Information processing method and device, electronic equipment and storage medium
By setting reminder conditions for red dot notifications, including quantity, type, and timeliness, the problem of limited red dot notification rules in existing technologies is solved, optimizing the user interaction experience and saving system resources.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-01-23
- Publication Date
- 2026-03-17
AI Technical Summary
The existing red dot prompt rules are too simple and fail to reflect the importance of the prompts, leading to confusion for players, increasing the operational burden, and frequent prompts interfering with the gaming experience.
By setting reminder conditions, including the number, type, and timeliness of pending events, a red dot will only be displayed on the interface when certain conditions are met, avoiding frequent interruptions.
It reduces the operational burden on players in eliminating red dots, optimizes the user interaction experience, reduces unnecessary calculations and display updates, and saves system resources.
Smart Images

Figure CN121668673A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the field of information technology, and in particular, to an information processing method and device, electronic equipment and storage medium. BACKGROUND
[0002] In the game experience, the red dot function is widely used as a to-do reminder mechanism. A red dot icon is displayed on the function button to prompt the player that there is a pending matter, and it penetrates to the outermost interface layer by layer. The red dot on the link disappears after the to-do matter is processed. In the related technology, the red dot prompt rule of "displaying as soon as there is" is adopted. As long as there is a to-do matter such as a reward to be obtained in the system, the red dot will be displayed immediately and penetrate to the outermost interface. However, these schemes have certain limitations. Because the red dot display rule is too simple, it cannot convey the importance of the red dot prompt through other dimensions, leading to confusion in the player's perception of the system importance level; for high-frequency reminder systems, the player needs to frequently enter the system to eliminate the red dot, increasing the operation burden; and most of the rewards do not have strong attraction, and frequent red dot prompts will interfere with the core experience of the game. Therefore, the red dot prompt mechanism in the related technology has problems such as complicated user operation, single game play, occupying device storage space and squeezing server resources. SUMMARY
[0003] The purpose of the present disclosure is to provide an information processing method, device, electronic equipment and storage medium to realize the display control of the red dot prompt based on the specific information of the pending event, and optimize the user interaction experience.
[0004] In a first aspect, the present disclosure provides an information processing method. A graphical user interface is provided by a terminal device. The graphical user interface displays a first interface. The first interface includes an entry control. The entry control is used to trigger the display of a specified function system. The method includes: obtaining a pending event currently existing in the specified function system; determining whether the entry control currently satisfies a prompt condition based on the pending event. The prompt condition includes at least one of the following: the number of the pending event is greater than or equal to a first threshold value, the pending event includes a specified event, and the generation time of the latest pending event in the pending event is not more than a preset time length from the current time; and if the entry control currently satisfies the prompt condition, displaying a first prompt identifier on the entry control of the first interface.
[0005] In a second aspect, the present disclosure provides an information processing apparatus for providing a graphical user interface by a terminal device, the graphical user interface displays a first interface, the first interface includes an entry control, the entry control is used to trigger display of a specified function system; the apparatus includes: an obtaining module configured to obtain a to-be-processed event currently existing in the specified function system; a judging module configured to judge whether the entry control currently satisfies a reminding condition based on the to-be-processed event, the reminding condition includes at least one of the following: a quantity of the to-be-processed event is greater than or equal to a first threshold, the to-be-processed event includes a specified event, a generation time of a latest to-be-processed event in the to-be-processed event is not more than a preset time length from a current time; and a display control module configured to display a first prompt identifier on the entry control of the first interface if the entry control currently satisfies the reminding condition.
[0006] In a third aspect, the present disclosure provides an electronic device including a processor and a memory, the memory stores computer executable instructions capable of being executed by the processor, and the processor executes the computer executable instructions to perform the steps in the information processing method described above.
[0007] In a fourth aspect, the present disclosure provides a computer readable storage medium, the computer readable storage medium stores computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the steps in the information processing method described above.
[0008] The present disclosure provides an information processing method, apparatus, electronic device and storage medium, a graphical user interface is provided by a terminal device, the graphical user interface displays a first interface, the first interface includes an entry control, the entry control is used to trigger display of a specified function system; a to-be-processed event currently existing in the specified function system is obtained; whether the entry control currently satisfies a reminding condition is judged based on the to-be-processed event, the reminding condition includes at least one of the following: a quantity of the to-be-processed event is greater than or equal to a first threshold, the to-be-processed event includes a specified event, a generation time of a latest to-be-processed event in the to-be-processed event is not more than a preset time length from a current time; and a first prompt identifier is displayed on the entry control of the first interface if the entry control currently satisfies the reminding condition. Through the method provided by the present embodiment, an association mechanism of red dot prompt display and to-be-processed event quantity, type and timeliness is established, the red dot prompt is displayed on the outermost interface only when the to-be-processed events in the system accumulate to a preset quantity threshold, include a specific important event or the latest event has timeliness, the frequent interference of non-important events is avoided, and the operation pressure and psychological burden of the player to eliminate the red dot are reduced; in addition, unnecessary red dot calculation and display update are reduced by setting reasonable reminding conditions, the rendering burden of the client and the data pushing frequency of the server are reduced, the system resource occupation is optimized, and the technical problem of resource consumption of interface prompt function in the computer field is solved. BRIEF DESCRIPTION OF DRAWINGS
[0009] In order to more clearly illustrate the technical solutions in the specific embodiments of the present disclosure or the prior art, the drawings needed to be used in the specific embodiments or prior art description will be briefly introduced as follows. Obviously, the drawings in the following description are some embodiments of the present disclosure, and other drawings can also be obtained by those skilled in the art without any creative effort on the basis of these drawings.
[0010] Figure 1 A flowchart of an information processing method provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of an information processing device provided by an embodiment of the present disclosure; Figure 3 A structural schematic diagram of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION
[0011] The technical solutions of the present disclosure will be described clearly and completely in combination with the embodiments. Obviously, the described embodiments are only some of the embodiments of the present disclosure, rather than all the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without any creative effort belong to the protection scope of the present disclosure.
[0012] This embodiment provides an information processing method. The method provides a graphical user interface through a terminal device. The graphical user interface displays a game interface, which includes a game scene screen and a user interface (UI). The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used to interact with the user and may include game design elements that come into direct or indirect contact with the user, such as buttons, animations, text, sounds, and windows. In an optional embodiment, the interface elements in the user interface may include the following controls: (1) controls related to the character, such as skill controls, movement controls, and function controls; (2) controls for indicating information, also known as indicator information, such as direction indicators, character indicators, character stamina indicators, item pickup points, or treasure chest locations; (3) information display controls, also known as information display areas, such as displaying basic character information (character name, profession, health points, mana points, etc.), character status information (such as whether the character is unconscious or poisoned), or game information (such as the number of kills, match time, etc.); (4) game setting controls, such as system settings, shop, and gold coins. Furthermore, the controls displayed in the user interface may differ between games. Some games include a friend list control, allowing users to view information about added friends and perform actions such as chatting, visiting each other's homes, and deleting friends. Other games include quest-related controls, such as displaying a list of current quests, including main quests and side quests. These controls help users better manage and play the game.
[0013] In an optional implementation, the game scene screen is the screen corresponding to the virtual scene displayed on the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also known as player virtual characters), NPC characters (Non-Player Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.
[0014] The aforementioned virtual scene is the content displayed (or provided) by the game application when it runs on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene containing the complete game logic of virtual objects controlled by the user. For example, in a sandbox-style 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects in battle. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 2.5D multiplayer online tactical competitive games, a virtual scene is a 2D or 2.5D terrain scene used by virtual objects in battle. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0015] The aforementioned virtual object refers to a controllable dynamic object within a virtual scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. This virtual object is a character controlled by the player through an input device, or an AI character trained and set up for battle in a virtual environment, or an NPC set up for battle in a virtual scene. Optionally, this virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.
[0016] The information processing method in one embodiment of this disclosure can run on a terminal device or a server. The terminal device can be a local terminal device, such as a touch device or a non-touch device. When the information processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0017] In an optional implementation, cloud gaming can run within the cloud interaction system. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information processing methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game interface and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game interface.
[0018] In an optional implementation, the terminal device can be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface; that is, it typically downloads, installs, and runs the game program via an electronic device. The local terminal device can provide the game interface to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, which includes game scene visuals, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0019] This embodiment provides an information processing method. Figure 1 This is a flowchart of an information processing method according to an embodiment of the present disclosure, such as... Figure 1 As shown, the process includes the following steps: Step S110: Obtain the pending events currently existing in the specified functional system; Step S120: Determine whether the entry control currently meets the reminder conditions based on the pending events. The reminder conditions include at least one of the following: the number of pending events is greater than or equal to a first threshold, the pending events include a specified event, and the generation time of the latest pending event is no more than a preset time from the current time. Step S130: If the entry control currently meets the reminder conditions, display the first prompt icon on the entry control of the first interface.
[0020] The method provided in this embodiment establishes a flexible reminder rule system by associating the display conditions of the prompt icon with specified or multi-dimensional characteristics (quantity, type, timeliness) of the event to be processed. Specifically, a quantity threshold mechanism is adopted, requiring that the prompt icon be displayed on the entry control of the outer interface only after the number of events to be processed has accumulated to a preset quantity. This avoids the frequent interruptions caused by the traditional "display as soon as it appears" rule, significantly reducing the operational pressure and psychological burden on players to eliminate red dots, and improving the interactive experience. At the same time, by supporting the configuration of different first thresholds for different functional systems, important systems can be quickly reminded with a lower threshold, while non-important systems can be reminded with a higher threshold to reduce interference. This establishes a clear difference in perceived importance at the system level, enhances the reach of core functions, and improves the richness of the game.
[0021] The steps described above are explained in detail below.
[0022] In step S110, the pending events currently existing in the specified functional system are obtained. When applied, the terminal device displays a first interface through a graphical user interface. The first interface contains an entry control, which is used to trigger the display of the specified functional system.
[0023] Specifically, the terminal device reads information about all pending events from the database or cache of the designated functional system, including attributes such as event type, generation time, and processing status, and uses these pending events as the data basis for subsequent judgment and reminder conditions.
[0024] Among them, the designated functional system can be a subsystem module in the terminal device that provides specific game functions or service functions.
[0025] In an optional implementation, the designated functional system can be the party manual system in the game, which is used to manage players' task progress, reward collection, and other game content. For example, when a player completes a task in the party manual, the system will generate a pending event for "rewards available for collection". This event will be recorded in the pending event list of the party manual system, waiting for the player to enter the system to collect the reward.
[0026] In an optional implementation, the designated functional system can be a game store system, which is used to display and sell virtual items such as game items and skins. For example, when a new limited-time item is added to the store system, the system will generate a "New Item Added" pending event, notifying players that there is new content to view and purchase. This event will also be recorded in the store system's pending event list.
[0027] Pending events can be game-related matters generated within a designated functional system that require player attention or action. Pending events include at least one of the following: claimable resource rewards, newly unlocked features, pending task information, and notification information to be viewed.
[0028] In one optional implementation, the pending event may include claimable resource rewards, which are game resources that players can claim by completing tasks, achieving accomplishments, etc. For example, after a player completes a daily task, the system generates a pending event called "Daily Task Rewards Pending Claim," and the player needs to enter the task system to claim reward resources such as coins and experience points.
[0029] In one alternative implementation, the pending event may include newly unlocked features, i.e., new game function modules that are unlocked after a player's level increases or certain conditions are met. For example, when a player's character reaches level 20, the system unlocks the "Friends Team Up" function and generates a pending event for "New Feature Unlocked," guiding the player to understand and use the new feature through a prompt.
[0030] The entry control can be an interactive component set on the first interface to trigger the display of the corresponding interface of the specified function system.
[0031] In an optional implementation, the entry control can be a "Party Manual" icon button located on the right side of the game's main interface. Clicking this button will open the Party Manual system interface. For example, in the main interface of a first-person shooter game, multiple function icons are arranged on the right side of the screen, with the "Party Manual" icon located in the third position. When there are pending events in the system, a red dot indicator will be displayed in the upper right corner of the icon.
[0032] In one optional implementation, the entry control can be a "Shop" text button located at the bottom navigation bar of the game lobby interface. Players can click this button to enter the shop system to browse and purchase items. For example, at the bottom of the lobby interface of a multiplayer online competitive game, there are four navigation buttons arranged in sequence: "Battle," "Inventory," "Shop," and "Social." When new items are added to the shop system, a notification icon will be displayed on the "Shop" button.
[0033] The first interface can be the outer interface displayed in the graphical user interface of the terminal device, which contains multiple functional system entry controls.
[0034] In one optional implementation, the first interface can be the game's main interface (HUD interface), which displays character information, entry icons for multiple functional systems, shortcut operation buttons, and other content. For example, in a role-playing game, the main interface displays the game scene in the center, with multiple entry icons such as "Backpack," "Quests," "Friends," and "Shop" distributed around the screen. Players can access the corresponding functional systems by clicking these icons.
[0035] In one optional implementation, the first interface can be the game lobby interface, which serves as a transit point for players to access various game modes and functional systems. For example, in a multiplayer competitive game, the player's character image is displayed in the center of the lobby interface, and functional entrances such as "Start Game," "Season Pass," and "Event Center" are distributed around the perimeter of the interface. When there is an event pending in a certain functional system, a prompt icon will be displayed on the corresponding entrance control.
[0036] In step S120, it is determined whether the entry control currently meets the reminder conditions based on the pending events. The reminder conditions include at least one of the following: the number of pending events is greater than or equal to a first threshold, the pending events include a specified event, and the generation time of the latest pending event is no more than a preset time from the current time.
[0037] Specifically, based on the acquired information about events to be processed, the terminal device calculates the number of events to be processed, identifies whether a preset specified event type is included, and calculates the time interval of the latest event to be processed. These calculation results are then compared with preset reminder conditions to determine whether the entry control should display the first prompt indicator. It should be noted that if the preset reminder condition is a single condition, the calculation can be performed only for that single condition. For example, if the reminder condition is that the number of events to be processed is greater than or equal to a first threshold, then only the number of currently existing events to be processed needs to be calculated; it is not necessary to calculate the time interval of the latest event to be processed, nor is it necessary to identify whether the currently existing events to be processed include a specified event.
[0038] The reminder conditions can be a set of preset rules used to determine whether the entry control should display the first prompt icon.
[0039] In an optional implementation, the alert condition may include a condition that the number of pending events is greater than or equal to a first threshold, which controls the display of the alert icon based on the quantity dimension. For example, for a party manual system, the planner configures the first threshold to 5. Only when there are 5 or more pending events in the party manual system at the same time will a red dot be displayed on the "Party Manual" entry icon on the main interface, avoiding interference to players due to frequent red dots from a small number of pending events.
[0040] In an optional implementation, the reminder condition may include a condition that the pending events include a specified event, and this condition controls the display of the prompt icon based on the event type dimension. For example, if the planner sets "Legendary quality equipment is available" as the specified event, even if the number of pending events in the current system has not reached a first threshold, as long as there is a pending event of this type, a prompt icon will be immediately displayed on the entry control to ensure that important rewards are promptly reminded to players. The specified event can be a pending event of the type "Limited-time event is about to end," which has a time-sensitive characteristic and requires urgent reminders to players.
[0041] The first threshold can be a numerical standard used to determine whether the number of pending events has reached the requirement for displaying a prompt. The first threshold can be pre-configured by the system or defined by the user. Different specified functions can correspond to different first thresholds.
[0042] The designated event can be a type of pending event that is preset in the reminder conditions and has special importance or priority. The designated event can also be defined by the player.
[0043] The preset duration can be a time threshold parameter used to determine the timeliness of events to be processed.
[0044] In an optional implementation, the preset duration can be set to 5 minutes. This means that if the latest generated pending event is no more than 5 minutes from the current time, a notification will be triggered even if the number of pending events has not reached the first threshold. For example, in a competitive game, when a player's friend sends a team invitation, the system generates a "Friend Invitation Pending" event. Due to the time-sensitive nature of this event (the friend may be waiting for a response), even if there are only 2 pending events in the social system (the first threshold is 10), the system will still display a notification on the "Social" entry icon on the main interface because the event was generated only 3 minutes from the current time (less than the preset duration of 5 minutes). Once the event has been generated for more than 5 minutes, the notification on the "Social" entry icon can be removed.
[0045] In step S130, if the entry control currently meets the reminder conditions, a first prompt icon is displayed on the entry control of the first interface.
[0046] Specifically, when the judgment result is that the entry control meets the reminder conditions, the terminal device displays a first prompt icon overlaid on the corresponding entry control in the first interface of the graphical user interface. This prompt icon is usually displayed in a specific position of the entry control (such as the upper right corner) to visually remind the player that there is an event to be processed in the system.
[0047] The first prompt identifier can be a visual identifier element displayed on the entry control to indicate that there are pending events in the system.
[0048] In an alternative implementation, the first prompt may be a red dot icon, which is displayed in the upper right or upper left corner of the entry control.
[0049] In an alternative implementation, the first notification identifier may be a digital badge displaying a specific number, which not only indicates the existence of pending events but also displays the specific number of pending events.
[0050] The display position on the entry control can be the specific presentation position of the first prompt icon within the visual area of the entry control.
[0051] In an optional implementation, the method further includes: If the entry control does not currently meet the notification conditions, the first notification icon will not be displayed on the entry control of the first interface.
[0052] Specifically, if the system determines that the entry control does not currently meet the reminder conditions, it will control the entry control on the first interface not to display the first prompt icon, thereby ensuring that the prompt icon is only presented to the user when specific conditions are met, avoiding interference caused by invalid prompts.
[0053] An information processing method provided in one embodiment of this application further includes: In response to a trigger operation on the entry control, a second interface is displayed. The second interface is the interface corresponding to the specified function system. The second interface includes a control to be processed, which is used to trigger the processing of the pending event. A second prompt icon is displayed on the unprocessed control in the second interface.
[0054] Specifically, when the terminal device detects that the user has triggered an operation on the entry control displayed with the first prompt icon on the first interface, the system responds to the trigger operation and switches from the first interface to the second interface. The second interface, as the main interactive interface of the designated functional system, carries the core functional modules and related control elements of the system. In the second interface, the system configures controls to be processed. These controls are associated with events to be processed and are used to receive user operation commands and trigger the processing flow for the corresponding events.
[0055] The second interface can be the main interactive interface of the specified functional system displayed by the terminal device after responding to a user-triggered operation. This interface carries the main content and operation controls of the functional system. Furthermore, the second interface typically serves to display detailed information about the functional system, provide user operation entry points, and present the specific content of pending tasks.
[0056] Among them, the pending control can be an interactive element in the second interface used to trigger the processing of pending tasks. This control is usually presented in the form of buttons, icons, list items, etc. Secondly, the pending control usually has the functions of receiving user operation instructions, starting the task processing flow, and guiding users to complete the pending tasks.
[0057] In an optional implementation, the control to be processed can be a function button displayed on the second interface. The button is labeled with the type or quantity information of the item to be processed, and the user can enter the corresponding processing flow by clicking the button. For example, the "Claim Reward" button on the second interface of the party manual can be used as a control to be processed. The button displays the text "5 rewards available to claim", and the user can trigger the reward claiming process by clicking the button.
[0058] In an optional implementation, the control to be processed can be a list item element in the second interface, with each list item corresponding to a specific event to be processed. The list item displays brief information about the event and the operation entry point. For example, the second interface of the notification center displays multiple notification messages to be viewed in a list format, with each notification serving as a control to be processed. The user can click on a notification list item to view the detailed content of that notification.
[0059] Specifically, after the system displays the second interface, in order to guide the user to quickly locate and handle the pending event, the system overlays a second prompt icon on the pending control associated with the pending event in the second interface. The second prompt icon, as a visual cue element, is prominently displayed on the pending control, enabling the user to quickly identify the specific control that needs to be processed among the multiple controls in the second interface.
[0060] The second prompt icon can be a visual marker element superimposed on the control to be processed. This marker element typically adopts a similar or identical visual style to the first prompt icon to maintain consistency in the prompt system. Furthermore, the second prompt icon usually serves to accurately locate the task to be processed within the second interface, continue the prompt information delivery from the first interface, and guide the user to complete the task.
[0061] In an information processing method provided in one embodiment of this application, a first interface includes multiple entry controls, each corresponding to a different specified functional system; the reminder conditions include the number of pending events being greater than or equal to a first threshold, wherein at least two specified functional systems correspond to different first thresholds.
[0062] The method provided in this embodiment can flexibly control the display frequency of red dot prompts for different designated functional systems by configuring different first thresholds. It sets reminder standards differently according to the importance of the system, making prompts for important systems easier to trigger and reducing the frequency of prompts for non-core systems. This establishes a clear hierarchy of system importance perception, avoids low-value prompts from frequently interfering with the player's core gaming experience, and ensures that to-do items for important systems can be promptly communicated to the user. This improves the relevance and systematic nature of the interactive experience, reduces operational pressure while ensuring the timeliness of notifications, and solves the technical problem in the prior art that the red dot prompt rules are singular and cannot reflect the differentiated importance of systems.
[0063] Specifically, the first interface serves as the main interface of the application or game, integrating access points to multiple functional systems. Each access control acts as an independent interactive element, establishing a one-to-one mapping relationship with a specific functional system. Users can access the corresponding functional system by triggering the corresponding access control.
[0064] Multiple entry controls can be a collection of interactive elements in the graphical user interface of a terminal device used to trigger the display of different specified functional systems. These entry controls are typically presented as icons, buttons, or other visual forms on the first interface, with each entry control associated with a specific functional system.
[0065] In an optional implementation, multiple entry controls can be categorized and laid out according to the type of a specified functional system. For example, entry controls for social systems can be grouped in one area of the interface, while entry controls for resource management systems can be grouped in another area, forming a visual hierarchy of functional zones. This categorized layout helps users quickly locate the desired function and conveys the relevance of functions through spatial location. For instance, in a game application, social-related entry controls such as "Friends System," "Guild System," and "Chat System" can be placed on the left side of the interface, while resource management-related entry controls such as "Inventory System," "Shop System," and "Task System" can be placed on the right side of the interface. Users can quickly find the entry point to their target system based on the functional zones.
[0066] The different designated functional systems can be independently operating functional modules within the terminal device, each with specific business logic and data management mechanisms. These different designated functional systems assume different functional responsibilities in applications or games, such as resource management, social interaction, and task tracking.
[0067] In an optional implementation, different designated functional systems may include multiple functional modules such as a task system, a friend system, a shop system, an inventory system, and an achievement system. Each system manages specific types of data and business processes. For example, the task system manages users' task progress and reward distribution, the friend system manages users' social relationships and interaction records, and the shop system manages the display and trading of virtual goods. This system division clearly defines the boundaries of each function, facilitating development and maintenance. For instance, in a game application, the task system is responsible for tracking the various tasks accepted by players and their completion status, the friend system is responsible for managing players' friend lists, friend requests, and private messages, and the shop system is responsible for displaying purchasable virtual goods such as items and skins. The systems exchange data through standardized interfaces.
[0068] In an alternative implementation, different designated functional systems can be divided into core systems and non-core systems based on their business importance. Core systems are directly related to the main functions and user experience of the application, such as the combat system and character progression system in a game. Non-core systems provide auxiliary functions, such as the social system and collection system. This importance classification can provide a basis for system resource allocation and prompting strategy formulation. For example, in a game application, the core party manual system is related to the player's season progress and acquisition of major rewards, while the collection system is mainly used by players to view acquired decorations. The former's to-do prompts should have higher priority and lower trigger thresholds to ensure that players do not miss important reward collection opportunities.
[0069] Specifically, the reminder conditions establish a criterion for determining whether to display red dot alerts by setting a lower threshold for the number of pending events. Alerts are only triggered when the number of pending events accumulates to a certain scale, thus avoiding frequent red dot displays due to a single or small number of pending items and effectively controlling the frequency of alerts.
[0070] The first threshold can be a critical value for the number of pending events used to determine whether to display the first prompt icon on the entry control. As the core parameter of the quantity-based judgment condition, the first threshold defines the minimum number of pending items required for the red dot prompt to be displayed.
[0071] In an optional implementation, the first threshold can be set to a specific positive integer value, such as 3, 5, or 10. This means that the first prompt icon will only be displayed on the entry control when the number of pending events reaches or exceeds this value. This explicit numerical setting facilitates system implementation and strategy adjustment. For example, in the Party Manual system, if the first threshold is set to 5, it means that a red dot will only be displayed on the Party Manual's entry control when there are 5 or more pending rewards or tasks to be completed within the system. When there are fewer than 5 pending tasks, the red dot will only be displayed within the Party Manual system, and the entry control on the outer main interface will not display a red dot.
[0072] In one optional implementation, the first threshold can be dynamically adjusted based on system activity and user behavior patterns. For example, the first threshold can be appropriately increased during peak system usage periods or when user activity is high, and appropriately decreased during off-peak periods or when user activity is low, to adapt to the prompting needs in different usage scenarios. This dynamic adjustment mechanism makes the prompting strategy more intelligent and flexible. For instance, at the beginning of a game season, when players are generally more active, the first threshold of the Party Handbook system can be set to 8 to reduce the frequency of prompts and avoid interfering with the core game experience. At the end of the season, to remind players to claim their season rewards in time, the first threshold can be reduced to 3 to increase the probability of prompts being triggered and ensure that important rewards are not missed.
[0073] Specifically, different designated functional systems are assigned different first thresholds based on factors such as their business importance, usage frequency, and the urgency of pending tasks, thereby achieving a differentiated red dot reminder strategy. This makes it easier to trigger reminders for important systems and reduces the frequency of reminders for non-core systems, forming a hierarchical reminder mechanism.
[0074] The different first thresholds can be threshold values for the number of pending events configured according to the characteristics and importance of each specified functional system. These different first thresholds reflect differentiated alert strategies between systems, enabling flexible alert control through parameter configuration.
[0075] In an alternative implementation, different first thresholds can be configured hierarchically based on the core importance of the system. For example, the functional systems in the application can be divided into three levels: core systems, important systems, and ordinary systems. The first threshold for core systems is set to a lower value, such as 3; the first threshold for important systems is set to a medium value, such as 5; and the first threshold for ordinary systems is set to a higher value, such as 10. This hierarchical configuration clearly reflects the hierarchy of system importance. For example, in a game application, the Party Handbook, as a core system, has a first threshold of 3, meaning that a red dot will appear on the main screen only after 3 pending rewards; the Friends system, as an important system, has a first threshold of 5, requiring 5 friend requests or messages to display a red dot; and the Collection system, as an ordinary system, has a first threshold of 10, requiring 10 new item notifications to accumulate before a red dot appears on the main screen. This configuration allows players to perceive the Party Handbook as the most important system based on the frequency of the red dot appearance.
[0076] In one alternative implementation, different first thresholds can be flexibly set and adjusted by developers or operations personnel through configuration files or a backend management system. This allows for changes to the prompting strategies of each system without modifying the program code. For example, threshold mapping relationships between systems can be defined through a JSON configuration file, or threshold parameters can be dynamically modified and take effect in real time through the operations backend interface. This configurable design facilitates the optimization of prompting strategies based on operational data and user feedback.
[0077] In an alternative implementation, different first thresholds can also be set by the user according to their personal needs.
[0078] In one embodiment of this application, an information processing method is provided, which further includes: In response to processing operations on pending events, update the pending events existing in the specified functional system; If the updated pending event does not meet the notification conditions, the first notification icon will stop being displayed on the entry control of the first interface or will not be displayed.
[0079] The method provided in this embodiment establishes a real-time correlation mechanism between the red dot notification and the actual status of the pending events by dynamically updating the pending events and controlling the display of the first notification icon based on the updated status. This technique can promptly remove unnecessary notification icons after the user completes the pending tasks, avoiding the information redundancy problem caused by the continuous display of red dot icons in traditional solutions. Therefore, in terms of user experience, it reduces visual interference and operational burden, eliminating the need for users to repeatedly enter the system to confirm the existence of pending tasks.
[0080] Specifically, after a user performs a corresponding processing operation on an event pending in a designated functional system, the terminal device needs to update the status and quantity of the pending events in that functional system in real time. This update mechanism ensures that the system can accurately reflect the user's operation results, providing an accurate data basis for subsequent prompt display judgments. The update process includes removing processed events from the pending event list, recalculating the number of remaining pending events, and / or determining whether the remaining events include the specified event, and / or whether other alert dimensions' conditions are met.
[0081] Among them, processing operations can be various actions performed by users on pending events, which are intended to complete or eliminate pending matters.
[0082] Furthermore, processing operations can be implemented through clicks, swipes, long presses, and / or other methods. For example, taking a click as an example, when a user clicks a control to be processed on the second interface, it triggers the processing of the corresponding pending event, such as claiming resource rewards, viewing newly unlocked features, completing pending tasks, or viewing notification information. After responding to the click, the system updates the pending events existing in the system for the specified function.
[0083] In an optional implementation, the processing operation may be a viewing operation for a newly unlocked function. For example, when a pending event includes a newly unlocked function, after the user enters the interface of the sub-function module containing the new function, clicks to view the details of the new function or uses the new function. After responding to the viewing operation, the system removes the "new" marker for the newly unlocked function from the pending events and updates the pending event status of the specified function in the system.
[0084] Among them, updating can be a process of modifying the status, quantity, or attributes of events to be processed in a specified functional system in real time based on the results of user processing operations.
[0085] In an alternative implementation, the update may include deleting processed events from the pending event list and recalculating the count. For example, in a card collection system, there are initially 8 pending events for new cards. After a user views 3 of these new cards, the system deletes the records of these 3 viewed cards from the pending event list, recalculates the remaining pending event count to 5, and compares the updated count of 5 with a first threshold to determine whether the reminder condition is met.
[0086] In one optional implementation, the update may include modifying the latest generation time attribute of the pending event. For example, in a social system, there are multiple pending events for friend requests. After a user processes the latest friend request, the system updates the pending event list, using the generation time of the next newest friend request as the generation time of the current latest pending event, and determines whether the preset duration reminder condition is met based on the difference between the updated time and the current time.
[0087] Specifically, after updating the pending event, the terminal device needs to determine whether the updated pending event meets the notification conditions. If the updated pending event no longer meets any of the notification conditions, the system will stop displaying the first prompt icon on the corresponding entry control in the first interface; if the updated pending event still does not meet the notification conditions, the system will prevent the first prompt icon from being displayed on the corresponding entry control in the first interface. This dynamic control mechanism ensures that the display of the first prompt icon is consistent with the actual state of the pending event, avoiding the problem of the prompt icon still existing even after the user has completed the relevant tasks, thus improving the accuracy of the interface prompts and the user experience.
[0088] In an information processing method provided in one embodiment of this application, a designated functional system includes multiple sub-functional modules, each sub-functional module being associated with a sub-event to be processed; the reminder condition includes the number of events to be processed being greater than or equal to a first threshold. The method also includes: Obtain the number of unprocessed sub-events in each sub-functional module; Calculate the sum of all sub-quantities and use the sum as the number of pending events currently existing in the specified functional system.
[0089] Specifically, in this embodiment, the designated functional system adopts a modular architecture design, dividing the overall function into multiple independent but logically related sub-functional modules. Each sub-functional module is responsible for a specific functional area and independently manages its corresponding pending items, which are defined as pending sub-events. The system collects all pending sub-events by traversing each sub-functional module and aggregates the collected pending sub-events to obtain the total number of pending events at the designated functional system level. The reminder condition is then determined based on this aggregated total number. When the total number reaches or exceeds a preset first threshold, the system determines that the reminder condition is met, thereby triggering the operation of displaying a first prompt icon on the entry control.
[0090] Among them, multiple sub-functional modules can be a set of functional units formed by classifying a specified functional system according to functional attributes, business logic, or user operation scenarios.
[0091] Among them, the sub-events to be processed can be specific matters generated within each sub-functional module that require user operation and processing.
[0092] In an optional implementation, pending sub-events can have different specific forms of representation depending on the event type. For example, in the reward sub-function module, pending sub-events can be represented as specific reward items such as "claimable season chests," "claimable task rewards," and "claimable achievement badges." The achievement system module may have pending sub-events such as "unlocking new achievements." These are all recorded and tracked by the system as pending sub-events of their respective sub-function modules.
[0093] In an optional implementation, pending sub-events can also include various event types such as notifications, tasks, and unlocking. For example, in the social function module, pending sub-events can manifest as social interaction items such as "gifts from friends to be received," "team invitations to be confirmed," and "guild applications to be approved." For instance, in the social system of a game, the social interaction module may simultaneously have 3 pending sub-events: including 2 "gifts from friends to be received" events and 1 "guild activity notification to be viewed" event. The task system module may have 5 pending sub-events: including 3 "daily tasks completed and rewards to be claimed" events and 2 "weekly tasks in progress" events. These pending sub-events together constitute the set of pending events for the system.
[0094] Specifically, the system iterates through all sub-functional modules under the specified functional system, performs an independent data query operation for each sub-functional module, reads all pending sub-events currently recorded for that sub-functional module, and counts these pending sub-events to obtain the corresponding sub-quantity for that sub-functional module. This process generates an independent numerical result for each sub-functional module, reflecting the specific number of pending items currently existing in that sub-functional module. The system records the sub-quantities for all sub-functional modules separately, providing a data foundation for subsequent aggregate calculations.
[0095] Among them, the acquisition operation can be the technical action by which the system extracts the number of sub-events to be processed from each sub-functional module through data query, interface call or status reading.
[0096] The number of sub-items can be the sub-count values currently existing within a single sub-functional module.
[0097] In an optional implementation, the number of sub-events can be obtained by counting the list of pending sub-events within the sub-functional module, reflecting the current backlog of pending items in the module.
[0098] The total can be the combined value obtained by adding up the number of sub-functional modules.
[0099] Secondly, the sum usually has a unified metric as the scale of events to be processed at the system level, which is used to compare with the first threshold to determine whether to trigger an alert.
[0100] In an information processing method provided in one embodiment of this application, a second interface is provided for a specified functional system, and the second interface displays sub-entry controls that point to each of the sub-functional modules respectively; The method also includes: When the number of sub-modules corresponding to the target sub-function module is greater than or equal to the second threshold, a second prompt icon is displayed on the sub-entry control corresponding to the target sub-function module.
[0101] The method provided in this embodiment allows for flexible control of the display of prompts at the sub-functional module level of a designated functional system, based on the number of pending events, thus avoiding excessive reminders at the sub-functional module level. This technique further refines the granularity of reminders, enabling players to more accurately understand the accumulation of pending items in each sub-functional module, thereby enhancing the hierarchy and clarity of the interactive experience. Simultaneously, by setting independent threshold judgment mechanisms at the sub-functional module level, different reminder strategies can be adopted for sub-functional modules of different importance, improving the richness of the game and the flexibility of the system. Specifically, when a specified functional system contains multiple sub-functional modules, the terminal device will count the number of sub-events associated with each sub-functional module. When the number of sub-events corresponding to a target sub-functional module reaches or exceeds a preset second threshold, the terminal device will display a second prompt icon on the sub-entry control corresponding to the target sub-functional module, so that the user can intuitively understand that there are many pending matters in the sub-functional module.
[0102] The target sub-functional module can be any one of the multiple sub-functional modules contained in the specified functional system.
[0103] The second threshold can be a critical value for the number of sub-items used to determine whether the target sub-functional module needs to display the second prompt icon.
[0104] In an alternative implementation, the second threshold can be a fixed value preset by the system.
[0105] In an optional implementation, the second threshold can be a dynamically configured, differentiated value based on the importance of the sub-functional modules. This differentiated value allows sub-functional modules of different importance to employ different alert sensitivities. For example, in a social application scenario, the personal center system includes three sub-functional modules: a task management module, a message notification module, and a settings management module. The task management module has high importance, so its second threshold is set to 3; the message notification module has medium importance, so its second threshold is set to 5; and the settings management module has low importance, so its second threshold is set to 8. When the number of sub-modules in the task management module reaches 3, the terminal device displays a second prompt icon on the corresponding sub-entry control of the task management module. However, the second prompt icon will only be displayed on the corresponding sub-entry control of the settings management module when the number of sub-modules reaches 8. This allows users to prioritize pending tasks in the more important sub-functional modules.
[0106] Among them, the sub-entry control can be an interactive control in the second interface used to trigger entry into the corresponding interface of the target sub-function module.
[0107] The second prompt identifier can be a visual marker displayed on the sub-entry control to indicate that there are a certain number of pending items in the target sub-functional module.
[0108] In an information processing method provided in one embodiment of this application, the reminder condition includes that the number of events to be processed is greater than or equal to a first threshold. The first prompt icon displayed on the entry control of the first interface includes: The specific quantity is displayed in the first prompt label; or, When the quantity is in the first numerical range, the first prompt icon of the first style is displayed; when the quantity is in the second numerical range, the second prompt icon of the second style is displayed.
[0109] Specifically, the first prompt icon provides users with precise quantity information by directly presenting the numerical value of the number of events to be processed. This display method can eliminate the user's vague perception of the number of items to be processed, enabling the user to accurately understand how many items need to be processed at present.
[0110] The specific numerical value displayed in the first prompt sign can be presented in a digital form, directly showing the number of events to be processed in the form of numerical characters within the display area of the prompt sign. The specific value can be Arabic numerals, Chinese numerals, or other numerical representations. The display of the value can be static text or stylized numbers with specific font, color, size, and other visual attributes.
[0111] In an optional implementation, when the number of pending events exceeds a certain upper limit, the first prompt icon can display the upper limit value along with a "+" sign. For example, the system is set to display "99+" when the number of pending events exceeds 99, instead of displaying a specific three-digit or more digit number. This conveys the information of a large quantity while maintaining the visual simplicity of the prompt icon.
[0112] Specifically, the first prompt icon can present different visual styles according to the different numerical ranges of the number of events to be processed. This style mapping mechanism between partitions can transform continuous quantity information into discrete visual classifications, enabling users to quickly identify the approximate range of the quantity through style differences.
[0113] The strategy of displaying a first-style prompt icon when the quantity falls within a first numerical range and a second-style prompt icon when the quantity falls within a second numerical range can be described as a range-mapping-based visual presentation strategy. This strategy divides the range of quantities of the events to be processed into multiple numerical ranges, each corresponding to a specific visual style. The first and second numerical ranges are two distinct quantity ranges, and the first and second styles are two presentation formats with significant visual differences, which can be reflected in differences in color, size, shape, pattern, animation effects, etc.
[0114] Based on the above method embodiments, this disclosure also provides an interactive device in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays a first interface, which includes an entry control used to trigger the display of a specified function system; see also Figure 2 The device includes the following modules: The acquisition module 201 is used to acquire the pending events currently existing in the specified functional system; The judgment module 202 is used to determine whether the entry control currently meets the reminder conditions based on the pending events. The reminder conditions include at least one of the following: the number of pending events is greater than or equal to a first threshold, the pending events include a specified event, and the generation time of the latest pending event is no more than a preset time from the current time. Display module 203 is used to display a first prompt icon on the entry control of the first interface if the current entry control meets the reminder conditions.
[0115] The aforementioned device acquires currently pending events in the designated functional system; based on these pending events, it determines whether the entry control currently meets the reminder conditions. The reminder conditions include at least one of the following: the number of pending events is greater than or equal to a first threshold; the pending events include a specified event; or the generation time of the latest pending event is no more than a preset time interval from the current time. If the entry control currently meets the reminder conditions, a first prompt icon is displayed on the entry control on the first interface. This device establishes a correlation mechanism between the red dot prompt display and the number, type, and timeliness of pending events. A red dot prompt is only displayed on the outermost interface when pending events accumulate to a preset threshold, contain specific important events, or the latest event is time-sensitive. This avoids frequent interference from unimportant events and reduces the operational pressure and psychological burden on players to eliminate red dots.
[0116] The information processing apparatus provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiments. For the sake of brevity, any parts of the information processing apparatus not mentioned in the embodiments can be referred to the corresponding content in the aforementioned information processing method embodiments.
[0117] In this document, the term "and / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent three cases: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" in this document means any combination of at least two of any one or more elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.
[0118] This disclosure also provides an electronic device, such as... Figure 3 The diagram shows the structure of the electronic device, which includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following information processing method steps: Retrieve currently pending events in the specified functional system; The system determines whether the entry control meets the reminder conditions based on the pending events. The reminder conditions include at least one of the following: the number of pending events is greater than or equal to a first threshold, the pending events include a specified event, and the generation time of the latest pending event is no more than a preset time from the current time. If the entry control currently meets the reminder conditions, the first reminder icon will be displayed on the entry control of the first interface.
[0119] Optionally, the method further includes: If the entry control does not currently meet the notification conditions, the first notification icon will not be displayed on the entry control of the first interface.
[0120] Optionally, the method further includes: In response to a trigger operation on the entry control, a second interface is displayed. The second interface is the interface corresponding to the specified function system. The second interface includes a control to be processed, which is used to trigger the processing of the pending event. A second prompt icon is displayed on the unprocessed control in the second interface.
[0121] Optionally, the first interface contains multiple entry controls, each corresponding to a different specified function system; The alert conditions include the number of pending events being greater than or equal to a first threshold, wherein at least two specified functional systems have different first thresholds.
[0122] Optionally, the method further includes: In response to processing operations on pending events, update the pending events existing in the specified functional system; If the updated pending event does not meet the notification conditions, the first notification icon will stop being displayed on the entry control of the first interface or will not be displayed.
[0123] Optionally, the specified functional system includes multiple sub-functional modules, each of which is associated with a sub-event to be processed; the reminder condition includes that the number of events to be processed is greater than or equal to a first threshold. The method also includes: Obtain the number of unprocessed sub-events in each sub-functional module; Calculate the sum of all sub-quantities and use the sum as the number of pending events currently existing in the specified functional system.
[0124] Optionally, a second interface is provided for each specified function system, and the second interface displays sub-entry controls that point to each sub-function module respectively; The method also includes: When the number of sub-modules corresponding to the target sub-function module is greater than or equal to the second threshold, a second prompt icon is displayed on the sub-entry control corresponding to the target sub-function module.
[0125] Optionally, the events to be processed include at least one of the following: Available resource rewards, newly unlocked features, pending task information, and notification information to be viewed.
[0126] Optionally, the alert conditions include the number of pending events being greater than or equal to a first threshold; Display the first prompt icon on the entry control of the first interface, including: The specific quantity is displayed in the first prompt label; or, When the quantity is in the first numerical range, the first prompt icon of the first style is displayed; when the quantity is in the second numerical range, the first prompt icon of the second style is displayed.
[0127] exist Figure 3 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113, and the memory 110 are connected via the bus 112.
[0128] The memory 110 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 113 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 112 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 3 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.
[0129] The processor 111 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 111 or by instructions in software form. The processor 111 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules may reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory, and the processor 111 reads the information in the memory and, in conjunction with its hardware, completes the steps of the information processing method of the aforementioned embodiment.
[0130] 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 an information processing method, which specifically includes: Retrieve currently pending events in the specified functional system; The system determines whether the entry control meets the reminder conditions based on the pending events. The reminder conditions include at least one of the following: the number of pending events is greater than or equal to a first threshold, the pending events include a specified event, and the generation time of the latest pending event is no more than a preset time from the current time. If the entry control currently meets the reminder conditions, the first reminder icon will be displayed on the entry control of the first interface.
[0131] Optionally, the method further includes: If the entry control does not currently meet the notification conditions, the first notification icon will not be displayed on the entry control of the first interface.
[0132] Optionally, the method further includes: In response to a trigger operation on the entry control, a second interface is displayed. The second interface is the interface corresponding to the specified function system. The second interface includes a control to be processed, which is used to trigger the processing of the pending event. A second prompt icon is displayed on the unprocessed control in the second interface.
[0133] Optionally, the first interface contains multiple entry controls, each corresponding to a different specified function system; The alert conditions include the number of pending events being greater than or equal to a first threshold, wherein at least two specified functional systems have different first thresholds.
[0134] Optionally, the method further includes: In response to processing operations on pending events, update the pending events existing in the specified functional system; If the updated pending event does not meet the notification conditions, the first notification icon will stop being displayed on the entry control of the first interface or will not be displayed.
[0135] Optionally, the specified functional system includes multiple sub-functional modules, each of which is associated with a sub-event to be processed; the reminder condition includes that the number of events to be processed is greater than or equal to a first threshold. The method also includes: Obtain the number of unprocessed sub-events in each sub-functional module; Calculate the sum of all sub-quantities and use the sum as the number of pending events currently existing in the specified functional system.
[0136] Optionally, a second interface is provided for each specified function system, and the second interface displays sub-entry controls that point to each sub-function module respectively; The method also includes: When the number of sub-modules corresponding to the target sub-function module is greater than or equal to the second threshold, a second prompt icon is displayed on the sub-entry control corresponding to the target sub-function module.
[0137] Optionally, the events to be processed include at least one of the following: Available resource rewards, newly unlocked features, pending task information, and notification information to be viewed.
[0138] Optionally, the alert conditions include the number of pending events being greater than or equal to a first threshold; Display the first prompt icon on the entry control of the first interface, including: The specific quantity is displayed in the first prompt label; or, When the quantity is in the first numerical range, the first prompt icon of the first style is displayed; when the quantity is in the second numerical range, the first prompt icon of the second style is displayed.
[0139] The computer program products of the information processing methods, apparatus and electronic devices provided in the embodiments of this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementations, please refer to the method embodiments, which will not be repeated here.
[0140] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of this disclosure.
[0141] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0142] 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.
[0143] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. An information processing method characterized by comprising: The method comprises the following steps: A terminal device provides a graphical user interface, and the graphical user interface displays a first interface, wherein the first interface comprises an entry control for triggering display of a specified function system; Obtaining a to-be-processed event currently existing in the specified function system; Determining whether the entry control currently meets a prompt condition based on the to-be-processed event, wherein the prompt condition comprises at least one of the following: the number of to-be-processed events is greater than or equal to a first threshold, the to-be-processed event comprises a specified event, and the generation time of the latest to-be-processed event in the to-be-processed event is within a preset time period from the current time; 2. The method of claim 1, wherein, If the entry control currently meets the prompt condition, a first prompt identifier is displayed on the entry control in the first interface. The method further comprises:
3. The method according to claim 1 or 2, characterized in that, If the entry control currently does not meet the prompt condition, the first prompt identifier is not displayed on the entry control in the first interface. The method further comprises: In response to a triggering operation on the entry control, a second interface is displayed, wherein the second interface is an interface corresponding to the specified function system, and the second interface comprises a to-be-processed control for triggering processing of the to-be-processed event; 4. The method of claim 1, wherein, A second prompt identifier is displayed on the to-be-processed control in the second interface. The first interface comprises a plurality of entry controls, and the plurality of entry controls correspond to different specified function systems respectively; 5. The method of claim 1, wherein, The prompt condition comprises that the number of to-be-processed events is greater than or equal to a first threshold, and the first thresholds corresponding to at least two specified function systems are different. The method further comprises: In response to a processing operation on the to-be-processed event, the to-be-processed event existing in the specified function system is updated; 6. The method of claim 1, wherein, If the updated to-be-processed event does not meet the prompt condition, the first prompt identifier is stopped from being displayed or is not displayed on the entry control in the first interface. The specified function system comprises a plurality of sub-function modules, each of which is associated with a to-be-processed sub-event; and the prompt condition comprises that the number of to-be-processed events is greater than or equal to a first threshold. The method further comprises: The number of to-be-processed sub-events existing in each of the sub-function modules is obtained respectively; 7. The method of claim 6, wherein, The sum of the numbers of to-be-processed sub-events is calculated, and the sum is taken as the number of to-be-processed events currently existing in the specified function system. The specified function system corresponds to a second interface, and the second interface displays sub-entry controls respectively pointing to the sub-function modules; The method further comprises:
8. The method of claim 1, wherein, When the number of to-be-processed sub-events of a target sub-function module is greater than or equal to a second threshold, a second prompt identifier is displayed on the sub-entry control corresponding to the target sub-function module. The to-be-processed event comprises at least one of the following:
9. The method of claim 1, wherein, A resource reward that can be obtained, a function that is newly unlocked, task information that is to be processed, and notification information that is to be viewed. The prompt condition comprises that the number of to-be-processed events is greater than or equal to a first threshold; Displaying a first prompt identifier on the entry control in the first interface comprises: Displaying a specific value of the number in the first prompt identifier; or When the number is in a first numerical interval, a first prompt mark in a first style is displayed; and when the number is in a second numerical interval, a first prompt mark in a second style is displayed.
10. An information processing apparatus, characterized by comprising: A terminal device provides a graphical user interface, and the graphical user interface displays a first interface, and the first interface includes an entry control, and the entry control is used to trigger display of a specified function system; the device includes: An acquisition module is configured to acquire a to-be-processed event currently existing in the specified function system; A judgment module is configured to judge, based on the to-be-processed event, whether the entry control currently satisfies a prompt condition, and the prompt condition includes at least one of the following: a number of to-be-processed events is greater than or equal to a first threshold, the to-be-processed event includes a specified event, and a generation time of a latest to-be-processed event in the to-be-processed event is not more than a preset time length from a current time; A display module is configured to display a first prompt mark on the entry control of the first interface if the entry control currently satisfies the prompt condition.
11. An electronic device, comprising: The processor executes the computer executable instructions to implement the method in any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer executable instructions, and the computer executable instructions, when called and executed by the processor, cause the processor to implement the method in any one of claims 1 to 9.