Display method, electronic device, and computer readable medium
By filtering key textures from game applications and generating a third interface, the power consumption and stability issues were resolved, enabling stable operation of multiple application interfaces with low power consumption, thus improving user experience and device battery life.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-29
- Publication Date
- 2026-03-24
AI Technical Summary
Existing technologies suffer from increased power consumption and application stability issues when users run games and other applications simultaneously, leading to reduced battery life or application shutdown by the system.
By selecting and displaying key textures from game applications in electronic devices to generate a third interface, while simultaneously displaying interfaces from other applications, the power consumption of rendering non-critical elements is reduced, ensuring stable application operation.
It enables stable operation of multiple application interfaces under low power consumption, improves user experience, prevents applications from being closed by the system, and extends device battery life.
Smart Images

Figure CN120268042B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of computer technology, and more specifically to a display method, an electronic device, and a computer-readable medium. Background Technology
[0002] In scenarios involving gaming applications, users may need to run the game application (as an example of the first application) and other applications simultaneously on their electronic devices. For instance, a user might need to reply to messages while playing a game. In this case, the user's electronic device (e.g., a mobile phone) can typically achieve the following: TM The application (as an example of a second application) runs simultaneously:
[0003] Method 1: Split-screen display of game app and WeChat TM application:
[0004] For example, see Figure 1a The diagram shown illustrates the split-screen effect, where phone 100 can display the game window 100a of the game application and WeChat in a split-screen format. TM The application's chat window 100b; or, see [link to application's chat window]. Figure 1b The diagram shows the effect of a floating window. Mobile phone 100 can also float the chat window 100b on the game window 100a.
[0005] However, while the aforementioned method can satisfy users' need to use game applications and WeChat simultaneously... TM While this method meets the needs of applications, it will significantly increase the power consumption of the phone, thus reducing its battery life.
[0006] Method 2: Run the game application in the background:
[0007] For example, see Figure 1c The illustration shows that 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 game window 100a to chat window 100b.
[0008] However, while switching game apps to run in the background can prevent a significant increase in the phone's power consumption, the game apps may be closed by the system due to insufficient memory or other reasons while running in the background. This method may not be able to ensure that the game apps run stably in the background, thus affecting the user experience. Summary of the Invention
[0009] This application provides a display method that enables electronic devices to stably run multiple applications that require simultaneous display of interfaces.
[0010] In a first aspect, this application provides an interaction method applied to an electronic device, comprising: displaying a first interface of a first application, wherein the first interface includes a first display element and a second display element; detecting a display instruction to simultaneously display a second interface and a first interface, and performing a non-display processing 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, wherein 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 can be the target application described below. The first interface of the first application can be the target interface to be displayed by the target application described below. The first display element can be a key element among the elements to be displayed on the target interface described below, and correspondingly, the second display element can be a non-key element among the elements to be displayed on the target interface.
[0012] Here, the second interface can be the interface of the first application or the interface of other applications. It can be understood that when both the second interface and the first interface are interfaces of the first application, the method provided in this application can simultaneously display the first interface and the third interface of the first application, wherein the third interface is the display interface generated after the first interface has been filtered for display elements.
[0013] It is understandable that once an electronic device identifies the first application as the target application from which display elements can be removed, it can display a third interface (with display elements removed from the second interface) using the above method, while simultaneously displaying the second interface. Since the first display element shown in the third interface is a key element of the target interface, the electronic device only displays the key element in the third interface. This allows users to intuitively obtain key information about the first application from the third interface while reducing power consumption during the display process.
[0014] In one possible implementation of the first aspect mentioned above, the first application is a game application.
[0015] Here, when the first application is a game application, the first interface can be the target interface to be displayed determined by the logic thread of the game application. The first display element can be a key texture among the textures to be displayed in the target interface (described below), and the second display element can be a non-key texture among the textures to be displayed in the target interface (described below).
[0016] Here, the display criteria can be the standards used below to distinguish between critical and non-critical textures. For example, whether the texture to be displayed can represent the game state can be used as the standard to distinguish between critical and non-critical textures; whether the texture to be displayed is a user-operable control can be used as the standard to distinguish between critical and non-critical textures; or whether the texture to be displayed is a user-operable control or can represent the game state can be used as the standard to distinguish between critical and non-critical textures. Correspondingly, not meeting the display criteria can be a control that cannot represent the game state and / or is not user-operable.
[0017] For example, the first display element includes at least one of the following: text texture, icon texture, and control texture that represent the current game state of the game application; and the second display element includes at least one of the following: text texture, icon texture, original artwork texture, and non-control texture that cannot represent the current game state of the game application.
[0018] Here, if the game application is a battle game application, the aforementioned game state can include the battle state.
[0019] It's understandable that the aforementioned display conditions allow for the selection of key textures that users of the game application primarily focus on. Furthermore, when users only need to run the game application and don't require viewing the entire content of the first screen, selecting key textures from the first screen and displaying them on the third screen allows users to intuitively view important information within the game application. Simultaneously, the scheme of displaying only key textures on the third screen reduces the high power consumption required for rendering all the textures to be displayed in the game interface.
[0020] In one possible implementation of the first aspect described above, the second interface is the display interface of the second application.
[0021] Here, the terminal device displays a first interface of a first application and a second interface of a second application; taking a game application as an example, the terminal device can use the game application as the target application for filtering textures to be displayed. Furthermore, it can filter out the first display elements in the first interface of the game application that meet the display conditions, thereby switching the displayed first interface to a third interface.
[0022] Understandably, at this point, the electronic device can simultaneously display the second interface of the second application and the third interface of the game application (with some display elements removed). Since both the second application and the game application run in the foreground simultaneously, their continuous operation is ensured. This prevents the game application from being terminated while the user is using the second application. Furthermore, the game application displays key textures that meet the display conditions based on the third interface. This means that while using the second application, the user can intuitively obtain important information about the game application based on the key textures displayed on the third interface.
[0023] In one possible implementation of the first aspect above, the second application includes at least one of the following: instant messaging application, desktop application, lock screen application, call application, SMS application, shopping application, and video application.
[0024] In one possible implementation of the first aspect described above, the method further includes: the electronic device receiving a notification message from a second application on a first interface; and detecting a display instruction to simultaneously display the second interface and the first interface, including: receiving a first operation of a user clicking the notification message, and detecting the display instruction to simultaneously display the second interface and the first interface.
[0025] Here, when the electronic device displays a notification message from the second application while displaying the first interface, if the user performs a first operation by clicking the notification message, the first operation received by the electronic device can serve as a display instruction to simultaneously display both the second and first interfaces. It can be understood that the notification message from the second application can be displayed based on a second operation control of the second application. This second operation control can be... Figure 5f The message notification control 500f in the middle.
[0026] Here, the first step could be as follows: Figure 4 An example of the first user action in step 402 shown.
[0027] Specifically, taking a game application as the first application and an instant messaging application as the second as an example, in a scenario where the electronic device displays both the game application's first interface and an instant messaging notification message, if the user clicks on the notification message, the electronic device can simultaneously display the instant messaging application's second interface (e.g., a chat interface) and the game application's third interface, which only contains key textures. This ensures the game application runs normally while the user is using the instant messaging application. Furthermore, the user can intuitively obtain important information from the game application based on the third interface. Simultaneously, since the electronic device does not render the entire game application interface, it effectively reduces power consumption when running both the game application and the instant messaging application simultaneously.
[0028] In one possible implementation of the first aspect above, the first interface includes a first operation control, and detecting a display instruction to simultaneously display the second interface and the first interface includes: receiving a second operation applied to the first operation control, and detecting a display instruction to simultaneously display the second interface and the first interface.
[0029] Here, the first operation control in the first interface can be the first operation control 500f as described below. If the user clicks the first operation control in the first interface, the second operation received by the electronic device from clicking the first operation control can serve as a display instruction to simultaneously display both the second interface and the first interface.
[0030] Here, the second operation can be as follows: Figure 4 An example of the first user action in step 402 shown.
[0031] Specifically, let's take a game application as the first example. The first interface of the game application has a first operation control that indicates whether to switch to a third interface. Therefore, when the user only needs to keep the game application running without viewing its full interface content, they can click this first operation control. For example, if the game application is a battle game, the user might have enabled an auto-battle mode. In this mode, the user only needs to keep the game application running continuously for uninterrupted auto-battles without needing to observe the auto-battle process.
[0032] Therefore, in this scenario, the user can click the first operation control on the first interface to extract key textures from the game application's first interface, which are then displayed in a thumbnail on the third interface. Subsequently, the user can run and use other applications on the electronic device, such as a second application.
[0033] In one possible implementation of the first aspect above, detecting a display instruction to simultaneously display the second interface and the first interface includes: receiving a third operation from the user to close the first interface, and detecting a display instruction to simultaneously display the second interface and the first interface; wherein the third operation includes at least one of the following: a swipe operation on the first interface; a click operation on a physical button and / or a virtual button on the electronic device; or a gesture operation on the electronic device.
[0034] Here, the third operation can be as follows: Figure 4 This is an example of the first user action in step 402 shown. The third action could be... Figure 5e The single-finger swipe left operation shown in the image Figure 5f The image shows a single-finger click operation on the message notification control 500f.
[0035] Specifically, taking the first application as a game application, when the user closes the game application, the electronic device can automatically display a thumbnail of the first interface of the game application.
[0036] In one possible implementation of the first aspect above, displaying the second interface and the third interface includes: displaying the second interface in a first display area of the electronic device and displaying the third interface in a second display area of the electronic device, wherein the first display area is larger than the second display area.
[0037] Here, taking a game application as an example, when a user needs to use the second interface of a second application while running the game application, the first interface of the game application can be switched to a small window-like third interface. This smaller third interface displays the key textures of the game application. Conversely, the second interface can be displayed over a larger area of the screen. This improves the user experience of the second application while allowing the user to intuitively obtain important information from the game application through the third interface.
[0038] In one possible implementation of the first aspect described above, there is at least a partially overlapping area between the second display area and the first display area, and displaying a third interface in the second display area of the electronic device includes: displaying the third interface floating 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 displayed floating above the second interface. For example, the terminal device can display the second interface in full screen, and then display the third interface floating above the second interface.
[0040] In one possible implementation of the first aspect described above, the second display area does not overlap with the first display area, and displaying a third interface in the second display area of the electronic device includes: displaying the second interface and the third interface floating on a fourth interface.
[0041] Here, it can be understood that the electronic device can display the fourth interface in full screen, and thus, the second and third interfaces are both displayed floating on this fourth interface. For example, the fourth interface can be the desktop or lock screen, in which case the second and third interfaces can be displayed in different display areas of the desktop or lock screen. Alternatively, the fourth interface can be the terminal device's negative one screen or drop-down menu, in which case the second and third interfaces can be displayed in different display areas of the negative one screen or drop-down menu.
[0042] In one possible implementation of the first aspect mentioned above, the third interface includes a scrolling message interface, a drop-down menu interface, a floating window interface, a dynamic island interface, and a live view window interface.
[0043] Here, the third interface can be a scrolling message interface, a floating window interface, a dynamic island interface, a live window interface, etc., that occupy a small area of the screen display. It can also be a drop-down bar interface that can be hidden. It is understandable that when the third interface occupies a small display area and / or can be hidden, it will effectively improve the user experience when using the second interface.
[0044] In one possible implementation of the first aspect above, the game application includes a first thread and a second thread, wherein the first thread is used to run the game application, the second thread is used to render the interface of the game application, and displaying the first interface of the first application includes: determining one or more textures to be displayed based on the first thread, wherein 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 logic thread mentioned below, and the second thread can be the rendering thread mentioned below.
[0046] In one possible implementation of the first aspect above, the process of not displaying a 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, wherein the first instruction instructs to draw the first interface; obtaining a first function called by the second thread corresponding to the first instruction based on the hook function, and obtaining a first material file to which the first texture belongs based on the first function, wherein the first texture is any one of 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 based on the material file name extracted from the material file to which the first texture belongs using the glBindTexture function.
[0048] Specifically, 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 done by determining that the first texture is a non-critical texture based on the file information of the first material file. For details on determining that the first texture is a non-critical texture, please refer to the following text. Figure 8 The specific description of step 803 shown will not be repeated here.
[0049] In one possible implementation of the first aspect above, obtaining the third interface corresponding to the first application includes: obtaining a first instruction received by the second thread based on a hook function, wherein the first instruction is used to instruct the drawing of the first interface; obtaining a first function called by the second thread corresponding to the first instruction based on the hook function, and obtaining a first material file to which the second texture belongs based on the first function, wherein the second texture is any one of one or more textures to be displayed; determining the second texture as a first display element that meets the display conditions based on the file information of the first material file; and generating the third interface based on one or more second textures.
[0050] Here, based on the file information of the first material file, the second texture is determined to be the first display element that meets the display conditions. Alternatively, the second texture can be determined as a key texture based on the file information of the first material file. For details on determining the second texture as a key texture, please refer to the following text. Figure 8 The specific description of step 803 shown will not be repeated here.
[0051] In one possible implementation of the first aspect above, the second texture has corresponding first scene information, wherein generating a third interface based on one or more second textures includes: determining a second texture with a preset key identifier among one or more second textures as a first key texture; using the first scene information corresponding to the first key texture as the second scene information of the game application; and generating a third interface based on the second scene information and one or more second textures.
[0052] In one possible implementation of the first aspect above, the electronic device receives third scene information sent by the game application, wherein 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 being the same as the first scene information; and using the first scene information as the second scene information.
[0053] In one possible implementation of the first aspect above, generating a third interface based on second scene information and one or more second textures includes: determining a second texture whose first scene information is the second scene information as a second key texture; rendering the second key texture through a second thread; and generating a third interface based on the rendered second key texture.
[0054] Here, the details of how the electronic device determines the first key texture and how it selects the second key texture can be found in the following text. Figure 8 The detailed explanation of the flowchart shown will not be elaborated here.
[0055] In one possible implementation of the first aspect above, the first thread of the game application determines a fifth interface containing one or more textures to be displayed, wherein none of the one or more textures to be displayed on the fifth interface meet the display conditions, and the method further includes: obtaining a second instruction received by the second thread based on a hook function, wherein the second instruction is used to instruct the drawing of the fifth interface; and not executing the second instruction.
[0056] Here, for the fifth interface where all textures to be displayed are non-critical textures, the drawing instructions for drawing the fifth interface can be skipped directly.
[0057] In a second aspect, this application provides an electronic device, including: one or more processors; one or more memories; the one or more memories storing one or more programs, which, when executed by one or more processors, cause the electronic device to perform the display method provided by the first aspect and various possible implementations of the first aspect.
[0058] Thirdly, this application provides a computer-readable medium storing instructions that, when executed on a computer, cause the computer to perform the display methods provided by the first aspect and various possible implementations of the first aspect.
[0059] Fourthly, this application provides a computer program product, including a computer program / instructions that, when executed by a processor, implement the display methods provided in the first aspect and various possible implementations of the first aspect.
[0060] The beneficial effects of the second to fourth aspects mentioned above can be referred to the relevant descriptions in the first aspect and various possible implementations of the first aspect, which will not be repeated here. Attached Figure Description
[0061] Figure 1a The image shown illustrates a split-screen display game application and WeChat provided in this application. TM Schematic diagram of the application's effect;
[0062] Figure 1b The image shown is another split-screen display game application and WeChat provided in this application. TM Schematic diagram of the application's effect;
[0063] Figure 1c The image shown is a schematic diagram illustrating the effect of the background running game application provided in this application;
[0064] Figure 2a A schematic diagram illustrating the display of a key texture provided in an embodiment of this application;
[0065] Figure 2bA schematic diagram illustrating another key texture provided in an embodiment of this application;
[0066] Figure 2c A schematic diagram illustrating another key texture provided in an embodiment of this application;
[0067] Figure 3 The diagram shown is a schematic representation of running three applications simultaneously, as provided in an embodiment of this application.
[0068] Figure 4 The diagram shown is a flowchart illustrating a display method provided in an embodiment of this application.
[0069] Figure 5a The image shown is a schematic diagram of an automatic combat interface provided in an embodiment of this application;
[0070] Figure 5b The image shown is a schematic diagram of a game login screen provided in an embodiment of this application;
[0071] Figure 5c The image shown is a schematic diagram of a game end screen provided in an embodiment of this application;
[0072] Figure 5d The diagram shown is an operation illustration of a first user operation provided in an embodiment of this application;
[0073] Figure 5e The diagram shown is an operation illustration of a first user operation for closing a first game interface provided in an embodiment of this application;
[0074] Figure 5f The diagram shown is an example of another user operation for closing the first game interface provided in this application embodiment;
[0075] Figure 6a The image shown is a schematic diagram illustrating the effect of displaying key textures based on a floating window, according to an embodiment of this application.
[0076] Figure 6b The image shown is a schematic diagram illustrating another effect of displaying key textures based on a floating window, as provided in an embodiment of this application.
[0077] Figure 6c The image shown is a schematic diagram illustrating the effect of displaying key textures based on scrolling messages, according to an embodiment of this application.
[0078] Figure 6d The image shown is a schematic diagram illustrating the effect of displaying key textures based on a dynamic island or a live window, according to an embodiment of this application.
[0079] Figure 7a The diagram shown is an operation schematic of simultaneously displaying the desktop and a scrolling message interface according to an embodiment of this application;
[0080] Figure 7b The diagram shown is another operation diagram of simultaneously displaying the desktop and scrolling message interface according to an embodiment of this application;
[0081] Figure 7c The diagram shown is an operation illustration of a simultaneous chat interface and scrolling message interface provided in an embodiment of this application;
[0082] Figure 7d The diagram shown is an example of another operation diagram of simultaneously displaying a chat interface and a scrolling message interface provided in an embodiment of this application.
[0083] Figure 7e The diagram shown is an operation illustration of another simultaneous chat interface and scrolling message interface provided in an embodiment of this application;
[0084] Figure 7f The image shown is a schematic diagram illustrating the effect of continuously displaying key textures of a game application on the display interface according to an embodiment of this application.
[0085] Figure 8 The diagram shown is a flowchart illustrating a process for extracting key textures according to an embodiment of this application.
[0086] Figure 9 The diagram shown is a software structure block diagram of a mobile phone 100 provided in an embodiment of this application;
[0087] Figure 10 The diagram shown is a structural schematic of a mobile phone 100 provided in an embodiment of this application. Detailed Implementation
[0088] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions in the embodiments of this application will be described in detail below with reference to the accompanying drawings and specific implementation methods.
[0089] It is understood that the data processing method provided in this application embodiment can be applied to electronic devices including but not limited to mobile phones, tablets, desktops, laptops, handheld computers, netbooks, augmented reality (AR) / virtual reality (VR) devices, smart TVs, smartwatches and other wearable devices, servers, mobile email devices, in-vehicle devices, portable game consoles, portable music players, e-reader devices, televisions with one or more processors embedded or coupled thereto, or other electronic devices capable of accessing networks.
[0090] To facilitate understanding of the solutions in the embodiments of this application by those skilled in the art, some concepts and terms involved in the embodiments of this 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 a 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 and other textures that need to be displayed in the game screen. After the logic thread completes the logical calculations, it wakes up the rendering thread to perform the rendering operation.
[0092] (2) Rendering Thread: Used to draw the interface content determined by the logic thread onto the application's display window. Taking a game application as an example, the game application's rendering thread calls the application programming interface (API) to perform tasks related to the rendering of the game screen, drawing the textures that need to be drawn as determined by the logic thread onto the game screen. Real-time rendering of game screens typically consumes a large amount of processing resources.
[0093] (3) Textures: A commonly used resource type when displaying interface content. Taking game applications as an example, the text, icons, controls, etc., displayed in the game screen can all be texture types. Typically, after the logic thread determines the textures required for a frame of the game screen, the rendering thread can store textures of the same type in a material (MTL) file. For example, the rendering thread can save all the text textures required for that frame of the game screen in a corresponding MTL file. Then, the rendering thread can draw the required text, icons, controls, and other textures in that 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 earlier, in scenarios where users need to run a first application, such as a game application, and a second application that needs to be displayed later, the aforementioned solutions of split-screen display of the first and second applications and running the first application in the background cannot stably run the first and second applications simultaneously without significantly increasing the power consumption of electronic devices.
[0095] Therefore, to enable electronic devices to stably run a first application and a second application with low power consumption, this application provides a display method. Specifically, when displaying the first application interface of the first application, if a user operation is detected requiring the simultaneous display of the second application interface of the second application on the electronic device's screen, at least one application is selected from the first and second applications. For ease of description, the selected application is referred to as the target application, and the application interface to be displayed in the target application is referred to as the target interface. At this time, the target interface to be displayed can be reduced, for example, by filtering out key elements from the elements to be displayed in the target interface and displaying only the key elements in the target application's display interface. This reduces the power consumption of the electronic device due to rendering the entire target interface, allowing the electronic device to stably run multiple applications that require simultaneous display of interfaces.
[0096] Furthermore, in other embodiments, the above-described display method can be implemented when certain display conditions are met. These display conditions may include, for example, that at least one of the applications currently to be displayed simultaneously is an application that consumes a significant amount of memory for rendering its interface, such as a game application. Alternatively, the above display conditions may also include: the electronic device currently has a high memory usage rate, such as when many applications are running in the background, or when the electronic device is undergoing an upgrade or update.
[0097] When the aforementioned display conditions are met, the electronic device can select at least one of the two applications that need to be displayed simultaneously as the target application, simplify the elements to be displayed in the target interface of that target application, and then render them. It is understood that this method allows the electronic device to run applications that need to display simultaneously with low power consumption stably, avoiding the phenomenon of applications that need to be displayed simultaneously being shut down by the system due to insufficient memory and / or CPU resources of the electronic device.
[0098] The following describes in detail the specific implementation process of the display method provided in this application, taking a mobile phone 100 as the electronic device, and a game application as the first application to be displayed on the mobile phone 100, and the game application being the selected target application. Here, this application embodiment does not impose any limiting description on the second application that the electronic device needs to display.
[0099] It is understood that the mobile phone 100 can pre-determine key textures that can serve as key elements and non-key textures that can serve as non-key elements from the textures to be displayed in the game application interface (as an example of elements to be displayed). Then, when the logic thread of the game application determines the textures to be displayed in the target interface, the mobile phone 100 can filter out the key textures from the textures to be displayed and display them in the game application's display interface. Here, the target interface to be displayed in the game application can be a frame of game footage determined by the logic thread. Furthermore, the display interface for displaying the key textures of the game application can include small window interfaces in the form of scrolling message interfaces, drop-down bar interfaces, floating window interfaces, dynamic island interfaces, live window interfaces, etc. Here, the drop-down bar interface can include a status bar and / or message notification bar that can expand the display area based on a drop-down operation. The scrolling message interface can include a floating window that can automatically close after a certain display duration.
[0100] It is understood that this application does not make any restrictive descriptions on 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 used to display the second application will be greatly increased. In this way, 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 A schematic diagram of a key texture is shown.
[0102] See Figure 2a Taking a combat game application as an example, the mobile phone 100 can use whether the texture to be displayed can represent the combat state as a standard to distinguish between key textures and non-key textures. Based on this standard, the mobile phone 100 can use textures such as text, icons, and controls that can represent the combat state as key textures, and use original artwork textures such as game characters, game items, background images, game routes, and maps that cannot represent the combat state as non-key textures (not shown). The aforementioned combat states may include, but are not limited to, waiting for user operation, battle started, in battle, in automatic battle, battle achievement, battle paused, and battle ended. The aforementioned user operations include, but are not limited to, login, character selection, accepting tasks, and receiving achievements and rewards.
[0103] Continue to refer to Figure 2aTaking the game screen 200 with automatic combat as the target interface to be displayed, and the floating window interface 201 as the display interface for displaying key textures as an example, when the second application interface of the second application needs to be displayed, the mobile phone 100 can, based on the display method provided in this application, filter out textures 200a, 200b, 200c, and 200d in the game screen 200 that can represent the combat state as key textures and display them in the floating window interface 201. Simultaneously, 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 A schematic diagram showing another key texture is provided.
[0105] See Figure 2b The mobile phone 100 can also use whether the texture to be displayed is a user-operable control as a criterion for distinguishing between critical and non-critical textures. Based on this criterion, the mobile phone 100 can use user-operable control textures as critical textures and textures other than controls as non-critical textures (not shown).
[0106] Continue to refer to Figure 2b Taking the game login screen 202 as the target interface to be displayed and the floating window interface 203 as the display interface for displaying key textures as an example, when the second application interface of the second application needs to be displayed, the mobile phone 100 can, based on the display method provided in this application, filter out textures 200a, 200b, 200c, and 200d of the user-operable control textures in the game login screen 202 as key textures and display them in the floating window interface 203 of the mobile phone 100. Simultaneously, 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 This shows a schematic diagram of another key texture.
[0108] See Figure 2c The mobile phone 100 can also use whether the texture to be displayed is a user-operable control or whether it can represent the battle state as a standard to distinguish between key textures and non-key textures. Based on this standard, the mobile phone 100 can designate user-operable control textures and textures that can represent the battle state as key textures, and non-control textures that cannot represent the battle state as non-key textures. Examples of non-key textures include character textures, item textures, game route textures, game background textures, and other original artwork textures (not shown).
[0109] Continue to refer to Figure 2cTaking the game end screen 204 as the target interface to be displayed and the floating window interface 205 as the display interface for displaying key textures as an example, when the second application interface of the second application needs to be displayed, the mobile phone 100 can, based on the display method provided in this application, filter out the textures 204a and 204b that can represent the battle state in the game login screen 204, as well as the control texture 204c that the user can operate, as key textures 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 201. Here, the second application interface of the second application is not shown.
[0110] It is understood that the criteria for distinguishing between critical and non-critical textures can be adaptively determined based on the core gameplay and / or user interface (UI) design of different game applications. The aforementioned criteria are merely examples; in other examples, the ability to represent core game visuals, game progress, character states, and achievements can also be used as criteria for distinguishing between critical and non-critical textures. This application does not impose any limiting description on the criteria for distinguishing between critical and non-critical textures. Furthermore, this application does not limit the type of game application; game applications can be competitive games, casual games, card games, board games, etc.
[0111] It is understood that the target applications for which the target interface is reduced in the embodiments of this application can be one or more applications such as game applications, video applications, instant messaging applications, conferencing applications, live streaming applications, and educational applications. This application does not limit the specific type and number of target applications. For example, when the target application is a conferencing application, in one example, the textures of controls, chat boxes, etc. in the conferencing interface can be used as key elements. Then, the controls and chat boxes in the conferencing interface can be displayed in the floating window of the electronic device based on the display method provided in this application. As another example, when the target application is a live streaming application, in one example, the textures of purchase links, product information, etc. in the live streaming interface can be used as key elements. Then, the purchase links, product information, etc. in the live streaming interface can be displayed in the scrolling messages of the electronic device based on the display method provided in this application.
[0112] Furthermore, it is understood that although the above solution only describes the scenario of displaying two application interfaces on the display screen at the same time, in other embodiments, the technical approach of this application is also applicable to the scenario of displaying more than two application interfaces on the display screen at the same time.
[0113] For example, see Figure 3The interface diagram shown illustrates that mobile phone 100 needs to run a live streaming application, a game application, and an instant messaging application simultaneously. In this scenario, mobile phone 100 can select the live streaming application and the game application as the target applications. Based on the display method provided in this application, the texture 300a representing a product link in the video interface to be displayed in the live streaming application is displayed in the scrolling message interface 300, and the texture 301a representing the game state in the game screen to be displayed in the game application is displayed in the floating window interface 301. The scrolling message interface 300 can be scrolled onto the chat interface 302 of the instant messaging application. The floating window interface 301 can be floating 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 this application, the specific implementation process of the display method provided in the embodiments of this application will be described in detail below with reference to specific embodiments and accompanying drawings.
[0115] Specifically, the following describes the display method provided in this application in detail, taking the aforementioned electronic device as mobile phone 100, which needs to run a first application and a second application simultaneously. The first application is a game application that serves as the target application.
[0116] Figure 4 A flowchart illustrating a display method is shown according to an embodiment of this application. It can be understood that... Figure 4 The executing entity for each step is mobile phone 100. For ease of description, the executing entity for each step will not be repeated below. Specifically, a display method provided in this application may include the following steps:
[0117] 401: The game application is running and the first game interface is displayed.
[0118] For example, mobile phone 100 can run a game application and display the first game interface of the game application (as an example of a first application interface).
[0119] Figure 5a A schematic diagram of the automatic battle interface of a mobile phone 100 is shown.
[0120] See Figure 5aMobile phone 100 is running a battle game application, and the user of mobile phone 100 has enabled the game application's auto-battle mode. Consequently, the screen of mobile phone 100 displays an auto-battle screen 500 (as an example of a first game interface). The auto-battle screen 500 includes original artwork textures (not shown) representing the battle scene, text and icon textures representing the battle status, and user-operable control textures. Examples of the text and icon textures representing the battle status include textures 500a, 500b, 500c, and 500d, and examples of the user-operable control textures include texture 500e.
[0121] Figure 5b This diagram illustrates the display of a game login screen on a mobile phone 100.
[0122] See Figure 5b Mobile phone 100 is running a battle game application, and the display screen of mobile phone 100 shows a game login screen 501 (as an example of a first game interface). The game login screen 501 includes original artwork textures (not shown) representing the battle scene, text textures representing the battle status, and user-operable control textures. The aforementioned text textures representing the battle status are, for example, texture 501a, and the user-operable control textures are, for example, textures 501b, 501c, 501d, and 501e.
[0123] Figure 5c This diagram illustrates the display of a game over screen on a mobile phone 100.
[0124] See Figure 5c Mobile phone 100 is running a battle game application, and the display screen of mobile phone 100 shows a game end screen 502 (as an example of a first game interface). The game end screen 502 includes original artwork textures (not shown) representing the battle scene, text textures, icon textures, pattern textures representing the battle state, and user-operable control textures. The aforementioned text and icon textures representing the battle state are, for example, texture 502a, text and pattern textures representing the battle state are, for example, texture 502b, and user-operable control textures are, for example, texture 502c.
[0125] It is understood that this application does not impose any restrictive description on 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 in progress screen (not shown), etc.
[0126] Furthermore, this application does not restrict the types of game applications that can run on the mobile phone 100. The game applications that can run on the mobile phone 100 can also be casual games, card games, board games, etc.
[0127] 402: Get the first user action performed on the first game interface.
[0128] For example, after a user performs a first user operation on the game interface displayed on the mobile phone 100, the mobile phone 100 can filter the 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 one example, the first game interface may include a first operation control. The mobile phone 100 can then perform the display method described in steps 403 to 406 based on a first user operation on the first operation control.
[0130] Specifically, Figure 5d A schematic diagram of a first user operation is shown.
[0131] See Figure 5d For example, the auto-battle screen 500 may include a first operation control 500f. In this case, the user's first user operation may be a single-finger tap on the first operation control 500f. When the user taps the first operation control 500f with a single finger, the mobile phone 100 may execute steps 403 to 406 to filter out key textures in the auto-battle screen 500 and display them on the display interface.
[0132] It is 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 may also execute the following steps 403 to 406 based on the user's first user operation on the first operation control 500f.
[0133] It is understood that this application does not impose any restrictive descriptions on the first user operation. The first user operation can also be a two-finger tap operation, a single-finger long press operation, a two-finger long press operation, etc., on the first operation control 500f.
[0134] In another example, when the user closes the first game interface, the mobile phone 100 can automatically execute the display method shown in steps 403 to 406 below. At this time, the user's action of closing the first game interface can be regarded as the first user action.
[0135] Specifically, Figure 5e A schematic diagram of a first user operation for closing the first game interface is shown.
[0136] See Figure 5eFor example, a user can turn off the auto-battle screen 500 by swiping left with a single finger. In this case, the single-finger swipe left can be used as the first user operation. When the user swipes left on the auto-battle screen 500, the mobile phone 100 can perform the following steps 403 to 406 to filter out the key textures in the auto-battle screen 500 and display them on the display interface.
[0137] It is understood that this application does not provide restrictive instructions on the specific operations for closing the first game interface. Users may also close the first game interface by other single-finger 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, or by air gestures.
[0138] Specifically, Figure 5f This diagram illustrates another user operation for closing the first game interface.
[0139] Here, the mobile phone 100 can also close the first game interface based on a second operation control displayed on the screen corresponding to the second application. This second operation control can correspond to the second application interface; for example, it 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 user's operation of the second operation control can be considered a first user operation.
[0140] For example, see Figure 5f WeChat was displayed on the screen of the phone. TM The message notification control 500f (as an example of a second application), when the user taps the message notification control 500f with a single finger, allows the mobile phone 100 to execute steps 403 to 406 to filter out key textures in the auto-battle screen 500 and display them on the display interface. Furthermore, when the user taps the message notification control 500f with a single finger, the mobile phone 100 can close the auto-battle screen 500 and, based on step 406, activate the running WeChat app. TM The app's chat interface is displayed on the screen.
[0141] It is understood that the second operation control of the second application can also be a message notification control and / or advertising pop-up window of other applications such as shopping applications, video applications, instant messaging applications, etc. This application does not impose any restrictive descriptions on the second application and its second operation control.
[0142] In this example, it can be understood that any operation that can close the first game interface can be considered as the aforementioned first user operation.
[0143] Furthermore, it is 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 may also execute the following steps 403 to 406 based on the user's operation of closing the game interface.
[0144] It is understood that when a 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 filtering key textures.
[0145] 403: Extract key textures from the target interface.
[0146] Here, it can be understood that at the moment when the user performs the first user operation, the target interface for filtering key textures can be the first game interface currently displayed on 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 key textures based on the following steps 404 to 406, the target interface for filtering key textures can be the game interface to be displayed that has not yet been displayed, as determined by the logic thread of the game application.
[0147] For the sake of narrative coherence, the following text will discuss... Figure 8 The detailed explanation of the implementation principle and process of extracting key textures from mobile phones is explained in detail in the manual, so it will not be repeated here.
[0148] When the target interface is the automatic battle screen 500, mobile phone 100 can be based on... Figure 8 The process shown filters out key textures in the auto-battle screen 500. Key textures in the auto-battle screen 500 can be text textures, icon textures, pattern textures, and user-operable control textures representing the battle state, such as textures 500a, 500b, 500c, 500d, and 500e. Correspondingly, the original artwork textures (not shown) representing the battle scene can be non-key textures that do not need to be displayed on the screen.
[0149] When the target interface is the automatic battle screen 500, mobile phone 100 can be based on... Figure 8 The process shown filters out key textures in the auto-battle screen 500. Key textures in the auto-battle screen 500 can be text textures, icon textures, pattern textures, and user-operable control textures that represent the battle status. Examples include textures 500a, 500b, 500c, 500d, and 500e. Correspondingly, original artwork textures (not shown) representing the battle scene can be non-key textures that do not need to be displayed on the screen.
[0150] When the target interface is the game login screen 501, mobile phone 100 can be based on Figure 8The process shown filters out key textures in the game login screen 501. Key textures in the game login screen 501 can be text textures representing the battle status, and textures of user-interactive controls. For example, textures 501a, 501b, 501c, 501d, and 501e. Correspondingly, non-key textures containing original artwork textures representing the battle scene (not shown) can be non-key textures that do not need to be displayed on the screen.
[0151] When the target screen is the game over screen (502), mobile phone 100 can... Figure 8 The process shown filters out key textures in the game end screen 502. Key textures in the game end screen 502 can be text and icon textures representing the battle status, as well as text and pattern textures representing the battle status. For example, textures 502a, 502b, and 502c. Correspondingly, the original artwork textures (not shown) representing the battle scene can be non-key textures that do not need to be displayed on the screen.
[0152] 404: Determines how critical textures are displayed.
[0153] For example, the mobile phone 100 can determine the display method of the key texture based on the display state of the screen and a predetermined 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 used to display the key textures. The display interface can be various types, such as a scrolling message interface, a floating window interface, a dynamic island interface, a live window interface, a drop-down bar interface, or a negative one screen interface. This application does not impose any limiting descriptions on the display interface type.
[0155] Mobile phone 100 can set a default display interface type corresponding to game applications, or it can adaptively determine or adjust the display interface type corresponding to game applications based on user selection or modification. This application does not impose any restrictive provisions on the method of setting the display interface type.
[0156] It is understandable that different game applications may have different display interface types. For example, combat games may use a floating window interface, while casual games may use a drop-down menu interface. Correspondingly, different types of applications may also have different display interface types; for example, game applications may use a floating window interface, while live streaming applications may use a scrolling message interface. This application does not impose any restrictive descriptions on the display interface types corresponding to different applications.
[0157] Furthermore, the mobile phone 100 can also determine the display state type of the key texture based on the screen's display state. Here, the aforementioned screen display state can include landscape display and portrait display. When the screen is in landscape mode, the corresponding display state type of the key texture can be landscape display; when the screen is in portrait mode, the corresponding display state type of the key texture can be portrait display.
[0158] In addition, after extracting the key textures from the target interface, the mobile phone 100 can also scale the key textures according to the resolution of the mobile phone 100 and / or the size of the display interface, so that the size of the key textures displayed on the display interface is adapted to the size of the display interface.
[0159] It can be understood that the target interface is the application interface that contains all the textures to be displayed, while the display interface is the application interface that removes non-critical textures and only displays the critical textures in the target interface.
[0160] 405: Draw the key textures on the display interface according to the determined display method.
[0161] For example, after the user performs the first user operation based on step 402, the mobile phone 100 can render the key texture of the target interface determined in 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 mode determined in step 404. It can be understood that different display modes can correspond to different display interfaces.
[0162] For the sake of narrative coherence, the specific implementation process of how the rendering thread of the mobile phone 100 draws key textures on the display interface based on game applications can be found in the following section. Figure 8 The specific details of step 809 are not elaborated here.
[0163] The following descriptions use the target interface as the automatic battle screen 600 and the key texture display status as portrait mode as examples to illustrate the display effects of the mobile phone 100 under different display interface types.
[0164] In one example, the display interface type can be a floating window interface.
[0165] Specifically, Figure 6a This illustration shows a schematic diagram of the effect of displaying key textures in an automatic battle screen 600 based on a floating window.
[0166] See Figure 6aAfter the user performs the 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. The display interface 601a may include the key textures of the auto-battle screen 600 determined in the aforementioned step 403, such as textures 600a, 600b, 600c, 600d, and 600e.
[0167] Figure 6b This illustration shows another effect diagram of key textures in the automatic battle screen 600 based on a floating window.
[0168] See Figure 6b After the user performs the 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, textures 600a, 600b, 600c, 600d, and 600e can be displayed one by one in the display interface 601b. For example, at time A, the mobile phone 100 can display texture 600b based on the display interface 601b. Two seconds after time A, the mobile phone 100 can display texture 600a based on the display interface 601b, and then successively display textures 600d, 600c, and 600e.
[0169] Here, the mobile phone 100 can set dynamic effects when switching the display of various key textures. For example, the dynamic effect can be a vertical scrolling effect, a horizontal switching effect, etc. No limiting descriptions are made here regarding the dynamic effects of switching the display of key textures.
[0170] Understandably, this application is not... Figure 6a and Figure 6b The display positions of display interfaces 601a and 601b on the mobile phone 100 are described restrictively. It is understood that the user can move display interface 601a or display interface 601b to any position on the screen of the mobile phone 100 based on the second user operation. The second user operation can be a single-finger or multi-finger drag operation on display interface 601a and display interface 601b. Here, no restrictions are imposed on the second user operation.
[0171] In another example, the display interface type can be a scrolling message interface.
[0172] Specifically, Figure 6c This diagram illustrates the effect of key textures in the automatic battle screen 600, which is displayed based on scrolling messages.
[0173] See Figure 6cAfter the user performs the first user operation on the auto-battle screen 600, the mobile phone 100 can switch the auto-battle screen 600 to a scrolling message type display interface 602. The display interface 602 may include a scrolling message interface 602a for displaying texture 600a, a scrolling message interface 602b for displaying texture 600b, a scrolling message interface 602c for displaying texture 600c, a scrolling message interface 602d for displaying texture 600d, and a scrolling message interface 602e for displaying texture 600e.
[0174] Understandable. Figure 6c The display positions of scrolling message interfaces 602a to 602e on the mobile phone 100 are for illustrative purposes only; 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 scrolling message interfaces 602a to 602e is also for illustrative purposes only; their arrangement can also be horizontal, arrayed, etc. This application does not impose any limiting descriptions on the display positions and arrangement methods of each scrolling message interface.
[0175] In another example, the display interface type can be either a dynamic island interface or a live window interface.
[0176] Specifically, Figure 6d This illustration shows the effect of key textures in the automatic battle screen 600, displayed based on the dynamic island or live window.
[0177] See Figure 6d 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 display interface 603 of the Dynamic Island or Live Window type. The display interface 603 may include an icon 603a corresponding to the game application. After 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 key textures from the auto-battle screen 600 in the display interface 604, such as textures 600a, 600b, 600c, 600d, and 600e.
[0178] Here, the third user operation can be a single-finger long press, a single-finger double press, or other single-finger or multi-finger operations on the display interface 603. This application does not impose any restrictive description on the third user operation of switching the display interface 603 to the display interface 604.
[0179] It is understandable that the display interface of the game application may also be a part of the display area in the drop-down bar of the mobile phone 100 (not shown), or a part of the display area in the negative one screen of the mobile phone 100 (not shown).
[0180] Here, the aforementioned Figures 6a to 6dOnly a schematic diagram of the game application's display interface is shown; the display effect of the second application's interface on the mobile phone 100 is not shown. The display effect of this second application interface will be explained in detail in step 406 below, and will not be repeated here.
[0181] Furthermore, the aforementioned Figures 6a to 6d In this application, the size, color, border shape, and other styles of the display interface, as well as the display position and display order of various key textures in the display interface, can all be adaptively determined by the mobile phone 100 according to the specific application scenario, and / or by the user's selection or modification. This application does not impose any limiting provisions on the foregoing.
[0182] As can be understood, the above method of displaying key textures in the display interface not only allows users to directly view the game content they are interested in, but also preserves the display style of the game application. For example, key textures of text texture type retain their font, color, and other characteristics, while key textures of icon texture type retain their line type, color, shape, and other characteristics.
[0183] 406: Displays the second application interface of the second application.
[0184] For example, after the mobile phone 100 obtains the user's first user operation on the first game interface based on the aforementioned step 402, it can display the second application interface of the second application based on the user's fourth user operation. This allows the display interface of the game application and the second application interface of the second application to be displayed simultaneously on the screen of the mobile phone 100.
[0185] Here, the second application can be a desktop application of mobile phone 100, or other system applications or third-party applications of mobile phone 100. This application does not restrict the specific type of the second application.
[0186] Below, taking the first game interface as the automatic battle interface and the display interface as the scrolling message interface as an example, we will explain in detail the effect of the phone 100 simultaneously displaying the second application interface and the display interface.
[0187] In one example, the second application interface that the user needs to display can be the desktop of a desktop application. It can be understood that, in this case, the fourth user action used to display the second application interface can be the aforementioned first user action.
[0188] For example, Figure 7a A schematic diagram illustrating an operation that simultaneously displays the desktop and a scrolling message interface is shown.
[0189] See Figure 7aWhen the user clicks 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. Furthermore, the mobile phone 100 can simultaneously display the desktop 705 in full screen based on the user's click on the first operation control 700f. Therefore, the mobile phone 100 can simultaneously display the desktop 705 and the scrolling message interface 702 of the game application on the screen.
[0190] Figure 7b This diagram illustrates another operation that simultaneously displays the desktop and a scrolling message interface.
[0191] See Figure 7b When a user closes the auto-battle interface 700 based on a first user operation, for example, when the user performs a single-finger swipe left on the auto-battle screen 500 to close it, the mobile phone 100 can switch the auto-battle interface 700 to a scrolling message interface 702 based on the aforementioned steps 403 to 405. Furthermore, the mobile phone 100 can simultaneously display the desktop 705 in full screen based on the user's single-finger swipe left on the auto-battle screen 500. Therefore, the mobile phone 100 can simultaneously display the desktop 705 and the scrolling message interface 702 of the game application on the screen.
[0192] In another example, the second application interface that the user needs to display can be other system applications or third-party applications on the phone. Below, we'll use WeChat as an example of the second application interface. TM Taking the chat interface of the application as an example, this article will explain in detail the effect of displaying a second application interface and the display interface simultaneously on a mobile phone.
[0193] For example, Figure 7c A schematic diagram illustrating the operation of simultaneously displaying a chat interface and a scrolling message interface is shown.
[0194] See Figure 7c While the phone was displaying the auto-battle interface, WeChat was shown on the screen. TM When the user taps the message notification control 700f, they can do so with a single finger. Then, after the user taps the message notification 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. Furthermore, the mobile phone 100 can simultaneously display the chat interface 706 in full-screen mode based on the user's single-finger tap on the message notification control 500f. Therefore, the mobile phone 100 can simultaneously display the chat interface 706 and the game application's scrolling message interface 702 on the screen.
[0195] Here, it can be understood that a user's single-finger click on the message notification control 500f can simultaneously serve as the first user action and the fourth user action for displaying the chat interface 706.
[0196] Figure 7d This diagram illustrates another operation method that simultaneously displays the chat interface and the scrolling message interface.
[0197] See Figure 7d When the phone 100 displays both the desktop 705 and the scrolling message interface 702 of the game application on the screen simultaneously based on the user's click operation on the first operation control 700f, the user can click on WeChat on the desktop 705 with a single finger. TM The application icon 705a (as an example of a fourth user operation) allows the phone 100 to simultaneously display the chat interface 706 and the scrolling message interface 702 of the game application on the screen.
[0198] Figure 7e This diagram illustrates another method of simultaneously displaying a chat interface and a scrolling message interface.
[0199] See Figure 7d When the phone displays both the desktop 705 and the scrolling message interface 702 of the game application on the screen simultaneously based on the user's single-finger left swipe operation on the automatic battle screen 500, the user can then tap WeChat on the desktop 705 with a single finger. TM The application icon 705a allows the phone 100 to simultaneously display the chat interface 706 and the scrolling message interface 702 of the game application on the screen.
[0200] It is understood that the aforementioned examples of using the automatic battle screen as the primary application interface and the scrolling message interface as the display interface are merely illustrative. The display effects and operation processes of other types of primary application interfaces and display interfaces are the same as described above. Figures 7a to 7e The essence is the same, so I will not go into details here.
[0201] It is understandable that after the mobile phone 100 displays both the game application's display interface and the second application's second application interface on the screen based on steps 401 to 406, steps 403 and 406 can be repeated. Furthermore, for each subsequent frame of the target interface to be displayed, as determined by the game application's logical thread, the mobile phone 100 can, based on steps 403 to 406, ensure that the key textures in each frame of the target interface are also displayed on the game application's display interface.
[0202] For example, taking the display interface as a scrolling message interface, the mobile phone 100 can achieve the scrolling display effect of each scrolling message interface and the continuous display effect of 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 a display time threshold for each scrolling message interface, so that the scrolling message interface can be automatically closed after its display duration reaches its corresponding threshold. Furthermore, the mobile phone 100 can also set display conditions for scrolling message interfaces based on the key texture type displayed. For example, for scrolling message interfaces displaying control textures, a display interval can be set. When the time for closing such a scrolling message interface reaches the specified interval, it can be displayed again, allowing the user to operate the game application based on the operable controls within the scrolling message interface. For scrolling message interfaces displaying text and / or icon textures, the mobile phone 100 can re-display such scrolling message interfaces when it detects a change in the key texture displayed.
[0204] It is understood that the display time thresholds for different scrolling message interfaces can be the same or different. This application does not specify the exact duration of the display time threshold and the display interval. For example, the display time threshold can be any value within the range of 1 second to 10 seconds. For example, the display interval can be any value within the range of 2 seconds to 15 seconds.
[0205] By setting the display time threshold and display conditions as described above, the mobile phone 100 can achieve the scrolling display effect of various scrolling message interfaces, as well as the continuous display effect of key textures in game applications.
[0206] Specifically, Figure 7f This diagram illustrates an effect where key textures of a game application are continuously displayed on the screen.
[0207] See Figure 7f At time A, the display interface 602 displayed by mobile phone 100 includes scrolling message interfaces 602a to 602e. Five seconds later, at time B, the display duration of scrolling message interfaces 602b and 602d both reach their respective display time thresholds, and the key textures to be displayed in scrolling message interfaces 602b and 602d remain unchanged. Therefore, scrolling message interfaces 602b and 602d are turned off by mobile phone 100. Thus, the display interface 603 displayed by mobile phone 100 at time B only includes scrolling message interfaces 602a, 602c, and 602e.
[0208] Continuing from the previous discussion, at time C, 10 seconds after time B, the scrolling message interface 602a reaches its corresponding display time threshold, and the key texture to be displayed remains unchanged. Therefore, the scrolling message interface 602a is closed by the phone 100. However, the key texture to be displayed in the scrolling message interface 602d has changed. Therefore, the phone 100 re-displays the scrolling message interface 602d, displaying the updated key texture. The scrolling message interface 602c reaches its corresponding display time threshold, but the key texture to be displayed has changed. Therefore, the phone 100 does not close the scrolling message interface 602c and displays the updated key texture in it. Therefore, the display interface 604 displayed by the phone 100 at time C includes scrolling message interfaces 602d, 602c, and 602e.
[0209] It is understandable that when one or more scrolling message interfaces are closed by mobile phone 100, mobile phone 100 can rearrange the remaining one or more scrolling message interfaces that need to be displayed according to a predetermined layout. For example, the one or more scrolling message interfaces that need to be displayed can be rearranged vertically at equal intervals.
[0210] Here, the mobile phone 100 can also set dynamic effects when each scrolling message interface is closed. The aforementioned dynamic effects include, but are not limited to, the scrolling message interface gradually fading out from its original display position along a preset direction, gradually fading out from its original display position as a whole, sliding and fading out along a preset direction, etc. Here, no limiting description is made of the dynamic effects of each scrolling message interface.
[0211] It is understood that mobile phone 100 can adaptively determine key textures based on the different game content that users need to view on the display interface in different scenarios. Therefore, when mobile phone 100 displays both the game application's display interface and the second application interface on the screen simultaneously using the display method provided in this application, users can view the game content they want to know through the game application's display interface while using the second application interface.
[0212] For example, for a game application that provides an auto-battle mode, after enabling the auto-battle mode on phone 100, the user does not need to frequently interact with the game application. Therefore, based on the display method provided in this application, the auto-battle screen can be displayed in a thumbnail on a display interface that occupies only a small portion of the screen display area. Furthermore, a second application interface can be displayed on the majority of the unoccupied display area, and this second application interface can be used. For example, WeChat can be displayed in full screen on phone 10. TMThe app's chat interface allows users to communicate in real-time. Simultaneously, the game app's interface can be displayed floating on top of this chat interface, or shown in the phone's drop-down menu or negative one screen. This allows users to check game progress and other game content they care about while communicating in real-time. Furthermore, because the displayed interface occupies a small display area, it effectively improves user engagement with WeChat. TM User experience of the application.
[0213] The following is a detailed description of the specific implementation process of extracting key textures in the display method provided in the embodiments of this application, with reference to the accompanying drawings.
[0214] First, to facilitate understanding of the implementation principle of filtering key textures in the display method provided in this application, the rendering process of the game application's rendering thread to draw the game screen will be explained in detail.
[0215] Specifically, taking the example of a game application's rendering thread drawing the target interface using OpenGL (Open Graphics Library), after the game application's logic thread determines the texture to be displayed for the target interface, the rendering thread can call the glBindTexture function in the OpenGL drawing command (DrawCall) to bind the material file containing the texture to be displayed to the canvas (or graphic buffer) used to display each target interface. It can be understood that the glBindTexture function can include characteristics of the material file, such as the material filename.
[0216] Furthermore, the rendering thread of a game application can trim the texture to be displayed from the material file bound to the canvas. For example, the rendering thread can use the glUseProgram function in OpenGL to trim the texture to be displayed from the material file based on information such as its position within the material file. It can be understood that the glUseProgram function can include the positioning information of the texture to be displayed within the material file, including location information, etc.
[0217] After clipping is complete, the rendering thread can adjust the texture to be displayed based on the glUniform4fv function in OpenGL. The adjustments include, but are not limited to, shape, position, and size.
[0218] Finally, the rendering thread can use the glDrawElementsBaseVertex function in OpenGL to draw the texture to be displayed on the canvas used to display the target interface.
[0219] Based on the above drawing process, the rendering thread of the game application can complete the frame-by-frame drawing of the target interface.
[0220] Based on the above drawing process Figure 8 A schematic flowchart illustrating the extraction of key textures based on the display method provided in this application embodiment is shown. It can be understood that... Figure 8 The execution entity for each step is the mobile phone 100. For ease of description, the execution entity for each step will not be repeated below. Specifically, extracting key textures based on the display method provided in this application may include the following steps:
[0221] 801: Get the drawing instructions called by the game application.
[0222] For example, mobile phone 100 can obtain the drawing instructions called by the rendering thread of the game application through the 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] For example, mobile phone 100 can obtain the first function called by the rendering thread of the game application through a hook function. Here, the first function can be the glBindTexture function in the OpenGL drawing instructions. Then, 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 if the texture to be displayed is a critical texture.
[0226] If the determination is yes, it means that the texture to be displayed is a key texture, and then steps 805 to 807 can be executed.
[0227] If the determination is negative, it means that the texture to be displayed is not a critical texture, and the following step 804 can be executed.
[0228] Specifically, the mobile phone 100 can pre-store a first database, which may contain the correspondence between key textures and material files. The criteria for distinguishing between key and non-key textures are described above. Figures 2a to 2c The relevant descriptions will not be repeated here.
[0229] It is understandable that a texture can be uniquely located based on its position information in its material file. Therefore, after the mobile phone 100 distinguishes between key textures and non-key textures in advance, the correspondence between the position information of key textures and their respective material file names can be stored in the first database.
[0230] Therefore, based on the first database and the material filenames of the textures 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 critical 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 filename of the texture to be displayed that needs to be drawn based on the glBindTexture function. Furthermore, it can determine whether the texture to be displayed that needs to be drawn is a critical texture based on the pre-established first database.
[0231] For example, it can be determined whether the texture to be drawn and displayed is a critical texture by checking whether the first database contains the material file name from the glBindTexture function. If the first database contains the material file name, it can be determined that the texture to be drawn and displayed is a critical texture, and steps 805 to 807 can be executed. Conversely, if the first database does not contain the material file name, it can be determined that the texture to be drawn and displayed is not a critical texture. Here, if none of the textures to be displayed on the target interface are critical textures, 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 critical textures, it can directly skip the drawing instructions obtained in step 801 above, so that the game application's rendering thread does not draw the target interface. This step avoids the rendering thread drawing the target interface that does not contain critical textures, and thus, the mobile phone 100 can avoid displaying the target interface that does not contain critical textures on the aforementioned display interface. This reduces the power consumption required when running a game application based on the display method provided in this application.
[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 material files.
[0236] Here, if the mobile phone 100 determines, based on step 803 above, that the texture to be drawn and displayed is a key texture, it can record the material file to which the key texture belongs. For example, the mobile phone 100 can establish a second database, which can store the location information of the key texture and the texture label of the material file. It is understood that since the game application determines the texture label of the material file each time it runs, the texture label of the same material file may be different each time it runs. Therefore, the mobile phone 100 can establish the second database corresponding to the current running process according to steps 801 to 805 above each time the game application runs. Here, it is understood that the second database can store the correspondence between the location information of the key texture and the information that can be quickly indexed to the material file to which the key texture belongs. The information that can be quickly indexed to the material file to which the key texture belongs includes the texture label of the material file, the material file code (texture identity document, texture ID), etc. No restrictive description is made here regarding the information content stored in the second database.
[0237] It is understandable that since retrieving texture labels is much faster than retrieving material file names, establishing a second database can speed up the extraction of key textures from the target application by the mobile phone 100 based on the following step 809.
[0238] 806: Determine the game scenario.
[0239] Furthermore, it's understandable that different game scenarios may require different key textures. That is, the same key texture might be needed in one game scenario but not in another. For example, taking a combat game application as an example, where the key texture is an icon texture representing a character's health. In a combat scenario, the character's health is crucial information for the user; therefore, the phone can use this icon texture representing the character's health as the key texture needed in the combat scenario. However, in a reward-claiming scenario, the character's health is not crucial information for the user; therefore, the phone can use this icon texture representing the character's health as the key texture not needed in the reward-claiming scenario.
[0240] To achieve the above effect, the mobile phone 100 can predetermine the game scene where each key texture should be displayed, and then draw the key texture only in the game scene where it should be displayed. The key texture is not drawn in other game scenes. For example, the mobile phone 100 can store the first scene information corresponding to each key texture in a first database. Here, the first scene information can represent the game scene where the key texture is applied.
[0241] Furthermore, the mobile phone 100 can pre-determine several key textures that can be used to determine the game scene (hereinafter, these key textures that can be used to determine the game scene can be referred to as first key textures). Each first key texture is then marked with a key identifier in the first database. It can be understood that each first key texture in the first database has a corresponding key identifier and first scene information.
[0242] For example, a text texture displaying "Match in Progress" can be used to determine that the current game scene is a battle scene. Therefore, this text texture displaying "Match in Progress" can be used as a first key texture, marked with a key identifier. Furthermore, the battle scene can be used as the first scene information corresponding to this first key texture. The correspondence between this first key texture, key identifier, and first scene information is recorded in a 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 filter the first key texture among the textures to be displayed based on key identifiers, and determine the first scene information corresponding to the 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 logic thread instructs the rendering of a texture to be displayed that includes a first keytexture with the content "Match in Progress," then the current game scene can be the game scene of a battle corresponding to "Match in Progress." Therefore, the first scene information corresponding to the first keytexture with the content "Match in Progress" can be used as the current scene information. It can be understood that this current scene information can be used to characterize the current game scene of the game application as a battle.
[0245] Furthermore, once the mobile phone 100 determines the current scene information based on the first key texture, it can filter the textures to be displayed that have the first scene information as the key texture (as an example of a second key texture). Then, the rendering thread of the game application draws all the second key textures.
[0246] It is understandable that the game scenarios for competitive games can also include starting a match, winning a match, losing a match, and claiming rewards. Therefore, no restrictive statements will be made regarding the types of game applications or the game scenarios for various types of game applications.
[0247] For example, mobile phone 100 can obtain a second function called by the rendering thread of the game application, which may be the aforementioned glUseProgram function. Mobile phone 100 can obtain the location information of a key texture in the texture to be displayed according to the glUseProgram function. Then, based on the material file name of the key texture and the location information of the key texture, it can uniquely identify the key texture in the first database. Furthermore, based on the above, it can determine whether the key texture is the second key texture that needs to be displayed in the current game scene.
[0248] 807: Obtaining game information based on game software development kits.
[0249] For example, a game developer of a game application may send game information to mobile phone 100 based on a game software development kit (game SDK). This game information may be, for example, game scene information (hereinafter, the game scene received by mobile phone 100 based on the game SDK is referred to as third scene information). Therefore, for game applications where the game developer can send third scene information to mobile phone 100 based on the game SDK, mobile phone 100 can verify the game scene determined in step 806 above based on the received third scene information in step 808 below.
[0250] It is understandable that for game applications where the game developer cannot send third-scene information to the mobile phone 100 based on the game SDK, the mobile phone 100 can directly execute the following step 809 based on the game scene determined in step 806 above.
[0251] 808: Verify game scenarios based on game information.
[0252] For example, 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 in step 807 differs from the second scene information determined in step 806, the second scene information is corrected to the third scene information received by the mobile phone. Furthermore, 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] For example, the mobile phone 100 can draw a second key texture whose first scene information is the second scene information. It can be understood that the second key texture whose first scene information is the second scene information includes the first key texture whose first scene information is the second scene information.
[0256] Specifically, the mobile phone 100 can extract 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 extracted using the glUseProgram function.
[0257] Furthermore, the mobile phone 100 can continue to use the game application's rendering thread to draw the clipped second key texture on the display interface. Specifically, after clipping, the mobile phone 100's rendering thread can adjust the clipped second key texture based on the OpenGL glUniform4fv function, including but not limited to shape, position, and size. Then, the rendering thread can use the OpenGL glDrawElementsBaseVertex function to draw the clipped second key texture on the display interface used to display the key texture.
[0258] Figure 9 A software structure block diagram of a mobile phone 100 is shown according to an embodiment of this application.
[0259] like Figure 9 As shown, the software system of mobile phone 100 can adopt a layered architecture, event-driven architecture, microkernel architecture, microservice architecture, or cloud architecture. This embodiment of the invention uses a layered architecture of Android... TM Taking the system as an example, the software structure of mobile phone 100 is illustrated.
[0260] A layered architecture divides software into several layers, each with a clear role and function. Layers communicate with each other through software interfaces. In some embodiments, Android... TM The system is divided into four layers, from top to bottom: application layer, application framework layer, and Android. TM runtime (Android) TM runtime and system libraries, as well as the kernel layer.
[0261] like Figure 9 As shown, the application layer can include a series of application packages. These application packages can include applications such as a first application, a second application 902, etc., where the first application could be, for example, a game application 901.
[0262] The application framework layer provides application programming interfaces (APIs) and a programming framework for applications in the application layer. The application framework layer includes some predefined functions.
[0263] like Figure 9 As shown, the application framework layer may include the Game Software Development Kit 903.
[0264] Mobile phone 100 can receive game information, such as game scene information, from game developers via game application 901 based on game software development kit 903.
[0265] For details regarding how Mobile 100 obtains game information based on Game Software Development Kit 903, please refer to the aforementioned documentation. Figure 8 The detailed description in step 807 is omitted here.
[0266] The application layer and application framework layer run in a virtual machine. The virtual machine executes the Java files of the application layer and 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: image function table 904, key texture judgment module 905, material file recording module 906, game scene recognition module 907, key texture extraction module 908, key texture drawing module 909, display module 911, first database and second database (not shown in the figure), etc.
[0268] Here, the image function table 904 contains a database of OpenGL functions used for rendering the target interface and / or displaying the interface. For example, the image function table 904 can be a LibEGL-functionTable. The image function table 904 may contain the aforementioned glBindTexture function, glUseProgram function, glUniform4fv function, glDrawElementsBaseVertex function, etc.
[0269] The key texture determination module 905 is a functional module used to determine whether the material file to be bound contains key textures. For details on the process by which the key texture determination module 905 determines whether the material file to be bound contains key textures, please refer to the aforementioned documentation. Figure 8 The specific description of step 803 will not be repeated here.
[0270] The material file recording module 906 is used to record material files. For details on the process of the material file recording module 906 recording material files, please refer to the aforementioned section. Figure 8 The specific description in step 805 will not be repeated 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 issued by the game software development kit. For details on the process of the game scene recognition module 907 determining and verifying the game scene, please refer to the aforementioned... Figure 8 The specific descriptions of steps 806 to 808 are not repeated here.
[0272] The key texture extraction module 908 is used to extract key textures. For details on the key texture extraction process of the key texture extraction module 908, please refer to the aforementioned section. Figure 8 The specific description in step 809 will not be repeated 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 details on the process of the key texture drawing module 909 drawing key textures, please refer to the preceding description. Figure 8 The specific description in step 809 will not be repeated here.
[0274] Display module 911 is used to display the aforementioned display interface. Display module 911 may include Android. TM The surfaceFlinger process in the system is used to receive one or more image buffers sent by the image processor for displaying the aforementioned display interface, composite them, and then display the composite display interface on the screen of the mobile phone 100.
[0275] The kernel layer is the layer between hardware and software. The kernel layer may include the graphics processor 910.
[0276] The image processor 910 is used to receive one or more image buffers with key textures drawn 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 displays the display interface on the screen of the mobile phone 100.
[0277] Figure 10 A schematic diagram of the structure of a mobile phone 100 is shown according to an embodiment of this application.
[0278] See Figure 10The 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 jack 170D, a sensor module 180, buttons 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 accelerometer 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 is understood that the structures illustrated in the embodiments of the present invention do not constitute a specific limitation on the mobile phone 100. In other embodiments of this application, the mobile phone 100 may include more or fewer components than illustrated, or combine some components, or split some components, or have different component arrangements. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.
[0280] Processor 110 may include one or more processing units, such as application processors (APs), modem processors, graphics processing units (GPUs), image signal processors (ISPs), controllers, video codecs, digital signal processors (DSPs), baseband processors, and / or neural network processing units (NPUs). These different processing units may be independent devices or integrated into one or more processors.
[0281] The controller can generate operation control signals based on the instruction opcode and timing signals to complete the control of instruction fetching and execution.
[0282] The processor 110 may also include a memory for storing instructions and data. In some embodiments, the memory in the processor 110 is a cache memory. This memory can store instructions or data that the processor 110 has just used or that are used repeatedly. If the processor 110 needs to use the instruction or data again, it can retrieve it directly from the aforementioned memory. This avoids repeated accesses, reduces the waiting time of the processor 110, and thus improves the efficiency of the system.
[0283] Pressure sensor 180A is used to sense pressure signals and convert them into electrical signals. In some embodiments, pressure sensor 180A may be disposed on display screen 194. There are many types of pressure sensors 180A, such as resistive pressure sensors, inductive pressure sensors, and capacitive pressure sensors. A capacitive pressure sensor may include at least two parallel plates with conductive material. When a force is applied to pressure sensor 180A, the capacitance between the electrodes changes.
[0284] The gyroscope sensor 180B can be used to determine the motion attitude of the mobile phone 100. In some embodiments, the gyroscope sensor 180B can determine the angular velocity of the mobile phone 100 around three axes (i.e., the x, y, and z axes). The gyroscope sensor 180B can be used for image stabilization. For example, when the shutter is pressed, the gyroscope sensor 180B detects the angle of the mobile phone 100's shake, calculates the distance that the lens module needs to compensate based on the angle, and allows the lens to counteract the shake of the mobile phone 100 through reverse movement, thus achieving image stabilization. The gyroscope sensor 180B can also be used in navigation and motion-sensing gaming scenarios.
[0285] Touch sensor 180K, also known as a "touch device," can be located on display screen 194. The touch sensor 180K and display screen 194 together form a touchscreen, also known as a "touchscreen." Touch sensor 180K detects touch operations applied to or near it. 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 display screen 194. In other embodiments, touch sensor 180K may also be located on the surface of mobile phone 100, in a different position than display screen 194.
[0286] Keypad 190 includes a power button, volume buttons, etc. Keypad 190 can be a mechanical keypad or a touch keypad. Mobile phone 100 can receive keypad input and generate key signal inputs related to user settings and function control of mobile phone 100.
[0287] This application also provides a computer program product for implementing the display methods provided in the above embodiments.
[0288] Various embodiments of the mechanisms disclosed in this application can be implemented in hardware, software, firmware, or combinations of these implementation methods. Embodiments of this application can be implemented as computer program modules or module code executable on a programmable system, the programmable system including at least one processor, a storage system (including volatile and non-volatile memory and / or storage elements), at least one input device, and at least one output device.
[0289] Computer program modules or module code can be applied to input instructions to perform the 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] Module code can be implemented using a high-level modular language or an object-oriented programming language to communicate with the processing system. Assembly language or machine language can also be used to implement module code when needed. In fact, the mechanisms described in this application are not limited to any particular programming language. In either 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 thereon on one or more temporary or non-temporary machine-readable (e.g., computer-readable) storage media, which may be read and executed by one or more processors. For example, the instructions may be distributed via a network or through other computer-readable media. Therefore, machine-readable media may include any mechanism for storing or transmitting information in a machine-readable (e.g., computer-readable) form, including but not limited to floppy disks, optical disks, optical discs, magneto-optical disks, read-only memory (ROM), random access memory (RAM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), magnetic cards or optical cards, flash memory, or tangible machine-readable storage for transmitting information (e.g., carrier waves, infrared signals, digital signals, etc.) using the Internet in the form of electrical, optical, acoustic, or other forms of propagated signals. Therefore, machine-readable media include any type of machine-readable medium suitable for storing or transmitting electronic instructions or information in a machine-readable (e.g., computer-readable) form.
[0292] In this specification, the reference to "an embodiment" or "an embodiment" means that a specific feature, structure, or characteristic described in connection with the embodiment is included in at least one exemplary implementation or technology disclosed according to an embodiment of this application. The appearance of the phrase "in an embodiment" in various places in the specification does not necessarily refer to the same embodiment.
[0293] The disclosure of embodiments of this application also relates to means for performing operations in text. This means may be specifically constructed for the claimed purpose or may include a general-purpose computer selectively activated or reconfigured by a computer program stored in a computer. Such a computer program may be stored on a computer-readable medium, such as, but not limited to, any type of disk, including floppy disks, optical disks, CD-ROMs, magneto-optical disks, read-only memory (ROM), random access memory (RAM), EPROM, EEPROM, 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. Furthermore, the computer mentioned in the specification may include a single processor or may employ an architecture involving multiple processors for increased computing power.
[0294] Furthermore, the language used in this specification has been primarily chosen for readability and instructional purposes and may not have been chosen to depict or limit the disclosed subject matter. Therefore, the embodiments disclosed herein are intended to illustrate, and not limit, the scope of the concepts discussed herein.
Claims
1. A display method applied to an electronic device, characterized in that, include: Displaying a first interface of a first application, wherein the first interface includes a first display element and a second display element; Upon detecting a display instruction that simultaneously displays the second interface and the first interface, the second display element in the first interface that does not meet the display conditions is not displayed, thereby obtaining a third interface corresponding to the first application. The third interface displays the first display element but does not display the second display element. The first display element is a key element in the first interface, and the second display element is a non-key element in the first interface. Display the second interface and the third interface; The first application includes a first thread and a second thread, wherein the first thread is used to run the first application, the second thread is used to render the interface of the first application, and displaying the first interface of the first application includes: Based on the first thread, one or more textures to be displayed are determined, wherein the one or more textures to be displayed include the first display element and the second display element. The texture to be displayed is rendered based on the second thread, and the first interface is displayed. The step of not displaying the second display element in the first interface that does not meet the display conditions includes: The hook function is used to obtain the first instruction received by the second thread, wherein the first instruction instructs to draw the first interface; The hook function is used to obtain the first function called by the second thread corresponding to the first instruction, and the first material file to which the first texture belongs is obtained based on the first function, wherein the first texture is any texture among the one or more textures to be displayed; Based on the file information of the first material file, the first texture is determined to be a second display element that does not meet the display conditions, and the first texture is not rendered.
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: Text textures, icon textures, and control textures that represent the current game state of the game application; Furthermore, the second display element includes at least one of the following: The text texture, icon texture, original artwork texture, and non-control texture cannot represent the current game state of the game application.
3. The method according to claim 2, characterized in that, The second interface is the display interface of the second application.
4. The method according to claim 3, characterized in that, The second application includes at least one of the following: Instant messaging applications, desktop applications, lock screen applications, calling applications, SMS applications, shopping applications, and video applications.
5. The method according to claim 2, characterized in that, The method further includes: The electronic device receives a notification message from the second application on the first interface; and, The detected display instruction to simultaneously display the second interface and the first interface includes: Upon receiving the first operation of the user clicking the notification message, a display instruction to simultaneously display the second interface and the first interface is detected.
6. The method according to claim 2, characterized in that, The first interface includes a first operation control, and, The detected display instruction to simultaneously display the second interface and the first interface includes: Upon receiving a second operation applied to the first operation control, a display instruction is detected to simultaneously display the second interface and the first interface.
7. The method according to claim 2, characterized in that, The detected display instruction to simultaneously display the second interface and the first interface includes: Upon receiving a third operation from the user to close the first interface, a display instruction to simultaneously display the second interface and the first interface is detected; wherein, The third operation includes at least one of the following: The sliding operation on the first interface; Clicking operations on the physical buttons and / or virtual buttons of the electronic device; Air-to-air operation of the electronic device.
8. The method according to any one of claims 5 to 7, characterized in that, The display of the second interface and the third interface includes: The second interface is displayed in a first display area of the electronic device, and the third interface is displayed in a second display area of the electronic device, wherein the first display area is larger than the second display area.
9. The method according to claim 8, characterized in that, There is at least partial overlap 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: The third interface is displayed floating on top of the second interface.
10. The method according to claim 8, characterized in that, 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: The second and third interfaces are displayed floating on the fourth interface.
11. The method according to claim 8, characterized in that, The third interface includes a scrolling message interface, a drop-down menu interface, a floating window interface, a dynamic island interface, and a live view window interface.
12. The method according to claim 2, characterized in that, Obtaining the third interface corresponding to the first application includes: The hook function is used to obtain the first instruction received by the second thread, wherein the first instruction is used to instruct the drawing of the first interface; The hook function is used to obtain the first function called by the second thread corresponding to the first instruction, and the first material file to which the second texture belongs is obtained based on the first function, wherein the second texture is any one of the one or more textures to be displayed; Based on the file information of the first material file, the second texture is determined to be the first display element that meets the display conditions; The third interface is generated based on one or more of the second textures.
13. The method according to claim 12, characterized in that, The second texture has corresponding first scene information, wherein generating the third interface based on one or more of the second textures includes: The second texture with a preset key identifier in one or more of the second textures is identified as the first key texture; The first scene information corresponding to the first key texture is used as the second scene information of the game application; The third interface is generated based on the second scene information and one or more of the second textures.
14. The method according to claim 13, characterized in that, The electronic device receives third scene information sent by the game application, wherein 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; The first scene information is used as the second scene information.
15. The method according to claim 14, characterized in that, The step of generating the third interface based on the second scene information and the one or more second textures includes: The second texture in which the first scene information is the second scene information is determined as the second key texture in one or more of the second textures; The second key texture is rendered by the second thread, and the third interface is generated based on the rendered second key texture.
16. The method according to claim 2, characterized in that, The first thread of the game application determines a fifth interface containing one or more textures to be displayed, wherein none of the one or more textures to be displayed on the fifth interface satisfy the display conditions, and the method further includes: The second instruction received by the second thread is obtained based on the hook function, wherein the second instruction is used to instruct the drawing of the fifth interface; The second instruction will not be executed.
17. An electronic device, characterized in that, include: One or more processors; One or more memories; the one or more memories storing one or more programs, which, when executed by the one or more processors, cause the electronic device to perform the display method according to any one of claims 1 to 16.
18. A computer-readable medium, characterized in that, The readable medium stores instructions that, when executed on a computer, cause the computer to perform the display method according to any one of claims 1 to 16.
19. A computer program product, characterized in that, It includes a computer program / instruction that, when executed by a processor, implements the display method according to any one of claims 1 to 16.
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