Display method, electronic equipment and computer readable medium
By filtering and displaying the key textures of game applications, combined with floating windows or scrolling message interfaces, the power consumption problem of game applications when running at the same time and other applications is solved, ensuring the stable operation and user experience of the device.
Patent Information
- Application Number
- CN202311865366.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-29
- Publication Date
- 2025-07-08
- Estimated Expiration
- 2043-12-29
AI Technical Summary
When the application game applications run at the same time as other applications, the power consumption of electronic devices has increased significantly and the battery life is reduced. In addition, the game applications may be shut down by the system due to insufficient memory when running in the background, affecting the user experience.
By detecting user actions, filter out key textures of game applications and display only these key textures, reduce rendering of non-critical textures, combine a suspended window or scroll message interface to display key information of game applications, and run other applications at the same time.
It effectively reduces the power consumption of electronic devices, ensures the stable operation of game applications and other applications, and improves the user experience.
Smart Images

Figure CN120268042A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computer technology, and particularly to a display method, an electronic device, and a computer-readable medium. Background Art
[0002] In the scenario of applying game applications, a user may need the electronic device to run a game application (as an example of a first application) and other application programs simultaneously. For example, when playing a game, the user may need to reply to a message. At this time, the electronic device (such as mobile phone 100) used by the user usually can adopt the following methods to make the game application and WeChat TM application (as an example of a second application) run simultaneously:
[0003] Method 1: Split-screen display of the game application and WeChat TM Application:
[0004] For example, referring to Figure 1a the split-screen effect schematic diagram shown, mobile phone 100 can split-screen display the game window 100a of the game application and WeChat TM chat window 100b of the application; or, referring to Figure 1b the floating window effect schematic diagram shown, mobile phone 100 can also float the chat window 100b on the game window 100a.
[0005] However, although the foregoing method can meet the user's need to use the game application and WeChat TM application simultaneously, this method will cause a significant increase in the power consumption of mobile phone 100, and thus the battery life becomes worse.
[0006] Method 2: Run the game application in the background:
[0007] For example, referring to Figure 1c the display effect schematic diagram shown, mobile phone 100 can switch the game application to run in the background. At this time, mobile phone 100 can switch the display window from the game window 100a to the chat window 100b.
[0008] However, although the method of switching the game application to run in the background can avoid a significant increase in the power consumption of mobile phone 100, the game application may be closed by the system due to reasons such as insufficient memory during the process of running in the background. This method may not ensure the stable operation of the game application in the background, thus affecting the user experience. Summary of the Invention
[0009] The present application provides a display method, which enables an electronic device to stably run multiple applications that need to display interfaces simultaneously.
[0010] In a first aspect, the present application provides an interaction method, which is applied to an electronic device and includes: displaying a first interface of a first application, where the first interface includes a first display element and a second display element; detecting a display instruction for simultaneously displaying a second interface and the first interface, and performing a non-display process on the second display element in the first interface that does not meet the display conditions to obtain a third interface corresponding to the first application, where the third interface displays the first display element and does not display the second display element; and displaying the second interface and the third interface.
[0011] Here, the first application may be the target application in the following text. The first interface of the first application may be the target interface to be displayed by the target application in the following text. The first display element may be a key element among the elements to be displayed in the target interface in the following text. Correspondingly, the second display element may be a non-key element among the elements to be displayed in the target interface.
[0012] Here, the second interface may be an interface of the first application or an interface of another application. It can be understood that when both the second interface and the first interface are interfaces of the first application, based on the method provided by the present application, the first interface and the third interface of the first application program can be displayed simultaneously, where the third interface is a display interface generated by screening the display elements of the first interface.
[0013] It can be understood that when the electronic device determines that the first application is a target application that can delete display elements, based on the above method, the electronic device can display the third interface obtained by deleting the display elements from the second interface and display the second interface simultaneously. Since the first display element displayed in the third interface is the key element in the target interface, the electronic device only displays the key elements in the third interface, enabling the user to intuitively obtain the key information of the first application based on the third interface while reducing the power consumption during the display interface process of the electronic device.
[0014] In a possible implementation of the above first aspect, the first application is a game application.
[0015] Here, when the first application is a game application, the first interface may be the target interface to be displayed determined by the logical thread of the game application. The first display element may be a key texture among the textures to be displayed in the target interface in the following text, and the second display element may be a non-key texture among the textures to be displayed in the target interface in the following text.
[0016] Here, the display condition can be a criterion for distinguishing key textures from non-key textures in the following text. For example, whether the texture to be displayed can represent the game state can be used as a criterion for distinguishing key textures from non-key textures, whether the texture to be displayed is a user-operable control can be used as a criterion for distinguishing key textures from non-key textures, or whether the texture to be displayed is a user-operable control or can represent the game state can be used as a criterion for distinguishing key textures from non-key textures. Correspondingly, not meeting the display condition can be not being able to represent the game state and / or not being a user-operable control.
[0017] For example, the first display element includes at least one of the following: a text texture representing the current game state of the game application, an icon texture, a control texture that is a user-operable control; and the second display element includes at least one of the following: a text texture that cannot represent the current game state of the game application, an icon texture, an original painting texture, a non-control texture.
[0018] Here, if the game application is a battle game application, the aforementioned game state can include a battle state.
[0019] It can be understood that based on the aforementioned display condition, the key textures that the user of the game application mainly focuses on can be filtered out. It can be understood that when the user only needs to run the game application without viewing all the content of the first interface, filtering out the key textures in the first interface based on the above method and displaying them in the third interface can enable the user to intuitively view the important information in the game application. At the same time, the solution of the electronic device only displaying key textures in the third interface reduces the high power consumption required for the electronic device to render all the textures to be displayed in the game interface.
[0020] In a possible implementation of the foregoing first aspect, the second interface is the display interface of the second application.
[0021] Here, the terminal device displays the first interface of the first application and the second interface of the second application. Taking the first application as a game application as an example. The terminal device can use the game application as the target application for filtering the textures to be displayed. Furthermore, the first display elements in the first interface of the game application that meet the display condition can be filtered out to switch the displayed first interface to the third interface.
[0022] It can be understood that at this time, the electronic device can simultaneously display the second interface of the second application and the third interface of the game application with display elements deleted. Since the second application and the game application are both running in the foreground, the continuous operation of the second application and the game application is ensured. This avoids the game application being terminated when the user is using the second application. Moreover, the game application displays the key textures that meet the display conditions based on the third interface. It can be understood that while using the second application, the user can intuitively obtain the current important information of the game application based on the key textures displayed in the third interface.
[0023] In a possible implementation of the foregoing first aspect, the second application includes at least one of the following: instant messaging application, desktop application, lock screen application, call application, text message application, shopping application, video application.
[0024] In a possible implementation of the foregoing first aspect, the method further includes: the electronic device receives a notification message of the second application on the first interface; and, detects a display instruction for simultaneously displaying the second interface and the first interface, including: receiving a first operation of the user clicking the notification message, and detecting a display instruction for simultaneously displaying the second interface and the first interface.
[0025] Here, when the electronic device displays the notification message of the second application during the process of displaying the first interface, if the user performs the first operation of clicking the notification message, the first operation received by the electronic device can be used as a display instruction for simultaneously displaying the second interface and the first interface. It can be understood that the notification message of the second application can be displayed based on the second operation control of the second application. The second operation control can be Figure 5f the message notification control 500f in.
[0026] Here, the first operation can be an example of the first user operation in step 402 shown below Figure 4 as shown.
[0027] Specifically, taking the first application as a game application and the second application as an instant messaging application as an example. In the scenario where the electronic device displays the first interface of the game application and the electronic device displays the notification message of the instant messaging application, if the user clicks the notification message, the electronic device can simultaneously display the second interface of the instant messaging application, such as a chat interface, and the third interface of the game application that only includes key textures. In this way, while the user is using the instant messaging application, the normal operation of the game application can be ensured. Moreover, the user can intuitively obtain the important information of the game application based on the third interface. At the same time, since the electronic device does not render the entire interface of the game application, the power consumption of simultaneously running the game application and the instant messaging application can be effectively reduced.
[0028] In a possible implementation of the first aspect described above, the first interface includes a first operation control, and detecting a display instruction for simultaneously displaying the second interface and the first interface includes: receiving a second operation acting on the first operation control, and detecting a display instruction for simultaneously displaying the second interface and the first interface.
[0029] Here, the first operation control in the first interface may be the first operation control 500f in the following text. If the user clicks the first operation control in the first interface, the second operation of clicking the first operation control received by the electronic device may be used as a display instruction for simultaneously displaying the second interface and the first interface.
[0030] Here, the second operation may be an example of the first user operation in step 402 shown below. Figure 4 shown in
[0031] Specifically, taking the first application as a game application. The first interface of the game application has a first operation control for indicating switching the first interface to the third interface. Therefore, when the user only needs to keep the game application running without viewing the complete interface content of the game application, the user can click the first operation control. For example, when the game application is a battle game application and the user may have enabled the automatic battle mode, in this mode, the user only needs to keep the game application running continuously for uninterrupted automatic battle without viewing the process of the automatic battle.
[0032] Therefore, in this scenario, the user can click the first operation control in the first interface to extract the key texture of the first interface of the game application and then display it in a thumbnail on the third interface. Furthermore, the user can run and use other applications in the electronic device, such as the second application.
[0033] In a possible implementation of the first aspect described above, detecting a display instruction for simultaneously displaying the second interface and the first interface includes: receiving a third operation for the user to close the first interface, and detecting a display instruction for simultaneously displaying the second interface and the first interface; where the third operation includes at least any one of the following: a sliding operation on the first interface; a click operation on the physical button and / or virtual button of the electronic device; an air operation on the electronic device.
[0034] Here, the third operation may be an example of the first user operation in step 402 shown below. The third operation may be Figure 4 shown in Figure 5e the single - finger left - sliding operation shown in Figure 5f the single - finger click operation on the message notification control 500f shown in
[0035] Specifically, taking the first application as a game application, when the user closes the game application, the electronic device can automatically display the first interface of the game application in a thumbnail.
[0036] In a possible implementation of the first aspect above, displaying the second interface and the third interface includes: displaying the second interface in the first display area of the electronic device and displaying the third interface in the second display area of the electronic device, where the first display area is larger than the second display area.
[0037] Here, taking the first application as a game application as an example, when the user needs to use the second interface of the second application while running the game application, the first interface of the game application can be switched to the third interface in a small window, and the key textures of the game application are displayed in the third interface that occupies a smaller screen area. Correspondingly, the second interface can be displayed in a larger area of the screen. In this way, while the user can intuitively obtain important information of the game application based on the third interface, the usage experience of the second application is improved.
[0038] In a possible implementation of the first aspect above, there is at least a partially overlapping area between the second display area and the first display area, and displaying the third interface in the second display area of the electronic device includes: floatingly displaying the third interface on the second interface.
[0039] Here, since the first display area is larger than the second display area, when the second display area completely overlaps with the first display area, it can be understood that the third interface is floatingly displayed above the second interface at this time. For example, the terminal device can full-screen display the second interface of the second application, and the third interface is floatingly displayed on the second interface.
[0040] In a possible implementation of the first aspect above, the second display area does not overlap with the first display area, and displaying the third interface in the second display area of the electronic device includes: floatingly displaying the second interface and the third interface on the fourth interface.
[0041] Here, it can be understood that the electronic device can full-screen display the fourth interface, and further, the second interface and the third interface are both floatingly displayed on the fourth interface. For example, the fourth interface can be the desktop or the lock screen. At this time, the second interface and the third interface can be displayed in different display areas of the desktop or the lock screen. Or, the fourth interface can be the negative first screen or the pull-down bar interface of the terminal device. At this time, the second interface and the third interface can be displayed in different display areas of the negative first screen or the pull-down bar interface.
[0042] In a possible implementation of the first aspect above, the third interface includes a scrolling message interface, a pull-down bar interface, a floating window interface, a dynamic island interface, and a live window interface.
[0043] Here, the third interface can be a scrolling message interface, a floating window interface, a Dynamic Island interface, a Live Activity interface, etc., which occupy a relatively small area of the screen display region. It can also be a pull-down menu interface that can be hidden. It can be understood that when the third interface occupies a relatively small display area and / or can be hidden, the user experience when using the second interface will be effectively improved.
[0044] In a possible implementation of the above first aspect, the game application includes a first thread and a second thread. The first thread is used to run the game application, and the second thread is used to render the interface of the game application. Moreover, displaying the first interface of the first application includes: determining one or more textures to be displayed based on the first thread, where the one or more textures to be displayed include a first display element and a second display element; rendering the textures to be displayed based on the second thread, and displaying the first interface.
[0045] Here, the first thread can be the logical thread described below, and the second thread can be the rendering thread described below.
[0046] In a possible implementation of the above first aspect, performing a non-display process on the second display element in the first interface that does not meet the display conditions includes: obtaining a first instruction received by the second thread based on a hook function, where the first instruction instructs to draw the first interface; obtaining a first function called by the second thread when executing the first instruction based on the hook function, and obtaining the first material file to which the first texture belongs based on the first function, where the first texture is any one of the one or more textures to be displayed; determining that the first texture is a second display element that does not meet the display conditions based on the file information of the first material file, and not rendering the first texture.
[0047] Here, the first instruction can be the drawing instruction described below. The first function called by the second thread can be the glBindTexture function called by the rendering thread. Obtaining the first material file to which the first texture belongs based on the first function can be extracting the material file name of the material file to which the first texture belongs based on the glBindTexture function.
[0048] Among them, determining that the first texture is a second display element that does not meet the display conditions based on the file information of the first material file can be determining that the first texture is a non-critical texture based on the file information of the first material file. Here, the specific content of determining that the first texture is a non-critical texture can be seen in the specific description in step 803 shown below. Here, it will not be elaborated. Figure 8 shown in step 803, and will not be elaborated here.
[0049] In a possible implementation of the above first aspect, obtaining the third interface corresponding to the first application includes: obtaining, based on a hook function, a first instruction received by a second thread, where the first instruction is used to indicate rendering the first interface; obtaining, based on the hook function, a first function called by the second thread when executing the first instruction, and obtaining, based on the first function, a first texture file to which a second texture belongs, where the second texture is any one of one or more textures to be displayed; determining, based on the file information of the first texture file, that the second texture is a first display element that meets the display conditions; and generating the third interface based on the one or more second textures.
[0050] Here, determining that the second texture is a first display element that meets the display conditions based on the file information of the first texture file may be determining that the second texture is a key texture based on the file information of the first texture file. Here, the specific content of determining that the second texture is a key texture may be referred to the specific description in step 803 shown below. Here, it will not be elaborated. Figure 8 shown in step 803, and will not be elaborated here.
[0051] In a possible implementation of the above first aspect, the second texture has corresponding first scene information, where generating the third interface based on the one or more second textures includes: determining, as a first key texture, a second texture among the one or more second textures that has a preset key identifier; using the first scene information corresponding to the first key texture as the second scene information of the game application; and generating the third interface based on the second scene information and the one or more second textures.
[0052] In a possible implementation of the above first aspect, the electronic device receives third scene information sent by the game application, where using the first scene information corresponding to the first key texture as the second scene information of the game application includes: the third scene information is the same as the first scene information; and using the first scene information as the second scene information.
[0053] In a possible implementation of the above first aspect, generating the third interface based on the second scene information and the one or more second textures includes: determining, as a second key texture, a second texture among the one or more second textures whose first scene information is the second scene information; rendering the second key texture through the second thread, and generating the third interface based on the rendered second key texture.
[0054] Here, the specific content of the electronic device determining the first key texture and filtering the second key texture may be referred to the specific description of the flowchart shown below. Figure 8 Here, it will not be elaborated.
[0055] In a possible implementation of the first aspect above, a first thread of a game application determines a fifth interface that includes one or more textures to be displayed, where none of the one or more textures to be displayed on the fifth interface meet the display conditions. The method further includes: obtaining, based on a hook function, a second instruction received by a second thread, where the second instruction is used to indicate drawing the fifth interface; and not executing the second instruction.
[0056] Here, for the fifth interface where the textures to be displayed are all non-critical textures, the drawing instruction for indicating drawing the fifth interface can be directly skipped.
[0057] In a second aspect, the present application provides an electronic device, including: one or more processors; one or more memories; one or more programs are stored in the one or more memories, and when the one or more programs are executed by the one or more processors, the electronic device executes the display method provided in the first aspect above and various possible implementations of the first aspect.
[0058] In a third aspect, the present application provides a computer-readable medium, on which instructions are stored, and when the instructions are executed on a computer, the computer executes the display method provided in the first aspect above and various possible implementations of the first aspect.
[0059] In a fourth aspect, the present application provides a computer program product, including computer programs / instructions, and when the computer programs / instructions are executed by a processor, the display method provided in the first aspect above and various possible implementations of the first aspect is implemented.
[0060] For the beneficial effects of the second to fourth aspects above, reference can be made to the relevant descriptions in the first aspect above and various possible implementations of the first aspect, which will not be elaborated here. BRIEF DESCRIPTION OF THE DRAWINGS
[0061] Figure 1a Shown is a schematic diagram of the effect of a split-screen display game application and WeChat provided by the present application; TM application effect diagram;
[0062] Figure 1b Shown is another schematic diagram of the effect of a split-screen display game application and WeChat provided by the present application; TM application effect diagram;
[0063] Figure 1c Shown is a schematic diagram of the effect of a game application running in the background provided by the present application;
[0064] Figure 2a Shown is a schematic diagram of the display of a critical texture provided by an embodiment of the present application;
[0065] Figure 2bAnother display schematic diagram of the key texture provided by the embodiment of the present application;
[0066] Figure 2c Another display schematic diagram of the key texture provided by the embodiment of the present application;
[0067] Figure 3 The following is a display schematic diagram of running three applications simultaneously provided by the embodiment of the present application;
[0068] Figure 4 The following is a flowchart schematic diagram of a display method provided by the embodiment of the present application;
[0069] Figure 5a The following is a display schematic diagram of an automatic battle interface provided by the embodiment of the present application;
[0070] Figure 5b The following is a display schematic diagram of a game login screen provided by the embodiment of the present application;
[0071] Figure 5c The following is a display schematic diagram of a game end screen provided by the embodiment of the present application;
[0072] Figure 5d The following is an operation schematic diagram of a first user operation provided by the embodiment of the present application;
[0073] Figure 5e The following is an operation schematic diagram of a first user operation for closing the first game interface provided by the embodiment of the present application;
[0074] Figure 5f The following is another operation schematic diagram of a first user operation for closing the first game interface provided by the embodiment of the present application;
[0075] Figure 6a The following is an effect schematic diagram of displaying the key texture based on the floating window provided by the embodiment of the present application;
[0076] Figure 6b The following is another effect schematic diagram of displaying the key texture based on the floating window provided by the embodiment of the present application;
[0077] Figure 6c The following is an effect schematic diagram of displaying the key texture based on the scrolling message provided by the embodiment of the present application;
[0078] Figure 6d The following is an effect schematic diagram of displaying the key texture based on the Dynamic Island or Live Activities provided by the embodiment of the present application;
[0079] Figure 7a The following is an operation schematic diagram of simultaneously displaying the desktop and the scrolling message interface provided by the embodiment of the present application;
[0080] Figure 7b The following is an operation schematic diagram of another method provided by an embodiment of the present application for simultaneously displaying a desktop and a scrolling message interface;
[0081] Figure 7c The following is an operation schematic diagram of a method provided by an embodiment of the present application for simultaneously displaying a chat interface and a scrolling message interface;
[0082] Figure 7d The following is an operation schematic diagram of another method provided by an embodiment of the present application for simultaneously displaying a chat interface and a scrolling message interface;
[0083] Figure 7e The following is an operation schematic diagram of yet another method provided by an embodiment of the present application for simultaneously displaying a chat interface and a scrolling message interface;
[0084] Figure 7f The following is an effect schematic diagram of a method provided by an embodiment of the present application for continuously displaying key textures of a game application on a display interface;
[0085] Figure 8 The following is a process schematic diagram of a method provided by an embodiment of the present application for extracting key textures;
[0086] Figure 9 The following is a software structure block diagram of a mobile phone 100 provided by an embodiment of the present application;
[0087] Figure 10 The following is a structural schematic diagram of a mobile phone 100 provided by an embodiment of the present application. Detailed implementation manners
[0088] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be described in detail below with reference to the accompanying drawings of the specification and specific implementation manners.
[0089] It can be understood that the data processing method provided by the embodiments of the present application can be applied to electronic devices including, but not limited to, mobile phones, tablet computers, desktop computers, laptop computers, handheld computers, netbooks, and augmented reality (AR) / virtual reality (VR) devices, smart TVs, wearable devices such as smart watches, servers, mobile email devices, in-vehicle devices, portable game consoles, portable music players, reader devices, televisions embedded or coupled with one or more processors, or other electronic devices capable of accessing a network.
[0090] To facilitate the understanding of the technical solutions in the embodiments of the present application by those skilled in the art, some concepts and terms related to the embodiments of the present application will be explained below.
[0091] (1) Logic thread: Also known as the main thread, it is used to perform logical calculations to determine the interface content that the application needs to display. Taking a game application as an example, the logic thread of the game application is used to calculate the content that needs to be displayed in a frame of the game screen, such as the text, icons, controls, etc. (texture) that need to be displayed in the game screen. After the logic thread completes the logical calculation, it wakes up the rendering thread to perform the rendering operation.
[0092] (2) Rendering thread: It is used to draw the interface content determined by the logic thread in the display window of the application. Taking a game application as an example, the rendering thread of the game application is used to call the graphics application programming interface (API) to perform tasks related to the rendering of the game screen, and draw the textures that need to be drawn determined by the logic thread in the game screen. The real-time rendering of the game screen usually consumes a large amount of processing resources.
[0093] (3) Texture: A common type of resource when the application displays the interface content. Taking a game application as an example, the text, icons, controls, etc. displayed in the game screen can all be of the texture type. Usually, after the logic thread determines the textures required in a frame of the game screen, the rendering thread can store the textures of the same type in a material (MTL) file. For example, the rendering thread can save all the text textures required for this frame of the game screen in a corresponding MTL file. Furthermore, the rendering thread can draw the required text, icons, controls, etc. textures in this frame of the game screen based on the drawing process and several MTL files. The aforementioned drawing process can usually be implemented based on several functions provided by the graphics API.
[0094] As mentioned above, in the scenario where the user needs to run the first application, such as a game application, and the second application that needs to be displayed and is added later at the same time, both the aforementioned solutions of splitting the screen to display the first application and the second application and running the first application in the background cannot stably run the first application and the second application at the same time without significantly increasing the power consumption of the electronic device.
[0095] Therefore, to enable an electronic device to stably run a first application and a second application with low power consumption, the present application provides a display method. Specifically, when displaying a first application interface of the first application, if it is detected that a user operation requires the second application interface of the second application to be simultaneously displayed on the display screen of the electronic device, at least one application is selected from the first application and the second application. For ease of description hereinafter, the selected application is referred to as the target application, and the application interface to be displayed by the target application is referred to as the target interface. At this time, the target interface to be displayed can be processed by deletion. For example, key elements are screened out from the elements to be displayed in the target interface, and only the key elements are displayed in the display interface of the target application, thereby reducing the power consumption generated by the electronic device due to rendering the entire target interface, and enabling the electronic device to stably run multiple applications that need to simultaneously display interfaces.
[0096] In addition, in some other embodiments, the above display method may be implemented when certain display conditions are met. The display conditions may include, for example: among the applications that need to be simultaneously displayed currently, at least one application is an application that occupies a relatively high memory for rendering the application interface, such as a game application. For another example, the above display conditions may also include: the current memory occupancy rate of the electronic device is relatively high, such as there are many background running applications, the electronic device performs an upgrade and update, etc.
[0097] When the foregoing display conditions are met, the electronic device may select at least one of the two applications that need to be simultaneously displayed as the target application, simplify the elements to be displayed in the target interface of the target application, and then perform rendering. It can be understood that based on the foregoing manner, the electronic device can stably run applications that need to simultaneously display interfaces with low power consumption, and can avoid the phenomenon that the applications that need to be simultaneously displayed are closed by the system due to insufficient memory resources and / or CPU resources of the electronic device.
[0098] Next, taking the electronic device as the mobile phone 100, the first application to be displayed on the mobile phone 100 is a game application, and the game application is the selected target application as an example, the specific implementation process of the display method provided by the present application will be described in detail. Here, the present application embodiment does not make any restrictive description on the second application to be displayed by the electronic device.
[0099] It can be understood that the mobile phone 100 can pre-determine, in the texture to be displayed (as an example of an element to be displayed) on the game application interface, the key texture that can serve as a key element and the non-key texture that can serve as a non-key element. Furthermore, when the logic thread of the game application determines the texture to be displayed in the target interface to be displayed, the mobile phone 100 can filter out the key textures in the texture to be displayed and display them in the display interface of the game application. Here, the target interface to be displayed by the game application can be a frame of the game screen determined by the logic thread. In addition, the display interface for displaying the key textures of the game application can include forms of small window interfaces such as a scrolling message interface, a dropdown bar interface, a floating window interface, a Dynamic Island interface, a Live Activity interface, etc. Here, the dropdown bar interface can include a status bar and / or a message notification bar that can expand the display area based on a dropdown operation. The scrolling message interface can include a floating window that can be automatically closed with a certain display duration.
[0100] It can be understood that this application does not make a restrictive description of the display interface for displaying key textures. When the display interface is the aforementioned small window interface, the display area in the mobile phone 100 for displaying the second application will increase significantly. Furthermore, while the user can see the key elements of the game application, the user experience when using the second application can be effectively improved.
[0101] Specifically, in one example Figure 2a shows a schematic diagram of the display of a key texture.
[0102] Refer to Figure 2a , taking a battle game application as an example, the mobile phone 100 can use whether the texture to be displayed can represent the battle state as the criterion for distinguishing key textures and non-key textures. Based on this criterion, the mobile phone 100 can use textures such as text, icons, and controls that can represent the battle state as key textures, and use original painting textures such as game characters, game props, background images, game routes, and maps that cannot represent the battle state as non-key textures (not shown). Among them, the aforementioned battle state can include, but is not limited to, waiting for user operation, battle start, in battle, in auto-battle, battle achievement, battle pause, battle end, etc. The aforementioned user operations include, but are not limited to, login operation, character selection operation, task receiving operation, achievement and reward receiving operation, etc.
[0103] Continue to refer to Figure 2a, taking the target interface to be displayed as the game screen 200 for auto-battle and the display interface for displaying key textures as the floating window interface 201 as an example, when the mobile phone 100 needs to display the second application interface of the second application, it can screen out the textures 200a, 200b, 200c, and 200d in the game screen 200 that can represent the battle state as key textures based on the display method provided in this application and display them in the floating window interface 201. At the same time, the mobile phone 100 can display the second application interface of the second application below the floating window interface 201. Here, the second application interface of the second application is not shown.
[0104] In another example, Figure 2b shows a schematic diagram of the display of another key texture.
[0105] Referring to Figure 2b , the mobile phone 100 can also use whether the texture to be displayed is a user-operable control as the criterion for distinguishing key textures and non-key textures. Based on this criterion, the mobile phone 100 can use the control texture that the user can operate as the key texture and use the textures other than the control as non-key textures (not shown).
[0106] Continuing to refer to Figure 2b , taking the target interface to be displayed as the game login screen 202 and the display interface for displaying key textures as the floating window interface 203 as an example, when the mobile phone 100 needs to display the second application interface of the second application, it can screen out the textures 200a, 200b, 200c, and 200d of the user-operable control texture in the game login screen 202 as key textures based on the display method provided in this application and display them in the floating window interface 203 of the mobile phone 100. At the same time, the mobile phone 100 can display the second application interface of the second application below the floating window interface 201. Here, the second application interface of the second application is not shown.
[0107] In yet another example, Figure 2c shows a schematic diagram of the display of yet another key texture.
[0108] Referring to Figure 2c , the mobile phone 100 can also use whether the texture to be displayed is a user-operable control or can represent the battle state as the criterion for distinguishing key textures and non-key textures. Based on this criterion, the mobile phone 100 can use the control texture that the user can operate and the texture that can represent the battle state as key textures and use the non-control texture that cannot represent the battle state as non-key textures. Non-key textures include, for example, original painting textures such as character textures, prop textures, game route textures, and game background textures (not shown).
[0109] Continuing to refer to Figure 2c, taking the target interface to be displayed as the game over screen 204 and the display interface for displaying the key textures as the floating window interface 205 as an example, when the mobile phone 100 needs to display the second application interface of the second application, it can screen out the textures 204a and 204b that can represent the battle state in the game login screen 204, and the control texture 204c that can be operated by the user as key textures based on the display method provided in this application, and display them in the floating window interface 205 of the mobile phone 100. At the same time, the mobile phone 100 can display the second application interface of the second application below the floating window interface 205. Here, the second application interface of the second application is not shown.
[0110] It can be understood that the criteria for distinguishing key textures and non-key textures can be adaptively determined according to the core gameplay and / or user interface (UI) design of different game applications. The foregoing criteria are only examples. In other example ways, whether it can represent the core game screen, game progress, game character status, game achievements, etc. can also be used as the criteria for distinguishing key textures and non-key textures. Here, this application does not make restrictive explanations on the criteria for distinguishing key textures and non-key textures. At the same time, this application also does not make restrictive explanations on the type of game applications. The game applications can be battle games, casual games, card games, board games, etc.
[0111] It can be understood that the target applications applicable to the deletion process of the target interface in the embodiments of this application can be one or more of game applications, video applications, instant messaging applications, conference applications, live broadcast applications, teaching applications, etc. This application does not make restrictive explanations on the specific type and quantity of the target applications. For example, when the target application is a conference application, in one example way, the textures such as controls and chat boxes in the conference interface can be used as key elements. Furthermore, the controls and chat boxes in the conference interface can be displayed in the floating window of the electronic device based on the display method provided in this application. Another example, when the target application is a live broadcast application, in one example way, the textures such as purchase links and product information in the live broadcast interface can be used as key elements. Furthermore, the purchase links, product information, etc. in the live broadcast interface can be displayed in the scrolling message of the electronic device based on the display method provided in this application.
[0112] In addition, it can be understood that although the above solution only describes the scenario of simultaneously displaying two application interfaces on the display screen, in other embodiments, the technical means of this application is also equally applicable to the scenario of simultaneously displaying more than two application interfaces on the display screen.
[0113] For example, see Figure 3The schematic diagram of the interface display shows that the mobile phone 100 needs to run a live application, a game application, and an instant messaging application simultaneously. In this scenario, the mobile phone 100 can select the live application and the game application as target applications, and based on the display method provided in this application, display the texture 300a that can represent the commodity link in the video interface to be displayed by the live application in the scrolling message interface 300, and display the texture 301a that can represent the game state in the game screen to be displayed by the game application in the floating window interface 301. The scrolling message interface 300 can be scrolled and displayed on the chat interface 302 of the instant messaging application. The floating window interface 301 can float on the chat interface 302 of the instant messaging application.
[0114] Based on the above description of the display effect and display principle of the display method provided in the embodiments of the present application, the following will introduce the specific implementation process of the display method provided in the embodiments of the present application in detail in combination with specific embodiments and drawings.
[0115] Specifically, taking the aforementioned electronic device as the mobile phone 100, and the mobile phone 100 needs to run a first application and a second application simultaneously, and the first application is a game application as the target application as an example, the display method provided in the present application will be introduced in detail.
[0116] Figure 4 According to the embodiments of the present application, a flowchart of a display method is shown. It can be understood that Figure 4 The execution subject of each step is the mobile phone 100. For the convenience of description, the execution subject of each step will not be described in detail hereinafter. Specifically, a display method provided in the present application may include the following steps:
[0117] 401: Run the game application and display the first game interface.
[0118] Exemplarily, the mobile phone 100 can run the game application and display the first game interface of the game application (as an example of the first application interface).
[0119] Figure 5a A schematic diagram of the display of the automatic battle interface of a mobile phone 100 is shown.
[0120] See Figure 5a, the mobile phone 100 is running a battle game application, and the user of the mobile phone 100 has enabled the automatic battle mode of the game application. Furthermore, an automatic battle screen 500 (as an example of the first game interface) is displayed on the display screen of the mobile phone 100. The automatic battle interface 500 includes original painting textures representing the battle scene (not shown), text textures and icon textures representing the battle status, and control textures operable by the user. The aforementioned text textures and icon textures representing the battle status are, for example, texture 500a, texture 500b, texture 500c, texture 500d, and the aforementioned control textures operable by the user are, for example, texture 500e.
[0121] Figure 5b The figure shows a schematic diagram of the display of the game login screen of the mobile phone 100.
[0122] See Figure 5b , the mobile phone 100 is running a battle game application, and a game login screen 501 (as an example of the first game interface) is displayed on the display screen of the mobile phone 100. The game login screen 501 includes original painting textures representing the battle scene (not shown), text textures representing the battle status, and control textures operable by the user. The aforementioned text texture representing the battle status is, for example, texture 501a, and the control textures operable by the user are, for example, texture 501b, texture 501c, texture 501d, texture 501e.
[0123] Figure 5c The figure shows a schematic diagram of the display of the game end screen of the mobile phone 100.
[0124] See Figure 5c , the mobile phone 100 is running a battle game application, and a game end screen 502 (as an example of the first game interface) is displayed on the display screen of the mobile phone 100. The game end screen 502 includes original painting textures representing the battle scene (not shown), text textures, icon textures, pattern textures representing the battle status, and control textures operable by the user. The aforementioned text textures and icon textures representing the battle status are, for example, texture 502a, the text textures and pattern textures representing the battle status are, for example, texture 502b, and the control textures operable by the user are, for example, texture 502c.
[0125] It can be understood that the present application does not make a restrictive description of the first game interface displayed by the battle game application. The first game interface displayed by the mobile phone 100 may also be a game pause screen (not shown), a game progress screen (not shown), etc.
[0126] In addition, the present application does not make a restrictive description of the type of game application running on the mobile phone 100. The game applications that the mobile phone 100 can run may also be casual games, card games, board games, etc.
[0127] 402: Obtain a first user operation acting on the first game interface.
[0128] Exemplarily, after the user performs a first user operation on the game interface displayed on the mobile phone 100, the mobile phone 100 can screen key textures in the first game interface based on the following steps 403 to 406, and display the key textures on the display interface of the mobile phone 100.
[0129] In an example manner, the first game interface may include a first operation control. The mobile phone 100 can execute the display method shown in the following steps 403 to 406 based on the first user operation on the first operation control by the user.
[0130] Specifically, Figure 5d shows an operation schematic diagram of a first user operation.
[0131] See Figure 5d , for example, the automatic battle screen 500 may include a first operation control 500f. At this time, the first user operation of the user may be a single-finger click on the first operation control 500f. When the user single-finger clicks on the first operation control 500f, the mobile phone 100 can execute the following steps 403 to 406 to screen out the key textures in the automatic battle screen 500 and display them on the display interface.
[0132] It can be understood that other game interfaces such as the aforementioned game login screen 502 and game end screen 503 may also include the first operation control 500f. That is, when the mobile phone 100 displays other game interfaces such as the game login screen 502 and game end screen 503, the mobile phone 100 can also execute the following steps 403 to 406 based on the first user operation on the first operation control 500f by the user.
[0133] It can be understood that the present application does not make restrictive descriptions on the first user operation. The first user operation may also be a two-finger click operation, a single-finger long-press operation, a two-finger long-press operation, etc. on the first operation control 500f.
[0134] In another example manner, when the user closes the first game interface, the mobile phone 100 can automatically execute the display method shown in the following steps 403 to 406. At this time, the operation of the user closing the first game interface can be used as the first user operation.
[0135] Specifically, Figure 5e shows an operation schematic diagram of a first user operation for closing the first game interface.
[0136] See Figure 5e, for example, the user can close the automatic battle screen 500 based on a single-finger left swipe operation on the automatic battle screen 500. At this time, this single-finger left swipe operation can be used as the first user operation. When the user single-finger left swipes the automatic battle screen 500, the mobile phone 100 can execute the following steps 403 to 406 to screen out the key textures in the automatic battle screen 500 and display them on the display interface.
[0137] It can be understood that this application does not limit the specific operation for closing the first game interface. The user can also close the first game interface based on other single-finger operations or multi-finger operations on the first game interface, single-finger or multi-finger operations on the physical buttons (not shown) or virtual buttons (not shown) of the mobile phone 100, air operations, etc.
[0138] Specifically, Figure 5f shows an operation schematic diagram of another first user operation for closing the first game interface.
[0139] Here, the mobile phone 100 can also close the first game interface based on the second operation control corresponding to the second application displayed on the screen. This second operation control can correspond to the second application interface. For example, this second operation control can be used to display the second application interface. Here, the mobile phone 100 can switch the displayed first application interface to the second application interface of the second application based on the operation of the second operation control. At this time, the operation of the user on this second operation control can be the first user operation.
[0140] For example, referring to Figure 5f , a message notification control 500f (as an example of the second operation control) of the WeChat TM application (as an example of the second application) is displayed on the screen of the mobile phone 100. When the user single-finger clicks on this message notification control 500f, the mobile phone 100 can execute the following steps 403 to 406 to screen out the key textures in the automatic battle screen 500 and display them on the display interface. And when the user single-finger clicks on this message notification control 500f, the mobile phone 100 can close the automatic battle screen 500 and can display the chat interface of the running WeChat TM application on the screen based on the following step 406.
[0141] It can be understood that the second operation control of the second application can also be the message notification control and / or advertisement pop-up window, etc. of other applications such as shopping applications, video applications, and instant messaging applications. Here, this application does not limit the second application and its second operation control.
[0142] In this example method, it can be understood that any operation that can close the first game interface can be used as the aforementioned first user operation.
[0143] In addition, it can be understood that when the mobile phone 100 displays the game login screen 502, the game end screen 503 or other game interfaces, the mobile phone 100 can also execute the following steps 403 to 406 based on the operation of the user to close the game interface.
[0144] It can be understood that when the user performs a first user operation to trigger the display method provided in this application, the first game interface displayed by the mobile phone 100 can be used as the target interface for screening key textures.
[0145] 403: Extract the key textures in the target interface.
[0146] Here, it can be understood that for the moment when the user performs the first user operation, the target interface for screening key textures can be the first game interface currently displayed by the mobile phone 100. After the first user operation has been completed, that is, after the mobile phone 100 has displayed the display interface containing the key textures based on the following steps 404 to 406, the target interface for screening key textures can be the to-be-displayed game interface that has not been displayed determined by the logic thread of the game application.
[0147] Here, for the sake of narrative coherence, the implementation principle and process of the mobile phone 100 extracting key textures will be introduced in detail in the specific description of Figure 8 and will not be elaborated here.
[0148] When the target interface is the auto-battle screen 500, the mobile phone 100 can screen out the key textures in the auto-battle screen 500 based on the Figure 8 process shown. The key textures in the auto-battle screen 500 can be text textures, icon textures, pattern textures representing the battle state, and control textures that the user can operate. For example, texture 500a, texture 500b, texture 500c, texture 500d, texture 500e. Correspondingly, the original painting texture (not shown) containing the battle scene can be a non-key texture that does not need to be displayed in the display interface.
[0149] When the target interface is the auto-battle screen 500, the mobile phone 100 can screen out the key textures in the auto-battle screen 500 based on the Figure 8 process shown. The key textures in the auto-battle screen 500 can be text textures, icon textures, pattern textures representing the battle state, and control textures that the user can operate. For example, texture 500a, texture 500b, texture 500c, texture 500d, texture 500e. Correspondingly, the original painting texture (not shown) containing the battle scene can be a non-key texture that does not need to be displayed in the display interface.
[0150] When the target interface is the game login screen 501, the mobile phone 100 can be based on Figure 8The process shown selects the key textures in the game login screen 501. The key textures in the game login screen 501 can be text textures representing the battle state and control textures that can be operated by the user. For example, texture 501a, texture 501b, texture 501c, texture 501d, texture 501e. Correspondingly, the original painting texture (not shown) containing the representation of the battle scene can be a non-key texture that does not need to be displayed on the display interface.
[0151] When the target interface is the game over screen 502, the mobile phone 100 can be based on Figure 8 The process shown selects the key textures in the game over screen 502. The key textures in the game over screen 502 can be text textures and icon textures representing the battle state, and text textures and pattern textures representing the battle state. For example, texture 502a, texture 502b, texture 502c. Correspondingly, the original painting texture (not shown) containing the representation of the battle scene can be a non-key texture that does not need to be displayed on the display interface.
[0152] 404: Determine the display method of the key texture.
[0153] Exemplarily, the mobile phone 100 can determine the display method of the key texture based on the display state of the screen and the pre-determined display interface type. Here, the display method of the key texture includes the display interface type and / or the display state type.
[0154] Specifically, the mobile phone 100 can pre-determine the display interface type for displaying the key texture. The display interface can be, for example, a scrolling message interface, a floating window interface, a Dynamic Island interface, a Live Activity window interface, a pull-down bar interface, a negative first screen interface, etc. This application does not make a restrictive description of the display interface type.
[0155] The mobile phone 100 can set the default display interface type corresponding to the game application, or can adaptively determine or adjust the display interface type corresponding to the game application based on the user's selection or modification. This application does not make a restrictive description of the method of setting the display interface type.
[0156] It can be understood that the display interface types of different game applications can be different. For example, the display interface of a battle game can be a floating window interface, and the display interface of a casual game can be a pull-down bar interface, etc. Correspondingly, the display interface types corresponding to different types of applications can also be different. For example, the display interface of a game application can be a floating window interface, and the display interface of a live broadcast application can be a scrolling message interface, etc. This application does not make a restrictive description of the display interface types corresponding to each application.
[0157] In addition, the mobile phone 100 can also determine the display status type of the key texture based on the display status of the screen. Herein, the display status of the aforementioned screen may include landscape display and portrait display. When the screen is in landscape display, correspondingly, the display status type of the key texture may be landscape display; when the screen is in portrait display, correspondingly, the display status type of the key texture may be portrait display.
[0158] In addition, after extracting the key texture in the target interface, the mobile phone 100 can also scale the key texture according to the resolution of the mobile phone 100 and / or the size of the display interface, so that the size of the key texture displayed in the display interface is adapted to the size of the display interface.
[0159] It can be understood that the target interface is an application interface containing all the textures to be displayed, and the display interface is an application interface that excludes non-key textures and only displays the key textures in the target interface.
[0160] 405: Draw the key texture on the display interface according to the determined display method.
[0161] Exemplarily, when the user performs a first user operation based on the aforementioned step 402, the mobile phone 100 can render the key texture of the target interface determined in the aforementioned step 403 based on the rendering thread of the game application. Specifically, the key texture can be drawn on the display interface in the display method determined in step 404. It can be understood that different display methods can correspond to different display interfaces.
[0162] Herein, for the sake of narrative coherence, the specific implementation process of the mobile phone 100 drawing the key texture on the display interface based on the rendering thread of the game application can be referred to the specific description of step 809 in the following Figure 8 and will not be elaborated here.
[0163] The following will take the target interface as the automatic battle screen 600 and the display status type of the key texture is portrait display as an example to specifically illustrate the display effects of the mobile phone 100 under different display interface types.
[0164] In one example method, the display interface type can be a floating window interface.
[0165] Specifically, Figure 6a shows a schematic diagram of the effect of displaying the key texture in the automatic battle screen 600 based on a floating window.
[0166] Refer to Figure 6a, after the user performs a first user operation on the auto-battle screen 600, the mobile phone 100 can switch the auto-battle screen 600 to a floating window type display interface 601a. Among them, the display interface 601a may include the key textures of the auto-battle screen 600 determined in the foregoing step 403, for example, texture 600a, texture 600b, texture 600c, texture 600d, texture 600e.
[0167] Figure 6b Shows a schematic diagram of the effect of displaying the key textures in the auto-battle screen 600 based on a floating window.
[0168] See Figure 6b , after the user performs a first user operation on the auto-battle screen 600, the mobile phone 100 can switch the auto-battle screen 600 to a floating window type display interface 601b. Here, texture 600a, texture 600b, texture 600c, texture 600d, texture 600e can be displayed one by one in the display interface 601b. For example, the mobile phone 100 can display texture 600b based on the display interface 601b at time A. Two seconds after time A, the mobile phone 100 can display texture 600a based on the display interface 601b, and then successively display texture 600d, texture 600c, texture 600e.
[0169] Here, the mobile phone 100 can set the dynamic effects when each key texture is switched and displayed. For example, the dynamic effect can be an up and down scrolling effect, a left and right switching effect, etc. Here, no restrictive description is made on the dynamic effects of switching and displaying key textures.
[0170] It can be understood that this application does not make any restrictive description on Figure 6a and Figure 6b the display positions of the display interface 601a and the display interface 601b in the mobile phone 100. It can be understood that the user can move the display interface 601a or the display interface 601b to any position on the screen of the mobile phone 100 based on a second user operation. The second user operation can be a single-finger or multi-finger dragging operation on the display interface 601a and the display interface 601b. Here, no restrictive description is made on the second user operation.
[0171] In another example, the display interface type can be a scrolling message interface.
[0172] Specifically, Figure 6c Shows a schematic diagram of the effect of displaying the key textures in the auto-battle screen 600 based on a scrolling message.
[0173] See Figure 6cWhen the user performs a first user operation on the auto-battle screen 600, the mobile phone 100 can switch the auto-battle screen 600 to a display interface 602 of the scrolling message type. Among them, the display interface 602 can include a scrolling message interface 602a for displaying the texture 600a, a scrolling message interface 602b for displaying the texture 600b, a scrolling message interface 602c for displaying the texture 600c, a scrolling message interface 602d for displaying the texture 600d, and a scrolling message interface 602e for displaying the texture 600e.
[0174] It can be understood that Figure 6c The display positions of the scrolling message interfaces 602a to 602e in the mobile phone 100 are only for illustration, and their display positions can also be any position such as the top or bottom of the screen of the mobile phone 100. The vertical arrangement of the scrolling message interfaces 602a to 602e is also only for illustration, and their arrangement can also be horizontal arrangement, array arrangement, etc. The present application does not make restrictive descriptions on the display positions and arrangement methods of each scrolling message interface.
[0175] In another example, the display interface type can be a Dynamic Island interface or a Live Activity window interface.
[0176] Specifically, Figure 6d shows a schematic diagram of the effect of displaying the key textures in the auto-battle screen 600 based on the Dynamic Island or Live Activity window.
[0177] See Figure 6d When the user performs a first user operation on the auto-battle screen 600, the mobile phone 100 can switch the auto-battle screen 600 to a display interface 603 of the Dynamic Island or Live Activity window type. Among them, the display interface 603 can include an icon 603a corresponding to the game application. When the user performs a third user operation on the display interface 603, the mobile phone 100 can switch the display interface 603 to a display interface 604 and display the key textures in the auto-battle screen 600 in the display interface 604, for example, the texture 600a, the texture 600b, the texture 600c, the texture 600d, and the texture 600e.
[0178] Here, the third user operation can be a single-finger long press operation, a single-finger double click operation, or other single-finger or multi-finger operations on the display interface 603. The present application does not make restrictive descriptions on the third user operation for switching the display interface 603 to the display interface 604.
[0179] It can be understood that the display interface of the game application can also be a partial display area (not shown) in the drop-down bar of the mobile phone 100, or a partial display area (not shown) in the negative first screen of the mobile phone 100.
[0180] Here, the foregoing Figures 6a to 6dOnly a schematic diagram of the display effect of the display interface of the game application is shown, and the display effect of the second application interface of the second application in the mobile phone 100 is not shown. The display effect of this second application interface will be specifically described in step 406 below and will not be elaborated here.
[0181] Moreover, in the foregoing Figures 6a to 6d , styles such as the size, color, and border shape of the display interface, as well as the arrangement methods such as the display positions and display orders of each key texture in the display interface, can be adaptively determined by the mobile phone 100 according to the specific application scenario, and / or adaptively determined by the user's selection or modification. This application does not make restrictive descriptions on the foregoing content.
[0182] It can be understood that the above method of displaying key textures in the display interface can not only enable users to directly view the game content they care about, but also retain the display style of the game application. For example, key textures of the text texture type retain their font, color, and other characteristics, and key textures of the icon texture type retain their line shape, color, shape, and other characteristics.
[0183] 406: Display the second application interface of the second application.
[0184] Exemplarily, when the mobile phone 100 obtains the first user operation on the first game interface based on the foregoing step 402, it can display the second application interface of the second application based on the fourth user operation of the user. So that the display interface of the game application and the second application interface of the second application can be simultaneously displayed on the screen of the mobile phone 100.
[0185] Here, the second application can be the desktop application of the mobile phone 100, or other system applications or third-party applications of the mobile phone 100. This application does not make restrictive descriptions on the specific type of the second application.
[0186] Next, taking the first game interface as the automatic battle interface and the display interface as the scrolling message interface as an example, the effect of the mobile phone 100 simultaneously displaying the second application interface and the display interface will be specifically described.
[0187] In one example method, the second application interface of the second application that the user needs to display can be the desktop of the desktop application. It can be understood that at this time, the fourth user operation for displaying the second application interface can be the foregoing first user operation.
[0188] For example, Figure 7a shows an operation schematic diagram of simultaneously displaying the desktop and the scrolling message interface.
[0189] See Figure 7aWhen the user clicks on the first operation control 700f in the auto-battle interface 700, the mobile phone 100 can switch the auto-battle interface 700 to the scrolling message interface 702 based on the aforementioned steps 403 to 405. And the mobile phone 100 can simultaneously display the desktop 705 full-screen on the screen based on the user's click operation on the first operation control 700f. Furthermore, the mobile phone 100 can display the desktop 705 and the scrolling message interface 702 of the game application on the screen at the same time.
[0190] Figure 7b Fig. shows another operation schematic diagram of simultaneously displaying the desktop and the scrolling message interface.
[0191] See Figure 7b When the user closes the auto-battle interface 700 based on the first user operation. For example, when the user performs a single-finger left-swipe operation on the auto-battle screen 500 to close the auto-battle screen 500, the mobile phone 100 can switch the auto-battle interface 700 to the scrolling message interface 702 based on the aforementioned steps 403 to 405. And the mobile phone 100 can simultaneously display the desktop 705 full-screen on the screen based on the user's single-finger left-swipe operation on the auto-battle screen 500. Furthermore, the mobile phone 100 can display the desktop 705 and the scrolling message interface 702 of the game application on the screen at the same time.
[0192] In another example, the second application interface of the second application that the user needs to display can be other system applications or third-party applications of the mobile phone 100. Here, taking the chat interface of the WeChat TM application as an example, the effect of the mobile phone 100 simultaneously displaying the second application interface and the display interface will be specifically described.
[0193] For example, Figure 7c Fig. shows an operation schematic diagram of simultaneously displaying the chat interface and the scrolling message interface.
[0194] See Figure 7c When the mobile phone 100 is displaying the auto-battle interface 700 and shows the message reminder control 700f of the WeChat TM application, the user can single-finger click on the message reminder control 500f. Furthermore, when the user single-finger clicks on the message reminder control 500f, the mobile phone 100 can switch the auto-battle interface 700 to the scrolling message interface 702 based on the aforementioned steps 403 to 405. And the mobile phone 100 can simultaneously display the chat interface 706 full-screen on the screen based on the user's single-finger click operation on the message reminder control 500f. Furthermore, the mobile phone 100 can display the chat interface 706 and the scrolling message interface 702 of the game application on the screen at the same time.
[0195] Here, it can be understood that the single-finger click operation of the user on the message reminder control 500f can serve as both the first user operation and the fourth user operation for displaying the chat interface 706.
[0196] Figure 7d Fig. shows another operation schematic diagram of the chat interface and the scrolling message interface simultaneously.
[0197] Refer to Figure 7d , when the mobile phone 100 simultaneously displays the desktop 705 and the scrolling message interface 702 of the game application on the screen based on the user's click operation on the first operation control 700f, the user can single-finger click on the WeChat TM icon 705a of the application (as an example of the fourth user operation), so that the mobile phone 100 can simultaneously display the chat interface 706 and the scrolling message interface 702 of the game application on the screen.
[0198] Figure 7e Fig. shows yet another operation schematic diagram of the chat interface and the scrolling message interface simultaneously.
[0199] Refer to Figure 7d , when the mobile phone 100 simultaneously displays the desktop 705 and the scrolling message interface 702 of the game application on the screen based on the user's single-finger left-swipe operation on the automatic battle screen 500, the user can single-finger click on the WeChat TM icon 705a of the application, so that the mobile phone 100 can simultaneously display the chat interface 706 and the scrolling message interface 702 of the game application on the screen.
[0200] It can be understood that the foregoing content taking the automatic battle screen as the first application interface and the scrolling message interface as the display interface is only an example. The display effects and operation processes of other types of first application interfaces and display interfaces are substantially the same as the foregoing Figures 7a to 7e and will not be elaborated here.
[0201] It can be understood that when the mobile phone 100 simultaneously displays the display interface of the game application and the second application interface of the second application on the screen based on the above steps 401 to 406, the foregoing steps 403 and 406 can be repeatedly executed. Furthermore, for each frame of the target interface to be displayed subsequently determined by the logic thread of the game application, the mobile phone 100 can make the key textures in each frame of the target interface also be displayed in the display interface of the game application based on the foregoing steps 403 to 406.
[0202] Exemplarily, taking the display interface as the scrolling message interface as an example, the mobile phone 100 can achieve the scrolling display effect of each scrolling message interface and the continuous display effect of the key textures of the game application by setting the display time threshold and display conditions of each scrolling message interface.
[0203] Here, the mobile phone 100 can set the display time threshold corresponding to each scrolling message interface, so that after the display duration of each scrolling message interface reaches its corresponding display time threshold, the scrolling message interface can be automatically closed. Moreover, the mobile phone 100 can also set the display conditions of the scrolling message interface based on the key texture types displayed on the scrolling message interface. For example, for the scrolling message interface displaying the control texture, the display interval duration can be set. When the time to close such a scrolling message interface reaches this display interval duration, such a scrolling message interface can be displayed again, so that the user can operate the game application based on the operable controls in the scrolling message interface. For the scrolling message interface displaying text and / or icon textures, the mobile phone 100 can display such a scrolling message interface again when it detects that the key texture displayed on such a scrolling message interface has changed.
[0204] It can be understood that the display time thresholds of each scrolling message interface can be the same or different. This application does not make restrictive descriptions on the specific durations of the display time threshold and the display interval duration. For example, the display time threshold can be any value within the range of 1 second to 10 seconds. For example, the display interval duration can be any value within the range of 2 seconds to 15 seconds.
[0205] Through the above settings of the display time threshold and the display conditions, the mobile phone 100 can achieve the scrolling display effect of each scrolling message interface and the continuous display effect of the key textures of the game application.
[0206] Specifically, Figure 7f shows a schematic diagram of the effect of continuously displaying the key textures of the game application on the display interface.
[0207] Refer to Figure 7f , the display interface 602 displayed by the mobile phone 100 at time A includes the scrolling message interface 602a to the scrolling message interface 602e. At time B, 5 seconds later, the display durations of both the scrolling message interface 602b and the scrolling message interface 602d reach their respective corresponding display time thresholds, and the key textures to be displayed in the scrolling message interface 602b and the scrolling message interface 602d have not changed. Therefore, the scrolling message interface 602b and the scrolling message interface 602d are closed by the mobile phone 100. Therefore, the display interface 603 displayed by the mobile phone 100 at time B only includes the scrolling message interface 602a, the scrolling message interface 602c, and the scrolling message interface 602e.
[0208] Continuing with the foregoing, at time C, which is 10 seconds after time B10, the scrolling message interface 602a reaches the corresponding display time threshold, and the key texture to be displayed remains unchanged. Therefore, the scrolling message interface 602a is closed by the mobile phone 100. However, the key texture to be displayed on the scrolling message interface 602d has changed. Therefore, the mobile phone 100 displays the scrolling message interface 602d again and displays the updated key texture in the scrolling message interface 602d. The scrolling message interface 602c reaches the corresponding display time threshold, but the key texture to be displayed has changed. Therefore, the mobile phone 100 does not close the scrolling message interface 602c and displays the updated key texture in the scrolling message interface 602c. Therefore, the display interface 604 displayed by the mobile phone 100 at time C includes the scrolling message interface 602d, the scrolling message interface 602c, and the scrolling message interface 602e.
[0209] It can be understood that when one or more scrolling message interfaces are closed by the mobile phone 100, the mobile phone 100 can rearrange the remaining one or more scrolling message interfaces to be displayed in a predetermined layout. For example, the one or more scrolling message interfaces to be displayed can be rearranged vertically at equal intervals.
[0210] Here, the mobile phone 100 can also set the dynamic effects when each scrolling message interface is closed. The foregoing dynamic effects include, but are not limited to, the scrolling message interface gradually fading out along a preset direction at the original display position, gradually fading out as a whole at the original display position, sliding along a preset direction and fading out, and so on. Here, no restrictive description is made on the dynamic effects of each scrolling message interface.
[0211] It can be understood that the mobile phone 100 can adaptively determine the key texture according to different game contents that the user needs to view in the display interface in different scenarios. Furthermore, when the mobile phone 100 simultaneously displays the display interface of the game application and the second application interface on the screen based on the display method provided in this application, the user can view the game content he or she wants to know through the display interface of the game application while using the second application interface.
[0212] For example, for a game application that provides an auto-battle mode, after the mobile phone 100 enables the auto-battle mode, the user does not need to interact with the game application frequently. Therefore, based on the display method provided in this application, the auto-battle screen can be displayed in a thumbnail manner in a display interface that only occupies a small part of the screen display area. Furthermore, the second application interface of the second application can be displayed based on the large part of the display area that is not occupied, and the second application interface can be used. For example, WeChat can be displayed full screen on the screen of the mobile phone 10. TMThe applied chat interface enables users to conduct real-time communication based on this chat interface. At the same time, the display interface of the game application can be floatingly displayed on this chat interface, or the display interface of the game application can be displayed in the pull-down bar or the negative first screen of the mobile phone 100, so that users can view the game content that users are concerned about, such as the game progress, while conducting real-time communication. And since the display area occupied by the display interface is relatively small, the user experience of using the WeChat TM application can be effectively improved.
[0213] Next, in combination with the accompanying drawings, the specific implementation process of extracting key textures in the display method provided by the embodiments of the present application will be described in detail.
[0214] First, for the convenience of understanding the implementation principle of screening key textures in the display method provided by the present application, the drawing process of the game application's rendering thread for drawing the game screen will be specifically described first.
[0215] Specifically, taking the game application's rendering thread to draw the target interface based on OpenGL (open graphics library) as an example, after the game application's logic thread determines the texture to be displayed on the target interface, the rendering thread can call the glBindTexture function in the drawing instruction (DrawCall) of OpenGL to bind the material file containing the texture to be displayed to the canvas (or image buffer, graphic buffer) used to display each target interface. It can be understood that the glBindTexture function may include the characteristics of the material file, such as the material file name, etc.
[0216] Furthermore, the game application's rendering thread can crop the texture to be displayed in the material file bound to the canvas. For example, the rendering thread can use the glUseProgram function in OpenGL to crop the texture to be displayed from the material file based on information such as the position of the texture to be displayed in the material file. It can be understood that the glUseProgram function may include the positioning information of the texture to be displayed in the material file, and the positioning information includes position information, etc.
[0217] After the cropping is completed, the rendering thread can adjust the texture to be displayed based on the glUniform4fv function in OpenGL, and the adjustment content includes but is not limited to shape, position, size, etc.
[0218] Finally, the rendering thread can draw the texture to be displayed in the canvas used to display the target interface based on the glDrawElementsBaseVertex function in OpenGL.
[0219] Based on the above drawing process, the game application's rendering thread can complete the frame-by-frame drawing of the target interface.
[0220] Based on the above drawing process, Figure 8 The flowchart of extracting key textures based on the display method provided in the embodiment of the present application is shown. It can be understood that Figure 8 The execution subject of each step is the mobile phone 100. For the convenience of description, the execution subject of each step will not be repeated in the following introduction of each step. Specifically, extracting key textures based on the display method provided by the present application may include the following steps:
[0221] 801: Get the drawing instructions called by the game application.
[0222] Exemplarily, the mobile phone 100 may obtain the drawing instruction called by the rendering thread of the game application through a hook function, so as to obtain the material file corresponding to the texture to be displayed on the target interface based on the following step 802 .
[0223] 802: Get the first function called by the game application.
[0224] Exemplarily, the mobile phone 100 can obtain the first function called by the rendering thread of the game application through the HOOK function, where the first function can be the glBindTexture function in the drawing instruction of OpenGL. Then, the mobile phone 100 can determine the material file to which the texture to be displayed belongs based on the glBindTexture function. For example, the material file name of the material file to which the texture to be displayed belongs can be extracted based on the glBindTexture function.
[0225] 803: Determine whether the texture to be displayed is a key texture.
[0226] If the judgment is yes, it means that the texture to be displayed is a key texture, and the following steps 805 to 807 may be executed.
[0227] If the judgment is no, it means that the texture to be displayed is not a key texture, and the following step 804 may be executed.
[0228] Specifically, the mobile phone 100 may pre-store a first database, which may include a correspondence between key textures and material files. The distinction between key textures and non-key textures can be found in the aforementioned Figures 2a to 2c The relevant description is not repeated here.
[0229] It can be understood that the texture can be uniquely located based on its position information in the material file to which it belongs. Therefore, after the mobile phone 100 has pre-distinguished key textures and non-key textures, the correspondence between the position information of the key texture and the material file name to which it belongs can be stored in the first database.
[0230] Therefore, based on the first database and the material file name of the texture to be displayed extracted in step 802 above, the mobile phone 100 can determine whether the texture to be displayed that the rendering thread currently needs to draw (as an example of the first texture or the second texture) is a key texture. Specifically, after the mobile phone 100 obtains the glBindTexture function called by the rendering thread of the game application through the HOOK function, it can determine the material file name to which the texture to be displayed currently needed to be drawn belongs based on the glBindTexture function. Furthermore, it can be determined whether the texture to be displayed currently needed to be drawn is a key texture according to the pre-established first database.
[0231] For example, it can be determined whether the texture to be displayed currently needed to be drawn is a key texture by determining whether the material file name in the glBindTexture function is included in the first database. If the material file name is included in the first database, it can be determined that the texture to be displayed currently needed to be drawn is a key texture. Furthermore, the following steps 805 to 807 can be executed. On the contrary, if the material file name is not included in the first database, it can be determined that the texture to be displayed currently needed to be drawn is not a key texture. Here, if none of the textures to be displayed on the target interface are key textures, the following step 804 can be executed.
[0232] 804: Skip the obtained drawing instructions.
[0233] Here, if the mobile phone 100 determines based on step 803 above that none of the textures to be displayed on the target interface that the rendering thread needs to draw are key textures, it can directly skip the drawing instructions obtained based on step 801 above, so that the rendering thread of the game application does not draw the target interface. Based on this step, it is possible to prevent the rendering thread from drawing a target interface that does not contain key textures. Furthermore, the mobile phone 100 can prevent the target interface that does not contain key textures from being displayed in the aforementioned display interface. In this way, the power consumption required to run the game application based on the display method provided in this application can be reduced.
[0234] Here, the target interface where none of the textures to be displayed are key textures can be an example of the aforementioned fifth interface.
[0235] 805: Record the material file.
[0236] Here, if the mobile phone 100 determines that the texture to be displayed that needs to be drawn currently is a key texture based on the above step 803, it can record the material file to which the key texture belongs. For example, the mobile phone 100 can establish a second database, and the position information of the key texture and the texture label of the material file can be stored in the second database. It can be understood that since the game application determines the texture label of the material file each time it runs, that is, the texture label of the same material file may be different each time it runs. Therefore, the mobile phone 100 can establish a second database corresponding to the current running process according to the above steps 801 to 805 during each run of the game application. Here, it can be understood that the second database can store the correspondence between the position information of the key texture and the information that can quickly index to the material file to which the key texture belongs. The information that can quickly index to the material file to which the key texture belongs includes the texture label of the material file, the texture identity document (texture ID) of the material file, etc. There is no restrictive description of the information content stored in the second database here.
[0237] It can be understood that since the speed of retrieving the texture label is much faster than the speed of retrieving the material file name, therefore, by establishing the second database, the speed of the mobile phone 100 extracting the key texture in the target application based on the following step 809 can be accelerated.
[0238] 806: Determine the game scene.
[0239] In addition, it can be understood that the key textures that need to be drawn may be different for different game scenes. That is, for the same key texture, it may need to be drawn in one game scene, while it may not need to be drawn in another game scene. For example, taking the game application as a battle game application and the key texture as the icon texture that can represent the health of the game character as an example. In the game scene during the battle, the health of the game character is an important information that the user pays attention to. Therefore, the mobile phone 100 can use the icon texture that represents the health of the game character as the key texture that needs to be drawn in the game scene of the battle. However, in the game scene of receiving rewards, the health of the game character is not an important information that the user pays attention to. Therefore, the mobile phone 100 can use the icon texture that represents the health of the game character as the key texture that does not need to be drawn in the game scene of receiving rewards.
[0240] To achieve the above effects, the mobile phone 100 can pre-determine the game scenes in which each key texture should be displayed. Furthermore, it can draw the key texture only in the game scene where it should be displayed, and not draw the key texture in other game scenes. For example, the mobile phone 100 can save the first scene information corresponding to each key texture in the first database. Here, the first scene information can represent the game scene in which the key texture should be applied and displayed.
[0241] Moreover, the mobile phone 100 can also pre-determine several key textures that can be used to determine the game scene (hereinafter, such key textures that can be used to determine the game scene may be referred to as the first key textures). And mark each first key texture with a key identifier in the first database. It can be understood that in the first database, the first key texture has a corresponding key identifier and first scene information.
[0242] For example, the text texture with the content "In the middle of the game" can be used to determine that the current game scene is a battle game scene. Therefore, the text texture with the content "In the middle of the game" can be used as the first key texture, and mark this first key texture with a key identifier. And the game scene during the battle can be used as the first scene information corresponding to this first key texture. Record the corresponding relationship of this first key texture, key identifier, and first scene information in the first database.
[0243] Therefore, based on the texture to be displayed determined by the first database and the logical thread, the mobile phone 100 can determine the game scene to which the target interface belongs. Specifically, the mobile phone 100 can screen the first key textures in the texture to be displayed based on the key identifier, and determine the first scene information corresponding to this first key texture as the current scene information of the game application (as an example of the aforementioned second scene information).
[0244] For example, if the texture to be displayed indicated by the logical thread includes the first key texture with the content "In the middle of the game", it means that the current game scene can be the battle game scene corresponding to "In the middle of the game". Therefore, the first scene information corresponding to the first key texture with the content "In the middle of the game" can be used as the current scene information. It can be understood that this current scene information can be used to represent that the current game scene of the game application is in a battle.
[0245] Furthermore, when the mobile phone 100 determines the current scene information based on the first key texture, it can screen the key textures in the texture to be displayed whose first scene information is the current scene information (as an example of the second key texture). Furthermore, draw all the second key textures based on the rendering thread of the game application.
[0246] It can be understood that the game scenes of battle games may also include the start of a battle, victory in a battle, defeat in a battle, receiving rewards, etc. Here, no restrictive description is made on the types of game applications and the game scenes of various game applications.
[0247] Exemplarily, the mobile phone 100 can obtain a second function called by the rendering thread of the game application. This second function can be the aforementioned glUseProgram function. The mobile phone 100 can obtain the position information of the key texture in the texture to be displayed according to the glUseProgram function. Furthermore, based on the material file name where the key texture is located and the position information of the key texture, the key texture can be uniquely determined in the first database. Furthermore, based on the above content, it is determined whether the key texture is the second key texture that needs to be displayed in the current game scene.
[0248] 807: Obtain game information based on the game software development kit.
[0249] Exemplarily, the game manufacturer of the game application may send game information to the mobile phone 100 based on the game software development kit (game SDK). This game information can be, for example, game scene information (hereinafter, the game scene received by the mobile phone 100 based on the game SDK is referred to as the third scene information). Therefore, for game applications for which such game manufacturers can send the third scene information to the mobile phone 100 based on the game SDK, the mobile phone 100 can verify the game scene determined in the above step 806 according to the following step 808 based on the received third scene information.
[0250] It can be understood that for game applications for which game manufacturers cannot send the third scene information to the mobile phone 100 based on the game SDK, the mobile phone 100 can directly execute the following step 809 according to the game scene determined in the above step 806.
[0251] 808: Verify the game scene based on the game information.
[0252] Exemplarily, the mobile phone 100 can determine whether the received third scene information is the same as the second scene information determined based on the aforementioned step 806.
[0253] If the third scene information received by the mobile phone 100 based on the above step 807 is different from the second scene information determined in the above step 806, then taking the third scene information received by the mobile phone as the standard, the second scene information is corrected to the third scene information. And, in this case, the first scene information corresponding to the first key texture in the first database can be corrected. For example, the first scene information corresponding to the first key texture can be modified to the third scene information.
[0254] 809: Extract key textures.
[0255] Exemplarily, the mobile phone 100 can draw the second key texture where the first scene information is the second scene information. It can be understood that the second key texture where the first scene information is the second scene information includes the first key texture where the first scene information is the second scene information.
[0256] Specifically, the mobile phone 100 can cut out the second key texture from its corresponding material file based on the correspondence between the position information of each second key texture recorded in the second database and its corresponding material file. For example, the second key texture can be cut out based on the glUseProgram function.
[0257] Furthermore, the mobile phone 100 can continue to use the rendering thread of the game application to draw the cut-out second key texture on the display interface. Specifically, after the cutting is completed, the rendering thread can adjust the cut-out second key texture based on the glUniform4fv function in OpenGL. The adjustment content includes but is not limited to shape, position, size, etc. Furthermore, the rendering thread can draw the cut-out second key texture on the display interface for displaying key textures based on the glDrawElementsBaseVertex function in OpenGL.
[0258] Figure 9 According to the embodiments of the present application, a software structure block diagram of a mobile phone 100 is shown.
[0259] As Figure 9 shown, the software system of the mobile phone 100 can adopt a layered architecture, an event-driven architecture, a microkernel architecture, a microservices architecture, or a cloud architecture. In the embodiments of the present invention, the Android TM system is taken as an example to exemplarily illustrate the software structure of the mobile phone 100.
[0260] The layered architecture divides the software into several layers, and each layer has a clear role and division of labor. The layers communicate through software interfaces. In some embodiments, the Android TM system is divided into four layers, from top to bottom are the application layer, the application framework layer, Android TM runtime (Android TM runtime), and the system library, as well as the kernel layer.
[0261] As Figure 9 shown, the application layer can include a series of application packages. The application packages can include applications such as the first application and the second application 902. The first application can be, for example, the game application 901.
[0262] The application framework layer provides application programming interfaces (APIs) and programming frameworks for the applications in the application layer. The application framework layer includes some predefined functions.
[0263] As Figure 9 shown, the application framework layer may include a game software development kit 903.
[0264] The mobile phone 100 can receive game information sent by the game manufacturer of the game application 901 based on the game software development kit 903, such as game scene information, etc.
[0265] For the specific content of the mobile phone 100 obtaining game information based on the game software development kit 903, reference can be made to the detailed description in step 807 above, which will not be elaborated here. Figure 8 of step 807 above, which will not be elaborated here.
[0266] The application layer and the application framework layer run in the virtual machine. The virtual machine executes the java files of the application layer and the application framework layer as binary files. The virtual machine is used to perform functions such as object lifecycle management, stack management, thread management, security and exception management, and garbage collection.
[0267] The system library may include multiple functional modules. For example: an image function table 904, a key texture judgment module 905, a material file recording module 906, a game scene recognition module 907, a key texture extraction module 908, a key texture drawing module 909, a display module 911, a first database and a second database (not shown in the figure), etc.
[0268] Here, the image function table 904 is a database containing functions in OpenGL for rendering the target interface and / or display interface. For example, the image function table 904 may be LibEGL - functionTable. The image function table 904 may include the aforementioned glBindTexture function, glUseProgram function, glUniform4fv function, glDrawElementsBaseVertex function, etc.
[0269] The key texture judgment module 905 is a functional module for judging whether the material file to be bound contains key textures. For the specific process of the key texture judgment module 905 judging whether the material file to be bound contains key textures, reference can be made to the specific description in step 803 above, which will not be elaborated here. Figure 8 of step 803 above, which will not be elaborated here.
[0270] The material file recording module 906 is used to record material files. For the specific process of the material file recording module 906 recording material files, reference can be made to the specific description in step 805 above, which will not be elaborated here. Figure 8 of step 805 above, which will not be elaborated here.
[0271] The game scene recognition module 907 is used to determine the game scene and verify the game scene based on the game information sent by the game software development kit. For the specific process of the game scene recognition module 907 to determine and verify the game scene, reference can be made to the specific descriptions in steps 806 to 808 described above Figure 8 and will not be elaborated here
[0272] The key texture extraction module 908 is used to extract key textures. For the specific process of the key texture extraction module 908 to extract key textures, reference can be made to the specific descriptions in step 809 described above Figure 8 and will not be elaborated here
[0273] The key texture drawing module 909 is used to draw key textures and send the key textures drawn in the aforementioned image buffer to the image processor 910. For the specific process of the key texture drawing module 909 to draw key textures, reference can continue to be made to the specific descriptions in step 809 described above Figure 8 and will not be elaborated here
[0274] The display module 911 is used to display the aforementioned display interface. The display module 911 may include the surfaceFlinger process in the Android TM system, which is used to receive one or more image buffers sent by the image processor for displaying the aforementioned display interface, synthesize them, and then display the synthesized display interface on the screen of the mobile phone 100
[0275] The kernel layer is the layer between the hardware and the software. The kernel layer may include the image processor 910
[0276] The image processor 910 is used to receive one or more image buffers drawn with key textures sent by the key texture drawing module 909 and send the one or more image buffers to the display module 911, so that the display module 911 can display the display interface on the screen of the mobile phone 100
[0277] Figure 10 According to the embodiments of the present application, a schematic structural diagram of a mobile phone 100 is shown
[0278] See Figure 10, the mobile phone 100 may include a processor 110, an external memory interface 120, an internal memory 121, a universal serial bus (USB) interface 130, a charging management module 140, a power management module 141, a battery 142, an antenna 1, an antenna 2, a mobile communication module 150, a wireless communication module 160, an audio module 170, a speaker 170A, a receiver 170B, a microphone 170C, a headphone interface 170D, a sensor module 180, a button 190, a motor 191, an indicator 192, a camera 193, a display screen 194, and a subscriber identification module (SIM) card interface 195, etc. The sensor module 180 may include a pressure sensor 180A, a gyroscope sensor 180B, a barometric pressure sensor 180C, a magnetic sensor 180D, an acceleration sensor 180E, a distance sensor 180F, a proximity light sensor 180G, a fingerprint sensor 180H, a temperature sensor 180J, a touch sensor 180K, an ambient light sensor 180L, etc.
[0279] It can be understood that the structure schematically shown in the embodiments of the present invention does not constitute a specific limitation on the mobile phone 100. In other embodiments of the present application, the mobile phone 100 may include more or fewer components than shown in the figure, or combine certain components, or split certain components, or have different component arrangements. The components shown in the figure may be implemented in hardware, software, or a combination of software and hardware.
[0280] The processor 110 may include one or more processing units. For example, the processor 110 may include an application processor (AP), a modem processor, a graphics processing unit (GPU), an image signal processor (ISP), a controller, a video codec, a digital signal processor (DSP), a baseband processor, and / or a neural-network processing unit (NPU), etc. Among them, different processing units may be independent devices or integrated in one or more processors.
[0281] The controller may generate operation control signals according to the instruction operation code and timing signals to complete the control of fetching instructions and executing instructions.
[0282] A memory can also be provided in the processor 110 for storing instructions and data. In some embodiments, the memory in the processor 110 is a cache memory. This memory can hold the instructions or data that the processor 110 has just used or recycled. If the processor 110 needs to use the instruction or data again, it can directly call it from the above-mentioned memory. This avoids repeated accesses, reduces the waiting time of the processor 110, and thus improves the efficiency of the system.
[0283] The pressure sensor 180A is used to sense pressure signals and can convert the pressure signals into electrical signals. In some embodiments, the pressure sensor 180A can be disposed on the display screen 194. There are many types of pressure sensors 180A, such as resistive pressure sensors, inductive pressure sensors, capacitive pressure sensors, etc. The capacitive pressure sensor can include at least two parallel plates having conductive materials. When a force acts on the pressure sensor 180A, the capacitance between the electrodes changes.
[0284] The gyroscope sensor 180B can be used to determine the motion posture of the mobile phone 100. In some embodiments, the angular velocity of the mobile phone 100 around three axes (i.e., the x, y, and z axes) can be determined by the gyroscope sensor 180B. The gyroscope sensor 180B can be used for anti-shake during shooting. Exemplarily, when the shutter is pressed, the gyroscope sensor 180B detects the angle of shake of the mobile phone 100, calculates the distance that the lens module needs to compensate based on the angle, and enables the lens to cancel the shake of the mobile phone 100 through reverse movement to achieve anti-shake. The gyroscope sensor 180B can also be used for navigation and somatosensory game scenarios.
[0285] The touch sensor 180K, also known as a "touch control device". The touch sensor 180K can be disposed on the display screen 194, and the touch sensor 180K and the display screen 194 together form a touch screen, also known as a "touch control screen". The touch sensor 180K is used to detect touch operations acting on it or nearby. The touch sensor can transmit the detected touch operation to the application processor to determine the type of touch event. Visual output related to the touch operation can be provided through the display screen 194. In some other embodiments, the touch sensor 180K can also be disposed on the surface of the mobile phone 100, at a different position from the display screen 194.
[0286] The keys 190 include a power-on key, volume keys, etc. The keys 190 can be mechanical keys. They can also be touch keys. The mobile phone 100 can receive key inputs and generate key signal inputs related to the user settings and function controls of the mobile phone 100.
[0287] The embodiments of the present application also provide a computer program product for implementing the display methods provided in the above embodiments.
[0288] Embodiments of the mechanisms disclosed in this application can be implemented in hardware, software, firmware, or a combination of these implementation methods. Embodiments of this application can be implemented as computer program modules or module code executed on a programmable system, which includes at least one processor, a storage system (including volatile and non-volatile memories and / or storage elements), at least one input device, and at least one output device.
[0289] The computer program modules or module code can be applied to input instructions to perform the various functions described in this application and generate output information. The output information can be applied to one or more output devices in a known manner. For the purposes of this application, the processing system includes any system having a processor such as, for example, a digital signal processor (DSP), a microcontroller, an application specific integrated circuit (ASIC), or a microprocessor.
[0290] The module code can be implemented in a high-level modular language or an object-oriented programming language in order to communicate with the processing system. When needed, the module code can also be implemented in assembly language or machine language. In fact, the mechanisms described in this application are not limited to the scope of any particular programming language. In any case, the language can be a compiled language or an interpreted language.
[0291] In some cases, the disclosed embodiments may be implemented in hardware, firmware, software, or any combination thereof. The disclosed embodiments may also be implemented as instructions carried or stored on one or more transient or non-transient machine-readable (e.g., computer-readable) storage media, which can be read and executed by one or more processors. For example, the instructions may be distributed via a network or via other computer-readable media. Thus, machine-readable media can include any mechanism for storing or transmitting information in a form readable by a machine (e.g., a computer), including but not limited to, floppy disks, optical disks, optical discs, magneto-optical discs, read only memory (ROM), random access memory (RAM), erasable programmable read only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), magnetic or optical cards, flash memory, or tangible machine-readable memories for transmitting information (e.g., carrier waves, infrared signals, digital signals, etc.) in electrical, optical, acoustic, or other forms using the Internet. Thus, machine-readable media include any type of machine-readable media suitable for storing or transmitting electronic instructions or information in a form readable by a machine (e.g., a computer).
[0292] References in the specification to "one embodiment" or "an embodiment" mean that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one exemplary implementation or technique disclosed in embodiments of the present application. The appearances of the phrase "in one embodiment" in various places in the specification are not necessarily all referring to the same embodiment.
[0293] The disclosure of embodiments of the present application also relates to an apparatus for performing the operations in the text. The apparatus may be specifically constructed for the required purpose or it may comprise a general-purpose computer selectively activated or reconfigured by a computer program stored therein. Such a computer program may be stored in a computer-readable medium, such as, but not limited to, any type of disk, including floppy disks, optical disks, CD-ROMs, magneto-optical disks, ROMs, RAMs, EPROMs, EEPROMs, magnetic or optical cards, application specific integrated circuits (ASICs), or any type of medium suitable for storing electronic instructions, and each may be coupled to a computer system bus. In addition, the computers mentioned in the specification may include a single processor or may be an architecture involving multiple processors for increased computing power.
[0294] Additionally, the language used in this specification has been principally selected for readability and instructional purposes and may not have been selected to delineate or circumscribe the disclosed subject matter. Accordingly, the disclosure of embodiments of this application is intended to be illustrative rather than to limit the scope of the concepts discussed herein.
Claims
1. A display method, applied to an electronic device, characterized in that Including: Display a first interface of a first application, where the first interface includes a first display element and a second display element; Upon detecting a display instruction to simultaneously display a second interface and the first interface, perform a non-display process on the second display element in the first interface that does not meet the display conditions, obtaining a third interface corresponding to the first application, where the third interface displays the first display element and does not display the second display element; Display the second interface and the third interface.
2. The method according to claim 1, characterized in that, The first application is a game application, and the first display element includes at least one of the following: A text texture, an icon texture, and a control texture as a user-operable control that represents the current game state of the game application; And the second display element includes at least one of the following: A text texture, an icon texture, an original painting texture, and a non-control texture that cannot represent the current game state of the game application.
3. The method according to claim 2, wherein The second interface is a display interface of a second application.
4. The method according to claim 3, characterized in that, The second application includes at least one of the following: An instant messaging application, a desktop application, a lock screen application, a call application, a text messaging application, a shopping application, a video application.
5. The method according to claim 2, wherein The method further includes: The electronic device receives a notification message of the second application on the first interface; and The detecting the display instruction to simultaneously display the second interface and the first interface includes: Receiving a first operation of the user clicking the notification message, and detecting the display instruction to simultaneously display the second interface and the first interface.
6. The method according to claim 2, wherein The first interface includes a first operation control, and The detecting the display instruction to simultaneously display the second interface and the first interface includes: Receiving a second operation acting on the first operation control, and detecting the display instruction to simultaneously display the second interface and the first interface.
7. The method according to claim 2, wherein The detecting the display instruction to simultaneously display the second interface and the first interface includes: Receiving a third operation of the user closing the first interface, and detecting the display instruction to simultaneously display the second interface and the first interface; where The third operation includes at least any one of the following: A sliding operation on the first interface; A click operation on a physical button and / or a virtual button of the electronic device; An air operation on the electronic device.
8. The method according to any one of claims 5 to 7, characterized in that, The displaying the second interface and the third interface includes: Display the second interface in a first display area of the electronic device, and display the third interface in a second display area of the electronic device, where the first display area is larger than the second display area.
9. The method according to claim 8, wherein There is at least a partially overlapping area between the second display area and the first display area, and The displaying the third interface in the second display area of the electronic device includes: Floatingly display the third interface on the second interface.
10. The method according to claim 8, wherein The second display area does not overlap with the first display area, and The displaying the third interface in the second display area of the electronic device includes: Floatingly display the second interface and the third interface on a fourth interface.
11. The method according to claim 8, characterized in that, The third interface includes a scrolling message interface, a drop-down bar interface, a floating window interface, a Dynamic Island interface, a Live Activity interface.
12. The method according to claim 2, wherein The game application includes a first thread and a second thread. Among them, the first thread is used to run the game application, and the second thread is used to render the interface of the game application. And, displaying the first interface of the first application includes: Determine one or more textures to be displayed based on the first thread, where the one or more textures to be displayed include the first display element and the second display element. Render the textures to be displayed based on the second thread and display the first interface.
13. The method according to claim 12, wherein The non-display processing of the second display element that does not meet the display conditions in the first interface includes: Obtain the first instruction received by the second thread based on the hook function, where the first instruction instructs to draw the first interface. Obtain the first function called by the second thread to execute the first instruction based on the hook function, and obtain the first material file to which the first texture belongs based on the first function, where the first texture is any texture among the one or more textures to be displayed. Determine that the first texture is a second display element that does not meet the display conditions based on the file information of the first material file, and do not render the first texture.
14. The method according to claim 12, wherein Obtaining the third interface corresponding to the first application includes: Obtain the first instruction received by the second thread based on the hook function, where the first instruction is used to instruct to draw the first interface. Obtain the first function called by the second thread to execute the first instruction based on the hook function, and obtain the first material file to which the second texture belongs based on the first function, where the second texture is any texture among the one or more textures to be displayed. Determine that the second texture is a first display element that meets the display conditions based on the file information of the first material file. Generate the third interface based on one or more of the second textures.
15. The method according to claim 14, wherein The second texture has corresponding first scene information. Among them, generating the third interface based on one or more of the second textures includes: Determine the second texture with a preset key identifier among the one or more second textures as the first key texture. Use the first scene information corresponding to the first key texture as the second scene information of the game application. Generate the third interface based on the second scene information and the one or more second textures.
16. The method according to claim 15, characterized in that, The electronic device receives the third scene information sent by the game application. Among them, using the first scene information corresponding to the first key texture as the second scene information of the game application includes: The third scene information is the same as the first scene information. Use the first scene information as the second scene information.
17. The method according to claim 15, characterized in that Generating the third interface based on the second scene information and the one or more second textures includes: Determine the second texture whose first scene information is the second scene information among the one or more second textures as the second key texture. Render the second key texture through the second thread and generate the third interface based on the rendered second key texture.
18. The method according to claim 12, wherein The first thread of the game application determines a fifth interface that includes one or more textures to be displayed, where none of the one or more textures to be displayed in the fifth interface meet the display conditions. The method further includes: Obtaining, based on a hook function, a second instruction received by the second thread, where the second instruction is used to indicate drawing the fifth interface; Not executing the second instruction.
19. An electronic device, characterized in that, Including: One or more processors; One or more memories; the one or more memories store one or more programs, and when the one or more programs are executed by the one or more processors, the electronic device executes the display method according to any one of claims 1 to 18.
20. A computer-readable medium, characterized in that, Instructions are stored on the readable medium, and when the instructions are executed on a computer, the computer executes the display method according to any one of claims 1 to 18.
21. A computer program product includes a computer program / instructions, and when the computer program / instructions are executed by a processor, the display method according to any one of claims 1 to 18 is implemented.
Citation Information
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