computers, laptop computers, PDAs, portable media players (PMPs), navigation devices, wearable devices, smart bracelets, pedometers, etc., as well as fixed terminals such as digital TVs and desktop computers.

[0048] The following description will be made by taking a mobile terminal as an example. It will be understood by those skilled in the art that, in addition to components specifically used for mobile purposes, the configuration according to the embodiments of the present invention can also be applied to fixed type terminals.

[0049] See also Figure 1 , which is a schematic diagram of the hardware structure of a mobile terminal for implementing various embodiments of the present invention. The mobile terminal 100 may include: an RF (Radio Frequency) unit 101, a WiFi module 102, an audio output unit 103, an A / V (audio / video) input unit 104, a sensor 105, a display unit 106, a user input unit 107, an interface unit 108, a memory 109, a processor 110, and a power supply 111. Those skilled in the art will understand that Figure 1The structure of the mobile terminal shown in the figure does not constitute a limitation to the mobile terminal. The mobile terminal may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0050] The following combination Figure 1 A detailed introduction to the various components of the mobile terminal:

[0051] The RF unit 101 can be used to send and receive information or receive signals during calls. Specifically, it receives downlink information from the base station and transmits it to the processor 110 for processing. It also transmits uplink data to the base station. Typically, the RF unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, a duplexer, and more. Furthermore, the RF unit 101 can communicate with the network and other devices via wireless communication. The above-mentioned wireless communications may use any communication standard or protocol, including but not limited to GSM (Global System of Mobile communication), GPRS (General Packet Radio Service), CDMA2000 (Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division Duplexing-Long Term Evolution) and TDD-LTE (Time Division Duplexing-Long Term Evolution), etc.

[0052] WiFi is a short-range wireless transmission technology. Mobile terminals can help users send and receive emails, browse web pages, and access streaming media through the WiFi module 102. It provides users with wireless broadband Internet access. Figure 1 The WiFi module 102 is shown, but it is understandable that it is not an essential component of the mobile terminal and can be omitted as needed without changing the essence of the invention.

[0053] The audio output unit 103 can convert audio data received by the RF unit 101 or the WiFi module 102 or stored in the memory 109 into an audio signal and output it as sound when the mobile terminal 100 is in a call signal reception mode, a talk mode, a recording mode, a voice recognition mode, a broadcast reception mode, or the like. Furthermore, the audio output unit 103 can also provide audio output related to a specific function performed by the mobile terminal 100 (e.g., a call signal reception sound, a message reception sound, etc.). The audio output unit 103 may include a speaker, a buzzer, or the like.

[0054] The A / V input unit 104 is used to receive audio or video signals. The A / V input unit 104 may include a graphics processing unit (GPU) 1041 and a microphone 1042. The GPU 1041 processes image data of still images or videos captured by an image capture device (e.g., a camera) in video capture mode or image capture mode. The processed image frames may be displayed on the display unit 106. The image frames processed by the GPU 1041 may be stored in the memory 109 (or other storage medium) or transmitted via the RF unit 101 or the WiFi module 102. The microphone 1042 may receive sound (audio data) in operating modes such as a phone call mode, a recording mode, and a voice recognition mode, and may process such sound into audio data. In the phone call mode, the processed audio (voice) data may be converted into a format that can be transmitted to a mobile communication base station via the RF unit 101. The microphone 1042 may implement various types of noise cancellation (or suppression) algorithms to eliminate (or suppress) noise or interference generated during the reception and transmission of audio signals.

[0055] The mobile terminal 100 also includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor, wherein the ambient light sensor can adjust the brightness of the display panel 1061 according to the brightness of the ambient light, and the proximity sensor can turn off the display panel 1061 and / or the backlight when the mobile terminal 100 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used for applications that identify the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that can be configured in the mobile phone, such as fingerprint sensors, pressure sensors, iris sensors, molecular sensors, gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be described here.

[0056] The display unit 106 is used to display information input by the user or information provided to the user. The display unit 106 may include a display panel 1061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.

[0057] The user input unit 107 can be used to receive input digital or character information, and generate key signal input related to user settings and function control of the mobile terminal. Specifically, the user input unit 107 may include a touch panel 1071 and other input devices 1072. The touch panel 1071, also known as a touch screen, can collect user touch operations on or near it (such as operations performed by the user using a finger, stylus, or any other suitable object or accessory on or near the touch panel 1071) and drive the corresponding connection device according to a pre-set program. The touch panel 1071 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction and detects the signal caused by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device and converts it into touch point coordinates, which are then sent to the processor 110. It can also receive commands sent by the processor 110 and execute them. In addition, the touch panel 1071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 1071, the user input unit 107 may further include other input devices 1072. Specifically, the other input devices 1072 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, power keys, etc.), a trackball, a mouse, a joystick, etc., and are not specifically limited here.

[0058] Furthermore, the touch panel 1071 may cover the display panel 1061. When the touch panel 1071 detects a touch operation on or near it, it transmits the information to the processor 110 to determine the type of touch event. Subsequently, the processor 110 provides a corresponding visual output on the display panel 1061 according to the type of touch event. Figure 1 In the embodiment, the touch panel 1071 and the display panel 1061 are two independent components to realize the input and output functions of the mobile terminal. However, in some embodiments, the touch panel 1071 and the display panel 1061 can be integrated to realize the input and output functions of the mobile terminal, which is not limited here.

[0059] The interface unit 108 serves as an interface through which at least one external device can be connected to the mobile terminal 100. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, etc. The interface unit 108 may be used to receive input (e.g., data information, power, etc.) from an external device and transmit the received input to one or more elements within the mobile terminal 100 or may be used to transmit data between the mobile terminal 100 and an external device.

[0060] Memory 109 can be used to store software programs and various data. Memory 109 may primarily include a program storage area and a data storage area. The program storage area may store an operating system and at least one application required for a function (such as a sound playback function or an image playback function); the data storage area may store data generated based on the use of the mobile phone (such as audio data, a phone book, etc.). Furthermore, memory 109 may include high-speed random access memory and non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0061] Processor 110 is the control center of the mobile terminal, connecting all components of the mobile terminal using various interfaces and circuits. By running or executing software programs and / or modules stored in memory 109 and accessing data stored in memory 109, it executes various functions of the mobile terminal and processes data, thereby providing overall monitoring of the mobile terminal. Processor 110 may include one or more processing units; preferably, processor 110 may integrate an application processor and a modem processor. The application processor primarily handles the operating system, user interface, and application programs, while the modem processor primarily handles wireless communications. It is understood that the modem processor may not be integrated into processor 110.

[0062] The mobile terminal 100 may also include a power supply 111 (such as a battery) for supplying power to various components. Preferably, the power supply 111 may be logically connected to the processor 110 through a power management system, thereby managing functions such as charging, discharging, and power consumption through the power management system.

[0063] although Figure 1 Not shown, the mobile terminal 100 may further include a Bluetooth module, etc., which will not be described in detail here.

[0064] To facilitate understanding of the embodiments of the present invention, the communication network system on which the mobile terminal of the present invention is based is described below.

[0065] See also Figure 2 , Figure 2 A communication network system architecture diagram is provided for an embodiment of the present invention. The communication network system is an LTE system of universal mobile communication technology. The LTE system includes a UE (User Equipment) 201, an Evolved UMTS Terrestrial Radio Access Network (E-UTRAN) 202, an Evolved Packet Core (EPC) 203, and an operator's IP service 204, which are sequentially connected in communication.

[0066] Specifically, UE201 may be the above-mentioned terminal 100, which will not be described in detail here.

[0067] E-UTRAN 202 includes eNodeB 2021 and other eNodeBs 2022 , etc. Among them, eNodeB 2021 can be connected to other eNodeBs 2022 via a backhaul (eg, an X2 interface), and eNodeB 2021 is connected to EPC 203 , and eNodeB 2021 can provide UE 201 with access to EPC 203 .

[0068] EPC 203 may include MME (Mobility Management Entity) 2031, HSS (Home Subscriber Server) 2032, other MMEs 2033, SGW (Serving Gate Way) 2034, PGW (PDN Gate Way) 2035, and PCRF (Policy and Charging Rules Function) 2036. MME 2031 is the control node that handles signaling between UE 201 and EPC 203, providing bearer and connection management. HSS 2032 provides registers for managing functions such as the Home Location Register (not shown) and stores user-specific information such as service features and data rates. All user data can be sent through SGW2034, PGW2035 can provide IP address allocation and other functions for UE 201, PCRF2036 is the policy and charging control policy decision point for service data flow and IP bearer resources, and it selects and provides available policy and charging control decisions for the policy and charging execution function unit (not shown in the figure).

[0069] The IP service 204 may include the Internet, an intranet, an IMS (IP Multimedia Subsystem), or other IP services.

[0070] Although the above description is based on the LTE system as an example, those skilled in the art should know that the present invention is not only applicable to the LTE system, but also to other wireless communication systems, such as GSM, CDMA2000, WCDMA, TD-SCDMA, and future new network systems, and is not limited here.

[0071] Based on the above-mentioned mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.

[0072] Example 1

[0073] Figure 3 This is a flow chart of the first embodiment of the method for projecting a game interface onto a screen. A method for projecting a game interface onto a screen, the method comprising:

[0074] S1. During the game screen projection process, obtain a first display identifier of the projected end and a first display parameter of the first display identifier on the projected end.

[0075] S2. Acquire a first display feature of the projected terminal, and analyze and obtain a display relationship between the first display parameter and the first display feature.

[0076] S3. During the game screen projection process, obtain a second display identifier corresponding to the first display identifier on the projection end, and determine a second display parameter of the second display identifier on the projection end according to the display relationship.

[0077] S4. Set the second layer of the second display identifier having the second display parameters below the first layer of the first display identifier having the first display parameters, and mask the first layer in the projection data synthesized by the projected end for transmission to the projection end, and mask the second layer in the display data synthesized by the projected end itself.

[0078] In this embodiment, please refer to Figure 11The schematic diagram of the screen projection interface shown is for an existing game screen projection example. It can be seen from the rectangular frame on the left side of the figure that at the moment of the game, there is a side bar that displays the upper layer. In fact, according to the touch requirements of the game, one or more such side bars can be set on both sides or multiple sides. It can be understood that the role of the side bar is to prompt the user that the area can perform corresponding game controls by sliding. When the screen of the mobile phone is curved, the curved side bar displayed on the mobile phone is consistent with the edge of the interface. However, when the mobile phone is projecting the screen to the computer, and the window displayed on the computer is square, the arc-shaped side bar does not match the square window, which affects the user's visual perception to a certain extent. At the same time, it is not conducive to the user's operation guidance.

[0079] In this embodiment, in response to the above problem, first, during the game screen casting process, the first display identifier of the casted end and the first display parameter of the first display identifier at the casted end are obtained, wherein the first display identifier may be the above-mentioned side bar or other guide identifier; then, the first display feature of the casted end is obtained, and the display relationship between the first display parameter and the first display feature is obtained by analysis; then, during the game screen casting process, the second display identifier corresponding to the first display identifier of the casting end is obtained, and the second display parameter of the second display identifier at the casting end is determined according to the display relationship; finally, the second layer of the second display identifier with the second display parameter is set below the first layer of the first display identifier with the first display parameter, and the first layer is masked in the casting data synthesized at the casted end for transmission to the casting end, and the second layer is masked in the display data synthesized by the casted end itself.

[0080] Specifically, in this embodiment, the above-mentioned identifier is used as an auxiliary navigation bar as an example for explanation. In the original state, there is only one IndicateLeft auxiliary navigation bar on the left side of the projection interface. It is adapted to the arc of the screen, so it will be inconsistent when displayed directly on the projection screen. In this embodiment, similarly, an IndicateLeft-Direct window is established to display different auxiliary navigation bars, which is displayed below IndicateLeft. The latter can be completely straight, unlike the curved shape of the former. Similarly, the IndicateRight auxiliary navigation bar on the right side of the projection interface also adds an IndicateRight-Direct auxiliary navigation bar in a similar manner.

[0081] In this embodiment, it can be seen that after executing the above processing steps, if no processing is performed in the SurfaceFlinger image synthesis module, two navigation bars will be seen on the left side of the projection interface, one is curved and the other is straight. To address this problem, this embodiment determines whether the current projection interface is displayed on the main screen when synthesizing the SurfaceFlinger layer. If so, the corresponding IndicateLeft-Direct auxiliary navigation bar is excluded and does not participate in the synthesis. Therefore, the IndicateLeft-Direct auxiliary navigation bar will not be included when the screen is finally displayed, so the user cannot see the straight navigation bar. Similarly, when projecting the screen, considering that projection is essentially a virtual display screen, when the above-mentioned SurfaceFlinger copies the corresponding layer and reaches this virtual display screen, the original IndicateLeft auxiliary navigation bar, that is, the corresponding curved layer, is shielded so that the display content of this layer will not be collected into the virtual screen. This cleverly solves the problem of mismatched display effects of relevant logos on the projected end and the projecting end, which gives users inconsistent visual perception and makes it impossible to guide users' operations through appropriate logos.

[0082] The beneficial effect of this embodiment is that, during the game screen casting process, the first display identifier of the casted end and the first display parameter of the first display identifier at the casted end are obtained; the first display feature of the casted end is obtained, and the display relationship between the first display parameter and the first display feature is analyzed; during the game screen casting process, the second display identifier corresponding to the first display identifier of the casting end is obtained, and the second display parameter of the second display identifier at the casting end is determined according to the display relationship; the second layer of the second display identifier with the second display parameter is set below the first layer of the first display identifier with the first display parameter, and the first layer is shielded in the screen casting data synthesized by the casted end for transmission to the casting end, and the second layer is shielded in the display data synthesized by the casted end itself. A humanized game interface screen casting display solution is realized, so that the display effects of the relevant game identifiers of the casted end and the casting end are matched at both ends, thereby giving users a more unified visual experience and enabling the identifiers guiding the user's operations to be adaptively adjusted in different screen casting environments.

[0083] Example 2

[0084] Figure 4This is a flowchart of a second embodiment of the method for projecting and displaying a game interface according to the present invention. Based on the above embodiment, during the process of projecting the game screen, obtaining the first display identifier of the projected end and the first display parameter of the first display identifier on the projected end includes:

[0085] S11. During the game screen projection process, obtain the game operation status of the current game, wherein the game operation status includes the game touch area of the edge display area corresponding to the current game.

[0086] S12. Identify a first display identifier corresponding to the game touch area, wherein the first display identifier is used to indicate a trigger response direction of the game touch area.

[0087] The beneficial effect of this embodiment is that, during the game projection process, the game operation status of the current game is obtained, wherein the game operation status includes the game touch area of the edge display area corresponding to the current game; and the first display identifier corresponding to the game touch area is identified, wherein the first display identifier is used to indicate the trigger response direction of the game touch area. A humanized game interface projection display solution is implemented, so that the relevant game identifiers of the projected end and the projection end are matched at both ends, thereby giving users a more unified visual experience and enabling the identifiers that guide users' operations to be adaptively adjusted in different projection environments.

[0088] Example 3

[0089] Figure 5 This is a flowchart of a third embodiment of the method for projecting and displaying a game interface according to the present invention. Based on the above embodiment, during the process of projecting the game screen, obtaining the first display identifier of the projected end and the first display parameter of the first display identifier on the projected end further includes:

[0090] S13. During the game screen projection process, obtain the first display screen of the projected terminal running the current game.

[0091] S14. Analyze the first display screen to obtain first frame features of the first game screen being recorded, wherein the first frame features include a first frame size and a first frame ratio.

[0092] The beneficial effect of this embodiment is that, during the game screen projection process, the first display screen of the projected end running the current game is obtained; the first display screen is analyzed to obtain the first frame characteristics of the first game screen being recorded, wherein the first frame characteristics include a first frame size and a first frame ratio. This implements a user-friendly game interface projection display solution, so that the relevant game logos on the projected end and the projecting end are matched in their display effects, thereby providing users with a more unified visual experience and enabling the logos guiding user operations to be adaptively adjusted in different projection environments.

[0093] Example 4

[0094] Figure 6 This is a flowchart of a fourth embodiment of the method for projecting a game interface on a screen. Based on the above embodiment, obtaining the first display feature of the projected terminal and analyzing the display relationship between the first display parameter and the first display feature include:

[0095] S21. Acquire a first display feature of the projected end, wherein the first display feature includes an arc-shaped edge display and a rounded rectangular display.

[0096] S22: Obtain one or more of the bending orientation, straight line orientation, and curve orientation in the first display parameter, and match them with the first display feature to obtain the display relationship.

[0097] The beneficial effect of this embodiment is that by obtaining the first display feature of the projected end, wherein the first display feature includes an edge arc display and a rounded rectangular display; obtaining one or more of the bending orientation, straight line orientation, and curve orientation in the first display parameter, and matching them with the first display feature, a humanized game interface projection display solution is implemented, so that the display effects of the relevant game logos on the projected end and the projecting end are matched respectively, thereby giving the user a more unified visual experience and enabling the logos guiding the user's operation to be adaptively adjusted in different projection environments.

[0098] Example 5

[0099] Figure 7 This is a flowchart of a fifth embodiment of the method for projecting and displaying a game interface of the present invention. Based on the above embodiment, during the process of projecting the game, obtaining a second display identifier corresponding to the first display identifier on the projecting end, and determining a second display parameter of the second display identifier on the projecting end based on the display relationship, includes:

[0100] S31. During the game screen projection process, obtain the second display screen of the projection end.

[0101] S32. Analyze the second display screen to obtain second frame features of the second game screen on the projection end, wherein the second frame features include a second frame size and a second frame ratio.

[0102] The beneficial effect of this embodiment is that, during the game projection process, a second display screen of the projection end is obtained; and the second display screen is analyzed to obtain second frame characteristics of the second game screen of the projection end, wherein the second frame characteristics include a second frame size and a second frame ratio. This implements a user-friendly game interface projection display solution, so that the display effects of relevant game icons on the projection end and the projection end are matched, thereby providing users with a more unified visual experience and enabling icons guiding user operations to be adaptively adjusted in different projection environments.

[0103] Example 6

[0104] Figure 8 This is a flowchart of a sixth embodiment of the method for projecting and displaying a game interface of the present invention. Based on the above embodiment, during the process of projecting the game, a second display identifier corresponding to the first display identifier on the projecting end is obtained, and a second display parameter of the second display identifier on the projecting end is determined according to the display relationship. The method further includes:

[0105] S33: Compare the first frame size and the second frame size, and / or compare the first frame ratio and the second frame ratio.

[0106] S34. Obtain the second display identifier corresponding to the first display identifier of the projection end according to the comparison result.

[0107] The beneficial effect of this embodiment is that by comparing the first frame size with the second frame size, and / or comparing the first frame ratio with the second frame ratio, and obtaining the second display identifier corresponding to the first display identifier on the projection end according to the comparison result, a humanized game interface projection display solution is implemented, so that the display effects of the relevant game identifiers on the projection end and the projection end are matched, thereby giving the user a more unified visual experience and enabling the identifiers guiding the user's operation to be adaptively adjusted in different projection environments.

[0108] Example 7

[0109] Figure 9This is a flowchart of the seventh embodiment of the method for projecting and displaying a game interface of the present invention. Based on the above embodiment, during the process of projecting the game, a second display identifier corresponding to the first display identifier on the projecting end is obtained, and a second display parameter of the second display identifier on the projecting end is determined according to the display relationship. The method further includes:

[0110] S35. Obtain a second display feature of the projection end, wherein the second display feature includes an edge arc display and a rounded rectangular display.

[0111] S36. Determine the second display parameters of the second display identifier on the projection end according to the display relationship, wherein the second display parameters include one or more of a bending orientation, a straight line orientation, and a curve orientation.

[0112] The beneficial effect of this embodiment is that by obtaining the second display feature of the projection end, wherein the second display feature includes an edge arc display and a rounded rectangle display; and determining the second display parameter of the second display identifier on the projection end according to the display relationship, wherein the second display parameter includes one or more of a bending orientation, a straight line orientation, and a curve orientation, a humanized game interface projection display solution is implemented, so that the display effects of the relevant game identifiers on the projected end and the projection end are matched at both ends, thereby giving the user a more unified visual experience and enabling the identifiers guiding the user's operation to be adaptively adjusted in different projection environments.

[0113] Example 8

[0114] Figure 10 This is a flowchart of an eighth embodiment of the method for projecting and displaying a game interface according to the present invention. Based on the above embodiment, the method includes setting the second layer having the second display identifier and the second display parameter below the first layer having the first display identifier and the first display parameter, and shielding the first layer in the projected data synthesized by the projected end for transmission to the projecting end, and shielding the second layer in the display data synthesized by the projected end itself, including:

[0115] S41: Acquire the first layer including the first display identifier.

[0116] S42: Create a second layer containing the second display identifier in a lower layer of the first layer, wherein a first display range of the first layer covers a second display range of the second layer.

[0117] The beneficial effect of this embodiment is that, by obtaining the first layer containing the first display identifier and creating the second layer containing the second display identifier below the first layer, wherein the first display range of the first layer overlaps the second display range of the second layer, a user-friendly game interface projection display solution is implemented, so that the display effects of the relevant game identifiers on the projected end and the projecting end are matched, thereby giving the user a more unified visual experience and enabling the identifiers guiding the user's operation to be adaptively adjusted in different projection environments.

[0118] Embodiment 9

[0119] Based on the above embodiments, the present invention also proposes a game interface projection and display device, which includes a memory, a processor, and a computer program stored on the memory and runnable on the processor. When the computer program is executed by the processor, the steps of the game interface projection and display method as described in any one of the above items are implemented.

[0120] It should be noted that the above-mentioned device embodiment and method embodiment belong to the same concept, and their specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are applicable to the device embodiment, which will not be repeated here.

[0121] Example 10

[0122] Based on the above embodiments, the present invention also proposes a computer-readable storage medium, which stores a game interface projection display program. When the game interface projection display program is executed by a processor, the steps of the game interface projection display method as described in any one of the above items are implemented.

[0123] It should be noted that the above-mentioned medium embodiment and method embodiment belong to the same concept, and their specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are applicable to the medium embodiment, which will not be repeated here.

[0124] It should be noted that, in this document, the terms "comprises," "includes," or any other variations thereof are intended to encompass non-exclusive inclusion, such that a process, method, article, or apparatus comprising a series of elements includes not only those elements but also other elements not explicitly listed, or elements inherent to such process, method, article, or apparatus. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of other identical elements in the process, method, article, or apparatus comprising the element.

[0125] The serial numbers of the above embodiments of the present invention are for description only and do not represent the advantages or disadvantages of the embodiments.

[0126] Through the description of the above embodiments, those skilled in the art can clearly understand that the above-mentioned embodiment methods can be implemented by means of software plus the necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better embodiment. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes a number of instructions for enabling a terminal (which can be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in each embodiment of the present invention.

[0127] The embodiments of the present invention are described above in conjunction with the accompanying drawings, but the present invention is not limited to the above-mentioned specific implementation methods. The above-mentioned specific implementation methods are merely illustrative and not restrictive. Under the guidance of the present invention, ordinary technicians in this field can also make many forms without departing from the scope of protection of the present invention and the claims, all of which are protected by the present invention.

Claims

1. A method for projecting and displaying a game interface, characterized in that: The method comprises: During the game screen projection process, obtaining a first display identifier of the projected end and a first display parameter of the first display identifier on the projected end; Acquiring a first display feature of the projected terminal, and analyzing to obtain a display relationship between the first display parameter and the first display feature; During the game screen projection process, obtaining a second display identifier corresponding to the first display identifier on the projection end, and determining a second display parameter of the second display identifier on the projection end according to the display relationship; Setting the second layer of the second display identifier having the second display parameters below the first layer of the first display identifier having the first display parameters, shielding the first layer in the projection data synthesized by the projected end for transmission to the projection end, and shielding the second layer in the display data synthesized by the projected end itself; In the process of game screen projection, obtaining the first display identifier of the projected end and the first display parameter of the first display identifier on the projected end includes: During the game screen projection process, obtaining the game operation status of the current game, wherein the game operation status includes the game touch area of the edge display area corresponding to the current game; Identifying a first display identifier corresponding to the game touch area, wherein the first display identifier is used to indicate a trigger response direction of the game touch area; During the game screen projection process, obtaining the first display screen of the projected terminal running the current game; Analyze the first display image to obtain first frame characteristics of the first game image being recorded, wherein the first frame characteristics include a first frame size and a first frame ratio; The acquiring the first display feature of the projected terminal and analyzing and obtaining a display relationship between the first display parameter and the first display feature includes: Acquiring a first display feature of the projected end, wherein the first display feature includes an edge arc display and a rounded rectangular display; Acquire one or more of a bend orientation, a straight line orientation, and a curve orientation in the first display parameter, and match them with the first display feature to obtain the display relationship; The step of obtaining a second display identifier corresponding to the first display identifier on the projection end during the game projection, and determining a second display parameter of the second display identifier on the projection end according to the display relationship, includes: During the game screen projection process, obtain the second display screen of the projection end; Analyze the second display image to obtain second frame characteristics of the second game image on the projection end, wherein the second frame characteristics include a second frame size and a second frame ratio; comparing the first frame size and the second frame size, and / or comparing the first frame ratio and the second frame ratio; Acquire the second display identifier corresponding to the first display identifier of the projection end according to the comparison result; Acquire a second display feature of the projection end, wherein the second display feature includes an edge arc display and a rounded rectangular display; Determining, based on the display relationship, a second display parameter of the second display identifier on the projection end, wherein the second display parameter includes one or more of a bending orientation, a straight line orientation, and a curve orientation; The method of setting the second layer having the second display identifier and the second display parameter below the first layer having the first display identifier and the first display parameter, shielding the first layer in the projection data synthesized by the projected end for transmission to the projection end, and shielding the second layer in the display data synthesized by the projected end itself, includes: Acquire the first layer including the first display identifier; The second layer including the second display identifier is created in a lower layer of the first layer, wherein the first display range of the first layer covers the second display range of the second layer.

2. A game interface projection display device, characterized in that: The device includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, the steps of the game interface projection display method as described in claim 1 are implemented.

3. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a game interface projection and display program, and when the game interface projection and display program is executed by the processor, the steps of the game interface projection and display method as claimed in claim 1 are implemented.

Citation Information

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