Key adjustment method, electronic equipment and storage medium

By displaying position indicators based on operation data in the game interface, the button positions are automatically adjusted, solving the problem of button positions being difficult to match user habits and improving the game interaction experience and operation efficiency.

CN120919634APending Publication Date: 2025-11-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511033391.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-25
Publication Date
2025-11-11

AI Technical Summary

Technical Problem

When players adjust the button positions in the game, it is difficult to accurately match their own operating habits, resulting in accidental touches and failed clicks, making the operation cumbersome and inefficient.

Method used

The button settings interface is displayed through a graphical user interface. Position indicator marks are generated using pre-collected operation position data, and the target buttons are automatically adjusted to positions that conform to user habits.

Benefits of technology

It improves the game interaction experience, reduces accidental touches and click failures, enhances operation accuracy and personalized game experience, and reduces system resource consumption.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a key adjustment method, which comprises the following steps: displaying a key setting interface through a graphical user interface, the key setting interface comprising a target key displayed at a first position; in response to the first adjustment instruction, displaying a position indication mark in the key setting interface, the position indication mark being generated based on pre-collected operation position data; the target key is controlled to move from the first position to a target position, and the target position is determined according to the position indication mark. The system can visually display the actual operation position of a player and intelligently adjust the key position according to the actual operation position, the interactive experience of the player and a game interface is effectively improved, and the conditions of mistaken touch and click failure are reduced.
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Description

Technical Field

[0001] This disclosure relates to the field of gaming, and in particular to a method for adjusting buttons, an electronic device, and a storage medium. Background Technology

[0002] In games, players typically use virtual buttons on the screen to perform actions such as character movement and attacks. In this technology, players need to customize the button layout to suit their own operating habits. However, adjusting the positions requires players to estimate the approximate locations of the buttons, and the actual click positions during gameplay may deviate from the customized button settings, leading to accidental clicks or failed clicks. This button adjustment method is not only cumbersome for users, requiring repeated attempts to find the right positions, but it also... Summary of the Invention

[0003] The purpose of this disclosure is to provide a button adjustment method, electronic device, and storage medium to solve the problem of accidental button presses caused by the difficulty in accurately matching button positions to the actual operating habits of players.

[0004] In a first aspect, this disclosure provides a button adjustment method, comprising: displaying a button setting interface through a graphical user interface, the button setting interface including a target button displayed at a first position; responding to a first adjustment command, displaying a position indicator mark in the button setting interface, the position indicator mark being generated based on pre-collected operation position data; and controlling the target button to move from the first position to a target position, wherein the target position is determined according to the position indicator mark.

[0005] In a second aspect, a button adjustment method includes: displaying a button setting interface via a graphical user interface, the button setting interface including a target button displayed at a first size; responding to a first adjustment command, displaying a position indicator mark in the button setting interface, the position indicator mark being generated based on pre-collected operation position data; and controlling the target button to adjust from the first size to a target size, wherein the target size is determined according to the position indicator mark.

[0006] Thirdly, this disclosure provides an electronic device, including: a memory for storing executable instructions; and a processor for executing the executable instructions stored in the memory to perform the steps in the button adjustment method described in any of the preceding claims.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing executable instructions, which, when executed by a processor, perform the steps in the button adjustment method described in any of the preceding claims.

[0008] This disclosure provides a key adjustment method, electronic device, and storage medium, enabling the system to intuitively display the player's actual operation position and intelligently adjust the key positions accordingly. This effectively improves the player's interactive experience with the game interface and reduces accidental touches and click failures. At the same time, through a data-driven intelligent key optimization mechanism, the game's richness is enhanced, allowing players to obtain a more personalized gaming experience. Furthermore, by automatically optimizing and calculating key positions, the process of repeated manual adjustments by the player is reduced, system resource consumption is lowered, and device operating efficiency is improved.

[0009] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0010] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0011] 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.

[0012] Figure 1 A flowchart of a button adjustment method provided in this embodiment of the disclosure; Figure 2 A schematic diagram of a one-button settings interface provided in an embodiment of this disclosure; Figure 3 A schematic diagram showing the position of a target button before and after adjustment, provided in an embodiment of this disclosure; Figure 4 A schematic diagram of a detection area provided in an embodiment of this disclosure; Figure 5 A flowchart illustrating yet another button adjustment method provided in this disclosure embodiment; Figure 6 A schematic diagram showing the position of another target button before and after adjustment, provided in an embodiment of this disclosure; Figure 7 A functional structure diagram of another button adjustment device provided in this disclosure embodiment; Figure 8 A functional structure diagram of another button adjustment device provided in this disclosure embodiment. Figure 9This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0013] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0014] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0015] The button adjustment method in one embodiment of this disclosure can run on a local terminal device or a server. When the button adjustment method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0016] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, 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 separate. The storage and execution of button adjustment methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. 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 button position adjustment is performed by 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 screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0017] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0018] This embodiment provides a button adjustment method. Figure 1 This is a flowchart of a button adjustment method according to an embodiment of the present disclosure, such as... Figure 1 As shown, the process includes the following steps: Step S110: Display the button setting interface through the graphical user interface. The button setting interface includes the target button displayed in the first position. In step S120, in response to the first adjustment command, a position indicator is displayed in the button setting interface. The position indicator is generated based on pre-collected operation position data. Step S130: Control the target button to move from the first position to the target position, wherein the target position is determined according to the position indicator mark.

[0019] The method provided in this embodiment solves the technical problem that players need to estimate the key adjustment position themselves when adjusting the key layout. By collecting the actual operation position data of players and presenting it in a visual form, the keys are automatically adjusted to the position most suitable for the player's operation habits, which improves the user's interactive experience and reduces the probability of accidental touches and operation errors.

[0020] The steps described above are explained in detail below.

[0021] In step S110, when the application is applied, the user can access the key settings function in the game or application through the graphical user interface.

[0022] Specifically, the system will display a key setting interface containing the target key on the graphical user interface. The target key is initially displayed in the first position, which is either the default position of the key or the position last set by the user.

[0023] A graphical user interface (GUI) provides a visual and interactive environment for users. It typically displays the interface of a game or application and receives user input.

[0024] In one alternative implementation, the graphical user interface can be a touchscreen interface on a mobile device, through which users can intuitively view and modify the layout of in-game buttons. For example, when a player opens the game settings menu and enters the "Control Settings" option, the system will then display an interface containing all customizable buttons, including attack buttons, jump buttons, and other function buttons.

[0025] In an alternative implementation, the graphical user interface can be a settings page with editing capabilities, allowing users to drag, zoom, and perform other operations on interface elements. For example, in the button settings interface of a shooting game, players can see a semi-transparent overlay of the game screen, which displays the current position of various operation buttons, including the fire button, reload button, movement joystick, and other controls.

[0026] The button settings interface provides users with a way to adjust the button layout in games or applications. It typically displays the current button layout and allows users to customize it.

[0027] In an alternative implementation, the button settings interface can be a separate full-screen page displaying the game scene background and overlaying all currently adjustable button icons on it. For example, as Figure 2 As shown, the button settings interface displays the main game scene as the background, and displays all adjustable controls such as skill buttons, attack buttons, and item buttons on it. Players can intuitively see the distribution of these buttons in the actual game screen.

[0028] In an alternative implementation, the button settings interface may include grid guidelines to help users adjust button positions more precisely. For example, in the button settings interface of a competitive game, the screen is divided by evenly spaced grid lines, which players can refer to to align different function buttons, making the layout neater and easier to operate.

[0029] In one alternative implementation, the button settings interface can provide preset button templates for users to choose from, serving as a starting point for customization. For example, in a multiplayer online tactical game, the button settings interface offers several preset button layout templates such as "Beginner-Friendly," "Professional Competitive," and "Custom," allowing users to select one as a base and then make personalized adjustments.

[0030] The target key can be a specific function key in a game or application that needs to be repositioned. It typically performs a specific game function or action. There can be one or more target keys.

[0031] In one alternative implementation, the target button can be a core control button in the game, such as an attack button, a skill button, a movement joystick, or other key functional controls. For example, in a shooting game, the target button might be the fire button, which is originally located in the lower right corner of the screen, and the player might want to adjust its position to fit their thumb's range of motion.

[0032] In one alternative implementation, the target button can be a special function button that varies depending on the game type, such as vehicle control, building editing, or item pickup. For example, in a survival building game, the target button might be a building mode switch button that players want to move to an easier-to-reach location to improve building efficiency.

[0033] It should be noted that the target button can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, a player may need to adjust both the attack button and the special skill button, which are the two core operation buttons, at the same time, or they may need to adjust multiple different types of function buttons simultaneously.

[0034] like Figure 2 As shown in the illustration, in a specific application, when a player launches a mobile shooting game and enters the settings menu, the system displays the button layout settings interface. On this interface, various function buttons such as shoot, aim, reload, and crouch are displayed in their current positions. The shoot button, as the target button, is displayed in the first position in the lower right corner of the screen. The interface uses a semi-transparent game scene as the background, allowing players to refer to the actual game environment when adjusting the buttons, and provides a grid line to assist in precise positioning. Players can touch the screen to view the current position of each button, preparing for subsequent adjustments.

[0035] In step S120, specifically, when the system detects that the user has issued the first adjustment command, it will display position indicator marks on the key setting interface. These marks are generated based on the user's actual operation position data previously collected by the system, reflecting the user's habitual position for triggering the target key during actual gameplay.

[0036] The first adjustment command can be a user-input command that triggers the display of the position indicator marker. It typically serves to activate the smart button position adjustment function.

[0037] In an alternative implementation, the first adjustment instruction may be an operation performed by the user clicking a specific function button or switch, such as a dedicated control for "intelligent adjustment" or "position optimization". For example, in the game's key settings interface, if the user clicks the "Show Click Hotspot" button at the top of the interface, the system will respond to the instruction and display position indicator markers based on historical operation data.

[0038] In an alternative implementation, the first adjustment instruction may be a specific gesture operation by the user on the target button, such as a long press, double-click, or special swipe gesture. For example, if a user presses and holds the shoot button for 3 seconds in the button settings interface, the system recognizes this as an instruction to request the display of the optimal position of the button and then displays the historical click position distribution of the button.

[0039] It should be noted that the first adjustment command may be only one of the above embodiments, or it may be multiple of the above embodiments simultaneously. For example, the system may simultaneously support triggering the display of the location indicator marker by clicking a dedicated button and long-pressing the target button.

[0040] Location indicators can be graphic elements that visually display historical operation locations. They typically serve to show users the distribution of actual operating habits.

[0041] In an alternative implementation, the location indicator can be a heatmap showing the click density distribution, with high-frequency click areas appearing more vivid or brighter. For example, the system could display the locations of the player's past 100 clicks on the fire button in a heatmap format, with red areas representing the most frequently clicked locations, yellow and green representing the next most frequently clicked locations, and blue representing less frequently clicked areas.

[0042] In an optional implementation, the location indicator can be multiple dot-shaped markers that are directly displayed, with each dot representing a historical operation location. For example, the system displays the location where the player clicked the jump button in the last three games, with each location represented by a small dot, allowing the player to intuitively see their operating habits.

[0043] In an alternative implementation, the location indicator may be a graphical indicator with statistical information, such as displaying an outline or bounding box of the concentrated operation area and indicating the percentage of operations performed. For example, the system may use an elliptical outline to mark the area containing 80% of historical operations and suggest moving the button center point to the geometric center of that area.

[0044] It should be noted that the location indicator markers may be only one of the above embodiments, or they may be multiple of the above embodiments simultaneously. For example, the system may display dot markers and heat maps at the same time, or display heat maps and statistical area outlines at the same time, to help users understand their operating habits through different visualization methods.

[0045] Among them, operation position data can record the position information when the user actually triggers the button. It usually reflects the user's actual operating habits and touch preferences.

[0046] In an optional implementation, the operation position data can be the user's click coordinates recorded by the system during actual gameplay, including precise position values ​​on the X and Y axes. For example, the system records the screen coordinates (x, y) of each time the user clicks the attack button in the game, forming a set of coordinate points for subsequent analysis.

[0047] In an optional implementation, the operation location data may include a timestamp and game state information, recording the specific time and game scenario in which the operation occurred. For example, the system not only records the location where the player clicked the reload button, but also records which game and what time the click occurred, as well as the game state at that time (such as normal battle or emergency battle).

[0048] It should be noted that the operation location data can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, the system can simultaneously record multiple data such as click coordinates, timestamps, game status, and offset, in order to perform more comprehensive analysis and optimization.

[0049] like Figure 2 As shown, in a specific application, a player presses and holds the fire button for 3 seconds in the button settings interface, triggering the first adjustment command. The system then displays numerous small yellow dots on the screen, distributed around the fire button. Each dot represents the location where the player actually clicked the fire button in the past few games. The player notices that these dots are mainly concentrated in the upper right area of ​​the current button location, indicating that the player habitually triggers the fire operation in an area further to the upper right than the default location. These location indicators clearly reflect the player's actual operating habits, providing an intuitive reference for subsequent button position adjustments.

[0050] In step S130, the target button is controlled to move from the first position to the target position, wherein the target position is determined according to the position indicator mark.

[0051] Specifically, the system analyzes the displayed location indicators to determine the most suitable position for the target button and moves the button from its original first position to the new target position, making the button position more in line with the user's actual operating habits.

[0052] In an alternative implementation, the system can automatically control the movement of the target control to the target location.

[0053] In an optional implementation, after displaying a location indicator, the system responds to an adjustment operation on the target button, controlling the movement of the target button. The user can refer to the displayed location indicator during the movement.

[0054] The target location can be the button placement determined based on operation position data analysis. It typically aims to make the button positions more consistent with the user's actual operating habits.

[0055] In an alternative implementation, the target location can be the geometric center of the area where location indicator markers are most concentrated. For example, the system analyzes the distribution density of the player's historical click locations, identifies the center point of the area with the most frequent clicks, and uses this as the target location for the movement button, ensuring that the button is located in the center of the area where the player is most comfortable operating.

[0056] In an alternative implementation, the target location can be an optimized location calculated based on historical operation data and user device characteristics, taking into account screen size and user grip. For example, the system comprehensively considers historical click distribution, the current device's screen size and resolution, and the user's grip habits (such as one-handed or two-handed operation) to calculate the most suitable button position for the current user.

[0057] In an optional implementation, the target location can be a position with minimal offset from the original location while ensuring that it includes a certain proportion (e.g., 80%) of historical operation points. For example, the system will minimize the distance the button needs to move while ensuring that the new location covers most of the historical click locations, thus avoiding the need for the user to readjust due to excessive position changes. When determining the range containing a certain proportion of operation points, the current display size of the target button can be used as a reference, or the default size of the target button can be used as a reference.

[0058] In an optional implementation, the target location can be displayed using a first display method, allowing the user to understand its specific location within the graphical user interface. This facilitates manual adjustments based on the target location.

[0059] It should be noted that the target location can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, the system can simultaneously consider the historical click density center, device characteristics, and the minimum offset principle, and obtain the final target location through weighted calculation.

[0060] like Figure 2 and Figure 3As shown in this embodiment, in a specific application, a player opens the button settings interface of a shooting game. The screen displays all adjustable controls, including function buttons for shooting, aiming, and reloading. The player triggers the first adjustment command, and the system immediately displays multiple small yellow dots on the interface, representing the locations where the player has actually clicked the shooting button in recent games. These dots are mainly concentrated in the upper right area of ​​the current button location. After analysis, the system automatically moves the shooting button from its original position to the center of the area with the highest click density. After the adjustment, the shooting button is located in a position that better suits the player's actual operating habits. After confirming the new position, the player clicks "save," and the new button position configuration will take effect in subsequent games.

[0061] In a button adjustment method provided in one embodiment of this application, the target button is a button preset by the system and / or a button determined from the buttons provided by the system in response to a setting command.

[0062] The method provided in this embodiment allows users to adjust the positions of buttons based on system presets or their own selections, enhancing the personalization of the interactive experience. Because the system can intelligently identify and visually display users' actual operating habits, users can intuitively understand their own operating characteristics, thus enabling more precise adjustments to button positions. This data-driven button position optimization method not only enriches the game's operation settings but also solves practical problems in computer game interaction by reducing accidental touches and improving operational accuracy.

[0063] The above plan will be explained in detail below.

[0064] Specifically, in this embodiment, the target button can be a default button preset by the system, a button selected by the user from multiple optional buttons provided by the system through setting instructions, or a combination of both.

[0065] The system's pre-set buttons are the core control buttons commonly used in game operation. They typically provide basic function control during game operation.

[0066] In one optional implementation, the system's pre-defined buttons include default operation buttons predefined in the game. These buttons are automatically configured and assigned to specific positions by the system at the start of the game. For example, in a shooting game, the system's pre-defined buttons may include nine core operation buttons: left-hand shooting button, right-hand shooting button, aiming button, reload button, crouch button, prone button, jump button, medicine button, and throwable button. These buttons are initially placed in the default positions on the game interface.

[0067] In one optional implementation, the system's pre-set buttons are configured according to different game modes and gameplay styles. The system will default to the key operation buttons most suitable for that type of game. For example, in shooting mode, the system's pre-set buttons may include skill buttons, inventory buttons, map buttons, mission buttons, etc.; while in racing mode, the system's pre-set buttons may include acceleration buttons, brake buttons, drift buttons, view switching buttons, etc.

[0068] In response to a setting command, the key selected from the system's provided keys can be chosen by the user based on their own needs. This typically serves to meet the user's personalized operation requirements.

[0069] In an alternative implementation, users can access the game's key settings interface, view the complete list of available keys provided by the system, and then select the desired key to be placed on the target key through click, swipe, long press, and / or other operations.

[0070] In an optional implementation, the user can directly select the displayed game buttons in the button settings interface, such as by clicking or long-pressing, and the game button being activated will be identified as the target button.

[0071] It should be noted that the key determined from the system-provided keys in response to the setting command can be only one of the above embodiments, or it can be multiple of the above embodiments simultaneously. For example, the user can determine the required key by both manually selecting and accepting system recommendations, or only by temporarily adding function keys in a specific game scenario.

[0072] In a button adjustment method provided in one embodiment of this application, prior to responding to the first adjustment command, the method further includes: Step S210: Provide a target control in the button setting interface. The target control is configured to respond to trigger operations and control the generation of a first adjustment command.

[0073] The method provided in this embodiment enables users to quickly activate the button position adjustment function through the target control on the interface. The system can adjust the buttons to the most suitable position according to the user's actual operating habits, thereby improving the interactive experience. At the same time, it visually presents the user's operating habits, making the game interface layout more personalized and enhancing the richness of the game. It effectively solves the problem of button positions being difficult to accurately match user operating habits in the field of computer games.

[0074] The above plan will be explained in detail below.

[0075] In step S210, specifically, in the button setting interface, the system provides a target control for triggering the adjustment of button positions according to the user's operating habits, so that the user can start the button position adjustment function through the control.

[0076] The target control can be an interactive control used to trigger adjustment functions. It typically allows users to interact with it to activate a function that adjusts the button positions according to the user's operating habits. The interaction with the target control can be achieved through clicks, swipes, long presses, and / or other actions. For example, a user can select a target control provided in the button settings interface by clicking.

[0077] In an optional implementation, the target control can be a checkbox control, which is unchecked by default. When the user enters the key settings page, the system displays the checkbox control for the publicly provided function. For example, in the game's key settings interface, the system integrates a checkbox labeled "Smart Adjustment" at the top of the page or in the sidebar, which players can check to activate the smart adjustment function.

[0078] In an alternative implementation, the target control can be a function button integrated into the key settings interface. This function button can be labeled with "Smart Adjustment," "Habit Optimization," or other similar terms to intuitively indicate its function. For example, in the game's key settings interface, the system adds a blue circular button to the control panel area, labeled with the words "Smart Adjustment" and an icon indicating optimization. Players can click this button to activate the smart adjustment function.

[0079] In an optional implementation, the target control can be a smart prompt icon that floats above the button settings interface. When the system detects that a user has remained on the interface for more than a preset time, the system can automatically pop up the icon to prompt the user to use the smart adjustment function. For example, if a player adjusts the position of a button in the button settings interface but adjusts it more than three times, the system will pop up a yellow prompt icon with a light bulb pattern in the lower right corner of the screen. After the player clicks the icon, the system will automatically activate the smart adjustment function and display guiding text.

[0080] In one specific application, when a player enters the game's key settings interface, the system displays an interface containing multiple adjustable game keys, along with a toggle control labeled "Smart Adjustment" in the upper right corner. This control is initially off; players can toggle it on by clicking it. The system also displays explanatory text at the bottom of the interface: "Enabling the Smart Adjustment function will optimize key positions for you based on your operation habits in your last 3 games," helping players understand the function's purpose.

[0081] In one specific application, after seeing the "Smart Adjustment" switch control in the upper right corner of the game's key settings interface, the player can lightly touch the control to turn it on. The system immediately responds to this operation, the switch control changes from gray to green, and the system displays a position indicator consisting of multiple small yellow dots within the area corresponding to the relevant key. These dots represent the actual positions clicked by the player in the previous game.

[0082] In a button adjustment method provided in one embodiment of this application, the operation position data is obtained in the following manner: Step S410: During the game, monitor the operation behavior of the target key. Step S420: When an operation is detected, record the operation location corresponding to the operation. Step S430: Store the operation position as operation position data.

[0083] The method provided in this embodiment enables the system to collect the actual button positions operated by players in real time during the game, providing a precise data basis for subsequent intelligent adjustment of button positions.

[0084] The above plan will be explained in detail below.

[0085] In step S410, specifically, when a player is playing a game, the system continuously monitors the player's interactive operation behavior towards the target key by setting a global monitoring program.

[0086] The actions performed by the player on target buttons during gameplay can be categorized as clicks, swipes, long presses, and / or other actions. For example, the system listens for player clicks on target buttons within the game interface.

[0087] In one optional implementation, the operation can be any touch interaction by the player during a game that triggers the function of a target button, including but not limited to tapping, long-pressing, and swiping. The system establishes a global monitoring mechanism to track each monitored target button in real time and record the user's actual operating habits. For example, when a player needs to shoot in the game, the system will monitor their tapping of the "shoot" button to determine whether the player's actual triggering of the function is within a preset detection range.

[0088] In one optional implementation, user actions can be categorized and monitored based on button function type, with different monitoring strategies employed for different functions. For example, shooting buttons might require monitoring both short presses and long presses, while movement buttons would require monitoring swipe gestures. The system establishes corresponding monitoring mechanisms for these different types of actions to more accurately capture player operating habits. For instance, during gameplay, when a player needs to use the "reload" function, the system will specifically monitor actions related to this function and record the specific location of the action when the player triggers the function.

[0089] It should be noted that the operation behavior can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, the system can only listen to the user's click operation behavior on the target button, or it can listen to multiple operation types such as click, long press, and swipe, and comprehensively analyze the user's operation habits.

[0090] In a specific application, taking a shooting game as an example, players frequently use button functions such as "shoot," "aim," and "reload" during gameplay. The system activates a global monitoring program during gameplay to continuously monitor the player's actions on these button functions. When players rapidly operate these buttons in intense combat scenarios, the system captures each action, preparing for subsequent positional data recording. For the shooting button, the system not only monitors single clicks but also continuous click patterns; for the aiming button, the system pays particular attention to long-press actions. These different types of monitoring mechanisms work together to ensure the system fully understands the player's actual operating habits.

[0091] In step S420, specifically, after the system detects the player's operation on the target key, it records the coordinate position of the operation on the screen in real time, providing basic data for subsequent data analysis and key position optimization.

[0092] The operation position refers to the actual coordinates of the touchpoint on the touchscreen when the player triggers the target button function. It typically reflects the user's actual operating habits and finger touch preferences. The operation position can be obtained through the coordinates of clicks, swipes, long presses, and / or other operations. For example, with a click, the system records the precise coordinates of the user's finger when they click the screen.

[0093] In an optional implementation, the operation position can be recorded in two-dimensional coordinates, including specific pixel position values ​​on the X and Y axes, to pinpoint the exact location of each user operation. For example, when the system detects that a player has triggered the "jump" button, it records the precise position information of the finger on the screen at an X coordinate of 320 pixels and a Y coordinate of 480 pixels when the function is triggered.

[0094] In an optional implementation, the operation location can also record additional dimensional information, such as touch pressure, touch area, and touch duration, to more comprehensively reflect the user's operating habits. This multi-dimensional data helps the system more accurately understand the user's operating characteristics, thereby providing a more personalized button position optimization solution. For example, when recording the operation location of a player using the "throwing item" button, the system not only records the coordinate position but also the duration and touch pressure of the operation, analyzing whether the player lightly touches or presses the function key.

[0095] In an optional implementation, the operation position can be recorded using relative coordinates, i.e., the offset relative to the current center point of the target button. This recording method facilitates subsequent calculation of the deviation between the user's actual operation position and the set button position, helping to optimize the position more accurately. For example, if a player uses the "reload" function and the actual trigger position is offset 15 pixels to the right and 8 pixels upward from the center point of the button, the system will record this relative offset value for subsequent analysis of the match between the player's operating habits and the current button settings.

[0096] It should be noted that the operation position can be only one of the above embodiments, or it can be multiple of the above embodiments simultaneously. For example, the system can record only the two-dimensional coordinate position of the operation, or it can record multiple information such as coordinate position, touch pressure, and touch area at the same time, comprehensively collecting user operation data.

[0097] In step S430, specifically, the system classifies, organizes, and stores the recorded operation position data according to certain rules, providing data support for subsequent data analysis and key position optimization.

[0098] The operation location data storage process involves the system saving collected user operation location information to a local database or cloud server. This typically serves to establish a database of user operation habits, providing a data foundation for subsequent location optimization analysis.

[0099] In one optional implementation, the operation position data can be categorized and stored according to the order of the game. The system creates a separate dataset for each game, recording the user's operation position data for each target button in that game. This time-series storage method helps to analyze the changing trends of user operation habits and facilitates position optimization based on the latest operation data when needed. For example, the system will store the operation position data of the "reload" button in the player's most recent three games and mark the corresponding game information for subsequent data analysis in chronological order.

[0100] In one optional implementation, the operation position data can be categorized and stored according to the button function type, grouping multiple operation position data of the same function button together. This facilitates individual data analysis and position optimization for different function buttons. This categorized storage method can provide more accurate personalized position optimization suggestions for specific function buttons. For example, the system will categorize and store the operation position data of different function buttons such as "shoot," "reload," and "jump" separately, facilitating independent position analysis for each function button.

[0101] In an optional implementation, the operation location data can also be configured with a storage limit and update mechanism. When the data volume exceeds a preset threshold, the oldest data record is automatically deleted, while the latest operation data is retained, ensuring that the analysis is based on the user's latest operating habits. Simultaneously, the system can also set a data validity period to periodically clean up outdated operation data, preventing historical data from interfering with current location optimization. For example, the system can be set to only save location data from the player's most recent three games or the most recent 100 operations; when new data is generated, the oldest data record is automatically deleted to maintain data timeliness.

[0102] It should be noted that the operation location data storage can be just one of the above embodiments, or it can be multiple of the above embodiments simultaneously. For example, the system can store data only according to the game order, or it can simultaneously perform multi-dimensional data classification and storage according to the game order and button function type to meet the data analysis needs in different scenarios.

[0103] In one specific application, after a player has played five consecutive shooting games, the system has collected a large amount of button operation position data. For the "shoot" button, the system stores all position coordinates of the player triggering this function in each game, categorized by game ID. Simultaneously, the system also records the timestamp and game scene information for each operation. When the data volume reaches a preset storage limit, such as exceeding the data from the most recent three games, the system automatically deletes the operation data from the first and second games, retaining only the latest data from the third to the fifth games. This categorized and filtered operation position data is stored in a local database, providing a data foundation for displaying position indicator markers in the button settings interface, helping players intuitively understand their actual operating habits and thus make more reasonable button position adjustments.

[0104] In a button adjustment method provided in one embodiment of this application, monitoring the operation behavior of the target button includes: Step S510: Determine the detection area centered on the target button; Step S520: Monitor the operational behavior within the detection area.

[0105] The method provided in this embodiment enables the system to accurately capture the actual position of the user's operation on the target button. By setting a reasonable detection area, it avoids the loss or miscollection of operation data. It effectively collects data on the player's real operation habits during gameplay, providing an accurate data foundation for subsequent intelligent adjustment of button positions.

[0106] The above plan will be explained in detail below.

[0107] In step S510, specifically, the system establishes a detection area covering a certain range around the target button, using the center position of the target button as a reference point, to monitor the player's operation behavior within this area.

[0108] The detection area can be a specific range centered on the target button. It typically serves to capture the actual position of the player's input to the target button.

[0109] In an optional implementation, the detection area can be a rectangular area, which is formed by extending a certain distance outward from the center point of the target button. For example, the system can expand a certain number of pixels upward, downward, leftward, and rightward based on the current display center point of the target button to form a rectangular detection area that completely covers the target button and includes a certain range of space around it.

[0110] In an optional implementation, the detection area can be a circular area, with the center point of the target button as the center and a specific radius defining the circular boundary. For example, in the game's button settings interface, the system can set a circular detection area centered on the center point of the fire button, covering the button itself and extending outwards by a certain distance, to capture all potential player actions related to that button.

[0111] In an optional implementation, the detection area can be an irregularly shaped region, dynamically generated based on the shape characteristics of the target button and expected operating habits. For example, for skill buttons with special shapes, the system may generate a more adaptable irregular detection area based on the actual shape of the button and common accidental touch patterns to more accurately capture the player's valid operating intentions.

[0112] It should be noted that the detection area can be just one of the above embodiments, or it can be multiple of the above embodiments simultaneously. For example, the system can select a suitable detection area shape according to different game scenarios or button characteristics, or in some special cases, it can apply multiple detection area shapes simultaneously for comprehensive monitoring and data analysis.

[0113] The target button is typically also equipped with a response area, which receives trigger operations and controls the button function corresponding to the trigger target button. For example, when the "shoot" button is triggered, the response area receives the trigger operation and controls the virtual object to perform the shooting function. In an optional implementation, the detection area and the response area overlap, meaning the area covered by the detection area can be greater than or equal to the response area; that is, the response area is located within the detection area or the two overlap.

[0114] In an optional implementation, the response area and the detection area are two independent areas, that is, each area is configured with a corresponding function. In the overlapping area, both areas can receive interactive operations that fall into the overlapping area and then execute the corresponding logic respectively. For example, when the covered area of ​​the "shoot" button icon is clicked, the response area can control shooting according to the click operation, and the detection area can listen to the click operation and record it to prepare for the subsequent generation of location indication markers.

[0115] In an alternative implementation, the response region and the detection region can be partially the same region, that is, a portion of the detection region can be configured to serve as both a response region and a detection region.

[0116] In one alternative implementation, the detection area can be a pre-configured area for the target key, rather than being generated only when the player opens the key settings interface or triggers the target control. In other implementations, the detection area can be generated based on instructions for setting the target key.

[0117] In step S520, specifically, the system continuously monitors all interactive operations of the player within the defined detection area, records the specific location and time information of these operations, and provides a data basis for subsequent analysis of user operation habits.

[0118] like Figure 4 As shown in an exemplary application of this embodiment, when a player performs an action in a mobile game, the system establishes a detection area around the target button (such as the shoot button). This area expands outward from the center of the button to form a region approximately 1.5 times the size of the button itself. During the game, the system continuously monitors all clicks performed by the player within this area and records the exact coordinates of each click.

[0119] In a button adjustment method provided in one embodiment of this application, the range of the detection area is determined based on the size of the target button and a preset ratio.

[0120] The above plan will be explained in detail below.

[0121] Specifically, the detection area is calculated and determined based on the size of the target button and a preset ratio. This area typically expands around the center point of the target button, forming an area for monitoring operational behavior.

[0122] The size of the target button can be a parameter representing the size of the button displayed on the graphical user interface. It typically determines the space the button occupies on the interface.

[0123] In an alternative implementation, the target button's dimensions can be the button's width and height, and the system will calculate the button's display area based on these dimensional parameters.

[0124] In an optional implementation, the size of the target button may also include the shape parameters of the button, such as the radius of a circular button, the major and minor axes of an elliptical button, or the side length of a polygonal button. These parameters together determine the actual area occupied by the button on the interface.

[0125] In an alternative implementation, the size of the target button can also be the size of the button's bounding box, that is, the size of the smallest rectangular area that completely surrounds the button.

[0126] It should be noted that the size of the target button can be only one of the above embodiments, or it can be multiple of the above embodiments simultaneously. For example, the system can determine its size using only the width and height parameters of the button; or it can consider both the shape parameters and the bounding box size of the button to comprehensively determine the actual display size of the button.

[0127] The preset ratio is a numerical ratio pre-defined by the system, used to calculate the detection area range based on the button size. It typically adjusts the size of the detection area to balance operational sensitivity and false touch rate.

[0128] In an alternative implementation, the preset ratio can be a fixed percentage value, such as 150%, indicating that the size of the detection area is 1.5 times the actual size of the target button.

[0129] In an alternative implementation, the preset ratio can be a differentiated ratio value set according to different button types or functions. For example, a ratio of 120% may be used for shooting buttons, while a ratio of 180% may be used for movement control buttons, in order to adapt to the operating characteristics of different buttons.

[0130] In an alternative implementation, the preset ratio can also be a parameter that can be customized by the user in the settings interface, allowing players to adjust the size of the detection area according to their personal operating habits. For example, the system can provide a slider in the button settings interface, allowing users to adjust the ratio of the detection area from 100% to any value between 200% to meet the operating preferences of different users.

[0131] It should be noted that the preset ratio can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, the system can use a fixed 150% as the preset ratio for all buttons; it can also support both button type-differentiated ratios and user-defined ratios, allowing users to make personalized adjustments based on the preset ratios.

[0132] The method provided in this embodiment enables the system to automatically calculate a suitable detection area range based on the actual size of the target button and a preset proportional relationship. This flexible detection area design ensures that no effective operation of the target button by the player is missed, while avoiding misjudgment caused by an excessively large detection range, thereby improving the interactive experience.

[0133] In a button adjustment method provided in one embodiment of this application, the size of the target button includes at least one of the following: The default size of the target button; The adjusted size of the target button, wherein the adjusted size is the size after adjusting the size of the target button in response to a size adjustment command.

[0134] The method provided in this embodiment enables the system to flexibly determine the detection area based on the button size information in different scenarios, making the collection of operation position data more accurate and reliable. By supporting both default and adjusted size modes, the system can adapt to users' personalized adjustment needs, improving the interactive experience.

[0135] The above plan will be explained in detail below.

[0136] The default size of the target button can be the button display size preset by the system. It usually serves to provide users with an initial reference for button size.

[0137] The adjusted size of the target buttons can be customized by the user according to their personal operating habits. This typically serves to meet the user's personalized operating needs.

[0138] In an optional implementation, the adjusted size can be achieved by dragging the edge or corner of the button. For example, when a user enters the button settings interface, they can touch and drag the adjustment point on the edge of the target button, such as the adjustment point in the lower right corner, to make the button larger by dragging it outward or smaller by dragging it inward.

[0139] In one optional implementation, the adjusted size can be precisely set using a slider or a numerical input box. In another optional implementation, the adjusted size can be quickly adjusted using preset size options provided by the system.

[0140] It should be noted that the adjusted size of the target button can be only one of the above embodiments, or it can be multiple of the above embodiments simultaneously. For example, the system can provide two adjustment methods at the same time: precise numerical adjustment and preset size option, to meet the adjustment preferences of different users; or users can first select a size close to their ideal size through preset size, and then make fine adjustments by dragging the edge to achieve a more precise size setting.

[0141] In a specific application, based on the rules for determining the detection area, the system uses the default size of the button (100×100 pixels) as a baseline and calculates a 150×150 pixel detection area at a preset ratio of 150%. If the player finds the default size insufficient, they can adjust the shooting button to a larger size of 140×140 pixels using the size adjustment function in the settings interface. At this point, the system will recalculate the detection area based on the adjusted new size (140×140 pixels), resulting in a new 210×210 pixel detection area. Thus, regardless of whether the player uses the default or adjusted size, the system can accurately calculate the detection area based on the current actual button size and preset ratio, accurately monitor the player's actions, collect effective operation position data, and provide accurate data support for subsequent intelligent adjustment of the button position.

[0142] In a button adjustment method provided in one embodiment of this application, storing the operation position as operation position data includes: Step 610: The operation positions are classified and stored as operation position data according to the game order; The method also includes: Step 710: When the stored operation position data exceeds a preset quantity threshold, delete the earliest stored operation position data, wherein the preset quantity threshold includes at least one of the following: a preset number of games and a preset number of operations in the current game.

[0143] The method provided in this embodiment enables the system to efficiently manage player operation position data. By classifying and storing data according to the order of the game, the system can systematically record the player's operation habits in different game games, thereby providing more accurate data support for subsequent button position adjustments. At the same time, by setting a preset quantity threshold and deleting the oldest operation position data, the system avoids excessive data accumulation and consumption of system resources, ensuring the high efficiency of system operation, and ensuring that the generation of position indicator markers is always based on the player's most recent operation habits, thereby improving the interactive experience and game richness.

[0144] The above plan will be explained in detail below.

[0145] In step 610, specifically, after collecting the operation positions corresponding to the player's operation behavior on the target key, the system classifies and stores these operation positions according to the game order so that more accurate position indicator marks can be generated based on the data of the most recent game.

[0146] The game order records the sequence of multiple consecutive game sessions played by a player. It typically serves to categorize and organize player action data in chronological order.

[0147] In an optional implementation, the game order can be based on the game session ID. The system assigns a unique session ID to each game session and stores the operation position data collected in that session in association with that ID. For example, the system can store all the click position data of the player's "shoot" button in the game with ID 10001 in a unified data set identified by 10001, which is convenient for subsequent data analysis and use by session dimension.

[0148] In an optional implementation, the match order can be based on timestamps. The system records the start and end times of each match and groups and stores the operation position data collected within that time period in chronological order. For example, the system can store all click position data of the "reload" button in a match between "2023-06-01 20:15:30" and "2023-06-01 20:45:12" in a dataset identified by that time period, facilitating subsequent data retrieval and processing by the system according to the time dimension.

[0149] In one optional implementation, the match order can be based on a categorization of game modes. The system stores the player's operation position data for different game modes (such as ranked matches, casual modes, team deathmatch, etc.) separately to provide more accurate key position adjustment suggestions based on the operation habits of different game modes. For example, the system can store all click position data of the "jump" button in "team deathmatch" mode separately from the data in "single mode," thereby achieving key optimization for different game modes.

[0150] It should be noted that the game order can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, the system can classify and store operation position data based on both game session ID and game mode, that is, first classify by game mode, and then sort by session ID within each mode; or it can combine timestamps and game modes for a more complex classification and storage strategy.

[0151] In step 710, specifically, in order to avoid excessive accumulation of operation location data that would consume system resources, and to ensure that location indicator markers can be generated based on the player's latest operation habits, the system will dynamically manage the stored operation location data and clean it up when the data volume exceeds a preset threshold.

[0152] The preset quantity threshold can be a critical value set by the system to limit the amount of data in storage operation locations. It typically serves to control the scale of data storage and ensure efficient utilization of system resources.

[0153] In one optional implementation, the preset quantity threshold can be a preset number of games, and the system only retains the operation position data collected from the most recent specific number of game games. For example, the system can be set to retain only the operation position data from the most recent 3 game games. When the player finishes the 4th game, the system will automatically delete all operation position data collected in the 1st game, always maintaining the timeliness of the data and ensuring that the key position optimization suggestions are based on the most recent operation habits.

[0154] In an optional implementation, the preset threshold can be a preset number of operations for the current game. The system sets a maximum number of clicks to be recorded for each target button in each game. For example, the system can be set to record a maximum of 50 operation position data for a certain button in a single game. When the number of clicks for that button exceeds 50, the system will delete the earliest click record in chronological order, retaining only the most recent 50 click position data, thus avoiding excessive accumulation of data for a specific button in a single game.

[0155] In a button adjustment method provided in one embodiment of this application, the pre-collected operation position data is operation position data collected from a target collection node for a preset duration. The target collection node is either a game match or a specific time. The preset duration is either a preset number of game matches or a preset operation duration.

[0156] The method provided in this embodiment enables the system to start collecting users' actual operation data at specific time points and limit data collection within a reasonable time range to ensure the timeliness and representativeness of the data, thereby providing a more accurate reference for the intelligent adjustment of button positions.

[0157] The above plan will be explained in detail below.

[0158] Specifically, when implementing the button adjustment method, the system needs to collect data on the user's position during gameplay and generate position indicator markers based on this data. To ensure the timeliness and representativeness of this data, the system starts collecting data from a specific time point and limits the collection duration.

[0159] The target collection node can be a specific time point determined by the system to identify the starting time point for collecting operation location data. It typically serves to guide the system on when to begin collecting user operation data.

[0160] In an optional implementation, the target collection node can be set on a game-by-game basis, such as starting from the end of the previous game or the start of the current game. For example, when a user enters the next game after completing one game, the system can set the start time of the next game as the target collection node, and start collecting the user's operation position data for the target key from that time.

[0161] In an optional implementation, the target collection node can be a specific moment specified by the system or the user, such as the time point after the user manually adjusts the button position, or the time point when the system detects a significant change in the user's operating habits. For example, when a user completes a manual adjustment of the button position in the button settings interface, the system can set this moment as the target collection node and start collecting the user's operation position data again from this time point in order to evaluate whether the new button position conforms to the user's operating habits.

[0162] In an alternative implementation, the target collection node can be the time point at which the user explicitly triggers the data collection function, such as when the user initiates data collection through specific settings options or function keys. For example, the user can enable the "Operation Habit Analysis" function in the game settings, and the system will set the time point when the function is enabled as the target collection node and begin recording the user's key press positions in the game.

[0163] It should be noted that the target collection node can be only one of the above embodiments, or it can be multiple of the above embodiments simultaneously. For example, the system can support data collection based on game matches as nodes, and it can also support users manually triggering the data collection function at any time.

[0164] The preset duration can be a pre-defined time range for data collection, used to limit the amount of data collected at the operation location. It typically ensures that the amount of collected data is moderate and representative.

[0165] In an optional implementation, the preset duration can be set in units of the number of game matches, such as collecting operation position data from the most recent 3 games. For example, the system can be set to retain only the operation position data from the most recent 3 games, and automatically delete the data from the earliest game after a new game is completed to ensure the timeliness of the data.

[0166] In an optional implementation, the preset duration can be set in units of actual operation time, such as collecting operation location data during the last 30 minutes of gameplay. For example, the system can be set to retain only the user's game operation data from the last hour. When new operation data is recorded, the system will check and delete data older than one hour to ensure that the data reflects the user's current operating habits.

[0167] In one optional implementation, the preset duration can be dynamically adjusted, automatically adjusting the data collection duration based on the user's operation frequency and stability. For example, for users with frequent and stable operations, the system may only need to collect data for a shorter period; while for users with low operation frequency or fluctuating operation habits, the system may need to collect data for a longer period to obtain more accurate results.

[0168] It should be noted that the preset duration may be just one of the above implementation methods, or it may be multiple of the above implementation methods simultaneously. For example, the system may support limiting the data collection scope by both the number of game rounds and the operation duration, and select the more suitable limitation method according to the specific situation.

[0169] In one embodiment of this application, a button adjustment method further includes: Step S810: In response to the position adjustment operation applied to the target button, adjust the display position of the target button according to the position adjustment operation; In step S820, in response to the confirmation command, the target button is displayed according to the display position during the game.

[0170] The method provided in this embodiment allows players to manually fine-tune the button positions through position adjustment operations, and apply the adjusted button positions to the actual game by confirming the command, thereby improving the interactive experience.

[0171] The above plan will be explained in detail below.

[0172] In step S810, specifically, the system detects the user's position adjustment operation on the target button, and adjusts the display position of the button accordingly based on the operation, so that the position of the button can be changed according to the user's needs.

[0173] The position adjustment operation allows users to interact with a target button in the button settings interface. It typically changes the position of the target button. Position adjustment operations can be performed through clicking, swiping, long-pressing, and / or other actions. For example, a user can select a target button by clicking and then drag it to a new position, thus responding to the position adjustment operation and adjusting the target button's display position accordingly.

[0174] In step S820, specifically, the system receives a confirmation command from the user and applies the adjusted button display position from step S810 to the game, so that the user can use the adjusted button position to operate during the actual game.

[0175] The "Confirm" command allows users to confirm settings in the button configuration interface. It typically confirms and saves the current button position settings. For example, by clicking the "Confirm" or "Save" button on the interface, the system responds to this confirmation command and controls the display of the target button in the game based on its location.

[0176] In one embodiment of this application, a button adjustment method further includes: Step S910: The game match or current moment determined by the position adjustment operation or the determined instruction is identified as the target collection node.

[0177] By using user-initiated behavior adjustments as the trigger for data collection, the system can capture the latest changes in user operating habits, thereby making subsequent button position adjustments more precise, enhancing the game's operational flexibility and personalization, and increasing the game's richness.

[0178] The above plan will be explained in detail below.

[0179] In step S910, specifically, the system can determine the current game or the current moment as the target collection node to start collecting operation position data based on the user's position adjustment operation or the user-triggered determination command.

[0180] The position adjustment operation is an interactive behavior that allows users to reposition a target button. It typically instructs the system to change the display position of the target button. For example, a user can select the target button by clicking, and then drag the button to a new position to complete the position adjustment operation.

[0181] In one optional implementation, the position adjustment operation can be a user dragging a target button in the button settings interface. Once the system detects that the user has completed the drag and released the button, it designates that moment as the target collection node. For example, when a user in the game's button settings interface presses and holds the shoot button and drags it from the lower left corner of the screen to the center, then releases their finger, the system designates this moment as the target collection node and begins collecting position data for the next preset time period during gameplay.

[0182] In an optional implementation, the position adjustment operation can be an operation in which the user adjusts the position of the target button by inputting coordinates in the button setting interface. After the system detects and confirms the user's input coordinates, it determines that moment as the target collection node.

[0183] The "confirm" command is a user-triggered instruction to confirm the current display position of a target button. It typically instructs the system to accept and apply the current button layout. For example, a user can trigger the confirmation command by clicking the "OK" or "Save" button.

[0184] In a button adjustment method provided in one embodiment of this application, the step of determining the game match as the target collection node based on the position adjustment operation or the determination instruction includes: Step S1010: The target collection node is determined based on the position adjustment operation or the current game or the next game in which the determined instruction is located.

[0185] Specifically, this step involves the system automatically setting the current game or the next game to begin as the starting node for collecting operation position data after the player adjusts the position of the target button or confirms the current button position setting.

[0186] The position adjustment operation allows players to change the position of buttons. It typically changes the button's displayed location on the game interface. For example, in the game's button settings, a player can long-press the "Shoot" button and drag it to the right side of the screen. Upon detecting this dragging action, the system automatically sets the current game as the target collection node and begins recording subsequent operation position data. It can also set the next game as the target collection node to collect actual operation data under the new button position.

[0187] The confirmation command allows players to confirm their current key settings. It typically saves the current key configuration and applies it to the game. For example, after adjusting the "reload" button position, clicking the "Save Settings" button at the bottom of the screen sends the confirmation command to the system. The system then automatically sets the current game as the target collection node, collecting data on the player's actual input position, or sets the next game as the target collection node, thus preparing the data foundation for subsequent intelligent fine-tuning functions.

[0188] The current game session can be the game round in progress when a player makes a position adjustment or issues a confirmation command.

[0189] In an alternative implementation, the current game session can be the same game round in which the player is adjusting the button positions.

[0190] In an alternative implementation, the current game match can also be the game match that the player is about to join after adjusting the key settings in the game lobby or preparation interface. For example, if a player adjusts the position of the "jump" key while waiting for matchmaking, and after successfully entering the game, the system sets the newly started match as the target collection node.

[0191] The next game session can be the new game that a player will start after completing the current game. It typically serves as the starting point for delayed data collection operations. For example, the system can automatically set the next game as the target collection node after the current game ends.

[0192] In one alternative implementation, the next game session can be the next match after the current game ends. For example, if a player adjusts the "reload" button position after a "capture the point" game ends, the system will set the next "capture the point" game that the player subsequently joins as the target collection node and begin collecting the operation position data for that game.

[0193] In an alternative implementation, the next game match could also be the next match automatically matched by the system.

[0194] In an alternative implementation, the next game session may also include a new session in a different game mode. For example, if a player switches from "Team Deathmatch" mode to "Capture the Flag" mode and adjusts the button positions, the system sets the first game of that new mode as the target collection node.

[0195] It should be noted that the next game match can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, the system can simultaneously support using different types of next games as target collection nodes, whether it is consecutive matches in the same mode or new matches after switching to a different mode.

[0196] In a button adjustment method provided in one embodiment of this application, the position indicator marks are displayed in the button setting interface in the form of visual punctuation marks, and each punctuation mark corresponds to one or a preset number of operation position data.

[0197] The method provided in this implementation allows players to clearly understand their actual operating habits in the game through intuitive visual punctuation, helping them to more accurately identify the most suitable key positions, thereby improving operational accuracy and gaming experience. This visual interaction method greatly reduces the difficulty for players to adjust key positions, enabling them to adjust keys based on real data rather than subjective feelings, thus solving the core problem of key position optimization in computer game interaction.

[0198] Specifically, when a player triggers the first adjustment command in the key settings interface, the system will display position indicator markers on the interface. These position indicator markers are generated based on pre-collected operation position data.

[0199] Visualized punctuation marks are a graphical representation that allows users to intuitively see the distribution of historical operation position data. They typically help users identify their actual operating habits, enabling them to adjust button positions based on real-world data.

[0200] In an alternative implementation, the visual punctuation marks can be dots of a specific color, such as small yellow dots, displayed in the corresponding positions on the button settings interface to indicate the actual position of the user's operation during the game.

[0201] In one alternative implementation, the visual punctuation marks can have different display characteristics, such as transparency, size, or color intensity, to indicate the frequency or chronological order of operations. For example, the punctuation marks for positions clicked more frequently may be displayed as larger or darker; while the most recent operation positions may be displayed with higher transparency, allowing users to distinguish between new and old operation data.

[0202] In an optional implementation, the visual punctuation can be displayed according to certain aggregation rules. When multiple operation location data are very close, the system can merge them into a larger punctuation and use the size of the punctuation to indicate the operation density at that location. For example, when a user has more than 10 operation records in a small area, the system no longer displays 10 separate punctuation marks, but instead displays a larger punctuation mark, possibly accompanied by a numerical identifier indicating the number of operations at that location.

[0203] It should be noted that the visualization of punctuation marks can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, the system can use the color intensity of the punctuation marks to represent the frequency of operations, the size of the punctuation marks to represent the degree of data aggregation, and the transparency of the punctuation marks to distinguish the chronological order of operations.

[0204] Each punctuation mark corresponds to one or a preset number of operation position data.

[0205] Specifically, when displaying visual punctuation marks, the system needs to determine the correspondence between each punctuation mark and the operation position data in order to accurately reflect the user's operating habits.

[0206] Among them, operation position data refers to the actual coordinate information of the user's operation on the target key during the game, as recorded by the system.

[0207] In an optional implementation, each punctuation mark can strictly correspond to an operation position data point. That is, each time the user clicks the target button in the game, a corresponding visual punctuation mark will be generated in the button settings interface. For example, if the user has performed 50 operations on the shooting button in the last three games, the system will display 50 corresponding punctuation marks on the button settings interface, completely reconstructing the user's operation trajectory.

[0208] In one optional implementation, each punctuation mark can correspond to a preset number of operation position data. The system aggregates data to merge multiple similar operation positions into one punctuation mark. For example, the system can be set to merge every 5 similar operation positions into one punctuation mark for display. This avoids excessive punctuation on the interface and improves the clarity of the visualization.

[0209] like Figure 2As shown in an exemplary application of this embodiment, when a MOBA game player adjusts the button positions, they open the game settings interface and select the "Button Settings" option. In this interface, the player clicks the "Smart Fine-tuning" function button, and the system immediately displays the player's actual click positions on the "Skill 1" button over the past 5 games. These click positions are distributed as small yellow dots around the current button position, with each dot representing one actual action. The player can clearly see that their actual click positions are mostly concentrated on the upper left side of the current button position, while the number of clicks in the center area of ​​the button is relatively small. This visual data display method helps players intuitively understand the discrepancy between their operating habits and button settings, providing clear directional guidance for subsequent position adjustments.

[0210] In a button adjustment method provided in one embodiment of this application, determining the target position based on a position indicator mark includes: Step S1110: Determine the target area of ​​the location indicator mark that meets the preset conditions; Step S1120: Determine the specified location within the target area as the target location.

[0211] Specifically, the system analyzes the distribution of location indicator markers to determine target areas that meet preset conditions. These target areas represent the range of locations that users click most frequently during actual operations.

[0212] The preset conditions can be rules or standards for determining the target area. They typically serve to filter and evaluate the distribution of location indicator markers.

[0213] In one optional implementation, the preset conditions include the density of location indicator markers, and the system determines the area with the highest density of location indicator markers as the target area. For example, the system analyzes the distribution of location indicator markers, calculates the number of location indicator markers in different areas, and determines the area with the highest number of location indicator markers as the target area.

[0214] For example, in a shooting game, the system analyzes the actual click position of the shooting button and finds that there are 15 position indicator marks (small yellow dots) in the upper right area of ​​the button, while the number of position indicator marks in other areas is significantly less. The system will then identify the upper right area as the target area so that the button can be adjusted to a position that better suits the user's operating habits.

[0215] In an optional implementation, the preset conditions include the time condition of the location indicator markers. The system prioritizes the most recently collected location indicator marker data and determines the area containing a certain number of recent operation data as the target area. For example, the system can use the location indicator markers collected in the last three games as the basis for judgment and determine the area with concentrated click locations in this latest data as the target area.

[0216] For example, if a player's click position on the jump button in the most recent game is significantly biased towards the left side of the screen, while in previous games the click positions were more scattered, the system will prioritize the data from the most recent game and determine the left side of the screen as the target area, thus making the button position more in line with the player's latest operating habits.

[0217] In an optional implementation, the preset conditions include clustering conditions for location indicator markers. The system uses a clustering algorithm to group the location indicator markers and determines the region where the largest cluster is located as the target region.

[0218] In step S1120, specifically, after determining the target area, the system needs to further determine a specific point within that area as the center position of the target button, i.e., the target position.

[0219] The specified location can be a point within the target area that meets specific conditions. It typically serves as the center point or optimal point representing the user's actual operating habits.

[0220] In an optional implementation, the specified location is the geometric center of the target area, and the system calculates the average position of all location indicator markers within the target area as the target location. For example, the system obtains the coordinate values ​​of all location indicator markers within the target area, calculates their average value, and uses the resulting coordinate point as the new center position of the target button.

[0221] In an optional implementation, the designated location is the point with the highest density of location indicator markers within the target area. The system uses heatmap analysis to determine the specific location with the highest click density within the target area as the target location.

[0222] In an optional implementation, the designated location is one that satisfies the principle of minimum movement. The system selects the point closest to the original button position as the target location, ensuring that a sufficient number of location indicator markers are included. For example, the system searches for a location within the target area that both covers most of the location indicator markers and has the minimum distance from the original button position.

[0223] It should be noted that the designated location may be only one of the above embodiments, or it may be multiple of the above embodiments simultaneously. For example, the system may determine the target location using only the geometric center method, or it may simultaneously consider the principle of the highest density point and the principle of minimum movement, and obtain a balance point between the two as the final target location.

[0224] In one embodiment of this application, a button adjustment method is provided, which further includes: Step S1210: In response to the location confirmation operation, save the location configuration information of the target button at the target location, wherein the location configuration information is configured to be applied in other game matches.

[0225] The method provided in this embodiment allows players to save their adjusted key layouts and apply them in subsequent game matches, thereby improving the interactive experience. Furthermore, by saving personalized key layouts, players do not need to readjust the key positions every time they enter a game, greatly improving the convenience and consistency of gameplay, further enriching the game's customization features, and enhancing the game's overall richness.

[0226] Specifically, after a player completes the adjustment of the target button position, the system needs to provide a mechanism for the player to confirm and save the adjusted button position so that these settings can be applied in subsequent game matches.

[0227] The position configuration information records the coordinates of the target button at the target location. This information is typically used to recreate the button layout in subsequent game sessions.

[0228] In an optional implementation, the location configuration information may include the coordinate position information of the target button. For example, the system may record the X and Y coordinates of the center point of the target button in the screen coordinate system to accurately restore the button position in subsequent game sessions. This coordinate data is stored in the user configuration file to ensure that it can be loaded correctly the next time the game is launched.

[0229] In one optional implementation, the location configuration information may include a button layout associated with a specific game mode. For example, players can set different button layouts for different game modes (such as competitive mode and casual mode), and the system will save the location configuration information for these different modes separately and automatically load the corresponding button layout when the player enters the corresponding mode.

[0230] In one embodiment of this application, a button adjustment method further includes: In step S1310, in response to the cancellation operation of the target function, the position indicator mark is hidden and the target button is restored to the first position.

[0231] The method provided in this embodiment allows users to flexibly cancel button adjustment operations. The original position of the buttons can be restored with a simple cancellation operation, avoiding the problem of users having to readjust due to operation errors during the attempt to adjust the button position.

[0232] The above plan will be explained in detail below.

[0233] In step S1310, specifically, when the system detects that the user has performed a cancel operation, it will hide the position indicator mark displayed in the key setting interface, and restore the target key that has been moved to the target position to its initial first position, thereby canceling the key position adjustment previously performed by the user.

[0234] The "Cancel Target Function" option can be a user-executed cancellation command for adjusting key positions. It typically causes the system to undo the current key adjustment and restore the system to its initial state.

[0235] The cancellation of a target function can be achieved through clicks, swipes, long presses, and / or other actions. For example, by unchecking the checkbox control, the user can trigger the cancellation, canceling the ongoing button position adjustment. The system will then hide all position indicators and restore the target button from its current target position to its original first position.

[0236] When the user selects the target control again, the control displays the location prompt mark again in the graphical user interface and moves the target button to the target location.

[0237] In a button adjustment method provided in one embodiment of this application, the position indicator mark is displayed within a specified range area corresponding to the target button.

[0238] The method provided in this embodiment enables the position indicator to be displayed in a specific area of ​​the target button, allowing players to see their actual operation click distribution more intuitively, and prompting the system to provide players with more accurate button position adjustment suggestions that conform to their operating habits.

[0239] Specifically, the position indicator is generated based on pre-collected operation position data and displayed within a specified range area corresponding to the target key. This specified range area is a specific display area set by the system for the target key to limit the display range of the position indicator.

[0240] The specified range area can be a specific area surrounding the target button. It usually serves to limit the display range of the position indicator mark, ensuring that the position indicator mark can be displayed within a reasonable area, making it easy for users to observe and understand.

[0241] In an alternative implementation, the specified range can be an area extending outward from the center point of the target button by a certain proportion, typically 150% of the target button size.

[0242] In this embodiment, the specified range area is the same as the detection area used to monitor the operation behavior of the target key. After the operation is detected by the detection area, the control restricts the operation position corresponding to the operation to the detection area. In this way, the actual operation position of the user can be directly reflected.

[0243] In other implementations, the specified range area differs from the detection area. For example, it could be a different area than the display position of the target button, used to show the user's actual operation position.

[0244] In a button adjustment method provided in one embodiment of this application, after the step of controlling the target button to move from the first position to the target position, the method further includes: Step S1410: In response to a position adjustment operation performed on the target button displayed at the target position, the target position is adjusted according to the position adjustment operation.

[0245] The method provided in this embodiment allows users to fine-tune the button positions according to their own needs after the system automatically adjusts the target button positions based on the position indicator marks. It combines the advantages of intelligent system recommendation and user self-adjustment, improves the interactive experience, increases the degree of personalization of game operation, and solves the problem of low operation efficiency caused by unreasonable button layout in computer game interaction by reducing accidental touches and optimizing operation accuracy.

[0246] The above plan will be explained in detail below.

[0247] In step S1410, specifically, this step provides a further manual fine-tuning mechanism after the system adjusts the target button from the first position to the target position determined according to the position indicator mark. This step allows the user to further precisely adjust the button position after the system has automatically adjusted it, thereby better meeting personal operating habits and needs.

[0248] The position adjustment function allows users to change the position of a target button that is already displayed at a desired location. It typically enables users to manually fine-tune the target button's position for the best user experience.

[0249] In an optional implementation, the position adjustment operation can be a user touching and dragging a target button displayed on the screen. The system detects the direction and distance of the dragging operation and moves the position of the target button according to the detection result.

[0250] In an optional implementation, the position adjustment operation can be a precise adjustment of the target button position by the user using the arrow keys or slider control, and the system fine-tunes the position coordinates of the target button according to the direction and numerical parameters input by the user.

[0251] In one exemplary application of this embodiment, when a user opens the button settings interface of a mobile game, the system displays position indicator markers (a set of yellow dots displayed in the form of a heatmap) on the interface based on collected historical operation data, and automatically moves the jump button from the lower left corner of the screen (first position) to the center of the densest area of ​​the heatmap (target position). The user presses and holds the jump button and slides it upwards about 10 pixels. The system immediately responds to this position adjustment operation and moves the jump button to the new position. The user clicks the "Save" button with satisfaction to confirm the adjustment and experiences a smoother operation in subsequent games.

[0252] This embodiment provides a button adjustment method. Figure 5 This is a flowchart of a button adjustment method according to an embodiment of the present disclosure, such as... Figure 5 As shown, the process includes the following steps: Step S1510: Display a button setting interface through a graphical user interface. The button setting interface includes target buttons displayed using a first size. In step S1520, in response to the first adjustment command, a position indicator is displayed in the button setting interface. The position indicator is generated based on pre-collected operation position data. Step S1530: Control the target button to adjust from the first size to the target size, wherein the target size is determined according to the position indicator mark.

[0253] The method provided in this embodiment visualizes location data collected based on users' actual operating habits and intelligently adjusts the button size according to this data, making the button size more closely match the user's actual click area, effectively reducing accidental touches or click failures, thereby improving the interactive experience.

[0254] The steps described above are explained in detail below.

[0255] In step S1510, specifically, a button setting interface is displayed through a graphical user interface. This button setting interface includes target buttons that can be set and adjusted by the user. The target buttons are initially displayed at a first size.

[0256] The first dimension can be the initial display size parameter of the target button or the current display size, serving as a reference benchmark before size adjustment.

[0257] In an alternative implementation, the first size may be a system-preset default button size.

[0258] In one alternative implementation, the first size can be a button size that the user has previously manually set, with the system remembering the user's last configuration. Alternatively, it can be a size that the system has previously adjusted automatically.

[0259] The content of step S1520 is the same as or similar to the content of step S120 in the aforementioned embodiments; therefore, the content of the aforementioned embodiments also applies to this embodiment. When the system detects that the user issues a first adjustment command, it will display position indicator markers in the button setting interface. These markers are generated based on the previously collected data on the user's actual operation position and are used to visually display the distribution of the user's actual click positions.

[0260] In step S1530, specifically, the system calculates and determines a target size suitable for the user's operating habits based on the distribution of the user's actual operating position shown in the position indicator markers, and then adjusts the target button from the original first size to this new target size.

[0261] The target size can be an optimized button size parameter that suits user operating habits. The target size is usually determined based on the analysis of actual user operation data, and is a button size that better matches personal usage habits.

[0262] In an alternative implementation, the target size can be the smallest size capable of covering a preset proportion (e.g., 90%) of the user's historical click locations. For example, the system analyzes the click data of the shoot button, calculates a minimum rectangular area that can contain 90% of the user's click locations, and uses the width and height of this rectangle as the new target size.

[0263] In an alternative implementation, the target size may be an optimized size that takes into account screen boundary constraints based on the analysis of user operation position data.

[0264] In an alternative implementation, the target size can be a composite size that combines user manual adjustments. For example, the system automatically calculates a target size of 150×180 pixels based on click data of the reload button, but the user can further adjust it to 160×170 pixels by dragging the handle. The system uses this user-confirmed size as the final target size.

[0265] It should be noted that the target size can be just one of the above embodiments, or it can be multiple of the above embodiments simultaneously. For example, the system can first calculate the initial target size based on user data, then adjust it considering the limitations of screen boundaries and other button positions, and finally allow users to make fine adjustments, ultimately determining the final target size by comprehensively considering all factors.

[0266] In an optional implementation, the system not only adjusts the target size but also adjusts the position of the target control according to the target prompt mark, controlling the target control to move from a first position to the target position. The process of determining the target position is the same as or similar to that in the aforementioned implementations, and the aforementioned related implementations are also applicable to this implementation.

[0267] like Figure 1 and Figure 6 As shown in a specific application of this embodiment, the user enters the game's button settings interface, which displays all control buttons, including directional control, acceleration, braking, and special skill buttons, all displayed in a default first size. The user clicks the "Smart Fine-tuning" button on the interface to activate the first adjustment command. The system immediately displays position indicator markers on the interface, showing the user's actual click positions in the last 10 games in the form of hotspots. Based on these position indicator markers, the system automatically calculates a more suitable button size, adjusting the acceleration button from a circle (100 pixels in diameter) to an ellipse (150×120 pixels) and slightly moving its position 15 pixels to the right.

[0268] In a button adjustment method provided in one embodiment of this application, determining the target size based on the position indicator mark includes: Step S1610: Determine the size parameters including the position indicator marks with a preset ratio; Step S1620: Determine the target size based on the size parameters.

[0269] Specifically, the system analyzes the location indicator markers, determines the preset proportion of click data that needs to be included, and calculates the corresponding size parameters based on this data.

[0270] In this embodiment, the preset ratio of click data and the target area of ​​the location indicator mark that meets the preset conditions mentioned above can be the same or different. For example, the location indicator mark with the preset ratio can be a location prompt mark in the target area of ​​the location indicator mark that meets the preset conditions. Then, after controlling the target control to move to an area with dense user interaction, the size of the target control is adjusted so that it includes the location prompt mark of the dense interaction area. The location indicator mark with the preset ratio can be different from the location prompt mark in the target area of ​​the location indicator mark that meets the preset conditions. That is, the location indicator mark used to control the adjustment of the control size and the location indicator mark used to control the movement of the control are two different or partially different location prompt marks. That is, the location indicator mark used to control the adjustment of the control size and the location indicator mark used to control the movement of the control are determined by two different criteria.

[0271] In an alternative implementation, only the size of the control can be adjusted.

[0272] In an alternative implementation, a control or other interaction method is provided to the user, allowing the user to choose to adjust the position of the target button based solely on the position indicator, adjust the size of the target button based solely on the position indicator, or adjust both the size and position of the target button based on the position indicator.

[0273] In an optional implementation, the system controls whether to trigger an adjustment of the target button's size by determining the number of target areas of the location indicator markers that meet preset conditions. Specifically, if the number of target areas of the location indicator markers that meet preset conditions exceeds a threshold (e.g., two), the system controls the adjustment of the target button's size so that the adjusted target button can cover multiple target areas of the location indicator markers that meet the preset conditions. For example, if it is detected that the location indicator markers in two areas are relatively concentrated, the system controls the adjustment of the target button's size to cover these two concentrated target areas.

[0274] The preset ratio can be a percentage value representing the location indicator marks that need to be covered. It typically serves to determine the coverage area of ​​the location indicator marks.

[0275] In an alternative implementation, the preset ratio can be a fixed percentage value, such as 80%, 90%, or 95%, indicating that the new button size needs to cover this percentage of historical click locations.

[0276] In an optional implementation, the preset ratio can be a percentage value that is dynamically adjusted according to different button types. A higher coverage ratio, such as 95%, is used for frequently used core buttons (such as the fire button), while a lower coverage ratio, such as 80%, is used for frequently used auxiliary buttons.

[0277] In an alternative implementation, the preset ratio can be a user-defined parameter, allowing players to adjust the coverage ratio on the interface via a slider according to their personal preferences, ranging from 70% to 99%.

[0278] The size parameter can be a set of values ​​describing the size of the area covered by the position indicator. It typically serves to quantify the distribution range of the position indicator to allow for adjustment of the button size.

[0279] In an alternative implementation, the size parameter can be a pair of parameters containing two values, width and height, representing the size of a rectangular area that can cover a preset proportional position indicator mark.

[0280] In an alternative implementation, the size parameter may be a single parameter that includes a radius value, suitable for adjusting the size of a circular button, which represents the radius of a circular area capable of covering a preset proportional position indicator mark.

[0281] In an alternative implementation, the size parameter can be a multi-dimensional parameter set that includes not only basic size values ​​but also position offsets, for simultaneously adjusting the size and position of the button.

[0282] In step S1620, specifically, the system determines the actual adjustment size of the target button based on the size parameters obtained in the previous step.

[0283] The target size can be the final size value after button adjustments. It typically directly determines the size of the buttons in the user interface.

[0284] In an alternative implementation, the target size can be the numerical value of the size parameter, and the calculated coverage area size can be directly used as the new size of the button.

[0285] In an alternative implementation, the target size can be the size after adding a certain margin to the size parameters, in order to improve the fault tolerance and comfort of operation.

[0286] In a button adjustment method provided in one embodiment of this application, determining the size parameter of the position indicator mark including the preset ratio includes: Step S1710: Calculate the minimum enclosing shape of the position indicator mark that covers a preset ratio, wherein the shape includes at least one of the following: circle, rectangle, or the same shape as the target button; Step S1720: Determine the size of the minimum enclosing shape as a size parameter or expand the preset margin based on the minimum enclosing rectangle to obtain the size parameter.

[0287] In step S1710, specifically, the system calculates the minimum enclosing shape that can cover the collected and displayed location indicator marks (i.e., data points at the actual click locations of user operations) based on these marks. This shape can be a circle, a rectangle, or the same shape as the target button. The preset ratio represents the percentage of location indicator marks that need to be covered, such as 80%, 90%, or 95%.

[0288] The minimum bounding shape refers to the smallest geometric shape that can cover the position indicator markers within a preset proportion. It typically serves to determine the basic range for the size of the target button.

[0289] In an optional implementation, the minimum enclosing shape can be a rectangle, and the system calculates a minimum rectangle that can contain a preset proportional position indicator mark. The width and height of this rectangle will serve as important references for subsequently determining the button size.

[0290] In an alternative implementation, the minimum bounding shape can be circular, and the system determines a minimum circle that can cover a preset proportional position indicator mark. A circular minimum bounding shape is suitable for situations where the user's click position is radially distributed, and can better match such operating habits.

[0291] In an optional implementation, the minimum enclosing shape can remain consistent with the original shape of the target button, only the size changes. For example, if the target button is originally hexagonal, the system will calculate a minimum hexagon that can cover the preset proportional position indicator mark to maintain visual consistency of the button. In step S1720, the size of the minimum enclosing shape is determined as a size parameter or the size parameter is obtained by expanding the preset margin on the minimum enclosing rectangle.

[0292] Specifically, the system can directly use the calculated minimum bounding shape as the final size parameter, or it can further expand the preset margin based on the minimum bounding shape to improve the error tolerance of button operation and enhance the user experience.

[0293] Among these, the size parameter refers to the specific values ​​used to determine the final size of the target button. It typically defines the actual display size and shape of the button.

[0294] In one alternative implementation, the size parameter can be the size of the minimum bounding shape without any additional expansion. In another alternative implementation, the size parameter can be obtained by expanding a preset margin on top of the minimum bounding shape. The preset margin can be a fixed pixel value, such as 10 pixels, or a percentage of the minimum bounding shape size, such as 10%. This expansion provides greater tolerance for user operations.

[0295] In a button adjustment method provided in one embodiment of this application, the step of determining the target size based on size parameters further includes: Step S1810: Check whether the position of the display area corresponding to the size parameter and the boundary of the display interface or the display area of ​​other buttons meets the preset positional relationship; In step S1820, in response to the failure to meet the preset positional relationship, the dimensional parameters are controlled and adjusted to determine the target size.

[0296] The method provided in this embodiment enables the system to consider the boundary limitations of the display interface and the spatial relationship between the buttons during the button size adjustment process, ensuring that the adjusted buttons do not exceed the screen boundary or overlap with other buttons, thereby improving the interactive experience, making the game interface layout more reasonable, avoiding accidental touches or inconvenience caused by improper button positions, and enhancing the richness of the game, thus solving the problem of interface element layout optimization in the computer field.

[0297] The above plan will be explained in detail below.

[0298] In step S1810, specifically, the system detects the size parameters calculated by the position indicator mark and determines whether the positional relationship between the display area corresponding to the size parameter and the display interface boundary or the display area of ​​other buttons meets the preset positional relationship requirements.

[0299] The display area refers to the area on the display interface where the target button is shown, as determined by size parameters. It typically defines the actual screen space occupied by the button.

[0300] The display area includes the area covered by the control icon on the screen and / or the corresponding response area of ​​the control. Normally, the coverage area and the response area are the same. In some specific cases, the coverage area and the response area are different; for example, the response area is larger than the coverage area. In this embodiment, when determining the positional relationship between the display area and elements, either the coverage area or the response area can be used as the judgment object. The judgment object can be preset or determined by the system based on the larger size of the response area or the coverage area.

[0301] In step S1820, specifically, when the system detects that the position of the display area corresponding to the size parameter does not meet the preset positional relationship with the boundary of the display interface or the display area of ​​other buttons, the system will automatically adjust the size parameter to ensure that the adjusted target size meets the preset positional relationship requirements.

[0302] The preset positional relationship can be that the distance between the display area and the boundary of the display interface is greater than or equal to a first preset threshold, or the distance between the display area and the display areas of other buttons is greater than or equal to a second preset threshold. This typically serves to ensure reasonable spacing between interface elements and an aesthetically pleasing layout.

[0303] Among these, controlling and adjusting the size parameters allows for the reduction or scaling of the buttons while keeping their center position unchanged. This typically optimizes button size to meet layout requirements without altering their position.

[0304] In an optional implementation, the control adjustment of the size parameters can be achieved by proportionally reducing the button size until a preset positional relationship requirement is met.

[0305] In one embodiment of this application, a button adjustment method further includes: Step S1910 provides a preview, showing the target button after adjustment to the target size.

[0306] The method provided in this implementation allows users to preview the effect before officially applying button size adjustments, intuitively perceiving whether the adjusted button appearance and size meet their expectations. This interactive approach significantly enhances the user experience, making operation more user-friendly and intuitive. Specifically, based on previously determined target size parameters, the system temporarily displays the adjusted target button effect in the button settings interface, allowing users to intuitively perceive the adjustment result without immediately applying the settings.

[0307] The preview effect is a temporary visual presentation shown to the user during button adjustments. It typically serves as a visual reference before the user confirms the adjustment result.

[0308] In an optional implementation, the preview effect can be presented using a semi-transparent overlay display. That is, based on the original button, the outline of the adjusted button size is displayed with different transparency or color. For example, after the user triggers the adjustment command, the system can retain the display state of the original button, while displaying the adjusted button size range with a blue border with 30% transparency, allowing the user to intuitively compare the differences before and after the adjustment and make a decision on whether to apply the new size.

[0309] In an alternative implementation, the preview effect can take the form of a dynamic transition animation, smoothly switching between the original size and the target size to help users understand the degree of size change.

[0310] In an optional implementation, the preview effect can be achieved through a comparative display method, that is, simultaneously displaying the effects of the original buttons and the adjusted buttons on the interface, allowing users to directly compare them. For example, the system can display a "preview area" on the right side of the button settings interface, in which the effect of the adjusted buttons in an actual game scene is simulated, including the position, size, and relative relationship of the buttons to other game elements. Users can switch the game scene in the preview area to fully evaluate the applicability of the adjusted buttons in different game environments.

[0311] In one specific application, once a gamer has determined the new size of the shooting button in the button settings interface using the position indicator markers, the system immediately displays a temporary visual effect on the interface, marking the adjusted size and position of the shooting button with a yellow outline. This preview effect lasts for 3 seconds, giving the player enough time to observe and evaluate whether the new size suits their operating habits. At this point, two option buttons, "Apply" and "Cancel," will appear at the bottom of the interface. The player can make a decision based on the preview effect—if satisfied, click "Apply" to apply the new size; if not satisfied, click "Cancel" to return to the adjustment state.

[0312] In one embodiment of this application, a button adjustment method further includes: In step S2010, in response to a size adjustment operation performed on the target button that displays the target size, the target size is adjusted according to the size adjustment operation.

[0313] The method provided in this embodiment allows users to make further manual adjustments according to their personal preferences after the system automatically adjusts the button size based on the location indicator marks, thereby providing a more personalized interactive experience.

[0314] Specifically, after the target button has been adjusted to the target size according to the position indicator mark, the system can still receive the user's manual size adjustment operation, and further adjust the size of the target button according to the operation, so as to achieve fine adjustment of the automatic adjustment result.

[0315] The size adjustment operation allows users to issue commands via touch devices to adjust the size of a target button. It typically instructs the system to further adjust the size of the target button.

[0316] In one optional embodiment, the size adjustment operation can be a dragging operation performed by the user on the edge or corner of the target button on the touch screen, which can directly change the width, height, or overall proportion of the target button. In another optional embodiment, the size adjustment operation can be performed through a size adjustment control, such as a size slider, a numerical input box, or a preset size option button. In yet another optional embodiment, the size adjustment operation can be a specific interactive operation based on gesture recognition, such as a two-finger zoom gesture, a double-tap, or a long-press drag operation.

[0317] Corresponding to the above method embodiments, this disclosure also provides a button adjustment device 600, such as... Figure 7 As shown, the device includes: Display module 610 is configured to display a button setting interface through a graphical user interface, the button setting interface including a target button displayed in a first position; The marker display module 620 is configured to display a position indicator marker in the button setting interface in response to a first adjustment command. The position indicator marker is generated based on pre-collected operation position data. The position determination module 630 is configured to control the target button to move from a first position to a target position, wherein the target position is determined according to the position indicator mark.

[0318] The aforementioned button adjustment device allows the system to intuitively display the player's actual operation position and intelligently adjust the button positions accordingly, effectively improving the player's interaction experience with the game interface and reducing accidental touches and click failures. At the same time, the data-driven intelligent key optimization mechanism enhances the game's richness, enabling players to obtain a more personalized gaming experience. Furthermore, by automatically optimizing and calculating button positions, the process of repeated manual adjustments by players is reduced, system resource consumption is lowered, and device operating efficiency is improved.

[0319] Corresponding to the above method embodiments, this disclosure also provides a button adjustment device 700, such as... Figure 8 As shown, the device includes: Display module 710 is configured to display a button setting interface through a graphical user interface, the button setting interface including target buttons displayed at a first size; The marker display module 720 is configured to display a position indicator marker in the button setting interface in response to a first adjustment command, the position indicator marker being generated based on pre-collected operation position data; The size determination module 730 is configured to control the target button to adjust from the first size to the target size, wherein the target size is determined according to the position indicator mark.

[0320] By using the aforementioned button adjustment device, the positional data collected based on users' actual operating habits can be visualized, and the button size can be intelligently adjusted according to this data. This allows the button size to better fit the user's actual click area, effectively reducing accidental touches or click failures, thereby improving the interactive experience.

[0321] This disclosure also provides an electronic device, such as... Figure 9 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the above-described button adjustment method.

[0322] Specifically, the above-mentioned button adjustment method includes: displaying a button setting interface through a graphical user interface, the button setting interface including a target button displayed at a first position; responding to a first adjustment command, displaying a position indicator mark in the button setting interface, the position indicator mark being generated based on pre-collected operation position data; and controlling the target button to move from the first position to a target position, wherein the target position is determined according to the position indicator mark.

[0323] Optionally, the target key is a key preset by the system and / or a key determined from the keys provided by the system in response to a setting command.

[0324] Optionally, prior to the first adjustment instruction, the method further includes: providing a target control in a button settings interface, the target control being configured to respond to a trigger operation and control the generation of the first adjustment instruction.

[0325] Optionally, the operation position data is obtained in the following way: during the game, listen for operation behavior on the target key; when the operation behavior is detected, record the operation position corresponding to the operation behavior; and store the operation position as operation position data.

[0326] Optionally, monitoring operations on the target key includes: determining a detection area centered on the target key; and monitoring operations within the detection area.

[0327] Optionally, the range of the detection area is determined based on the size of the target button and a preset ratio.

[0328] Optionally, the size of the target button includes at least one of the following: the default size of the target button; the adjusted size of the target button, wherein the adjusted size is the size after adjusting the size of the target button in response to a size adjustment command.

[0329] Optionally, the step of storing operation positions as operation position data includes: classifying and storing operation positions as operation position data according to the game order; the method further includes: deleting the earliest stored operation position data when the stored operation position data exceeds a preset quantity threshold, wherein the preset quantity threshold includes at least one of the following: a preset number of games and a preset number of operations in the current game.

[0330] Optionally, the pre-collected operation location data is operation location data collected from the target collection node for a preset duration, wherein the target collection node is a game match or a specific time, and the preset duration is a preset number of game matches or a preset operation duration.

[0331] Optionally, the method further includes: responding to a position adjustment operation applied to the target button, adjusting the display position of the target button according to the position adjustment operation; and responding to a confirmation command, controlling the display of the target button according to the display position during the game.

[0332] Optionally, the method further includes: determining the game session or current moment as the target collection node based on the position adjustment operation or the determined instruction.

[0333] Optionally, the step of determining the game match as the target collection node based on the position adjustment operation or the determined instruction includes: determining the current game match or the next game match in which the position adjustment operation or the determined instruction is located as the target collection node.

[0334] Optionally, the position indicator marks are displayed in the button settings interface as visual punctuation marks, with each punctuation mark corresponding to one or a preset number of operation position data.

[0335] Optionally, determining the target location based on the location indicator mark includes: determining the target area of ​​the location indicator mark that meets preset conditions; and determining a specified location within the target area as the target location.

[0336] Optionally, the method further includes: in response to a location confirmation operation, saving the location configuration information of the target button at the target location, wherein the location configuration information is configured to be applied in other game matches.

[0337] Optionally, the method further includes: in response to the cancellation operation of the target function, hiding the position indicator marker and restoring the target button to the first position.

[0338] Optionally, the location indicator is displayed within a specified range area corresponding to the target button.

[0339] Optionally, after the step of controlling the target button to move from the first position to the target position, the method further includes: adjusting the target position according to the position adjustment operation in response to a position adjustment operation performed on the target button displayed at the target position.

[0340] The electronic device provided by the above-described embodiments enables the system to intuitively display the player's actual operation position and intelligently adjust the button positions accordingly, effectively improving the player's interactive experience with the game interface and reducing accidental touches and click failures. At the same time, the data-driven intelligent key optimization mechanism enhances the richness of the game, allowing players to obtain a more personalized gaming experience. In addition, by automatically optimizing and calculating the button positions, the process of repeated manual adjustments by players is reduced, system resource consumption is reduced, and device operating efficiency is improved.

[0341] In an optional implementation, the other button adjustment method described above includes: A button setting interface is displayed through a graphical user interface, the button setting interface including target buttons displayed at a first size; In response to a first adjustment command, a position indicator marker is displayed in the button setting interface, the position indicator marker being generated based on pre-collected operation position data; The target button is controlled to adjust from the first size to the target size, wherein the target size is determined according to the position indicator mark.

[0342] Optionally, determining the target size based on the location indicator mark includes: Determine the size parameters of the position indicator mark, which include a preset ratio; The target size is determined based on the stated size parameters.

[0343] Optionally, determining the size parameters of the position indicator mark, which include a preset ratio, includes: Calculate the minimum enclosing shape of the position indicator mark that covers a preset ratio, wherein the shape includes at least one of the following: a circle, a rectangle, or a shape identical to the target button; The size of the minimum enclosing shape is determined as the size parameter, or the size parameter is obtained by expanding the preset margin based on the minimum enclosing rectangle.

[0344] Optionally, the step of determining the target size based on the size parameters further includes: Detect whether the position of the display area corresponding to the size parameter and the boundary of the display interface or the display area of ​​other buttons meets the preset positional relationship; In response to a failure to meet the preset positional relationship, the dimensional parameters are adjusted to determine the target size.

[0345] Optionally, the method further includes: Provides a preview, showing the target button after it has been adjusted to the target size.

[0346] Optionally, the method further includes: In response to a size adjustment operation performed on the target button that displays the target size, the target size is adjusted according to the size adjustment operation.

[0347] The electronic device provided by the above embodiments enables the visualization of location data collected based on the user's actual operating habits, and intelligent adjustment of button size based on this data, so that the button size can fit the user's actual click area more closely, effectively reducing accidental touches or click failures, thereby improving the interactive experience.

[0348] Furthermore, Figure 9 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0349] The memory 100 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 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 9 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.

[0350] Processor 101 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 processor 101 or by instructions in software form. The processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can 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. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0351] 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, they cause the processor to implement the aforementioned button adjustment method. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0352] Specifically, the button adjustment method includes: displaying a button setting interface through a graphical user interface, the button setting interface including a target button displayed at a first position; responding to a first adjustment command, displaying a position indicator mark in the button setting interface, the position indicator mark being generated based on pre-collected operation position data; and controlling the target button to move from the first position to a target position, wherein the target position is determined according to the position indicator mark.

[0353] Optionally, the target key is a key preset by the system and / or a key determined from the keys provided by the system in response to a setting command.

[0354] Optionally, prior to the first adjustment instruction, the method further includes: providing a target control in a button settings interface, the target control being configured to respond to a trigger operation and control the generation of the first adjustment instruction.

[0355] Optionally, the operation position data is obtained in the following way: during the game, listen for operation behavior on the target key; when the operation behavior is detected, record the operation position corresponding to the operation behavior; and store the operation position as operation position data.

[0356] Optionally, monitoring operations on the target key includes: determining a detection area centered on the target key; and monitoring operations within the detection area.

[0357] Optionally, the range of the detection area is determined based on the size of the target button and a preset ratio.

[0358] Optionally, the size of the target button includes at least one of the following: the default size of the target button; the adjusted size of the target button, wherein the adjusted size is the size after adjusting the size of the target button in response to a size adjustment command.

[0359] Optionally, the step of storing operation positions as operation position data includes: classifying and storing operation positions as operation position data according to the game order; the method further includes: deleting the earliest stored operation position data when the stored operation position data exceeds a preset quantity threshold, wherein the preset quantity threshold includes at least one of the following: a preset number of games and a preset number of operations in the current game.

[0360] Optionally, the pre-collected operation location data is operation location data collected from the target collection node for a preset duration, wherein the target collection node is a game match or a specific time, and the preset duration is a preset number of game matches or a preset operation duration.

[0361] Optionally, the method further includes: responding to a position adjustment operation applied to the target button, adjusting the display position of the target button according to the position adjustment operation; and responding to a confirmation command, controlling the display of the target button according to the display position during the game.

[0362] Optionally, the method further includes: determining the game session or current moment as the target collection node based on the position adjustment operation or the determined instruction.

[0363] Optionally, the step of determining the game match as the target collection node based on the position adjustment operation or the determined instruction includes: determining the current game match or the next game match in which the position adjustment operation or the determined instruction is located as the target collection node.

[0364] Optionally, the position indicator marks are displayed in the button settings interface as visual punctuation marks, with each punctuation mark corresponding to one or a preset number of operation position data.

[0365] Optionally, determining the target location based on the location indicator mark includes: determining the target area of ​​the location indicator mark that meets preset conditions; and determining a specified location within the target area as the target location.

[0366] Optionally, the method further includes: in response to a location confirmation operation, saving the location configuration information of the target button at the target location, wherein the location configuration information is configured to be applied in other game matches.

[0367] Optionally, the method further includes: in response to the cancellation operation of the target function, hiding the position indicator marker and restoring the target button to the first position.

[0368] Optionally, the location indicator is displayed within a specified range area corresponding to the target button.

[0369] Optionally, after the step of controlling the target button to move from the first position to the target position, the method further includes: adjusting the target position according to the position adjustment operation in response to a position adjustment operation performed on the target button displayed at the target position.

[0370] The storage medium provided by the above-described embodiments enables the system to intuitively display the player's actual operation position and intelligently adjust the button positions accordingly, effectively improving the player's interactive experience with the game interface and reducing accidental touches and click failures. At the same time, the data-driven intelligent key optimization mechanism enhances the richness of the game, allowing players to obtain a more personalized gaming experience. In addition, by automatically optimizing and calculating the button positions, the process of repeated manual adjustments by the player is reduced, system resource consumption is reduced, and device operating efficiency is improved.

[0371] In an optional implementation, the other button adjustment method described above includes: A button setting interface is displayed through a graphical user interface, the button setting interface including target buttons displayed at a first size; In response to a first adjustment command, a position indicator marker is displayed in the button setting interface, the position indicator marker being generated based on pre-collected operation position data; The target button is controlled to adjust from the first size to the target size, wherein the target size is determined according to the position indicator mark.

[0372] Optionally, determining the target size based on the location indicator mark includes: Determine the size parameters of the position indicator mark, which include a preset ratio; The target size is determined based on the stated size parameters.

[0373] Optionally, determining the size parameters of the position indicator mark, which include a preset ratio, includes: Calculate the minimum enclosing shape of the position indicator mark that covers a preset ratio, wherein the shape includes at least one of the following: a circle, a rectangle, or a shape identical to the target button; The size of the minimum enclosing shape is determined as the size parameter, or the size parameter is obtained by expanding the preset margin based on the minimum enclosing rectangle.

[0374] Optionally, the step of determining the target size based on the size parameters further includes: Detect whether the position of the display area corresponding to the size parameter and the boundary of the display interface or the display area of ​​other buttons meets the preset positional relationship; In response to a failure to meet the preset positional relationship, the dimensional parameters are adjusted to determine the target size.

[0375] Optionally, the method further includes: Provides a preview, showing the target button after it has been adjusted to the target size.

[0376] Optionally, the method further includes: In response to a size adjustment operation performed on the target button that displays the target size, the target size is adjusted according to the size adjustment operation.

[0377] The storage medium provided by the above embodiments enables the visualization of location data collected based on users' actual operating habits, and intelligent adjustment of button sizes based on this data. This allows the button sizes to better fit the user's actual click area, effectively reducing accidental touches or click failures, thereby improving the interactive experience.

[0378] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a 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 part 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, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0379] 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.

[0380] Finally, it should be noted that the above 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. A button adjustment method, characterized in that, The method includes: A button setting interface is displayed through a graphical user interface, the button setting interface including a target button displayed in a first position; In response to a first adjustment command, a position indicator marker is displayed in the button setting interface, the position indicator marker being generated based on pre-collected operation position data; The target button is controlled to move from the first position to the target position, wherein the target position is determined according to the position indicator mark.

2. The method as described in claim 1, characterized in that, The target key is a key preset by the system and / or a key determined from the keys provided by the system in response to a setting command.

3. The method as described in claim 1, characterized in that, Prior to responding to the first adjustment instruction, the method further includes: providing a target control in the button setting interface, the target control being configured to respond to a trigger operation and control the generation of the first adjustment instruction.

4. The method as described in claim 1, characterized in that, The operation location data is obtained through the following methods: During a game, monitor the actions performed on the target key. When the operation is detected, the operation location corresponding to the operation is recorded; The operation position is stored as operation position data.

5. The method as described in claim 4, characterized in that, The monitoring of the operation behavior of the target key includes: Determine the detection area centered on the target button; Monitor operational behavior within the detection area.

6. The method as described in claim 5, characterized in that, The range of the detection area is determined based on the size of the target button and a preset ratio.

7. The method as described in claim 6, characterized in that, The size of the target button includes at least one of the following: The default size of the target button; The adjusted size of the target button, wherein the adjusted size is the size after adjusting the size of the target button in response to a size adjustment command.

8. The method as described in claim 4, characterized in that, The step of storing the operation position as the operation position data includes: classifying and storing the operation position as the operation position data according to the game order; The method further includes: When the stored operation position data exceeds a preset quantity threshold, the earliest stored operation position data is deleted. The preset quantity threshold includes at least one of the following: a preset number of games and a preset number of operations in the current game.

9. The method as described in claim 1, characterized in that, The pre-collected operation location data is operation location data collected from the target collection node for a preset duration. The target collection node is either a game match or a specific time. The preset duration is either a preset number of game matches or a preset operation duration.

10. The method as described in claim 9, characterized in that, The method further includes: In response to a position adjustment operation applied to the target button, the display position of the target button is adjusted according to the position adjustment operation; In response to a confirmation command, control the display of the target button in the game according to the display location.

11. The method as described in claim 10, characterized in that, The method further includes: determining the game match or current moment determined according to the position adjustment operation or the determination instruction as the target collection node.

12. The method as described in claim 11, characterized in that, The step of determining the game match determined based on the location adjustment operation or the determination instruction as the target collection node includes: The target collection node will be determined based on the location adjustment operation or the current game or the next game in which the determined instruction is located.

13. The method as described in claim 1, characterized in that, The position indicator marks are displayed in the button setting interface as visual punctuation marks, with each punctuation mark corresponding to one or a preset number of operation position data.

14. The method as described in claim 1, characterized in that, Determining the target location based on the location indicator marker includes: Determine the target area of ​​the location indicator mark that meets the preset conditions; The specified location within the target area is determined as the target location.

15. The method as described in claim 1, characterized in that, The method further includes: In response to the cancellation operation of the target function, the location indicator mark is hidden, and the target button is restored to the first position.

16. The method as described in claim 1, characterized in that, The location indicator is displayed within the specified range area corresponding to the target button.

17. The method as described in claim 1, characterized in that, After the step of controlling the target button to move from the first position to the target position, the method further includes: In response to a position adjustment operation performed on the target button displayed at the target location, the target position is adjusted according to the position adjustment operation.

18. A method for adjusting buttons, characterized in that, The method includes: A button setting interface is displayed through a graphical user interface, the button setting interface including target buttons displayed at a first size; In response to a first adjustment command, a position indicator marker is displayed in the button setting interface, the position indicator marker being generated based on pre-collected operation position data; The target button is controlled to adjust from the first size to the target size, wherein the target size is determined according to the position indicator mark.

19. The method as described in claim 1, characterized in that, Determining the target size based on the location indicator mark includes: Determine the size parameters of the position indicator mark, which include a preset ratio; The target size is determined based on the stated size parameters.

20. The method as described in claim 18, characterized in that, Determining the size parameters of the position indicator mark, which includes a preset ratio, includes: Calculate the minimum enclosing shape of the position indicator mark that covers a preset ratio, wherein the shape includes at least one of the following: a circle, a rectangle, or a shape identical to the target button; The size of the minimum enclosing shape is determined as the size parameter, or the size parameter is obtained by expanding the preset margin based on the minimum enclosing rectangle.

21. The method as described in claim 18, characterized in that, The step of determining the target size based on the size parameters further includes: Detect whether the position of the display area corresponding to the size parameter and the boundary of the display interface or the display area of ​​other buttons meets the preset positional relationship; In response to a failure to meet the preset positional relationship, the dimensional parameters are adjusted to determine the target size.

22. The method as described in claim 18, characterized in that, The method further includes: Provides a preview, showing the target button after it has been adjusted to the target size.

23. The method as described in claim 18, characterized in that, The method further includes: In response to a size adjustment operation performed on the target button that displays the target size, the target size is adjusted according to the size adjustment operation.

24. An electronic device, characterized in that, include: Memory, used to store executable instructions; A processor, when executing executable instructions stored in the memory, implements the button adjustment method according to any one of claims 1 to 23.

25. A computer-readable storage medium, characterized in that, It stores executable instructions for implementing the button adjustment method according to any one of claims 1 to 23 when executed by a processor.