Information processing method and device, electronic equipment and storage medium

By dividing the game interface into game scenes and information/function control areas in the small window mode, the operational difficulties in online games under the small window mode are solved, improving user experience and resource utilization efficiency.

CN120919632APending Publication Date: 2025-11-11GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Application Number
CN202510984369.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-16
Publication Date
2025-11-11

AI Technical Summary

Technical Problem

In the small window mode of online games, the game interface shrinks, making text and operation buttons difficult to see and click, affecting user operation efficiency, consuming device resources, and reducing the gaming experience.

Method used

In small window mode, the game interface is divided into two areas: the first area displays the game scene, and the second area displays game information and function controls, responding to user operations and performing corresponding actions.

Benefits of technology

It improves the ease of operation and information acquisition efficiency in small window mode, enhances the game interaction experience, enriches the function operation, and reduces unnecessary interface switching and resource consumption.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an information processing method and device, electronic equipment and a storage medium, and the method comprises the steps: responding to a target trigger event, switching a game interface into a small window mode, in the small window mode, the game interface comprises a first area and a second area, and the second area is located outside the first area; displaying a game scene in the first area, and displaying game information and / or a function control in the second area; and in response to a trigger operation for the game information or the function control in the second area, executing an operation corresponding to the trigger operation. According to the method provided by the embodiment of the invention, the key game information and the function control are displayed in the additional area while the original game picture of the game is kept in the small window mode, and a player can intuitively obtain important information and perform accurate interaction, so that the interaction experience is improved.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to an information processing method, apparatus, electronic device, and storage medium. Background Technology

[0002] Online games typically support multiple interaction modes, including a windowed mode where PC players can play games while handling other tasks. However, in related technologies, when the game interface is shrunk to a small window, the entire game screen is proportionally reduced, making text, operation buttons, and other elements extremely small. This makes it difficult for players to see game content clearly, and precise clicks become challenging, especially in games requiring long periods of continuous gameplay. In this situation, user operations become cumbersome, requiring frequent switching between large and small windows to access game information and perform actions. Gameplay also becomes monotonous, making it impossible to effectively utilize game functions in the small window mode. Furthermore, even in small window mode, the game consumes significant device storage and processing resources, straining server resources and negatively impacting the overall gaming experience. Summary of the Invention

[0003] The purpose of this disclosure is to provide an information processing method, apparatus, electronic device, and storage medium to display game information and enhance interactive functions in a small window mode, thereby improving the user experience.

[0004] In a first aspect, this disclosure provides an information processing method that provides a graphical user interface (GUI) via a terminal. The GUI displays content including a game interface, which includes at least a portion of a game scene. The method includes: responding to a target trigger event and switching the game interface to a small window mode, wherein the game interface in the small window mode includes a first area and a second area, the second area being located outside the first area; displaying the game scene in the first area and displaying game information and / or functional controls in the second area; and performing an operation corresponding to the trigger operation in response to a trigger operation on the game information or functional controls in the second area.

[0005] Secondly, this disclosure provides an information processing apparatus that provides a graphical user interface via a terminal. The graphical user interface displays a game interface, which includes at least a portion of a game scene. The apparatus includes: a switching module, configured to switch the game interface to a small window mode in response to a target trigger event. In the small window mode, the game interface includes a first area and a second area, with the second area located outside the first area; a display module, configured to display the game scene in the first area and game information and / or functional controls in the second area; and an execution module, configured to execute an operation corresponding to a trigger operation on the game information or functional controls in the second area.

[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to perform the steps of the information processing method described in any of the preceding claims.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform steps in any of the information processing methods described above.

[0008] This disclosure provides a method, apparatus, electronic device, and storage medium for information processing. A graphical user interface (GUI) is provided via a terminal. The GUI displays a game interface, which includes at least a portion of a game scene. The method includes: responding to a target trigger event and switching the game interface to a small-window mode. In the small-window mode, the game interface includes a first area and a second area, with the second area located outside the first area; displaying the game scene in the first area and game information and / or functional controls in the second area; and performing an operation corresponding to the trigger operation in response to a trigger operation on the game information or functional controls in the second area. The method provided by this embodiment enables the game to display key game information and functional controls in an additional area while maintaining the original game screen in small-window mode. Players can intuitively obtain important information and perform precise interactions, improving the interactive experience. Simultaneously, the switching of different display modes and the diversification of information display enrich the functional operations in small-window mode, enhancing the game's richness. Furthermore, by optimizing the information display and interaction methods in small-window mode, unnecessary interface switching and resource consumption are reduced, solving the problem of low interaction efficiency in small-window mode in the computer field. Attached Figure Description

[0009] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0010] Figure 1 A flowchart illustrating an information processing method provided in an embodiment of this disclosure; Figure 2-1 This is a schematic diagram illustrating an application scenario of an information processing method provided in an embodiment of the present disclosure; Figure 2-2 This is a schematic diagram illustrating an application scenario of another information processing method provided in an embodiment of the present disclosure. Figure 2-3 This is a schematic diagram illustrating an application scenario of another information processing method provided in an embodiment of the present disclosure. Figure 3 This is a schematic diagram illustrating an application scenario of another information processing method provided in an embodiment of the present disclosure. Figure 4 This is a schematic diagram illustrating an application scenario of another information processing method provided in an embodiment of the present disclosure. Figure 5 This is a schematic diagram illustrating an application scenario of another information processing method provided in an embodiment of the present disclosure. Figure 6 A schematic diagram of an information processing apparatus provided in an embodiment of this disclosure; Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0011] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0012] This embodiment provides an information processing method. The method provides a graphical user interface through a terminal device, which displays a game interface. The game interface includes a game scene screen and a user interface (UI). The game interface refers to the interface of the application provided or displayed through the graphical user interface. The user interface is used to interact with the user and may include game design elements that come into direct or indirect contact with the user, such as buttons, animations, text, sounds, and windows. In an optional embodiment, the interface elements in the user interface may include the following controls: (1) controls related to the character, such as skill controls, movement controls, and function controls; (2) controls for indicating information, also known as indicator information icons, such as direction indicators, character indicators, character stamina indicators, item pickup points, or treasure chest locations; (3) information display controls, also known as information display areas, such as displaying basic character information (character name, profession, health points, mana points, etc.), character status information (such as whether the character is unconscious or poisoned), or game information (such as the number of kills, match time, etc.); (4) game setting controls, such as system settings, shop, and gold coins. Furthermore, the controls displayed in the user interface may differ between games. Some games include a friend list control, allowing users to view information about added friends and perform actions such as chatting, visiting each other's homes, and deleting friends. Other games include quest-related controls, such as displaying a list of current quests, including main quests and side quests. These controls help users better manage and play the game.

[0013] In an optional implementation, the game scene screen is the screen corresponding to the virtual scene displayed on the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also known as player virtual characters), NPC characters (Non-Player Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.

[0014] The aforementioned virtual scene is the content displayed (or provided) by the game application when it runs on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene containing the complete game logic of virtual objects controlled by the user. For example, in a sandbox-style 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects in battle. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 2.5D multiplayer online tactical competitive games, a virtual scene is a 2D or 2.5D terrain scene used by virtual objects in battle. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.

[0015] The aforementioned virtual object refers to a controllable dynamic object within a virtual scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. This virtual object is a character controlled by the player through an input device, or an AI character trained and set up for battle in a virtual environment, or an NPC set up for battle in a virtual scene. Optionally, this virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.

[0016] In one embodiment of this disclosure, the information processing method can run on a terminal device or a server. The terminal device can be a local terminal device, such as a touch device or a non-touch device. When the information processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0017] In an optional implementation, cloud gaming can run within a cloud interactive system. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information processing methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game interface and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game interface.

[0018] In an optional implementation, the terminal device can be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface; that is, it typically downloads, installs, and runs the game program via an electronic device. The local terminal device can provide the game interface to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, which includes game scene visuals, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.

[0019] This embodiment provides an information processing method. Figure 1 This is a flowchart of an information processing method according to an embodiment of the present disclosure. In application, a graphical user interface (GUI) is provided through a terminal. The GUI displays content including a game interface, which includes at least a portion of the game scene. For example... Figure 1 As shown, the process includes the following steps: Step S110: Respond to the target trigger event and switch the game interface to small window mode. In small window mode, the game interface includes a first area and a second area, with the second area located outside the first area.

[0020] Step S120: Display the game scene in the first area and display game information and / or function controls in the second area.

[0021] Step S130: In response to a trigger operation on game information or functional controls in the second area, perform the operation corresponding to the trigger operation.

[0022] The method provided in this embodiment enables the display of game scenes and related information / functions in a small window mode, which not only preserves the integrity of the game screen but also adds additional information display and interactive areas. This not only improves the user's ease of operation and information acquisition efficiency in the small window mode but also enhances the game's playability and interactive experience, effectively solving the problem of limited information display and inconvenient interaction on small screens in the computer field.

[0023] The steps described above are explained in detail below.

[0024] In step S110, the system monitors whether a target trigger event has occurred. When a target trigger event is detected, the original game interface is switched to a small window mode with a specific layout. This small window mode divides the interface into two main areas: a first area and a second area, where the second area is located outside the first area.

[0025] Among them, the target trigger event can be an interface switching operation actively initiated by the user. The target trigger event refers to the event or operation that triggers the game interface to switch from normal display mode to window display mode.

[0026] Secondly, target-triggered events typically serve to reorganize the game interface layout and enter a small window mode. This event can be triggered through clicks, swipes, long presses, and / or other actions. For example, by clicking, a user can tap the "small window mode" button on the interface to trigger the target-triggered event.

[0027] In an optional implementation, the target triggering event could be a user clicking a specially designed pop-up mode switch button on the interface. For example, when a user needs to pay attention to other applications while playing a game, they can click the "pop-up" button in the upper right corner of the game interface. The system will then respond to this triggering event and switch the game interface to pop-up mode, allowing the user to continue monitoring the game status while performing other tasks.

[0028] In an optional implementation, the target triggering event can be a switching event automatically triggered by the system detecting a specific change in the game state. For example, when the system detects that the game has entered an auto-battle or AFK state, it will automatically trigger a window mode switch, allowing the user to monitor the game progress in window mode while freeing up more screen space for other activities, thus improving the user's multitasking efficiency.

[0029] In an optional implementation, the target triggering event can be a mode switch triggered by a user via a keyboard shortcut combination. For example, a user can quickly switch to a small window mode by pressing the "Alt+W" keyboard combination. This provides a convenient way for users who frequently need to switch between different display modes, eliminating the need to click buttons on the interface with a mouse and improving operational efficiency.

[0030] Among them, the small window mode can be a display mode for the game interface. The small window mode refers to a display state in which the game interface is reorganized according to a specific layout, and its characteristic is that the interface is divided into different areas with clearly defined functions.

[0031] Secondly, the small window mode typically optimizes information display and interaction within a limited space. In small window mode, the game interface is divided into different functional areas, each responsible for specific display or interactive functions, thus providing more information display and operational convenience while maintaining the game's playability.

[0032] In an alternative implementation, the pop-up mode can be a customizable interface display scheme, allowing users to set the type and priority of information displayed in the second area according to their personal preferences. For example, players who enjoy social interaction can set the second area to prioritize displaying friend messages and guild information, while players who focus on combat can set it to prioritize displaying combat status and skill information. This personalized configuration option greatly enhances the practicality and user experience of the pop-up mode, allowing each player to obtain the information display method that best suits their needs.

[0033] The first area is the region used to display the game's main screen in the small window mode. This first area is the core display section of the small window mode interface, primarily used to showcase the game's main scenes and content.

[0034] Secondly, the first area typically serves to maintain the integrity and interactivity of the game scene. As the area that carries the main content of the game, the first area ensures that players can see key game content and perform necessary interactive operations even in windowed mode.

[0035] In an alternative implementation, the first area can be a game's main screen area that has been scaled down but retains its original proportions. For example, when the game switches from full-screen mode to windowed mode, the game screen that originally occupied the entire screen is scaled down and placed in a specific position on the screen to form the first area. Although the screen size is smaller, all elements of the game scene are still fully displayed. Players can see all game elements such as characters, environment, and NPCs, and can perform regular game operations by clicking on these elements, such as moving the character, talking to NPCs, or using skills.

[0036] In an alternative implementation, the first area can be a floating window that can be freely dragged and repositioned. For example, players can drag the border or title bar of the first area with the mouse to move it to any position on the screen to better suit the current usage scenario. If a player has both a browser and a game open simultaneously, they can drag the game's first area to the right side of the screen and place the browser window on the left, allowing them to monitor the game status while browsing the web and enabling more flexible multitasking.

[0037] The second area can be an auxiliary display area located outside the main game screen in small window mode. The second area is an additional display space set up around the first area in small window mode, used to display auxiliary information and function controls.

[0038] Secondly, the second area typically provides additional information and quick access to functions. It compensates for the limitations in information display and interactive convenience caused by the reduced size of the first area, offering users a more comprehensive understanding of the game's status and operational options.

[0039] In one alternative implementation, the second area can be a border-like design surrounding the first area, divided into top, bottom, left, and right sections, each responsible for displaying different categories of information or controls. For example, the second area might be designed as a frame structure surrounding the main game screen, with the top displaying event countdown information, the right side displaying scrolling game message notifications, and the bottom providing a series of function buttons, such as shortcuts to team status, inventory, and quests. This layout allows players to access various game information and use frequently used functions without returning to full-screen mode, greatly improving the gaming experience in windowed mode.

[0040] In one optional implementation, the second area can be an intelligent information zone that dynamically adjusts its content based on the game scenario. For example, when the game enters combat, the second area automatically switches its display content, prioritizing the display of combat-related data such as team member status, skill cooldown times, and enemy information; while in a town / social scenario, it switches to displaying social information such as chat messages and friend online notifications. This scenario-aware dynamic adjustment ensures that the second area always displays information most relevant to the current game activity, maximizing the information value of the limited space.

[0041] In an alternative implementation, the second area can be a multi-tabbed functional panel, allowing users to access different categories of information and functions by switching tabs. For example, the second area can be designed to include multiple tabs such as "Notifications," "Events," "Tasks," and "Social," allowing players to switch between different categories of information as needed. The "Notifications" tab displays system messages and important reminders, the "Events" tab shows a list of ongoing and upcoming events, the "Tasks" tab displays the progress of currently running tasks, and the "Social" tab centrally displays friend messages and guild information. This categorized information display method enables players to quickly locate the specific type of information they are interested in, avoiding the difficulty of finding information due to information clutter.

[0042] In step S120, the system displays the main scene content of the game in the first area of ​​the small window mode, while displaying auxiliary game information and / or providing various functional controls in the second area, so that users can obtain key information and perform necessary operations even in the small window mode.

[0043] A game scene can be a collection of virtual environments and interactive elements displayed in a game. A game scene refers to the virtual environment that players can see and interact with within the game, including maps, characters, non-player characters (NPCs), buildings, and other game elements.

[0044] In one alternative implementation, the game scene can be a three-dimensional or two-dimensional virtual world, containing terrain, buildings, characters, and various interactive objects. For example, the game scene might be a virtual world with an ancient Chinese style, including towns, wilderness areas, dungeons, and other scenes. When a player is in the Chang'an city scene, the game scene will display elements such as city buildings, streets, NPC merchants, and other player characters. Players can move their characters within this scene, talk to NPCs, trade, or interact with other players. Even in the first area of ​​the small-window mode, these scene elements are still fully displayed, only at a smaller overall size.

[0045] Game information can include data and notifications related to game status, events, and progress. Game information refers to various types of data, statuses, and notifications that are valuable to players in the game, including but not limited to event times, system messages, and quest progress.

[0046] In one optional implementation, game information can be time-sensitive event notifications, such as event start time and end countdown; game information can be reminders related to player status, such as low character health, insufficient equipment durability, or full inventory space; game information can be social-related notifications, such as messages about friends coming online, team invitations, and guild activities.

[0047] Functional controls are interactive elements that provide game functionality. Functional controls are interactive components in the game interface that players can click or operate to perform specific game functions, such as buttons, icons, and sliders.

[0048] Secondly, functional controls typically provide quick access to game functions. They simplify the process for players to operate complex functions, improving the efficiency and convenience of game interaction.

[0049] In an alternative implementation, the functional control can be a shortcut button with specific game functions, such as an inventory button, a quest button, or a friend list button. The functional control can be a combination of status indicators and operations, displaying information and providing interactive functionality. For example, a team status control not only displays basic information about the current team members (such as health points and location), but also expands to a more detailed team management interface when clicked.

[0050] In step S130, the system detects the user's operation on the game information or function controls displayed in the second area, and executes the corresponding function or action according to the user's trigger operation, such as opening the relevant interface, executing a specific game function, or switching the game display mode.

[0051] Triggering actions can be interactive behaviors performed by users on interface elements. Specifically, triggering actions refer to user interactions with specific elements in the game interface to activate or use corresponding functions.

[0052] In one alternative implementation, the triggering action can be a click action, whereby the user clicks a specific interface element using a mouse or touchscreen. For example, a player can click the "Backpack" button in the second area to open their character's item inventory, click on a displayed game message notification to view detailed information, or click on an event countdown message to directly enter the corresponding event interface. This click interaction is the most direct and commonly used form of triggering action, providing players with an intuitive and clear interface interaction method.

[0053] In one alternative implementation, the triggering action can be a hovering action, whereby the user hovers the mouse pointer over a specific interface element for a certain period of time. For example, when a player hovers the mouse pointer over a scrolling game message in the second area, the scrolling pauses, and more detailed content or preview information of the message is displayed, allowing the player to obtain more complete information without clicking. When hovering over a function button, the system may display a brief description of the function or its current status to help the player understand the function before operating it. This non-click triggering action provides a lightweight way to obtain information and reduces unnecessary interface jumps.

[0054] The execution and triggering operations refer to the system performing corresponding functional processing based on the user's interactive response. These operations involve the system invoking relevant program logic to complete the user's desired function or effect based on the user's specific interactive behavior.

[0055] Secondly, the actions corresponding to the triggering operations usually serve to realize the user's intentions and provide feedback. They are the concrete manifestation of the system responding to user interaction and meeting user needs, and are a key link in the human-computer interaction process.

[0056] In an alternative implementation, the operation corresponding to the triggering operation can be opening the relevant game interface, such as opening a details window, a function operation interface, or a system settings panel.

[0057] In an alternative implementation, the operation corresponding to the triggering operation can be switching the game display mode, such as switching from window mode back to full-screen mode.

[0058] In an alternative implementation, the operation corresponding to the triggering operation can be executing in-game function commands, such as using items, accepting quests, or responding to social invitations.

[0059] like Figure 2-1 As shown, in a specific application of this embodiment, the current screen displays the game interface 200 of a PC game; see also... Figure 2-2 As shown, users can hold down the left mouse button and drag the border of the game interface 200 to adjust its display size. See also Figure 2-3 As shown, when the game interface 200 is shrunk to a certain extent, it automatically switches to small window mode. Compared to the non-small window mode, the display size of the game interface 200 in small window mode is smaller. Furthermore, the layout of the game interface 200 is also adjusted in small window mode compared to the non-small window mode. In small window mode, UI information and controls that were originally displayed on top of the game scene interface are moved to the edge for display, meaning they are no longer superimposed on the game scene interface.

[0060] See Figure 3 As shown, Figure 3This is the game interface 200 in small window mode. In this mode, the game interface 200 is divided into two distinct areas: the first area 310 displays a scaled-down version of the complete game scene, where players can perform regular game operations; the second area 320 surrounds the first area and consists of two parts, one at the top and the other at the bottom of the first area. The top displays event countdown information 321, which can be differentiated based on the importance of the event, for example, important event information is displayed in orange, and less important event information is displayed in gray. The bottom left side scrolls through game notification messages. Important information, such as game notification messages indicating "death and knockdown" 322, can be highlighted. Hovering the mouse over a game notification message stops its scrolling and provides a corresponding operation prompt, such as "Click to return to large screen mode," see [link to relevant documentation]. Figure 4 As shown.

[0061] Users Figure 4 After clicking on game notification message 322, you can return to the large screen mode and open the system corresponding to game notification message 322, such as "Health and Medicine System" 501, etc. Figure 5 As shown. For example, if the game notification message that a user clicks indicates "A friend sent me a message," then clicking this message will open the "Friends Chat System."

[0062] In one embodiment of this application, an information processing method is provided, which further includes: In response to zoom operations on the game interface, determine the zoom level of the game interface; When the scaling ratio reaches a preset threshold, a target trigger event is generated.

[0063] The method provided in this embodiment enables the system to automatically determine whether to enter small window mode based on the user's zoom operation, achieving intelligent switching of interface mode without requiring additional user operation, thus improving the interactive experience.

[0064] Specifically, after the system detects that the user has zoomed in on the game interface, it calculates the scaling ratio of the current game interface relative to its original size to determine the current display size of the interface.

[0065] The scaling operation allows users to adjust the size of the game interface. Scaling operations typically change the display size of the game interface.

[0066] The scaling operation can be achieved through clicking, swiping, long-pressing, and / or other actions. Taking clicking as an example, users can click on the drag point on the edge or corner of the game window and then drag the mouse to adjust the size of the game interface.

[0067] In one alternative implementation, the scaling operation may include resizing the game window by dragging its borders with the mouse. For example, a user can click the drag point at the bottom right corner of the game window and drag inwards to reduce the window size, and the system will calculate the ratio of the current window size to the original window size in real time.

[0068] Specifically, the system compares the calculated scaling ratio with a preset threshold. When the scaling ratio is less than or equal to the preset threshold, a target event is triggered, which in turn switches the game interface to small window mode.

[0069] The preset threshold can be a predefined scaling ratio threshold used by the system to determine whether to switch to small window mode. The preset threshold typically serves as the basis for the system to determine whether the interface display mode should be switched.

[0070] In one optional implementation, the preset threshold can be a fixed percentage value, such as 50%, 40%, or 30%. For example, the system can set the preset threshold to 40%. When the user shrinks the game interface to 40% or less of its original size, the system determines that the preset threshold has been reached and automatically triggers a small window mode switching event.

[0071] In one alternative implementation, the preset threshold can be dynamically adjusted based on the screen resolution of different devices. For example, for high-resolution screens (such as 4K displays), the system may set the preset threshold to a smaller value, such as 30%, while for low-resolution screens (such as 720p displays), the system may set the preset threshold to a larger value, such as 60%, to ensure good visibility in windowed mode on different devices.

[0072] In an alternative implementation, the preset threshold can also be a user-defined value, allowing users to adjust it according to their personal preferences. For example, the system can provide a slider for "small window mode trigger threshold" in the game settings menu, allowing users to set the threshold to any value between 20% and 70%, and the system will determine when to trigger small window mode based on the threshold set by the user.

[0073] In one embodiment of this application, a method for information processing includes displaying game information and / or function controls in the second area, comprising: The activity countdown information is displayed in the first display area of ​​the second area; and / or, Display game messages in the second display area of ​​the second area; and / or, The function controls are displayed in the third display area of ​​the second area.

[0074] The method provided in this embodiment enables the display of different types of game information in the game's windowed mode, based on different functional areas, providing players with convenient information access and quick operation entry points. By displaying event countdown information, game messages, and functional controls in separate areas, the clarity of information classification and the rationality of the interface layout are improved. This solves the visualization problem caused by excessive information density in the windowed mode, thereby enhancing the game's interactive experience, enriching the way game content is presented, and improving the efficiency of information display on the computer interface.

[0075] Specifically, when the game interface switches to small window mode, the system sets up multiple functional zones in the second area of ​​the small window mode to display different types of game information and functional controls. These zones include a first display area for displaying event countdown information, a second display area for displaying game messages, and a third display area for displaying functional controls. This area division method allows various types of information to be presented to the user in an organized manner within the limited display space.

[0076] In one embodiment of this application, an information processing method is provided, in which activity countdown information is displayed in a first display area of ​​a second region, including: Step S1011: Obtain information on in-game activities and their importance. Step S1012: Determine the display style of the activity information based on the importance of the activity; Step S1013: Display activity information with a display style in the first display area.

[0077] The method provided in this embodiment enables the system to intelligently adjust the information display method according to the importance of the activity, highlighting important activities. This allows players to quickly identify and focus on key game activities even in small window mode, thereby optimizing the user's information acquisition experience, improving the convenience and efficiency of game interaction, and solving the technical problem that important information cannot be highlighted due to limited information display space in small window mode.

[0078] The above plan will be explained in detail below.

[0079] In step S1011, information about the activities in the game and their importance are obtained.

[0080] Specifically, the system obtains information about activities that are currently in progress or about to begin in the game, as well as information about the importance of these activities.

[0081] The event information includes data and status related to various time-sensitive events within the game. Event information typically serves to notify players to participate in specific game content.

[0082] In one optional implementation, the activity information may include various details such as the activity name, activity type, start and end times, rewards, and participation conditions, to comprehensively display the time-sensitive content available in the game to players. For example, the system can obtain information about the "Double Experience Weekend Activity," including details such as the remaining time being "12 hours and 30 minutes," the activity type being "experience boost," and the reward being "double the experience points gained by the character."

[0083] In an optional implementation, the importance of an activity can be determined comprehensively based on factors such as the type of activity, the value of the reward, the threshold for the number of participants, and the rarity of the activity, and is used to distinguish the priority and display method of different activities. For example, a limited-time rare item drop activity may be marked as high importance, while regular daily activities may be marked as normal importance.

[0084] In an alternative implementation, activity information and the importance of the activity can be obtained from the game server, or they can be calculated and categorized based on local preset rules and historical data.

[0085] In step S1012, the display style of the activity information is determined according to the importance of the activity.

[0086] Specifically, the system assigns corresponding display styles to different activities based on their perceived importance, so as to highlight important activity information within a limited display space.

[0087] Display style refers to the visual representation and presentation of event information on the interface. Display style typically serves to differentiate information of varying importance and attract user attention.

[0088] In an optional implementation, the display style may also include non-visual attributes such as the sorting position of information, display duration, and refresh rate, to adjust the display priority of different activity information. For example, important activity information may be placed at the top of the list and displayed for a longer time, while ordinary activities may be placed later and displayed for a shorter time.

[0089] In an optional implementation, the display style can be tiered according to the specific score or level of the activity's importance, achieving more refined information differentiation. For example, the system can set different levels of display styles based on the activity's importance score range (such as 90-100 points, 70-89 points, 50-69 points, etc.), with higher importance resulting in a more prominent visual effect.

[0090] In step S1013, activity information with a display style is displayed in the first display area.

[0091] Specifically, in the first display area of ​​the second area in the small window mode, the system displays various activity information according to a determined display style, enabling players to quickly identify and understand the status of activities of different importance.

[0092] The first display area can be a dedicated area for displaying event information in the pop-up window mode. This area typically serves to centrally showcase the game's event status and remind players to pay attention to important events.

[0093] In one embodiment of this application, an information processing method is provided, in which the display style of activity information is determined according to the importance of the activity, including: When the importance of an activity reaches the first threshold, the display style of the activity information will be set to the first display style. When the importance of an activity is below the first threshold, the display style of the activity information will be set to the second display style.

[0094] The method provided in this embodiment enables the system to automatically adjust the display style according to the importance of the activity, providing visually differentiated information display, helping users quickly identify important activity information in small window mode, improving user interaction experience, and enhancing the playability of the game.

[0095] In one embodiment of this application, a method for information processing is provided, in which game messages are displayed in a second display area of ​​the second region, including: Obtain game messages and their importance; The game messages are labeled according to their importance.

[0096] The method provided in this embodiment enables the system to differentiate game messages based on their importance, thereby optimizing the information display effect in the small window mode, improving the user's efficiency in identifying important information, and enhancing the user's interactive experience.

[0097] Specifically, the system can acquire various messages generated in the game in real time, and at the same time acquire the importance parameters corresponding to these messages, so as to differentiate and display these messages in the future.

[0098] Game messages can be various types of information that need to be displayed to the user during game operation. Game messages typically serve to convey game status or system notifications to the user.

[0099] In one optional implementation, game messages may include various types such as system notification messages, player status messages, social interaction messages, and game activity messages. For example, system notification messages may include game update announcements, server maintenance information, etc.; player status messages may include character death notifications, stamina change notifications, etc.; social interaction messages may include friend invitations, team formation requests, etc.; and game activity messages may include notifications of limited-time events, reward collection reminders, etc.

[0100] Specifically, the system applies different display labels to different game messages based on the previously acquired information on the importance of the messages, in order to highlight important messages and make it easier for users to quickly identify key information in the small window mode.

[0101] Message importance can be used as a quantitative indicator to assess the impact of game messages on the user's current gaming experience. Message importance typically helps the system prioritize and differentiate between different messages.

[0102] In one optional implementation, the labeling of game messages can include various forms such as color labeling, icon labeling, animation labeling, and position labeling. For example, high-importance messages can be labeled with red or orange; animated with a flashing effect; a warning icon can be added before the message for icon labeling; or they can be placed at the top of the message list for position labeling. Low-importance messages can be labeled with gray or light colors, without special animations or icons, and placed towards the end of the list.

[0103] In one embodiment of this application, a method for information processing includes displaying game messages in a second display area of ​​a second region, which includes: Game messages are displayed in a carousel in the second display area of ​​the second zone.

[0104] The method provided in this embodiment enables game information to be presented in a carousel format in the second area of ​​the small window mode, effectively utilizing the limited display space to display more game information, improving information acquisition efficiency, enhancing the interactive experience of the game in the small window mode, and solving the technical problem of incomplete information display in the small window state.

[0105] Specifically, in the small window mode, multiple game messages are displayed sequentially in a carousel format in the second display area of ​​the second area, realizing the dynamic and cyclical display of game information.

[0106] The second display area is a dedicated area for displaying game messages and is a component of the interface set up in the windowed mode to display game-related information. The second display area serves to present key game information within a limited display space.

[0107] Secondly, a carousel display can be a method of displaying multiple game messages sequentially according to preset rules. Carousels typically serve the purpose of displaying more information within a limited space.

[0108] In an optional implementation, the carousel display can be set to an automatic timed switching mode, that is, each game message is displayed for a fixed duration and then automatically switches to the next message.

[0109] In an alternative implementation, the carousel display can be set to different display durations based on the importance of the game messages, with important messages being displayed for a longer time to ensure that players can notice these messages.

[0110] In an optional implementation, the carousel display can be set to group messages by type. For example, different types of messages, such as battle-related messages, social messages, and system notifications, can be grouped and displayed within their respective carousel cycles, allowing players to focus on specific types of information. For instance, the system can first carousel all battle-related messages, then all social messages, and finally system notifications, creating a categorized carousel effect and improving the targeting of information retrieval.

[0111] An information processing method provided in one embodiment of this application further includes: In response to a first preset operation targeting the second display area, pause the carousel of game messages; When the game message carousel is paused, display event preview information associated with the game message currently displayed in the second display area.

[0112] The method provided in this embodiment allows users to pause the carousel of game messages and view related event preview information with a simple operation, thus improving the interactive experience; at the same time, by providing event preview information, the display hierarchy of game information is increased.

[0113] Specifically, in the small window mode, when the user performs the first preset operation on the second display area, the system recognizes the operation and then pauses the game messages that were originally automatically rotating in that area, keeping the currently displayed game messages still.

[0114] The first preset operation can be an interactive command that the user executes on a specific area of ​​the game interface. Specifically, the first preset operation is a triggering action used to pause the game message carousel. Furthermore, the first preset operation typically serves to interrupt the automatic carousel, allowing the user to focus on the currently displayed message.

[0115] In an optional implementation, the first preset operation may be to hover the mouse pointer over the second display area. When the system detects that the mouse pointer has stayed in the area for more than a preset time threshold (such as 0.5 seconds), it automatically pauses the message carousel.

[0116] In one optional implementation, the first preset operation can be a tap operation performed by the user on the second display area. Upon recognizing the tap operation, the system immediately responds and pauses the message carousel. For example, on a touch device, when a user taps the second display area displaying the message "The queue is full and ready to start the dungeon," the carousel immediately pauses, allowing the user to carefully read this important information and avoid missing key content due to the carousel moving too quickly.

[0117] Specifically, when the carousel of game messages is paused, the system will display an event preview related to the currently displayed game message at an appropriate location on the interface, providing a more detailed description of the content or operation prompts.

[0118] The event preview information can be supplementary details related to the currently displayed game message. Specifically, it provides expanded explanations, hints, or suggestions for the current message. Furthermore, event preview information typically serves to provide users with more complete background information and guide their possible subsequent actions.

[0119] In an optional implementation, the event preview information can be displayed as a floating bubble near the current game message, including a detailed description of the message, the time of occurrence, the importance, and other extended information. For example, when the game message "Guild War is about to begin" is displayed and the carousel is paused, the system will pop up an information bubble next to the message, displaying detailed preview information such as "The Guild War will begin today at 20:00 in the Cloud Sea Battlefield. Participation will earn guild contribution points and rare equipment. It is recommended to form a team in advance," helping players understand more about the relevant content.

[0120] In an optional implementation, the event preview information may include shortcut operation buttons related to the message, allowing users to directly execute the corresponding game functions without switching back to the large window mode. For example, when the message displaying "Friend Invitation to Team Up" pauses its carousel, the system will simultaneously display preview information for three operation buttons: "Accept," "Decline," and "Reply Later." Players can directly respond in the small window mode, improving operational efficiency.

[0121] In an embodiment of this application, an information processing method is provided, in response to a triggering operation on game information in the second region, performing an operation corresponding to the triggering operation, including: In response to a triggered operation for a game message in the second display area of ​​the second region, the game interface is switched to non-window mode, and the system interface associated with the game message is opened.

[0122] The method provided in this embodiment allows users to easily switch from small window mode to non-small window mode and directly access the relevant function interface, reducing user operation steps and improving interaction efficiency. Furthermore, this method can intelligently open the corresponding system interface based on the game messages the user is interested in, enhancing the game's immersion and continuity, while providing a more intuitive and efficient operation path, thus solving the problem of inconvenient computer interaction in small window mode.

[0123] Specifically, in small window mode, when a user triggers an operation on a game message in the second display area of ​​the second area, the system will respond to the trigger operation and automatically switch the game interface from small window mode to non-small window mode, such as switching to large screen mode. At the same time, based on the type or content of the triggered game message, the system interface associated with the game message will be automatically opened, so that the user can directly view or process the relevant content.

[0124] The trigger action can be an interactive behavior that the user performs in response to game messages displayed in the second display area. A trigger action is a way for the user to interact with the interface, used to express the user's attention to and intention to process specific game messages.

[0125] For example, when a user sees the game message "Your character has fallen" displayed in the second display area while in windowed mode, the user can click on the message and the system will immediately switch the game interface to full-screen non-windowed mode and automatically open the healing and potion purchase system, allowing the user to quickly handle character revival matters without having to manually switch modes or find relevant function entry points.

[0126] In an information processing method provided in one embodiment of this application, displaying functional controls in a third display area of ​​a second region includes: Determine the display mode of the third display area based on the current game scene type; Based on the display mode, determine the functional controls to be displayed in the third display area.

[0127] The method provided in this embodiment enables the game interface to dynamically adjust the display of functional controls in small window mode according to the needs of different game scenarios, providing interactive controls that are more in line with the characteristics of the current scenario, and enhancing the pertinence and convenience of user operation.

[0128] Specifically, the system continuously monitors the current scene type presented in the game and dynamically adjusts the display mode of the third display area based on the characteristics and needs of different scene types. The determination of the display mode is directly related to the type of functional controls to be displayed subsequently, so as to provide users with functional controls that best suit the needs of the current game scene.

[0129] The current game scene type can be different types of scene environments presented to users during game runtime. These scenes may have different gameplay, interaction requirements, and functional focuses.

[0130] Secondly, the current scene type of the game usually plays a role in determining the game's interaction methods and control requirements, and is a key basis for the system to determine the display mode of the third display area.

[0131] In an optional implementation, the current game scene type can include, but is not limited to, various types such as regular scene, battle scene, mission scene, social scene, resource collection scene, etc. The system will identify the specific scene type in which the user is currently located and select the most suitable display mode based on that type.

[0132] For example, when the system detects that a user's character has entered a monster-infested area and is already in combat, the system will identify the current scene type as a combat scene and adjust the display mode of the third display area accordingly to combat mode so that combat-related functional controls, such as skill hotkeys, health monitoring, and team status, can be displayed in subsequent steps.

[0133] In an optional implementation, the determination of the current game scene type can be based on a combination of factors, including but not limited to the current game map attributes, character status, types of surrounding NPCs or monsters, and the type of ongoing game activity. The system will use this information to accurately determine the scene type in which the user is located.

[0134] In one optional implementation, the display mode is a strategy for displaying functional controls in the third display area. Different display modes correspond to different combinations and layouts of functional controls to maximize the fulfillment of operational needs in specific scenarios. The switching of display modes can be automatic or can be manually adjusted by the user according to personal preference.

[0135] For example, when a user enters a resource-gathering scenario, the system will set the display mode to resource mode, displaying functional controls such as a gathering progress bar, resource radar, and backpack space indicator in the third display area to help the user gather resources more effectively. The display mode will also adjust accordingly when the scenario changes or the user manually switches modes to adapt to the new scenario requirements.

[0136] Specifically, after determining the display mode of the third display area, the system will select the most suitable functional controls for display based on that mode. Different display modes correspond to different types and combinations of functional controls, which are designed specifically for the operational needs of particular scenarios to provide the most efficient interactive experience.

[0137] Functional controls can be UI elements on the game interface that allow users to interact with them, and are used to implement specific game functions or operations.

[0138] Secondly, functional controls typically provide users with ways and means to interact with the game system, and are important tools for users to perform game operations in windowed mode.

[0139] In an optional implementation, the functional controls can present diverse forms and functions depending on the display mode, including but not limited to buttons, switches, sliders, information display areas, status indicators, etc. These controls will be selectively displayed according to the needs of the current display mode. Functional controls can be triggered through click operations, swipe operations, long press operations, and / or other operation methods. For example, a user can execute corresponding game functions by clicking on a functional control in the third display area.

[0140] For example, when the display mode is set to combat mode, the third display area will show combat-related function controls, such as team status controls (displaying teammates' health and position), combat skill shortcut controls, and buff status controls. Users can quickly view detailed teammate information by clicking the team status controls, or cast key skills in small window mode by clicking the skill shortcut controls.

[0141] In an alternative implementation, the function control may also include status indication functionality, such as visual elements like red dots, number markers, and color changes, to prompt the user that the function needs attention or that new content is available.

[0142] In an information processing method provided in one embodiment of this application, displaying functional controls in a third display area of ​​a second region includes: When the display mode is normal mode, functional controls with prompt information are displayed in the third display area; When the display mode is in combat mode, team information controls are displayed in the third display area; When the display mode is task mode, the task control is displayed in the third display area.

[0143] The method provided in this embodiment enables the provision of corresponding functional controls for different scenario types, thereby improving the user's interactive experience.

[0144] Specifically, after determining that the display mode is normal mode, the system will display functional controls with prompts in the third display area of ​​the second area of ​​the game interface, so that users can quickly understand the game status and perform corresponding operations.

[0145] Among them, functional controls with prompts can be interactive elements with visual cues displayed in the game's windowed mode. Specifically, these functional controls are operable components related to the game's regular scenes, and they display prompts to guide the user's attention.

[0146] In an optional implementation, the functional controls with prompts may include function buttons with red dots indicating new status changes or information requiring user attention. For example, a red dot on the mail button indicates a new email, a red dot on the backpack button indicates a newly acquired item, and a red dot on the quest button indicates a quest reward to be claimed.

[0147] Specifically, when the system detects that the current game scene type is a battle scene and sets the display mode to battle mode, the system will display team information controls in the third display area of ​​the second area of ​​the game interface so that users can grasp the team status information related to the battle.

[0148] The team information control is a visual interface element that displays the status of team members and combat-related information. Specifically, in small window mode, the team information control is an information component used to display the status of combat team members, including key data such as member status, position, and combat capabilities.

[0149] In one alternative implementation, the team information control may include a team member health bar to visually display the current health status of each member in the team. For example, a gradient bar from green to red can be used to represent the health status from full to critical. When a team member's health is below 30%, the health bar will flash red to alert the player to the team member's status.

[0150] In an alternative implementation, the team information control may include a member skill cooldown indicator that displays the cooldown status of each member's key skills. For example, a countdown ring can be set for each member's core skill; the ring lights up when the skill becomes available, allowing players to grasp the timing of skill releases and coordinate the battle rhythm.

[0151] In an optional implementation, the team information control may further include an abnormal status icon area to display the buffs or debuffs currently affecting team members. For example, when a team member is affected by a stun effect, a stun icon is displayed above their portrait; when a team member receives an attack power boost, an upward arrow icon is displayed; when a team member is affected by a damage over time effect, a poison icon is displayed along with the remaining time.

[0152] Specifically, when the system determines that the current game scene type is a task scene and sets the display mode to task mode, the system will display task controls in the third display area of ​​the second area of ​​the game interface so that users can easily view and process task-related information.

[0153] Task controls can be interactive interface elements related to the game's task system. Specifically, task controls are functional components used to display and manipulate game task information in small window mode, including task progress, objectives, and operation buttons.

[0154] In an alternative implementation, the task control may include a task progress indicator for displaying the current task completion status.

[0155] In an alternative implementation, the task control may include task shortcut buttons to provide convenient operations related to the current task.

[0156] An embodiment of this application provides an information processing method that further includes: Receive display mode switching command; According to the display mode switching command, the display mode of the second area is switched to the target display mode, which can be one of the following: normal mode, combat mode, or social resource mode.

[0157] The method provided in this implementation allows players to flexibly switch display modes according to their own needs, obtain the most important information in different scenarios in the small window mode, and improve the interactive experience; at the same time, by providing different display modes for different scenario types, the layering of game content display can be enriched, and the richness of the game can be increased.

[0158] Specifically, the system receives a switching command from the user through the interactive interface, which is used to switch the second area of ​​the game interface in the small window mode to a different display mode.

[0159] The display mode switching command can be a user-issued signal to switch the display mode of the game interface. The display mode switching command typically triggers the system to switch the display mode of the second area.

[0160] In an optional implementation, the display mode switching command can be implemented by setting a dedicated mode switching button in the second area. When the user clicks the button, the system receives the switching command. For example, three different mode switching buttons can be set at the bottom of the second area of ​​the game interface, labeled "Normal," "Battle," and "Social," respectively. When the user clicks the corresponding button, the system receives the corresponding mode switching command.

[0161] Specifically, based on the received display mode switching instruction, the system switches the second area of ​​the game interface in the small window mode to the target display mode that matches the user's needs. The target display mode can be one of the following: normal mode, battle mode, or social resource mode.

[0162] The target display mode is a specific display mode type that the second area needs to switch to, determined by the system based on the user's switching command. The target display mode typically optimizes information display and the layout of functional controls for specific game scenarios.

[0163] In an alternative implementation, the second area in normal mode primarily displays general game notifications, task reminders, and basic function controls, suitable for use by players in ordinary game scenarios.

[0164] In one alternative implementation, the second area in battle mode primarily displays battle-related information and controls, including team member status, battle countdown, special skill tips, etc., to help players make quick decisions in battle scenarios.

[0165] In an optional implementation, the second area in the social resource mode mainly displays the player's social interaction information and resource collection progress, such as friend activity, resource collection status, transaction information, etc.

[0166] In an information processing method provided in one embodiment of this application, in response to a trigger operation on a functional control in a second region, performing an operation corresponding to the trigger operation includes: In response to a trigger operation on a functional control in the second area, perform at least one of the following operations: Switch the game interface to non-window mode; Execute the game functions associated with the functional controls; Open the game interface associated with the function control.

[0167] The method provided in this embodiment enables the game interface to flexibly switch display modes or execute corresponding functions according to the user's trigger operation in small window mode. This not only meets the user's need to quickly respond to game events in small window mode, but also provides a convenient way to access game functions, improving the interactive experience and operating efficiency.

[0168] Specifically, when a user triggers an operation on the functional control displayed in the second area of ​​the game interface in small window mode, the system will perform corresponding operations based on the type of the trigger operation and the triggered functional control, including: switching the game interface from small window mode back to non-small window mode (i.e., the regular full-screen or large window mode); or directly executing the specific game function associated with the functional control in small window mode (such as accepting a task, using items, etc.); or opening the specific game interface associated with the functional control (such as the backpack interface, task interface, etc.).

[0169] Based on the above method embodiments, this disclosure also provides an information processing apparatus that provides a graphical user interface (GUI) via a terminal. The GUI displays a game interface, which includes at least a portion of the game scene. See [link to previous document]. Figure 6 The device includes the following modules: The switching module 601 is used to respond to the target trigger event and switch the game interface to a small window mode. In the small window mode, the game interface includes a first area and a second area, with the second area located outside the first area. Display module 602 is used to display the game scene in the first area and display game information and / or function controls in the second area; The execution module 603 is used to execute the operation corresponding to the trigger operation in response to the trigger operation of game information or functional controls in the second area.

[0170] The aforementioned device enables the display of game scenes and related information / functions in a windowed mode, preserving the integrity of the game screen while adding extra information display and interactive areas. This not only improves the user's ease of operation and information acquisition efficiency in windowed mode, but also enhances the game's playability and interactive experience, effectively solving the problem of limited information display and inconvenient interaction on small screens in the computer field.

[0171] The information processing apparatus provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiments. For the sake of brevity, any parts of the interactive device in the game that are not mentioned in the embodiments can be referred to the corresponding content in the aforementioned information processing method embodiments.

[0172] In this document, the term "and / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent three cases: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" in this document means any combination of at least two of any one or more elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.

[0173] This disclosure also provides an electronic device, such as... Figure 7 The diagram shows the structure of the electronic device, which includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following information processing method steps: In response to the target trigger event, the game interface is switched to small window mode. In small window mode, the game interface includes a first area and a second area, with the second area located outside the first area. The game scene is displayed in the first area, and game information and / or function controls are displayed in the second area. In response to a trigger operation on game information or functional controls in the second area, perform the operation corresponding to the trigger operation.

[0174] Optionally, the method further includes: In response to zoom operations on the game interface, determine the zoom level of the game interface; When the scaling ratio reaches a preset threshold, a target trigger event is generated.

[0175] Optionally, game information and / or function controls may be displayed in the second area, including: The activity countdown information is displayed in the first display area of ​​the second area; and / or, Display game messages in the second display area of ​​the second area; and / or, The function controls are displayed in the third display area of ​​the second area.

[0176] Optionally, the activity countdown information is displayed in the first display area of ​​the second area, including: Obtain information about in-game events and their importance; The display style of the event information is determined based on the importance of the event; The activity information with a display style is displayed in the first display area.

[0177] Optionally, the display style of the event information can be determined based on the importance of the event, including: When the importance of an activity reaches the first threshold, the display style of the activity information will be set to the first display style. When the importance of an activity is below the first threshold, the display style of the activity information will be set to the second display style.

[0178] Optionally, game messages are displayed in a second display area of ​​the second region, including: Obtain game messages and their importance; Game messages are labeled according to their importance.

[0179] Optionally, game messages are displayed in a second display area of ​​the second region, including: Game messages are displayed in a carousel in the second display area of ​​the second zone.

[0180] Optionally, the method further includes: In response to a first preset operation targeting the second display area, pause the carousel of game messages; When the game message carousel is paused, display event preview information associated with the game message currently displayed in the second display area.

[0181] Optionally, in response to a triggering operation targeting game information in the second area, an operation corresponding to the triggering operation is performed, including: In response to a triggered operation for a game message in the second display area of ​​the second region, the game interface is switched to non-window mode, and the system interface associated with the game message is opened.

[0182] Optionally, functional controls are displayed in a third display area of ​​the second region, including: Determine the display mode of the third display area based on the current game scene type; Based on the display mode, determine the functional controls to be displayed in the third display area.

[0183] Optionally, the display mode of the third display area is determined based on the current game scene type, including: When the current game scene type is a normal scene, the display mode will be set to normal mode; When the current game scene type is a battle scene, the display mode will be set to battle mode; When the current game scene type is a mission scene, the display mode will be set to mission mode.

[0184] Optionally, functional controls are displayed in a third display area of ​​the second region, including: When the display mode is normal mode, functional controls with prompt information are displayed in the third display area; When the display mode is in combat mode, the team information control is displayed in the third display area; When the display mode is task mode, the task control is displayed in the third display area.

[0185] Optionally, the method further includes: Receive display mode switching command; According to the display mode switching command, the display mode of the second area is switched to the target display mode, which can be one of the following: normal mode, combat mode, or social resource mode.

[0186] Optionally, in response to a trigger operation on a functional control in the second area, an operation corresponding to the trigger operation is performed, including: In response to a trigger action on a function control in the second area, perform at least one of the following actions: Switch the game interface to non-window mode; Execute the game functions associated with the functional controls; Open the game interface associated with the function control.

[0187] exist Figure 7 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113, and the memory 110 are connected via the bus 112.

[0188] The memory 110 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 113 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 112 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0189] The processor 111 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 111 or by instructions in software form. The processor 111 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules may reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory, and the processor 111 reads the information in the memory and, in conjunction with its hardware, completes the steps of the information processing method described in the foregoing embodiments.

[0190] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to perform information processing. The method specifically includes: In response to the target trigger event, the game interface is switched to small window mode. In small window mode, the game interface includes a first area and a second area, with the second area located outside the first area. The game scene is displayed in the first area, and game information and / or function controls are displayed in the second area. In response to a trigger operation on game information or functional controls in the second area, perform the operation corresponding to the trigger operation.

[0191] Optionally, the method further includes: In response to zoom operations on the game interface, determine the zoom level of the game interface; When the scaling ratio reaches a preset threshold, a target trigger event is generated.

[0192] Optionally, game information and / or function controls may be displayed in the second area, including: The activity countdown information is displayed in the first display area of ​​the second area; and / or, Display game messages in the second display area of ​​the second area; and / or, The function controls are displayed in the third display area of ​​the second area.

[0193] Optionally, the activity countdown information is displayed in the first display area of ​​the second area, including: Obtain information about in-game events and their importance; The display style of the event information is determined based on the importance of the event; The activity information with a display style is displayed in the first display area.

[0194] Optionally, the display style of the event information can be determined based on the importance of the event, including: When the importance of an activity reaches the first threshold, the display style of the activity information will be set to the first display style. When the importance of an activity is below the first threshold, the display style of the activity information will be set to the second display style.

[0195] Optionally, game messages are displayed in a second display area of ​​the second region, including: Obtain game messages and their importance; Game messages are labeled according to their importance.

[0196] Optionally, game messages are displayed in a second display area of ​​the second region, including: Game messages are displayed in a carousel in the second display area of ​​the second zone.

[0197] Optionally, the method further includes: In response to a first preset operation targeting the second display area, pause the carousel of game messages; When the game message carousel is paused, display event preview information associated with the game message currently displayed in the second display area.

[0198] Optionally, in response to a triggering operation targeting game information in the second area, an operation corresponding to the triggering operation is performed, including: In response to a triggered operation for a game message in the second display area of ​​the second region, the game interface is switched to non-window mode, and the system interface associated with the game message is opened.

[0199] Optionally, functional controls are displayed in a third display area of ​​the second region, including: Determine the display mode of the third display area based on the current game scene type; Based on the display mode, determine the functional controls to be displayed in the third display area.

[0200] Optionally, the display mode of the third display area is determined based on the current game scene type, including: When the current game scene type is a normal scene, the display mode will be set to normal mode; When the current game scene type is a battle scene, the display mode will be set to battle mode; When the current game scene type is a mission scene, the display mode will be set to mission mode.

[0201] Optionally, functional controls are displayed in a third display area of ​​the second region, including: When the display mode is normal mode, functional controls with prompt information are displayed in the third display area; When the display mode is in combat mode, the team information control is displayed in the third display area; When the display mode is task mode, the task control is displayed in the third display area.

[0202] Optionally, the method further includes: Receive display mode switching command; According to the display mode switching command, the display mode of the second area is switched to the target display mode, which can be one of the following: normal mode, combat mode, or social resource mode.

[0203] Optionally, in response to a trigger operation on a functional control in the second area, an operation corresponding to the trigger operation is performed, including: In response to a trigger action on a function control in the second area, perform at least one of the following actions: Switch the game interface to non-window mode; Execute the game functions associated with the functional controls; Open the game interface associated with the function control.

[0204] The computer program products of the information processing methods, apparatus, and electronic devices provided in this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementations, please refer to the method embodiments, which will not be repeated here.

[0205] Unless otherwise specifically stated, the relative steps, numerical expressions, and values ​​of the components and steps set forth in these embodiments do not limit the scope of this disclosure.

[0206] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0207] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0208] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. An information processing method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal, wherein the GUI displays a game interface, and the game interface includes at least a portion of the game scene. In response to a target trigger event, the game interface is switched to a small window mode. In the small window mode, the game interface includes a first area and a second area, with the second area located outside the first area. The game scene is displayed in the first area, and game information and / or function controls are displayed in the second area; In response to a trigger operation on game information or functional controls in the second area, perform an operation corresponding to the trigger operation.

2. The method according to claim 1, characterized in that, The method further includes: In response to a scaling operation on the game interface, the scaling ratio of the game interface is determined; When the scaling ratio reaches a preset threshold, the target trigger event is determined to be generated.

3. The method according to claim 1, characterized in that, The step of displaying game information and / or function controls in the second area includes: Display the activity countdown information in the first display area of ​​the second area; and / or, Display game messages in the second display area of ​​the second region; and / or, The function controls are displayed in the third display area of ​​the second region.

4. The method according to claim 3, characterized in that, The display of the activity countdown information in the first display area of ​​the second region includes: Obtain information about in-game events and their importance; The display style of the activity information is determined based on the importance of the activity; The activity information with the stated display style is displayed in the first display area.

5. The method according to claim 4, characterized in that, The step of determining the display style of activity information based on the importance of the activity includes: When the importance of the activity reaches a first threshold, the display style of the activity information is set to the first display style; When the importance of the activity is lower than the first threshold, the display style of the activity information is set to the second display style.

6. The method according to claim 3, characterized in that, The display of game messages in the second display area of ​​the second region includes: Obtain game messages and their importance; The game messages are labeled according to their importance.

7. The method according to claim 3, characterized in that, The display of game messages in the second display area of ​​the second region includes: The game messages are displayed in a carousel in the second display area of ​​the second region.

8. The method according to claim 7, characterized in that, The method further includes: In response to a first preset operation targeting the second display area, the carousel of game messages is paused; When the game message carousel is paused, event preview information associated with the game message currently displayed in the second display area is shown.

9. The method according to claim 3, characterized in that, The operation corresponding to the trigger operation, in response to a trigger operation on game information in the second region, includes: In response to a triggered operation for a game message in the second display area of ​​the second region, the game interface is switched to non-small window mode, and the system interface associated with the game message is opened.

10. The method according to claim 3, characterized in that, The third display area in the second region displays functional controls, including: Determine the display mode of the third display area based on the current game scene type; Based on the display mode, determine the functional controls displayed in the third display area.

11. The method according to claim 10, characterized in that, The step of determining the display mode of the third display area based on the current game scene type includes: When the current scene type of the game is a normal scene, the display mode is set to normal mode; When the current game scene type is a battle scene, the display mode is set to battle mode; When the current scene type of the game is a mission scene, the display mode is set to mission mode.

12. The method according to claim 11, characterized in that, The third display area in the second region displays functional controls, including: When the display mode is normal mode, a functional control with prompt information is displayed in the third display area; When the display mode is battle mode, team information controls are displayed in the third display area; When the display mode is task mode, the task control is displayed in the third display area.

13. The method according to claim 1, characterized in that, The method further includes: Receive display mode switching command; According to the display mode switching instruction, the display mode of the second area is switched to the target display mode, which is one of the following: normal mode, battle mode, or social resource mode.

14. The method according to any one of claims 1-11, characterized in that, The operation corresponding to the trigger operation, in response to a trigger operation on a functional control in the second area, includes: In response to a trigger operation on a functional control in the second area, perform at least one of the following operations: Switch the game interface to non-small window mode; Execute the game functions associated with the aforementioned functional controls; Open the game interface associated with the aforementioned functional control.

15. An information processing apparatus, characterized in that, The device provides a graphical user interface via a terminal, the content displayed by the graphical user interface including a game interface, the game interface including at least a portion of the game scene, and the device includes: A switching module is used to respond to a target trigger event and switch the game interface to a small window mode. In the small window mode, the game interface includes a first area and a second area, with the second area located outside the first area. The display module is used to display the game scene in the first area and to display game information and / or function controls in the second area; The execution module is used to execute an operation corresponding to the trigger operation in response to a trigger operation on game information or functional controls in the second area.

16. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 14.